NBA 2K6 360 Impressons
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- sportdan30
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anchester wrote:I am not seeing these incredible graphix for NBA2k6.

XBL Gamertag: RobVarak
"Ok I'm an elitist, but I have a healthy respect for people who don't measure up." --Aaron Sorkin
"Ok I'm an elitist, but I have a healthy respect for people who don't measure up." --Aaron Sorkin
- dbdynsty25
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Yup...it's not quite as nice as Live, but it's still damn pretty. Plus it plays a wonderful game on the court...which is by far the most important aspect.RobVarak wrote:anchester wrote:I am not seeing these incredible graphix for NBA2k6.I find that incredible, but to each his own. Beautiful "graphix," much like graphics, are in the eye of the beholder I suppose.
- sportdan30
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Alright, I gotta be doing something wrong. I inputted Jistic's sliders and while the core of the game plays great, there are still too many CPU fast breaks. I'm not talking fast breaks that have resulted in steals or turnovers, but fast breaks off a rebound. Often my teamates take their own sweet time to get back on defense leaving 2 on 1 or 4 on 2 fast breaks. I'm giving up a lot of easy baskets that are resulting in high field goal percentages for the CPU controlled teams.
Is there something I need to be changing in the "coach settings"? I used to think that if you had "crash the boards" set to high, this affected your team getting back on defense. That doesn't seem to be the case. So, does anyone have any suggestions?
Otherwise, this is an unbelieveably enjoyable game to play.
Thanks.
Is there something I need to be changing in the "coach settings"? I used to think that if you had "crash the boards" set to high, this affected your team getting back on defense. That doesn't seem to be the case. So, does anyone have any suggestions?
Otherwise, this is an unbelieveably enjoyable game to play.
Thanks.
- sportdan30
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Well, to answer my own question turning down "crash the boards" all the way made a huge difference in stopping all the fast break points. In addition, as someone suggested at OS, I turned "clutch factor" off. The stars are still getting their points, but at least they don't seem invincible. It seems to have leveled the playing field.
With these two changes, field goal percentages are now more realistic.
So, now I'm wondering who everyone is playing with in their legacy? Because I don't have a hometown team, I'm open to suggestions. Thus far, I've played with the Bulls, Cavs, Rockets, Kings, and Suns. Out of the ones I've played with, I'm kinda leaning towards the Rockets. I like having a somewhat dominating center in Yao, a playmaker in McGrady, and I like Sura's overall game. However, there's a bit of a drop off in terms of bench strength after that. I guess I'm looking for a middle of road team. Don't want to get too frusturated by losing if say I go with the Suns or Spurs for example.
With these two changes, field goal percentages are now more realistic.
So, now I'm wondering who everyone is playing with in their legacy? Because I don't have a hometown team, I'm open to suggestions. Thus far, I've played with the Bulls, Cavs, Rockets, Kings, and Suns. Out of the ones I've played with, I'm kinda leaning towards the Rockets. I like having a somewhat dominating center in Yao, a playmaker in McGrady, and I like Sura's overall game. However, there's a bit of a drop off in terms of bench strength after that. I guess I'm looking for a middle of road team. Don't want to get too frusturated by losing if say I go with the Suns or Spurs for example.
- dbdynsty25
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LOL...yeah. Until the Suns started actually playing defense they were #1. Now that they actually try on the defensive end...it's pushed them to #2.Leebo33 wrote:You can't get any more middle-of-the-road than the Sixers, plus they are the league's highest scoring team!
Nothing like the Sixers scoring 103.9 and giving up 103.9 at the same time.
- sportdan30
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That's true. It's a joy playing with Iverson. In real life, he's having a career year even though it's early in the season. Just not too fond of the other players besides Korver and Webber.Leebo33 wrote:You can't get any more middle-of-the-road than the Sixers, plus they are the league's highest scoring team!
What I love about this game is that you can truly tell the difference in a star point guard such as Iverson and a back up point guard.
Sixers are my team so it was an easy choice for me. As far as players to like...Andre Iguodala is a stud. Perimeter game is average but he is a highflyer with some super moves.sportdan30 wrote:That's true. It's a joy playing with Iverson. In real life, he's having a career year even though it's early in the season. Just not too fond of the other players besides Korver and Webber.Leebo33 wrote:You can't get any more middle-of-the-road than the Sixers, plus they are the league's highest scoring team!
What I love about this game is that you can truly tell the difference in a star point guard such as Iverson and a back up point guard.
XBLive Gamertag - Diablo25
PSN Name - EPDiablo25
PSN Name - EPDiablo25
Well I'm about to toss my NBA 2K6 (Xbox) into the eBay shitcan. VC has made the offensive side of the ball nearly perfect (except passing), which is a feat in itself, but the defensive side as well player AI in general still has a long way to go. NOT that EA or anyone else has solved those puzzles either. Unless I want to play every game like I'm Pete Carril, this game is unplayable to me.
I do want to commend VC for the most striking rim/ball animations that I've ever seen, as well as finally removing the force field from a basketball game. Moving around with your point guard in traffic is fun again.
I do want to commend VC for the most striking rim/ball animations that I've ever seen, as well as finally removing the force field from a basketball game. Moving around with your point guard in traffic is fun again.
"Whatever, I don't know why you even play yourself to that degree,
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
- dbdynsty25
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No, nothing like that. It's the same beef I've always had with basketball games in that the defense reacts unrealistically and it breaks down the spacing on the floor and other crap. Defenders switch at unholy speeds, have very little if any momentum, they have eyes in the back of their heads, etc. I think it bugs me more than most, but it makes the game play unrealistically in my eyes. For an example, all you have to do is get somebody like T-Mac hot on the game... when the computer predictably comes to double team, pass to the open man, then *watch* how fast the computer starts rotating. s*** the guy who is double-teaming the passer is literally beating a path as soon as the ball leaves the passer's hand. It's ridiculous. It might help if the passing wasn't so damn clunky. They implemented one-timers in hockey games long ago, why the *hell* won't they implement swing and touch passes? How am I supposed to swing the ball around witht his clunky crap?dbdynsty25 wrote:So what's wrong with the defense Kaz? Or do those of us who enjoy the game NOT want to know because it would ruin the enjoyment?
On an unrelated note, if I was making a basketball game I think I would take a risk and have an "open man" pass button. I know it sounds a little crazy at first, but if you think about it, I don't think it would be too big of a deal as far as dumbing down the game. Most players in the NBA can hit the open man. It would be infinitely easier for me to drive Terry down the lane and press one button to kick it to Dirk in the corner for 3, than to accidentally pass to the covered guy standing in front of him, or to do the controller kung fu to direct pass to him (that's if the computer hasn't subbed Dirk in as the damn center again and I throw it to Damp instead). I know it opens up a can of worms as far as who the CPU thinks is the "open man" but I would really like to see some strides made as far as passing goes. And for God's sake, can we just hold down the button for icon passing instead of tapping it in and going away? I think they keep doing it every year for the sole purpose of annoying me...
"Whatever, I don't know why you even play yourself to that degree,
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
- dbdynsty25
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Wow...sorry I asked. LOL...
But I hear ya...they definitely react a lot faster than they should. Think of it this way though...if they are giving you a higher shooting percentage when the guy is open (as they should) then if they made realistic rotation speeds, there would be way too many easy shots and guys would shoot 75%. Then it just becomes a slider mess...I'd much rather deal with the current situation.
But I hear ya...they definitely react a lot faster than they should. Think of it this way though...if they are giving you a higher shooting percentage when the guy is open (as they should) then if they made realistic rotation speeds, there would be way too many easy shots and guys would shoot 75%. Then it just becomes a slider mess...I'd much rather deal with the current situation.
Yeah, that's exactly what I figured too. It's actually very similar to the Madden dilemna where if you don't make the DB's and LB's cheat like they got radar, then they get burned like crazy. Personally, I might just deal with the slider mess... we have enough slider super heroes out there nowadays to figure it all out...dbdynsty25 wrote:Wow...sorry I asked. LOL...
But I hear ya...they definitely react a lot faster than they should. Think of it this way though...if they are giving you a higher shooting percentage when the guy is open (as they should) then if they made realistic rotation speeds, there would be way too many easy shots and guys would shoot 75%. Then it just becomes a slider mess...I'd much rather deal with the current situation.
"Whatever, I don't know why you even play yourself to that degree,
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
The pass to the open man button is a great idea. Seriously, send that along to VC and see what comes of it.
I don't disagree that the speed with which players can recover is problematic in any basketball game, but it feels like less of an issue in 2K6, in part because your outside guys are pretty deadly when they don't have a defender right in their face. If I pass down low and a guard leaves to double, I can pass it right back to the uncovered man and have him put up a shot while the defender rushes back and it's almost always going in. It might not look open, but it is.
I don't disagree that the speed with which players can recover is problematic in any basketball game, but it feels like less of an issue in 2K6, in part because your outside guys are pretty deadly when they don't have a defender right in their face. If I pass down low and a guard leaves to double, I can pass it right back to the uncovered man and have him put up a shot while the defender rushes back and it's almost always going in. It might not look open, but it is.
- sportdan30
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Thanks!seanmac31 wrote:The pass to the open man button is a great idea. Seriously, send that along to VC and see what comes of it.
You are right of course... I've noticed that unless the computer guy is *right* up on you, the guy will be considered open and shoot a high percentage. The problem is getting it to him unless he is like directly open and alone. Let's see, I'm already holding down both trigger buttons and doing joystick kung-fu with the sticks so that I can drive or drop step or whatever, now I've got to do the direct pass silliness.seanmac31 wrote:I don't disagree that the speed with which players can recover is problematic in any basketball game, but it feels like less of an issue in 2K6, in part because your outside guys are pretty deadly when they don't have a defender right in their face. If I pass down low and a guard leaves to double, I can pass it right back to the uncovered man and have him put up a shot while the defender rushes back and it's almost always going in. It might not look open, but it is.
The computer recovery speed breaks the game all over the place. On fast breaks it allows the computer to guard the break even if outnumbered (although this rarely matters since driving and finishing is probably a little too effective in this game).
The reason why I think a throw to the open man button would help things is that for one it would enable you to do it with the speed necessary in the NBA (and especially this game!) but also in that most of the structured sets of the NBA, the players know where the open man is supposed to be. This is why you so routinely see guys throwing the ball to no one out of bounds... they are throwing to a spot, reacting to what the defense did. They will usually look around for a teammate and wonder why he wasn't there.
"Whatever, I don't know why you even play yourself to that degree,
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
Kazuya wrote:No, nothing like that. It's the same beef I've always had with basketball games in that the defense reacts unrealistically and it breaks down the spacing on the floor and other crap. Defenders switch at unholy speeds, have very little if any momentum, they have eyes in the back of their heads, etc. I think it bugs me more than most, but it makes the game play unrealistically in my eyes. For an example, all you have to do is get somebody like T-Mac hot on the game... when the computer predictably comes to double team, pass to the open man, then *watch* how fast the computer starts rotating. s*** the guy who is double-teaming the passer is literally beating a path as soon as the ball leaves the passer's hand. It's ridiculous. It might help if the passing wasn't so damn clunky. They implemented one-timers in hockey games long ago, why the *hell* won't they implement swing and touch passes? How am I supposed to swing the ball around witht his clunky crap?
On an unrelated note, if I was making a basketball game I think I would take a risk and have an "open man" pass button. I know it sounds a little crazy at first, but if you think about it, I don't think it would be too big of a deal as far as dumbing down the game. Most players in the NBA can hit the open man. It would be infinitely easier for me to drive Terry down the lane and press one button to kick it to Dirk in the corner for 3, than to accidentally pass to the covered guy standing in front of him, or to do the controller kung fu to direct pass to him (that's if the computer hasn't subbed Dirk in as the damn center again and I throw it to Damp instead). I know it opens up a can of worms as far as who the CPU thinks is the "open man" but I would really like to see some strides made as far as passing goes. And for God's sake, can we just hold down the button for icon passing instead of tapping it in and going away? I think they keep doing it every year for the sole purpose of annoying me...
I don't want to come off as rude here, but this isn't nearly the issue you make it out to be if you practice extensively on icon passing and lead icon passing. If you're able to do both quick enough you're guaranteed to find that open man on whatever play you run. And don't forget you can actually have the player icons flash on and off the screen without passing the ball, so you can find out where everyone is standing before you make your move. All that's left is for you to do is anticipate how the help defenders react once you make your move, then make the right decision on where to pass the moment you draw help defenders your way.
Just go to standard practice mode, get all starters on the court, and work on icon passing and lead icon passing around until it becomes almost instinctive to hit every player in any situation. You can work on kickout passes from the post, dump-offs after driving to the basket, and moving the ball around in transition.
Kruza
I don't know how icon passing is implemented in NBA 2K6 but in basketball games in general, it usually won't let you pass right when you want it even if you're using icon passing. That means if you anticipate a player cutting through the lane, by the time it passes, the guy could have passed through the lane or ended up under the basket because of the delay.
The problem appears to be that it has to calculate the direction of the player you're trying to throw it to and calculate the resulting vector of the pass, to account for where he will be. So there's a delay and by the time the guy catches the ball, he's not as open as you anticipated.
The Lead Icon Passing sounds interesting but perhaps not as precise as you'd want.
Like soccer games, what basketball games need for passing is more control, like being able to spin it certain ways or bounce it well short of the intended target or throwing at different speeds, different trajectories.
Not to mention the difference between one and two-arm passes, passes overhead (one or two arms) or the two-arm chest pass.
You need something like pass sensitivity or Precision passing in football games where you can throw high, low, left or right of the intended target somewhat.
But it would even be better if you can have some kind of cursor for instance so that you aim at a spot on the floor between you and the intended recipient to get a bounce pass for instance, or just at his chest. You would even aim the cursor away from the player to lead him in that direction or to make him pursue the pass in the certain direction. Put the cursor up near the rim or above it to make him try an alley oop, etc.
It would be hard to control, which is where being able to make quick, precise inputs would be a skill to develop. It would also lead to more real turnovers where you throw the ball away, rather than the kind of scripted turnovers you get in NBA Live where once in awhile, they throw in the animation of a pass being overthrown out of bounds just for realism.
The problem appears to be that it has to calculate the direction of the player you're trying to throw it to and calculate the resulting vector of the pass, to account for where he will be. So there's a delay and by the time the guy catches the ball, he's not as open as you anticipated.
The Lead Icon Passing sounds interesting but perhaps not as precise as you'd want.
Like soccer games, what basketball games need for passing is more control, like being able to spin it certain ways or bounce it well short of the intended target or throwing at different speeds, different trajectories.
Not to mention the difference between one and two-arm passes, passes overhead (one or two arms) or the two-arm chest pass.
You need something like pass sensitivity or Precision passing in football games where you can throw high, low, left or right of the intended target somewhat.
But it would even be better if you can have some kind of cursor for instance so that you aim at a spot on the floor between you and the intended recipient to get a bounce pass for instance, or just at his chest. You would even aim the cursor away from the player to lead him in that direction or to make him pursue the pass in the certain direction. Put the cursor up near the rim or above it to make him try an alley oop, etc.
It would be hard to control, which is where being able to make quick, precise inputs would be a skill to develop. It would also lead to more real turnovers where you throw the ball away, rather than the kind of scripted turnovers you get in NBA Live where once in awhile, they throw in the animation of a pass being overthrown out of bounds just for realism.
Maybe players could run around shining flashlights on each otherwco81 wrote:But it would even be better if you can have some kind of cursor for instance so that you aim at a spot on the floor between you and the intended recipient to get a bounce pass for instance, or just at his chest. You would even aim the cursor away from the player to lead him in that direction or to make him pursue the pass in the certain direction. Put the cursor up near the rim or above it to make him try an alley oop, etc.

Didn't somebody try direction passing before? I would love something like that... that way if I'm diving down the lane with Nash and the defense collapses, I could whip it to the baseline to a spot... instead of using my nose to icon pass (my fingers are already tied up holding down both triggers and doing kung fu with both sticks). General direction works, because the guy is wide open and doesn't have to be accurate (although Nash usually is on those crazy out of the lane passes).
"Whatever, I don't know why you even play yourself to that degree,
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
you laugh at me?" - Del
"Said the whisper to the secret..." - King's X
wco81 wrote:I don't know how icon passing is implemented in NBA 2K6 but in basketball games in general, it usually won't let you pass right when you want it even if you're using icon passing. That means if you anticipate a player cutting through the lane, by the time it passes, the guy could have passed through the lane or ended up under the basket because of the delay.
The problem appears to be that it has to calculate the direction of the player you're trying to throw it to and calculate the resulting vector of the pass, to account for where he will be. So there's a delay and by the time the guy catches the ball, he's not as open as you anticipated.
The Lead Icon Passing sounds interesting but perhaps not as precise as you'd want.
Like soccer games, what basketball games need for passing is more control, like being able to spin it certain ways or bounce it well short of the intended target or throwing at different speeds, different trajectories.
Not to mention the difference between one and two-arm passes, passes overhead (one or two arms) or the two-arm chest pass.
You need something like pass sensitivity or Precision passing in football games where you can throw high, low, left or right of the intended target somewhat.
But it would even be better if you can have some kind of cursor for instance so that you aim at a spot on the floor between you and the intended recipient to get a bounce pass for instance, or just at his chest. You would even aim the cursor away from the player to lead him in that direction or to make him pursue the pass in the certain direction. Put the cursor up near the rim or above it to make him try an alley oop, etc.
It would be hard to control, which is where being able to make quick, precise inputs would be a skill to develop. It would also lead to more real turnovers where you throw the ball away, rather than the kind of scripted turnovers you get in NBA Live where once in awhile, they throw in the animation of a pass being overthrown out of bounds just for realism.
What? There's no delay in the icon passes or lead icon passes in NBA 2K6. This function is as responsive as can be. The basketball is in flight as soon as you hit a button/trigger.
All you have to do is identify and know where all the players on the court is before making your move, make your move, then (lead) icon pass the ball. From there you hit the open man instantly provided if you read the defense and anticipated right before making your move. How hard is that? The result of making quicker icon passes that many have trouble with comes through extra practice and repetition. See... no extra scientific, superficial, technobabble needed to a feature that already works well enough as is.
Kruza