Monday, July 7, 2014

Coach2K's MyCareer Personality Badges


After playing about 20 games in MyCareer as my Coach2K MyPlayer, I still have not upgraded any of my attributes or abilities. My reason for not upgrading is because I'm trying to approach the MyCareer mode from a more realistic perspective. My overall rating is still the 64 that I started with. I've been playing well enough, getting over 20 minutes a game and averaging a "B-" while helping the Suns get some wins. I thought it was time to look in to giving MyPlayer some personality and decided to add some personality badges. I think this is the most realistic place to start improving your MyPlayer because many of these are mental qualities and not skill based. In real life, you'd already possess some type of personality regardless of skill.

My Strategy To Adding Personality Badges To My MyPlayer


[catalyst_hook_box name="googleinpost"]I think it is important to recognize that every player is unique but not every player is dominant - especially in their first season. Even dominant players progressively add new moves in the off season and not during it. Every player has distinctive personalities that they bring to the court and I want MyPlayer to represent how my own personality might be on the court if I really played in the NBA - not the "dream" version of what I would like it to be. For example, I could have added "Enforcer" but did not feel it represented me because I am more of a finesse player.

Here are some other important details about the personality badges in MyCareer:

  • You are limited to three personality badges at any one time. If you look at the picture above, you'll notice there there are three slots. Three is the most you can add.

  • You don't have to fill all three. If you don't feel you need three, you don't have to have three.

  • Not every badge is available immediately. One of the ones I initially wanted was Fierce Competitor but at the moment it is locked. In order to get it, I have to gain more national fans. The answers to my questions in press conferences seem to control the number of fans I get. Once you progress through the game, you'll end up unlocking all of the badges at some point.

  • You might need a certain rating in order to get the badge you want. You might need to have certain ratings before you can get certain badges. Like one I looked at, if I remember right, you had to have an emotion of greater than 90. This might lead me to upgrade emotion before anything else if I really wanted it.

  • You can switch them in and out. If you get certain badges now, and decide you want to change, you can move them in and out.

  • Choose personality badges that match your position, your role on the team at that point in your MyCareer and your own personality in real life. I don't really see myself being a volume shooter because I am a "pass-first" point guard. As a rookie, I don't think I'd immediately be an alpha dog just because I unlocked it. Spend some time thinking about you and what your personality is as well.

Based on that kind of thinking, here is what I decided to do as far as the personality badges I added right away.

  1. I added Fan Favorite. I think that every new rookie has an element of fan favoritism. In my rookie year, I think it makes sense to add and I'll probably drop it after that.

  2. I added Cool and Collected. When I play, I don't ever get too high or too low emotionally and so I thought having this badge would complement my mental approach.

  3. Finally, I added Unpredictable. When I do play, I play hard and do bring energy and this personality badge brings passion into the picture.

Personality Badges I Want To Add Later


As MyCareer progress, I have my eye on a few other personality badges. There are two specifically that I want to add. One is Heart and Soul and the other is Floor General. These two badges I think make more sense after I've played awhile. With Floor General in particular, that's more of a veteran skill that comes after a team gains confidence in you. Other skills I may never consider adding like Hardened or Swagger.

What Personality Badges Did You Add In MyCareer?


Let me know your experience with your personality badges, what you added and why in the comments below.

Also, here's some gameplay...

Friday, July 4, 2014

NBA2K MyPlayer Coach2K Rookie Showcase And Where I Was Picked In TheNBA Draft

My career to see if the you can play a sim game and have fun in the MyPlayer mode has begun. The settings I am using are hall of fame, simulation sliders and 12 minute quarters. Coach2K was invited to the Rookie Showcase. He started for the Elites at the point guard spot. The Elites dominated most of the game and ended up winning. Coach2K ended up with a B+ getting 1 point from the line, 9 assists and two turnovers. Not a dominating scoring performance but we didn't really need my offense.



Rookie Showcase Game Video


Here's the game video so you can check out my game play, or most of it since the end of it got cut off and then below that I talk about what happened after the game.


What Happened After The Rookie Showcase?


After the rookie showcase, I had the option of choosing which NBA team I would like to play for and I opted for the Indiana Pacers. I had two teams that were interested in interviewing me but the Pacers weren't one of them. The first was the Milwaukee Bucks and the other team was the Phoenix Suns. Both interviews went well and I left both interviews feeling like each team liked what they heard.

Where Did Coach2K Get Drafted?


After that it was on to the NBA Draft. C2K was a little nervous that he wouldn't go in the first round and look like a loser attending the draft in person. Surprisingly, the Phoenix Suns drafted C2K with their lottery pick at number 5. This was a huge surprise to me as well considering I scored 1 point and got 9 assists. Our team played w

Where Did You Get Drafted?


Let me know where you got drafted in the NBA Draft with your MyPlayer.

Should I Use User Timing Or Real Player % In NBA2K?

In the game settings menu, there's an option for "Shooting Type". You can choose from one of two options. The first is "User Timing" and the other choice is "Real Player %". I've noticed there's some confusion on how I think these two settings work and which one is better for you to use.

Option #1 - User Timing


The default option is user timing. Each player in the league has his own shooting release. Paul George will have a different release than CJ Watson who will have a different release than David West. Because of this, you'll have to know each player's release (and how much space they need) in order to be effective with them. Some releases are easier to learn than others.


Each release can either be very early, early, excellent, late or very late. You goal is to get an excellent release on every shot you take. But even if you do get an excellent release, it doesn't mean that it's guaranteed to go in. It also doesn't mean that a shot release that wasn't excellent won't go in either. Those can go in even if not perfectly timed.

How likely that is will depend on the difficulty level and sliders you are using and whether it was a good shot, who was guarding you, whether your player has the ability to hit shots from there, the game situation and the defensive scheme employed at the time.

Option #2 - Real Player %


The other option is real player percentage. What this does is remove shooting releases from the equation. Because of that you can shoot the same with each player. You just shoot, release and not worry about timing. Each player's unique release point is no longer a factor, it's up to the percentages.

The other things are still important and still effect the shot. The difficulty, sliders used, the defense, shot selection and who is guarding you all come into play.

Which Shooting Type Should I Use?


The first problem I see with these two choices is how they are named. Because they named one shooting type by putting the word "real" in it, it gives the impression that it will provide more realistic shooting percentages and therefore must be better and even more challenging. Guys that stake their claim to sim basketball often feel it's more sim to use real player percentage because of that.

One of the other reasons that guys gravitate to that option is because they have played guys in quick match and have been torched. They've assumed that this is because his opponent knows the releases and all there is to it is getting an excellent release and the shots go in. While it's true to some degree, it's not the only factor.

The biggest factor is taking good shots. No matter what option you choose, good shots go in. What a good shot is - is debatable. Players often equate open shots as good shots and they aren't always good shots even though they can be.

But of the two options, user timing requires more skill and knowledge of your team. With user timing you have to not only take a good shot for that player, you also have to shoot right with him. So to me the difference between the two options is that one requires knowing shot releases and one does not.

Of the two options, I feel user timing is harder not easier and that's why I recommend it. Also, if you play users online, the only option is user timing. It makes sense to make your skills portable from mode to mode.

To me, I think using user timing also makes the game more sim because I have to shoot different with each player instead of just hitting a button and not worrying about it. It also makes the game more interesting if I know I've got 12 unique players to learn how to shoot with.

Keep The Focus On Taking Good Shots


I've shot a high percentage (over 70% on 12 minute quarters, hall of fame difficulty and simulation sliders) in games using user timing and also in games where I have used real player percentage. To me the over riding factor is taking good shots. If you do that, you will do well.

What's a good shot? Well that's going to depend. Only time spent playing with your team in tons of situations will tell you what a good shot is for each player on your team. You have to recognize each players unique abilities and apply that to the game at hand based on the defense being played, who is on the floor and the game situation.

Which Do You Use?


How do you feel about these two choices and which do you use? Let me know in the comments.

Nine Reasons Why You Should Play 12 Minute Quarters In NBA2K

I think most people who first start playing the game, play on the default settings. When I first started, the default was pro difficulty, default sliders on 5 minute quarters. I played a whole season on those settings including about 500 quickmatches on 5 minute quarters. Once you are hooked on the game, you start to dig around into the settings and one of those you should look at is changing the quarter time to 12 minutes in length (on hall of fame difficulty using simulation sliders).



I know a lot of people that first meet me are like, you want to play and I'll say sure but I play only play on 12 minute quarters. Sometimes, they are like nah, I don't want to play that long. I can understand that. Time is pretty scarce these days. But there are several reasons that I play on twelve minute quarters and think you should too. If you think about it, if you are playing a ton of quick match, it's only two quickmatches.

  1. It's more realistic: If you consider yourself to be a sim player, I can't see how you can't play on 12 minute quarters. That's what they do in real life. Contrary to what many believe, you can get games in the 80's on 12 minute quarters. I have even held the HOF CPU to under 90 points in a 12 minute quarter game. Some games I don't even take 70 shots.

  2. Fatigue: In a 12 minute quarter game, guys actually get tired. That means it gets harder to knock down shots when you are tired. You don't rebound as well when you are tired. While fatigue in the game could be improved, it can definitely still be a factor.

  3. You learn to use your bench: I remember one of the first years I started playing people, I never used my bench. That's because fatigue was broken. But after awhile, I just started using the bench. The way it is now, if you play the 12 minute quarter game, you have to use your bench so you have to know more about your team. You know their shot releases and how you have to use them to be productive off the bench. Guys that know their team from top to bottom are also more fun to play against.

  4. Foul trouble: You can't sit there and reach all of the time just because you have pick pocket. You can't hit square all day without racking up some fouls. With fouls comes foul trouble which means you need to deal with it when it happens and I've seen guys foul out with very little time left in the game and that turns out to be the difference in the game.

  5. Free throws: With fouls come trips to the line. That means you got to know how to shoot them with your whole squad. It's not unusual for guys to go to the line 20-30 times in 12 minute quarters. All those freebies count. A guy in league play today lost a game because he was 11-21 from the line. Getting into the bonus early in a quarter is killer later in the quarter because you can't be as aggressive later.

  6. Momentum: If you play a short game in quick match, you've undoubtedly been steamrolled from the time to time. You get buried early and just can't recover from the momentum swing that guy got. In a real game, no lead is safe versus a good player because good players know you have to play a full 48 minutes. I've been in games where I've been up by over 25 and still lost and also come back from that as well. In my league, it was tough at first to convince players that a game was never over until it ended and just because you were up 20 in the third, didn't mean it was over. Could it be sure. But you never know. Having the full 48 minutes to work with smooths out the effects of momentum.

  7. More time to identify your opponents tendencies: I know a lot of guys that won't play you multiple times. The reason is because they know you'll eventually figure out their tendencies and figure out how to stop things and adapt to their playstyle. Or maybe it takes a while to crack their defensive scheme. In a 5 or 6 minute quarter game, there isn't really time to do that. Honestly though, if more people played each other in longer games, multiple times, they would actually get better because of it. Once tendencies are taken away, it forces you to expand your game.

  8. More time to practice against what you can't stop: There's no better practice than practice against another user who knows what they are doing. You'll find all kinds of players. Some guys are chuckers, some guys work a ton in the paint and still others are playcallers that can slice you apart offensively. This forces you to practice against someone's strengths. If it's your weakness, then that's ideal because you'll start thinking about what you can do to be effective.

  9. Overall strategy: Finally, the 12 minute quarter game just involves more strategy. You might find that at the end of the game, your superstar is now matched up with a lockdown defender in crunch time. You might find that a small lineup is more effective. During the game, you can experiment with a certain play and remember what works when you need it later. Games are more chess matches.

Those are some of the reasons I love playing 12 minute quarters. If you aren't playing 12 minute quarters, I encourage you to find guys that do and play them. After you get used to the longer time, eventually, you'll probably find that you'll be like me and others I play who say the game just didn't seem the same unless you play 12 minute quarters.

It's actually a lot more fun in my opinion.

Are you a 12 minute quarter player? Any other reasons to play 12 minute quarters that I've left out? Let me know in the comments.

Thursday, July 3, 2014

The Story of NBA2K MyPlayer Coach2K

NBA2K MyPlayer Coach2K grew up in Indiana playing basketball in his parents driveway on a court that was part cement and part gravel. His family was never big on basketball and they told him that you had to have a name to make the team. But Coach2K loved basketball and was often seen shoveling snow off the court to play in the winter and shooting after the sun went down during the summer.



Not believing you had to have a popular name to make the team, he tried out and made the Lawrence North High School basketball team. He was a freshman at Lawrence North High School the year Lawrence North won the class 4A championship behind the skills of that year's Mr. Basketball, Greg Oden, who went on to play in the NBA. Coach2K had a solid high school career but Lawrence North never made it back to the state finals.

[catalyst_hook_box name="googleinpost"]After high school, Coach2K decided to attend Akron University, home of the Zips. He had more success in Akron than he did in high school and was named the MAC Conference Freshman of the Year in 2010.

Coach2K led the Zips to the MAC Conference title game all four seasons winning two conference championships in the process. In his senior year, he was named the MAC Conference tournament MVP.

Coach2K ended his Akron college career the schools leader in points (2622), assists (528) and steals (278). His teammates eventually nicknamed him Z because they said he put the "Z" in Zips.

His play helped Akron make two trips to the second round of the NCAA Tournament and those games got him recognized by scouts who invited him to the NBA Rookie Showcase in New York.

The NBA2K Sprite Posterizer Signature Skill

The Sprite Posterizer is a player known to dunk on defenders whenever possible; getting higher priority for contact dunks versus contact layups. This player must have an energy level of 80 or higher and once the dunk is completed, his teammates are given a boost of 5 to their stamina.



Who Are The Sprite Posterizers?


There are currently 16 NBA2K players that have the Sprite Posterizer signature skill. Broken down by position, there are no point guards with the skill, one shooting guard, 6 small forwards, 5 power forwards and 4 centers.

  • Greg Smith, PF, Chicago Bulls: He has dunk of 65 and a standing dunk rating of 70 with no additional signature skills.

  • Taj Gibson, PF, Chicago Bulls: Interestingly enough, Gibson only has a dunk rating of 68 and a standing dunk of 55 yet still has the posterizer signature skill.

  • Anthony Bennett, PF, Cleveland Cavaliers: Bennett also has the Finisher signature skill and has a 70 dunk rating and a standing dunk of 75.

  • Jeff Green, SF, Boston Celtics: Green also has the finisher signature skill and a dunk rating of 78 and standing dunk of 55.

  • Deandre Jordan, C, Los Angeles Clippers: Jordan has a dunk and standing dunk rating of 90.

  • Blake Griffin, PF, Los Angeles Clippers: Griffin has several signature skills to go along with the posterizer that are also beneficial. He has highlight film which is pretty similar to posterizer in it's effect as well as finisher and screen outlet. He has a dunk rating of 92 and a standing dunk rating of 85.

  • Derrick Williams, SF, Sacramento Kings: Williams has a dunk rating of 83 and a standing dunk of 75 with not other signature skills.

  • Quincy Acy, PF, Sacramento Kings: Acy has a dunk rating of 79 and standing dunk rating of 85.

  • Xavier Henry, SG, Los Angeles Lakers: Henry's dunk rating is 68 and standing dunk is a paltry 30.

  • J.J. Hickson, C, Denver Nuggets: Hickson has the screen outlet signature skill that probably helps on pick and roll alley oops and has a dunk rating of 77 with a standing dunk rating of 65.

  • Javale McGee, C, Denver Nuggets: McGee has the highlight film signature dunk in addition to the posterizer. His dunk rating is 89 and standing dunk is 85.

  • Paul George, SF, Indiana Pacers: Like McGee, George also has the highlight reel, a dunk rating of 89 and a standing dunk of 55.

  • Dwight Howard, C, Houston Rockets: To complement the posterizer, Howard has the finisher signature skill. His dunk rating is 92 and a standing dunk of 90.

  • Kawhi Leonard, SF, San Antonio Spurs: Leonard has a dunk 84 and standing dunk of 60.

  • Kevin Durant, SF, Oklahoma City Thunder: Two other signature skills might complement his posterizer - the finisher and one man fastbreak. His dunk rating is 84 and his standing dunk is 55.

  • Harrison Barnes, SF, Golden State Warriors: Barnes has a dunk rating of 74 and a standing dunk rating of 60.

Players with ratings over 80 for either dunking or standing dunking who don't have the posterizer signature skill (players in bold have highlight reel): Thaddeus Young, Jason Richardson, Nerlens Noel, Al Jefferson, Michael Kidd-Gilchrist, Gerald Henderson, Larry Sanders, Joakim Noah, Derrick Rose, Ronnie Brewer, Alonzo Gee, Chris Johnson, Tony Allen, Al Horford, Greg Oden, Lebron James, Dwayne Wade, Chris Anderson, Jeremy Evans, Derrick Favors, Rudy Gobert, Carl Landry, Demarcus Cousins, Rudy Gay, Travis Outlaw, Jared Cunningham, Amar'e Stoudemire, JR Smith, Iman Shumpert, Shannon Brown, Tyson Chandler, Kenyon Martin, Jeremy Tyler, Maurice Harkless, Victor Oladipo, Brook Lopez, Nate Robinson, Kenneth Faried, Anthony Randolph, Jan Vesely, Andrew Bynum, Anthony Davis, Eric Gordon, Al-Farouq Aminu, Josh Smith, Andre Drummond, Tony Mitchell, Patrick Patterson, Demar DeRozan, Terrence Ross, Jeff Ayres, Emeka Okafor, Eric Bledsoe, Gerald Green, Perry Jones, Jeremy Lamb, Serge Ibaka, Russell Westbrook, Hasheem Thabeet, Corey Brewer, Chase Budinger, Nicolas Batum, Wesley Matthews, Andrew Bogut, Andre Iguodala, John Wall, Trevor Ariza, Nene.

How To Use The Sprite Posterizer Skill


Basically, the posterizer skill activates when the player is fresher and increases the other players stamina. You'll want to put your posterizer in situations where he can dunk on people with contact. While there's a slight difference between the highlight film and the posterizer, the result is the same, a +5 boost in stamina for their teammates.

Using The Posterizer With Your MyPlayer


If you have a high flying dunker for a myplayer, then you'll want to consider the posterizer as a possible signature skill. While you can double up on the posterizer and the highlight film, I'd probably opt for finisher above both and the posterizer over the highlight film because it's more of an in traffic signature skill. I don't see much difference in the two except for highlight film probably uses more of the dunk package features.

To add to your MyPlayer, you have to have a 90 dunk or 90 standing dunk rating. Fascinating since many of the guys who have it in the game don't have that rating, yet still have the signature skill.

What Do You Think?


Who are the real posterizers in the game and do the one's that have it deserve it? How would you differentiate between highlight film and posterizer? What criteria would you set to be considered a posterizer? Let me know in the comments.