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[讨论]NBA 2k12的战术系统(感谢douglas2009翻译)

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圣骑士

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 楼主| 发表于 2011-9-3 10:48  ·  福建 | 显示全部楼层 |阅读模式
本帖最后由 squallwind 于 2011-9-5 12:39 编辑

原文很长..1楼有游侠douglas2009的翻译...感谢~~
原文链接:http://www.***.com/note.php?note_id=10150278579327267

Hey guys,
Rob Jones here, bringing you an in-depth look at NBA 2K12’s new strategy features and play system.

NBA 2K11 marked a year of many successful implementations by our development team.  From the inclusion of Michael Jordan, with his challenges and rivals, to marked improvements in gameplay, AI and controls, one of the factors we wanted to really step up was the authenticity of playcalling and strategy.  Let’s say just it.  NBA 2K11 boasted the most authentic and varied playbooks for each team to grace any basketball game.    That said, there is always room for improvement.  At 2K, improvement is generally not our target, though.  We aim to create new experiences and, to do that, you have to be willing to sacrifice all that came before.

With that in mind, we set up to do the following things:
  • Dramatically improve the play system.
  • Make Playcalling more accessible to the user, so that more players will understand the value of strategic basketball.
  • Add On the Fly Strategic Adjustments to allow users to change their team’s approach to the game without having to go to the Coaching menu.
PLAYSYSTEM AND PLAYCALLING
Play distribution became a major area of focus for the team this year. First, there were a few major hurdles we needed to overcome to take our system to the next level.

Our fans had voiced their desire for having plays assigned to players, not positions.  As a response, in 2K11, we allowed users to assign four plays to each of their starters.  In addition to the four plays for each starter, we had the ability to share four plays between your bench players who played the same position.

As an intermediate solution, this answered some of the community’s requests, but also introduced a few unintended obstacles.

One of those obstacles was play management. Because the playbooks were hardcoded into our game last year, anytime a player moved from a starter to the bench or changed teams, plays had to be manually tracked and updated, even for the smallest roster move. This resulted in many players having plays assigned to them that did not make the best use of their own abilities.

Another long lamented issue for fans of our game was the four play limitation for plays assigned to each player.  This may not seem like a big of an issue if you play the game sparingly. However, over time, the lack of offensive play variety for specific players became a major limitation to the strategic element of the game.

So when reviewing this internally, we sought out the best solution to this issue. All of our gameplay team and a member of the SIM gaming community (the man behind some of the great playcall videos put together last year – Da Czar) locked themselves in a meeting room for six hours until they came up with an equitable solution.  Yes, we do bring in our most dedicated community members for their opinions - as you’ve seen with Da Czar’s involvement and with our Momentous videos from over the years.

From that meeting we decided that play types distribute themselves into eight key groups:

Pick and Roll Ballhandler
The man who dribbles the ball around the screen in Pick and Roll situations

Pick and Roll Screener
Man who sets a screen on the ballhandler’s man

Isolation
Space created for one-on-one opportunities

Low Post
Post plays where you receive on or near the low block.

High Post
Post plays where you receive the ball at the high post extended

Cutter
Plays where a man comes off a screen or receives a hand off headed towards the basket

Screen Mid
Plays where a player comes off a screen looking to get open for a Jumpshot from Midrange

Screen 3PT
Plays where a player comes off a screen looking to get open for a Jumpshot from 3PT range.



Click here for high resolution

In NBA 2K12, any player in the game can be assigned as many as four different play types.  These four playtypes are ranked 1-4 and weighted accordingly, so those who choose auto playcalling can influence which types of plays are called more often.

This allows a team’s playbook to be created dynamically which means that no manual intervention is needed when a player is moved into or out of the starting lineup and/or is traded.  As in the real NBA, if a player is traded, he will keep his play type assignment and simply inherit all the plays of that type in his new team’s playbook.



Click here for high resolution

We, of course, made sure to have a few plays of each type in every current team’s playbook to account for trades that may happen during the course of the year.

One benefit of this new system is that now, once a player is assigned a play type, he has access to every play of that type in his team’s playbook. So if you have Carmelo Anthony assigned as an Isolation player and you have 10 Iso plays in your playbook, he has access to all 10 of those plays in addition to any other plays in the other three slots.

The only drawback to this system is that the playbooks are created dynamically based on which play types you select for each player; therefore, you cannot choose the order in which the plays show up in the play call screen. The order the plays appear will remain static until you choose to change the play types assigned to a particular player. Then, the play call list is dynamically recreated again and remains the same until changed.

The Regular Playcalling interface remains virtually unchanged.

Bring up the Playcalling interface by tapping LB (R1 on PS3).  Then select the icon of the player you wish to run a play for.  Once you get here, the plays display for that player.

This menu has changed a bit from 2K11. Last year you had four plays to choose from. This year you have five. You can call a play by selecting either A, B, X, Y, or LT on the 360. However, if a player has more than five plays assigned to his selected play type, then at the bottom of the menu you will see a RT followed by current page / Total number of pages. Advanced users can use the RT to page through all available plays for this particular player.



Click here for high resolution

Now users are freed from the four play limitation and can get as creative as they desire (as all current teams play-books are fully editable). You are free to stack your playbook with plays that only apply to the play types of your stars or spread the playtypes evenly between the different types of player personnel on your team.

You can choose to look for players that fit within your current play scheme or expand your horizons as your front office increases your talent pool.

A second and quicker way of calling a play is to touch D-Pad Right and select RUN BEST PLAY.  The AI will select the best play at the time and set it up for you to run.  This feature can turn even the most casual player into a veritable Phil Jackson.



Click here for high resolution

Now that the interface and play selection part is done, let’s get to what I consider the most exciting part about the play system changes that are implemented in NBA 2K12.


Living Branches
We went back to the well as a team, along with Da Czar, to provide additional feedback to help us design a system that surpasses any before it in play execution and implementation.  It quickly became apparent that our current play system would need to be refactored in order to do the job.   One of our top engineers was tasked to redesign our play system to accommodate the massive overhaul to both play logic and play execution.  We believe NBA 2K12 offers the most up-to-date and authentic NBA play calling experience available today.

One of the main critiques was that our plays were too static and lacked the ability to branch into other scoring opportunities. In addition, some plays just took too long to get started while others were just plain ineffective.

While past branching systems relied heavily on the pass or no pass option to initiate a branch, NBA 2k12's Living branch system is the first to allow branching based on a pass / no pass option, as well as branches initiated by movement including off the dribble or dribble entry branches. We also have off-ball movement options where the play can branch depending on which way the offensive player decides to run off of available screens

We are also excited to be the first to offer you plays with nested branching. Traditional play branch options usually only provide the option to branch on the initial pass / no pass opportunity. Nested branching is the key to some of the more advanced offensive options we will discuss as we continue.

Persistent Offense
In most basketball games, it has been relatively easy for a savvy defender to take away your best offensive option by simply fronting or denying your star offensive player the basketball. This leads to the offense being forced to freelance at the end of games when they really should be going with an established play. The limited number of plays and the lack of intelligent teammates has given the defense a decided advantage in key moments.

This year, we developed what we call Persistent Offensive technology. These are key plays that some teams have available for their stars. These plays are identified in your team playbooks with a capital P in the name of the play.

These are highly advanced and resilient plays that anticipate a defender attempting to take your star out of the play. As an example, we will review a play for the Knicks called NYK P 3 Ice High. In this play, Carmelo Anthony posts up on high post extended. If open, the pass is made from the top of the key and Melo has the ball 17 feet from the basket and can either post or face up.

After you run this play a few times, the defense will more than likely adjust. If they front him or play off the passer, you have the option to run a dribble entry. Once the dribble entry option is initiated the PG (Chauncey Billups) runs a Pick and Post with Carmelo. Now you have Chauncey and Carmelo isolated on one side of the floor with Melo having great post position. If the defense is somehow able to deny the post entry pass to Carmelo or if you see a bigger stronger post defender guarding Melo you can initiate another dribble branch towards the top of the key that will make Carmelo give up the post up opportunity and cut to the Wing for the isolation.

Some of the more advanced Persistent Offensive plays can offer you as many as six opportunities to score the basketball within the same play.

Before NBA 2K12, it was only necessary to know the play that was being run to be able to fully shut it down. In NBA2K12 and beyond, knowing is only half the battle. Multiple offensive decision points means a greater interactive experience, be it User vs. Computer or User vs. User. There have been some epic battles going on during this development cycle. User vs. User games have an added strategic layer that makes NBA2K12 a blast to play.

Not every play in the game is as complex as the one mentioned above. There are plenty of simple and effective plays that allow everyone from beginners to seasoned experts an opportunity to channel their inner Phil Jackson.

Another area that benefits greatly from nested branches are alley oop plays. In the past, alley oops were a hit or miss proposition. If the play was well defended, there was rarely any time left on the clock to run another play. With the introduction of nested branching, if the defense takes away the lob, you have another option that flows naturally. Many times the defense’s overreaction to stopping the embarrassing alley oop sets them up perfectly for the counter.

Out of Bounds Plays
It's been awhile since a videogame has treated out of bounds plays with the proper respect. In the NBA, out of bounds plays are a crucial part of either winning or losing a game. In most basketball videogames up to this point, they have been more of an afterthought.

With all of the new options mentioned above, NBA 2K12 looks to change that in a big way. All of the inbounds plays from NBA 2K11 have been destroyed. Some plays have retained the same name but have all-new designs. For the first time in the NBA 2K series, we have authentic NBA out of bounds plays for your gaming enjoyment.

The out of bounds plays range from simple and effective to layered and lethal. The plays for this year’s game were created to fit within the following categories for Baseline and Sideline out of bounds.

Inbound protect / secure ball plays
These are plays were the goal is to get the ball to a specific player if possible usually your best free throw shooter.

Quick 2 plays
These are plays were you need a quick 2 point field goal.

3PT plays
We have plays for when you need a 3 for the tie or win

Post
These are plays were you want to get a post up opportunity

Alley
Some plays give you two alley opportunities. One from the inbounder and another once the ball has been inbounded.

You can call inbound plays from the Quick Play menu (D-Pad Right), or for finite control of play type and targets, choose the Inbounding Play Selection Tab in the Time Out overlay.



Click here for high resolution

QUICK STRATEGY OPTIONS
NBA 2K12 also offers brand new quick strategy options to the user.  These options, both on offense and on defense, allow the user to quickly adjust their style of play based on their preference and/or game situation.

Offense
These offensive options are tied to individual tendencies and behavior and affect the directives of each player on the team to achieve the approach dictated by the User.
  • Space      the Floor – Better spacing from the ballhandler; less running around / no onball      screens
  • Screen      for Shooters – set up shooters on team to get open using Offball screens
  • Leak      Out – Outside player leaks out on shots to get a break going
  • Collapse      and Rebound – team attacks the basket for offensive boards
  • Coach      Default –      resets current active strategy


Click here for high resolution


Defense
This gives the user a quick access to setting up the Defensive Settings on the fly:
  • Pressure      Shooters – for opposing players good at med/long range shots; tight onball, deny      ball, go over screens, hedge on screens
  • Lock      Down Paint – double down in the post for all players, go under screens
  • Focus      on Stars – for opposing star players; always double, tight onball, deny ball
  • Constant      Pressure – double team on drive for guards, double team in post for bigs, play      tight on stars, go over screens, hard hedge
  • Coach      Default - resets current active strategy


Click here for high resolution

That about wraps it up - as you can see, a ton of effort has been put into improving the strategic elements of NBA 2K12.  We’ve always longed for a time where an older user can compete against his gaming wiz child and be successful due to his understanding of the game.  NBA 2K12 takes a giant leap forward in achieving that goal.

Also, I hope you caught me on Spike TV this past Thursday night with Geoff Keighley of Game Trailers showing off the first gameplay of NBA 2K12. Hope you enjoy!

- Rob Jones
Gameplay Director

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圣骑士

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 楼主| 发表于 2011-9-3 10:52  ·  福建 | 显示全部楼层
本帖最后由 squallwind 于 2011-9-3 14:25 编辑

转下游侠会员douglas2009的翻译,感谢~~


大家好,
我是Rob Jones,在这儿要带大伙儿深入看看NBA2k12的新策略特性及战术系统。
我们的开发团队为NBA2k11铸就了许多辉煌成就。从MJ挑战和竞争的加入,到游戏性、人工智能及操控的巨变,其中一个我们着实希望有所增强的是战术呼叫及战略的真实性。就拿这一点来说。NBA2k11曾夸口为各球队打造最真实且变化多样的战术手册让每场球赛都变得内涵。那就是说,永远都有改进的空间。尽管,在2K,总的来说,改进并非我们的目标。我们放眼于新的体验,当然,为了做到这一点,在此之前你必须愿意做出一切牺牲。
有了这个理念,我们部署了一下工作:
1、花血本改进战术系统
2、使战术呼叫更加平易近人,那样的话更多的人就会懂得战术篮球的价值。
3、加入快捷战术调整(FSA)让玩家不必进入教练菜单就可以改变球队的比赛战略。
战术系统及战术呼叫
战术分配将会变为今年游戏中球队的焦点部分。首先,有一些主要的障碍需要跨越才能使我们的系统更上一个层次。
我们的玩家呼吁,希望战术指派到球员,而不是指派到某个位置。作为回应,2k11中我们允许玩家对每个首发球员指派四个战术。更进一步,板凳球员也可以分享相同位置首发球员的战术。
作为一个折中,这回应一些玩家的诉求,但同时也带来了一些意料外的阻碍。
其中一个局限就是战术管理。因为在去年的游戏中战术手册是编码编死的,每次一个球员从首发变为板凳或是转队,就需要手动去调整及更新战术,哪怕是一个很小的轮换变化。这样的结果就会造成许多指派的战术并不能让相应的球员发挥出他自身的优势。
另一个长期令玩家扼腕的局限就是每个球员只能发动四个战术。如果你玩的不多,这不会造成多大的问题,但是,反反复复,来来去去就那么几个战术就会成为游戏战术元素的巨大局限性。
所以,在内部商议中,我们找到了最佳的解决方案。游戏性团队的所有成员和一位模拟游戏社区的成员Da Czar(就是去年游戏发售前那个10team-in-10days的缔造者)自己把自己反锁在会议室里长达六个小时,并最终带着公允的解决方案出来了。是的,我们确实将我们贡献最大的社区成员的意见引入进来了-如大伙儿所见,我们提到的Da Czar的介入以及多年来大量的视频。
经过那场长达六小时的会议,我们决定将战术类型分划为8个关键组别:
Pick and Roll Ballhandler
挡拆配合情况下球员在挡板球员周遭运球
Pick and Roll Screener
球员为控球球员站位阻挡
Isolation
为1对1拉开空间
Low Post
在低位时的背打战术
High Post
高位时的背打战术
Cutter
球员先挡后拆或是无球情况下突入篮下的战术
Screen Mid
球员先挡后拆并在中距离范围等待中投机会的战术
Screen 3PT
球员先挡后拆并在中距离范围等待远投3分机会的战术
NBA2k12中,任何一个球员都可以指派到四个不同的战术类型。这四个战术类型被排序为1-4并相应辅以权重,所以当你更多选择自动战术呼叫时,便会影响到究竟哪些类型的战术会被更多的使用。
这使我们可以动态地创建一支球队的战术手册,也就意味着当一个球员调整角色时或者转会时,我们不再需要手动调整的介入。在现实NBA中,如果一个球员被交易了,他会保持他的战术类型,新球队战术手册中也会简单地直接照搬他的战术类型。
当然,考虑到一年中可能发生的转会,我们也会在先在的球队编制下给每支球队创建一些战术类型。
这个新系统的好处之一就是,一旦某个球员被指派了一个战术类型,那么他就可以掌控这支球队战术手册中所有关于这个战术类型的战术。所以,如果你使用安东尼并指派Isolation类型给他,同时这支球队手册中又有10个单突的战术,那么他就可以对这10个单突战术随意施展了,对于其他三个战术类型位置也是一样的。
这个系统唯一的缺陷就是,战术手册是在你所选择的针对每个球员的战术类型的基础上动态创建的;因此,你不能选择战术呼叫屏幕中显示战术的顺序。战术顺序的显示会呈静止状态直到你选择变换特定球员的战术类型。此时,战术呼叫的清单将会再次动态罗列出来并保持不变直到再次改变。
常规的战术呼叫界面基本保持不变。
点击LB(PS3是R1)唤出呼叫战术面板。然后选择你要发起战术的球员的相应图标。然后,就会有那个球员的相应战术显示了。
这个菜单相比2k11有了一些变化。去年你有四个战术可以选择。今年你有五个选择。xbox360平台***可以使用A、B、X、Y或者是LT中任意按键呼叫一个战术。另外,如果一个球员有超过五个战术,那你会在菜单的底部看到一个RT显示,同时后面显示“当前页码/页码总数”。高阶玩家可以通过RT选择到该球员可以用到的所有战术。
现在,玩家可以逃出仅有四个战术的桎梏了,进而可以穷极想象了(同时所有现役球队的战术手册都是完全可以编辑的)。你甚至可以将你的战术手册堆满只为你的明星球员而用的战术,抑或你可以将战术平均分配给你的球队编制。
当你的管理层增加人才储备时,你可以选择去寻找适合你目前球队战术体系的球员,你也可以选择放宽你的视野(即调整你的战术体系-译者注)。
第二种也是快捷的战术呼叫方式,就是手柄方向键(非模拟摇杆-译者注)向右键,然后选择跑最佳战术。人工智能会选择此时的最佳战术。这个特性会让哪怕是刚接触游戏的玩家都变成菲尔。杰克逊(湖人队主教练-译者注)。
现在战术界面及选择部分已经介绍完了,让我们进入我觉得是最令人激动的部分,即战术系统的改变在NBA2K12中执行效果如何。
Living branches
回到根源,我们的团队,还有Da Czar,为帮助我们设计一个超越以往游戏的战术执行效率的系统,提供大量反馈。很快我们就清醒地认识到想要做到这一点,现有的系统需要重新设计。我们的一名高级工程师肩扛为改善战术逻辑及战术执行中大量缺陷而重新设计战术系统引擎的重任。我们相信NBA12将会带给大家最及时和最真实的NBA战术呼叫体验。
批评声中最尖锐的一个就是,我们的战术太静态了,没有延伸触发其他得分机会的能力。再加上,一些战术跑位显得太臃肿了而同时另一些战术又显得太苍白无力了。
去年的战术分支系统严重倚靠传或者不传的选择,以此来判断启动战术分支,但NBA2k12的动态分支系统第一次同时引入将选择传球或不传球、急行跳或运球进入战术分支作为分支战术启动的条件。我们同时还会有无球球员跑动选项,这样战术分支就会依照挡拆跑位情况设计出新路线。
我们同时也很兴奋地提供给玩家巢穴式分支战术。传统的战术分支选项通常只能依据先前传/不传来展开分支系统。巢穴式分支系统是接下来我们所要讨论的高级进攻选项的关键点所在。
Persistent Offensive
大多数篮球游戏,对于有较高悟性的防守者而言要断掉你绝好的进攻机会还是比较容易的,只要绕前或者是阻断你的明星进攻型球员的球就可以了。这将导致进攻球员被迫进入盲目阶段,而他们本应该按照既定的战术来跑位的。受限的战术选择,还有缺乏智力的队友给了防守一方在关键时刻决定性的优势。
今年,我们开发了一种我们称之为Persistent Offensive的技术。这是为一些有明星球员的球队准备的非常关键的战术。这些战术的名称会在你的球队战术手册中以P字母开头,以示区别。
这是一些非常高级并且适应性很强的战术,可以预判防守球员的下一个想阻断你明星球员发挥的动作。打个比方,我们来看尼克斯的一个名为NYK P 3 Ice High的战术。这个战术中,安东尼高位背打。如果拉开了,球传自罚球区弧顶,而安东尼在距篮筐17英尺的位置,可以背打,也可以转身面框。
当你跑了几次这个战术后,防守铁定会有所调整。如果他们(防守方-译者注)绕前,或者是阻挠传球手传球,你可以选择跑一个运球进入。一旦运球进入选项启动,PG(比卢普斯)就会跟安东尼跑一个Pick and Post战术。这样比卢普斯和安东尼各自站一端,同时安东尼就会有很好的背身位置。如果防守者还是有机会阻断安东尼背靠身位的接球,或者你发现一个更大块头,更加强壮的防守球员顶在安东尼身后,你还可以启动另一个运球分支战术,向罚球区弧顶跑,这就会让安东尼放弃背靠转而向侧翼寻找单打机会。
有一些高级的Persistent Offensive战术可以在一个战术中提供给你多大6项得分选择。
在NBA2k12之前,只要知道跑的是什么战术,就完全可以阻断其战术。NBA2K12及以后的版本里面,光知道战术名称就只是半桶水了。多重的进攻判断节点意味着更高层次的交互体验,不管是玩家VS.电脑还是电脑VS.玩家。这一轮发展中已有了许多史诗级的战斗。玩家vs.玩家因加入了战略一层而使 NBA2k12变得更加耐玩。
游戏中并不是所有的战术都是象上面所说的那样复杂。还有非常多的既简单又实用的战术,会让每一个玩家接触更深层次的篮球。
另外一个nested branches的好处就是空中接力战术。在过去,空中接力往往漫不经心(想来是指阻截率较高-译者注)。如果进攻战术被防守的很好的话,就基本没有什么时间去展开另一个战术的了。自从引入了巢穴式分支战术,如果防守滴水不漏,那你还是有机会选择其他方式,并且衔接是相当自然的。许多时候,防守球员对阻截令人尴尬的空中接力的过激反应会让他们陷入十分被动的局面。
Out of Bounds Plays
长久以来,电视游戏对于界外球的处理都不是很重视。在NBA当中,界外球的球权归属往往决定了一场比赛的胜负。在对待这一点上,大多数篮球游戏也不过就是提一提罢了。
在以上提到的所有的新选择中,NBA2K12看来要大手笔改动了。所有的来自NBA2K11的界外球战术都将推倒重来。一些战术虽然保留了原来的战术名称,但是内容却完全不同了。NBA2K系列游戏中首次有了贴近现实的界外球战术了,这将会给我们带来更多乐趣。
界外球战术从简单和有效到多层及致命。今年的界外球战术设计符合以下包括底线及变现的各种情况:
Inbound protect / secure ball plays
这个战术是用来讲求传给某个特定球员的,通常会是你的最佳射手球员。
Quick 2 plays
快速2分球战术
3PT plays
你需要大逆转的时候就要这个战术了
Post
这个战术帮你寻找靠打机会
Ally
你可以在快速战术菜单中(D-Pad向右)呼叫,或者从限定的控制选项中选择战术类型和目标,在暂停界面选择界外发球战术选项。
QUICK STRATEGY OPTIONS
NBA2K12同时也提供了崭新的战略选项给玩家。这些选项,可以让玩家在攻防两端依照他们的战术类型或者是比赛的情况快速选择相应的调整。
进攻端
这些进攻选项是绑定在单独的倾向性及行为力上的,同时影响每一个球员,使他们向玩家的指令靠拢。
Space the Floor ——让控球球员有更好的空间;其他球员不会来回跑动/也没有挡板
Screen for Shooters ——无球挡拆会增加,为射手创造出手机会
Leak Out—— 外线球员游走寻找拿球机会
Collapse and Rebound ——球队争抢进攻篮板
Coach Default——重置
防守端
玩家有快捷方式设定防守设定:
Pressure Shooters ——顾名思义,对对方射手特别关照
Lock Down Paint——篮下双人包夹
Focus on Stars——又是顾名思义,对对***星球员要包夹、紧贴、阻挠其接球
Constant Pressure——持续咬破,对后卫及中锋包夹,紧贴明星球员,对冲挡拆
Coach Default——重置
加总起来,就像你看到的,我们付出了大量的努力为了使NBA2K12的战略元素更加鲜明及真实。我们一直渴望玩家对垒时的胜利一方得利的原因是出于他对游戏深入的领悟(拐着玩儿说自己的游戏有深度。。。plus plus此后省略万字。。。。。

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发表于 2011-9-3 11:55  ·  陕西 | 显示全部楼层
本帖最后由 coco李 于 2011-9-3 11:59 编辑

说来说去就是呼吁玩家用用战术嘛。因为很多人都不用战术,所以也懒得研究,而且还储存不上。2K的意思就是不想让战术系统白白浪费,文章里提的都是教大家如何发动战术以及如何变更战术。不要单纯的只用球队的默认战术,战术板里上百种战术,很多变态战术都在里面。但是必须在能保存战术的前题下才能使更多的玩家们去研究战术。文章里貌似说2K12可以保存自己调好的战术了……!这对战术流是个好事,我灰常期待!
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发表于 2011-9-3 12:08  ·  福建 | 显示全部楼层
从不玩战术的,开始慢慢学习了!果然很过瘾,只是要熟习各位置的跑位和根据实际战局来变化.....用好了乐趣无穷呀

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 楼主| 发表于 2011-9-3 12:27  ·  福建 | 显示全部楼层
coco李 发表于 2011-9-3 11:55
说来说去就是呼吁玩家用用战术嘛。因为很多人都不用战术,所以也懒得研究,而且还储存不上。2K的意思就是不 ...

不单单如此...之前每个位置只有4种战术..现在每个位置可以有你想设置的n种战术..对...n种,可以通过翻页键选择
这样,就不会因为某个战术使用频率太高导致被人轻易识破...另外也提到了当战术中的某个环节卡住或者人被盯死的时候,可以迅速转到下个环节,而不会使整个战术卡壳..

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发表于 2011-9-3 12:45  ·  辽宁 | 显示全部楼层
squallwind 发表于 2011-9-3 12:27
不单单如此...之前每个位置只有4种战术..现在每个位置可以有你想设置的n种战术..对...n种,可以通过翻页键 ...

估计和K11的战术引擎不会有太多改变,K11的战术卡住之后也会出现你说的“下一个环节的”,2K11的某些战术我还喜欢线路卡住呢,因为断开之后还会有意想不到的效果,比如凯子的53 double ,前两个步骤完美执行,第3个环节线路跑位断开了,对方有时候还以为第3环节正常执行呢,其实断了,套路也变了,而且断开之后会出现另外两种新得分手段,有时候对方猜不出头绪来。但一个人防战术防的多了就自然而然的免疫一些了,除非是真不会防,那真没招~!

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 楼主| 发表于 2011-9-3 12:56  ·  福建 | 显示全部楼层
本帖最后由 squallwind 于 2011-9-3 13:11 编辑
coco李 发表于 2011-9-3 12:45
估计和K11的战术引擎不会有太多改变,K11的战术卡住之后也会出现你说的“下一个环节的”,2K11的某些战术 ...


但是新作每一个人可以设置4种类型..每种类型可以设置n中战术..整个战术丰富了很多..靠背路线的方式来防守估计要很吃亏..

并且战术设置是跟人走的..也就是原先设定的战术在这个人转会后会带到新的球队..

最重要的一点,k12引入了一种持久性进攻的战术体系..就是用来应对当一种战术反复使用后引发的种种问题..
这种战术被称为Persistent Offense..在战术名称中有个P字母用于识别..文章中举了安东尼的高位单打战术这个例子...在这个战术多次使用后,可能防守方会采用多种方式阻止安东尼接到球..这时候可以进行分支选择..让安东尼进行高位挡拆后再接球,或者用其他人进行各种配合后接球..每种p战术至少有6个分支来创造得分机会..让防守端疲于应付...

看来本作的战术还是可圈可点的...如果live战术能使用本地调整的..那本作就是战术流的天下..
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发表于 2011-9-3 15:22  ·  广东 | 显示全部楼层
本帖最后由 141414 于 2011-9-3 15:27 编辑

不单单如此...之前每个位置只有4种战术..现在每个位置可以有你想设置的n种战术..对...n种,可以通过翻页键选择 这样,就不会因为某个战术使用频率太高导致被人轻易识破...另外也提到了当战术中的某个环节卡住或者人被盯死的时候,可以迅 速转到下个环节,而不会使整个战术卡壳..                                                                                                                                                                                                                                                                                                                                                                                          要是真的像2k说的那样, 这次2k12的进步真给力。想想当年玩2k9的时候每支球队的战术只能选5个 (毫无疑问 ,第一次接触神作当时已经觉得不可思议了),2k10没有玩(个人觉得进步最少的一代).2k11可以选20个(满足不了我),这次2k12是n个,太震撼了。伟大的2k篮球!                                                                                                                                                                                                                                                                到时候上live与各位童鞋切磋下。机子还从未上过live,希望不要太早的被ban哈哈!

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发表于 2011-9-3 15:28  ·  陕西 | 显示全部楼层
随意性战术流依旧口水飘过……
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发表于 2011-9-3 15:33  ·  广东 | 显示全部楼层
2k一直有几个战术是bug,基本上和电脑打只要几个bug战术就能取胜,但那没有意思。我基本不用。不知道玩家与玩家对战还会出现bug战术吗?
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