by Leftos on Mon Sep 03, 2012 6:22 am
Things to take from the dev diary:
- Signature Skills HUD (that replaces 2K11's Heat Check and 2K12's Camera Selection (lol)) will showcase the signature skills of the player you're currently controlling, and his basic stat-line.
- Signature Skills are not passive abilities as I thought. They're active abilities that you'll be able to use when available. Their icon will be grayed out on the SSHUD when they can't be used, semi-transparent when it can be used but isn't currently being used, and all lit up in its full glory when you activate it, along with its name prominently shown on the HUD.
- Reason to get SS in 2K13: "We felt that our existing attribute and tendency system quite didn’t lend itself well enough to various situational moments that happen in basketball, nor did it help identify very specialized players. Outlet passes, winning charge calls, staying hot through in-game breaks, etc, are just a few areas where our attributes system failed to give you what you need. We’re now able to dig deeper into these situations to allow players stand out where they’re most known. Let’s take shot blocking for example. LeBron James is well-known as the best chase down blocker in the league. In 2K12, when you were in a chase down situation, LeBron was unable to block the shot from behind as much as we’d like him to because he had only a 60-ish Block attribute. With the inclusion of the new Sig Skill, Chase Down Artist, we’re now able to give him the types of skills he needs to embarrass the unsuspecting shooter, without having to artificially raise his Block attribute (which would then allow him to block shots in areas he’s not known for)."
- Posterizer will require a defender there (duh) as well as your player's stamina being currently above 80. Teammates get temporary energy boost after you perform such a dunk.
- Highlight film also has an 80 stamina requirement, also gives temp energy boost to team.
- Finisher will be used along with Draw Foul Tendency to give players more chance at an And-1. Decreases "shot in traffic" penalty by 30%.
- Acrobat decreases shot change penalty by 40%, gives 15% probability boost to hop step, euro step, spin moves.
- Spot Up Shooter reduces 30% off of the "badly timed shot" (early, late) penalty if player is standing still, not posted, not dribbling, and between 12 and 28 feet from the basket.
- Shot Creator decreases penalty due to the opposing defender by up to 100%, if ALL the following rules are met: shooter breaks down defender by using iso, triple-threat or drive to special (hop step, euro step, spin), shooter has more space after breaking down his defender than before, shooter was closer than 7 feet to his matchup before starting the breakdown, shot is taken with 2 seconds of the breakdown, not in transition, not on fast break, closer than 33 feet to the basket, shooter must not be smothered by the defender, neither at breakdown, nor at release.
- Deadeye reduces the effect a late defender has, by reducing the penalty that would be applied at the release of the shot due to the defender being there. Defenders that weren't there at the start of the shot don't matter. Smothering defense disables Deadeye. There's two separate penalties applied to the shot due to defense: one at start, one at release; Deadeye reduces the release penalty.
- Corner Specialist: 5% bonus if player is standing still at the corner, is somewhat open, and has just received a past at most a couple of seconds ago.
- Post Specialist: 50% increased probability of a defender falling for a fake, 5% increased probability on post shot success, post moves are more effective. Only applies to shots being taken within 17 feet of the basket. Skill remains active for half a second after the player exits the post to give bonus to fakes and or shots right after the exit.
- Ankle Breaker: 30% boost of breaking your defenders ankles when performing isomotion.
- Post Playmaker: (GREG MONROE BITCHES!) If he passes to an open teammate from being posted up, pass finds receiver on point giving 10% bonus on 2 pointers and 4% bonus on 3 pointers.
- Dimer: Same as Post Playmaker but for passes not made from the post. Only gives the 10-4 boost if the pass would count as an assist.
- Break Starter: Activates when a player that has this skill makes an outlet pass within 3 seconds of grabbing a defensive rebound. Distance penalty for the pass is cut by 50%.
- Alley-Oooper: Receives significant bonus to Pass attribute when throwing alley-oop passes, receiver gets pass catch probability bonus.
- Brick Wall: Increases effectiveness of screens, can cause player getting hit to stumble, even fall to the ground.
- Lockdown Defender: Reserved only for top-notch defenders. Neutralizes most offensive sig skills of player being guarded, except Brick Wall and Floor General.
- Charge Card: Increases chance of getting a charge by 50%. Teammates get energy boost if succesfully used.
- Interceptor: Gets increase at Steal and Vertical attributes if attempting to steal a pass; ball has to be in the air, passing lane has to be within 9 feet of player with the skill.
- Pick Pocket: Major increase in steal probability if opponent is doing isomotion, minor increase if a player is in a standing dribble for a couple of seconds, lowered foul chance on steal attempts
- Active Hands: Increased chance of stealing the ball when the opponent is shooting, doing a layup or attempting to dunk.
- Eraser: Emphatic blocker, raises energy of teammates when successful, offensive attributes of blocked player drop up to 6 points for a minute and a half.
- Chase Down Artist: Increases Block, Vertical and Quickness if in transition defense and gives increased chance of blocking a moving shooter from behind.
- Bruiser: Makes opponents lose nearly half as much energy as they would be if turboing on contact.
- Hustle Points: 3 second boost to Shot Inside, Shot Close and Layup after an offensive board.
- Scrapper: Hustle skill, increases ability to dive for loose balls, win boxout battles, strip rebounds. Also boosts speed and quickness to reflect effort. 50% increase in boxout win chance, 50% chance to strip an already grabbed rebound from the opponent's hands.
- Anti-Freeze: Takes double as many missed shots & turnovers to go into a cold streak (which is said to decrease ratings significantly).
- Microwave: Takes fewer shots to get hot, gets increase on offensive and defensive skills when hot that lasts for a period of time.
- Heat Retention: Retains "hot" status even after game breaks such as timeouts, or even through bad plays longer. Requires twice the missed shots and turnovers to lose "hot" status.
- Closer: Gets in effect in the last 40% of 4th quarter (this means less than last 5 minutes on a 12-minute 4th quarter) and throughout overtime, gives attribute boosts of up to 12 points, widens "excellent release" free throw window, energy boosts in game breaks during clutch moments, shots while moving get 5% success boost.
- Floor General: Gives up to 6 points of boost to offensive abilities of teammates while on the floor.
- Defensive Anchor: Same as floor general but on defense and for defensive abilities.
My opinion:
Pleasantly surprised. Signature Skills seem much more detailed than my assumptions so far, and each one is a game inside the game on its own. Also, it seems that they're not binary, but are rather quite affected by the player's ratings and tendencies. There are a lot of them that say that increases are "up to" some percentage or amount of points, so this gives me the clear indication that the same skill on different players will not have the same effect.
Job well done 2K. Job well done.
Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports
Used to be "That Tools Guy" around here during the good ol' days. Although you probably remember me as your favorite Podcast host.