NBA 2K21 released the next-generation game features changes and new badges
2K is developing a brand new game for the next generation. Many people are trying to find new features of MyPLAYER, while others are curious about pushing Simulation into the future. But after 2K released the third and last game-related blog on Wednesday, it is clear that this is indeed completely different from modern games and has not even understood any mode changes. The third part focuses on player construction, badges, takeovers, and AI that affect multiple modes in the game, and it seems that each concept adds more balance.
No more pie charts
In the next generation of games, 2K will limit the use of MyPlayer, you can no longer choose from the next generation of preset skill breakdown pie chart, but gamers will be able to "control the respective level to be set to the upper limit." Some restrictions depend on your vitality, you can not maximize all the effects, but you can flexibly control the type of players according to your situation. This will provide greater flexibility in player construction, and hope to see more types of online matches using "My Player."
New and canceled badges
In the next generation of 2K21, 2K introduces new badges and eliminates some badges that they think are "redundant and not suitable for new designs or the community does not like them." Most badges have undergone some significant functional changes. There are some new, some rejuvenated, and some removed. The badge points system and equipment process are similar to what you are getting used to performing well in various modes (finish, shooting, game production, defense/rebound) to get badge points, and then apply these points to any situation want Badges used in these related categories.
Here are some new badges and their functions:
Fearless Finisher – Boosts contact layups and decreases fatigue
Heat Seeker – Boosts takeover progress on inside shots
Highlight Film – Boosts teammate takeover progress on flashy dunks
Hook Specialist – Boosts hook shot ability
Revived Posterizer – Contact dunks!
Rise Up – Boosts ability to do standing dunks in traffic
Anti-Freeze – Harder to get cold and lose takeover meter progress
Blinders – Less affected by peripheral defenders when shooting jumpers
Circus Threes – Improved ability to hit pull-up and stepback 3’s
Fade Ace – Boosts all post fadeaways
Hot Shot – Increases takeover meter faster when knocking down jumpers
Deep Threes – Dame and Curry range 3 balls
Rhythm Shooter – Boosts shot %’s out of size-ups as well as 1-step pull-ups
Set Shooter – Shooting ability gets better the longer you set and wait before pulling
Sniper – Boosts the ability to hit shots when using Pro Stick aiming
Stop & Pop Three – for the JJ Redicks who want to pull-up for threes in transition
Bullet Passer – Gives you the ability to throw laser dots like LeBron
Relay Passer – Boosts the shooter on pass to assist situations
Special Delivery – Boosts takeover progress for the passer and receiver off a flashy pass assist
Ankle Braces – Makes it tougher for ball handlers to break your ankles
Clutch Defender – Boosts your defensive ratings in clutch moments
Hot Stopper – Boosts takeover meter for good defensive plays like steals, blocks, and good contests
Takeover
If you are new to 2K, then Takeover is the fever function and taking over the game. It has been a popular feature in the past few years, and players hope to upgrade it to the next generation. By applying it to the next generation, it seems to have more strategies and even more balance. 2K does not limit players to eight prototype-based public takeovers but subdivides these eight types into 24 more specific takeover capabilities. In a sense, you can think of them as unique badges that can be launched when they get hot.
Advanced Gathers – Unlocks more effective spin, euro, hop step, cradle gathers
Finishing Moves – Able to absorb contact and finish at the rim
Easy Blowbys – Enhances ability for slashers to beat defenders off the dribble
Pull-Up Precision – Boosts well timed/aimed shots off the dribble
Anklebreaking Shots – More anklebreakers off of spin and stepback jumpers
Negative Impact – Reduces defensive impact against pull-ups and other skill shots
Limitless Range – Extends your shooting range out to the logos
Spot-Up Precision – Boosts well timed/aimed stationary jump shots
Team Ratings Boost – Playmakers boost their teammates’ offensive ratings
Team Takeover Boost – Boost your teammates’ takeover meter progress
Team Badge Boost – Boosts your teammates’ badges up a tier
Extreme Clamps – More stone wall and lost dribble body-up resolutions for locks
Perimeter Badge Drop – Knocks shooting badges down a tier when you get close
Enhanced Jump Shot Contests – Boosts your ability to contest jumpers
Stuff Blocks – Unlocks more swat, backboard pins, and grab blocks
Paint Intimidation – Boosts your ability to affect shots around the rim
Interior Badge Drop – Drops opposition’s scoring badges down a tier in the paint
Boxout Wall – Improves ability to seal off opponents for easy boards
See the Future – Shows where missed shots are going to end up
Glass Clearing Dimes – After rebounds, kick out passes boost your teammate’s shooting
Power Backdowns – Easier to push defenders around when posting up
Post Playmaking – Boost your teammates’ offensive abilities when passing out of post
Advanced Post Moves – Easier to beat defenders with post moves
Post Shot Daggers – Increased scoring ability with hooks, fades, shimmy shots, etc.
2K will change the Takeover into a multi-layer system! You will get the primary and secondary takeovers. After setting the upper rating limit and critical points, the system will show you a part of the above list according to the build type you created. You can fill the main meter by successfully performing the relevant playback and activate it like this Related takeovers. You then choose one ability for your primary and another for the secondary, or, if you want to "double" on it, you can place the same power in both slots. While in the game, your takeover meter will first fill your main takeover slot. After filling up, you can choose to activate it immediately or wait for an attempt to fill the second slot.
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