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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Comments

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