EYEUC社区 - eyeuc.com
EYEUC | 因为热爱 所以存在
现在注册
已注册用户请  登录
NBA2K23节点提示
• 请勿发布任何破解及相关内容
• MOD补丁相关请发到MOD分类
• 一切交易行为均由双方于私下自行发起,本站不承担任何责任。
EYEUC社区    NBA2K23    教程/工具

三角进攻和自由战术问题

  a0078050 2023-7-1 11:48:47 3078 次点击 回帖奖励 正序浏览 阅读模式     
这是一个创建于 515 天前的主题,其中的信息可能已经有所发展或是发生改变。
本帖最后由 a0078050 于 2024-3-8 15:50 编辑

Eyeuc不常上,B站上的评论回复多一些。有问题可以去那边NBA2k修改建议- 文集 哔哩哔哩专栏 (bilibili.com)
对24抱有一些期望,得知23战术调用有问题之后有些耿耿于怀,搜了一下自由战术的问题,得到的信息只有以下几点。

1,表示有这个问题的均为PC玩家,在XBOX平台上把战术拉到80左右才能在4-5个回合中出现一次freelance,开关ACE表现没有区别。本世代果然是后娘养的,只能希望PC尽快上次时代吧。

2,freelance的类型可以在ML,ME这些模式中修改保存。但无法在名单中修改保存,快速比赛时只能在暂停中临时调整。

3,2k战术开发人员Da Czar曾经表示23中的球队需要50套以上的战术和球员战术类型设置正确才能流畅运行。但实际上官方名单,尤其是早期名单的完成度极低。例如有德罗赞的公牛,战术手册中没有中投战术。有斯玛特的绿军,没有后卫低位单打战术。

4,名单完成度低还表现在倾向数值上,例如官方名单的01湖人内线Roll vs Pop倾向除了奥尼尔全部为0,而从2k19开始战术调用就开始与球员倾向出现绑定,所以基本不会执行包含下顺的挡拆战术。

5,Da Czar还在2k23问答中表达过他们做出来的东西肯定没有玩家群体研究出来的东西有创造性。我自己解读的潜台词就是他也太知道2k的年货性质了,很多内容都是发售前赶工的结果,游戏本身只能提供一个大概的引擎,要想开发篮球模拟内容的上限,只能靠玩家群体自行修改。

只是这些东西就发一贴有水贴嫌疑,所以下面搬运一篇关于三角战术的设置教学。由于主要内容是战术,我手上也没有23做对照,就不进行全面翻译了,有兴趣的简单机翻一下不影响理解。

进攻设定:
Tempo: Patient Offense or Neutral Offense. Use Shoot at Will in certain situations based on personnel.
Offensive Focus: Run Freelance or the various other options (play to your team’s strengths)
Defensive Focus: Protect Paint
Defensive Aggression (simulation): Play Physical
Offensive Rebounding: Limit Transition
Defensive Rebounding: Crash Defensive Glass

Freelance 1: Triangle
Freelance 2: 2-Man Game
防守设定:
If you run with the classic triangle teams or a new team in My Era mode I would suggest the following:

On-Ball defense: start with Automatic (ALL)
Off-Ball defense: Moderate (ALL)
Force Direction: Baseline (ALL)
On-ball Screen: Ice (Go over on good shooters)
Hedge: Setting is broken so use soft hedge to drop (Catch Hedge on good shooters)
On-ball Screen (Center): Ice (Go over on good shooters)
Hedge (Center): Setting is broken so use soft hedge to drop (Catch Hedge on good shooters)
Stay Attached: No (we are ok giving up Pick and Pop long 2s)
Off-Ball screen: Go over on shooters
Post: 3/4 Bottom (Behind or Front on elite post players. If Fronting the post, play up on entry passer)
Double Teams: Auto (manually adjust or use OTFC if needed)
Switch Rules Off-Ball: Switch Guards
Pre-Rotate: Yes on elite drivers combined with Boxes and Elbows team adjustment
Screen Help Rules: No Help on >B- 3pt shooters, Help & No Rotation on others (defense won’t help off shooters)
Drive Help Rules: Automatic or Help & No Rotation
Cutter Help Rules: Automatic or Help & No Rotation
Extend Pressure: No (Yes elite shooting PGs)
Dribble Hand Off: Go under (Go over on elite shooters)
Down Screen: Go under (Go over on elite shooters)
Back Screen: Go under (Go over on elite shooters)
Flare Screen: Go under (Switch or Go over on elite shooters)
Transition Defense: Automatic (Wall Up for my eras)
教练设置:
Adaptive Coaching Engine (ACE): This should be left on at least for offense, as rebounding and tempo setting will revert back to auto if you turn it off.

Freelance Series Order: If you use manual playcalling like me this setting does matter. If you playcalling set to auto and you offensive focus is set to “Series”, this will impact how those plays will be called. Static means the AI will call the plays in the series in order while setting it to Dynamic will shuffle the order based on ACE’s strategy.

Freelance Series Repeat: With “Repeat on Success” set to on, the AI will repeat the same play in the series until the AI stops you from scoring. With it set to off, the order will be dictated on the Freelance Series Order setting you choose.

战术分类:
EARLY OFFENSE

Transition Screen/Roll
When Tempo is set to “Shoot at Will” the AI will Push the Pace and run spread pick and roll in transition automatically.
When your Tempo is set to Patient Offense or Neutral Offense calling for manual screens in n transition or adding the “Early Offense” option to your favorite plays when you have great slashers/finishers at the rim and want to push the pace in only certain situations. Players, especially Kobe, had carte blanche to do this off a missed shot. Phil Jackson’s teams called this “Bounder”. The trailing big would set a screen for the ballhandler in transition who would attack the basket. Here are some examples:

71 FIST OUT 14 – (P&R-MID)
89 FIST 1 SIDE – (P&R-OPT)
96 FIST 24 – (P&R-OPT)
PUNCH 1 FIST – (GPU)
QUICK 21 ISO – (ISO)
02 ISO 1 FIST 14 – (ISO)
02 ISO 3 FIST ANGLE – (ISO)
02 PUNCH 24 LOW FIST – (LOW)
MIN 52 GIVE – (P&R-OPT)
PHI ISO 1 TOP FIST – (ISO)
02 FIST 51 BACK – (P&R)
02 FIST 41 DRAG – (P&R)
02 FIST 15 ANGLE STRONG – (P&R)
02 FIST 15 ANGLE – (P&R)
PHI FIST 35 DRAG – (P&R-OPT)
91 QUICK 13 FIST FLARE – (3PT)

Double Drag Options (Post-2008 Seasons)
FIST 92 – (P&R)
FIST 19 DRAG – (P&R)
FIST 19 DOWN – (P&R)
FIST 2 HIGH – (P&R)
FIST 92 SIDE – (P&R-3PT)
HIGH 4 SIDE 91 – (HIGH)
ATL FIST 15 DBL DRAG – (P&R-OPT)

Secondary Break – Attack | Storm | Flow
The offensive AI used to run these secondary break actions on its own until 2K20. You see the players just read and react to the defense. I've been using the sets below to emulate what I consider a crucial element in executing the offense realistically:

02 FIST 25 QUICK DOWN – (P&R)
03 QUICK 12 – (MID)
91 QUICK 21 FLARE PUNCH – (3PT)
W FIST 34 MID – (P&R-MID)
W FIST 34 – (P&R)
ISO 2 RIP BASE TRI (Pinch Post Backscreen) – (ISO)
PUNCH 2 RIP BASE TRI (Pinch Post Backscreen) – (GPU)
PUNCH 4 RIP BASE TRI (Pinch Post Backscreen) – (LOW)
QUICK ELBOW TWIST 3 – (3PT) *I use this as an ATO side inbound play from the backcourt*
MIN 52 GIVE – (P&R) *Call this for the trailing bigman

If no good opportunities come from these secondary break actions just use the motion option to flow into normal triangle motion cut options. Note: if you do this without the center being in the low post he'll switch places with the person that is. This is unfortunate but we'll have to make due until things get tweaked to where all 5 players can occupy all spots on the floor.

Note: You might see plays in more than one category (i.e., pressure releases and secondary break or 5 series)

PRESSURE RELEASES*
CUT 42 BASE TRI (Blind Pig) – (CUT)
FIST 42 BASE TRI (Blind Pig) – (P&R)
ISO 32 QUICK (Blind Pig Iso) – (ISO)
FIST 14 RIP 2 BASE TRI (Blind Pig P&R) – (P&R)
QUICK 1 BASE TRI (single double) – (3PT)
QUICK 2 BASE TRI (single double) – (3PT)
GIVE 52 FLOPPY (single double + downscreen for stretch big) – (HAND)
87 HIGH 14 (single double + pinch post) – (HIGH)
95 FIST 14 QUICK 2 (single double + pinch post pick & roll) – (P&R-OPT)
90 QUICK 13 (single double) – (3PT)
06 FLOPPY 13 (single double) – (MID)
06 PUNCH 35 FLOPPY (single double + postup) – (LOW)
85 PUNCH 15 (single double) – (LOW)
FIST 54 (UCLA High Post) – (P&R)
FIST 2 GIVE 12 (UCLA High Post) – (P&R)
FIST 25 DOWN (UCLA High Post) – (P&R)
ISO 2 RIP BASE TRI (Pinch Post Backscreen) – (ISO)
PUNCH 2 RIP BASE TRI (Pinch Post Backscreen) – (GPU)
PUNCH 4 RIP BASE TRI (Pinch Post Backscreen) – (LOW)
91 FIST 14 QUICK – (P&R)
91 PUNCH 35 QUICK DOWN – (LOW)
02 GIVE 41 QUICK DBL – (HAND)
91 CUT 2 DOWN – (CUT) [Flex Entry]
85 QUICK 12 FLAT – (MID)
02 PUNCH 34 ISO – (LOW)
MIN PUNCH 5 LOW – (LOW)


*Calling motion (Left D-pad+Y or Left D-pad+Δ) as soon as you reach half court will trigger the blind pig freelance pressure release if you don’t want to call it yourself.

BASE OPTIONS
PUNCH 35 WING TRI – (LOW)
FIST 25 BASE TRI – (P&R OPT)
QUICK 35 TRI – (MID)
02 PUNCH 35 TRI – (LOW)
02 PUNCH LOW TRI – (LOW)
02 PUNCH 35 ISO QUICK – (LOW) ^Inverted play. Needs to be fixed^
02 GIVE 32 SWING – (HAND)

CORNER SERIES
PUNCH 25 TRI – (LOW)
98 PUNCH 25 – (LOW)
06 PUNCH 5 – (LOW) (clear corner counter)
FIST 35 RIP 4 – (P&R)
W FIST 15 CNR DOWN – (P&R)
02 PUNCH 2 SIDE LOW – (GPU)
91 PUNCH 25 SIDE – (LOW)
02 FIST 15 SIDE RIP QUICK – (P&R)
02 PUNCH 45 SIDE – (LOW)
71 FIST DOWN CNR – (P&R)
91 PUNCH 35 SIDE – (LOW)

5 SERIES (UCLA)
CUT 31 UCLA TRI – (CUT)
PUNCH 21 UCLA TRI – (GPU)
HIGH 21 UCLA TRI – (HIGH)
FIST UCLA 35 TRI – (P&R)
FIST 54 (UCLA High Post) – (P&R)
FIST 2 GIVE 12 (UCLA High Post) – (P&R)
FIST 25 DOWN (UCLA High Post) – (P&R)
PUNCH “1-4” RIP – GPU OR QUICK“1-4” CURL – (MID) (weakside spacing is off)
02 PUNCH 4 RIP SWING – (LOW) (high low duckin)
02 QUICK 21 HAWK QUICK FIST – (3PT)
02 FIST 34 HAWK QUICK – (P&R)
02 FIST 24 HAWK QUICK – (P&R-OPT)


Missing:
PUNCH 54 RIP 1 (high low duckin) – (LOW) (missing on Gen5 since 2K22)
CUT 5 UCLA TRI – (CUT) (missing since launch day 2K18. Add back as a P&R)

FIST SERIES
PUNCH 1 FIST – (GPU)
96 FIST 24 – (P&R OPT)
FIST 35 WING TRI – (P&R OPT)
FIST 24 TOP TRI – (P&R OPT)
FIST 26 SIDE – (P&R)
FIST 21 CROSS – (P&R)
QUICK 2 SPLIT FIST – (3PT)
87 PUNCH GIVE 5 (Guard Dribble Series) – (LOW)
PUNCH 41 FIST (Guard Dribble Series-Counter) – (GPU)
QUICK 21 ISO – (ISO)
02 ISO 1 FIST 14 – (ISO)
02 ISO 3 FIST ANGLE – (ISO)
02 PUNCH 24 LOW FIST – (LOW)
02 PUNCH 3 RIP PITCH – (GPU)
71 QUICK 21 FIST – (MID)
72 QUICK 2 FIST – (MID)


Flare sets

95 FIST QUICK 12 – (3PT)
91 QUICK 13 FIST FLARE – (3PT)
91 QUICK 13 FIST FLARE 2 – (3PT)
QUICK 5OUT 3 – (3PT)


SOLO CUT SERIES
PUNCH 5 QUICK – (LOW)
PUNCH 5 BASE TRI – (LOW)
HIGH 5 BASE TRI – (LOW)
96 FIST 32 CNR (call for bigs only) – (P&R OPT)
65 QUICK 2 PUNCH – (MID)
77 QUICK 52 PUNCH – (MID)
02 PUNCH 34 ANGLE ISO – (LOW)
02 PUNCH 25 ISO – (LOW)
02 PUNCH 35 DOWN POINT – (LOW)
96 PUNCH 32 – (GPU)
ISO 2 WING POST – (ISO)
02 ISO 2 FAN – (ISO)
86 DAL 52 QUICK PUNCH – (MID)
02 PUNCH 53 LOW RIP – (LOW) (Cross post variation 00's Lakers ran)
02 PUNCH 25 GIVE – (LOW) (Ignore play art. Quick pass to the wing, then the post should get a good look for the play initiator cutting to the basket)
91 PUNCH 15 – (LOW)
PUNCH 14 – (LOW)
91 PUNCH 4 FIST SWING – (LOW)
91 PUNCH 4 HIGH – (LOW)
02 PUNCH 5 ISO SPREAD – (LOW)


Missing:
PUNCH_15 – (LOW) (missing on Gen5 since 2K22)


OPEN SET/SPREAD SERIES
GIVE 5OUT 8 – (HAND)
ISO 1 QUICK – (ISO)
GIVE 12 – (HAND)
FIST 15 QUICK – (P&R OPT)
ISO 1 BASE TRI OR ISO 2 BASE TRI – (ISO)
ISO 2 GO – (ISO)
FIST 14 KICK – (P&R 3PT)
FIST 15 SPREAD DOWN – (P&R)
ISO 2 TOP TRI – (ISO)
ISO 3 WING TRI – (ISO)
ISO 1 SLIP – (ISO)
FIST 25 DOWN – (P&R)
FIST 5 SHORT ROLL – (P&R)
PHI ISO 1 TOP FIST – (ISO)
MIN 52 GIVE – (P&R) *Call this for the trailing bigman
02 FIST 51 RAM ANGLE – (P&R)
02 FIST 15 RAM ANGLE – (P&R)
02 FIST 15 RAM ANGLE 2 – (P&R)
02 FIST 15 RAM SPREAD – (P&R)
FIST 5 SHORT DIVE – (P&R)
GSW ISO 1 ANGLE – (ISO)
CLE ISO 3 GIVE – (ISO)
91 FIST 14 QUICK – (P&R)
02 FIST 25 WEAVE – (P&R)
02 FIST 51 BACK – (P&R)
02 FIST 15 BACK – (P&R)
02 FIST 15 BACK SHORT – (P&R-OPT)
02 ISO 2 OUT – (ISO)
02 FIST 25 GIVE – (P&R)
CHI QUICK FIST 1 – (3PT)
CHA GIVE 21 REV – (HAND)
IND ISO 1 TOP CROSS – (ISO)



PINCH POST / 2-MAN GAME / COUNTERS
GIVE 42 TRI – (HAND)
90 51 ICE – (ISO)
ISO PINCH – (ISO)
08 ISO 3 FIST – (ISO)
HIGH 24 WING TRI – (HIGH)
HIGH 24 TOP TRI – (ISO)
ISO 24 TOP TRI – (ISO)
ISO 24 BASE TRI – (ISO)
PUNCH 42 TOP TRI – (ISO)
HIGH 24 BASE TRI – (ISO)
PUNCH 3 BASE TRI – (GPU)
PUNCH 3 WING TRI – (GPU)
PUNCH 3 WING TRI 2 – (LOW)
PUNCH 43 BASE TRI – (LOW)
QUICK GIVE HAMMER – (3PT)
PUNCH 45 BASE TRI – (LOW)
96 PUNCH 42 – (GPU)
QUICK 3 TOP TRI – (3PT)
90 CUT 32 DIVE – (CUT)
98 CUT 3 SWING – (CUT)
90 42 ALLEY – (CUT)
87 HIGH 14 (single double + pinch post) – (HIGH)
PUNCH 15 SPREAD FIST – (HIGH)
PUNCH FIST HIGH 12 – (HIGH)
PUNCH 12 ELBOW – (GPU)
91 PUNCH 41 HIGH – (HIGH)
02 PUNCH 35 HIGH PITCH – (HIGH)
02 PUNCH 2 HIGH QUICK – (HIGH)
02 GIVE 52 SWING – (HAND)
02 GIVE 32 SWING – (HAND)
02 GIVE 43 ELBOW SWING – (HAND) *Receiver play - Inverted, Needs to be fixed*
87 HIGH 14 (single double + pinch post) – (HIGH)
95 FIST 14 QUICK 2 – (P&R-OPT) *single double + pinch post pick & roll*
02 ISO 2 ANGLE QUICK – (ISO)
02 ISO 2 FIST WING – (ISO)
02 PUNCH 32 SPREAD WING – (HIGH)
02 PUNCH 4 HIGH SWING – (HIGH)
02 QUICK 1 STAGGER SWING – (3PT)
02 CUT 32 DIVE SWING – (CUT)
LAC HIGH 3 PUNCH POINT – (HIGH)
91 GIVE 53 ELBOW PUNCH – (HAND)
02 FIST 24 DELAY – (P&R)
02 FIST 35 ELBOW – (P&R)
84 SAC 21 FIST GIVE – (P&R-OPT)
02 PUNCH 34 HIGH – (HIGH)
02 PUNCH 14 HIGH – (HIGH)
02 PUNCH 3 HIGH DBL – (HIGH)
02 GIVE 31 DOWN FIST – (CUT)
02 QUICK 13 PUNCH STAGGER – (3PT)
85 SEA 52 QUICK RIP – (MID)
86 BOS 2 QUICK – (MID)
02 QUICK 1 ELBOW DBL SWING – (MID)
77 QUICK 12 – (MID)


Missing:
GIVE 51 SIDE – (HAND)
CUT 3 TRI – (CUT)
CUT 4 TRI – (CUT)


ZIPPER (2004-2005 and Post-2008 Seasons)
02 ISO 3 TOP ZIPPER – (ISO)
02 ISO 2 DOWN TOP – (ISO)
02 ISO 3 ZIPPER – (ISO)
02 ISO 3 ZIPPER GO – (ISO)
FIST 15 DOWN HIGH – (P&R-OPT)
04 QUICK 42 PUNCH – (3PT) ^weakside spacing is off^
02 FIST 34 ZIPPER – (P&R)
91 FIST 14 ZIPPER SHORT – (P&R)
02 FIST 41 BACK QUICK – (P&R-3PT)
93 HIGH 35 QUICK – (HIGH)
98 HIGH 24 – (HIGH)
04 CUT 42 ZIPPER – (CUT)
04 PUNCH 14 ZIPPER – (HIGH)
02 PUNCH 51 – (LOW)
02 QUICK 52 FIST ZIPPER – (MID)
02 GIVE 42 CURL ZIPPER – (HAND)


HORNS (2004-2005 Season)
W HORNS TWIST VEER – (MID)
91 PUNCH 5 HORNS GO QUICK – (HIGH)
02 PUNCH 5 HIGH HORNS GO – (HIGH)
02 PUNCH 4 HIGH HORNS – (HIGH)


MOTION
91 PUNCH 13 WEAK – (GPU)


"WTF"
02 QUICK 42 RIP SWING – (3PT)


ZONE OFFENSE
85 DEN 2 QUICK – (MID)
02 QUICK 2 LOW – (3PT)
06 QUICK 43 SWING – (MID)
96 FIST 32 – (P&R-OPT) *use the PF or C as the roll man instead*
Most plays from the UCLA High Post and Corner Series
Most plays from the Solo series can be used to create an overload on the weakside you can exploit or screen cut action to get a midrange jumper in the middle of the floor

Remember: Whenever there is a breakdown in the offense you can simply move to one of these spots below and use the motion button (Left D-pad+Y or D-pad+Δ) to run more actions
3078 次点击 • 4 人收藏 • 6 人转发  
收藏 只看楼主
12 回复 | 直到 2023-11-19 19:01:02
加载中...
用户协议     免责声明     站务公告     Sitemap     Archiver     889 人在线 最高记录 4096     TOP
因为热爱,所以存在
© 2014-2024 EYEUC All rights reserved.
GMT+8, 2024-11-28 04:01
♥ Inspire by V2EX