Total Control Passing – While holding the right button (on the 360; R1 on the PS3), the user will be presented with the passing icon buttons, at which point holding one of those buttons allows for the user to manually control the movement of the corresponding player with the left stick. Releasing that button while keeping the right button held (on the 360; or R1 on the PS3) results in a pass to the user. If the user releases the right button (on the 360; or R1 on the PS3) while keeping the receiver’s button held, the user will temporarily take control of the player until he calls for a pass.
I find this to be cumbersome. Any Live 10 users who think otherwise and clarify this for me?
Kick-out Passes – In last year’s game you’d often get a pass that stopped your forward motion and turned you to throw the ball.
Passing Out of Layups & Dunks – Often times, you’ll find yourself attempting a layup or dunk in traffic only to realize you’ve got an open teammate near you for a better look. The pass that resulted from this in 2K10 was often an ugly one. It was normally intended for a jump shot, so your player would end up unrealistically stopping in mid-air and spinning on a platter to toss the ball out.
Good. That shite gave a moment for defenders to intercept the pass out.
Pass Targeting – One of the first things we did with passing this year was completely wipe out our pass targeting system. Pass targeting now relies almost solely on one thing and that is the direction your stick is pressed. Pretty simple. There are a few very important variables added this year that allow for skip passing and the ability to hit the outside guy in a line two players are occupying. But for the most part, you’re going to pass to who you’re aiming the left stick at.
Finally got their shite right. LS passing is almost useless in 2K10 because of the accuracy, it only works when the receiver is near the passer and that doesn't even work at times.
Post Feeds – Most of the time you tried to feed the post last year the result was a lob pass. This became very predictable and because of the slow speed of the lob, the defender of the passer could double down by the time the post player was ready to put the ball on the floor. It was frustrating and really hindered the post game.
Meh, I'll believe the improvements when I play it. In 2K9 it was easy to steal the entry pass (especially with an athletic big, Josh Smith FTW!), in 2K10 it's easy to intercept the entry pass with the timed use of the turbo, even if you're controlling a lumbering C.
Catching a Pass in Progress to Basket – When a player cuts to the basket and you hit him in stride, your hope is that the receiver gets put into a position where he can easily go up for a shot near the hoop. The last thing you want him to do is end up near the baseline, or even worse, 5-6 feet beyond the hoop.
About fucking time. That situation is one of the instances where I want to throw the controller. The receiver has an open lane to the basket and he stops to receive the pass. Stupid AI.