Akumetsu wrote:Thank you. Also, can you recommend some of the best globa ls for 2k14?
xoamberxo222 wrote:Isn't there a way to fix the accessories though?
Akumetsu wrote:Thank you. Also, can you recommend some of the best globa ls for 2k14?
ijones33 wrote:My experience is from watching the CPU play 10 games for each team in the 90-91 season in UBR....and I just downloaded URB and observed only a few games so far, along with checking out a majority of the players from that season in both mods. They both have a couple flaws, although UBR is a bit more refined overall at this point.
Graphically, they are both beautiful, the player faces are amazing. The jerseys are amazing, although UBR has the bulls playing in hot pink. Not sure if this is different in URB or not. Some of the logos that come up for a team are off in URB, like the clippers logo is on a team that isn't the clippers, and theres even a logo on one of the teams i don't even recognize. Hopefully those jerseys are still correct once you enter a game though. UBR has two versions of many of the seasons, one roster that corresponds with the beginning of the season, and one that corresponds with after the trade deadline. UBR is consistent with the players being assigned to the right teams. URB has all the major players correct and most of the minor players, but some of the scrubs are missing or somewhere they don't belong. IE i noticed that Chris Munk, a scrub that played in the first handful of games for the Utah Jazz that season isnt with the jazz or the free agents. URB has premade Assoc and Season files for each year, but when i opened the 1991 season i was like why are these players assigned to these teams?
As far as gameplay, it doesn't take too much observation to realize that the URB mod is far superior. If you were to watch a game of UBR, the first thing you would notice is that these teams are bombing 3s like 40% of the time. The individual player's 3point tendencies are cranked up way too high, and this is further compounded by the teams waiting until the shot clock is running down to take 75% of their shots, which by that point the ball is still in three point land and whoever has it often just throws up a buzzer beater from beyond the arc. Another issue with the UBR rosters is that there are too many 80s and high 70s OVR players, so there's not as big of a difference between your stars and the rest of your starters. This makes the games kind of exciting (there's rarely more than a ten point difference in any final score) but isnt realistic, being that only around 1 out of 10 games in that NBA season ended inside that point differential. It also lessens the impact of your star players. In many instances, you could remove a team's star player from the lineup and they might lose a couple more games than they would have with him, but overall, they'll be just fine, which isnt realistic.
The URB mod definitely addresses that, actually on the low side. Sometimes you'll see starters in the mid 60s OVR. But the gameplay is noticeably better. But it also has some smaller faults. Such as, in the 2 games i watched, fouling hardly ever happened. I don't think any team took more than 12 or 13 foul shots, and even some of the starters finished the entire game with 0 fouls, which is unheard of. The players drove into the paint plenty (as opossed to almost never for UBR) so they're getting to high traffic situations, and the draw foul/commit foul/hard foul tendencies are good. The guy took the same approach to roster building i did and derived the draw foul tendency from FTAper36*10 and the commit/hard foul tendency from PFper36*10. The only thing I can think is that there are obviously not enough post shots going on and too many mid range jumpers. For instance, one of the games i watched involved the utah jazz, and while john stockton had one of the better scoring days of his career with 28 points, karl malone had only 11 points even though he was guarded by the mediocre terry catledge most of the game. If you look inside his tendencies, you will see that he is def getting enough touches, but his shot tendency is a paltry 70, which contributes to the issue, but also he has play the post turned up to 100 but only a 25 in post shots...so he's constantly going to the post, and the ball gets to him plenty, but he doesn't want to take the shot. And his close shooting attribute is only mediocre so he misses a good bit of the ones he does take. To add to it, his rebounding is pretty sub-par so he didn't bring down an offensive board the entire game, which could have netted him a few more easy points. If you open up Charles Barkley, you see that he basically only wants to take medium shots, even though NBA.com has shooting splits starting at 95/96 season and you can see that he only took around 50 shots from midrange the whole season.
But if you're looking for the more accurate gameplay without doing any tweaks, use URB. If you're worried about those missing scrubs and misguided logos, then use UBR.
The Human Highlight Film wrote:Youre right, I don't like the gameplay of URB neither and at the end of the day both of these mods are 85% the work of others modders and the authors just put together things and organize them and sometimes slightly improve them.
RetroFuture wrote:URB is not perfect. The major issue I see is on the gameplay: the fact that the tendencies, particularly the ones that are obviated like the pull-up tendency, make all players drive the lane and attack the basket like crazy. I know this is hardcoded both on 2k13 and 2k14, but those tweaks made by the mod on all players makes the gameplay much more run and gun than it is at default value.
Overall URB is the better mod (although UBR is way ahead on some departments like year specific faces, original player and team ID's with career stats, no conflicting uniform ID's that cause the white patch bug on shorts). So If you have time to tweak the tendencies and ratings for players alongside with a custom slider set, you can balance out the gameplay issues.
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