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Time for a rare BadgePlug gameplay complaint! The dunk meter STILL doesn't CORRECTLY work, even after the patch earlier this year. It needs to fluctuate just like the layup meter. 1st clip - The dunk meter is incorrectly small here! This could've started small [due to the game reading...

31,026 görüntüleme • 2 yıl önce •via X (Twitter)

15 Yorum

BardockNBA ⚡️🇦🇺 profil fotoğrafı
BardockNBA ⚡️🇦🇺2 yıl önce

Facts no reason the meter should be so small sometimes

BadgePlug profil fotoğrafı
BadgePlug2 yıl önce

@NBA2K @LD2K @UncleDemi

ALL DAWGS GO TO HEAVEN 🐶 profil fotoğrafı
ALL DAWGS GO TO HEAVEN 🐶2 yıl önce

I thought it was just me!! I be wide open using the meter & the green window be small asab!! But be wide af with someone on my hip….. Makes no sense

Magic Eyez profil fotoğrafı
Magic Eyez2 yıl önce

I agree with this take. It’s inconsistent and should be impacted by interior defense and height variance (giant slayer) type logic. Can you also bring attention to pro am? It needs an update. I’ve NEVER seen my alternate jersey in 8 years. Arenas need to improve with teams rep

Overly profil fotoğrafı
Overly2 yıl önce

NBA 2k24 is horrible my boy u gotta play another game and get off that depressing shit

Shamekii profil fotoğrafı
Shamekii2 yıl önce

There’s been so many times that I blow by my defender and then activate the dunk meter but I have no green window because the defender is still behind me. Im guessing that’s why cause every time, there has been no defender in front of me and I have the clips to prove it.

Jaybog13 profil fotoğrafı
Jaybog132 yıl önce

The fact they're just standing there,and have to do anything,but that's what ppl get for complaining about 23 dunk meter when u could stop it ,u just had to meet them before they tookoff

SHOOT 🚀 profil fotoğrafı
SHOOT 🚀2 yıl önce

Tbh I think it’s already Op if you know the angles , yea it messes up sometimes , but it’s kinda rare

BadgePlug profil fotoğrafı
BadgePlug2 yıl önce

I’m not trying to make it better.

Árón Mac Giolla Mhaoil profil fotoğrafı
Árón Mac Giolla Mhaoil2 yıl önce

I think the dunk meter is the easiest thing in all of gaming I could still go 11/11 every single game if I had severe Parkinsons, having an epileptic fit, hands tied behind my back, blind folded and my controller is off, while I fend off a bear and their whole team jumping at me

UAELIOSMAI profil fotoğrafı
UAELIOSMAI2 yıl önce

Bruh yall been complaining all year just quit and go play another game 😂

Johnny moe profil fotoğrafı
Johnny moe2 yıl önce

Let's support nba live our money not real in nba 2k plus they don't care about the community anyway that's why I ain't purchase 24 this year ik I'm just one person but I bet if everyone jump ship to support nba live we will have another and better basketball game

OvO guy profil fotoğrafı
OvO guy2 yıl önce

What cares

Nikoski profil fotoğrafı
Nikoski2 yıl önce

It’s fine rn

Jay 🌊 profil fotoğrafı
Jay 🌊2 yıl önce

@Jay_Anthony_

Benzer Videolar

FINISHING IN #NBA2K26 NEEDS A MAJOR CHANGE❗️ One of the biggest inconsistencies right now in NBA 2K26 lies within the finishing system, especially in how it interacts with defensive contests and the logic behind the dunk meter. There are too many moments where the defensive effort being made doesn’t match the outcome of the play. You can make the right read, drive with the correct angle, and still get punished with a tiny or unpredictable green window… while on the other end, defenders can get beat and somehow still manage to heavily affect a dunk attempt. It almost feels like the logic behind finishing doesn’t align with the defensive animation or contest that’s actually happening. If we compare it to shooting, the difference in consistency is night and day. It’s far easier to green a jumpshot than it is to green a dunk meter. Shooting gives players multiple learning paths (Rhythm Shooting and Button Shooting) both of which reward timing and IQ. Finishing, however, doesn’t have that same depth or balance. The button finishes feel noticeably weaker and less reliable than the dunk meter, which in itself can be extremely unforgiving. The green window on dunk meter attempts is incredibly small, even on what appear to be open takes. This makes finishing feel more about luck or animation RNG than player skill or decision-making. Another major factor tied to this is interior defensive consistency. The way contests register inside the paint feels disconnected from how they function on the perimeter. Combine that with how post play has been watered down compared to last year, and we’re left with a finishing system that lacks the stability and satisfaction it once had. To make Finishing BETTER: • The dunk meter logic needs to better reflect real defensive positioning. • Button finishing should be viable, not a gamble. • Green windows for dunks and layups should scale more dynamically based on interior defense, attributes, and badges. • Post control, strength, and timing should matter the same way shooting attributes do. If 2K can bring finishing up to the same level of refinement and consistency as shooting, NBA 2K26 could easily reach one of the best gameplay balances we’ve had in years. Finishing should reward skill, decision-making, and timing… not randomness.

R1CH SOSA🔋

50,437 görüntüleme • 11 ay önce

Ok so 99 block is pretty damn good (Long Post but VERY informative) We also talk about airspace at the end. During 2X XP in the REC we played against a bunch of teams that had multiple players with 90+ driving dunk and some even with double 96 and up. The Pros: If you are in position with 99 block you WILL NOT get dunked on. Even with a late close out there is still a good chance of a chase down / smaller dunk meter due to the legend paint patroller which will cause misses. The Cons: Shooting fouls get called too often especially when the defender is in good positioning even if I just play hands up and obv 99 block is expensive / takes 5 caps. WHAT HAPPENS VS AIRSPACE: I tested 99 block vs Airspace takeover in the mycourt because most of the people I played against couldn't even get it. With that in mind airspace takeover is slightly overpowered because even if I have rim guardian takeover unless I block them or take them out of the dunk I couldn't shrink the dunk meter. Also Airspace like many other finishing takeovers also negates how well you can contest and even when I jumped with rim guardian takeover the game wouldn't let me get a good jump contest. I think there should be a slight nerf to airspace takeover because even with rim guardian there were times where the game just wouldn't let me contest or shrink the meter. If there are any questions you guys have please lmk. I will also be dropping an in depth video about all of this and how to stop the current slashing meta.

Joey2K

33,273 görüntüleme • 23 gün önce