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There has to be an attempt to take it strong to the glass by the offensive player. In other words it doesn't work if a player is trying to get by you in the half court set or when breaking the press. It generally doesn't work if a player is simply trying to drive around you.
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If you get there a step too late you'll probably see a blocking foul called instead. If you get there in time and set up right you'll see the player drive into you and knock you backwards. It also seems to work best when the offensive player is driving from the wing, or at an angle to the hoop. It works best when there is a lot of open space along with a layup or dunk attempt, like in transition or on clear outs. If the opposing player has a clear path to the hoop and commits himself towards taking it to the hole, step in front and hold the circle button (PS3) making sure there is enough space between you and the offensive player. Second, drawing a charge works pretty much like it would in real life. I used to think it wasn't so, but have found a way.įirst off, it helps to have the CHARGING FOUL slider maxed out at 100. You also really don't need to do much strategy at all, though it'd certainly benefit you to do so in big games. You can play very loose and try different things without it hurting you too much. You still need a good feel for the controls and the animations, and it also helps to know your team's scorers.ĪLL CONFERENCE- With this level I think the only real necessary thing is having at least a pretty firm grasp of the controls. You can probably get away with leaving your coaching settings (crash boards/transition defense, etc.) the same throughout the season, and you probably can get away with little to no scouting of the other team. You must be able to accept defeat by a better team.ĪLL AMERICAN- This level allows you to play with less game planning. You also must game plan pretty heavily and do things like: get to know your team's strengths, create a playbook suited for your team, know when to call timeouts, change strategy to fit the situation, and finally. MOP- To play on this level you must have a very good feel for the controls, and that means knowing most of the animations and how to trigger them. Here is a brief rundown of the three highest difficulty settings: I suggest finding the right difficulty level first, and then adjusting sliders for fine tuning. Note: You can get pretty good numbers on the default slider settings. Steals = 4-10 (SLIDERS: GAMEPLAY- Steal Success, SLIDERS: ATTRIBUTES- Steal)īlocks = 1-6 (SLIDERS: ATTRIBUTES- Block) Offensive Rebounds = 7-11 (SLIDERS: ATTRIBUTES- Offensive Rebounds) Rebounds = 26-36 (SLIDERS: ATTRIBUTES- Offensive Rebounds, Defensive Rebounds) Turnovers = 9-21 (SLIDERS: ATTRIBUTES- Offensive Awareness, Defensive Awareness, Ball Handling) Points = 56-90 (GAMEPLAY- minutes per half)įG Attempts = 48-62 (GAMEPLAY- minutes per half)įG % = 37-48 (SLIDERS: SHOOT- Inside, Mid, 3pt, Dunk, Layup)ģpt Attempts = 10-26 (SLIDERS: SHOOT TENDENCY- 3pt)įT Attempts = 19-35 (RULES- fouls, and in particular shooting fouls)įT % = 55-78 (GAMEPLAY- FT difficulty, or Real Player FT ON)Īssists = 8-18 (SLIDERS: ATTRIBUTES- Offensive Awareness) If they are off, adjust the corresponding slider shown in parenthesis as needed. Check the team stats at the end of each game to make sure they are within these following ranges. Here is the result of multiple seasons simmed at 20 minute half length. If you want to post something you've found, make sure it's not already in the manual, the tutorial, or the in game tip menus.