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PATCH NOTES

Balance Patch 2018.08.22nd

NO.9107 | Date: 2018-08-23 01:18:18



1.Added double team defense system
Objective: Right now, players cannot generate defensive tactics due to the 
very small gain of cooperative defensive situations. Therefore, we wanted 
to create a basis for double and trap defense through this system.
- If there are two defenders within a certain range of an offensive player
and if that player is far away from a teammate, double defense will activate.
 
- If executed properly, a corresponding mark is displayed and an 
Over pass animation will occur this is a pass that has a probability of 
100% to be intercepted.

2. Added shooting feedback system 
- Shows Shooting probability and defense situation

 
3. 3 point shot motion speed ability / skill addition
Objective: Currently the three Big Man position (C,PF & CT) has a low
chance when shooting 3-points. We have increased the point wherein 
you can increase the block resistance by adjusting the 
Bigman's 3-point shot motion speed.
  
> 3-point shot motion speed ability has been created.
- Depending on your abilities, the speed of shooting a 3-point shot increases.

> C / PF / CT position
- 3-point shoot motion speed III raises the ability value by 12 points Motion speed
increase 1st level basic skill points
- It slows down shooting 3 point shots than usual.
(15% slower than conventional motion)
 
> Remaining position
- 3 point shooting motion speed raises the ability value by 24 raising 3 point
shooting motion speed increase 2nd level basic skill points
- Three-point shot at the same speed as before

4. Intercept Reorganization
Objective: The current intercept rules are confusing to users who 
are struck by too much randomness.
 
The reason for this confusion is that intercept may be triggered even 
under low ball hog gauges.
 
This situation assumes that the user who is interrupted by being 
intercepted makes the actions that prevent intercept meaningless, 
and has been adjusted as follows.
 
> Fixed ball hog gauge to 8 seconds -> 6 seconds
- If the ball hog gauge is not fully filled, intercept will not be activated.
- When the ball hog gauge is fully filled, and the intercept attempts
 has probability of 100% to be successful.
 
5. Box-out movement speed / state changed to box-out
> Mastery skill
- In the introduction of enhanced box-out II and enhanced box-out III, 
we have made the following game rule changes.
(Enhanced box-out 2 and enhanced box-out 3 were introduced to increase 
the importance of physical abilities.)
 
- In the situation where the existing box out is changed, change the box
out push situation which is pushed at a fixed speed -> Enhanced box out,
Box-out pushing speed increases or decreases.
 
If there are no variables such as enhanced box-out 2 or 3 skill, 
the speed of being pushed is the same as before. 

6. Change the Away Screen Moves
- Objective: The Shooting Guard will use the Away Tactics and Swing Tactics 
together with the Away Screen Move skill and the Back Roll 2 skill.
It was too powerful. Therefore, in the intent to control it, adjustments are as follows.
- Downward movement of the move skill was lowered
- Enhanced the influence of lower option stats on away screen move skills
- If the option value of the lower option skill of the away screen move skill is 48,
the movement speed increase similar to the existing one can be secured. 
 
7. SF, SW, SG, DG Away Screen Move skill [Away screen move speed increase]
> Ability value change
- Changed to 48-> 12
- The remaining 36 figures can be supplemented through the character skill 
[Away Screen Move Enhancement].
 
8. Back Roll Turn 2 skill change

> Back Roll Turn 2 Speed Increase Ability Creation
- Back-roll speed increase ability is only applicable to back-roll 1 skill
 
>Lower the base breakthrough speed of Back Roll Turn 2 skill
- Back Roll Turn 2 If the speed increase ability value is 48, a drive 
speed increase similar to that of the existing one can be secured.
 
9. Back Roll Turn 2 skill's [Back roll speed increase] ability and 
[Back roll 2 speed increase] Ability value change
 
- [Increase back roll speed] Ability value 48-> 0
- [Back Roll Turn 2 speed increase] Stats 0-> 12
- The remaining 36 figures can be replenished by the Mastery skill 
[Increase back roll 2 speed]
 
10. Clear C / PF / CT Position Away Screen Move
Objective: This skill was developed with the intent get a low chance to
avoid a screen during collision. It has been removed from the big men.
 
> C / PF / CT: Away screen move has been removed
 
11. C / PF / CT / SF / SW / SG Position Kill Pass Skill Removal
Objective: Kill Pass Skill is a skill that gives the ability to make a quick pass 
while being heavily guarded. However, if the skill was used by a non-ball handler 
character like a Bigman or a Scorer. Isolation plays is too powerful.
 
Therefore, this skill is only given to the positions that can replace the ball 
handler position (DG, PG) and other ball handlers.
- Kill pass skill on C / PF / CT / SF / SW / SG has been removed 
 
12. CT Position Quick Jump Skill Decrease
Objective: You could raise the power of the control tower through that skill, 
but you can adjust that skill because certain tactics, including the control 
tower, have resulted in being too powerful.
 
> Quick Jump Skill in CT Position Step 2 -> Change to Step 1. 
 
13. Adjustment of 3 point / 2 point shot resistance
Objective: The success rate of a normal 3-point / 2-point jump shoot is too
 high and we have adjusted it as follows.

>Reduced success rate of 3-point shot and 2-point shot in marked situation 
 
14. Introduction of Timing Fake Shoot
Objective: As the success rate of the 3-point and 2-point shots in the mark 
situation decreases, deceive the defense and adjust the shoot / shoot timing
 
The act of shooting is also likely to be weakened. Therefore, in order to encourage
 such action, a new judgment of timing fake shoot is made.
 
> 3-point shoot / 2-point shoot resistance reduced for the following 3 situations
- Quick Jump Skill / Quick Change Shoot Attempts / Jab Step Skill Shoot Attempts 

15. Introduce penalty when using jab step fake repetition

> Added a system to reduce the success rate when using jab step fake repeatedly
- Reduced shot rate when using jab step fake (left / right), 
jab step full push (front / back) more than 3 times.
 
-  After using jab step fake 3 times, the number of times jab step fake has been
 used is proportional to the decrease of the shot’s success rate
 
- When using jab step fake 3 times, "jab step over use" message will appear 
 
16. Change post-push success probability formula
Objective: Since the introduction of the enhanced post-push skill, the push 
sensation due to struggle ability is insignificant, so we decided to change the 
way the post push works.
 
- Official change
> Pushing force: The figure of the character's struggle number
/ Karate situation / The final calculated force value considering the presence
of strengthened post push
   = Existing (including room server)
    + Determined by the ratio of the pushing force of the opponent to the pushing
force of my opponent
    + (Even if my pushing power is large, there may be a situation where it is thrown
by the opponent)
   = Change
     + Post push has a higher push rate + 50%
      (In most cases, post pushes out if my pushing force is large)

17. Hook Shoot / Sky Hook Shoot Defend resistance change Hook shot
     
> Change resistance
= If the distance to the rim is above 300, the correct timing of a block
will have the higher defensive resistance.
= If the distance to the rim is less than 300 (same as the existing)
(low defense resistance)
= If the distance from the rim is more than 200, the success rate decreases
with distance.
   
 > Hook Shoot Shot Resistance Change
 = Existing: Success rate bonus existence if you did not give defensive
resistance to the shot
=> Change: Sky Hook Shoot

> Change resistance
- Distance to rim is above 250, the correct timing of a block has the higher
resistance
- Distance to the rim is less than 250, Same as before (low resistance)
     
 > Change Sky Hook Shot Resistance
- Existing: Success rate bonus if you did not give defensive resistance
to the shot
-Change: 2.5 times increase in resistance value in all situations
 
18. Hook Shoot / Sky Hook shoot success rate formula change
Hook Shoot / Sky Hook Shoot Success Rate Formula Change
 
 - Existing: [200] If you use a hook shoot at a greater distance, the success
rate of the hook shoot is greatly reduced.

 - Change: [200] If you use a hook shot at a greater distance, shot formula
has been changed
 
 = If the distance from the rim is more than 200, the success rate decreases
with distance.
 
19. Hook Shot / Sky Hook Shot Block Possible Change
   - Shrinks the blockable point, making it more difficult to block
 
20. Shoot Fake (Pump Fake) – Shoot probability decreases when
using shoot fake for more than 3 consecutive times.


Changes: Existing: Shoot probability decreases when using two or more
consecutive shoot fakes -> Change: Shoot probability decreases when using
shoot fake more than 3 consecutive times.
 
21. Center / Power Forward / Control Tower - Sky Hook Shoot Phase,
Success Rate Ability Adjustment, Defensive Resistance Adjustment

Changes
SKY HOOK SHOOTING Skill Level Adjustment Original 3 levels -> 1 level
SKY HOOK SHOOTING RATE RISK Ability change Original: 48 -> Change: 0
Change the defense resistance of Sky Hook Shoot skill
2x increase over all situations
 
22. Point guard / Shooting guard / Dual guard? Manual Block
- Manual Block Possible distance increase ability value correction
 
Change: Correction of the Manual block distance ability value Original: 24->
after change: 12 

- Extending the highest level -
 
- The level limit is changed to 50-> 60 and 2 intensive training points
 will be paid for each level.
 
- Introduction of Mastery system -
The Mastery system is content that is provided to the character after level 50.
When equipped and played, the character has the same amount of experience
as the player character, 10% of experience will be delivered to a character not
equipped by the player. Raising the proficiency level of a character can open
a proficiency slot corresponding to each proficiency level. You can equip an
open proficiency slot with skill skills corresponding to proficiency levels