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NBA Live 16 Available Today, Post Your Impressions Here

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Old 01-22-2016, 03:56 PM   #473
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Re: NBA Live 16 Available Today, Post Your Impressions Here

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Originally Posted by BL8001
This exact same thing happens in LUT.

The frustrating thing is the cpu gets to score in varied ways, although the magical offensive rebound and then two foot jumper is their stock point getter.

I just hate running a play perfectly, misdirecting the cpu D and then finding a freed up shooter only to have them clank the jumper. Or watching someone like jimmy buckets stand there wide open, know the cpu is going to make him miss so look at other options then finally go ok you really are going to leave him wide open cpu? Throw it over and he shoots an airball.

Meanwhile if I ever sag off the cpu, or double or triple team them, they make the longer shots.

LUT degenerates into me slam dunking or getting close enough I can grab my own rebound if the cpu decides no you may not make this close jumper.

It does not feel right, it feels artificial.

And no, every shot you take should not drop.

Just watching what goes for the cpu vs what doesn't go for me tells the whole story.
Exactly. Same exact thing on Rising Star. Is dynasty different? Can you actually hit some jumpers? I will play that if that is the case. Rising star is not fun at all playing this way
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Old 01-22-2016, 05:49 PM   #474
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Re: NBA Live 16 Available Today, Post Your Impressions Here

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Originally Posted by seanhazz1

Playing on All Star and tweaking user sliders to fit your difficulty produces a CPU game more like you see on TV, IMO, and will play just as difficult as SS, but with a more authentic pacing, and not feeling like the CPU is cheating as much with speed.

Would you mind sharing your settings with us on All-Star? I'm actually pretty impressed what the NBA Live Dev Team has done with the game. Although the Synergy updates do put a wrench in trying to come up with sliders for 'consistent' gameplay, I'm finding that compared to 2K, the tendencies of getting the proper touches to 'star' players is much better (surprisingly) with NBA LIVE. BUT of course, the LIVE team has a country mile's way to go when it comes to animations, etc....luckily though for us gamers, progress is definitely being made (but I digress...) LOL!

So if you don't mind sharing your slider settings, that would be awesome man....Cheers!
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Old 01-23-2016, 08:55 AM   #475
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Re: NBA Live 16 Available Today, Post Your Impressions Here

I started out using the posted sliders by "lild20". Then I adjusted the sliders to make the user game harder. I put user shot success down to 30 for jump shooting, driving, post, etc. and anything shot related for user while keeping CPU pretty much untouched. Jostle is at 70 for both. (I'll post a screen shot of what I'm using on all-star in the slider forum) For the Superstar level, I am testing Calvenn's sliders right now.

It will still come down to preference in the end. Some people will want the game slanted opposite, in their favor, I personally do not.

My approach was that the difficulty level speeds up CPU thought and action, so their success rates didn't need as much tweaking as users. I penalized the user driving so you have to be Pickier with shot selection( run plays) to get higher success.

For playing with a better team (I'm using the 76ers) like GS or SA I'll adjust the user shot sliders to 20.

Also fouls tuned to 100 both sides.

The tweaked set is for a patiently run offense, and may not be as fun for those who like to constantly drive to the hoop in freestyle.

Reminder, I'm tweaking sliders in dynasty so the energy updates don't really affect my game, unless I start a new one.

I'll get it posted when I get home, I was on call for snowpocalypse '16.
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Old 01-23-2016, 06:51 PM   #476
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Re: NBA Live 16 Available Today, Post Your Impressions Here

Well for the third year I tried but this game is absolutely horrible. The gameplay is just bad, the movements and weird flow of the game have totally killed me ever wanting to play this game ever again. I say can now that I am officially done with this series. If you guys enjoy the game I am happy for you but I am done.
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Old 01-24-2016, 12:55 PM   #477
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NBA Live 16 Available Today, Post Your Impressions Here



Not a fan of this being considered "contested"....what do you guys think?
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Old 01-24-2016, 01:37 PM   #478
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Re: NBA Live 16 Available Today, Post Your Impressions Here

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Not a fan of this being considered "contested"....what do you guys think?
I agree with you. It makes the mid-range game nearly impossible as most shots are "contested" too quickly or easily.
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Old 01-24-2016, 04:40 PM   #479
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Re: NBA Live 16 Available Today, Post Your Impressions Here

In fairness to live stats show a contested shot is being within 4 feet and highly contested within 2 feet. https://m.numberfire.com/nba/news/38...age-in-the-nba

What those numbers also show is that contested shots fall 10% less than open jumpers. I think most people and games are programmed to have a much stronger impact which isn't good. Furthermore the contested shot slider in Live is weak and backwards. If you want contested shots to go in easier put the contested shot slider at 100. There isn't a huge difference but dropping it below 50 will actually make it harder to hit contested shots. Some of the impact in this area is simply too strong in Live.

The game needs turnaround jumpers, fade aways, better ai and a quicker step back for the mid range game too imo.
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Old 01-25-2016, 11:28 AM   #480
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Re: NBA Live 16 Available Today, Post Your Impressions Here

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Originally Posted by rudyjuly2

The game needs turnaround jumpers, fade aways, better ai and a quicker step back for the mid range game too imo.
The game already has turnaround jumpers, fade aways, better AI (questionable?) and quicker step backs, but its not like 2k, and never will be. LIVE has actual foot planting and physics, meaning your turnaround jumper is not the familiar long played out canimation, but a working physical and dynamic outcome. The buttons/controls are also pressure specific, and most people are still exploring their attack combinations.

It also requires rethinking (from 2k) with regards to dexterity, with the foot planting, shot power, spacing, and body positioning needed to be successful in the game, as they are all different than what we are used to.

Backwards sliders by your standard is not a weakness or mislabeled, its their way of providing sliders, and they still work when used properly.

BTW, what does Curry regard as a contested shot. T.J. McConnell? They are both different and should be regarding their contested shot making abilities, even green shots.

Again, I'm not the best or the most knowledgeable of the game, but I have spent many hours since release (too much per my xbox one) practicing and finding new moves and animations, and reporting findings here, and I see new things all the time. Their post launch support and updates rival any game out there and exceed most (except for the actual demanded communication from this forum). I just take the half full approach to the game.

Quote:
Not a fan of this being considered "contested"....what do you guys think?
For D Rose I'm ok with it, especially if you are playing SS, for Curry I would not be. D. Rose is not elite from outside, or off the dribble(as it appears in the screen cap), and it seems to fit the posted, "contested" definition of inside 4'.

To help for those not doing it, or who don't read past posts, ....release the left stick BEFORE pulling up for the J (dead stick). Proper foot planting will increase your shot chance as well as running and completing the play which also increase your shot makes, and sometimes a gather is needed to properly align shoulders to face the rim, The gather-to-jump shot is much harder when your player is running at higher higher speeds(RT).

On SS the closeouts are faster (everything is faster on SS) and slider tweaks will be needed to find your personal sweet spot.

The shot mechanics don't change between game modes, just the quality of the player/ team, and the defense and offense being played.
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