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NBA Live 16 News Post


NBA Live 16 is available today. Make sure you play a few games and share your impressions with the community.

If you have questions about the game, post them in the Q&A thread, we'd like to keep this topic strictly on impressions.

Read the full press release below.

Today Electronic Arts Inc. launched NBA LIVE 16 on Xbox One, the all-in-one games and entertainment system from Microsoft, and PlayStationŽ4 computer entertainment system. NBA LIVE 16 highlights the brand-new LIVE PRO-AM mode, as well as the new LIVE Motion physics system. Players can express themselves both on and off the court with new gameplay mechanics, fresh gear and kicks, plus new ways to play.

LIVE PRO-AM provides players the chance to rise together with online team-play mode LIVE Run and the new cooperative Summer Circuit mode. In LIVE Run up to 10 players can compete in online games to 21 points on iconic courts like Rucker Park, Venice Beach, Terminal 23 and more. Summer Circuit allows up to five players to travel around North America challenging all-star teams as they try to become the true kings of the court. Those who have played the NBA LIVE 16 demo on Xbox One or PS4 will be able to carry over created player progress and unlocked gear, getting a leg up on the competition.

Players can find the perfect gear to express their personality, with hundreds of shirts, shoes, sneakers, and more available from top brands. Players can also get themselves in the game with the official NBA LIVE Companion (available on the App Store and Google Play) featuring GameFaceHD. This exclusive mobile scanning technology allows fans to quickly and easily scan their face and upload it to their in-game character.

Created characters can also be used in Rising Star career mode (retaining all progression across modes), and aspiring GMs can try their hand at running a NBA franchise in Dynasty mode. Players looking to build an unbeatable crew of both modern stars and past greats can jump into LIVE Ultimate Team, and those hoping to either relive or rewrite history can check out LIVE Rewind and Big Moments. Newcomers or players looking to build their skill base can jump into Learn LIVE, with multiple options for drills and practice sessions.

Fans will also be treated to enhanced gameplay in NBA LIVE 16 thanks to the new LIVE Motion physics system. Players move with purpose and react intelligently to try and get open with cuts and off-ball screens. Plus, new mechanics like touch passing and dribble handoffs make it easier than ever to orchestrate the offense and make the big play. In addition to all these features, new shot mechanics, shot meter and feedback give players instant information to help them learn exactly when to release the ball. With the variety of modes, options and gameplay upgrades, there’s something in NBA LIVE 16 for everyone.

Game: NBA Live 16Reader Score: 5.5/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 4 - View All
NBA Live 16 Videos
Member Comments
# 401 DW3 @ 01/08/16 05:03 PM
Guys how do I perform the give and go? im trying to complete the summer circuit challenges, and I cant see to figure it out. Also some of my drive and dishes don't count as such.
 
# 402 BL8001 @ 01/08/16 05:46 PM
Quote:
Originally Posted by DW3
Guys how do I perform the give and go? im trying to complete the summer circuit challenges, and I cant see to figure it out. Also some of my drive and dishes don't count as such.
Says this on the Live site but I have no idea what the control input would be.

"Just like everywhere else in NBA LIVE 16, playing LIVE Run games earns you Reward Points (RP) to buy gear for your swag collection and Skill Points (SP) to boost your player’s skills. At the end of every game, you’ll be rewarded for your performance on the court. Stats matter, but so does your Teammate Grade – which evaluates you on several criteria, from assists and shot contests, to pick and roll and give ‘n’ go’s. "


Maybe if you hold B to hand the ball off then run towards the hoop and ask for it back?

What would be awesome is if those info screens that pop up during the game loading, if those could be viewed in a collection.
 
# 403 Nemesis Enforcer @ 01/08/16 06:51 PM
Quote:
Originally Posted by DW3
Guys how do I perform the give and go? im trying to complete the summer circuit challenges, and I cant see to figure it out. Also some of my drive and dishes don't count as such.
Was a lot easier when they had the off ball control from live 10. Hopefully this is back next year. The hangar too...what a tease. The entire background in 16 is the hangar. Just let us go right into it with our created player!!
 
# 404 cdj @ 01/08/16 08:08 PM
Quote:
Originally Posted by DW3
Guys how do I perform the give and go? im trying to complete the summer circuit challenges, and I cant see to figure it out. Also some of my drive and dishes don't count as such.
I had some trouble getting those accomplished in Summer Circuit as well.

IIRC:

- Give & Go: Easiest is to pass it to CPU, call for it right back, and hit a jumper. I don't think you can pass it and drive to call for a layup before the CPU will perform a move on their own and I don't think it counts alley-oops as Give & Go, but it might be worth checking.

- Dish & drive is difficult. Pretty sure you must be in the lane and moving directly to the hoop as you pass for it it to count. If you start moving away from the basket (even if under it), I don't think it counts it. This was the toughest one to get IMO.

I hope that helps.
 
# 405 DW3 @ 01/08/16 10:41 PM
Quote:
Originally Posted by cdj
I had some trouble getting those accomplished in Summer Circuit as well.

IIRC:

- Give & Go: Easiest is to pass it to CPU, call for it right back, and hit a jumper. I don't think you can pass it and drive to call for a layup before the CPU will perform a move on their own and I don't think it counts alley-oops as Give & Go, but it might be worth checking.

- Dish & drive is difficult. Pretty sure you must be in the lane and moving directly to the hoop as you pass for it it to count. If you start moving away from the basket (even if under it), I don't think it counts it. This was the toughest one to get IMO.

I hope that helps.

Thanks for the response man!
 
# 406 BL8001 @ 01/08/16 10:52 PM
I don't know how EA does this in ultimate teams but it happens in all of them.

In this case LUT of course, I got cpu cheesed when I was up 8 with 2 min to go.

First, curry makes a 3 four feet behind the line with me having called a double team on him. Yes, way up there because I felt it coming. We went into EA's beleagured tie up animation then he somehow broke out of it and jump sideways and chucked it and of course it swished.

Second I pass it in to kyrie irving who decided for the first time all game to turn around as the ball was coming so it hit him in the head and bounced to some warrior who picked it up and did a flying dunk.

Then I kill clock up 3 and miss a wide open 10 foot jumper with worthy. Warriors come down and do the same ol spot someone up right under the basket routine. Except I block it, not once but 4 times, but the 5th O rebound off the blocked shot they put it up from 2 feet and it swished.

They foul Irving on the inbound and of course with perfect timing on both foul shots I only make 1 of 2. They call TO and inbound it. 3 secs left and the ol hookeroo comes out and swishes and we go to OT.

I race out to a 6 point lead and then this happens.

 
# 407 BL8001 @ 01/09/16 01:40 PM
It's kind of bizarre these two things have not been fixed yet.

1. Tipoff always going to PG.

2. CPU desperation half court and longer shots always catch rim.

When I see #2 happen 3 or 4 times per game it gets silly. The tipoff is less of an issue because possession is possesion, it just looks goofy that the same thing repeats ad nauseum.
 
# 408 Calvenn @ 01/09/16 05:39 PM
Op
Quote:
Originally Posted by BL8001
It's kind of bizarre these two things have not been fixed yet.

1. Tipoff always going to PG.

2. CPU desperation half court and longer shots always catch rim.

When I see #2 happen 3 or 4 times per game it gets silly. The tipoff is less of an issue because possession is possesion, it just looks goofy that the same thing repeats ad nauseum.
Agreed. Too bad they couldn't fix these issues for 16. Apparently they are aware of these shortcomings and will fix them in 17 from what I know. The "Live ball" at tipoff, etc, will only further free the on court action and add to that dynamic, complete control type game they've been working on since the inception of this new engine. It's only right (and a necessity at this juncture IMO) that they incorporate these changes for the next installment of the game since that fits into this philosophy or mindset like a hand to a tailor made glove.
 
# 409 Justonepost @ 01/09/16 07:00 PM
Quote:
Originally Posted by Calvenn
Op

Agreed. Too bad they couldn't fix these issues for 16. Apparently they are aware of these shortcomings and will fix them in 17 from what I know. The "Live ball" at tipoff, etc, will only further free the on court action and add to that dynamic, complete control type game they've been working on since the inception of this new engine. It's only right (and a necessity at this juncture IMO) that they incorporate these changes for the next installment of the game since that fits into this philosophy or mindset like a hand to a tailor made glove.
It's nice to positive but this free flowing, 'release the ball to physics' thing actually got worse from 14 through to 16. 16 especially.

For the first time in 3 years you actually have animations that look predetermined where the ball is yo-yo'ing around on a magic string and it looks horrible. (The auto spin moves and the push the ball at speed, in front of your body animations for example).

It takes you out of the 'this game is awesomely dynamic' feeling you have at times.

And again, being 'aware of issues' is all well and good but is 17 going to break things and remove good features again?

It's been said multiple times but 14 had controllable bounce, lob passes etc (which would work great in 16), 15 had much better looking and controllable sizeups.
 
# 410 BL8001 @ 01/09/16 07:40 PM
Yeah lob passes are so needed.

Another giant gah is when you throw a pass upcourt on the run that bends in the air because the player you were passing it to who was outside cuts in.

The problem is the cpu is standing there and they pick it off. Well that and the oddly curved pass.

Another one that gets my goat on higher difficulties is when you run a play and the cpu jumps your pass lane. Some of the plays I run I am experimenting with because its a random selected play I may not have run before, so up comes the passing balls image on the court and my player is open and I pass it but the cpu leaps out and steals it.

I just chalk it up to the cpu looking at the pass balls on the floor and saying thanks. But I know what it is.

This is in LUT by the way, where rules and physics are whatever the cpu wants them to be.
 
# 411 Calvenn @ 01/09/16 09:36 PM
Quote:
Originally Posted by Justonepost
It's nice to positive but this free flowing, 'release the ball to physics' thing actually got worse from 14 through to 16. 16 especially.

For the first time in 3 years you actually have animations that look predetermined where the ball is yo-yo'ing around on a magic string and it looks horrible. (The auto spin moves and the push the ball at speed, in front of your body animations for example).

It takes you out of the 'this game is awesomely dynamic' feeling you have at times.

And again, being 'aware of issues' is all well and good but is 17 going to break things and remove good features again?

It's been said multiple times but 14 had controllable bounce, lob passes etc (which would work great in 16), 15 had much better looking and controllable sizeups.
Yes, they must absolutely maintain continuity, especially for the features that were widely welcomed by the community. Simply keep the good while removing the bad should be integral to the formula for success. Again, judging from what I've heard, they are fully aware of this and have received extensive feedback that underscores this necessity. Given what's at stake for the next game I would hope and expect they would do what it takes to re-introduce, preserve and even expand upon these key features of the game. Unfortunately, that constant desire to re-invent coupled with perhaps various business restrictions, have, IMO, yielded the current outcome. Hopefully, they will staff properly and plan/strategize/execute effectively, etc, in order to overcome various hurdles next time around.
 
# 412 nick_sr @ 01/10/16 07:42 PM
I thought they fixed the fastbreaks? It worked after the patch but a few weeks later the cpu was back to bringing the ball up casually.

Also, can someone explain to me what makes where the pull up shots are so horrific? At times they look nice buy then the majority of the time there's like some hitch that makes them look awful!
 
# 413 nick_sr @ 01/10/16 07:45 PM
Quote:
Originally Posted by BL8001
I don't know how EA does this in ultimate teams but it happens in all of them.

In this case LUT of course, I got cpu cheesed when I was up 8 with 2 min to go.

First, curry makes a 3 four feet behind the line with me having called a double team on him. Yes, way up there because I felt it coming. We went into EA's beleagured tie up animation then he somehow broke out of it and jump sideways and chucked it and of course it swished.

Second I pass it in to kyrie irving who decided for the first time all game to turn around as the ball was coming so it hit him in the head and bounced to some warrior who picked it up and did a flying dunk.

Then I kill clock up 3 and miss a wide open 10 foot jumper with worthy. Warriors come down and do the same ol spot someone up right under the basket routine. Except I block it, not once but 4 times, but the 5th O rebound off the blocked shot they put it up from 2 feet and it swished.

They foul Irving on the inbound and of course with perfect timing on both foul shots I only make 1 of 2. They call TO and inbound it. 3 secs left and the ol hookeroo comes out and swishes and we go to OT.

I race out to a 6 point lead and then this happens.


Same nonsense happens to me

The ball ot going to the guy you pass it to

Missing easy baskets with Anthony Davis only to see the public make the same shots

The cpu catching up to you on a fastbreak

Going in for a dunk but it makes you do a pull up shot

Man the list goes on smh
 
# 414 BL8001 @ 01/10/16 08:37 PM
Quote:
Originally Posted by nick_sr
Same nonsense happens to me

The ball ot going to the guy you pass it to

Missing easy baskets with Anthony Davis only to see the public make the same shots

The cpu catching up to you on a fastbreak

Going in for a dunk but it makes you do a pull up shot

Man the list goes on smh

Oh yes, I forgot to add this, you just reminded me!

When they tied it I had 4 sec left, called TO, moved up and tossed it in to Worthy who crossed over his defender and had a wide open basket for a layup.

Instead he did some sort of up and under move that took him to the far side of the basket where he tossed it into the underside of the rim.

I got the rebound and put it up but the buzzer had sounded.

No player ever would do what he did.
 
# 415 The 24th Letter @ 01/10/16 10:12 PM
Quote:
Originally Posted by nick_sr
I thought they fixed the fastbreaks? It worked after the patch but a few weeks later the cpu was back to bringing the ball up casually.



Also, can someone explain to me what makes where the pull up shots are so horrific? At times they look nice buy then the majority of the time there's like some hitch that makes them look awful!

Had a video of it happening the day of the patch....it's better but it's still been there....

Yeah id prefer there wasn't that extra step on pull ups.....sometimes I just want to take a step in and pull straight up...
 
# 416 BL8001 @ 01/10/16 10:26 PM
Yep, far too often instead of just taking off with a little runner/floater they stop, bring the back foot next to the front then jump straight up.

It looks incredibly ridiculous in a lane full of players. It's the kind of shot that if someone did that IRL it would get swatted out of the playground/gym/arena
 
# 417 glipher @ 01/11/16 01:11 AM
Pretty happy I only paid $16 for this. The fun factor is definitely there and LUT is way better than MyTeam. But, my god. Rebounding, defense, AI. Awful. Even the input lag is brutal. WHY don't my guys JUMP when I press freaking jump. It takes forever and by that time, CPU has put up the shot and scored or outrebounded me. FFS. They need to hand the keys over to the Madden guys, they at least know how to make a proper game.
 
# 418 BL8001 @ 01/11/16 10:03 AM
Yep its back to the interior defense.

There are a couple contributing factors.

This is gleaned from playing LUT.

Animation routines under the basket that take you far away from the rim. It seems like you can only jump up, if you lean the L stick towards the threat sometimes your jump will carry you almost 10 feet in an animation routine of a leap and a stumble because you lept too far. I should see that once every 140 games not 3 to 4 times per game, and only my controlled players.

Although writing that, there is symbiosis, sometimes if you leap jump your ai companion will mimic you and jump away from the rim with you, that is a particularly ugly looking animation.

Meanwhile, watching replays and grabbing screenshots it's painfully obvious the cpu defense is programmed to crash the rim more correctly. They don't prevent my layups and dunks but they sure do contest them, almost to a ridiculous level the other direction. Should all 5 cpu players be around my player who is dunking? With 4 of them leaping with me?

The 2nd big factor is my defense and how the cpu behaves. The cpu is way too dependent on finding the path of least resistance, under the rim/in the paint.

When I can lock down the cpu on the perimeter and prevent ball penetration the cpu resorts to off ball screens that free up players running into wide open lanes in the paint. I can player switch over and defend.

But why can't the cpu press the triangle button and do a step back and shoot a 12 J. How about a hesi and then bounce over for a 10 foot shot?

It's just so much easier in this game to protect everything the cpu O does from a 6 foot arc around the basket outward.
Inside that 6, maybe it's 10, foot arc the controls and animations for the users players are way too loose and your actions carry you away, not towards the rim.

The cpu knows this, so they just stand at the top of the key and bounce the ball until something opens up in the paint.

I am winning the majority of the time but the one note cpu offense is boring.
 
# 419 BL8001 @ 01/11/16 01:03 PM
Two examples of the CPU being way more active with defense around their own rim. I could post 14 of these captured screens each game I play. It's that obvious it's occurring.
 
# 420 seanhazz1 @ 01/11/16 05:15 PM
Quote:
Originally Posted by BL8001
Animation routines under the basket that take you far away from the rim. It seems like you can only jump up, if you lean the L stick towards the threat sometimes your jump will carry you almost 10 feet in an animation routine of a leap and a stumble because you lept too far. I should see that once every 140 games not 3 to 4 times per game, and only my controlled players.

Although writing that, there is symbiosis, sometimes if you leap jump your ai companion will mimic you and jump away from the rim with you, that is a particularly ugly looking animation.

Meanwhile, watching replays and grabbing screenshots it's painfully obvious the cpu defense is programmed to crash the rim more correctly. They don't prevent my layups and dunks but they sure do contest them, almost to a ridiculous level the other direction. Should all 5 cpu players be around my player who is dunking? With 4 of them leaping with me?

The 2nd big factor is my defense and how the cpu behaves. The cpu is way too dependent on finding the path of least resistance, under the rim/in the paint.

When I can lock down the cpu on the perimeter and prevent ball penetration the cpu resorts to off ball screens that free up players running into wide open lanes in the paint. I can player switch over and defend.

But why can't the cpu press the triangle button and do a step back and shoot a 12 J. How about a hesi and then bounce over for a 10 foot shot?

It's just so much easier in this game to protect everything the cpu O does from a 6 foot arc around the basket outward.
Inside that 6, maybe it's 10, foot arc the controls and animations for the users players are way too loose and your actions carry you away, not towards the rim.

The cpu knows this, so they just stand at the top of the key and bounce the ball until something opens up in the paint.

I am winning the majority of the time but the one note cpu offense is boring.
What difficulty level? Are you playing zones? Man to man? Do you play close D? Without seeing or knowing your play style I can't comment fully on that, and your pic at the rim doesn't show what happened before, and can also be seen and compared nightly to captures from the real NBA, probably 10-12 times a game(nba.com). A small video would better illustrate the issue for us all.

The CPU's ability to take the path of least resistance is not limited or slanted towards the lane play as you suggest. The lanes are wide open because your D is stretched to the perimeter, providing ample drive spaceing. Against the right player or team, try stepping back off a legit shooter and see what the CPU does. He will shoot if the shooter skills/tendency are High enough, and its the best scoring option, even the bad shooters. If you are playing LUT, there is a high likely hood of confronting good shooters in challenges, which dictates your strong perimeter play.

If your defensive style is up in your face pressing, the CPU has no other recourse than to drive the lane or pass out, as a jump shot is not feasible or smart with a defender that close in game or IRL, unless you are going for the floater, trying to get fouled, or have Lebron/Curry with the ball. Likewise, if your offensive style is driving to the paint relentlessly, the CPU will adapt and send more defenders and double teams until they stop you, if they can, as irl.

The AI and controls adapt really well this year to precise user inputs. This can be countered by copying what the CPU does, running the play. I have also commented that after properly executing a play(hitting all the points), there seems to be a boost to makes, this includes quick plays like cutters, PnR, and PnP, and is not a user only observation.

As far as your interior movement(momentum) taking you away from the rim. (i'm personally not having this issue anymore), the only advice I can give is subtle stick or "dead stick" + right stick movements to create space, especially in the post, before the shot attempt, and learning to branch all of the possible the follow-up moves toward the rim, as a bump with the right force and direction WILL take you away from the rim, and alter the branching moves, as it should with true physics. You were likely slightly moving that way because your movement was in that direction BEFORE the shot went up, either through a hard bump or of your own movement, or with RT improperly added(mis timed or held) during post up. The animation you describe is ugly because IRL if you are bumped hard enough during the shot it will look similar if not exact, to the ugly animation, and I agree its at times too ugly for immersion, but the physics are legit, and my ugly post fade away shots (and some AI ones) end up being blocked on some of those occasions, something you and others are apparently not seeing (there are plenty in my archived videos) satisfactorily enough in post play.

I say it often, but, on offense, I treat some of the post moves I execute, like (Mortal Kombat) finishing moves, ...meaning, I visualize the move and the necessary buttons, then execute the combo if possible (bad D willing)regardless of the defender, but also maintain the ability to pass out of the combo move at just about any time to the next open guy.

(ex. Half circle right stick [branch 1] left stick towards basket + tap Y + RT [branch 2] + tap shoot [branch 3]+ hold shoot),

The example post move (what does it do?) take specific timing and precision to execute, with each player. With bad timing, it will look awkward just like an uncoordinated move does irl. Controlled and efficient use of the RT will succeed in opening up even more animations for you, when used with the right moves.....and yes I also agree there could be a few more post animations.

Once the player momentum is going toward the basket it is difficult for the defense to stop the drive, unless you have a monster in the paint to bump/block/contest/alter the PHYSICAL outcome with their own physicality. It appears they are using a derivative of basic physics force formulas, net force, and applied force. I have every confidence that the numbers are playing out correctly (Newton's correctly laws applied) and that we aren't used to seeing it like this as accurately represented physically (and no not all animations accurately/adequately match outcomes, but the outcomes themselves are correct) outside of space games, flight sims, racing games, or shooters. I've also stated in the past that playing each of their games in their virtual physical world helps with playing the next, the subtle controls becoming more intuitive, as the physics are mostly consistent across the games using them.

Even the "magic hook shot" can be altered with the right amount of bumping force in the right direction. Sometimes it does takes that many user defenders to stop a player, especially when bad D and spacing are present. That is why I stress off ball management in this game a lot, because some defenders are just bad on their own. When the CPU is waiting at the top for a guy to pop open, guard that other guy, or obstruct the "cutter", it definitely changes the CPU's decision point as you "wait it out". Sometimes I hold the ball 20 seconds just to make one pass to complete the play and shoot.

If you take time to watch a CPU vs. CPU game(because it doesn't have bad human inputs), gameplay looks much better than a User vs. CPU or User vs. User, I'm talking smoother animations, seamless transitions, connecting animations, proper spacing, etc., but why? That's because they (CPU vs. CPU) are programmed to play authentic Basketball, to run the plays, to exploit the mismatches, they play the game correctly most of the time (spacing, timing, angles) and certainly more than any current user is, no matter the difficulty. You rarely see the CPU turboing all over the court, changing directions awkwardly, and displaying awkward animations. This will lead you to surmise, with all else being equal, it must be user inputs causing bad "stuff", as I often say here.

Your "Inside that 6, maybe it's 10'" comment appears to be team/player specific in my experience, and is in reaction to the spacing you give or don't the CPU, and certainly in error if you play against the CPU Warriors, or any other dual threat team that can play around the rim, and shoot deep. They will light you up for just "standing there" or stepping back to cheat on the interior D, frustratingly so. I don't expect Wroten to attack me mid-range like Westbrook, because even if he is open, he doesn't shoot it well.

There ARE players in the game with step-back and mid range tendencies (Westbrook, Dirk, Curry, Leonard, etc.) and those are the ones most likely to act in the manner you desire play in and play out. Every individual player can try the moves in Live but not every player can do them at a successful rate, and its STILL a match-up dependent outcome, after that.

Lastly, for those that haven't tried, try changing playing views or playing with the sliders (those not playing LUT or play now) and giving your team a slight advantage/disadvantage as needed in the deficient areas you mentioned. The sliders provided this year are more than adequate for smoothing the edges on the court. The view change will definitely change the way you play the game in every view, in every mode, as you will see and play the court differently in every view, and you will see things in some views you won't see in others, and again that's mostly due to user input, to which some will disagree.

This game is not perfect, but fun and Arcade are the words that keep coming up. I'll state that if your approach, style, and discipline is sim, you'll get the sim you seek out of this game. If its arcade, you'll get that too. its a duality this game seems to pull off according to who you ask, which is its own proof.

Personally, I strive for a sim approach, (emulate what I see on tv) and to eliminate my arcade moments which mostly come from my frustration from failing to execute properly and then performing a cheese (relentless lane driving, chucking 3's) move. I've personally been trying to cut this down, and doing much better, so it appears as normal and controlled a pace as CPU vs. CPU appears.
 


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