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NBA 2K16 News Post


NBA 2K16 patch #3 is available now for PlayStation 4 users, weighing in at 2.4GB. It typically takes a while for the Xbox One patch to get approved, but when it does, we will update this post.

Check out the patch notes below.

GENERAL
  • Added support to view the uniform your opponent selects prior to starting a Play Now Online game.
  • Flip Saunders patch added to Minnesota Timberwolves uniforms.
  • A number of accuracy-based improvements have been made to classic team uniforms (07-08 Celtics, 99-00 Raptors, 05-06 Heat, etc.)
  • A number of improvements have been made with the 2KTV viewing experience. Make sure and watch the latest episode for your chance to earn some easy VC!
  • Improved the results of face scanning.
  • Primary Jersey and Primary Shorts colors are now used to determine both accessory and sock colors when using custom-built uniforms.
  • Certain materials were not properly appearing on user-edited shoes; this should be resolved.
  • Fixed an issue where users would not join the Locker Room when accepting an invite while playing in a MyCAREER game.
  • Corrected a disconnect issue that could happen when pausing and unpausing the game during online play.
  • Fixed an issue in MyTEAM where players/items from the 99-00 Blazers were returning when searching for the Timberwolves in the Auction House.
GAMEPLAY
  • Resolved an issue where too much stamina would recover during timeouts (giving the effect that players never tired).
  • Finally resolved an issue where players would not sweat appropriately in longer quarter lengths.
  • Fixed a rare case where you would be unable to dismiss the quick sub menu when attempting to make a substitution.
  • Found a case where the camera would be pointing towards the crowd at the tip-off of an overtime game.
  • Corrected the Free Throw Difficulty slider, which was flipped. Make sure to update your custom sliders if you accounted for this on your end already.
  • Outdoor sound effects should no longer play in indoor environments after having previously played a MyTEAM Gauntlet game.
  • Players who have not yet had their in-game injury diagnosed will have their playable status updated once the diagnosis is complete.
  • Players who have not yet had their in-game injury diagnosed will correctly suffer from the effects of the actual injury.
  • Players who pick up short term injuries (lasting only minutes long) should now have them properly removed when the remaining duration reaches zero during a game.
  • Tuned the ‘hold ball too long’ event in the teammate grade logic to be a little more forgiving.
  • Fixed an issue where you could be awarded ‘good foul’ in your teammate grade when fouling a three-point shooter.
  • We no longer give an ‘allow offensive rebound’ teammate grade penalty after blocking an opponent’s shot.
  • Addressed a movement issue that would cause players to twitch while in Deny states.
  • Referees should no longer twitch during free throws.
  • Pass receivers are now less likely to veer away from the basket to catch a pass.
  • Improved CPU logic for when they should and should not use alley-oop passes.
  • Reduced the defensive impact of defenders who are on their way down after a block attempt.
  • Fixed a very rare case where a free throw shot would launch toward the wrong basket.
  • Tuned body-up system to prevent sub-par defenders from being overly effective at stopping the ball handler.
  • Fixed a frequent hitch in the dribble system seen when branching into certain dribble collisions.
  • Tightened up ‘crowded’ dribble launches to prevent unwanted hesitations when attempting to drive to the basket.
  • Fixed post-up double dribble and travel (pivot) issues.
  • Tuned down excessive flopping being performed by AI players.
  • Addressed the issue of ‘camping’ in MyPARK games by: 1) Disabling the set screen button within 6 feet of the basket, 2) Allowing users to initiate off-ball contact with screen setters near the rim, and 3) By adding offensive 3 seconds rule to half court games.
  • Fixed a case that was causing passers to stop to throw a pass in the backcourt.
  • Tuned the dribble system in order to tone down the effectiveness of behind-the-back dribble moves and ‘zig-zagging’ back and forth to get open.
  • Improvements made to alley-oop defense.
  • Fixed an issue that would prevent some contact layups from respecting the user’s desired finish direction.
  • Reduced the frequency of unwanted contested shot fadeaways.
  • Tweaks to errant pass frequency when passing out of double teams and contact shots.
  • Made dive for loose balls more accurate and more likely to acquire the ball.
  • Swapped out ‘Normal 13’ jump shot pullups per community feedback.
  • Made low-rated shot blockers less accurate and capped their jumping verticals.
  • Made decisions by the CPU to steal a pass more reasonable through tuning the frequencies in certain situations.
  • Improvements to double team logic.
  • Increased the difficulty in stealing the ball from post players.
  • Improvements to logic system for when ‘ankle breakers’ should play and when they should not play.
  • Fixed an issue in which points would not count for shots that go in after a flagrant foul call (i.e. And-1 on flagrants).
  • Fixed a MyTEAM post move score exploit by better defining post shot scenarios.
  • Added jam ups to spin layups to prevent the offense from barreling through heavy traffic.
  • Improved CPU logic for when to hustle back in transition defense.
  • Added a pop-up overlay to let the user know when the Adaptive Coaching Engine is changing their freelance offense.
  • Adjusted freeland motion cut times and fixed an issue with swing freelance starting positions.
  • Adjusted stationary hop jumper shooting percentages to make them a more viable option on offense.
  • Tuned back the frequency of missed dunks in traffic.
  • Fixed an issue where if someone called for an icon pick and got interrupted by a stealing defender, the ball handler was previously unable to pass the ball by any means for the remainder of the possession.
  • Improvements to help defense and rotation logic.
MyPARK/2K PRO-AM
  • You now have the ability to design an ‘Away’ uniform for your Pro-Am team. The appropriate uniform will be worn depending on if your team is Home or Away for the current game.
  • The correct overall rating for your MyPLAYER will now be shown on the Pro-Am loading screen.
  • Improved voice chat support in both MyPARK and 2K Pro-Am.
  • Accolades will now unlock based on your performances in custom arena Pro-Am games.
  • A number of fixes have been applied to improve lineup building during the Pro-Am.
  • Made CPU players that take over for quitting users less effective in Pro-Am.
  • A Pro-Am game will end immediately with a win if all opposing players have quit out of the game.
  • ‘Quit’ deterrents have been added to deter users from quitting out of Pro-Am games. Too many quits will result in the short term inability to play the mode.
  • Removed the 10-second delay that would occur before the start of a game to 21 in MyPARK.
  • Fixed an issue with the squad countdown timer displaying incorrectly when traveling between parks.
  • Users can no longer celebrate when their opponent scores in 21.
  • Camera flashes should no longer be seen in empty custom-arena matches. Progress further in your MyCAREER to draw more people to your Pro-Am games!
  • Fixed a very rare issue where some users were reporting a hang when exiting their MyPARK.
  • The ball should no longer get stuck to your MyPLAYER when celebrating in the park.
  • Corrected an issue where some users were not receiving the correct amount of VC after winning a MyPARK Ante-Up game.
  • Fixed an issue where stats would sometimes show as incorrect in the Game Recap following a Pro-Am game.
  • Fixed an issue where certain players were unable to travel back to their home parks at the end of Rival Days due to travel restrictions.
  • A large number of other MyPARK performance fixes and enhancements have been made to improve the overall experience.
MyCAREER/MyCOURT
  • Fixed an issue where certain store rewards (from Connections) weren’t saving upon unlocking. Previously unlocked items should again show up as owned items.
  • Added support for crowd members to hold up ‘big head’ posters of your MyPLAYER.
  • Users should now start seeing ‘photobombs’ again once they reach their second NBA season in MyCAREER.
  • Custom code added to prevent very similar shades of white/grey/black uniforms from being matched up automatically as part of the ‘alternate uniform night’ feature. This logic also applies to the MyGM/MyLEAGUE modes.
  • Fixed a MyCAREER issue where your contact could inadvertently change after being traded between two teams.
  • Improved PlayVision to better help you understand what you should be doing on offense in MyCAREER.
  • Reduced the max amount of scheduled minutes your MyPLAYER can get to 38 (pro-rated) minutes. Actual playtime can vary based on game conditions, of course.
  • MyPLAYERs who have retired from their NBA careers can now access their MyCOURTs.
  • When not participating in a MyCOURT scrimmage, users can now freely walk around. Have fun.
  • The game will no longer hang when attempting to equip the skateboard from the 2K Sports Store while in your MyCOURT.
  • Sock length is now customizable for your MyPLAYER via the 2K Sports store.
MyGM/MyLEAGUE
  • Tuned the fair market value for players; teams should now be signing players for the appropriate amount of money.
  • Improved negotiation options when negotiating with Staff.
  • Generated prospects should now have their own unique jumpshot animations, free throw animations, and signature size-ups. Note that this particular change will only work on GMs/LEAGUEs started post-patch.
  • Improved support of the NBA’s new tie-breaker rules for Playoff seeding.
  • Teams are now less likely to trade away newly signed players, specifically those signed to longer contracts.
  • The League Realignment option will now appear during every offseason in MyLEAGUE, even if a team was not relocated during the current season.
  • Location/Team-specific crowd chants have now been disabled for relocated teams (as they no longer apply).
  • Support has been added for users who wish to use position lock with multiple controllers.
  • Added playcalling support during Scrimmages.
  • If a user has relocated or rebranded a team with new uniforms, those uniforms will be used for Summer League/Scrimmage/Freestyle rather than the team’s current practice uniforms.
  • Players with the ‘Force 6th Man’ option turned on will no longer complain about wanting to be starters (and their expectation are adjusted accordingly).’
  • Fixed an issue where changing your uniform for a Summer League game would result in the game being played in a non-Summer League environment.
  • Injuries are now turned off during the Hoops Summit game in the offseason.
  • Fixed a hang that could occur when jumping out of a game and into SimCast.
  • Taking an invalid gameplan into a SimCast game will no longer cause the game to hang.
  • Fixed an issue where hot spot player tendencies would get overwritten after changing them and leaving the Edit Player menu.
  • Corrected an issue when using Player Lock where users would sometimes control all players, rather than just their own.
  • Copying/Pasting/Deleting of gameplans should now function properly in MyLEAGUE Online.
  • Trade Notifications in MyLEAGUE Online will now properly be deleted after being handled by the user.
  • (PS4) Sony’s invite system can now be used to invite users to your MyLEAGUE Online.
  • Corrected an issue that would cause the game to stutter during a MyLEAGUE Online fantasy draft when the timer would run out with auto-draft enabled.
  • The calendar now displays scheduled user games when one falls on the same day as the Player Re-signing deadline.
  • Fixed an issue where ‘Standing Shot Close’ would sometimes be errantly displayed multiple times in the Training Camp Results overlay.
  • Added ‘Normalize Played to Sim Minutes’ and ‘Normalize Played to Sim Stats’ to MyGM settings. Give them a try.
NOTE: All patch fixes will work in your existing game mode saves (unless specifically noted otherwise).

Game: NBA 2K16Reader Score: 8/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 45 - View All
NBA 2K16 Videos
Member Comments
# 201 Jrocc23 @ 11/13/15 07:13 PM
Quote:
Originally Posted by MadManCometh
I didn't say It did. But it does give an advantage if u don't make adjustments.





As gamers, we have to stop depending on dev's for every single fix and PLAY YOUR OWN DEFENSE.





we want fast break tweaked, WELL GET BACK MANUALLY AND MAN UP!!!!



we want shooting lowered and layups missed, WELL PLAY DEFENSE AND CONTEST!!! SIMPLE!! PUT A HAND UP!.





STOP RUNNING TO DEVS because something didn't go ur way and play ball. guys leaving shooters open and running to the devs to tweak the shooting. Fix ur defense. I Never have a problem with fast breaks. NEVER!!!!! I manually get back on defense and contest. And sometimes, I simply just got beat. It happens. U guys act like u want the devs to eliminate fast breaking, which is hedious. Ur not perfect. U will get beat sometimes. Stop asking devs to fix ur defens and u play ur own defense. U have a joystick in ur hands for a reason, use it.

While I agree with your overall point, you're wrong about the transition D. It needed to be addressed. The CPU AI just can't defend it. And you don't know what mode people are playing or if they are complaining because they can't stop it.

For me, it's terrible in MC. I can't stop the fast break myself every time. Also it's not just my team some people doesn't want it to be easy for them. I kill CPU teams on the fast break because they always try to guard the person with the ball leaving the player running open.

But overall people do need to stop running to the devs about everything, but some things really do need to be fixed.
 
# 202 Junior Moe @ 11/13/15 07:13 PM
Quote:
Originally Posted by Gosens6
Generated rookies also now all have different sig shots, free throw routines and size up moves. Also seeing a lot less European players, and the generated players look a hell of a lot better

Sent from my SM-N910V using Tapatalk
I'm on the XB1, and this is music to my ears.
 
# 203 cthurt @ 11/13/15 07:13 PM
Nice seeing the computer walking the ball up the court really slows down the pace of the game in a good way.
 
# 204 Goffs @ 11/13/15 07:15 PM
Quote:
Originally Posted by cthurt
Nice seeing the computer walking the ball up the court really slows down the pace of the game in a good way.
Is this after a rebound? As soon as they get a rebound they're off and running.
 
# 205 GatorRican @ 11/13/15 07:18 PM
Is being able to take a charge back??? Or will I still fall flat on my...trying to take one?


Sent from my iPhone using Tapatalk
 
# 206 HypoLuxa13 @ 11/13/15 07:21 PM
Quote:
Originally Posted by Sitew33
Well since dowloadind the patch, playing using player lock is no so good. It's absolutely like My Player meaning calling for a pass/lob is useless. The computer now passes it to me when it feels like it. This is one of the reasons I strayed away from My Carrer. Jeeez
Only players with the Floor General badge are supposed to be able to get their teammates to do anything they want them to do. Calling for a pass is fine if you are calling for a good pass that makes sense. If you are a SG, for example, and your PG drives for a layup, if you are camped behind the 3 point line, he can't just magically realize you called for pass when he can't even see you. Now if you call for a pass when he is in a position to kick it to you, and he doesn't have an open layup opportunity, he'll still pass it to you if it makes sense in that situation. But not if it would be a poor play. For example, if you are playing as the Grizzlies, and you are player locked on Tony Allen, you probably won't get much attention calling for a pass when you are camped behind the 3pt line, cause Tony Allen's 3pt rating is very low.


If you are playing MyLeague, you can just go in and edit the player you want to Player Lock on, and give him the floor general badge.
 
# 207 cthurt @ 11/13/15 07:26 PM
Quote:
Originally Posted by Goffs
Is this after a rebound? As soon as they get a rebound they're off and running.
Naw after a score from, what i have seen
 
# 208 Thetruth9012 @ 11/13/15 07:26 PM
Quote:
Originally Posted by cthurt
Nice seeing the computer walking the ball up the court really slows down the pace of the game in a good way.
Yes that great played vs atlanta and they had 6pt lead 2min to go and teague slows game gj. As i said i simmed 2 season on myleague and minutes for players are not fixed for example cousins 28min teague 26.

Overall the game is better more blocking fouls and charge calls and cpu play physical they trying to steal great. Blocking is not delayed so relax. Weak side help defense is great. Pick and roll are not money like earlier if you choose porly you pay i lost 2 game ss custom i have like 8win in a row earlier
 
# 209 Thetruth9012 @ 11/13/15 07:29 PM
Quote:
Originally Posted by redux1000
Yes that's been another issue. CPU constantly fast breaking after every rebound. Hope it's been/being looked at


Sent from my iPhone using Tapatalk
Fastbreaking is not perfect because players like korver thomspon... are cutting to the basket instead going to 3pt line for space on fastbreak so you somteimes see 3-4guys in the paint and cpu going to the paint and throwing magical flashy passes to easy standing layup
 
# 210 The 24th Letter @ 11/13/15 07:32 PM
Quote:
Originally Posted by OGSPORTS
Was he putting in work?

That he was
 
# 211 BlackMambaTheDream @ 11/13/15 07:32 PM
Is Player Lock working now? After the major disappointmant of not
getting fixed in Patch 2 i took a break because im waiting for this...

Also, did they fix the shoe glitch in myCareer? Or do i still have to
pay 7,5k VC everytime i want to swtich between my custom shoes?
 
# 212 jwill_23 @ 11/13/15 07:37 PM
Awesome My/GM experience with my Pels. Anthony Davis is out with a hyperextended knee, so Jrue Holiday steps up big, and receives double teams from the mavs. The rotation from their double teams were also good.
 
# 213 ataman5 @ 11/13/15 07:40 PM
Overall the gameplay feels better for sure.
 
# 214 TalenT @ 11/13/15 07:43 PM
Can anyone confirm that the stupid "jumping" after made baskets is still in? It's like a delayed block shot/rebound attempt after the ball goes in. Minor detail I know. It just takes away from the immersion for me a bit.
 
# 215 The 24th Letter @ 11/13/15 07:47 PM
Definitely easier to get by guys now but the rotations are there and like I said earlier, blocks are still official...so it evens out....
 
# 216 JKSportsGamer1984 @ 11/13/15 07:48 PM
Are players still passing & dribbling balls through players bodies? Are players hands still morphing through the ball on steal & block attempts? Are CPU ball handlers protecting the ball when in the proximity of a defender or do they still dribble in your face with no consequences? Are average defenders still sticking to you like glue as if everyone is Tony Allen? Do they still stick you in animations & slow you down to let the defender recover when clearly blow by him? These are the biggest issues I have with the game.
 
# 217 The 24th Letter @ 11/13/15 07:50 PM
I haven't seen the CPU do an 'auto foul' in 4 games but I drew one with Al Jefferson so I'm not sure if they've been tweaked yet
 
# 218 2_headedmonster @ 11/13/15 07:51 PM
-Im seeings some sexy help defense from guards and people helping the helper

-size ups are more responsive while the left stick moves are slower...fair enough

- lateral quickness matters a hell of a lot more now

- oops seem less floaty

- abused the pick and roll when parker was the rotating man. Switched sides and Kawhi rotated quickly and intercepted the pass. FIRST TIME EVER seeing that in a 2k.

- more kick outs and mid range by the cpu
 
# 219 CaseIH @ 11/13/15 07:52 PM
Looks like they didn't fix the issue with teams not ever playing any zone Defense, I even cranked zone up on coaches profiles and still never saw a team switch to zone D ever. This is BS and needs to be fixed, so hopefully there is a 4th patch.


Also noticed the AI team get screwed on 2nd half timeouts, where they didn't get the 1 additional timeout after halftime added to the total, yet I got mine added.


As for gameplay things seems to have been tightened up for the better, help D seems to be reacting quicker, and AI players aren't lackadaisical on getting back in transition D, but actually might have been tuned to much, as I didn't see hardly any fastbreak points, but probably need to play a little more before saying its a issue.


Seems I saw more non shooting fouls, and more fouls in general being called, so that's a good thing. Also seems there might be some more turnovers, although its more errant passes that go out of bounds, but Im OK with that I guess as there needs to be a way to get realistic turnovers, even if its not quite as organic as it should be as IRL.


Overall patch seems to have improved a already solid game, but them not fixing teams not ever switching to a ZONE D is very disappointing, but guess I shouldn't be all that surprised as it seems every year they will leave something important basically broke. Maybe we will get a 4th patch to fix this issue, so who knows, although last year I think we got a 4th patch, but then again they broke the dam game last year with that one, so don't want that again
 
# 220 Painkiller1974 @ 11/13/15 07:52 PM
Pick n Roll is ok (well... It seems too difficult now, but is ok is ok).
 


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