CPU ARM STRENGTH

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  • kingdevin
    MVP
    • Mar 2005
    • 1110

    #1

    CPU ARM STRENGTH

    I went to the Yankee game last Saturday...sat in the tier section behind home plate (i like these seats b/c i get the ariel or high fielding view like the game). I realized that the throwing strength of the fielders is too high in the game (I did not see the bullet throws from outfielders/infielders when the ball was in play). You guys may disagree but I found the throw speed most realistic at 1 notch from the left. That way guys can score on a base hit from 2nd base (i saw too many guys being thrown out at the plate by avg outfielders) and the timing of groundball plays to first seem more realistic in timing. Just wanted to share that. Has anyone observed anything similar??
  • rdeyes
    Pro
    • Nov 2005
    • 517

    #2
    Re: CPU ARM STRENGTH

    Originally posted by kingdevin
    I went to the Yankee game last Saturday...sat in the tier section behind home plate (i like these seats b/c i get the ariel or high fielding view like the game). I realized that the throwing strength of the fielders is too high in the game (I did not see the bullet throws from outfielders/infielders when the ball was in play). You guys may disagree but I found the throw speed most realistic at 1 notch from the left. That way guys can score on a base hit from 2nd base (i saw too many guys being thrown out at the plate by avg outfielders) and the timing of groundball plays to first seem more realistic in timing. Just wanted to share that. Has anyone observed anything similar??
    use playmakers sliders and you wont have laser-armed OF
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    • cowboype2000
      Banned
      • Mar 2004
      • 403

      #3
      Re: CPU ARM STRENGTH

      Originally posted by kingdevin
      I went to the Yankee game last Saturday...sat in the tier section behind home plate (i like these seats b/c i get the ariel or high fielding view like the game). I realized that the throwing strength of the fielders is too high in the game (I did not see the bullet throws from outfielders/infielders when the ball was in play). You guys may disagree but I found the throw speed most realistic at 1 notch from the left. That way guys can score on a base hit from 2nd base (i saw too many guys being thrown out at the plate by avg outfielders) and the timing of groundball plays to first seem more realistic in timing. Just wanted to share that. Has anyone observed anything similar??
      I totally agree, I playing with arm strength and accuracy at 0.

      Comment

      • Playmakers
        Hall Of Fame
        • Sep 2004
        • 15417

        #4
        Re: CPU ARM STRENGTH

        Originally posted by cowboype2000
        I totally agree, I playing with arm strength and accuracy at 0.

        I think in some sports games when you just go down to zero you actually get only the ratings of that particular player to impact the results.

        I'm wondering if this applies in MLB 06....

        For instance say you have an OF who has 85 throwing strength and 80 arm accuracy for his ratings.

        Now we all know that going up or down on a slider either gives a boost or decline in that area. I do know that at DEFAULT 10 for arm strength and accuracy every guy in this game is a gold glove fielder.

        Some guy's have mentioned editing the ratings. But you might have something that resembles the ratings much better simply by going down to ZERO on both and letting the actual ratings in the game for each fielder determine his throwing power and accuarcy.

        I wonder if each slider click up or down represents a 5% increase or decrease on a certain slider. For example the sliders range from 0-20 on the scale. The DEFAULT Setting is at 10 alrerady. If by chance each click reprsents 5% then at DEFAULT 10 that would mean every fielder has a 50% boost up from their actual ratings which would explain why every throw from the outfiled seems like a frozen rope at lightning speed.

        When you reduce the slider you notice right away the drop in speed of the throws to a more natural speed. Same thing for accuarcy you start to see more throws off target aswell. I can't really say for sure if ZERO actually gets you closer to what that player is rated in the game at for throwing power and accuracy but you might be right about the natural feeling's of throws and how they translate in real life.

        I guess my question is when playing at ZERO can tell the difference between a higher rated fielder and a lower rated fielder when throwing?

        If so then maybe this is worth a try for me aswell. I really hate messing with ratings already in the game unless I simply have no other recourse and it seems like some guy's are actually just re-rating fielders and pitchers.
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        • cowboype2000
          Banned
          • Mar 2004
          • 403

          #5
          Re: CPU ARM STRENGTH

          Originally posted by Playmakers
          I guess my question is when playing at ZERO can tell the difference between a higher rated fielder and a lower rated fielder when throwing?
          I could tell a difference between players with good arms and average arms at default. I play as the Cubs, so with Murton (average), Pierre (well below average), and Jones (above average) I see quite the difference in arm strength. At default, it was just that Pierre had the weakest arm by far but could still throw out way too many runners and nobody could run on Jones. With arm strength at 0, runners are able to take the extra base when they should, 1st to 3rd/2nd to home.

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          • bcruise
            Hall Of Fame
            • Mar 2004
            • 23274

            #6
            Re: CPU ARM STRENGTH

            Originally posted by cowboype2000
            I could tell a difference between players with good arms and average arms at default. I play as the Cubs, so with Murton (average), Pierre (well below average), and Jones (above average) I see quite the difference in arm strength. At default, it was just that Pierre had the weakest arm by far but could still throw out way too many runners and nobody could run on Jones. With arm strength at 0, runners are able to take the extra base when they should, 1st to 3rd/2nd to home.
            Oh, you're not kidding about that. I think I could throw as hard as Pierre. In one of my games against the Cardinals, they went for extra bases nearly every time JP fielded a ball. First to third, second to home, anytime they had a chance at the extra base, they took it easily. Yes, on the default arm strength setting.

            I've already seen it in real life too this season - hopefully Juan makes up for his noodle arm at the plate.
            Last edited by bcruise; 04-25-2006, 06:01 PM.

            Comment

            • kingdevin
              MVP
              • Mar 2005
              • 1110

              #7
              Re: CPU ARM STRENGTH

              The only issue i have with reducing the arm speed to 0 or 1 is that the CPU cant seem to execute a successful 3 6 3 double play on grounders to the 1B. In other words, the runner (ie Frank Thomas) usualy beats it out b/c the throw back to 1B is not fast enough. Keep in mind that this was not a slow grounder to first. This has forced me to set arm strength to +2 even though i would prefer to keep it at 0 or 1... Has anyone observed this??

              Comment

              • kingdevin
                MVP
                • Mar 2005
                • 1110

                #8
                Re: CPU ARM STRENGTH

                Originally posted by rdeyes
                use playmakers sliders and you wont have laser-armed OF
                Even w/those sliders, players arm strength is too high.....

                Comment

                • kingdevin
                  MVP
                  • Mar 2005
                  • 1110

                  #9
                  Re: CPU ARM STRENGTH

                  Originally posted by Playmakers
                  I think in some sports games when you just go down to zero you actually get only the ratings of that particular player to impact the results.

                  I'm wondering if this applies in MLB 06....

                  For instance say you have an OF who has 85 throwing strength and 80 arm accuracy for his ratings.

                  Now we all know that going up or down on a slider either gives a boost or decline in that area. I do know that at DEFAULT 10 for arm strength and accuracy every guy in this game is a gold glove fielder.

                  Some guy's have mentioned editing the ratings. But you might have something that resembles the ratings much better simply by going down to ZERO on both and letting the actual ratings in the game for each fielder determine his throwing power and accuarcy.

                  I wonder if each slider click up or down represents a 5% increase or decrease on a certain slider. For example the sliders range from 0-20 on the scale. The DEFAULT Setting is at 10 alrerady. If by chance each click reprsents 5% then at DEFAULT 10 that would mean every fielder has a 50% boost up from their actual ratings which would explain why every throw from the outfiled seems like a frozen rope at lightning speed.

                  When you reduce the slider you notice right away the drop in speed of the throws to a more natural speed. Same thing for accuarcy you start to see more throws off target aswell. I can't really say for sure if ZERO actually gets you closer to what that player is rated in the game at for throwing power and accuracy but you might be right about the natural feeling's of throws and how they translate in real life.

                  I guess my question is when playing at ZERO can tell the difference between a higher rated fielder and a lower rated fielder when throwing?

                  If so then maybe this is worth a try for me aswell. I really hate messing with ratings already in the game unless I simply have no other recourse and it seems like some guy's are actually just re-rating fielders and pitchers.

                  The reason that I believe the default sliders apply to the player ratings is because if i reduce the power slider then in the games i play, I will see stretches of games w/no HR's hit by anybody. I believe once you adjust by going above and below the default settings then u can apply the %'ages that u alluded to earlier. I would also apply my theory for power sliders to the sliders for throwing accuracy and strength.

                  Comment

                  • Playmakers
                    Hall Of Fame
                    • Sep 2004
                    • 15417

                    #10
                    Re: CPU ARM STRENGTH

                    I'm now in the process of hopefully creating sliders based purely on ratings. It's kinda like my approach I took for Madden 06.

                    I realize this is a baseball game but I actually think the sliders give an extra boost up for each click. I don't think DEFAULT is the actual ratings of each player. I think it's a boost but every thing else is at DEFAULT so we don't tend to notice it right away. I've played like 5 games with ZERO arm strength and ACCUARCY and sure enough the fielders seem more lifelike at those settings.

                    I think that depending on what type of challenge you want these settings can work on all Level's. So, these will be universal sliders that I create for all level's.
                    NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                    https://forums.operationsports.com/f...s-dynasty.html

                    Follow some the Greatest College Football players of All Time in NCAA Football 14

                    Comment

                    • kingdevin
                      MVP
                      • Mar 2005
                      • 1110

                      #11
                      Re: CPU ARM STRENGTH

                      Originally posted by Playmakers
                      I'm now in the process of hopefully creating sliders based purely on ratings. It's kinda like my approach I took for Madden 06.

                      I realize this is a baseball game but I actually think the sliders give an extra boost up for each click. I don't think DEFAULT is the actual ratings of each player. I think it's a boost but every thing else is at DEFAULT so we don't tend to notice it right away. I've played like 5 games with ZERO arm strength and ACCUARCY and sure enough the fielders seem more lifelike at those settings.

                      I think that depending on what type of challenge you want these settings can work on all Level's. So, these will be universal sliders that I create for all level's.
                      I find that the CPU is very erratic re: throws when accuracy is at zero. In addition, as stated earlier, if power and contact is at 0 i do NOT see homeruns on a realistic level. In addition, pitch speed is also too slow @ 0. Therefore I don't believe that 0 is default. I agree that throw strength is realistic at zero even though the CPU has trouble pulling of 3 6 3 double plays (CPU does better at +2 clicks).

                      Comment

                      • nemesis04
                        RIP Ty My Buddy
                        • Feb 2004
                        • 13530

                        #12
                        Re: CPU ARM STRENGTH

                        This slider really needs to be broken down into one for outfielders and one for infielders. The blanket slider works for one but often leaves the other deficient.
                        “The saddest part of life is when someone who gave you your best memories becomes a memory”

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                        • kingdevin
                          MVP
                          • Mar 2005
                          • 1110

                          #13
                          Re: CPU ARM STRENGTH

                          Originally posted by nemesis04
                          This slider really needs to be broken down into one for outfielders and one for infielders. The blanket slider works for one but often leaves the other deficient.
                          Excellent point!!!

                          Comment

                          • JOEdellis
                            Banned
                            • Jan 2004
                            • 2068

                            #14
                            Re: CPU ARM STRENGTH

                            at 8 and accuracy at 6 works fine and realistic enough

                            Comment

                            • slthree
                              MVP
                              • Sep 2003
                              • 2529

                              #15
                              Re: CPU ARM STRENGTH

                              Originally posted by JOEdellis
                              at 8 and accuracy at 6 works fine and realistic enough
                              Can't agree with this JoeD. I have experienced noodle arm outfielders (Pierre and Taveras) throwing bee bee's even with arm str down at 4.

                              I have lowered it to zero and am still getting thrown out by the big arms but not by the weak arms.

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