Stats-Based CPU Sliders [MLB 12 Version]

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  • steviegolfballs
    Rookie
    • Feb 2010
    • 243

    #121
    Re: Stats-Based CPU Sliders [MLB 12 Version]

    Nomo,

    Does your game ever freeze up at the end when it asks you if you want to save the video highlights? I've been having some games do that.

    Comment

    • nomo17k
      Permanently Banned
      • Feb 2011
      • 5735

      #122
      Re: Stats-Based CPU Sliders [MLB 12 Version]

      Originally posted by steviegolfballs
      Nomo,

      Does your game ever freeze up at the end when it asks you if you want to save the video highlights? I've been having some games do that.
      No, but that's because I'm on Vita most of the time (no recording replays/videos!!!).

      You may want to report as a bug, since I remember that happened with 11 a few times to me and to others.
      The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

      Comment

      • bubs3141
        Pro
        • Aug 2002
        • 853

        #123
        Re: Stats-Based CPU Sliders [MLB 12 Version]

        I am afraid of the pitcher consistency slider at 3. Maybe it is just me but with it a 3 the past few days my team's offense has exploded, many more HR's and runs. It could just be an anomaly but when I put it back to 5 I get the lower scoring games and extra innings. Nomo any thoughts?

        Comment

        • nomo17k
          Permanently Banned
          • Feb 2011
          • 5735

          #124
          Re: Stats-Based CPU Sliders [MLB 12 Version]

          Originally posted by bubs3141
          I am afraid of the pitcher consistency slider at 3. Maybe it is just me but with it a 3 the past few days my team's offense has exploded, many more HR's and runs. It could just be an anomaly but when I put it back to 5 I get the lower scoring games and extra innings. Nomo any thoughts?
          Is it just Pitcher Consistency that you changed? I'm not seeing much changes *over a long run.* At 5, people are seeing walks per game around 3, slightly less. At 3, it has gone up around 3.5 (MLB ave recently is 3.2), so 4 could be the happy medium...

          What sometimes happen when you reduce pitch command in this game is that it makes pitchers susceptible to complete meltdown, meaning they can put themselves into a situation where their confidence gets too low to recover to stay in the game. If you are seeing too many high scoring innings (particularly 1st and 6th, when new pitchers come in), then that could be what's happening.

          But over a longer run, they tend to average out. In my current testing, offense is actually a bit down after about 20 games with Pitcher Consistency at 3.
          The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

          Comment

          • ParisB
            MVP
            • Jan 2010
            • 1699

            #125
            Re: Stats-Based CPU Sliders [MLB 12 Version]

            Originally posted by bubs3141
            I am afraid of the pitcher consistency slider at 3. Maybe it is just me but with it a 3 the past few days my team's offense has exploded, many more HR's and runs. It could just be an anomaly but when I put it back to 5 I get the lower scoring games and extra innings. Nomo any thoughts?
            I don't know, I've always played it at 3 for the last few years. To me, it's necessary to draw walks, get nice strike % from CPU, and to prevent pitchers painting the black over and over (and being too consistent, lol, for lack of a better word). I'm talking about both CPUvsCPU and User.

            Strike % can be tricky because it's also a reflection of the User skill (i.e. sometimes I chase a lot on bad pitches). But I do feel that lowering Consistency at least spreads out the pitching charts a little more at the end of the game. For me, on Default, most of the pitches are heavily concentrated inside the strike zone, with all the Balls just being barely off the plate. Consistency seems to help alleviate that.

            On another slightly off topic note, Control is the one I'm always hesitant in changing. It has always felt that it affects the hitter's Contact ability also. Putting Control at 10 makes it easier to blow by a fastball down the middle, whereas Control at 0, the fastball gets deposited in the bleachers. The slider description even hints to something like that also, specifically mentioning Contact. I still think Control is the meatball slider also. I know Consistency is linked to it, but I feel that if I test Control at 0 and Consistency at 10, I get more meatballs than Control at 10 and Consistency at 0. I've tested this in MLB'10 but unfortunately don't have the numbers to back it up this year.

            Maybe Nomo can chime in since he tests everything much more thoroughly.
            Last edited by ParisB; 03-18-2012, 04:48 PM.

            Comment

            • nomo17k
              Permanently Banned
              • Feb 2011
              • 5735

              #126
              Re: Stats-Based CPU Sliders [MLB 12 Version]

              Originally posted by ParisB
              I don't know, I've always played it at 3 for the last few years. To me, it's necessary to draw walks, get nice strike % from CPU, and to prevent pitchers painting the black over and over (and being too consistent, lol, for lack of a better word). I'm talking about both CPUvsCPU and User.

              Strike % can be tricky because it's also a reflection of the User skill (i.e. sometimes I chase a lot on bad pitches). But I do feel that lowering Consistency at least spreads out the pitching charts a little more at the end of the game. For me, on Default, most of the pitches are heavily concentrated inside the strike zone, with all the Balls just being barely off the plate. Consistency seems to help alleviate that.
              I'm curious, which difficulty level (hitting) do you play on? When I play these days, I use HoF... but unless the pitcher has a very very high confidence (almost full), I can almost always wait till he makes a few mistakes which I (try to) take advantage of. I used Consistency of 2 (out of 10) last year by the way...

              I think the thing that helped me most as far as improving my discipline was that I learned to deliberately take A LOT of borderline pitches that *are* strikes. Because, when you swing, it's a *guaranteed* strike, whereas when you take, it can go both ways (pitch movement, umpire tendency, etc.) When you have a mindset of "gotta protect the plate," you start swinging at those pitches making all of them strikes. But when you take, some of them become balls.


              On another slightly off topic note, Control is the one I'm always hesitant in changing. It has always felt that it affects the hitter's Contact ability also. Putting Control at 10 makes it easier to blow by a fastball down the middle, whereas Control at 0, the fastball gets deposited in the bleachers. The slider description even hints to something like that also, specifically mentioning Contact. I still think Control is the meatball slider also. I know Consistency is linked to it, but I feel that if I test Control at 0 and Consistency at 10, I get more meatballs than Control at 10 and Consistency at 0. I've tested this in MLB'10 but unfortunately don't have the numbers to back it up this year.

              Maybe Nomo can chime in since he tests everything much more thoroughly.

              Yeah I'm not so convinced yet what exactly that slider does myself... I don't really want to use a slider which can cause a lot of different side effects.

              One thing I tried last year was to use Control = 0 and run some games... only 15 games I run but it didn't change strike % and the number of walks at all. Other effects are hard to see since I was moving a few other sliders at the same time.

              But from what I gather in this forum and what the devs have said, my current interpretation is pretty much the same as yours. The only difference is that I think it's not necessarily the amount meat pitch that gets adjusted. It would also increase the amount of pitches just off the target (but not by far like Consistency can make happen).

              So if at Control = 10, a pitcher aiming the black and hit that spot a lot of the times. But as you decrease Control down to zero, the pitch starts to miss by a couple ball sizes, so even if you aim the black, many of them end up being down the middle (or off the black by a couple ball sizes). The reason why Control = 0 didn't affect the strike % and walks is perhaps the adjustment is by only a couple ball diameters, so as long as the pitcher aims down the middle (which API does all the time with 3-X counts), the pitch still ends up in the strike zone. That's perhaps why Pitcher Consistency has a much stronger effect in inducing walks.

              I don't know if I'll get to it, but once I wrap up the slider set for the main purpose, I might try using Control and Strike Frequency to see what it really does. After reading Brian@SCEA's older posts I think I have a better understanding of what these should do...
              The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

              Comment

              • ParisB
                MVP
                • Jan 2010
                • 1699

                #127
                Re: Stats-Based CPU Sliders [MLB 12 Version]

                Originally posted by nomo17k
                I'm curious, which difficulty level (hitting) do you play on? When I play these days, I use HoF... but unless the pitcher has a very very high confidence (almost full), I can almost always wait till he makes a few mistakes which I (try to) take advantage of. I used Consistency of 2 (out of 10) last year by the way...

                I think the thing that helped me most as far as improving my discipline was that I learned to deliberately take A LOT of borderline pitches that *are* strikes. Because, when you swing, it's a *guaranteed* strike, whereas when you take, it can go both ways (pitch movement, umpire tendency, etc.) When you have a mindset of "gotta protect the plate," you start swinging at those pitches making all of them strikes. But when you take, some of them become balls.





                Yeah I'm not so convinced yet what exactly that slider does myself... I don't really want to use a slider which can cause a lot of different side effects.

                One thing I tried last year was to use Control = 0 and run some games... only 15 games I run but it didn't change strike % and the number of walks at all. Other effects are hard to see since I was moving a few other sliders at the same time.

                But from what I gather in this forum and what the devs have said, my current interpretation is pretty much the same as yours. The only difference is that I think it's not necessarily the amount meat pitch that gets adjusted. It would also increase the amount of pitches just off the target (but not by far like Consistency can make happen).

                So if at Control = 10, a pitcher aiming the black and hit that spot a lot of the times. But as you decrease Control down to zero, the pitch starts to miss by a couple ball sizes, so even if you aim the black, many of them end up being down the middle (or off the black by a couple ball sizes). The reason why Control = 0 didn't affect the strike % and walks is perhaps the adjustment is by only a couple ball diameters, so as long as the pitcher aims down the middle (which API does all the time with 3-X counts), the pitch still ends up in the strike zone. That's perhaps why Pitcher Consistency has a much stronger effect in inducing walks.

                I don't know if I'll get to it, but once I wrap up the slider set for the main purpose, I might try using Control and Strike Frequency to see what it really does. After reading Brian@SCEA's older posts I think I have a better understanding of what these should do...
                Yup, exactly.

                I didn't mean that Control adjustments directly affect meatballs, I meant it in the sense that the "really bad" dice roll means a meatball, while the other majority dice roll effects mean missing by a couple diameter lengths.

                Similarly, with Consistency. It affects the bigger misses. You miss by 8 inches as opposed to a just miss, and the "really bad" dice rolls mean a little more way off pitches such as a foot off the plate or bouncing in as a passed ball etc.

                It's still a game of dice rolls, and the pitcher's attributes matter as well.

                p.s.- I play on AS for everything, with Zone button hitting.

                Comment

                • nomo17k
                  Permanently Banned
                  • Feb 2011
                  • 5735

                  #128
                  Re: Stats-Based CPU Sliders [MLB 12 Version]

                  A brief update on Mar. 17 set after 25 games. Just making sure, this is the set I'm testing right now:

                  Contact: 4
                  Power: 5
                  Timing: 6
                  Foul Frequency: 5
                  Solid Hits: 5
                  Starter Stamina: 5
                  Reliever Stamina: 5
                  Pitcher Control: 5
                  Pitcher Consistency: 3
                  Strike Frequency: 5
                  Manager Hook: 5
                  Pickoffs: 5
                  Pitch Speed: 10
                  Fielding Errors: 7
                  Throwing Errors: 5
                  Fielder Run Speed: 4
                  Fielder Reaction: 5
                  Fielder Arm Strength: 2
                  BR Speed: 5
                  BR Steal Ability: 5
                  BR Steal Frequency: 8
                  Wind: 5
                  Injury Frequency: 5
                  Attached Files
                  The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                  Comment

                  • floydpinkster
                    Rookie
                    • Jul 2006
                    • 89

                    #129
                    Re: Stats-Based CPU Sliders [MLB 12 Version]

                    Jeez NOMO. I'm loving those numbers. I can't see them getting much better. Great work buddy.

                    Comment

                    • floydpinkster
                      Rookie
                      • Jul 2006
                      • 89

                      #130
                      Re: Stats-Based CPU Sliders [MLB 12 Version]

                      Just one question though. Your spread sheet says 50 games.

                      Comment

                      • nomo17k
                        Permanently Banned
                        • Feb 2011
                        • 5735

                        #131
                        Re: Stats-Based CPU Sliders [MLB 12 Version]

                        Originally posted by floydpinkster
                        Just one question though. Your spread sheet says 50 games.
                        One game is played by two teams, each playing one-game worth of its game. Confusing, huh...!? That's how they do per game stats though, it's really per game per team, but one game involves two teams...
                        The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                        Comment

                        • floydpinkster
                          Rookie
                          • Jul 2006
                          • 89

                          #132
                          Re: Stats-Based CPU Sliders [MLB 12 Version]

                          Originally posted by nomo17k
                          One game is played by two teams, each playing one-game worth of its game. Confusing, huh...!? That's how they do per game stats though, it's really per game per team, but one game involves two teams...
                          Gotcha. MAkes sense. your right i got confussed. lol

                          Comment

                          • nomo17k
                            Permanently Banned
                            • Feb 2011
                            • 5735

                            #133
                            Re: Stats-Based CPU Sliders [MLB 12 Version]

                            I've been keeping track of scoring by inning, and there's something interesting to share with you guys:

                            http://www.operationsports.com/nomo1...ning-comeback/

                            What do you think???
                            The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                            Comment

                            • kingdevin
                              MVP
                              • Mar 2005
                              • 1110

                              #134
                              Re: Stats-Based CPU Sliders [MLB 12 Version]

                              Thank u for the analysis on the CPU comeback. I for one believed that over the years even though not intentionally done by developers that there was definitely something to the comebacks in the late innings. It didn't happen all the time but did happen more then I would have liked. I'd like to hear your theory as to what causes this and whether anything can be done to reduce this!

                              Comment

                              • steviegolfballs
                                Rookie
                                • Feb 2010
                                • 243

                                #135
                                Re: Stats-Based CPU Sliders [MLB 12 Version]

                                It would be an interesting study to adjust the pitching stamina and see if that shifted the inning for the comebacks. The troubling thing I noticed is the ninth inning, there is no fatigue in the closer but they seem to get scored upon more than they should. In past editions the confidence meter has played too big a part in games, this year seems to be toned down but perhaps not enough.

                                Comment

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