sorry 4 the double post but also just wondering..are human walks up..im pretty good at pitching on hof and rarely allow walks..this may have to do with human consitency so jw and also how important is stamina idnt want guys who don't have the ablity to go the whole game able to go the whole game with no ramifications
Bobhead's 2012 Sliders
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Re: Bobhead's 2012 Sliders
sorry 4 the double post but also just wondering..are human walks up..im pretty good at pitching on hof and rarely allow walks..this may have to do with human consitency so jw and also how important is stamina idnt want guys who don't have the ablity to go the whole game able to go the whole game with no ramifications -
Re: Bobhead's 2012 Sliders
In terms of sliders 5 is default, aka the middle, what it's currently at. 1 point to the left is a 4. You might also see this called "-1" as in it's default minus 1 point.
I have a fair number of walks in my game, and I use analog pitching, so you should see a good number of walks also if you use the control and consistency I have recommended.
Zone requires you to aim the area of your swing with the control stick. The other mode with just "X" aims it for you, and factors in ratings and all that stuff behind the scenes, in determing the kind of hit you get (assuming you press X at the right time!).
Stamina shouldn't be a problem. Pitchers tire a little too quickly on default, so now your starters should be able to make it into the 6th and 7th innings pretty regularly, like they are supposed to.
Hope all that helps.Comment
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Re: Bobhead's 2012 Sliders
Made a bunch of changes.
The most notable ones are fielder speed at 0. I urge you to try it before you knock it: the slider is more subtle than I expected it to be, and I want to say it's more subtle than it was last year, but the new camera might just be playing tricks on me.
As for pitching, I felt like the consistency drop was too excessive at 2 or even 3.
Hitting: With increased consistency (relative to previous version), the Contact can come back closer to default, on both sides, as the overall quality of pitches improves, thus increasing contact only maintained things.
Other sliders were brought back closer to default also, as I found more efficient solutions to the problems I had.Comment
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Re: Bobhead's 2012 Sliders
thanks for the sliders. they work well for me and i use zone analog hitting and pulse pitching. i hear some say pulse pitching is too easy, but it seems with your sliders with p.difficulty set to HOF, if i don't try to work the corners (increases walk chances) i can get shelled! i moved the p.difficulty to Legend for a test and got shelled even harder. i'm sticking with these. thanks again.Comment
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Re: Bobhead's 2012 Sliders
I wasn't planning on it, but you're not the first person to show interest in that thread this year, so I think I will. I am currently in the process of updating it. I will be proofreading everything, fixing any mistakes, and adding any sliders that are missing, including Stride Difficulty. I'm about 35-40% done with that right now.Comment
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Re: Bobhead's 2012 Sliders
Made some changes, and added a second set for Pulse Pitching. I also lowered Analog's difficulty to All Star, because the CPU was just too impossible on Hall of Fame. This only happens with Analog, though. I have no problems pitching to the AI and getting strikeouts with Pulse pitching.
As much as I liked how things played with Human Contact at 4, I just wasn't getting enough oomph on my line drives (assuming I even hit any), and saw very few extra-base hits. I just felt like all my hits were either deep fly balls, or weak line drives. That line drive into the gap, or down the line, felt diminished.
Because of all this, I went with the lesser of two evils and went back to Contact/Power of 5/4, where things will definitely stay
I dedicated some time to the Global Sliders (fielder speed, throw strength, etc...). I'm still on the fence between fielder speed at 2 and fielder speed at 3, but they won't be going anywhere outside that range.
Sorry about all the changes, but I'm almost done. These are the ONLY things I have left to look over:
-- Human Solid Hits slider: I might be raising it to 6, as my averages seem slightly low, but I'm also the Tampa Bay Rays... yeah...
-- the CPU pitching sliders - I don't even see myself making a change here, but it's worth noting I still have a few more games to play to be sure I'm happy with strike percentages. Again I probably won't change anything here though.
-- CPU Offense sliders (Pulse Pitching only) - I haven't put as many games into Pulse as I have with Analog. I still need to dedicate some time to checking BABIP and line drive percentages. I'm happy with the CPU's swing rates, but the output when they make contact might need some tweaking.
-- Fielder Speed/Baserunner Run Speed - See above. I can't decide whether I want 3 or 2 for these sliders. I feel like 2.5 would be the a great choice...
-- Wind - Since I am using the Tampa Bay Rays (indoor stadium), I have literally paid 0 attention to this slider, and to wind in general. At some point, I will play some exhibition games and make sure I'm happy with it.
-- Basestealing - the success rates look fine, but tomorrow I'm going to double check my season stats against MLB averages, just to be certain.
And that's what I have left to go through. There's about 4 days left of the month, and I'm off from work for 3 of them. I'm projecting that I will run through these (except for Wind, which I'm honestly just going to ignore for now).Comment
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Re: Bobhead's 2012 Sliders
these look very interesting. are the numbers in parenthesis from previous versions that you've changed (the bolded number).Comment
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Re: Bobhead's 2012 Sliders
Hey Bobhead you might remember me from last year I started using your sliders then and loved them. This year I didn't even look at any of the others and just came straight to yours. The funny thing is that I have always played them on both my RTTS game as well as my Franchise. I have yet to play franchise because I am waiting on Knight's rosters which are close to being done, but on my SS on RTTS I am killing it, and I have never been the one to be killing it.
I usually start at the beginning really struggling and then by the time that I get some points put together and everything I end up being one of those .275/.325/.500 or so guys and so far this year I'm batting .400/.475/.625 so I am wondering if you think this might be from the sliders being geared toward the MLB guys or what? Is this year easier?? I just think that something is different either in your sliders or in the game and I can't figure out which.Originally posted by theenginePlus, there are lots of illiterate Pro Bowlers. Just ask Chad Johnson....Comment
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Re: Bobhead's 2012 Sliders
I do remember, and most likely it's just RTTS. Minor league pitchers aren't nearly as tough as major league ones, and it's quite normal for players to go on ridiculous tears in lower leagues, even in real life.
It's also worth noting that you start at a higher level this year than you did in previous years. Instead of working yourself up from a scrub, you are already a top prospect, and thus your player is initially more talented than he was last year.
And finally, you aren't the only one. There are others that have also noticed the game is easier this year.Comment
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Re: Bobhead's 2012 Sliders
thanks and one other thing that I would like to suggest is instead of turning off the meter for the fielding mechanic try it out on the analog fielding for a bit. I think that they spent there time perfecting it and thus the other options are "easier"Originally posted by theenginePlus, there are lots of illiterate Pro Bowlers. Just ask Chad Johnson....Comment
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Re: Bobhead's 2012 Sliders
I never thought lowering the CPU pitcher's control would make such a huge difference. Right AWAY the cpu pitcher was much easier to hit off of on AllStar!Comment
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Re: Bobhead's 2012 Sliders
Recent Changes:
- Messed with the Timing window, making it larger for both sides
- Increased Solid Hits
- Lowered Analog Pitching's Pitcher Consistency
- Increased Manager Hook
- Tinkered with Global stuff
As promised, I went down this list:
Sorry about all the changes, but I'm almost done. These are the ONLY things I have left to look over:
-- Human Solid Hits slider: I might be raising it to 6, as my averages seem slightly low, but I'm also the Tampa Bay Rays... yeah...
-- the CPU pitching sliders - I don't even see myself making a change here, but it's worth noting I still have a few more games to play to be sure I'm happy with strike percentages. Again I probably won't change anything here though.
-- CPU Offense sliders (Pulse Pitching only) - I haven't put as many games into Pulse as I have with Analog. I still need to dedicate some time to checking BABIP and line drive percentages. I'm happy with the CPU's swing rates, but the output when they make contact might need some tweaking.
-- Fielder Speed/Baserunner Run Speed - See above. I can't decide whether I want 3 or 2 for these sliders. I feel like 2.5 would be the a great choice...
-- Wind - Since I am using the Tampa Bay Rays (indoor stadium), I have literally paid 0 attention to this slider, and to wind in general. At some point, I will play some exhibition games and make sure I'm happy with it.
-- Basestealing - the success rates look fine, but tomorrow I'm going to double check my season stats against MLB averages, just to be certain.
I'm just about ready to call my sliders final. The ONLY things I have left to look at are Base stealing (I am currently playing with steal ability at 6, but am not quite ready to make it "official") and injuries. I'm happy with everything else.
The timing window and solid hits changes aren't as drastic as they look. With such a big increase to the timing window, those choppers and pop-ups that were foul are now fair. Without simultaneously raising the the foul frequency slider, you actually slightly hurt your batting average increasing the window in this way. Thus, the Solid Hits slider was more or less increased to maintain the quality of hits, not increase them.
Basically the whole point was to turn some of those pitches you were fooled on into ground outs and fly outs, instead of every quality pitch becoming a strikeout. I also wanted more hits down the line, and I've noticed that the quality of contact decreases the later or earlier you are, meaning the hits you got down the line at default had the tendency to not be line drives. They were usually choppers that evaded the 3rd basemen or other weird stuff. Increasing the Timing slider means the pitches you are late and early on are still met with "quality" contact levels.
Just try it. Play a few games with Timing on 8 and Solid Hits on default, and you'll definitely see what I mean.
Wind was changed simply because of Nomo. He says 4 is a good number, and since I play as Tampa, and 81 of my games are indoors with no wind, I will just take his word for it.
Again, Base Stealing Ability and Injury Frequency are the only sliders left on my to-do list. To quote a fellow OSer, I'm 98.5% done.Comment
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