why is there such a big difference between human timing (8) and cpu timing (4)? and solid hits human (7) and cpu (4)
Bobhead's 2012 Sliders
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Re: Bobhead's 2012 Sliders
why is there such a big difference between human timing (8) and cpu timing (4)? and solid hits human (7) and cpu (4) -
Re: Bobhead's 2012 Sliders
http://www.operationsports.com/forum...-included.html
I would think so I haven't seen or thrown out anyone since the patch. Also, here is the details on the patch if you haven't already looked at them.
Yeah I read the update, and that's why I was surprised to finally see the runner out at 1B issue AFTER installing the patch. Although, I'm assuming the update was tweaked with all sliders at default.
If the issue is persistent, I may try raising baserunner speed to 3 to see if that alleviates it. Hopefully this doesn't throw baserunning out of whack.Comment
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Re: Bobhead's 2012 Sliders
I made a couple of changes, mainly upping baserunner speed, which I've been paying a little closer attention to after the above couple of guys (Ryan and wrmdrgnazz) mentioned it. I never thought that baserunner speed below 4 was realistic visually, but I assumed that with the huge drop in fielder speed and arm strength, that a drop in BR speed was needed to keep balance. A week or so of testing and now I realize it's fine at 4. I did try 5, for the record, and I think 4 is definitely the best place.
Baserunner Speed was upped to 4.
Arm Strength was upped to 3
Baserunner Ability was put back to default. You don't need the boost now that your baserunners are at a speed closer to normal
Timing was reduced 1 point to 7.
You can calculate your line drive percentages in your games, before returning to the schedule, by using the pitch analysis or batter analysis screen. For Result, go to line drives, and write down (or memorize) the number you see. Remember that in Pitcher analysis screen you are seeing the opposing stats, so you have to switch the team to the opposing team to see yours. Anyway, divide line drives by balls in play, which you can calculate by either adding up hits + outs (remember to subtract strikeouts), or adding up fly balls + line drives + ground balls etc...
A third way is to take the total number of pitches swung at, and subtract misses and fouls.
Whichever way you choose, LD / BIP * 100 = LD%Last edited by Bobhead; 04-17-2012, 01:13 AM.Comment
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Re: Bobhead's 2012 Sliders
ive been trying my own sliders, but also using yours with timing hitting and they work well on this setting as well.Comment
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Me to i've found that fielder speed at 1 its like reality one and its balanced with power at 4. To balance everythings well fielder reaction at 4 are a must due to low power speed of hitted balls.
Pretty perfect is baserunning at 4 to and arm strength at 3, i though this kind of sliders are all perfect balanced together and i Will never change, they are definitive For me. I'm in trouble about 4 or 5 in hum foul freq. I'm not sure about it still.Comment
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Re: Bobhead's 2012 Sliders
I used to never use it but I'm slowly coming around to it. Just now I used it and got a nice double in the gap.
I never use it when I need a hit though, like I won't use it in rallies or when I'm losing or the game is tied it's usually only for flavor, when I've already scored a few runs or the game is way out of reach, on either side. Like just now when I used it, I had just finished hitting back to back home runs to break up a no-hitter, both of the HRs were with Normal Swing.Comment
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Re: Bobhead's 2012 Sliders
In fact, Solid Hits doesn't really increase batting averages too much for us zone players, because either we successfully moved the PCI to the ball, or we didn't. It just turns the deep fly ball that would land in the gap anyway into a line drive that will land in a gap anyway, a chopper down the line into a line drive down the line, and so on...Last edited by Bobhead; 04-27-2012, 10:37 AM.Comment
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Re: Bobhead's 2012 Sliders
When you have them lowered then fielders do not get the 'jump' as quick on balls hit through the infield or deep to the outfield...so what used to be outs with these sliders raised are now hits because they are not reacting as fast to the ball off the bat.Comment
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I know that slider info tell this, but i noticed cpu doesn't hit and run CUZ My infielder are late in ground ball, cpu hits everythings and send balls near the wall. This balls are impossible to catch also if fielder are at default valor.However i can see at 100% that this hits are not a late consequence.Last edited by ravellron; 04-28-2012, 04:36 AM.Comment
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Re: Bobhead's 2012 Sliders
I really want to apologize for how long it's taken me to get this stuff together. I don't want to pile on with excuses but basically a bunch of real-world circumstances took a lot of my attention away from The Show and sliders. It took me a while to get comfortable and figure out exactly what changes needed to be made. I really am sorry about that.
Anyway schools been out for a few weeks now, and I've kicked my slider testing into overtime, although I had already been working on a myriad of things.
The OP was completely redone, there's now a Hall of Fame Zone hitting set.
You can mix and match HoF Zone with All-Star Analog also -- that's the way I'm actually playing it myself. Just use the Human batting sliders and CPU pitching sliders from the HoF set. I will edit the post and just physically list what that set would look like when I get the chance. I actually had it typed out, but then stupidly hit a link before I had a chance to save the post, so I had to type it all out again.
There was also a few big changes to the sliders. For one I've discovered and definitively tested that the line drive percentages only exist on All Star (and probably lower difficulties too, although I didn't try anything below AS). They also only exist with a default Contact rating. Make the PCI smaller, and you have more line drives. They obviously won't travel very far, or be hit very hard, but they're still line drives, and the Power slider makes for an easy and effective 1-2 fix.
I lowered Solid Hits in both sets. The only reason it was up was in attempt to fix line drive percentages. Don't confuse line drives with hard hit balls here. There were already a realistic rate of deep fly balls and hard grounders and whatnot at default, so offense was fine overall. It was just the actual line drive rates that bothered me. Now that that's fixed, I moved them to a more ideal number.
I dropped Timing in the All Star set. That's literally for no reason at all other than to make batting a little harder. You can completely ignore that change if you like, and leave it at default or at 6 or even 7 where it used to be. It wouldn't require any other complimentary slider changes.
The Foul Frequency thing was scrapped. The purpose of the low Frequency was to increase the quality on hits down the line. With the higher line drive percentage, this is already done.
And finally, I went back to the low CPU Contact on Analog, since it just wasn't cutting it otherwise. Strikeouts are just too hard to come by.
Baserunner Steal Ability was dropped because the slider is backwards, as Nomo reminded me. I think there are way too many successful pickoffs at default, especially at second base, so I dropped it a notch, so that you can steal without taking a lead. It's not a perfect fix, but there isn't really a better way to address the sub-par pickoff system in The Show. If you aren't into stealing bases, you can leave this at default, because it affects the CPU also.
Reaction was dropped to 0, to uhh... lower reaction. Originally this had more to do with bunt defense, pitchers, and catchers, and less to do with fielders overall. Nonetheless, the more I played with it, the more I realized how much more realistic it was, where fielders actually took a second to read balls and stuff.
I hope I didn't miss anything.
I've been testing these since the last time I posted, and with school over (and more importantly, homework nonexistent), that's a lot of games. These are definitely what I'm going to stay with.
I don't really play with Timing but they should work. Just leave Contact and Power at 5 if you play on All-Star or lower, since you will want to make sure the PCI is on the ball.Last edited by Bobhead; 05-08-2012, 12:38 AM.Comment
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