I think fielder speed should be at 0, reaction at 10. Baserunner speed at 3 or 4 would be about right. Unfortunately, SCEA kind of messed up with the sliders for those. The fact is, fielder speed/runner speed just isn't a huge enough difference from 0-10.
ILiveForThis and authentic's MLB Simulation Slider Project 2012
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
I think fielder speed should be at 0, reaction at 10. Baserunner speed at 3 or 4 would be about right. Unfortunately, SCEA kind of messed up with the sliders for those. The fact is, fielder speed/runner speed just isn't a huge enough difference from 0-10. -
Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
Reaction at 10 is counter-acting your fielder speed. It may seem right (speed wise), but related to the speed of the game, it isn't. Your fielders will be moving ON THE CRACK OF THE BAT, making up for lost time the fielders take getting to the ball.Brewers | Golden Eagles | Packers | Bucks | Badgers | Fulham FC
PSN: ILFTrev
Ambition. Motivation. Dedication.
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
Actually, this is something you need to go test. I tested this for a long time, and noticed that even with it on 10, some fielders didn't react quickly at all. Reaction at 10 and Speed at 0 is the only way you can mimic real life infield plays. Reaction at 10 also eliminates all those canned animations of your player going for a backhand, when the ball is 3 foot the right of him.Comment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
I'll look more into it. I just don't want to feel as if I'm swamping down the game.. despite that being more real-life like. Hmmm, decisions, decisions.Brewers | Golden Eagles | Packers | Bucks | Badgers | Fulham FC
PSN: ILFTrev
Ambition. Motivation. Dedication.
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
I feel like it's the most important change to make....Comment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
I hear you, I really do. Yet while playing on Default, I still see the stats add up to being realistic. As long as it doesn't alter that, it should be fine. I guess a 5-5 for Speeds should equal the same to 0-0. So, I believe you are correct. I will look into it more tonight.Brewers | Golden Eagles | Packers | Bucks | Badgers | Fulham FC
PSN: ILFTrev
Ambition. Motivation. Dedication.
www.twitch.tv/ILiveForThisComment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
I hear you, I really do. Yet while playing on Default, I still see the stats add up to being realistic. As long as it doesn't alter that, it should be fine. I guess a 5-5 for Speeds should equal the same to 0-0. So, I believe you are correct. I will look into it more tonight.
TEST TEST TEST LIVEComment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
meng i aint even listenin to you no mo meng.
For real though, I'll test it. And I'll be tweaking the HoF set.Brewers | Golden Eagles | Packers | Bucks | Badgers | Fulham FC
PSN: ILFTrev
Ambition. Motivation. Dedication.
www.twitch.tv/ILiveForThisComment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
BTW, update your dang OVR card. That 0 is grinding my gears.Comment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
How does one update your OVR? I want to be a '1'!Brewers | Golden Eagles | Packers | Bucks | Badgers | Fulham FC
PSN: ILFTrev
Ambition. Motivation. Dedication.
www.twitch.tv/ILiveForThisComment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
I did it, bruh. I am now LEEEEEGIT.
Anywhoo, testing now. Will get some baserunning times and reaction times, test some plays that I believe need to be tested (1st-to-3rd, 2nd-to-Home, plays in the hole, Home-to-2nd, etc) and get back to you with Fielder/Baserunner Speed and Reaction.Brewers | Golden Eagles | Packers | Bucks | Badgers | Fulham FC
PSN: ILFTrev
Ambition. Motivation. Dedication.
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
Guys, this is Bobheads post explaining all the sliders and their meanings.
Last updated: 4/23/2012
Slider Definitions
------- Contact: Affects a batters ability to put the bat on the ball. Increasing ONLY this option will increase your overall batting average, as well as your extra-base hit and home run totals. Increasing ONLY this option will reduce foul ball percentages; you will make contact on more pitches, but your foul ball totals will NOT go up. This setting also affects your ability to check swings successfully, and affects bunting to some extent.
On the CPU side, increasing ONLY this slider will significantly decrease strikeouts and missed swings. Increasing ONLY this slider will slightly increase batting averages and home run totals
If too many of your outs are coming from strikeouts, or your overall offense is deficient, this is the option to change.
Your overall contact ability is also affected by the Timing and Solid Hits sliders, the pitch, and the batter's attributes. The slider also has slightly different effects depending on the interface being used:
- Timing Hitting: Contact affects how often the PCI will be in the right spot. A high Contact slider means the "dice roll" will be more in your favor, if you will, resulting in a generally higher level of contact.
- Analog Hitting: Same as Timing. Contact also affects your margin of error when taking a stride, meaning you'd increase the Contact slider to make the stride timing easier.
- Zone Hitting: Affects your chances of making contact on a pitch outside of the PCI, and slightly affects the contact you make in general. Does NOT have a significant effect on batting averages, but will affect the quality of contact nonetheless.
------- Power: This is pretty simple, affects how far, and how quickly, batted balls travel, nothing more, nothing less. Increasing ONLY this option will increase home runs, extra-base hits, and sacrifice flies. Increasing ONLY this option will increase overall batting averages.
If you are hitting too few, or too many, home runs, this is the option to change. Fielder Reaction is NOT automatically adjusted by this slider; that means increasing this slider generally reduces the amount of time fielders have to track and respond to balls (because they are traveling at a higher speed).
------- Timing: Affects a batters sensitivity to changes in pitch speed. If you are early or late in your swing, this option affects how much contact you will make on that swing, as well as where it goes. This works a lot like the Contact slider, just for time instead of location. This slider affects how big the "perfect timing" window is, and affects how much leeway you have on swinging late or early.
Increasing ONLY this option will reduce missed swings due to being early on a breaking ball, or late on a fastball, (or the reverse). Increasing ONLY this option will increase the number of balls hit directly up the middle. It will also increase batting averages.
If the game tells you that you are late/early too frequently, OR you are constantly hitting the ball off the end of the bat, OR getting jammed, due to poor timing, (or if this isn't happening enough) this is the option to change. If your pulled and opposite-field hits generally seem to be weak (but your hits up the middle are not), this is the option to change. For the AI, this setting also affects ability to recognize pitch speed, and thus, affects the number of missed swings per-game.
------- Stride Difficulty: This slider affects Analog users only. This slider affects the effect your stride has on your swing. This slider works similarly to the Timing slider, just in the reverse way. Increasing ONLY this slider will give you less leeway in timing your strides. Increasing ONLY this slider will decrease batting averages and home run totals, while slightly increasing strikeouts and missed swings.
------- Foul Frequency: Affects the ratio of Foul balls to Fair balls. This setting overlaps with the Timing setting, to some extent, because the higher this setting, the better your timing has to be to put the ball in play. This option does NOT affect strikeouts (except when bunting). Increasing ONLY this option will lead to a larger number of foul balls, but does NOT make you magically foul off pitches you weren't going to make contact on. Increasing ONLY this option will reduce outs on batted balls (eg: fly outs). Increasing ONLY this option will slightly increase batting averages.
On a swing with poor conctat, this slider is the difference between a foul ball and a pop up or ground out. On a swing that is early or late, this setting makes the difference between a ball down the line and a ball in foul territory. If too many balls are being put into play, and at-bats are too short, even when producing offensively, this is the option to change. If too many balls are being fouled off, to the point where the only fair balls are line drives or home runs, this is the option to change.
------- Solid Hits: Affects the ratio of well hit balls to poorly hit ones. definition of “good wood” (lol). This setting affects the ratio of hits to ground outs/fly outs. If you would make contact on a swing regardless, this setting makes the difference between a line drive (or home run) and an easy out. This setting directly affects batting averages. This setting does NOT affect the number of strikeouts, and will not substantially increase home run totals from non-home run hitters, such as Shane Victorino. Increasing ONLY this option will significantly increase batting averages and extra-base hit totals. If you are having trouble with your overall offensive production, or are producing too many hits/runs, this is the option to change.
A more in depth explanation: This slider defines the precision required for "superb" contact, versus "solid" contact, versus "okay" contact. With a lower Solid Hits setting, you will get "superb" contact far less frequently, which will substantially reduce your extra base hit totals, and slightly reduce home run totals. The Contact slider also has an effect on how well you connect with the ball.
------- Stamina: Self Explanatory. Affects the amount of energy consumed with each pitch. Increasing ONLY this option will increase the number of pitches a pitcher can safely and efficiently throw in a game. If pitchers tire too quickly, or throw too many complete games (do not confuse this with pitch count issues) this is the option to change.
------- Pitcher Control: Affects a pitcher's overall accuracy, and their ability to paint the corners/edges of the strike zone. Directly affects ball-to-strike ratios, as well as walk-to-out ratios. Directly affects the opposing batter's ability to make contact on a pitch, as well as the level of contact made. Increasing ONLY this option will reduce walks, pitch counts, and opposing batting averages. Increasing ONLY this option will slightly increase strikeouts. If a pitcher is hitting their spots on the black too frequently, or not able to paint the corners enough; or if a pitcher is just dominating hitters too much, regardless of pitch location, this is the option to change.
------- Pitcher Consistency: Affects the "success rate" of a pitch, regardless of location, IE: a pitcher's overall effectiveness. DOES affect accuracy, but this slider works very differently from Pitch Control (see below). This slider affects the frequency of a "failed" pitch. Such a failed pitch has a good chance of missing far from its intended location, and/or being hit well by the opposing batter.
This slider also affect's a pitcher's confidence, and that confidence's stability (ie how long it takes to lose your "groove"). In a nutshell, this slider affects the frequency of "bad" innings and "bad" games.
Increasing ONLY this slider will make pitchers less hittable overall, reducing opposing batting averages, and slightly increasing strikeouts. Increasing ONLY this slider will slightly increase the frequency of "special" performances by a pitcher, ie: no-hitters, shutouts, complete games etc... Increasing ONLY this slider will decrease walks and opponent run differentials. It will increase a pitcher's ability to perform in critical situations, thus reducing opposing averages with runners in scoring position. If your pitchers (especially relief pitchers), are not performing at the desired level, this is the option to change. If you aren't seeing enough offensive rallies, or pitchers are just too dominant, this is the option to change.
If you are still hazy on the difference between the two pitcher sliders, consider this: Lowering Pitch Control will turn Tom Glavine into Tom Glavine on a bad day. Pitch Control affects a pitcher's ability in terms of pitch location. A lower Pitch Control will lead to a higher distance offset in pitches that miss their location. This in turn will increase “close” walks, such as ones where a call could have gone either way, or a batter just took some really good pitches that were a bit out of the strike zone. It will slightly increase how hittable your pitches are.
Lowering Pitch Consistency will turn Tom Glavine into Oliver Perez. It affects a pitcher's ability in terms of pitch execution. A lower pitch consistency will lead to a higher number of pitches that significantly miss their location. The game description is pretty spot-on, this slider affects wild pitches and all of that stuff, too.
In summary, Pitch Consistency basically affects how frequently a pitch misses its target, while Pitch Control affects the average distance by which a pitch will miss. In basketball terms, Pitch Consistency affects your shooting percentage, while Pitch Control makes the difference between a shot that hits the rim, and an airball.
------- CPU Strike Frequency: Affects CPU Pitcher aggressiveness. Directly affects Ball to Strike ratios. Note the difference between the other two sliders: this slider does NOT affect accuracy, at all, ever. A decrease of this slider makes a pitcher less aggressive. Set this slider to 10, the pitcher will constantly try to throw strikes, regardless of location. At 4, the pitcher will attempt to throw pitches in optimal locations, including pitches on the black. At 0, the pitcher will constantly throw balls, hoping that you chase them. Again, this slider does NOT affect accuracy, and will NOT significantly affect walks.
Increasing ONLY this option will slightly reduce walks, especially intentional ones. Increasing ONLY this option will drastically reduce overall pitch counts.
------- CPU Manager Hook: Affects CPU's "patience" with its own pitching staff. Increasing ONLY this option will force CPU pitchers to be pulled sooner during rallies or game changing events. Increasing ONLY this option will make the CPU pull tired pitchers sooner. This slider affects you as a pitcher in Road to the Show.
------- CPU Pickoffs: Affects the number of attempted pickoffs and pitchouts by AI-controlled pitchers. Does NOT affect the success rate of a pickoff. Increasing ONLY this option will increase the number of pickoff throws attempted, and therefore, will slightly increase the number of outs on the bases.
------- Baserunner Steal Ability: Affects how good of a jump a base stealer gets (reaction time to a pitcher's delivery), as well as susceptibility to pickoffs. Increasing ONLY this option will increase the success rate of a pickoff, and decrease the success rate of a steal. Of course, speed and pitch speed are still a factor.
------- Wind: Affects the strength of the wind. This slider doesn't magically change how the wind affects the ball, it literally makes the wind stronger or weaker, like changing the strength setting on a ceiling fan. You can change the slider mid-game and see the effects. This slider effects home runs in varying ways, depending on the direction of the wind, and your luck.Comment
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
Just saying.. Reaction at 0 seems more realistic than Reaction at 10.Brewers | Golden Eagles | Packers | Bucks | Badgers | Fulham FC
PSN: ILFTrev
Ambition. Motivation. Dedication.
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Re: ILiveForThis and authentic's MLB Simulation Slider Project 2012
Noo, fielders react when the ball is almost to them. Outfielders, it may be better, but infielders, it's extremely risky. I'm at work, take a video with your PVR, like a 15 second video showing your tests. Just get a ground ball replay from the fielders perspective, behind his body.Comment
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