The TrueSim Roster Project: MLB 22
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Re: The TrueSim Roster Project: MLB 22
Had my first franchise game last night! Simmed up to the present and won 6-5 vs Oakland in 10 innings.
This year, I've decided to manage the CPU's injuries to see if I can have injuries matter for pitchers a bit more. By default, there are too many minor injuries for pitchers, so:
-if the injury is for a day or two, I keep them active
-if the injury is for a few days, 15 day IL
-if the injury is for 1-2 weeks, 15 day IL
-if the injury is for 2-3 weeks, 15 day IL
-if the injury is for 1-2 months, 15 day IL
-if the injury is for 2-3 months, 60 day IL
-if the injury is for 3+ months, 60 day IL
I've liked what I've seen so far, makes teams use more of there relievers and starters between injuries and promotions/demotions due to performanceComment
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Re: The TrueSim Roster Project: MLB 22
Anyone else having a crazy amount of serious injuries with the sim sliders? Also, these rosters force you to really analyze how you build a roster. I'm struggling to get a starting pitching staff worth a crap together.Last edited by Steelers4190; 06-28-2022, 09:01 AM.Comment
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Re: The TrueSim Roster Project: MLB 22
Only managed to play one game last night with the sliders and roster and I like the feel of it so far. I lowered the pitch speed to 7 fastball and 6 offspeed. Both at 10 just felt unrealistic. Curious to know your reasoning behind that?Strikeouts seem harder to come by so it adds a little bit more of a challenge which I like. Is there any way to change player ratings above 100? The previous roster I was using had that and I really like it as it makes the best stand out a little more, like Josh Hader's strikeouts were at 118 and Juan Soto's discipline was at 120. Does the game do it organically if a someone is playing well or is it capped at 99?Comment
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Re: The TrueSim Roster Project: MLB 22
Only managed to play one game last night with the sliders and roster and I like the feel of it so far. I lowered the pitch speed to 7 fastball and 6 offspeed. Both at 10 just felt unrealistic. Curious to know your reasoning behind that?Strikeouts seem harder to come by so it adds a little bit more of a challenge which I like. Is there any way to change player ratings above 100? The previous roster I was using had that and I really like it as it makes the best stand out a little more, like Josh Hader's strikeouts were at 118 and Juan Soto's discipline was at 120. Does the game do it organically if a someone is playing well or is it capped at 99?
Generated players in franchise also never have values over 99.
Pitch speed is optional, but I found 10 to be the closest to real life pitch speed visually.Comment
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Re: The TrueSim Roster Project: MLB 22
Try injuries at 5 and see what you think. I used 4 last year. If more think 8 is too high, I'll update.Comment
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Re: The TrueSim Roster Project: MLB 22
I am following this as well as the sim engine seems to generate a lot more injuries then normal at 8.Comment
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Re: The TrueSim Roster Project: MLB 22
These rosters fix a LOT of problems with the default/live rosters. It's great to see a good amount of 200+ strikeouts a year in a Franchise sim.
The only major issue im finding is that BA are extremely low across the board. I've done about 10 sims and there's only 3-5 guys total hitting over .300. Should be close to 15-20.
While the Stamina/Hook sliders work great for tuning Strikeouts/IP/CG/SHO I'm not seeing that make any change to batting averages which it normally would on default rosters.
I wonder if some global tweaks need to be made to attributes to bring averages back up when simming games.Comment
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Re: The TrueSim Roster Project: MLB 22
These rosters fix a LOT of problems with the default/live rosters. It's great to see a good amount of 200+ strikeouts a year in a Franchise sim.
The only major issue im finding is that BA are extremely low across the board. I've done about 10 sims and there's only 3-5 guys total hitting over .300. Should be close to 15-20.
While the Stamina/Hook sliders work great for tuning Strikeouts/IP/CG/SHO I'm not seeing that make any change to batting averages which it normally would on default rosters.
I wonder if some global tweaks need to be made to attributes to bring averages back up when simming games.
Lowering starter stamina has worked for me, but it's a tricky balance because if you decrease it too much, ERAs increase.
I also noticed that as the season goes on, batting averages go down. I wonder if durability/injuries slider affects it.Last edited by Cycloniac; 06-29-2022, 09:42 AM.Comment
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Re: The TrueSim Roster Project: MLB 22
To Cycloniac and his team. Outstanding job with these per usual.Comment
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Re: The TrueSim Roster Project: MLB 22
Cy quick question... On Jake Cousins for Brewers, is he edited on the roster but just not listed on spreadsheet?Milwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin BadgersComment
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Re: The TrueSim Roster Project: MLB 22
SSS Alert -
Opening day for M's was a home run derby - 14 hits with 8 of them for homers for us. I was using the gameplay silders but with zone hitting so will try timing next game. Love the rosters, thanks for all the work.Seattle Pilots GM (2011 - ) Record: 152 - 195
Operation Sports OOTP LeagueComment
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The TrueSim Roster Project: MLB 22
Anyone in here just control one team and let CPU make roster moves, injuries, etc?
Im curious how smart CPU is… Like do they DFA guys that suck and call up dudes who are killing it in minors? Make moves when guys are injured and need to go on IL? And things like that.
Personally, Ive controlled all 30 teams but idk if I want to do that anymore.
Sent from my iPhone using Operation SportsMilwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin BadgersComment
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Re: The TrueSim Roster Project: MLB 22
Anyone else feel like there are too many errors?
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