CPU v CPU - Perfected?

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  • Jeremyhockaday
    Rookie
    • Dec 2014
    • 27

    #1

    CPU v CPU - Perfected?

    Hey guys! I’m strictly a cpu v cpu player, and I’ve tooled around with a lot of the sets on here, giving somewhere between 20 games to in some cases a few months of games in order to get a real feel for any deficiencies in the sets. I say that to help you understand that.. your search is finally over.

    the set I’m going to post here today is AS CLOSE to real life as can be produced in this engine. Your house rules can be your own, but if you plug in these sliders, you’ll get the most realistic end of season stats, and I’ll put them up against any other set.

    the biggest issue I came across initially was a lack of hard hits. So many sets reduce power/timing in order to suppress hitters, but that leads to much lower ERA than intended. The hitters sliders were meticulously monitored to really hammer in to which specific value created the correct amount of power from all hitters.

    once we figured that out, the next issue was.. No pitcher ever walked batters. I’d play 45+ games in to a slider set, and the entire roster has a whip under 1. I had one pitcher post a .51 whip in one set. The key here was actually to REDUCE consistency and strike percentage. This had the intended impact of allowing guys with spotty control to miss the zone more often, and allow hitters with strong discipline to actually have a high obp. It also had the unintended but welcomed impact of highlighting a big difference in styles of pitchers. For instance, Nathan Eovaldi and Hunter Green are extremely different arms, different styles, but in most sets you’d see them come out and throw the same game. 6 innings, 5-7k’s, 88 pitches, no walks. But with my set, I played this same game over and over and over to see if it held true over the course of 15-20 games, and it did! Hunter Greene had many more strike outs and many more walks, gave up more home runs on average, highlighting his velocity, volatility and lower hr/9. In contrast, Eovaldi had much more control, pitch to contact stuff, less walks, kept the ball in the yard and relied on his defense. It truly feels like you are playing vs a real player, instead of just a random cpu pitcher that blandly lobs the ball at the batter.

    I don’t claim to be a slider guru. Many more of you know much more than I. I simply love this game and love this way of playing, and I feel if you plug these sliders in, you can confidently move in to your franchise and begin having fun watching your teams perform as you expect them to.

    enough waiting. Here’s the set. Enjoy, my friends!

    Difficulty: Hall of Fame

    Umpire Strike Zone: I use perfect, missed calls annoy me, however you could absolutely use personalized. The difference in gameplay is negligible.

    Always use check swing appeal, home plate ump misses calls

    Human Contact - 6
    Human Power - 5
    Human Timing - 6
    Human Foul Frequency - 0 (yes it’s at zero. Yes, you will still see foul balls and long at bats. This value makes hits down the line land fair more than they land foul, providing more value to high contact hitters. That is all that it does, it has no impact on guys who foul off 20 pitches in a row)
    Human Solid Hits - 6
    Human Starter Stamina - 7 (this allows starters to get right up to 100 pitches if not in trouble. Combined with manager hook, this setting is ideal)
    Human Reliever Stamina - 6 (any lower and bullpen ERA skyrockets)
    Human Pitcher Control - 4
    Human Pitcher Consistency - 4

    CPU Contact - 6
    CPU power - 5
    CPU Timing - 6
    CPU foul frequency - 0
    CPU solid hits - 6
    CPU Starter Stamina - 7
    CPU reliever stamina - 6
    CPU pitcher control - 4
    CPU consistency - 4
    CPU strike Frequency - 4
    CPU manager Hook - 4 (best balance between pulling guys in tight spots and letting guys work through issues)
    pickoffs -0 . Something else that just slows the game down and doesn’t happen often IRL. You’ll still see them, just not as many
    pitch speeds - both at 7. This doesn’t matter… except it does. To the runners on base. It makes stealing a slight bit more dramatic.
    errors infield and outfield - all at 7 EXCEPT OF throwing, which remains at 5. Too many errant throws from good outfielders if you increase that slider.
    Fielder run Speed - 4
    Reaction - 5
    Infield Arm - 4
    OF arm- 5
    Baserunner Speed - 5
    Steal Ability and Frequency - 7 for both. Guys who are going to steal, are going to. You still get too many attempts at stealing third, but this makes it so your speed is actually a weapon.

    injuries and trades, that’s up to you. Keep wind at 5, keeps the games interesting!

    Plug these in, give them 20 or so games and let me know if you agree or disagree with the statistical outcome you see in YOUR franchise.
  • bakersville123
    Rookie
    • Aug 2007
    • 211

    #2
    Wow. I’m a strictly cpu vs cpu player. I’ve simmed hundreds of games using a “Nomo” like approach this year (for those that remember Nomo) to arrive at a slider set that produces realistic results, and the incredible thing is that my slider set and your slider set are NEARLY EXACTLY THE SAME. To be clear, I aimed to match the sim stats produced when you advance a day vs MLB averages. And since the sim stats are slightly muted offensively, literally the only differences between mine and yours is I have CPU/Human Power and solid hits at 4. Other than Starter stamina at 6 and RP 5, and a difference in pickoff, our slider sets are literally exactly the same.

    So, for anyone on the fence, two cpu vs cup players independently arrived at virtually the same slider set.

    Comment

    • sportsgamingguy2023
      Rookie
      • Oct 2023
      • 377

      #3
      Were these tested against the SDS Live roster set, or a custom roster?

      Comment

      • Jeremyhockaday
        Rookie
        • Dec 2014
        • 27

        #4
        Originally posted by sportsgamingguy2023
        Were these tested against the SDS Live roster set, or a custom roster?
        I’ve been testing these with the latest live roster each time one is introduced!

        Comment

        • dman08
          Pro
          • Jan 2008
          • 754

          #5
          Ok I gotta ask about the strikeouts. With the hiring sliders at near default see WAY too many. How are Ks for u
          Watch me at twitch.tv/dmanchi

          Comment

          • dman08
            Pro
            • Jan 2008
            • 754

            #6
            I just tested these for about a month's worth of games and there's too many ks for my liking. I have no idea why strikeouts are so high on this game. The rest of the game played out well with this set.
            Watch me at twitch.tv/dmanchi

            Comment

            • Jeremyhockaday
              Rookie
              • Dec 2014
              • 27

              #7
              The k’s aren’t aesthetically pleasing, but they strike out a lot in current MLB irl, and I’ve found that the k rate is fairly close to big league average on an overall k’s per game per team metric. I think this set rewards guys with high discipline and they consistently draw more walks than guys with low vision/discipline. If you’re seeing an unrealistic amount of strike outs.. I don’t think it’s necessarily a fault of the sliders, more so of the engine. That said, I’m not seeing unrealistic totals.

              Comment

              • orye74
                MVP
                • Aug 2012
                • 1161

                #8
                Im not finding these very good. Im seeing too many runs/hits and HBP. Just my opinion

                Comment

                • orye74
                  MVP
                  • Aug 2012
                  • 1161

                  #9
                  Originally posted by orye74
                  Im not finding these very good. Im seeing too many runs/hits and HBP. Just my opinion
                  I take it back last 4 games had some pretty good scoring and the strikeout ration seems good too

                  Comment

                  • Bucsfan99
                    Rookie
                    • Oct 2013
                    • 6

                    #10
                    They've been great! Games have been really exciting so far. Doing a Rays franchise but traded Yandy for Rafaela. Theres been a decent amount of offense but pitching can fight back with a realistic number of strikeouts. Defense is fun and balanced with occasional highlight plays. I like the variability. Steal success seems pretty fair. Thanks for carrying on Nomos legacy. This seems better than past sets with the decent offensive production and not the predictable excessive amount of strikeouts. I think the momentum snowball effect isnt as pronounced as in past games which makes for more realistic unpredictable results
                    Last edited by Bucsfan99; 07-26-2025, 11:20 AM.

                    Comment

                    • DiceMan
                      NBA All Life Team
                      • Mar 2004
                      • 2049

                      #11
                      Decided to give these a go yesterday & I like what I'm seeing so far. Great hit variety & walks on both side stand out.
                      Looks like I'll be running w/Fidelity roster, I tried TrueSim & had 6 hit batters which isn't gonna cut it.
                      PSN: DoubleLGetsBusy
                      NY Knicks
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                      4 Life.....

                      Comment

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