Albert Pujols (hitting 5th) just tried to lay down a suicide squeeze (just fouled off the pitch)... so the issue is not totally gone. But the frequency of seeing those seem to be down quite a bit, and bunt success rate has also a bit decreased I feel. At least I haven't been seeing the bunting issues as often as I used to.
Stats-Based CPU Sliders [MLB 15 Version]
Collapse
Recommended Videos
Collapse
X
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
Albert Pujols (hitting 5th) just tried to lay down a suicide squeeze (just fouled off the pitch)... so the issue is not totally gone. But the frequency of seeing those seem to be down quite a bit, and bunt success rate has also a bit decreased I feel. At least I haven't been seeing the bunting issues as often as I used to. -
Re: Stats-Based CPU Sliders [MLB 15 Version]
Im just getting underway in my RTTS Classic/timing career and I was wondering if these sliders would make the experience more realistic? Armor's sliders are great, but I feel they're geared more towards QC and franchise, I need a set for a classic RTTS experience, thoughts? Recommendations?Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
Im just getting underway in my RTTS Classic/timing career and I was wondering if these sliders would make the experience more realistic? Armor's sliders are great, but I feel they're geared more towards QC and franchise, I need a set for a classic RTTS experience, thoughts? Recommendations?
Specifically, I think you are feeling RTTS plays a bit different because the mode adjust the difficulty level behind the scene, as described in the Strategy Guide:
RTTS shifts hitting and pitching difficulty by 1 level when transitioning between the AA, AAA, and MLB leagues (capped between Rookie and Legend). This rule doesn't directly change your difficulty setting but acts as a modifier to it. Beginner and Dynamic difficulty are unaffected by this rule.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
I don't think there is anything in RTTS that makes sliders work differently, so if you feel something is off that probably comes from some other factors.
Specifically, I think you are feeling RTTS plays a bit different because the mode adjust the difficulty level behind the scene, as described in the Strategy Guide:
If you want to stay in the same difficulty, then you need to change difficulty level accordingly.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
Yes, if you wanna stay on All-star in AA, AAA, MLB, then you set your difficulty to HoF, All-star, Veteran, respectively.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
hey Nomo the walks to strikeouts is a little better this year if you have strike freq at 6 the biggest problem is offense i tried you're 5/5 set its actually the best results offensively. i think power and solid hits needs to be 6 lowering baserunner speed to 4 and increase steal freq to 6. i like most of you're global settings. still a few too many walks i average lets say Kershaw about 5 per 7. there has been some games with 1 or 2 walks which is amazing with QC. the main thing i ask you Nomo should i try contact at 6 to improve batting average? the strikeouts are better this year with QC as well don't want those to go down too much.
am i the only one who tries to use QC for MOM games?
On QC, the Strategy Guide states:
NEW' 'Quick Counts' allows you to significantly speed up games with much shorter at-bats. Instead of starting counts on 0-0, counts will start on middle and late counts. The most common starting counts are 1-1 and 2-1, followed by the 3-2, 2-2, and 1-2 counts. Pitcher versus batter attributes have an influence on how often 3-0 vs 0-2 counts show up, but every batter will see each count. There is a small balancing bonus that helps a batter put the ball into play more often, to compensate for the reduced number of pitches he'll see in an at-bat. Overall, you'll see an increase in strikeouts and base on balls balanced by fewer fouls. Every pitch you throw will be more critical, because there are far fewer of them.
As a rough guideline, if a game would have had 145 pitches thrown without Quick Counts, then with Quick Counts on that would translate to about 80 pitches 'actually thrown' plus an additional 105 'simulated pitches' for a total of 185 pitches. As a compromise for realism, the game corrects for this inflated number by subtracting 1 pitch per plate appearance for display purposes, so that a pitcher's individual pitch count will appear more comparable to a regular game. An extra pitch is subtracted for at-bats ending on a 3-2 count.
The 'Simulated pitches' in Quick Counts drain less energy, to balance out fatigue loss. Quick Counts is set globally when entering a game, and CPU hitters and pitchers will adjust their strategy to take adapt to the higher leverage gameplay balance.
It looks like there are adjustments being made in QC games to account for the "lost" opportunities for batters to put balls in play.
But it's possible those adjustments are not quite enough in CPU vs. CPU games. In general I would try adjustments in the same direction as the game (already) does.
The way I understand is by adding strikes (balls) to the initial count, each at bat has a higher chance of ending in strikeout (walk). If these are inflated by default and those balls in play are not resulting in base hits often enough (i.e., low batting average), then the CPU needs to swing at more of those pitches and/or those pitches swung at need to become base hits more often.
Since you don't really have a decent control over how often CPU swings at pitches through sliders, you cannot really make him swing at pitches more often. Then the question is, how to generate more base hits when CPU does swing at pitches?
It depends on how much down the offense is, but it seems to me if the offense is really down overall (say, an average offensive team is collectively hitting well below MLB average... like .220 or something like that), then I feel it's a good excuse to bump up Contact slider by one or two (or even more). I don't usually use that slider because it affects too many things at once, but improving Vision (ability to put ball in play or foul off), Discipline (ability to swing at good pitches), as well as timing (ability to time pitch better, less fouls/misses) all mostly affect the factors you want to change in the direction you want, so I would just use it.
If you can get the batting average roughly in where you want it to be, then I'd revisit strikeout/walk ratio and think of ways to use Pitcher Control/Consistency/Strike Frequency sliders.
Solid Hit and Power sliders are more about adjusting the ball physics after the ball is put in play, so I'd use them only once you get close enough with more important thing like batting average using stronger sliders like Contact.
I think increasing Steal Frequency is also a good adjustment for lost opportunities in early counts for stealing.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
Domonic Brown (successful and safe at 1st) and Ryan Howard (failed and the runner went down at home) both attempted suicide squeeze in a tie ball game in the 10th. AI manager still likes suicide squeeze a bit much. At least it's not as successful after the patch.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
On QC, the Strategy Guide states:
It looks like there are adjustments being made in QC games to account for the "lost" opportunities for batters to put balls in play.
But it's possible those adjustments are not quite enough in CPU vs. CPU games. In general I would try adjustments in the same direction as the game (already) does.
The way I understand is by adding strikes (balls) to the initial count, each at bat has a higher chance of ending in strikeout (walk). If these are inflated by default and those balls in play are not resulting in base hits often enough (i.e., low batting average), then the CPU needs to swing at more of those pitches and/or those pitches swung at need to become base hits more often.
Since you don't really have a decent control over how often CPU swings at pitches through sliders, you cannot really make him swing at pitches more often. Then the question is, how to generate more base hits when CPU does swing at pitches?
It depends on how much down the offense is, but it seems to me if the offense is really down overall (say, an average offensive team is collectively hitting well below MLB average... like .220 or something like that), then I feel it's a good excuse to bump up Contact slider by one or two (or even more). I don't usually use that slider because it affects too many things at once, but improving Vision (ability to put ball in play or foul off), Discipline (ability to swing at good pitches), as well as timing (ability to time pitch better, less fouls/misses) all mostly affect the factors you want to change in the direction you want, so I would just use it.
If you can get the batting average roughly in where you want it to be, then I'd revisit strikeout/walk ratio and think of ways to use Pitcher Control/Consistency/Strike Frequency sliders.
Solid Hit and Power sliders are more about adjusting the ball physics after the ball is put in play, so I'd use them only once you get close enough with more important thing like batting average using stronger sliders like Contact.
I think increasing Steal Frequency is also a good adjustment for lost opportunities in early counts for stealing.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
thanks Nomo great info I haven't had much time to play lately as i am on the tennis courts quit a bit as a coach and a teaching professional. i will start with the timing this might be the key slider. i think i should keep my strike freq at 6 with QC what do you think? should i still keep consistancy at 4 if i increase timing to 6? thanks for you're time Nomo. i think steal freq also helps keep down DPs at 6 as well for QCs. thanks again Nomo
If your offense is really, really down to the extent that most of your games are low scoring games (which was the case in MLB 14), then rather than making small adjustments like Timing and all these pitching related sliders, I would just start with increasing Contact slider till the batting average becomes roughly .250 - .260 range. I would not mess with others because changing more than one sliders at a time only makes the effects of the change difficult to see.
Only after I get the batting average roughly correct with Contact, I'd start adjusting other minor sliders.
So for example, if I were to use my current CPU vs. CPU sliders as the base for QC CPU vs. CPU games, then I'd start with the current recommended set (which is on the first post of this thread), and then increase Contact till you see the batting average fall in .250 - .260. range.
The rest of the changes depend on what you see in strikeouts, walks, etc.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
By the way, those who are wondering, the usable CPU vs. CPU slider set is tagged as 0524 and in the OP of this thread. I also uploaded it to the slider vault.
Currently recommended set (0524):
Contact: 5
Power: 5
Timing: 5
Foul Frequency: 4
Solid Hit: 6
Starter Stamina: 7
Reliever Stamina: 5
Pitcher Control: 5
Pitcher Consistency: 4
Strike Frequency: 6
Manager Hook: 4
Pickoffs: 5
Pitch Speed: 10
Fielding Errors In: 7
Fielding Errors Out: 2
Throwing Errors In: 3
Throwing Errors Out: 5
Fielder Run Speed: 4
Fielder Reaction: 4
Fielder Arm Strength In: 3
Fielder Arm Strength Out: 5
BR Speed: 5
BR Steal Ability: 10
BR Steal Frequency: 5
Wind: 5
Injury Frequency: 5Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
I know this isn't a slider issue, but have you noticed an issue with how the CPU handles the bullpen? I remembered here (i think) a while ago seeing something about relievers/closers blowing leads a lot.
I was running a CPU vs CPU game last night, Phillies/Rockies, and the Phillies scored 3 in the bottom of the 8th to take a 3-1 lead. So top 9 it's 3-1 and they don't bring Papelbon in to close. They brought another reliever in, so I go to Team Select, go to Phillies just so I can look in their bullpen. 2 other relievers up(neither Papelbon) and it appeared they just started throwing because they had nothing in the warm meter.
The guy in to pitch gets the 1st batter out. THEN they bring Papelbon in. I'm so confused why this happened. It appeared he hadn't warmed up at all and they just threw him in the game.Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
I know this isn't a slider issue, but have you noticed an issue with how the CPU handles the bullpen? I remembered here (i think) a while ago seeing something about relievers/closers blowing leads a lot.
I was running a CPU vs CPU game last night, Phillies/Rockies, and the Phillies scored 3 in the bottom of the 8th to take a 3-1 lead. So top 9 it's 3-1 and they don't bring Papelbon in to close. They brought another reliever in, so I go to Team Select, go to Phillies just so I can look in their bullpen. 2 other relievers up(neither Papelbon) and it appeared they just started throwing because they had nothing in the warm meter.
The guy in to pitch gets the 1st batter out. THEN they bring Papelbon in. I'm so confused why this happened. It appeared he hadn't warmed up at all and they just threw him in the game.
What I notice sometimes is there are a lot of questionable quick hooks when reliever energies are down, while CPU tends to keep a reliever longer that we'd expect in real life, and he doesn't try to match handedness.
At the current state, how the CPU manager handles the bullpen leaves a lot to be desired... to say the least. I don't think I've seen much improvement since I started playing The Show (MLB 10).Comment
-
Re: Stats-Based CPU Sliders [MLB 15 Version]
Hey Nomo, Does it matter what skill level is set at in MoM? Do you recommend one that plays equal?Really wish sports games played to ratings!
Only thing SIM about sports games now, are the team name and players
CFB 25 The absolute GOAT!!!
MLB 23 FOREVER 20 is better, 23 just for Guardians
Madden get rid of the extras (SS/XF, HFA, media, scenarios, game plan) or turn them down considerably.Comment
-
Comment
Comment