Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

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  • Gagnon39
    Windy City Sports Fan
    • Mar 2003
    • 8544

    #286
    Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

    Well, I played a game last night using these sliders (for pitching) and I won 7-0. Of course I had a pretty good pitcher on the hill with Jake Arrieta. The good thing was that I walked three batters and struck out nine. Overall I really liked it and I'm going to keep rolling with classic for a while to see if I can make it work. I love actually walking batters sometimes. It makes the game so much more realistic.

    And to continue the discussion about how to pitch with classic, it amazes me that (like I said before) this has never been discussed in detail by a developer. There seems to be a couple different schools of though on it. The fact that the controller rumbles if you hold down the button long enough suggests that there is definitely more to classic pitching that simply tapping the button. However, I did literally tap the button one time and it said I had and "early" release. I did it later with the same pitch and it said I had a "late" release. I actually do hope release point is something that's determined by the pitcher's rating, his play that day, etc. and is out of our hand. Again, if we can somehow master the pitching mechanic and get "perfect" releases every time, this mechanic becomes no different than analog, meter, or pulse, where eventually you can master it.

    I'd really like to see how this is supposed to work from the horses mouth, from whoever actually codes and makes the game.
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    • Armor and Sword
      The Lama
      • Sep 2010
      • 21794

      #287
      Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

      Originally posted by Gagnon39
      Well, I played a game last night using these sliders (for pitching) and I won 7-0. Of course I had a pretty good pitcher on the hill with Jake Arrieta. The good thing was that I walked three batters and struck out nine. Overall I really liked it and I'm going to keep rolling with classic for a while to see if I can make it work. I love actually walking batters sometimes. It makes the game so much more realistic.

      And to continue the discussion about how to pitch with classic, it amazes me that (like I said before) this has never been discussed in detail by a developer. There seems to be a couple different schools of though on it. The fact that the controller rumbles if you hold down the button long enough suggests that there is definitely more to classic pitching that simply tapping the button. However, I did literally tap the button one time and it said I had and "early" release. I did it later with the same pitch and it said I had a "late" release. I actually do hope release point is something that's determined by the pitcher's rating, his play that day, etc. and is out of our hand. Again, if we can somehow master the pitching mechanic and get "perfect" releases every time, this mechanic becomes no different than analog, meter, or pulse, where eventually you can master it.

      I'd really like to see how this is supposed to work from the horses mouth, from whoever actually codes and makes the game.

      The best advice I can give with Classic Pitching is not to try and dissect this "release point" discussion. I believe that is the dice roll result. early or late release based on the dice roll and how the pitch played out. Not how long your holding the button. I make amazing pitches both tapping, holding, and rumbling. It is a dice roll.

      Instead focus on learning each pitchers makeup and movement of their pitches. Some days Tanaka is not getting good movement on his splitter, some days Bumgarner can't throw his slider effectively. Some days they can dominate. Remember pitcher confidence in their pitches plays a huge role. I do not use visual cues as I play a clean screen. I use good ole baseball instinct. I know if my slider is nasty if I am getting batter chasing and locking up. I know my fastball sucks if I am getting racked when I throw it. It makes the game more real and not so much a video game in that regard. I love no visual cues with that. I do us the ball marker though. On HOF I must.

      Tapping is to get ultimate control but your more in danger of leaving a pitch up in the zone or too perfect for a good hitter to rip.

      Holding longer but before a rumble gives you the best balance of control and velocity/break.

      Holding till the rumble gives you max effort which can lead to the best velocity or break but can back fire with the pitch going wild and a greater loss of control/accuracy.

      I use max effort for country fastballs up or out of the zone on 0-2, 1-2 counts, nasty splitters or sinkers. Or if I am in a real jam, or high pressure count (eg bases loaded 2 outs top or bottom of the 9th) just going for it to get a big K or pitch to bad contact.

      Learning how to set up hitters is the biggest factor in how successful you are pitching with classic. Don't be afraid to walk guys with a base open and 2 outs. Don't be afraid to nibble corners on great hitters and tryu not to leave a pitch out over the plate or hang a breaking pitch. On HOF you will pay and pay dearly.

      Again. It takes practice and feel and getting to know each and every pitcher on your staff.

      The other thing that makes Classic so great is sometimes your Ace will just not have "it" and sometimes your 5th starter can pitch a gem.

      But in the end the ratings typically play out very well and the "reversion to the mean" usually plays out across the league with most pitchers. Sometimes you will have that magical break out or career year with a 3rd or 4th starter. It's fun when it happens.

      Again though don't be afraid to throw pitches out of the zone. And also sometimes you will aim out of the zone...but the pitch will end up in it....that's called a mistake pitch. IRL it happens. You can't be pin point perfect with every pitch. And on Meter and Analog you can be if you get really really good with the interface. With Classic...even if your really proficient (I consider myself highly proficient with it, I even play online with it with great success), you will have games your guy does not have it, and you will have mistake pitches. Sometimes you may have a rough first inning and recover. Sometimes you can be cruising for 6 innings and all of a sudden the it all falls apart on one blooper, a walk and then a 3R blast into the upper decks. It's freaking awesome.


      That is the charm of the interface as well as timed hitting. It's playing Strao-matic/Statis-Pro video game baseball. User input but just enough under the hood ratings driven dice rolls to give you variety and statistical fun.

      FUN FUN FUN.......just play away man. Don't analyze it too much.
      Last edited by Armor and Sword; 04-12-2016, 09:31 AM.
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      • Armor and Sword
        The Lama
        • Sep 2010
        • 21794

        #288
        Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

        Version 2.1 is now updated on the OP

        Moved up Infield and Outfield errors back to default (5)
        Moved Injuries back up to 8 (from 7)
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        • KBLover
          Hall Of Fame
          • Aug 2009
          • 12172

          #289
          Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

          Originally posted by stealyerface
          So if the button press/hold is meaningless, and the pitch effectiveness is based solely on a dice roll and the algorithm therein- based on the ratings for the pitcher, it would stand to reason the tapping the button would make the most sense, as to conserve energy for the pitcher.
          I would imagine that's how real pitchers go, especially starters. If they can throw 93-98, they save the 98 for key spots/pitches, especially if the 93 is moving and getting bad contact/misses.

          In fact, for starters, I tend to rarely use max effort except in key spots or if the pitcher is really having problems with a pitch, I might try a max effort early in the count because a) the batter might me more likely to take at 0-0, 1-0 and b) if the pitch is not moving well, max effort might actually make it move so I don't have to act like he doesn't have the pitch at all that day.

          For relievers, I reverse that. Max effort just about every pitch unless he's really having problems finding the zone/his spots. Then I might dial it back a little to maybe help him get into a flow (raise his confidence/pitch command meters). Then back to max effort after a few strikes or getting a batter out to see if his head (or arm) is in it.

          I believe that's how irl relievers pitch and lets the good ones post stats that rival (or surpass) the top SP for the inning or so they are out there.



          Originally posted by stealyerface
          If a long press and hold uses more effort, but does not enhance the pitch itself, due to the particular dice-roll coming up with "Too Early", then you could waste effort and endurance on a curve ball that hung, because that particular pitch was destined to hang, based on the mathematical equation for that pitch.
          High effort is a sort of risk-reward situation. A high effort curve might rival Sandy Koufax, but if the pitcher messes something up, he might end up with nothing. Of course, a "low effort" curve could end up with nothing, too, but it's more repeatable and less likely for something to break down in mechanics, especially if the pitcher has good command/mechanics in the first place (good BB/9, control on the pitch).

          But high effort does impact the pitch. I can see the difference in a "tap curve" and a "mash the X button down because I'm in a tense spot and damn it that thing better dig a hole under home plate like on a Bugs Bunny cartoon"

          Likewise with the moving fastballs. My ace hits 102 more with his fastball if I high effort. I remember when I had Marmol and Henry Rodriguez in my bullpen in MLB14. Max effort for them was "fair warning, I don't know where this will go, but I just know it's coming hard, fast and with movement"


          Originally posted by stealyerface
          I get the dice-roll randomization of the pitching, and the idea of ratings over mini-game. I'm cool with that. But why add a feedback for the pitcher, that in no way relates to the input?
          I think because the ratings determine the "input" the pitcher used (i.e. ratings and sliders impact the likelihood of "perfect meter input" and how off it is when not perfect). It's like the meter or such is still there...somewhere...but instead of us doing it, the pitcher is "doing it" on his own.

          I also think it can be a clue to whether he has it or not. If I see a pitcher that's going Late, Late, Late, Early, Just Late, Just Early...it's going to be a long day unless he catches some breaks.

          Also, perhaps some pitches act a certain way based on early/late release. It might can tell you how the pitcher is tending to miss. If late = missing in the direction of the movement, then maybe adjust the aim point to try to accommodate that - of course if he misses early, it might be ugly. Perhaps that's what consistency slider does to Classic pitching - determine how "clustered" his misses are. When I use 0 consistency setup makes it harder for me to do that...consistently? I wonder if 10 consistency would cause the misses to be more one way or another.

          I liken it to being more pitching coach and catcher more than pitcher. As he flying open constantly? Is he just erratic? Is he missing high? Etc. I'm calling for pitches and where, the pitcher has to try to hit the target. Based on what I'm seeing (as a catcher), and try to guide my pitcher to help his stuff get to where it needs to.
          "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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          • tc020791
            MVP
            • Sep 2010
            • 2012

            #290
            Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

            Armor

            Are you positive that when you turn the ball marker off for pitching that it reflects the pitch trail still. i.e. You put the pitch where you want it to start, not finish. Versus the classic marker where you just place it where you want it to finish. Thanks for the help. I can't seem to figure out which its doing.


            Sent from my iPhone using Tapatalk

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            • Armor and Sword
              The Lama
              • Sep 2010
              • 21794

              #291
              Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

              Originally posted by tc020791
              Armor

              Are you positive that when you turn the ball marker off for pitching that it reflects the pitch trail still. i.e. You put the pitch where you want it to start, not finish. Versus the classic marker where you just place it where you want it to finish. Thanks for the help. I can't seem to figure out which its doing.


              Sent from my iPhone using Tapatalk
              Any pitch with movement has the small arrows showing how it will break. If I turn off the ball market I have to know each pitchers yellow arrows for all pitched other than a 4 seam fastball.

              It's extremely hard. I recommend classic ball marker on.
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              • Smallville102001
                All Star
                • Mar 2015
                • 6542

                #292
                Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                I am keeping a eye on this thread right now. I have found that Armor and sword as similar skill level to me in sports games and his sliders tend to be good for me or at least close and give me ideas to work with. Like in madden I had to have Run blocking much higher then him but I did like the 65 setting for WR. I am starting to think I may have to play at HOF this year. I think the game may be easier this year. In the past I was all star. Right now I have been playing on DD and I have gotten hitting up to all star and HOF for pitching. In the past like right when I got to all star+ pitching the CPU was to good at hitting and for me to hit I had to play at all star with some of my hitting sliders up. I have only been at all star+/HOF pitching for like 2 games and all star hitting for like a game. But considering in the past once I got to all star+ pitching the CPU would hit ever thing and I have not seen that yet I think HOF may work and considering pitch speed is slow this year and considering it fills like it is easier to place the PCI on the ball this year HOF may be right. I am going to see if I even get up to HOF+ in the next few games and if not then go back to HOF. So what do you think Armor do you think HOF both hitting and pitching sounds right for me?

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                • tree3five
                  MVP
                  • Aug 2002
                  • 4006

                  #293
                  Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                  Which slider would I increase if I wanted to hit a few more HRs?

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                  • PhilliesFan13
                    Banned
                    • May 2009
                    • 15651

                    #294
                    Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                    Originally posted by tree3five
                    Which slider would I increase if I wanted to hit a few more HRs?
                    Power slider.

                    Sent from my LGLS991 using Tapatalk

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                    • KBLover
                      Hall Of Fame
                      • Aug 2009
                      • 12172

                      #295
                      Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                      Originally posted by tree3five
                      Which slider would I increase if I wanted to hit a few more HRs?

                      Are you hitting a lot of warning track outs with power guys? I like raising Power up a click. Seems to have the least side effects and 1 notch shouldn't turn mediocre power guys into sluggers.
                      "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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                      • tree3five
                        MVP
                        • Aug 2002
                        • 4006

                        #296
                        Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                        Thanks guys I figured increase the power slider, then I thought maybe that was too obvious, lol. I am the pirates so not a lot of power on the team, but I would like to have a 30+ HR guy anyway

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                        • gohio3839
                          Rookie
                          • May 2014
                          • 32

                          #297
                          Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                          Starter Stam at 7??
                          isn't that a little to high? anyone else feeling this?

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                          • mbergh22
                            MVP
                            • Mar 2007
                            • 1380

                            #298
                            Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                            Originally posted by gohio3839
                            Starter Stam at 7??
                            isn't that a little to high? anyone else feeling this?
                            No its been good

                            Sent from my SM-T810 using Tapatalk

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                            • Armor and Sword
                              The Lama
                              • Sep 2010
                              • 21794

                              #299
                              Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                              Originally posted by gohio3839
                              Starter Stam at 7??
                              isn't that a little to high? anyone else feeling this?
                              Working like a charm.

                              If you don't like it you can lower it to 6.
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                              • joshv21
                                Rookie
                                • Sep 2015
                                • 9

                                #300
                                Re: Armor & Sword & Marino's MLB The Show 16 Timed/Classic Simulation Sliders

                                Can't get over how much I love these. Through 16 games in my cubs franchise everything looks so realistic and such fun and competitive games. This isn't 'slider' related but with injuries and what not playing a big part in your franchise at times, what's the deal with players energy levels? When is it time for you to gove them a day off? Does low energy and still playing drastically incrsse hance of injury or just have an effect on performance? I'm not sure either or therefore I give my guys the day off when they are about half stamina..is that to soon?

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