Itbeme23 True Simulation Sliders - 2016
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Re: Itbeme23 True Simulation Sliders - 2016
I'm still on the fence about HoF, but I'm leaning towards going back to All-Star difficulty. I admit there are some benefits of the increased challenge and walk totals, but for me personally, the unpredictability just kills it for me. I feel like I'd have to go back to the drawing board and revamp both User Pitching and CPU hitting sliders if I choose to stay on HoF. I tested at 1/1 in my final game last night, and the results weren't much better. If anything, the CPU was more aggressive than the previous two games at 0/0 and 0/1. I'm sure there is a winning combo of sliders to balance the game out on HoF, but I'm not sure that I want to invest the time and testing to find out.
I think I will go back to 0/0 on All-Star, and refine the CPU hitting sliders from there. My observations were very similar to KB's, and it just wasn't an enjoyable experience for me.Comment
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Re: Itbeme23 True Simulation Sliders - 2016
Playing a game Angels (me) @ Royals. Weaver and Ian Kennedy pitching. And I'm actually going to play without using quick counts. Hopefully it doesn't take too long to finish lolComment
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Re: Itbeme23 True Simulation Sliders - 2016
Game 3
All-Star Pitching (0/0 Control, Consistency)
LAD: 3 8 0
TEX: 1 4 0
Win: C. Kershaw - 7 IP, 3 H, 1 R, 1 ER, 1 BB, 10 K, 115 Pitches, 74 Strikes, 41 Balls, 64% Overall Strikes, 60% First Pitch Strikes
Loss: C. Hamels - 6 IP, 5 H, 2 R, 2 ER, 0 BB, 7 K, 81 Pitches, 60 Strikes, 21 Balls, 74% Overall Strikes, 77% First Pitch Strikes
Save: K. Jansen
Team Pitching:
LAD: 146 Pitches, 93 Strikes, 53 Balls, 64% Overall Strikes, 64% First Pitch Strikes
TEX: 121 Pitches, 91 Strikes, 30 Balls, 75% Overall Strikes, 76% First Pitch Strikes
Team Strikeouts:
LAD: 11
TEX: 15
Team Walks:
LAD: 0
TEX: 2
Team Hitting:
LAD:
HR: Y. Puig
8 Hits/34 At-Bats = .235 BA
TEX:
HR: R. Odor
4 Hits/31 At-Bats = .129 BA
Team Baserunning:
LAD:
SB: Y. PuigComment
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Re: Itbeme23 True Simulation Sliders - 2016
@itbeme23 I have a question for you, I have always use metered pitching but wanted to try classic so I played an exhibition game and the only time that my controller rumbles is when I put the ball outside of the strike zone so I was wondering if I was doing something wrong, also I know you press x to throw the pitch but do I just tsp it r hold it down I am kind of lost about how to change velocity.Madden 18Kansas City ChiefsYr 1 (0-0) Pre-Season (0-1)
Follow Me On Twitchhttps://www.twitch.tv/bigbadjzComment
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Re: Itbeme23 True Simulation Sliders - 2016
Couldn't finish game with quick counts off lol. I'm way too impatient at the plate for it to be off (so used to quick counts now). Anyways, I finally got a game in. Brewers @ Nationals (me). Was curious to see how I'd do against a bad team. Well...
MIL 2 6 1
WAS 8 14 0
Starting pitchers
M. Scherzer: 8.1ip 6h 2r 2er 3bb 11k 123 pitches (zero energy at pitch 120. This sound okay?)
J. Nelson: 4.1ip 9h 5r 5er 1bb 4k
Nats hitting: Ben Revere 4 for 5 2b, rbi, run
Wilson Ramos 2 for 4 hr
Ryan Zimmerman 3 for 4 rbi, run
Definitely felt good to get a good offensive game with dominant starting pitching with Scherzer against a bad team.
My noticings this far: Baserunner speed at default 5 IMO creates runners being thrown out at bases (especially at home) too much. They are of course getting to the base quickly enough they seem to feel they can make take the extra base.
I've had it set to 4 the last few games and seeing much better baserunning. I got a double down the line with Ramos who has 27 speed. He just made it sliding in before the ball got there but that seemed realistic to me. That's just one example of better baserunning with BR speed at 4.
Another noticing is OF errors seem to be too high on default. I saw Jarrod Dyson drop a lazy fly ball, and Ryan Braun (while not a great fielder) whiffed the ball when he went to pick it up on a simple line drive single to left. I know these things do happen but I'm seeing some odd errors made a little too often for my liking. What is everyone else seeing with OF errors and errors in general?
Lastly, I have a question about SP stamina. I went for the CG with Scherzer but couldn't hang on in the 9th. At pitch 120 he was out of energy with your SP stamina at 4. This setting looks good for games played. I have a question however. How does this setting affect a franchise? Do SP still have full energy in 4-5 days?
Love the sliders man! I'm good with Allstar pitching with 0/0 control/consistency setting and Veteran level hitting.Comment
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Re: Itbeme23 True Simulation Sliders - 2016
Game 4
All-Star Pitching (0/0 Control, Consistency)
LAD: 3 9 1
TEX: 4 7 0
Win: T. Barnette
Loss: J. Howell
Save: S. Tolleson
Starting Pitching:
R. Stripling: 6 IP, 3 H, 1 R, 1 ER, 5 BB, 4 K, 104 Pitches, 61 Strikes, 43 Balls, 59% Overall Strikes, 60% First Pitch Strikes
D. Holland: 6 IP, 6 H, 3 R, 3 ER, 0 BB, 1 K, 83 Pitches, 55 Strikes, 28 Balls, 66% Overall Strikes, 58% First Pitch Strikes
Team Pitching:
LAD: 159 Pitches, 95 Strikes, 63 Balls, 60% Overall Strikes, 57% First Pitch Strikes
TEX: 137 Pitches, 84 Strikes, 53 Balls, 61% Overall Strikes, 47% First Pitch Strikes
Team Strikeouts:
LAD: 3
TEX: 7
Team Walks:
LAD: 2
TEX: 7
Team Hitting:
LAD:
2B: A. Gonzalez, S. Van Slyke
HR: Y. Puig
9 Hits/36 At-Bats = .250 BA
TEX:
2B: S. Choo
7 Hits/28 At-Bats = .250 BA
Team Baserunning:
TEX:
SB: D. DeShields Jr., E. Andrus
Team Errors:
LAD:
A. Barnes (Fielding)
Notes:
I'll elaborate on this later, but there will be changes to the sliders on the first page. I think I'm very close to finding a solution to balance the CPU's overagressiveness at the plate, while providing them with a realistic offense.
CPU Contact: 2
CPU Solid Hits: 7
CPU Foul Frequency: 7
I'd like to get you guys to test this, and provide feedback when you can.Comment
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Re: Itbeme23 True Simulation Sliders - 2016
Played one last quick game. Twins (me) @ Orioles.
MIN 6 13 0
BAL 5 7 0
Starting pitchers
C. Tillman 5.0ip 10h 4er 0bb 4k
E. Santana 5.2ip 5h 2er 4bb 6k
Twins pitching walked 8 and had 13k
Orioles pitched walked 1 and had 7k
What are you seeing with cpu strikeouts? It seems most of the strikeouts are swinging and missing. Contact at 3 feels low. Thoughts?
My offense was on again with 13 hits and I hit 3hr this game. My next game I'll make sure to face off against an ace pitcher to see and feel the difference, although Tillman is no slouch.Comment
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Re: Itbeme23 True Simulation Sliders - 2016
Yeah I think the contact might have to drop to 4, and the pitching control and consistanty for CPU drop to 2, soon as I have it on 5 I hit real good and more fly balls happen then strikes, also it looks like from reading peoples scores not many walks against CPU??
good variety of games so far!Comment
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Re: Itbeme23 True Simulation Sliders - 2016
How are you guys getting stats if there is no ability to see Team total stats! ???Comment
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Re: Itbeme23 True Simulation Sliders - 2016
Okay, I focused on playing yesterday. I wanted to make sure I got the stats up in the thread for everybody to see, and I'm going to elaborate on what I observed from the three games I played last night.
Note: I didn't post stats from my final game because I was too tired to do so.
1. All-Star Pitching at 0/0 is providing the the type of experience I was hoping to get when I tested on Hall of Fame. However, there are far less quirks on AS than there is on HOF. Will you miss your spots sometimes? Yes. Those instances where you try to throw a strike, but instead miss far off the plate still happen, as well as when you try to paint the black and you end up throwing a meatball. However, those things happen in real life, too. The main thing that I noticed was the horrible unpredictability that comes along with HOF difficulty, just doesn't exist on All-Star. I'm back to getting the best of both worlds: the pitcher's ratings are still having the most affect on the outcome of the game, AND MY ability to locate, execute the pitches, and set up hitters is coming into play on every at-bat. I thought I would never see another game where I issue 5 walks to the CPU (which was on HOF difficulty), but the Rangers ended up working 7 WALKS on me last night, and that was on All-Star!!! I feel confident in saying with a little more refining to the CPU hitting sliders, this will be the most realistic and enjoyable Classic pitching experience I've ever had in The Show.
2. CPU Hitting Sliders
- Here's the deal. I've played a hell of a lot of games with User Control and Consistency at low settings. It's quite simple, the lower those settings are, the more aggressive the CPU is early in the at-bat. I've already mentioned the "domino-effect" that causes in many of my previous posts. Because we are now operating with Control/Consistency at 0/0, the CPU recognizes that, and they still try to ambush strikes early in the count. My initial thoughts on a solution to that issue was to lower CPU Contact to 3, which seemed to work well last season. However, last season my User Control and Consistency sliders were higher. With CPU Contact at 3, the CPU was still being too aggressive early in the count. So, I decided to lower CPU Contact by another click to 2. In slider making, understanding what each slider does, and how sliders affect each other as a whole is EXTREMELY IMPORTANT. I've been doing this long enough to where I understand the consequences of adjusting sliders. For example, the main aspects of the game (outside of the actual slider "definition") that the Contact slider affects are strikeouts and hits per game. In having the Contact slider at 2, the CPU stirkeouts would inevitably increase, and their hit totals would take a dive. I've played enough games to know this WILL happen, without even needing to test. As a result, I decided to raise CPU Foul Frequency to 7, which will cut down on the strikeouts, as well as increase battles at the plate. Those "battles"....the grueling 10-pitch at-bats not only keep User pitch counts in realistic ranges, but they also make you WORK for that strikeout. Personally, it's much more rewarding to me to strike a guy out after a 5 or 6 pitch battle (especially on a huge full count), than it is to wipe a guy out on 3 pitches. Now, CPU Contact at 2 definitely has an effect on CPU offense. It's definitely noticeable that the CPU offense suffers with a Contact slider set this low. I thought that raising CPU Solid Hits to 7 would help with this, but based on what I've seen, I'm thinking it may need to go even higher than that. Right now, when the CPU makes contact, it's usually of the slow roller, chopper, pop-up, with the occasional line drive or extra base hit. My goal is to get those results more balanced. To put it simply, when the CPU DOES make contact, it needs to count. I want to see more baserunners as a result of their ability to hit, rather than because of the walks I'm issuing. I want to see them rally. Solid hits is the slider that has the most affect on batting averages, so I'm sure this slider holds the key to the results I'm looking for.
By the way, the sliders have been updated on the first page.
Changes are highlighted in BOLD PURPLE.Comment
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Re: Itbeme23 True Simulation Sliders - 2016
Okay, I focused on playing yesterday. I wanted to make sure I got the stats up in the thread for everybody to see, and I'm going to elaborate on what I observed from the three games I played last night.
Note: I didn't post stats from my final game because I was too tired to do so.
1. All-Star Pitching at 0/0 is providing the the type of experience I was hoping to get when I tested on Hall of Fame. However, there are far less quirks on AS than there is on HOF. Will you miss your spots sometimes? Yes. Those instances where you try to throw a strike, but instead miss far off the plate still happen, as well as when you try to paint the black and you end up throwing a meatball. However, those things happen in real life, too. The main thing that I noticed was the horrible unpredictability that comes along with HOF difficulty, just doesn't exist on All-Star. I'm back to getting the best of both worlds: the pitcher's ratings are still having the most affect on the outcome of the game, AND MY ability to locate, execute the pitches, and set up hitters is coming into play on every at-bat. I thought I would never see another game where I issue 5 walks to the CPU (which was on HOF difficulty), but the Rangers ended up working 7 WALKS on me last night, and that was on All-Star!!! I feel confident in saying with a little more refining to the CPU hitting sliders, this will be the most realistic and enjoyable Classic pitching experience I've ever had in The Show.
2. CPU Hitting Sliders
- Here's the deal. I've played a hell of a lot of games with User Control and Consistency at low settings. It's quite simple, the lower those settings are, the more aggressive the CPU is early in the at-bat. I've already mentioned the "domino-effect" that causes in many of my previous posts. Because we are now operating with Control/Consistency at 0/0, the CPU recognizes that, and they still try to ambush strikes early in the count. My initial thoughts on a solution to that issue was to lower CPU Contact to 3, which seemed to work well last season. However, last season my User Control and Consistency sliders were higher. With CPU Contact at 3, the CPU was still being too aggressive early in the count. So, I decided to lower CPU Contact by another click to 2. In slider making, understanding what each slider does, and how sliders affect each other as a whole is EXTREMELY IMPORTANT. I've been doing this long enough to where I understand the consequences of adjusting sliders. For example, the main aspects of the game (outside of the actual slider "definition") that the Contact slider affects are strikeouts and hits per game. In having the Contact slider at 2, the CPU stirkeouts would inevitably increase, and their hit totals would take a dive. I've played enough games to know this WILL happen, without even needing to test. As a result, I decided to raise CPU Foul Frequency to 7, which will cut down on the strikeouts, as well as increase battles at the plate. Those "battles"....the grueling 10-pitch at-bats not only keep User pitch counts in realistic ranges, but they also make you WORK for that strikeout. Personally, it's much more rewarding to me to strike a guy out after a 5 or 6 pitch battle (especially on a huge full count), than it is to wipe a guy out on 3 pitches. Now, CPU Contact at 2 definitely has an effect on CPU offense. It's definitely noticeable that the CPU offense suffers with a Contact slider set this low. I thought that raising CPU Solid Hits to 7 would help with this, but based on what I've seen, I'm thinking it may need to go even higher than that. Right now, when the CPU makes contact, it's usually of the slow roller, chopper, pop-up, with the occasional line drive or extra base hit. My goal is to get those results more balanced. To put it simply, when the CPU DOES make contact, it needs to count. I want to see more baserunners as a result of their ability to hit, rather than because of the walks I'm issuing. I want to see them rally. Solid hits is the slider that has the most affect on batting averages, so I'm sure this slider holds the key to the results I'm looking for.
By the way, the sliders have been updated on the first page.
Changes are highlighted in BOLD PURPLE.
I plan on getting a few games in tonight... Should I try CPU Solid Hits at 8?
Sent from my LG G2 using TapatalkMilwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin BadgersComment
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Re: Itbeme23 True Simulation Sliders - 2016
How long are you leaving your starters in with stamina at four? I try to get em out about the time they seem to become "tired". Which for my guys is around 80-95 pitches. I will pitch w em longer if I am leading by enough. This is with my stamina at 7. And I mix how hard I throw my pitches in classic.Comment
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