Itbeme23 True Simulation Sliders - 2016

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  • itbeme23
    Pro
    • Sep 2007
    • 875

    #106
    Re: Itbeme23 True Simulation Sliders - 2016

    Game 6

    CPU Contact: 2
    CPU Solid Hits: 9

    LAD: 10 16 0
    COL: 4 9 1

    Win: S. Kazmir - IP, 5 H, 4 R, 4 ER, 2 BB, 8 K, 95 Pitches, 64 balls, 31 balls, 67% Overall Strikes, 50% First Pitch Strikes

    Loss: J. De La Rosa - 4.1 IP, 9 H, 6 R, 6 ER, 0 BB, 4 K, 76 Pitches, 54 Strikes, 22 Balls, 71% Overall Strikes, 67% First Pitch Strikes

    Team Pitching:

    LAD: 138 Pitches, 92 Strikes, 46 Balls, 67% Overall Strikes, 49% First Pitch Strikes

    COL: 158 Pitches, 107 Strikes, 51 Balls, 68% Overall Strikes, 60% First Pitch Strikes

    Team Strikeouts:

    LAD: 7
    COL: 10

    Team Walks:

    LAD: 0
    COL: 3

    Team Hitting:

    LAD:
    2B: C. Seager (2), A. Gonzalez, J. Turner (2), Y. Puig (2), S. Van Slyke, (3)
    HR: Y. Puig
    16 Hits/41 At-Bats = .390 BA

    COL:
    2B: M. Reynolds, B. Paulsen, N. Hundley
    3B: D. LeMahieu (2)
    HR: C. Gonzalez
    9 Hits/34 At-Bats = .265 BA

    Team Errors:

    COL:
    T. Story (Throwing)


    NOTES TO FOLLOW IN LATER POST.

    I'm hungry....LOL

    Comment

    • itbeme23
      Pro
      • Sep 2007
      • 875

      #107
      Re: Itbeme23 True Simulation Sliders - 2016

      Game 7

      CPU Contact: 2
      CPU Solid Hits: 10
      CPU Control: 2
      CPU Consistency:2
      CPU Strike Frequency: 2

      LAD: 7 9 0
      COL: 6 9 0

      Win: Y. Garcia
      Loss: C. Bettis
      Save: K. Jansen

      Starting Pitching:

      A. Wood: 4.1 IP, 8 H, 6 R, 6 ER, 1 BB, 4 K, 93 Pitches, 60 Strikes, 33 Balls, 65% Overall Strikes, 68% First Pitch Strikes

      C. Bettis: 4.2 IP, 6 H, 7 R, 4 ER, 3 K, 94 Pitches, 58 Strikes, 36 Balls, 62% Overall Strikes, 57% First Pitch Strikes

      Team Pitching:

      LAD: 159 Pitches, 101 Strikes, 58 Balls, 64% Overall Strikes, 61% First Pitch Strikes
      COL: 146 Pitches, 92 Strikes, 54 Balls, 63% Overall Strikes, 55% First Pitch Strikes

      Team Strikeouts:

      LAD: 6
      COL: 12

      Team Walks:

      LAD: 1
      COL: 3

      Team Hitting:

      LAD:
      2B: A. Gonzalez, C. Crawford
      HR: A. Gonzalez, Y. Puig, C. Utley
      9 Hits/35 At-Bats = .257 BA

      COL:
      HR: N. Arenado, T. Story, R. Raburn
      9 Hits/35 At-Bats = .257 BA

      Team Baserunning:

      COL:
      SB: C. Blackmon

      Team Errors:

      COL:
      T. Story (Throwing)

      Comment

      • itbeme23
        Pro
        • Sep 2007
        • 875

        #108
        Re: Itbeme23 True Simulation Sliders - 2016

        Okay, I wanted to share my observations with the guys who are still using this set.

        1. User Hitting Sliders

        I really haven't found a reason to deviate from default for the User hitting sliders. I feel like I've been getting a variety of realistic results depending on which pitchers I'm matched up against and the ballparks I'm playing in. My offensive stats have bit inflated the past couple of games, but keep in mind, I'm playing against a horrible Rockies pitching staff at Coor's Field. In that respect, I feel that the offensive stats are completely realistic. I plan on playing the Mets in my next series, and I'm sure my offense won't be as potent, which is exactly the way it should be.

        2. CPU Pitching Sliders

        Initially, I didn't want to change my 3,3,2 setup for CPU Control, Consistency and Strike Frequency. Up until recently, I didn't think there was a need, because strike percentages were within realistic ranges for the most part. Even though I hold strike percentages as one of the main bases of my slider sets, something else that I try to pay attention to while playing test games is count VARIETY. I don't want every pitcher to constantly be ahead in the count, nor do I want to be in hitter's counts all the time. And in recent games, I was feeling like the CPU was pounding the zone a bit too much, and even though strike percentages were still reasonable, I feel that it really had a negative affect on the user's ability to draw walks. For that reason, I've began testing with Control, Consistency, and Strike Frequency all at 2. I found that there is much more varied balance between pitcher's and hitter's counts, and I feel like user walks will benefit from this change as well. Somebody in the thread made this observation earlier. I can't remember who it was, but thanks.

        3. CPU Hitting

        I know that my settings are likely going to be a hell of a lot different from other slider makers, and that's okay with me. I've always tried to use some out of the box thinking when it comes to coming up with my sliders. In order to do that, you have to be willing to try things that are out of the ordinary. My goals, along with other slider makers in this community, is to have a statistically realistic, enjoyable, simulation baseball experience. I've said this many times in years past, but I will repeat it. Every time I adjust a slider, it's with a SPECIFIC statistical result in mind. From the moment that I tried User Control/Consistency at 0, I knew that was what I wanted to base my CPU Hitting sliders around. I've already explained my reasoning for putting Contact at 2. It's the only setting that I've found up to this point that has balanced out the CPU's over-aggressiveness early in the count. I'm fairly certain I will be leaving that setting as-is. Now, somebody else in the thread also suggested that CPU Solid Hits would need to be very high in order to compensate for the drop in Contact. This was an excellent observation, and it likely saved me quite a bit of time, because of testing at 8 like I had initially thought of, I jumped to 9 and 10, and WOW! This is exactly what I was talking about when I said that I wanted to have the challenge of the User Pitching, and I also wanted to fear (sometimes) the CPU offense. I wanted them to be able to be able to not only generate baserunners from User BBs, but also from their own ability to hit. I wanted to see rallies, and so far I have. The best part is, I haven't seen a need to adjust CPU Power or Timing, which is what my initial fear was when I considered raising Solid Hits. It's very early, but I'm extremely encouraged by the results I've seen up to this point.

        I will update the sliders in the first post.

        Comment

        • movies2090
          Rookie
          • Mar 2004
          • 45

          #109
          Re: Itbeme23 True Simulation Sliders - 2016

          Originally posted by itbeme23
          Okay, I wanted to share my observations with the guys who are still using this set.

          1. User Hitting Sliders

          I really haven't found a reason to deviate from default for the User hitting sliders. I feel like I've been getting a variety of realistic results depending on which pitchers I'm matched up against and the ballparks I'm playing in. My offensive stats have bit inflated the past couple of games, but keep in mind, I'm playing against a horrible Rockies pitching staff at Coor's Field. In that respect, I feel that the offensive stats are completely realistic. I plan on playing the Mets in my next series, and I'm sure my offense won't be as potent, which is exactly the way it should be.

          2. CPU Pitching Sliders

          Initially, I didn't want to change my 3,3,2 setup for CPU Control, Consistency and Strike Frequency. Up until recently, I didn't think there was a need, because strike percentages were within realistic ranges for the most part. Even though I hold strike percentages as one of the main bases of my slider sets, something else that I try to pay attention to while playing test games is count VARIETY. I don't want every pitcher to constantly be ahead in the count, nor do I want to be in hitter's counts all the time. And in recent games, I was feeling like the CPU was pounding the zone a bit too much, and even though strike percentages were still reasonable, I feel that it really had a negative affect on the user's ability to draw walks. For that reason, I've began testing with Control, Consistency, and Strike Frequency all at 2. I found that there is much more varied balance between pitcher's and hitter's counts, and I feel like user walks will benefit from this change as well. Somebody in the thread made this observation earlier. I can't remember who it was, but thanks.

          3. CPU Hitting

          I know that my settings are likely going to be a hell of a lot different from other slider makers, and that's okay with me. I've always tried to use some out of the box thinking when it comes to coming up with my sliders. In order to do that, you have to be willing to try things that are out of the ordinary. My goals, along with other slider makers in this community, is to have a statistically realistic, enjoyable, simulation baseball experience. I've said this many times in years past, but I will repeat it. Every time I adjust a slider, it's with a SPECIFIC statistical result in mind. From the moment that I tried User Control/Consistency at 0, I knew that was what I wanted to base my CPU Hitting sliders around. I've already explained my reasoning for putting Contact at 2. It's the only setting that I've found up to this point that has balanced out the CPU's over-aggressiveness early in the count. I'm fairly certain I will be leaving that setting as-is. Now, somebody else in the thread also suggested that CPU Solid Hits would need to be very high in order to compensate for the drop in Contact. This was an excellent observation, and it likely saved me quite a bit of time, because of testing at 8 like I had initially thought of, I jumped to 9 and 10, and WOW! This is exactly what I was talking about when I said that I wanted to have the challenge of the User Pitching, and I also wanted to fear (sometimes) the CPU offense. I wanted them to be able to be able to not only generate baserunners from User BBs, but also from their own ability to hit. I wanted to see rallies, and so far I have. The best part is, I haven't seen a need to adjust CPU Power or Timing, which is what my initial fear was when I considered raising Solid Hits. It's very early, but I'm extremely encouraged by the results I've seen up to this point.

          I will update the sliders in the first post.


          I am doing a 10 game test with these changes. 2 games in. Hope to be done by Wednesday and will report back.

          Comment

          • Powerplay17
            Banned
            • Mar 2014
            • 29

            #110
            Re: Itbeme23 True Simulation Sliders - 2016

            Some feedback, played as Rays vs. Twins using these sliders except for default pitch speed.

            5-0 win for Rays on 9 hits with 5 solo homers and only 4 hits for Twins. I really like these but a little concerned with the homers as I hit back, to back, to back in the 5th to put the game away.

            Archer left with two outs in the 4th with a separated shoulder. Still had 9 k's.

            Comment

            • The Kid 24
              It's Show Time!
              • Jan 2007
              • 14762

              #111
              Re: Itbeme23 True Simulation Sliders - 2016

              Played my 2nd game with the sliders... Im still using the CPU Contact 2/CPU Solid Hits 8 sliders.

              After my 1st game being a slugfest... I was super happy to see a pitchers duel... I was Phillies at Pirates... Hellickson and Cole we're both dominate... Cole had a No-No thru 6 innings.

              Im too tired to post my box score... But I will post this much.

              PHI - 2 5 0
              PIT - 1 6 0

              It was a great game! It... You're a slider god!

              Sent from my LG G2 using Tapatalk
              Last edited by The Kid 24; 04-10-2016, 07:55 PM.
              Milwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin Badgers

              Comment

              • movies2090
                Rookie
                • Mar 2004
                • 45

                #112
                Re: Itbeme23 True Simulation Sliders - 2016

                Attached you should see my stats for the 10 game test I did in my franchise. I was the Brewers. I did go 9-1 in those 10 games. Sliders mostly the same, but a few changes: I ran w human contact at 4 and cpu solid hits at 9 and base runner steal frequency at 5.

                All in all a decent test run. Obviously 10 games isn't a huge test and I did go 9-1 in that time (which is a first for me). I did have some varying degree of games though. I'll definitely have to raise steal frequency as I didn't see much of that (and I don't steal too much). I still don't strike out enough (though didn't fsce any real aces) and the CPU still strikes out too much. Doubles were good but very few homeruns. Let me know if u want anymore info from my games. Hope this helped
                Attached Files

                Comment

                • itbeme23
                  Pro
                  • Sep 2007
                  • 875

                  #113
                  Re: Itbeme23 True Simulation Sliders - 2016

                  Guys,

                  For some reason, OS is wreaking havoc on my Mac. Causing it to crash and everything....really weird. I just had a long post go to waste because my computer froze before I can submit it. So it looks like, for the time being, I will need to post from my phone, which isn't very time-efficient, especially for posting stats.

                  To summarize my post, I made a lot of the same observations that movies2090 made in his ten game test. I was trying to explain all of these observations in detail in my previous post, but again....technology.

                  Anyway, as a result of these observations, I have made several adjustments to both the User and CPU hitting sliders. I will explain these observations in detail at a later time, but for now, please use the sliders as they are posted, and provide stats as much as you can. I'm not as concerned about strike percentages as I have been in the past, because it seems like even with the drop in CPU Control/Consistency to 2, we still seem to be herring realistic results. The numbers I'm looking for at this point are User and CPU offensive stats. Please make those the emphasis of your posted stats.

                  User:
                  Contact: 4
                  Foul Frequency: 6

                  CPU:
                  Contact: 2
                  Power: 6
                  Timing: 6
                  Foul Frequency: 9
                  Solid Hits: 10

                  I will update the OP as well.

                  Thanks.

                  Comment

                  • movies2090
                    Rookie
                    • Mar 2004
                    • 45

                    #114
                    Re: Itbeme23 True Simulation Sliders - 2016

                    Originally posted by itbeme23
                    Guys,

                    For some reason, OS is wreaking havoc on my Mac. Causing it to crash and everything....really weird. I just had a long post go to waste because my computer froze before I can submit it. So it looks like, for the time being, I will need to post from my phone, which isn't very time-efficient, especially for posting stats.

                    To summarize my post, I made a lot of the same observations that movies2090 made in his ten game test. I was trying to explain all of these observations in detail in my previous post, but again....technology.

                    Anyway, as a result of these observations, I have made several adjustments to both the User and CPU hitting sliders. I will explain these observations in detail at a later time, but for now, please use the sliders as they are posted, and provide stats as much as you can. I'm not as concerned about strike percentages as I have been in the past, because it seems like even with the drop in CPU Control/Consistency to 2, we still seem to be herring realistic results. The numbers I'm looking for at this point are User and CPU offensive stats. Please make those the emphasis of your posted stats.

                    User:
                    Contact: 4
                    Foul Frequency: 6

                    CPU:
                    Contact: 2
                    Power: 6
                    Timing: 6
                    Foul Frequency: 9
                    Solid Hits: 10

                    I will update the OP as well.

                    Thanks.
                    I'm three games from finishing another 10 game test w another person's sliders then I'll try these. Your changes were about the same as the ones I wanted to make. I will report back once I'm completed (maybe 10 days?)

                    Comment

                    • fasteddy
                      Banned
                      • Mar 2006
                      • 452

                      #115
                      Re: Itbeme23 True Simulation Sliders - 2016

                      Anyone see these sliders in the vault,thanks.

                      Comment

                      • itbeme23
                        Pro
                        • Sep 2007
                        • 875

                        #116
                        Re: Itbeme23 True Simulation Sliders - 2016

                        I think I've found a solution to the CPU Offense/Strikeout issue.

                        The key is within the Timing and Foul Frequency sliders, as I suspected.

                        Played a game against Toronto before work this morning, and I lost 7-1. Joey Bats, Encarnacion, and Tulo all went deep, which is pretty realistic, IMO. I only managed to muster 4 Ks against them with Alex Wood on the mound.

                        More testing to come this weekend.

                        Comment

                        • The Kid 24
                          It's Show Time!
                          • Jan 2007
                          • 14762

                          #117
                          Re: Itbeme23 True Simulation Sliders - 2016

                          Originally posted by itbeme23
                          I think I've found a solution to the CPU Offense/Strikeout issue.

                          The key is within the Timing and Foul Frequency sliders, as I suspected.

                          Played a game against Toronto before work this morning, and I lost 7-1. Joey Bats, Encarnacion, and Tulo all went deep, which is pretty realistic, IMO. I only managed to muster 4 Ks against them with Alex Wood on the mound.

                          More testing to come this weekend.
                          Awesome!

                          Cant wait to see the changes!

                          Sent from my LG G2 using Tapatalk
                          Milwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin Badgers

                          Comment

                          • itbeme23
                            Pro
                            • Sep 2007
                            • 875

                            #118
                            Re: Itbeme23 True Simulation Sliders - 2016

                            Okay,

                            I've been tinkering with the CPU Hitting sliders, and for the most part, I'm happy with the offensive output I've been seeing over the past five games or so.

                            I will be making the following changes to the OP:

                            CPU Contact: 2
                            CPU Power: 6
                            CPU Timing: 7
                            CPU Foul Frequency: 10
                            CPU Solid Hits: 10

                            These settings are undoubtedly different than other slider sets on OS. However, i have found that the Contact slider has a drastic effect on the CPU's ability to generate offense. I thought that raising Solid Hits would remedy this on its own, but that wasn't the case. The adjustments I've made to Power and Timing seems to compliment the Solid Hits very well.

                            The other issue that I've found with the Contact slider being set this low was the amount of CPU strikeouts. Up until this afternoon, I was undecided between having CPU Foul Frequency at 9 or 10. After asking Nomo17k, who's pretty much the go-to guy for stats in the slider forums, I've decided that CPU Foul Frequency at 10 is going to be the way to go. This, coupled with the Timing slider increase, helps cut down the CPU strikeout rates, which were really starting to bug me. For now, these are the CPU settings that I will be rolling with moving forward.

                            I will continue to keep an eye on User hitting stats. The drop in Contact has definitely helped balance out the offense (additional proof of the influence the Contact slider has on offense as a whole). My main concern is the User power numbers, as I think the extra base hits (including home runs) may be a tad on the high side. Additionally, I believe the Foul Frequency slider may need to come up by one more click, but not to reduce strikeouts, only to raise foul ball percentages closer to real life.

                            Thoughts?

                            Comment

                            • CoachModer
                              Rookie
                              • Jul 2013
                              • 253

                              #119
                              Re: Itbeme23 True Simulation Sliders - 2016

                              I raised the CPU contact to three human contact to 5 offense was kind of stagnant wanted to provide a charge to the offense would rather have a slugfest for the most part but nothing too crazy. Every thing else seems in line. Already had a few personal tweaks such as base runner speed 4 Fielder to run speed 4 I have always set these here. On MLB 15 I used CPU contact 8, pwr 7, solid hits 9: human contact 8 pwr 8, solid hits 10... That didn't work this year. It's more in line with what you have going on here. I will just tweak up accordingly. I will let you know how I make out with those 3 changes. So far though. I have had good games, but thought the teams could have hit better. 2-1 loss and 3-0 win... With very few hits. I also use quick counts we which is awesome. Adds more excitement and pressure. Realistic walk stats too. Something you don't see too much without it. Thoughts?

                              Comment

                              • itbeme23
                                Pro
                                • Sep 2007
                                • 875

                                #120
                                Re: Itbeme23 True Simulation Sliders - 2016

                                I imagine that everybody is into their franchises at this point. I haven't had a chance to post in the thread because I had two midterms, and I have another one coming up this Wednesday. However, I did set up my franchise with the OSFM rosters.

                                I will say this: the set is not ready for franchise play. After two games, the GLARING issue is the amount of CPU strikeouts. Unfortunately, I think the only way to remedy this is by raising Contact up by one click. I will test a couple games today when I have a little bit of time.

                                I'll let you guys know what I find.

                                Comment

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