Oh yeah, the hit and runs with 2 outs and the double steals really bother me when it comes to immersion. I don't know why more people don't bring it up, TS is an amazing game and great fun but there are tons of 'legacy' issues. I'd be happier to see these things fixed then any new features.
Stats-Based CPU Sliders [MLB 16 Version]
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Re: Stats-Based CPU Sliders [MLB 16 Version]
Oh yeah, the hit and runs with 2 outs and the double steals really bother me when it comes to immersion. I don't know why more people don't bring it up, TS is an amazing game and great fun but there are tons of 'legacy' issues. I'd be happier to see these things fixed then any new features. -
Re: Stats-Based CPU Sliders [MLB 16 Version]
I had some hope when the franchise feature was announced and some aspect of GM/manager tendency is newly added, but overall I haven't found whole a lot have improved in terms of CPU manager.Oh yeah, the hit and runs with 2 outs and the double steals really bother me when it comes to immersion. I don't know why more people don't bring it up, TS is an amazing game and great fun but there are tons of 'legacy' issues. I'd be happier to see these things fixed then any new features.
The defensive shift seems to be sensitive to the team, and some CPU managers do have pitchers hitting 8th in the lineup now, but gameplay manager still has a lot to be desired.
The Show's gameplay has always been superb, but given that CPU manager should be considered part of gameplay, I'm not sure why it has been basically neglected for so long.Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
Here's the "stop-gap" set mentioned earlier. This is untested in terms of actually running games and verifying with game-generated stats yet, but I chose them as the best compromise as far as what I have seen in comparing game and MLB stats so far. The goal is to work out the "kinks" in game balance with default sliders, not much more.
Code:Contact: 5 Power: 5 Timing: 6 Foul Frequency: 6 Solid Hit: 9 Starter Stamina: 5 Reliever Stamina: 5 Pitcher Control: 3 Pitcher Consistency: 4 Strike Frequency: 6 Manager Hook: 5 Pickoffs: 5 Fastball PS: 5 Offspeed PS: 5 Fielding Errors In: 9 Fielding Errors Out: 3 Throwing Errors In: 6 Throwing Errors Out: 8 Fielder Run Speed: 5 Fielder Reaction: 5 Fielder AS In: 5 Fielder AS Out: 5 BR Speed: 5 BR Steal Ability: 10 BR Steal Frequency: 5 Wind: 5 Injury Frequency: 5 Trade Frequency: 5
Last edited by nomo17k; 04-18-2016, 09:47 AM.Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
I lowered Solid Hits to 9 with the "stop-gap" set. With "scrubs" pitching there may be too much offense. (My current test is with mostly the bottom of rotation starters...)
I'm not really making that big of adjustment lately, but the numbers still can swing quite a bit in rather surprising ways... says something about the trickiness of this business really...
One thing that's bothering me most this year is that the game seems pretty swing-and-miss happy. It is good in a sense that the game seems to be following and catching up to the real-life MLB trend (of hard-throwing pitching and more Ks), but I think more people might feel CPU swing through too much. Part of that is that CPU still doesn't really chase pitches out of the strike zone as much as the real-life hitters do, but that means, to align the K rate to MLB, CPU has to swing through a few more of pitches in the strike zone.Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
Are these sliders strictly for CPU vs CPU/Manager Mode? Or can they be used as user vs CPU?Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
It could be used for HUM vs. CPU games on All-star level, when HUM uses the input interfaces that are more ratings-driven than user skill-based, e.g., Classic or Pulse for pitching and Timing/Directional for batting.
The idea is to tune the game to play well using CPU vs. CPU games which are presumably on All-star and games are very attribute driven. If you want to preserve that balance, you need to use user interfaces with which your skills don't over/underperform on that level.
This is an aside, but the interesting thing is that B Ma said CPU (internally) actually uses the Meter interface for pitching... he must be pretty bad at using it to be so inaccurate with pitch command... :PComment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
I use manage mode and I haven't documented everything but I wonder if I'm seeing the same thing as nomo - low scoring games and very difficult to steal bases. I created a bug report for the stolen bases - I think the infielder has too quick a tag animation and that's causing all the caught stealing. I always build a team around pitching and speed so the ability to steal is vital to my franchise.
Without being too much of a drama queen I'm going to wait for their final patch before I make a decision of whether to continue with my show '16 franchise. I like a lot of what they have done this year from team budgets to player morale to graphics but if the game on the field is broken I can't play it.
I adjusted no sliders in the show '15 and the game played fine.≡Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
The Joe Louis Arena in Detroit where the Red Wings play still have these trofts as urinals. It cracks me up just thinking about them. O.co might be the last major sporting facility to have them when the Wings finally move into their new building...And all these off-topic slider talks got me bored, so I'll just randomly share how O.co bathrooms look today.

I don't know about other ballparks, but I haven't seen urinals like this for a very long time elsewhere... I suppose it helps with developing fan camaraderie by feeling a bit of insecurity in sharing an awfully open space for such private life needs.T.K.Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
That is interesting. I guess it's fair to assume that it uses Zone for batting since you can see it in the swing analysis?Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
I'm seeing both low offense as well as low success rate for steals.I use manage mode and I haven't documented everything but I wonder if I'm seeing the same thing as nomo - low scoring games and very difficult to steal bases. I created a bug report for the stolen bases - I think the infielder has too quick a tag animation and that's causing all the caught stealing. I always build a team around pitching and speed so the ability to steal is vital to my franchise.
Without being too much of a drama queen I'm going to wait for their final patch before I make a decision of whether to continue with my show '16 franchise. I like a lot of what they have done this year from team budgets to player morale to graphics but if the game on the field is broken I can't play it.
I adjusted no sliders in the show '15 and the game played fine.
For the latter, I think you may get a realistic success rate if you keep BR Steal Ability slider close to 10 (with both Pitch Speed sliders at default 5). At least I'm seeing SB% around 71 - 72 % range with that setting so far.
Bringing up offense might be more difficult but there may be ways.
I actually don't get my hopes up for this type of issue being addressed through a patch... I don't remember one time a game balance issue like these got worked on (well may be a couple times as far as I remember...). I think given tuning game balance presumably takes time and care, the developers may not want to compromise something else in the process of fixing these issues, especially when it may be correctable through sliders.
With all these bitching I still do like O.co, as someone who grew up attending games in one of those multi-purpose era stadiums (Shea)... it's actually interesting that AT&T park, one of the best from the current era, is right nearby and the two teams with entirely different flavors play so close to each other.
It would be a sad day when O.co upgrades its urinals. SDS artists better hurry up and get them in the game (and allows us to move the camera into the stands to view them), before the legacy is gone.
The difference between Zone and Timing for CPU might be irrelevant, as if CPU is using Zone, then he needs to move the PCI himself, but with Timing, he is the one in charge of moving PCI already. I think it's more like Timing is CPU hitting for you, except you are in charge of timing swing.Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
It's been kinda weird how the batting average/BABIP changes SO MUCH between Solid Hits 9 and 10, but for those who are using the "stop-gap" set (this), I would actually bring Solid Hits back up at 10 for now.
For some weird reason, there seems to be a big gap between the two (BA of .225 vs .265!!!). Part of this is the top vs. bottom of the pitching rotation gap, but I've never seen such a big separation in performance in that respect.
It's possible the performance gap between great and mediocre players has been widened, but even then the difference seems too big to fully explain the gap, while pretty much the only (major) difference in slider sets is in Solid Hits 9 vs. 10.Comment
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Re: Stats-Based CPU Sliders [MLB 16 Version]
One thing about CPU hitting that is very different from past years is definitely his propensity to swing though pitches.
Sliders at default, CPU used to miss about 18.4% when he swung, but this year it has gone up to 21%. That's quite some change for what has usually been a pretty conservative game in terms of gameplay changes.
This isn't a bad change given the MLB average is about 21% in recent years.Comment
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