I totally agree with you! I usually like to test with 75-100 games, although you do start to see trends developing. I made the switch because I saw you were using 6/5 and getting similar results so I went the other way. I'll share my data when I can run the games.
Stats-Based CPU Sliders [MLB 17 Version]
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Re: Stats-Based CPU Sliders [MLB 17 Version]
I totally agree with you! I usually like to test with 75-100 games, although you do start to see trends developing. I made the switch because I saw you were using 6/5 and getting similar results so I went the other way. I'll share my data when I can run the games.
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Re: Stats-Based CPU Sliders [MLB 17 Version]
I am still on a wait-and-see mode... I think BB% is a little down, and I was probably a bit lucky the last 75-game run got it closer to the target...
I might actually want to use Pitcher Consistency slider but that has a negative effect on WPs so I'm hoping that I'm just being a little bit on an unlucky side in terms of BB%.Comment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
That could also be a possibility, in a sense that doing so would help make deeper ball-strike count more often (and foul % is a little down, so there is a leeway there). But that also has an impact on swing & miss %, which hasn't been off. So it's all kind of trade-off from here on.Comment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
I am certainly thinking about it... but I want to see where BB% stabilizes first (basically how far off it is from where I want it to be). I don't believe the recent patch has anything to do with this aspect of the game, so I have to see what factors are causing me to see lower BB% than I did before.
Strike Frequency may be an issue, indeed. But for some reason first-pitch and early-count strike % has been a bit low the past few years at default and now even at 6, so purely from that perspective it isn't an unreasonable thing to do. I might bright it back down to 5 though if walks remains a little tougher to come by.Comment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
That affects first pitch strike pct and therefore offense overall. Maybe drop consistency a notch and raise control and foul balls a notch while dropping timing by one - that would increase k's and missed swings a tad. It feels close though. Heh, you ninja'd me.Comment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
An interesting thing is that first pitch strike % has been down and the offense has been down as well for a few years now. Even though it makes sense to think that Strike Frequency slider affects offense, I don't think it does that much, unless you use an extreme setting and make CPU hit behind or ahead much more than what we typically see in real-life.
I've been wondering why, since if you are picky it is actually "off" from the MLB average, and have been consistently so for some years. When looking at individual games, (starting a few years back) I think I've seen a noticeable increase in games where pitchers struggle to hit > 50% strike %. I haven't dug deeper, but it might be related to how the developers started assigning breaking pitches (which are harder to command for strikes) as primary pitches to pitchers. That might be a coincidence but it's a curious change nonetheless...Comment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
Will these sliders work for quick manage mode, or are they more for CPU vs. CPU actual game playComment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
This is a slider set for CPU vs. CPU games, so I would think most settings are irrelevant in quick manage mode. My educated guess is that the quick manage mode runs on the sim engine, so I'd think only sliders that matter would be stamina, manager hook, and injury.Comment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
LOL, don't worry about it. I have been in the forum long enough that I have gotten desensitized to things that don't really matter. People don't use the feature often enough for it to be useful anyways.Comment
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Re: Stats-Based CPU Sliders [MLB 17 Version]
This is by far the farthest HR hit (513 feet) in post-patch games... it was by Chris Colabello with head wind of 2 mph.
Spoiler
<iframe width="560" height="315" src="https://www.youtube.com/embed/ugSDQdN9ZdM" frameborder="0" allowfullscreen></iframe>
While the power in general has been nerfed, I think the game still does produce monster HRs even by a hitter with moderate Contact attribute, if he really squares up. That seems to be how things are tuned.
I think this is by far the longest HR I've seen in a while, so I don't mean it as a problem though. The HR frequency itself appears fine so far.Last edited by nomo17k; 04-30-2017, 01:25 AM.Comment

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