Imo, to get true simulation and fielding animations/results, you must edit down fielding ratings for 2B, SS, and 3B.
Fielding Sliders
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Re: Fielding Sliders
I critique every play extremely close, and mine plays just nearly perfect to me, and infield error stats are very very good. I cant think of anything that i would change about how it performs.
But posts like this make me wonder if im missing something that would be even better. I just cant imagine how it could be though. Im always open to improve however.Comment
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Re: Fielding Sliders
Good idea. Here is mine.
Fielding Errors Infield: 9
Fielding Errors Outfield: 7
Throwing Errors Infield: 7
Throwing Errors Outfield: 7
Fielder Run Speed: 2
Fielder Reaction: 2
Fielder Arm Strength Infield: 5
Fielder Arm Strength Outfield: 4
Baserunner Speed: 4
So I ended up settling on fielder SPEED at 4 / REACTION at 2.
Curious as to what the opinions on that are. Thanks!!STEELERS INDIANS CELTICS
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Re: Fielding Sliders
wouldn't pitch speed have a lot to do with this too - another variable? I say that because I have mine set at 8. I would guess that means that aesthetically, the ball is coming off the bat harder (with regard to the animations in the game). To have my fielder speed / reaction lower, I would assume I'm asking for a disaster. I've seen 3B unable to make plays because the ball is coming at them so hard and so fast.
So I ended up settling on fielder SPEED at 4 / REACTION at 2.
Curious as to what the opinions on that are. Thanks!!Comment
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Re: Fielding Sliders
wouldn't pitch speed have a lot to do with this too - another variable? I say that because I have mine set at 8. I would guess that means that aesthetically, the ball is coming off the bat harder (with regard to the animations in the game). To have my fielder speed / reaction lower, I would assume I'm asking for a disaster. I've seen 3B unable to make plays because the ball is coming at them so hard and so fast.
So I ended up settling on fielder SPEED at 4 / REACTION at 2.
Curious as to what the opinions on that are. Thanks!!
The degree to which it affects the user will vary greatly from user to user. Some may can hit on 10 as well as another user on 5. But it should have no real affect on fielding sliders.
(Eventually you will end up at 2-2 like me lol. Just kidding (but not really haha)Comment
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Re: Fielding Sliders
I have settled in on 2-2 as well, using armor's sliders except he uses 3-3. Games have been great since the switch. Even have seen quite a few more animations that i haven't before. Thanks to everyone in here I've tried all of the speed reaction setups.
Sent from my SM-G935P using Operation Sports mobile appComment
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Re: Fielding Sliders
Just curious what you see differently and what sliders?
I critique every play extremely close, and mine plays just nearly perfect to me, and infield error stats are very very good. I cant think of anything that i would change about how it performs.
But posts like this make me wonder if im missing something that would be even better. I just cant imagine how it could be though. Im always open to improve however.
The 2001 Roster I am doing, I got fielding % exact.
Download file to check my work. I rate guys on a scale, to truly separate Eric Chavez from a common 3rd-bagger.
Sliders, ..... I think Speed/Reaction @ 2.
Errors across the board @ 8 or 9.
Btw, don't lower and fielding or reaction rating under 40.Comment
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Re: Fielding Sliders
i very much appreciate these responses. I know in the MLB 2K series, pitch speed mattered in the field defensively. Balls were coming off the bat faster/harder, and that most definitely impacted the defensive sliders. So I appreciation knowing that has no impact on MLBTS. Thanks again. I have been using the 4 speed / 1 reaction setup, but I'm thinking of going back to the 2 / 2 setup and seeing how that plays out. My concern is dumb plays I see in the outfield (bad angles) and inept corner (1B/3B) infielders with poor reactions. But thanks - I really do appreciate reading the feedback. VERY helpful!STEELERS INDIANS CELTICS
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Re: Fielding Sliders
Here is a breakdown of my infield errors on the year.
My Infield Fielding Errors are at .24/G, which is exactly what the real Rangers are averaging this year at .24/G. Last year i believe .24/G was league average as well, or close to that. This year IFFE are at .21/G across MLB.
Infield Throwing Errors for me are at .24/G as well.
MLB this year is at .25/G. (I think last year MLB was .24/G - dont quote me on that.)
The real 2018 Rangers, however, are at .35 Throwing errors per game, compared to my .24/G. A large portion of this is the 11 Throwing errors at SS, of which Profar is responsible for 9 of those. Fortunately for me, Andrus wasn't hurt as long and Profar has not had much playing time for me.
Infield Errors:
My Franchise, [2018 Rangers] (2018 MLB)
IFFE - .24/G [.24/G] (.21/G)
IFTE - .24/G [.35/G] (.25/G)Comment
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Re: Fielding Sliders
Batted ball velocity is the province of Power slider specifically, but also the overall interplay of all the other variables (better contact, better timing, pitching abilities, ratings, etc).
Since I'm aiming for these kinds of velocities, I need a higher reaction.
You're right it's a key variable, probably the key variable since it impacts opportunity time and what areas players are going to be able to get to regularly and at what ratings they'll need to do it."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Fielding Sliders
Since I'm aiming for these kinds of velocities, I need a higher reaction.
They usually seem accurate relative to other batted balls in the game, but not to the real life performance.
The first thing i did both years was i took about a month out of the box and tracked every batted ball velocity and type (along with player attributes), and every player's real stopwatch speed on the bases etc. This was the first thing i did, trying to get them accurate to real life, then my plan was to adjust other sliders from there. After a while i determined it was best to go a different route. (Players don't accelerate/decelerate correctly, especially on XBH and triples or inside the parkers. And batted ball velocities, while not glaringly off, are definitely off (according to me lol) and in addition to that, the ball does not decelerate accurately due to friction of grass etc. So compromises must be made to allow for these)
I think most batted ball visuals in the game look pretty accurate to real life speeds, and look great. So i dont have any complaints there. But i definitely think the displayed MPH is some unknown percentage off, even though i enjoy using it, relative to other batted balls.Comment
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Re: Fielding Sliders
After much time watching and studying batted ball velocities in the game (last year and this year) and how they look compared to MLB video of those same speeds, using that same website, i have come to the conclusion that velocities in the game are not accurate to real life.
They usually seem accurate relative to other batted balls in the game, but not to the real life performance.
When you say they are off - they are not rendering at the speed listed or not traveling at a realistic velocity?
Same for what do you mean by real life performance? That 100 MPH in the game doesn't carry like 100 MPH irl, given similar trajectory?"Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Fielding Sliders
Yes, that is basically what i am referring to regarding 100mph line drives, or other batted ball types. Sometimes i feel that 100 mph in the game looks more like what a ,say, 105 or 110 mph line drive looks like in real life. That is just a VERY general example though. Two or three months ago i could have been very specific in why i reached my conclusions, but now i would have to go back and look up videos on Baseball Savant etc. (There have also been several patches since then, that i cannot speak for.)
When it came to BR speed, since the players dont accelerate and slow down realistically going around the bases, a compromise between fielder speed, arm strength, and baserunner speed must be made to balance that out. So none of the three may be exactly like real life, but when all three work together, it can be made to flow as close as possible to real life for both infield hits, and legging out a triple. And visually, without a stopwatch, the balance looks dang near perfect.
Same way with how quickly/slowly balls in the outfield grass slow down compared to real life. Even if the game got 100mph line drive exactly right, but there was only a small amount of friction in the game (this is just an example) the ball would travel at nearly 100mph through the grass all the way to the wall if not caught. So to strike a balance, power would likely need to be lowered, to lower the velocity down to well under 100mph to balance this out. And then fielders speed would need to be tweaked etc. Obviously there is more friction than that in the game, but i believe its still lower than real life. So different things needed to be tweaked to strike the balance. (Yet some claim that balls down the line dont get to the corners enough. I dont see this, but i have heard it many times, so not sure how that fits with my observations, unless it comes down to simply lowering fielder speeds).
Once i stopped trying to get things to match my stopwatch, and began trying to get the game as a whole to flow together visually, i haven't thought about the accuracy of hit velocities much, because the speed indications dont really bother me. I still like using them to get a good idea of relatively how hard a ball was hit. I think they are definitely usable for that purpose.
I think i have come to a great balance, where the game and batted balls both look very realistic, and produce very realistic statistics.
I definitely dont claim that my observations are 100% correct, but based on my tests i am confident enough to at least suit myself, and it has allowed me to find a pretty sweet spot in my personal franchises.
There are still other interesting areas i have questions about, specifically regarding possible differences in how CPU batted balls perform, compared to human batted balls at similar velocities. I may pose this question soon, and actually thought of you when i started looking at it, and that you might can shed some light on it for me.Comment
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Re: Fielding Sliders
I re-read this entire thread last night... invaluable stuff here.
I'm one of those "here is my FINAL SET" people who then change their mind an hour later...
I'm "experimenting" with all of this again.
I found myself really intrigued by the fielder speed 0 / fielder reaction 3.
When I tried the 0 / 2 setup, I saw some really stupid outfield play, and balls getting by guys that just shouldn't. When I upped SPEED to 1, I saw guys warping to balls in the infield that didn't look realistic, and took the fun element away. I didn't care about scores or anything going on in the game, except to try to get as many balls in play and watch reactions. When I went to the 0 / 3 setup, it's like the game suddenly opened up. I saw balls ripped down the line for doubles that I hadn't seen with my speed 4 / reaction 1 setup.
So for now (LOL!) I'm going to run with the fielder speed 0 / fielder reaction 3 and see how it plays out.
Thanks again for all the input here - after re-reading everything, it really was helpful to see what you guys are doing, and how we all kinda see some things differently. Thanks!!STEELERS INDIANS CELTICS
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Re: Fielding Sliders
I'm still floored by the amount of throwing errors I'm getting.
Arm strength must be a really big factor in it this year.
I'm tempted to go to IF throw errors to 5. (IF Arms are, and will stay at, 10)"Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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