S & B's Directional/Classic MLB 22 Sliders

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Ragnar84
    Rookie
    • Mar 2018
    • 259

    #1336
    S & B's Directional/Classic MLB 22 Sliders

    Originally posted by bryanm1982
    I have been seeing a few error throws from the outfielders missing the cutoff man. Which leads to runners advancing. Crazy because OF Throwing errors is at 0. But yeah, you don’t see hardly any OF errors. You could put that at 5 and see how it goes. When we raise OF Errors, we notice the outfielders bobble the ball when a ball lands in front of them for a single. It is more of a nuisance cause it doesn’t ever give them an error obviously but it happens sometimes when you are going to want to try to throw a runner out and now you can’t because of the bobble. It might not bother you like us so you could try it.


    Would it make any difference if you adjust a players fielding attributes in order to increase errors? [ATTACH]201077

    MLB The Show 2022 has a lot of player Attributes to keep track of. Knowing what they mean is crucial for using the right players.



    Sent from my iPad using Operation Sports
    Attached Files

    Comment

    • DarthRambo
      MVP
      • Mar 2008
      • 6630

      #1337
      Re: S & B's Directional/Classic MLB 22 Sliders

      Originally posted by Ragnar84
      Would it make any difference if you adjust a players fielding attributes in order to increase errors? [ATTACH]201077

      MLB The Show 2022 has a lot of player Attributes to keep track of. Knowing what they mean is crucial for using the right players.



      Sent from my iPad using Operation Sports
      Good question. No idea though lol. Fielding ratings lowered could do it though. You'd have to try it out.

      The biggest issue the game has, and always have had is it doesn't score errors properly. On blatant errors it is scored base hits. We just prefer more clean fielding and increase IF throwing errors to get a decent amount of errors still.

      Sent from my SM-G996U using Tapatalk
      https://www.youtube.com/DarthRambo

      Comment

      • DarthRambo
        MVP
        • Mar 2008
        • 6630

        #1338
        Re: S & B's Directional/Classic/Quick Counts MLB 22 Sliders

        Game three for the sweep in about 15min! It was a 5-4 victory in 10 innings for game two. Dramatic ending to that one with Edwin Díaz collecting his 200th career save by just getting the one last out of the game.

        We're 8-4 so far during this 17 straight games with no days off. Pretty good I think. Bullpen is tired and need solid SP in order to win.

        Braves really fallen flat in June and again July. At this point they will be sellers at trade deadline looking at 8.5gb, possibly 9.5 if I sweep. Marlins are my bigger threat for the division, which is crazy.

        Sent from my SM-G996U using Tapatalk
        https://www.youtube.com/DarthRambo

        Comment

        • Ragnar84
          Rookie
          • Mar 2018
          • 259

          #1339
          Re: S & B's Directional/Classic/Quick Counts MLB 22 Sliders

          Originally posted by bryanm1982
          Steve and I will be making another slider set for 2022. The most important thing for us is to make this game fun for everybody. We are trying to make this game fun, but challenging and rewarding to everybody. We play all 162 games.

          We make sure that our sliders will play out to average what you see in real-life MLB. We know that some of our fielding and speed numbers look off but they make the game more realistic. We make sure that our hit variety and distribution are close to what MLB averages are. We don't want all of our runs scoring via home runs. The MLB average is around 50% of runs scored. We try to get the hit distribution below. Steve and I keep track of all our stats on a spreadsheet and in 2021 we were both right on. We don't expect you to care or follow that as we just want to make it fun. But that is fun for us to keep track.

          Singles: 65%
          Doubles: 20%
          Triples: 2%
          Home Runs: 12%

          We also track on how runs score. We hate when all the runs feel like are scored by home runs. The goals are below for each scoring category. These are based on 2019 and 2020 stats.

          Single: 21%
          Double: 15%
          Triple: 3%
          Home Run: 49%
          Walks: 1%
          Sac Fly: 5%
          Other: 6%

          We start with dynamic difficulty and lock it down once we get settled. Last year we were at Allstar and Allstar + for hitting and legend for pitching. We will start there this year. I even hope is that we can find a balance using HOF for pitching this year.

          We use Quick Counts but these work without it as well. These are designed for using visuals when pitching. But you can use without as well. Just might be a little harder.

          Hitting Difficulty- Veteran or Allstar (or your preference)
          Hitting Interface: Directional or Timing
          Guess Pitch: Off
          Baserunning: Auto

          Pitching Difficulty- Allstar
          Pitching Interface: Classic
          Pitch Confidence: On
          API: Personal preference

          Fielding:

          Throwing Interface: Buttons
          Throwing Meter: Off

          General:
          Gameplay Style: Simulation
          Fielding Aids: Off
          Strike Zone: Off
          Hot Zones: Off
          Wind: On
          Dynamic Difficulty Updates: Progress
          Balks: Off

          Umpire Accuracy: User Preference (could also switch it to get more variety).

          Slider Settings Version 2

          User

          Contact: 7
          Power: 4
          Timing: 0
          Foul Frequency: 0
          Solid Hits: 5
          SP Stamina: 6
          RP Stamina: 6
          Pitcher Control: 0
          Pitcher Consistency: 3 (you can also use 6 or 7)

          CPU

          Number in parentheses is what I’m using if you want to lower CPU Offense a tad.

          Contact: 8 (7)
          Power: 5
          Timing: 5
          Foul Frequency: 0
          Solid Hits: 8 (7)
          Control: 5
          Consistency: 5
          Strike Frequency: 5
          Starter Stamina: 7 (2 for simmed games)
          Reliever Stamina: 7 (5 for simmer games)
          CPU Manager Hook: 7 until SP is removed. 10 for bullpen. 7 for simulated games. This gives realistic complete game numbers across the league.
          CPU Pickoffs: 0
          Pitch Speed: User Preference

          Fielding/Baserunning Sliders

          Infield Errors: 0
          Outfield Errors: 0
          Throwing Errors Infield: 10
          Throwing Errors Outfield: 0
          Fielder Run Speed: 2
          Fielder Reaction: 3
          Arm Strength IF: 1 - This lets you still beat out infield singles and controls the double plays. You will still see higher rated infielders make good throws.
          Arm Strenght OF: 3
          Baserunner Speed: 2 - Doubles and triples will still happen. You will still beat out an infield hit since the IF Arm Strength is lower. This solves the soft hits to CF where the batter tries to stretch a single into a double and get thrown out by a mile.
          Steal Ability: 10
          Steal Frequency: 4
          Wind: See below
          Game Played Injury Frequency: 10
          Simulation Injury Frequency: 6
          Simulated AA/AAA Injury Frequency: 0-2

          Dowies Wind System

          At the beginning of the game, use a random number generator from 1-10. Change the wind slider according to the numbers below. You can also do this in the 5th inning if you want the wind to possibly change during the game.

          1-3 - move wind to 2
          4-7 - keep wind where you have it (or 5)
          8-10 - move wind to 10


          Trades

          For trades last year, we turned them to 0 through the season. In late July, we determined what teams were sellers and buyers and made a list. We made a list of players that were on expiring contracts from the teams that were sellers. We went through the team buyers list to see who would need what positions. If there were four teams that were needing a 2B, we would do a random number generator to determine what team got the 2B. It was a lot of fun and in my own franchise, I missed out on guys that I was hoping to get. In fact, I was targeting two players last year that I didn't get and had to get somebody else. And that player did great for me at the end. Normally, I would always just go get the player if I wanted him. We would do that for each player on the list. We added a few things like once a team won a player, they are removed from the list for that position. It was a lot of work but it was fun. If you want to let the CPU make the trades, you can as well. That was just our spin on it.

          Bullpen Usage

          Bigdawg1690 shared his bullpen setup with us and we are using that for our franchise. It lets the AI use MRP guys in the middle innings instead of always their LRP. You have to do 30 man control and set lineups to manual. Otherwise, they will reset the spots. We have tested this and the AI will bring in their MRP guys in tied or close games in the 5th or 6th innings. They will even bring in their good RP when they are losing in a close game. Please feel free to ask us if you have any questions.

          • Put your 3 lowest rated RP pitchers that have less than 40 stamina in the 3 LRP spots.
          • Take out all the pitchers in the SU1 and SU2 spots.
          • Put your closer in the closer spot like normal.
          • Put your highest rated RP’s in the MRP spots.
          • I put the LRP pitcher in the MRP3 or MRP4 spot.


          Coach Mod's Modifiers

          OS Member Coachmod came up with this really awesome card modifier system you can use before every game in your franchise. I shared this with Armor and he uses this as well. It adds a bit of change and a different element to every game. This is totally optional so if you do not want to use it, you do not have to. I just thought I'd share.

          Directions: Pick 3 cards before every game. Change the slider based on the cards you picked based on the table below.



          So, what is everyone doing with the bullpen in 30 team control? 12- or 13-man pitching staff? I've read a couple different threads for each, so I was curious what's has worked/not worked at this point in the season.

          Comment

          • dragster646
            Rookie
            • Mar 2012
            • 412

            #1340
            Re: S & B's Directional/Classic MLB 22 Sliders

            I'm doing what they say in the original post, but I'm only about 30 games into my season (just started a new one) and haven't really looked at the stats for other teams to be honest. For the games I've played, the AI seems pretty good so far but I think I need a better sample size.
            Cleveland Guardians - MLB The Show 25
            Washington Nationals - MLB The Show 22
            Aston Villa - FC 25

            Comment

            • bryanm1982
              MVP
              • Nov 2016
              • 3793

              #1341
              Re: S & B's Directional/Classic MLB 22 Sliders

              I have played the whole season with the bullpen setup on the OP. Every team has 13 pitchers. It is a waste to have the extra position player. The AI does not pinch hit or do defensive subs enough when you have DH on. Handful of games where the cpu will pinch hit the 9th batter in the 9th inning. You’ll see them pinch run and that is about it.

              With the sim sliders we have in place you will have a realistic amount of complete games league wide compared to today’s MLB. The SP stamina at 2 when you sim gives the SP enough innings and prevents the bullpen guys having 100 appearances. The top tier SP will have about 200-210 IP.

              The 2 MRP with stamina less than 40 in the 2 LRP spots works out the best you can get with this game and their bullpen management. You’ll see a true MRP come in a tied game or a close game in the 5th or 6th inning. They will only go about 1 or 2 IP. Don’t think I have seen them go more than 2 IP unless it is the 6th starter. The only downside is they will use the 6th starter for like 1 IP most of the time.

              Another downside is if their SP gets a injury during pregame they will start one of the guys in the LRP spots. They won’t use the 6th starter. But what I do is raise the hook to 10 to start the game so that pitcher will only go 1 or 2 innings. It is like their version of the bullpen game. What I do notice is they will bring their 6th starter in the 3rd inning. What I do then is lower the hook back to 7 at that time. Then he would go about 3 or 4 innings depending on how he does. That is optional if you don’t want to keep switching the hook slider. Probably the most important thing though is to raise the hook to 10 if they start a bullpen guy.
              Follow me on Twitch

              https://twitch.tv/bryanm1982

              Dodgers Franchise

              https://docs.google.com/spreadsheets...it?usp=sharing

              Comment

              • Ragnar84
                Rookie
                • Mar 2018
                • 259

                #1342
                Re: S & B's Directional/Classic MLB 22 Sliders

                Originally posted by bryanm1982
                I have played the whole season with the bullpen setup on the OP. Every team has 13 pitchers. It is a waste to have the extra position player. The AI does not pinch hit or do defensive subs enough when you have DH on. Handful of games where the cpu will pinch hit the 9th batter in the 9th inning. You’ll see them pinch run and that is about it.

                Disappointing because the team I control I like to have five bench players but I don’t want to give myself an advantage by having an extra bench player that I actually use but the CPU teams doesn’t.

                With the sim sliders we have in place you will have a realistic amount of complete games league wide compared to today’s MLB. The SP stamina at 2 when you sim gives the SP enough innings and prevents the bullpen guys having 100 appearances. The top tier SP will have about 200-210 IP.

                The 2 MRP with stamina less than 40 in the 2 LRP spots works out the best you can get with this game and their bullpen management. You’ll see a true MRP come in a tied game or a close game in the 5th or 6th inning. They will only go about 1 or 2 IP. Don’t think I have seen them go more than 2 IP unless it is the 6th starter. The only downside is they will use the 6th starter for like 1 IP most of the time.

                For all the under the hood improvements they promote I wish they would focus on the bullpen management for next year or do a live update. Overall the game play immersion is great but ai Bullpen management is so unique to each team and manager that they need fix it soon. I think more detailed, specific sliders would be helpful so that each team and manager are unique when managing the bullpen.

                Another downside is if their SP gets a injury during pregame they will start one of the guys in the LRP spots. They won’t use the 6th starter. But what I do is raise the hook to 10 to start the game so that pitcher will only go 1 or 2 innings. It is like their version of the bullpen game. What I do notice is they will bring their 6th starter in the 3rd inning. What I do then is lower the hook back to 7 at that time. Then he would go about 3 or 4 innings depending on how he does. That is optional if you don’t want to keep switching the hook slider. Probably the most important thing though is to raise the hook to 10 if they start a bullpen guy.
                Yeah been doing that and it works great!





                Sent from my iPad using Operation Sports

                Comment

                • jmonachino
                  Rookie
                  • Oct 2018
                  • 7

                  #1343
                  Re: S & B's Directional/Classic MLB 22 Sliders

                  Do you still get plenty of HRs with the power set to 4? I've played with it at 5 and 6 and I've gotten so frustrated with how many balls I drive deep but fall at the warning track, bounce off the wall, or bounce off the TOP of the wall. I have players with 95 power that only hit line drives so I was wondering if the power at 4 is actually the secret to my guys making better contact and knocking it out lol.

                  Comment

                  • bryanm1982
                    MVP
                    • Nov 2016
                    • 3793

                    #1344
                    Re: S & B's Directional/Classic MLB 22 Sliders

                    Originally posted by jmonachino
                    Do you still get plenty of HRs with the power set to 4? I've played with it at 5 and 6 and I've gotten so frustrated with how many balls I drive deep but fall at the warning track, bounce off the wall, or bounce off the TOP of the wall. I have players with 95 power that only hit line drives so I was wondering if the power at 4 is actually the secret to my guys making better contact and knocking it out lol.
                    That is a good question. Steve plays as the Mets with the latest live rosters and his home runs are low but his doubles are high. Now I am struggling with my Mariners the opposite. I hit way too many home runs with this setting. Don’t know what it is and am currently trying different pitch speeds.

                    We started out with 5. You could raise it back up to 5 and see how it feels.
                    Follow me on Twitch

                    https://twitch.tv/bryanm1982

                    Dodgers Franchise

                    https://docs.google.com/spreadsheets...it?usp=sharing

                    Comment

                    • dowie
                      MVP
                      • Feb 2005
                      • 1986

                      #1345
                      Re: S & B's Directional/Classic MLB 22 Sliders

                      Originally posted by bryanm1982
                      That is a good question. Steve plays as the Mets with the latest live rosters and his home runs are low but his doubles are high. Now I am struggling with my Mariners the opposite. I hit way too many home runs with this setting. Don’t know what it is and am currently trying different pitch speeds.

                      We started out with 5. You could raise it back up to 5 and see how it feels.
                      what hitting view do you use.
                      It's been my experience through the years that unless you are using fish eye 1 or 2, pitch speed needs to increase or breaking balls "float" too much.

                      I've used MLB 15 or retro and 7/7pitch speeds are my sweet spot.6 isn't impactful enough, and 9 or 10 is to "video-gamey" to me.

                      Try 7 or 8, and let me know how it goes.

                      Dowie
                      Cardinals Nation - For The Lou
                      Always a Tiger - Bless You Boys
                      How can you not be romantic about baseball?

                      Comment

                      • bryanm1982
                        MVP
                        • Nov 2016
                        • 3793

                        #1346
                        Re: S & B's Directional/Classic MLB 22 Sliders

                        Originally posted by dowie
                        what hitting view do you use.
                        It's been my experience through the years that unless you are using fish eye 1 or 2, pitch speed needs to increase or breaking balls "float" too much.

                        I've used MLB 15 or retro and 7/7pitch speeds are my sweet spot.6 isn't impactful enough, and 9 or 10 is to "video-gamey" to me.

                        Try 7 or 8, and let me know how it goes.

                        Dowie
                        I use Fish eye 2. I even tried fish eye 1 to maybe change it up a little. But after a while you get used to it. I have tried 7 and it feels okay. I probably could do 8 but then it gets to a point that I can’t read the pitch fast enough and I swing at everything. But maybe if I get used to it it will get better.

                        I have even tried like 7/6 or 6/5. A couple games I even tried 7/5 but that makes you too unbalanced in my opinion. But maybe that’s what I need lol
                        Follow me on Twitch

                        https://twitch.tv/bryanm1982

                        Dodgers Franchise

                        https://docs.google.com/spreadsheets...it?usp=sharing

                        Comment

                        • DarthRambo
                          MVP
                          • Mar 2008
                          • 6630

                          #1347
                          Re: S & B's Directional/Classic/Quick Counts MLB 22 Sliders

                          Going to stream homerun derby, then the Allstar game now if anyone wants to check out some gameplay.

                          Sent from my SM-G996U using Tapatalk
                          https://www.youtube.com/DarthRambo

                          Comment

                          • Jaybirdy2337
                            Rookie
                            • Jun 2022
                            • 73

                            #1348
                            Re: S & B's Directional/Classic MLB 22 Sliders

                            Couple small tweaks I’ve made recently: human sp stamina to 8 and steal frequency down to 2. Cpu was running way too much for my liking. They still run plenty at 2.

                            Also, I’ve hit into a ton of double plays lately. Any tips someone can give me? I swear it’s a little mental rn. Does the left or right stick held up increase the chance for a fly ball? Curios if anyone has a strategy they use to avoid dps as much as possible
                            https://m.youtube.com/channel/UCrHf7pd8gTsr4_Y0RjzLWbQ

                            Comment

                            • bryanm1982
                              MVP
                              • Nov 2016
                              • 3793

                              #1349
                              Re: S & B's Directional/Classic MLB 22 Sliders

                              Originally posted by Jaybirdy2337
                              Couple small tweaks I’ve made recently: human sp stamina to 8 and steal frequency down to 2. Cpu was running way too much for my liking. They still run plenty at 2.

                              Also, I’ve hit into a ton of double plays lately. Any tips someone can give me? I swear it’s a little mental rn. Does the left or right stick held up increase the chance for a fly ball? Curios if anyone has a strategy they use to avoid dps as much as possible
                              Are you using the fielding sliders on the OP? I am not seeing too many. That is one of the reasons we have the fielding and IF arm strength where it is at. With them lower, it is supposed to be harder to get the guy out at 1st.

                              If you are using timing, the directional buttons don’t do anything or influence anything. If you use directional, you can hold the stick up to influence a fly ball.
                              Follow me on Twitch

                              https://twitch.tv/bryanm1982

                              Dodgers Franchise

                              https://docs.google.com/spreadsheets...it?usp=sharing

                              Comment

                              • Jaybirdy2337
                                Rookie
                                • Jun 2022
                                • 73

                                #1350
                                Re: S & B's Directional/Classic MLB 22 Sliders

                                Originally posted by bryanm1982
                                Are you using the fielding sliders on the OP? I am not seeing too many. That is one of the reasons we have the fielding and IF arm strength where it is at. With them lower, it is supposed to be harder to get the guy out at 1st.

                                If you are using timing, the directional buttons don’t do anything or influence anything. If you use directional, you can hold the stick up to influence a fly ball.
                                I’m going to sound like such an amateur asking this, (I’ve played the game since like 09, took last 2 years off), but I don’t even really know why I’m using directional instead of timing, what’s the difference? And was there always these 2 separate options or I just forgetting things? I never use left stick to influence just pure tap x. Do you think I should move to timing? Will batting become a little easier?
                                https://m.youtube.com/channel/UCrHf7pd8gTsr4_Y0RjzLWbQ

                                Comment

                                Working...