Bigdawg tested what was on the OP and it worked well. I’m on vacation and haven’t played since the latest patch. I wouldn’t think a patch would make them even worse lol. But you never know lol. What worked last year was lowest two rated RP in the LR1 and LR2 spots. And SU2 spot empty.
S & B’s Directional/Classic MLB 23 Sliders
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Re: S & B’s Directional/Classic MLB 23 Sliders
Bigdawg tested what was on the OP and it worked well. I’m on vacation and haven’t played since the latest patch. I wouldn’t think a patch would make them even worse lol. But you never know lol. What worked last year was lowest two rated RP in the LR1 and LR2 spots. And SU2 spot empty.Follow me on Twitch
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Re: S & B’s Directional/Classic MLB 23 Sliders
There are only 6 teams with a pitcher over 40 stamina in their bullpen. And even among those, only have are really up there in innings. And only 2 of those are in the top 30 in games pitched so far. 17 of the top 19 in games pitched (all on pace for 88-100 games pitched) have stamina under 30.
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Re: S & B’s Directional/Classic MLB 23 Sliders
If the teams’ 2 setup rps are a lefty and righty, you can’t put both in the 2 su slots from what I’ve seen so far. McHugh on ATL hasn’t had an appearance in 10 games so far. That’s what I was going on bc that’s what is posted on the op. I think using the 2 lrp and 1 su slot only is the better option but who knows. Don’t want to hijacker’s the thread, it’s just frustrating when it’s really the only thing keeping this from a perfect baseball simulation imo.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
Somewhere on page 106 of the thread is an updated Bullpen system, not sure if still accurate but it differs from the OP. It goes:
LR1: Low rated RP with less than 40 stamina.
LR2: Low rated RP with less than 40 stamina.
LR3: Empty
MR1: Decent RP/Set up
MR2: Decent RP/Set up
MR3: Decent RP/Set up
MR4: 6th starter or RP that has the highest stamina
SU1: Best set up RP
SU2: Empty
CP: CloserComment
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Re: S & B’s Directional/Classic MLB 23 Sliders
I've had some decent games, using the V3 sliders, against the Braves without having too many K's from the CPU but it was only a 3 games series, nothing more than that. I have heard the Solid Hits affects K's a while ago but didn't think too much of it. Might experiment around with it too see if it will help
However, I am 16-1 to start the new year. I don't play every game, and only have played about 7 of the games to start out with. I played our only loss and got absolutely shredded by the Reds. But with simming, I am getting a tons of hits per game and 6 of my starters on on fire to start the new year. I am having fun with this as it could be realistic, especially after the Rays 13-0 start, I just don't want it to get out of hand. Will keep testing and might make some adjustment to the sim sliders.
I also was wondering what the rest of you guys do when changing a SP to a reliver. Do you guys edit the attributes at all? Because going from SP to RP drops the pitchers OVR but 5-10 and I want them to still be used in the Bullpen.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
To follow up, after about 10 games, mostly MLB but some minor league games in there as well. I don't seem to have too many problems with K/9 using the OP sliders. My starters were averaging around 6.8 K/9 while the bullpen had a little higher, but I figured it was due to difference in the K/9 rating for relivers relative to starters.
However, I am 16-1 to start the new year. I don't play every game, and only have played about 7 of the games to start out with. I played our only loss and got absolutely shredded by the Reds. But with simming, I am getting a tons of hits per game and 6 of my starters on on fire to start the new year. I am having fun with this as it could be realistic, especially after the Rays 13-0 start, I just don't want it to get out of hand. Will keep testing and might make some adjustment to the sim sliders.
I also was wondering what the rest of you guys do when changing a SP to a reliver. Do you guys edit the attributes at all? Because going from SP to RP drops the pitchers OVR but 5-10 and I want them to still be used in the Bullpen.
I think Armor does one for one switch with stamina and durability. But I believe if you want to raise like K/9 you have to spend 2 stamina to raise K/9 by one. I would use that.Follow me on Twitch
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Re: S & B’s Directional/Classic MLB 23 Sliders
If the teams’ 2 setup rps are a lefty and righty, you can’t put both in the 2 su slots from what I’ve seen so far. McHugh on ATL hasn’t had an appearance in 10 games so far. That’s what I was going on bc that’s what is posted on the op. I think using the 2 lrp and 1 su slot only is the better option but who knows. Don’t want to hijacker’s the thread, it’s just frustrating when it’s really the only thing keeping this from a perfect baseball simulation imo.
When I get home I will test the setup in sims. I’m not sure when I will get home. We were on vacation and my wife got admitted to the hospital down here in Florida for Diverticulitis. Hopefully gets to go home tomorrow if her numbers are good. But staying til Monday at least cause we have a 20 hour drive home.Follow me on Twitch
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Re: S & B’s Directional/Classic MLB 23 Sliders
So, I tried putting Manager Hook all the way up to 9 to see how that would work. Across 38 simmed games in 3 days, the CPU starting pitchers averaged 5.3 ip/gs (real average is 5.2). There was 1 CGSO.
So, that's not bad. I'm tempted to try not using anyone in the SU spot at all and see how that goes.
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Re: S & B’s Directional/Classic MLB 23 Sliders
You aren’t hijacking the thread. That is an important topic cause it is a big part of our game. And it’s sometimes better to talk in this thread then out in the gen threads.
When I get home I will test the setup in sims. I’m not sure when I will get home. We were on vacation and my wife got admitted to the hospital down here in Florida for Diverticulitis. Hopefully gets to go home tomorrow if her numbers are good. But staying til Monday at least cause we have a 20 hour drive home.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
You aren’t hijacking the thread. That is an important topic cause it is a big part of our game. And it’s sometimes better to talk in this thread then out in the gen threads.
When I get home I will test the setup in sims. I’m not sure when I will get home. We were on vacation and my wife got admitted to the hospital down here in Florida for Diverticulitis. Hopefully gets to go home tomorrow if her numbers are good. But staying til Monday at least cause we have a 20 hour drive home.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
I spent the last couple days simming a bunch of seasons trying to gain a better understanding of how the bullpen stuff worked. I tried a bunch of different methods and sliders and simmed with injuries off just so I could track how much the CPU used each slot. The method on the OP works pretty well at getting LRP innings down; Long Relievers only averaged 92.3 innings for me, and only 24 relievers threw 100 innings (which is still way too much, but a lot better than a lot of the rest of my results). The problem are twofold; one, that a lot of those innings got pushed to MR (avg 93.2, 84, 74.5, and 63.7 respectively), and the setup roles are very underutilized (30.8 and 40 for SU1 and SU2).
The big issues with the bullpen usage are that Long Relievers are pretty hellbent on pitching multiple innings per outing even if they have a low stamina rating, and the CPU is just way too selective about when they want to use any pitchers in the setup roles. If we could have 7 MRPs, it might actually work pretty well.
I was able to get closer innings to come up just by drastically raising all of their stamina ratings, but that didn't really seem to have much of an impact on setup relievers. My first thought on reducing LRP innings was to raise Manager Hook, but that actually had the opposite effect. Starters are now being pulled earlier, and given the lower leverage situations they find themselves in, LRPs still typically pitch multiple innings.
I've seen suggestions of essentially just steering into the skid by putting your best relievers in LRP and worst in Set Up, but then that leads to the worst pitchers pitching in high leverage.
I was about to give up and then something worked. First, I gave all closers 49 stamina and every other reliever maximum 29. This allowed my closers to average in the high 50s in innings, and many were even into the 60s. Then I set Starter Stamina to 5, Reliever Stamina to 0, and Hook to 7. I then set my bullpens as such (how many innings they averaged in parentheses)
LRP 5th best P (89.9)
LRP 6th best P (88.4)
LRP 7th best P (83)
MRP Best RH (71.8)
MRP 2nd Best RH (61.3)
MRP Best LH (53.5)
MRP Worst P (32.7)
SU Empty
SU Empty
CP Closer (56.3)
Only had an average of 17.5 relief pitchers reach 100 innings in a season using this method. And the top relievers were still pitching in the late innings and getting holds, but were getting a lot more innings overall.
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Re: S & B’s Directional/Classic MLB 23 Sliders
I spent the last couple days simming a bunch of seasons trying to gain a better understanding of how the bullpen stuff worked. I tried a bunch of different methods and sliders and simmed with injuries off just so I could track how much the CPU used each slot. The method on the OP works pretty well at getting LRP innings down; Long Relievers only averaged 92.3 innings for me, and only 24 relievers threw 100 innings (which is still way too much, but a lot better than a lot of the rest of my results). The problem are twofold; one, that a lot of those innings got pushed to MR (avg 93.2, 84, 74.5, and 63.7 respectively), and the setup roles are very underutilized (30.8 and 40 for SU1 and SU2).
The big issues with the bullpen usage are that Long Relievers are pretty hellbent on pitching multiple innings per outing even if they have a low stamina rating, and the CPU is just way too selective about when they want to use any pitchers in the setup roles. If we could have 7 MRPs, it might actually work pretty well.
I was able to get closer innings to come up just by drastically raising all of their stamina ratings, but that didn't really seem to have much of an impact on setup relievers. My first thought on reducing LRP innings was to raise Manager Hook, but that actually had the opposite effect. Starters are now being pulled earlier, and given the lower leverage situations they find themselves in, LRPs still typically pitch multiple innings.
I've seen suggestions of essentially just steering into the skid by putting your best relievers in LRP and worst in Set Up, but then that leads to the worst pitchers pitching in high leverage.
I was about to give up and then something worked. First, I gave all closers 49 stamina and every other reliever maximum 29. This allowed my closers to average in the high 50s in innings, and many were even into the 60s. Then I set Starter Stamina to 5, Reliever Stamina to 0, and Hook to 7. I then set my bullpens as such (how many innings they averaged in parentheses)
LRP 5th best P (89.9)
LRP 6th best P (88.4)
LRP 7th best P (83)
MRP Best RH (71.8)
MRP 2nd Best RH (61.3)
MRP Best LH (53.5)
MRP Worst P (32.7)
SU Empty
SU Empty
CP Closer (56.3)
Only had an average of 17.5 relief pitchers reach 100 innings in a season using this method. And the top relievers were still pitching in the late innings and getting holds, but were getting a lot more innings overall. That's good. Hopefully everything turns out well.
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