Rmiok222 MLBTS 23 Legend Sliders
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Re: Rmiok222 MLBTS 23 Legend Sliders
Hey Rmiok what would you say your batting average against is since the switch to cpu contact and power to 6 is?
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Re: Rmiok222 MLBTS 23 Legend Sliders
I’m not sure exactly I can check tomorrow though. I’d say it’s around .250 I can give you an exact number tomorrow, stuck at work until then!
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Re: Rmiok222 MLBTS 23 Legend Sliders
I just looked and my average against me is .246. Im around 90 games in. I have the draft after I play my next game.
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Re: Rmiok222 MLBTS 23 Legend Sliders
That's pretty good actually. I have to ask, do you call and locate your own pitches or do you go with the catcher?
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Re: Rmiok222 MLBTS 23 Legend Sliders
I do both. I’d say 70% of the time I go with the catcher though.
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Re: Rmiok222 MLBTS 23 Legend Sliders
How do you check your batting average against for your whole team?Comment
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Re: Rmiok222 MLBTS 23 Legend Sliders
b35460aa-7509-4bb1-be4f-4406ead04497.jpg
GAVIN WILLIAMS PERFECT GAME!
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Re: Rmiok222 MLBTS 23 Legend Sliders
Sorry just saw this. I believe it was under player stats and then it totals everybody’s average at the bottom. I’ll look again when I get home tonight
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Re: Rmiok222 MLBTS 23 Legend Sliders
I recently dropped fielding errors from 7 to 6. At 7 too many times I’d see fielders dive for a ball and not complete the catch 80-90% of the time. 6 feels better because you’ll see some web gems from time to time.
OP updated with the small change.
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Re: Rmiok222 MLBTS 23 Legend Sliders
I recently dropped fielding errors from 7 to 6. At 7 too many times I’d see fielders dive for a ball and not complete the catch 80-90% of the time. 6 feels better because you’ll see some web gems from time to time.
OP updated with the small change.
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Re: Rmiok222 MLBTS 23 Legend Sliders
I haven't personally tried these (I've been testing with default legend sliders as I get ready for the 1984 roster to drop tomorrow).
I think your slider adjustments are probably on point.
My experience:
Batting avg's are a tad low, so contact to 6 prob fixes that.
Cpu struggles to hit HR's or really any XBH's, so cpu power to 6 prob fixes that.
User swing and miss is extremely high (some of that is user input, but you can tell that some of it is the difficulty level, so user timing to 6 prob fixes that.
80 stamina pitchers have zero stamina left right around 85 pitches, so bumping SP stam to 6 def fixes that, and gives them a chance to get to 100 pitches.
I see cpu pitchers struggling to get over 60% overall strikes and 1st pitch strikes, so I don't necessarily see moving strike frequency down to 4 a good thing (at least for me). If you are trying to get the cpu pitcher to not be so perfect, I think control may be the one to move to 4.
IMO, Pitch speed is user preference (except at All Star difficulty). Personally, I struggle with high velo guys at default.
Errors have been hard to dial in. I don't want to avg 3 per game, and I am leery that straying off default for errors might mess things up under the hood or make fielding animations look wonky. Part of the issue with errors (and it's plagued this series for years) is they don't score errors properly.
Base running steal ability is something I have seen a lot of people struggle with. Here's my 2 cents. #1, player attributes matter and so many of them have really low SB ability attributes, so even if they are fast, they are going to get thrown out too often. #2 might be placebo, but I don't prompt the steal UNTIL the pitcher is ready to deliver the pitch....this seems to help with those quicksand jumps we all hate.
Injuries at 7 def works, but because of only 93 man rosters, I keep it at 6 and IMO it's important to move that sim slider to 1 or 2 when simming minor league games.
Overall, I like what you have done here, and after a decent enough sample size at default Legend, I think I am going to give these a spin.
Thanks for putting these together!
Side note: I have seen the cpu offense be most balanced on the all star difficulty level (default sliders). However, I had to max the pitch speed sliders to keep things balanced offensively on my end.
Part of me thinks, (much like the NHL series), that the higher the difficulty level, the less "sim" the experience is.
All Star is doable, but max pitch speeds is a must.
DowieCardinals Nation - For The Lou
Always a Tiger - Bless You Boys
How can you not be romantic about baseball?Comment
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Re: Rmiok222 MLBTS 23 Legend Sliders
I haven't personally tried these (I've been testing with default legend sliders as I get ready for the 1984 roster to drop tomorrow).
I think your slider adjustments are probably on point.
My experience:
Batting avg's are a tad low, so contact to 6 prob fixes that.
Cpu struggles to hit HR's or really any XBH's, so cpu power to 6 prob fixes that.
User swing and miss is extremely high (some of that is user input, but you can tell that some of it is the difficulty level, so user timing to 6 prob fixes that.
80 stamina pitchers have zero stamina left right around 85 pitches, so bumping SP stam to 6 def fixes that, and gives them a chance to get to 100 pitches.
I see cpu pitchers struggling to get over 60% overall strikes and 1st pitch strikes, so I don't necessarily see moving strike frequency down to 4 a good thing (at least for me). If you are trying to get the cpu pitcher to not be so perfect, I think control may be the one to move to 4.
IMO, Pitch speed is user preference (except at All Star difficulty). Personally, I struggle with high velo guys at default.
Errors have been hard to dial in. I don't want to avg 3 per game, and I am leery that straying off default for errors might mess things up under the hood or make fielding animations look wonky. Part of the issue with errors (and it's plagued this series for years) is they don't score errors properly.
Base running steal ability is something I have seen a lot of people struggle with. Here's my 2 cents. #1, player attributes matter and so many of them have really low SB ability attributes, so even if they are fast, they are going to get thrown out too often. #2 might be placebo, but I don't prompt the steal UNTIL the pitcher is ready to deliver the pitch....this seems to help with those quicksand jumps we all hate.
Injuries at 7 def works, but because of only 93 man rosters, I keep it at 6 and IMO it's important to move that sim slider to 1 or 2 when simming minor league games.
Overall, I like what you have done here, and after a decent enough sample size at default Legend, I think I am going to give these a spin.
Thanks for putting these together!
Side note: I have seen the cpu offense be most balanced on the all star difficulty level (default sliders). However, I had to max the pitch speed sliders to keep things balanced offensively on my end.
Part of me thinks, (much like the NHL series), that the higher the difficulty level, the less "sim" the experience is.
All Star is doable, but max pitch speeds is a must.
Dowie
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