S & B's MLB 2025 Simulation Sliders
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by HealthyScratchFollow me on Twitch
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bryanm1982We weren't seeing enough doubles from the CPU. That will give them more doubles down the line that stays fair.
Does it also cut down on those ridiculous 8, 9 and 10 pitch at bats from the CPU where they seem to foul EVERYTHING? Lol
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by dragster646Hey guys, I feel like I've been hitting too many homers lately, and my pitching is just dominating the opposition. I'm using the original sliders from the OP, and I really don't want to change anything because the game was playing beautifully. It just seems like the past few days has seen some change in gameplay; I'm hoping it's an anomaly but it's been a stretch of about 10 games now.Originally posted by HealthyScratchDoes it also cut down on those ridiculous 8, 9 and 10 pitch at bats from the CPU where they seem to foul EVERYTHING? Lol
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by HealthyScratchDoes it also cut down on those ridiculous 8, 9 and 10 pitch at bats from the CPU where they seem to foul EVERYTHING? Lol
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by HealthyScratchDoes it also cut down on those ridiculous 8, 9 and 10 pitch at bats from the CPU where they seem to foul EVERYTHING? Lol
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bryanm1982For human, we have been testing 6/4/5/5/4 and that seems to lower the amount of home runs
The new set bumps up Contact and Foul Frequency, which (if I understand correctly) both make it easier to stay alive and put the ball in play. Wouldn’t that mean longer at-bats and more chances to eventually square one up? Foul frequency +1 would mean (to quote SDS) "Increase fouls on borderline swings..More fouls will get batters into more deep counts.."
It feels like the Power and Solid Hits sliders would be the more direct levers for reducing home runs, not Contact or Foul Frequency. Just trying to understand the logic here.
5/4/5/4/4 OLD
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by JstnJLegitimate question because I’m not a super expert: how would that lower home runs?
The new set bumps up Contact and Foul Frequency, which (if I understand correctly) both make it easier to stay alive and put the ball in play. Wouldn’t that mean longer at-bats and more chances to eventually square one up? Foul frequency +1 would mean (to quote SDS) "Increase fouls on borderline swings..More fouls will get batters into more deep counts.."
It feels like the Power and Solid Hits sliders would be the more direct levers for reducing home runs, not Contact or Foul Frequency. Just trying to understand the logic here.
5/4/5/4/4 OLD
6/4/5/5/4 NEW
Contact at 5 and 6 is going to be dependent on each player. If you are struggling with hitting, you’ll want to go with 6. Power at 5 will be too many homeruns.Follow me on Twitch
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bryanm1982Let us know how they feel for you.
Very early reaction is great! I just got home from work and have only played three innings but so far, so good.
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bryanm1982Good question. Actually forgot that we had it at 5/5/5/4/4. We raised contact to 6 to help reduce our own strikeouts and get more hits. We were testing power at 5 but decided now to go back to 4. You are right though, the power and solid hit sliders help with the home runs. Steve is testing human foul at 0 and is having good results.
Contact at 5 and 6 is going to be dependent on each player. If you are struggling with hitting, you’ll want to go with 6. Power at 5 will be too many homeruns.Comment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by jcar0725I mean, that does happen in real life though.
Oh I know, I just meant how they can somehow foul off pitches that are in places where it looks physically impossible to reach lol
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by HealthyScratchOh I know, I just meant how they can somehow foul off pitches that are in places where it looks physically impossible to reach lol
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Re: S & B's MLB 2025 Simulation Sliders
So what are the current user & cpu hitting sliders? I got a little lost with all the numbers being posted last night lol
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by HealthyScratchSo what are the current user & cpu hitting sliders? I got a little lost with all the numbers being posted last night lol
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It's a video game, so at the end of the day I expect and want to hit better than real life or it's not fun. But there's a balance where it's not fun if I'm never getting shutout and 1-5 total hits sometimes. And contact at 6 doesn't give me those games enough for my liking.
One caveat to this is the wind slider. We have it at 3, but dropping it to 2 might be even better. There still needs to be a lot of long term testing to know and it's not something I'm ready to jump into using a real franchise and mess me up. I do know from some short time testing, if power is 4 and no wind you really have to time one up good to knock it out of the park. Wind at 2 created no wind most times so my initial thought is homeruns could actually be too low with most games having no wind.
For the CPU we have them at 6/4/6/0/4. Fielder speed dropped to 3. Baserunner and infield throw power both up to 4. Another small, but noticeable change is lowering human pitching control to 4. Consistency stays at 4 as well.
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Re: S & B's MLB 2025 Simulation Sliders
I don't follow any sliders exactly on the slider threads, but I do follow the threads closely. I definitely human power (on HOF) should be no higher than 4. I crushed some balls with guys with low power and they died on the warning track, which was perfect. Only a few of those should actually go out of the park with those guys.
Also, I am noticing the CPU pitchers seem to be leaving a lot of balls in the heart of the plate, even with 2 strikes. But that might be just a stretch of bad pitching I'm going against.JUUUUUUUST A BIT OUTSIDEComment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by jcar0725I don't follow any sliders exactly on the slider threads, but I do follow the threads closely. I definitely human power (on HOF) should be no higher than 4. I crushed some balls with guys with low power and they died on the warning track, which was perfect. Only a few of those should actually go out of the park with those guys.
Also, I am noticing the CPU pitchers seem to be leaving a lot of balls in the heart of the plate, even with 2 strikes. But that might be just a stretch of bad pitching I'm going against.
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