S & B's MLB 2025 Simulation Sliders

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  • bryanm1982
    MVP
    • Nov 2016
    • 3782

    #346
    Re: S & B's MLB 2025 Simulation Sliders

    Originally posted by HealthyScratch
    What were you seeing that made you lower CPU fouls to 0?


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    We weren't seeing enough doubles from the CPU. That will give them more doubles down the line that stays fair.
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    • HealthyScratch
      Rookie
      • Jul 2015
      • 268

      #347
      Re: S & B's MLB 2025 Simulation Sliders

      Originally posted by bryanm1982
      We 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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      • DarthRambo
        MVP
        • Mar 2008
        • 6630

        #348
        Re: S & B's MLB 2025 Simulation Sliders

        Originally posted by dragster646
        Hey 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.
        Power at 4 and wind at 3 from the testing I've done feels best for most realistic purposes. I went homerless three straight games which for the Reds offense is real. But I go back and forth on 5 for fun. I hit four homeruns last game with power at 5 wind at 3. That 5mph wind straight out helps more than it probably should. Power at four I'm probably still hitting three HRs with that wind. That's totally fine when I go without a homerun for multiple games.
        Originally posted by HealthyScratch
        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


        Sent from my iPhone using Tapatalk
        No lol. It won't really effect foul offs enough to make a difference to notice. I also use foul frequency at 0 for my hitting too. You'll see a bit down the land fair more than anything. Per game it's a small little change that gives an extra 1-3 hits. Sometimes it keeps a ball fair for a homerun as well.

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        • bryanm1982
          MVP
          • Nov 2016
          • 3782

          #349
          Re: S & B's MLB 2025 Simulation Sliders

          Originally posted by HealthyScratch
          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


          Sent from my iPhone using Tapatalk
          It could but not directly. Like if one of those fouls were close to the line it would be fair and that would end the AB. But it won’t really give you more swing and misses.
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          • jcar0725
            "ADAPT OR DIE"
            • Aug 2010
            • 3818

            #350
            Re: S & B's MLB 2025 Simulation Sliders

            Originally posted by HealthyScratch
            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


            Sent from my iPhone using Tapatalk
            I mean, that does happen in real life though.
            JUUUUUUUST A BIT OUTSIDE

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            • JstnJ
              Rookie
              • Jun 2014
              • 57

              #351
              Re: S & B's MLB 2025 Simulation Sliders

              Originally posted by bryanm1982
              For human, we have been testing 6/4/5/5/4 and that seems to lower the amount of home runs
              Legitimate 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

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              • bryanm1982
                MVP
                • Nov 2016
                • 3782

                #352
                Re: S & B's MLB 2025 Simulation Sliders

                Originally posted by JstnJ
                Legitimate 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
                Good 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.
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                • dragster646
                  Rookie
                  • Mar 2012
                  • 412

                  #353
                  Re: S & B's MLB 2025 Simulation Sliders

                  Originally posted by bryanm1982
                  Let 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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                  • HeadCoach2.0
                    Pro
                    • Jan 2023
                    • 713

                    #354
                    Re: S & B's MLB 2025 Simulation Sliders

                    Originally posted by bryanm1982
                    Good 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.
                    I agree. Power at 4 is the perfect spot. At 5 they hit WAY to many home runs.

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                    • HealthyScratch
                      Rookie
                      • Jul 2015
                      • 268

                      #355
                      Re: S & B's MLB 2025 Simulation Sliders

                      Originally posted by jcar0725
                      I 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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                      • DarthRambo
                        MVP
                        • Mar 2008
                        • 6630

                        #356
                        Re: S & B's MLB 2025 Simulation Sliders

                        Originally posted by HealthyScratch
                        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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                        Those are the pitches where I say to myself, uh oh. I better be very careful with this at bat and walking him could be the best option lol

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                        • HealthyScratch
                          Rookie
                          • Jul 2015
                          • 268

                          #357
                          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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                          • DarthRambo
                            MVP
                            • Mar 2008
                            • 6630

                            #358
                            Re: S & B's MLB 2025 Simulation Sliders

                            Originally posted by HealthyScratch
                            So what are the current user & cpu hitting sliders? I got a little lost with all the numbers being posted last night lol


                            Sent from my iPhone using Tapatalk
                            Brian is going to update the OP shortly with what we've come up with and been testing for a while now. For me I have settled on leaving contact at 5 for user with timing up to 7. I think you are the one who said timing at 7 is all you changed. 5/4/7/0/4 for me is really best if I want to see the Reds offense put up only slightly better numbers than real life, and nothing enormous.

                            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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                            • jcar0725
                              "ADAPT OR DIE"
                              • Aug 2010
                              • 3818

                              #359
                              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 OUTSIDE

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                              • DarthRambo
                                MVP
                                • Mar 2008
                                • 6630

                                #360
                                Re: S & B's MLB 2025 Simulation Sliders

                                Originally posted by jcar0725
                                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.
                                Always appreciate your input and thoughts about this game, my brother. [emoji109]

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