Do we need to setup the bullpen a specific way this year?
S & B's MLB 2025 Simulation Sliders
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by Ish418Do we need to setup the bullpen a specific way this year?Follow me on Twitch
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by MannybeingMannyThe first time I set it to zero last year the opposing starting pitcher threw a complete game on 85 pitches lol.Follow me on Twitch
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Re: S & B's MLB 2025 Simulation Sliders
Did you guys find you hit too many HRs last year? Feels like this years game has really upped the user HRs. I’ve dropped power to 4 and still hitting 3 per game on average, this wasn’t an issue last year IMOComment
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Re: S & B's MLB 2025 Simulation Sliders
Only one game, with fouls back at 5. I pitched 5.2 innings gave up 6 hits and one walk. Only 73 pitches though. I had just 59 after 5 innings. The 6th they got to me and had to pull him out. But idk, it's hard to say for me. The cpu is just too ultra aggressive on the first two pitches of an at bat sometimes. Or they're opposite and look at two strikes lol.
User hitting end is just on me to lay off pitches etc to get deep into counts. I do reasonably well at working counts but could definitely do better.
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by baseballguy99Did you guys find you hit too many HRs last year? Feels like this years game has really upped the user HRs. I’ve dropped power to 4 and still hitting 3 per game on average, this wasn’t an issue last year IMOJUUUUUUUST A BIT OUTSIDEComment
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Re: S & B's MLB 2025 Simulation Sliders
The last 30 games I’m averaging 1.3 HR per game with the Dodgers. The last 10 games I’m averaging 0.9 per game. I’m at around May 8th.Follow me on Twitch
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Re: S & B's MLB 2025 Simulation Sliders
If you're hitting too many HRs I would first increase foul frequency to 3. This will randomize you're "good" swings into foul tips more often. If that's too easy then lower timing to 4. This is where I'm sitting at right now and it's a good, fair challenge without upping the difficulty. I'm striking out and walking more now because less swings are putting the ball in play.
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by BrewCrew16I started using rmioks legend pitching sliders with CPU solid hits at 4 instead of 5. Yeah, on offense, timing down helps, but I think foul frequency needs to be increased because I feel it's taking randomness out of the game.
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Funny, I played 2 more games, and I lost and got out hit using the current sliders! Ha this game!
What fastball and changeup speeds does everyone use?
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Re: S & B's MLB 2025 Simulation Sliders
I played a game last night using wind modifier. Started the game slider at 7 so it's 12mph pushing right. Innings 5-9 random number is 10 so wind is up to 15mph lol. Everything that had good contact and in the air to RF was carried out lol. I had a triple as well with Lux from the wall carrying to hit the top of the wall with the RF jumping and missing.
The game before wind was blowing straight in at 8mph and I had to drive in runs with singles and a spare double if possible.
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Re: S & B's MLB 2025 Simulation Sliders
Question about the wind slider. Does it actually affect how much wind is blowing (like the MPH showing in the pre-game forecast?) Or does it just affect how much that level of wind affects the ball?Comment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by PhlliesPhan6Question about the wind slider. Does it actually affect how much wind is blowing (like the MPH showing in the pre-game forecast?) Or does it just affect how much that level of wind affects the ball?
The slider operates on a kind of scaling system - the base wind value is whatever it is at default (5), and the slider scales it up or down from there. Zeroing the slider will always turn it off, but there's no fixed maximum value for having it maxed - rather it will usually just double whatever the base value is.
Hope that made sense. Worth noting that the wind speed always appears in the game log, and that is always the true effect happening. There are times where the wind meter points the wrong direction (bug), but it doesn't actually fluctuate during the game.Comment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bcruiseYes, it directly affects the wind speed (which in turn modifies the effect.) In real time, even - if for example you max the slider after noting that it's blowing at 5 mph, once you go back to the main pause screen it will immediately update to something higher. Likewise, if you zero the slider, you'll immediately see the flags go limp when you unpause as if someone had turned a fan off.
The slider operates on a kind of scaling system - the base wind value is whatever it is at default (5), and the slider scales it up or down from there. Zeroing the slider will always turn it off, but there's no fixed maximum value for having it maxed - rather it will usually just double whatever the base value is.
Hope that made sense. Worth noting that the wind speed always appears in the game log, and that is always the true effect happening. There are times where the wind meter points the wrong direction (bug), but it doesn't actually fluctuate during the game.Comment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by PhlliesPhan6So if the wind speed slider is at 0, the Pregame weather report will always say the wind is 0 MPH?
I'm also fairly sure the inverse is true too, because it's not uncommon to see very large numbers on that screen with the slider maxed.Comment
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