Have you had this is issue all year or the latest version? You could lower cpu timing to 5 or even 4. You could try going back to user control and consistency back to 5. Maybe your pitches are missing back in the zone to get hit.
S & B's MLB 2025 Simulation Sliders
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by PhlliesPhan6
Have you had this is issue all year or the latest version? You could lower cpu timing to 5 or even 4. You could try going back to user control and consistency back to 5. Maybe your pitches are missing back in the zone to get hit.Follow me on Twitch
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bigdawg1690The only way I've found to get CPU pitchers pitching longer is day of game up their stamina to 99 and to up the CPU SP Stamina to 7. They still pull them if they aren't pitching well. Corbin Burnes pitched into the 9th inning on me and they pulled him after a hit (he'd only given up 1). Likewise I lit up Tarik Skubal and they pulled him after 4. It seems they are coded to remove the SP now when they hit around 75% of their energy usage. I've had manager hook at 0 and they still remove them early.
Last game played the cpu SP was at 85 pitches to start the 5th (yellow at 81 pitches). They were only down 3-2 so I liked that they let him start the 5th. I got a leadoff HR and they pulled him after. Hook at 5, even 4 they don't let him start the 5th even though he wasn't on red stamina yet. I left hook at 0 for RP and they still do a good job with that. They do let them go 2 innings if they have low pitch count and not in the yellow. Could argue that, but easily solved by raising hook for RPs. I was raising it to 8 the entire time, but wanted to see how it was at 0. I think it's fine either way honestly.
EDIT: Cubs was going to leave in their CP to pitch the 10th after a 14 pitch 9th, and he was yellow. Recommend not to leave at 0 for bullpen.
I've left their stamina attribute at 90, but you have them at 99. I've actually considered do the same, or at least 95. But with the hook at 0 and stamina slider up to 7 it's been a lot better. The hook at 0 really fixed them pulling the SP too often after 4ip.
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by DarthRamboI've been using hook at 0 and surprisingly it works best. Also have raised SP stamina slider to 7 and it's much better. I was testing that slider at 10, then 8 and while 8 is fine I think 7 is a little better.
Last game played the cpu SP was at 85 pitches to start the 5th (yellow at 81 pitches). They were only down 3-2 so I liked that they let him start the 5th. I got a leadoff HR and they pulled him after. Hook at 5, even 4 they don't let him start the 5th even though he wasn't on red stamina yet. I left hook at 0 for RP and they still do a good job with that. They do let them go 2 innings if they have low pitch count and not in the yellow. Could argue that, but easily solved by raising hook for RPs. I was raising it to 8 the entire time, but wanted to see how it was at 0. I think it's fine either way honestly.
EDIT: Cubs was going to leave in their CP to pitch the 10th after a 14 pitch 9th, and he was yellow. Recommend not to leave at 0 for bullpen.
I've left their stamina attribute at 90, but you have them at 99. I've actually considered do the same, or at least 95. But with the hook at 0 and stamina slider up to 7 it's been a lot better. The hook at 0 really fixed them pulling the SP too often after 4ip.
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bryanm1982That is weird. I know last year using the live roster the other games in the league would have low strikeouts and I was the Dodgers and we led the league in strikeout out cause the strikeouts were averaging about 7 K per game but those were simmed games.
Have you had this is issue all year or the latest version? You could lower cpu timing to 5 or even 4. You could try going back to user control and consistency back to 5. Maybe your pitches are missing back in the zone to get hit.
I'm also going to try a previous suggestion and lower CPU contact to 5 and see how that goes. The nice thing about baseball is there's plenty of games to tinker around with.Comment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by The Kid 24So leave Hook at 0 even when CPU goes to bullpen?
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by PhlliesPhan6Looks like they only have Wheeler rated a 69 K/9 Seems kind of low for a guy that's good for 200 Ks per year. I'm going to bump that up and see how his next start goes.
I'm also going to try a previous suggestion and lower CPU contact to 5 and see how that goes. The nice thing about baseball is there's plenty of games to tinker around with.Comment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by DarthRamboI would not, no.
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by TopSide83For as long as I can remember the show always has low K ratings for starting pitchersComment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by The Kid 24What would you recommend?Follow me on Twitch
https://twitch.tv/bryanm1982
Dodgers Franchise
https://docs.google.com/spreadsheets...it?usp=sharingComment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by bryanm1982They seem to work good with hook at 5.Milwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin BadgersComment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by The Kid 24So SP Sta 7 and Hook 0.... But when they go to bullpen Hook should be 5 and RP Sta still 6 like on OP?Follow me on Twitch
https://twitch.tv/bryanm1982
Dodgers Franchise
https://docs.google.com/spreadsheets...it?usp=sharingComment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by DarthRamboI've been using hook at 0 and surprisingly it works best. Also have raised SP stamina slider to 7 and it's much better. I was testing that slider at 10, then 8 and while 8 is fine I think 7 is a little better.
Last game played the cpu SP was at 85 pitches to start the 5th (yellow at 81 pitches). They were only down 3-2 so I liked that they let him start the 5th. I got a leadoff HR and they pulled him after. Hook at 5, even 4 they don't let him start the 5th even though he wasn't on red stamina yet. I left hook at 0 for RP and they still do a good job with that. They do let them go 2 innings if they have low pitch count and not in the yellow. Could argue that, but easily solved by raising hook for RPs. I was raising it to 8 the entire time, but wanted to see how it was at 0. I think it's fine either way honestly.
EDIT: Cubs was going to leave in their CP to pitch the 10th after a 14 pitch 9th, and he was yellow. Recommend not to leave at 0 for bullpen.
I've left their stamina attribute at 90, but you have them at 99. I've actually considered do the same, or at least 95. But with the hook at 0 and stamina slider up to 7 it's been a lot better. The hook at 0 really fixed them pulling the SP too often after 4ip.
Sent from my Pixel 8a using TapatalkComment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by The Kid 24So SP Sta 7 and Hook 0.... But when they go to bullpen Hook should be 5 and RP Sta still 6 like on OP?Comment
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Re: S & B's MLB 2025 Simulation Sliders
Originally posted by DarthRamboI've been using hook at 0 and surprisingly it works best. Also have raised SP stamina slider to 7 and it's much better. I was testing that slider at 10, then 8 and while 8 is fine I think 7 is a little better.
Last game played the cpu SP was at 85 pitches to start the 5th (yellow at 81 pitches). They were only down 3-2 so I liked that they let him start the 5th. I got a leadoff HR and they pulled him after. Hook at 5, even 4 they don't let him start the 5th even though he wasn't on red stamina yet. I left hook at 0 for RP and they still do a good job with that. They do let them go 2 innings if they have low pitch count and not in the yellow. Could argue that, but easily solved by raising hook for RPs. I was raising it to 8 the entire time, but wanted to see how it was at 0. I think it's fine either way honestly.
EDIT: Cubs was going to leave in their CP to pitch the 10th after a 14 pitch 9th, and he was yellow. Recommend not to leave at 0 for bullpen.
I've left their stamina attribute at 90, but you have them at 99. I've actually considered do the same, or at least 95. But with the hook at 0 and stamina slider up to 7 it's been a lot better. The hook at 0 really fixed them pulling the SP too often after 4ip.
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Originally posted by BrewCrew16I wish there was an investigation or generally detailed explanation on "clutch". Maybe someone knows. It's not going to make any sliders change, but it's just honestly a bs rating I ignore even though, I know, it's not bs. I just wanna know how to handle it in critical spots.
Originally posted by bryanm1982Yeh, I do l not like that rating. I think it should be treated like however they use the quirks like the does better in day games or good first pitch hitter. However they calculate those “bonuses” should be for clutch. my 75 contact hitter should not be penalized for having runners on base. Good clutch hitters get bonus or nothing.
Basically, it acts as a modifier on contact and h/9 with RISP, and it partially based on the spread between vs R and vs L. Afaik, no one outside of SDS actually knows exactly how the formula works, which makes quantifying it difficult.
But I wouldn't be sad at all if it went away. I'd say make it a quirk, but the way quirks work is dumb too; most of them are a negative if they aren't active. So if you have "Day Player" you get a small boost to contact (and maybe power, can't actually be tested) in day games. But you actually lose points to contact (and possibly power) for night games.
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Re: S & B's MLB 2025 Simulation Sliders
I actually don't think pitch count is relevant at all. Stamina, preventing the CPU from hitting yellow. Once it's yellow the CPU will yank if the situation calls for it. Doesn't matter what inning. There needs to be an effective patch or update. Zeroing out sliders in one direction or another means something is broken. They know.Comment
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