S & B's MLB 2025 Simulation Sliders

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  • D Tom
    Rookie
    • Apr 2023
    • 93

    #481
    Re: S & B's MLB 2025 Simulation Sliders

    Okay okay, I may be cooking with this slight change. I dropped the Fidelity rosters (very good but the audio bug bothers me, it is what it is) so I am back on SDS rosters. I have always played with timing on one below the suggested but everything else copied to a T. Now, I am 8 games (not a huge sample yet) into my new season and I am actually getting fluctuating games where I can't get more than 3 hits, but then the next I get two homers and 12 hits. I struggle against flamethrowers and so you really need to take your chances when they present themselves because once RP's start coming in you can get into trouble quick.


    I recommend dropping timing down by 1 if you feel like your team is doing too good and you have played enough games to get a good sample. Every other slider was already exceptional imo, but I just needed to be nerfed a tiny bit more.




    Edit: Maybe Bryan would be able to say what would be the most simulation efficient. Whether it is dropping timing to 3, but raising power again? Or maybe 3 timing, but solid hits goes up one. This would not need to happen unless you felt neutered when going down to 3 timing though.

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    • MannybeingManny
      Rookie
      • Apr 2010
      • 219

      #482
      Re: S & B's MLB 2025 Simulation Sliders

      Are you guys using contact at 5 or 6 with version 2? How many of you guys use the swing influence?
      Year 20 of playing MLB The Show!

      “It's unbelievable how much you don't know about the game you've been playing all your life” -Mickey Mantle

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      • BrewCrew16
        Pro
        • Mar 2023
        • 550

        #483
        Re: S & B's MLB 2025 Simulation Sliders

        Yes it's definitely the first place I started yesterday. Dropped timing to 4 and will play some games. I like the results of hof hitting this year. Was just getting too many "good" timing on swings, which I felt skewed my results a bit. Edit: foul frequency is playing a pretty decent role here as well

        Sent from my moto g stylus using Tapatalk

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        • MannybeingManny
          Rookie
          • Apr 2010
          • 219

          #484
          Re: S & B's MLB 2025 Simulation Sliders

          Do you guys use contact at five or six with version two? How many of you use the swing influence when hitting?
          Year 20 of playing MLB The Show!

          “It's unbelievable how much you don't know about the game you've been playing all your life” -Mickey Mantle

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          • rhouserjr0614
            Rookie
            • Jan 2017
            • 495

            #485
            Re: S & B's MLB 2025 Simulation Sliders

            I was going to reach out about this. My offense(Phillies) and my pitching is really good so far in the game, I was trying to think of a good way to balance out the game.

            I upped the CPU timing to 7 and solid hits to 5 to help their offense?

            I see knocking down User timing to 4 should help lower the runs scored?

            Of the 2, I need the CPU offense to give more.


            Sent from my iPhone using Tapatalk

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            • MannybeingManny
              Rookie
              • Apr 2010
              • 219

              #486
              Re: S & B's MLB 2025 Simulation Sliders

              Do you guys use contact at five or six with version two? How many of you use the swing influence when hitting?
              Year 20 of playing MLB The Show!

              “It's unbelievable how much you don't know about the game you've been playing all your life” -Mickey Mantle

              Comment

              • BrewCrew16
                Pro
                • Mar 2023
                • 550

                #487
                Re: S & B's MLB 2025 Simulation Sliders

                Originally posted by rhouserjr0614
                I was going to reach out about this. My offense(Phillies) and my pitching is really good so far in the game, I was trying to think of a good way to balance out the game.

                I upped the CPU timing to 7 and solid hits to 5 to help their offense?

                I see knocking down User timing to 4 should help lower the runs scored?

                Of the 2, I need the CPU offense to give more.


                Sent from my iPhone using Tapatalk
                I 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.

                Sent from my moto g stylus using Tapatalk

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                • DarthRambo
                  MVP
                  • Mar 2008
                  • 6630

                  #488
                  Re: S & B's MLB 2025 Simulation Sliders

                  I used to hit on Allstar with timing at 0 and it was okay but still pretty easy with the larger PCI. Lowering user timing is probably the quickest and easiest way to lower your team batting average without it causing ripple effects. On HOF I am using timing at 6 and my team average is .250 through 50 games played. That's probably a bit high for the Reds, but perfect for video game standards imo.

                  Foul frequency at 0 is there to help give cpu and user an extra hit or so by letting balls land just fair instead of foul. I haven't noticed anything unusual about it, like an increase of strikeouts. But leaving it at 5 could help the cpu foul off an extra pitch or two in an at bat. But unless Ks are way high it's hard to say that is needed over helping them get that extra hit down the line. Probably more of a preference thing, and based on what you're seeing.



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                  https://www.youtube.com/DarthRambo

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                  • DarthRambo
                    MVP
                    • Mar 2008
                    • 6630

                    #489
                    Re: S & B's MLB 2025 Simulation Sliders

                    This is my franchise stats for the Reds through 49 games. The biggest need is triples and boy I have tried a lot of things to get more of them and they just feel near impossible to get. We've been trying different baserunner speeds. I've tried up to 8, and Friedl did get a triple actually. While that was nice, having speed that high caused runners to be thrown out at bases too my much. I tried speed at 10 with fielder speed at 5 and it wasn't too bad actually it's just annoying the amount of baserunner gaffes it causes. I think Brian found a good spot for it, however here recently

                    Triples unfortunately are probably going to be very low if you're playing every game. It's just so difficult to get. I think mostly because the lack of ball physics and you never see the ball do things it does IRL on triples. There could be a good combination between baserunner speed, fielder speed, and OF throw power. We have not yet found it if it is there.
                    https://www.youtube.com/DarthRambo

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                    • bryanm1982
                      MVP
                      • Nov 2016
                      • 3789

                      #490
                      Re: S & B's MLB 2025 Simulation Sliders

                      Originally posted by MannybeingManny
                      Do you guys use contact at five or six with version two? How many of you use the swing influence when hitting?
                      I use contact at 6. When I am behind in the count I go between pushing the L button the opposite way to try to go opposite field or the contact swing.
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                      • BrewCrew16
                        Pro
                        • Mar 2023
                        • 550

                        #491
                        Re: S & B's MLB 2025 Simulation Sliders

                        The best explanation I have for foul frequency is this: At 0 the batter is essentially swinging at the correct plane to put the ball in play Everytime. He's not swinging too high above or below the ball enough to miss it or foul it off. I stopped seeing guys foul tick straight back or chop the ball foul. Almost everytime a pitch is in the middle third, with good timing, the ball is getting smacked no matter the batter. You'll also notice an annoying amount of early or late swings out the ball in play at a much higher clip, resulting in shorter ABs and a lower average. The first point I made is a reasoning for the higher HR totals some may be experiencing. Those are my thoughts. Not arguing. Take from that what you will.

                        Sent from my moto g stylus using Tapatalk

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                        • DarthRambo
                          MVP
                          • Mar 2008
                          • 6630

                          #492
                          Re: S & B's MLB 2025 Simulation Sliders

                          I will definitely try fouls at 5 and see if it helps get average pitches per inning more realistic. Thanks, BrewCrew!

                          Sent from my Pixel 8a using Tapatalk
                          https://www.youtube.com/DarthRambo

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                          • MannybeingManny
                            Rookie
                            • Apr 2010
                            • 219

                            #493
                            Re: S & B's MLB 2025 Simulation Sliders

                            Originally posted by DarthRambo
                            I will definitely try fouls at 5 and see if it helps get average pitches per inning more realistic. Thanks, BrewCrew!

                            Sent from my Pixel 8a using Tapatalk
                            Foul frequency imo is always something that has needed adjusting. With at zero your timing better be on because you can get a lot of really quick innings. Perfectly fine with it at three or four.
                            Year 20 of playing MLB The Show!

                            “It's unbelievable how much you don't know about the game you've been playing all your life” -Mickey Mantle

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                            • BrewCrew16
                              Pro
                              • Mar 2023
                              • 550

                              #494
                              Re: S & B's MLB 2025 Simulation Sliders

                              Originally posted by MannybeingManny
                              Foul frequency imo is always something that has needed adjusting. With at zero your timing better be on because you can get a lot of really quick innings. Perfectly fine with it at three or four.
                              Yeah I'm finding 3 or 4 works well also.

                              Sent from my moto g stylus using Tapatalk

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                              • MannybeingManny
                                Rookie
                                • Apr 2010
                                • 219

                                #495
                                Re: S & B's MLB 2025 Simulation Sliders

                                Originally posted by BrewCrew16
                                Yeah I'm finding 3 or 4 works well also.

                                Sent from my moto g stylus using Tapatalk
                                The first time I set it to zero last year the opposing starting pitcher threw a complete game on 85 pitches lol.
                                Year 20 of playing MLB The Show!

                                “It's unbelievable how much you don't know about the game you've been playing all your life” -Mickey Mantle

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