These sliders coincide with my '9 Innings with MLB2K6's AI' thread, found here:
http://forums.operationsports.com/vB...d.php?t=166022
Difficulty:
-Player Options: (I’m not sure if player options apply at all when the game starts AI vs. AI. However, to rest players from the screen before the game starts, I need to start the game 1P vs. AI, whether the ‘player options’ still apply to my team after I switch to AI vs. AI in-game is unknown to me. I would hope not though. Again, these are truly meant for AI vs. AI, I don’t know the results one would get playing the game with them.)
Batter Contact: 57
Batter Power: 43
Bunt Assist: 80
Baserunning Speed: 55
Stealing Success: 52
Fielder Errors: 35 (I tried lowering this to avoid the freakish incidents of wild pitches/missed throws from the OF. I believe it helped, not sure.)
Fielder Speed: 50
Fielder Speed Burst Length: N/A
Fielder Speed Burst Power: N/A
Fielding Aggression: 90 (Hoping this counteracts the fielders watching a ball roll toward them during a play. Can’t confirm/deny the effect though.)
Pitcher Fatigue: 33 (To counterbalance the patient hitters and reduction in called strikes)
Pitcher Interface Speed: N/A
Injuries: 50 (No injuries for me yet though)
Pitch Speed: 83 (Tired of watching pitches float to the catcher)
-AI General Options: (I believe these take precedence over the ‘player options’ in the AI vs. AI games, and all the ‘player options’ settings are just exact copies of these where applicable)
AI Errors: 35
AI Fielder Speed: 50
AI Fielder Aggression: 90
AI Throwing Aggression: 25 (I was hoping this would prevent the AI from always throwing to the base ahead of the baserunner, regardless of the situation/threat. Unfortunately, this does not appear to alleviate the problem. No matter what, the outfielders still gun it to the infield after every hit, occasionally resulting in a multi-base error.)
AI Hit’N Run: 55 (No real rhyme or reason to this, other than I perceive an inability to manufacture runs by the AI. Can’t seem to string together a few hits most of the time. Hoping this would help them score off something other than a HR.)
AI Sac Bunt: 52 (Still haven’t seen one. A few times I’ve seen players show bunt on the first pitch, pull back on a ball, then completely forget about bunting the rest of the AB. Don’t think that’ll ever be helped through sliders.)
AI Squeeze: 50
AI Showboat Attempt: 45
AI Showboat Skill: 40
AI Run Aggression: 15 (I was hoping this would cut down on the AI making huge, ridiculous circles after a base hit and subsequently getting thrown out at first because of it. Doesn’t seem to help.)
AI Steal Success: 52
AI Steal 2nd: 55
AI Steal 3rd: 30 (I’ve seen far too many failed attempts at stealing 3rd )
AI Steal Home: 5 (This should be incredibly rare. Given my team’s aggressive running style, the only time I had a man on 3rd he ended up getting gunned out trying to steal home. I really don’t want to see this happen too often!)
-AI Batting Options (Overall this will just reflect my observation that pitch counts are unrealistically low, batters are insanely aggressive, and strikeouts were out-numbering walks by a 7-to-1 ratio. These settings lend to making hitters MUCH more patient/intelligent, actually draw a walk once in a while, but not make them superhuman when it comes to avoiding strikeouts. This and pitching AI are clearly the two crucial sets of sliders when it comes to representing an accurate game of baseball with mlb2k6)
AI Batters Use Inside Edge: On
AI Take Strike Overall: 85 (I’ve seen FAR too many first-pitch-swinging outs)
AI Take Strike Ahead: 60
AI Take Strike Behind: 45 (I don’t want to see everyone go down staring at strike 3.)
AI Take Ball Overall: 100 (This may seem extreme, but again, I’m still testing, but I think this may actually be close to what is needed. Probably in the 90-100 range is ideal.)
AI Take Ball Ahead: 80 (Hoping to see batters continue to work counts/tire out pitchers.)
AI Take Ball Behind: 55 (Chasing a bad ball when desperate isn’t out of the question though, so this isn’t very high in my sliders.)
AI Skill: 55
AI Contact: 57
AI Power: 42 (I think I’m seeing too many HRs. Not just too many HRs, but rather the large majority of runs are scored via the HR. Looking for more singles/doubles that score a runner if possible. The ‘contact’ slider reflects this as well.)
-AI Pitching Options (Not much mystery here, just trying to generate longer ABs, throw more balls, waste some pitches, walk some guys, but still record strikeouts.)
AI Pitchers Use Inside Edge: On
AI Corner: 60
AI Change Speed: 50
AI Change Location: 52
AI Throw Strike Overall: 25 (I’m still seing around 60-65% strikes being thrown at worst. This seems really low at first, but I think it’s closer to realism that it looks at first.)
AI Throw Strike Ahead: 38
AI Throw Strike Behind: 45
AI Fatigue: 33 (See above, to counterbalance the higher pitch counts. Seems about right, maybe needs to be around 40…a good performance can still get a pitcher into the 8th/9th, and a pitcher can get knocked out of the game in the 3rd/4th if they struggle.)
AI Pickoff: 0 (The pickoff bug at 2B is such a killer for me that I’d rather scrap pickoffs entirely than see it play out over and over.)
AI Pitchout: 60 (Raised this a bit to make up for the 0 in pickoffs. I’ve seen the AI perform pitchouts at appropriate times thus far.)
AI Meat Pitch: 32 (Early on I saw a lot of these, and I may have naively attributed all the free-swinging to it. Not sure if it makes CPU hitters better or not. I usually see ~2-3 per game at this number.)
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