Creating **The 'PERFECT' Slider Set**

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  • X*Cell
    Collab: xcellnoah@gmail
    • Sep 2002
    • 8107

    #31
    Re: Creating **The 'PERFECT' Slider Set**

    X*Cell's Version

    X*Cell's Version Changes in Orange

    Player Options - (Batter Contact/Power settings apply to SWING STICK users only)

    Batter Contact: 35
    Batter Power: 20
    Batter Influence: 35
    Power Swing:
    35
    Step Influence: 10
    Pitcher Difficulty: 70
    Bunt Assistance: 25
    Bunt for Hit: 15
    Baserunner Speed: 100
    Runner Steal Success:
    55
    Infielder Errors: 70
    Outfielder Errors:
    75
    Infielder Speed: 25
    Outfielder Speed: 45
    Catcher Throw Speed: 0
    Infielder Throw Speed: 0
    Outfielder Throw Speed: 0
    Infielder Reaction Speed: 10
    Outfielder Reaction Speed: 45
    Speed Burst Length: 0
    Speed Burst Power: 0
    Fielder Aggression: 0
    Pitcher Fatigue: 35
    Pitcher Interface Speed: 100
    Injuries: 65
    Pitch Speed:
    70



    A.I. General Options

    Infielder Errors: 70
    Outfielder Errors: 75
    Infielder Speed: 25
    Outfielder Speed: 45
    Catcher Throw Speed: 0
    Infielder Throw Speed: 0
    Outfielder Throw Speed: 0
    Fielder Aggression: 0
    Throwing Aggression: 65
    Hit and Run: 85
    Sacrifice Bunt: 55
    Squeeze Bunt: 35
    Runner Aggression: 75
    Steal Success: 60
    Steal Second: 60
    Steal Third: 35
    Steal Home: 15
    Diveback: 55


    A.I. Batting Options

    AI Batters use Inside Edge:ON

    Take Strike Overall: 70
    Take Strike Ahead: 70
    Take Strike Behind: 70
    Take Ball Overall: 30
    Take Ball Ahead: 30
    Take Ball Behind: 30
    Skill: 50
    Contact: 50
    Power:
    50
    Bunt for Hit: 40
    Pitcher Difficulty: 70
    Pitcher Effectiveness Mod: 80



    AI Pitching Options

    Pitchers use Inside Edge: ON

    Corner: 55
    Change Speed: 75
    Throw Strike Overall: 40
    Throw Strike Ahead: 40
    Throw Strike Behind: 40
    Pitcher Fatigue: 60
    Pickoff:
    50
    Pitchout: 50
    Meat Pitch: 20
    That's it. There we have it. A couple things to keep in mind:
    Last edited by X*Cell; 03-15-2007, 01:00 PM.
    SAN ANTONIO SPURS

    Comment

    • jimdoggy32
      Rookie
      • Jul 2006
      • 52

      #32
      Re: Creating **The 'PERFECT' Slider Set**

      I actually haven't had any trouble with striking out the cpu....during my franchise with these sliders I average about 5-8 strikeouts and my last outing with Ted Lilly he pitched a complete game shutout with 15 k's.

      Comment

      • nnng07
        Rookie
        • Jan 2007
        • 204

        #33
        Re: Creating **The 'PERFECT' Slider Set**

        Originally posted by jimdoggy32
        I actually haven't had any trouble with striking out the cpu....during my franchise with these sliders I average about 5-8 strikeouts and my last outing with Ted Lilly he pitched a complete game shutout with 15 k's.
        That's what I've been getting too, and precisely why I'm afraid to touch the integral 6 sliders for CPU pitch-taking. I think they need to be as they are in the original post in order for the CPU hitting to be competent.

        For those having trouble with striking out the CPU or having the CPU hitters beat you up too much, I suggest tuning down the AI SKILL slider from 100 to whatever suits you and leaving the pitch-taking sliders as they are to maintain the integrity of the strikeout using Payoff Pitching.

        Comment

        • PsychoBulk
          Hoping for change...
          • May 2006
          • 4191

          #34
          Re: Creating **The 'PERFECT' Slider Set**

          Originally posted by nnng07
          I can't stress enough how much of a difference putting AI CONTACT @ 45, AI POWER @ 50 made.
          Agree totally.

          I was struggling to get more than 3 k's a game until i adjusted the AI contact/power setting as you said and immediately k'd 7 with Nate Robertson, and all earned as well, not cheap AI swings.

          Looks to have done the trick.

          Comment

          • nnng07
            Rookie
            • Jan 2007
            • 204

            #35
            Re: Creating **The 'PERFECT' Slider Set**

            After researching why the CPU seems to make highlight-reel plays 5+ times a game, I think I've come at a fielding breakthrough of sorts. First, let me state what needs to be changed, and then explain why.

            Turn HUMAN & AI FIELDING AGGRESSION down to 0.

            Okay, first let me explain what is accomplished on the CPU side. Less diving stops, more naturally occuring plays. Now you will see double clutching and hesitation. They will still make the plays they need to, so I have no worry that 0 is too low, but they stop turning every grounder with a man on into insta-double-plays.

            On the human side, two things are accomplished. First, I think this will make fielding for those who have had their troubles with it (like me) easier actually. By having this slider down at 0, it will no longer seem like your fielder is starting a sprint toward the dugout if you tap the stick in the wrong direction. Movements will look more fluid. The second positive derived from this switch is that there seems to be a whole set of animations that is opened up. The variety of animations increases now that the human fielders will double-clutch as well, as well as get their feet set and throw the ball properly instead of off-balanced lasers all the time.

            Okay, that's my explanations for the switches, and I have really enjoyed the results in the last half-dozen games or so. I had the feeling that this slider set had hitting down pat, and since switching CPU Contact/Power to 45/50 had the pitching down pat too, and the almost all of the problems left came from unresponsive fielders and Vizquel-like CPU infielders. I hope the switch to 0/0 takes care of these problems.
            Last edited by nnng07; 03-14-2007, 08:15 PM.

            Comment

            • abcd
              Banned
              • Feb 2003
              • 405

              #36
              Re: Creating **The 'PERFECT' Slider Set**

              Great Sliders, great thread thanks for taking the time !!!! nnngo7.
              My sliders were almost like yours but your cpu batting balls and strikes ect were what made these .
              Its a very good game its just to bad it doesnt play this way out of the box .
              Because 2k loses a lot gamers this way who dont take the time .

              Comment

              • Picci
                MVP
                • Feb 2003
                • 4517

                #37
                Re: Creating **The 'PERFECT' Slider Set**

                Originally posted by nnng07
                After researching why the CPU seems to make highlight-reel plays 5+ times a game, I think I've come at a fielding breakthrough of sorts. First, let me state what needs to be changed, and then explain why.

                Turn HUMAN & AI FIELDING AGGRESSION down to 0.

                Okay, first let me explain what is accomplished on the CPU side. Less diving stops, more naturally occuring plays. Now you will see double clutching and hesitation. They will still make the plays they need to, so I have no worry that 0 is too low, but they stop turning every grounder with a man on into insta-double-plays.

                On the human side, two things are accomplished. First, I think this will make fielding for those who have had their troubles with it (like me) easier actually. By having this slider down at 0, it will no longer seem like your fielder is starting a sprint toward the dugout if you tap the stick in the wrong direction. Movements will look more fluid. The second positive derived from this switch is that there seems to be a whole set of animations that is opened up. The variety of animations increases now that the human fielders will double-clutch as well, as well as get their feet set and throw the ball properly instead of off-balanced lasers all the time.

                Okay, that's my explanations for the switches, and I have really enjoyed the results in the last half-dozen games or so. I had the feeling that this slider set had hitting down pat, and since switching CPU Contact/Power to 45/50 had the pitching down pat too, and the almost all of the problems left came from unresponsive fielders and Vizquel-like CPU infielders. I hope the switch to 0/0 takes care of these problems.
                I like your thoughts and also agree with you. It does limit the "less" spectacular play. Those who are sick of seeing Edmunds 1- a game over the head catches (curse him everytime) will see limited, but still existant Edmunds rob.

                Question. I've now played 20 or so games (still in spring training) with the AI Hit and Run at 100. I've seen one, so I know it happens. Take it to 100. This would limit doubleplays. The question is, have you noticed "in numbers" how many times the IA pulls a hit and run on you?

                Comment

                • nnng07
                  Rookie
                  • Jan 2007
                  • 204

                  #38
                  Re: Creating **The 'PERFECT' Slider Set**

                  Originally posted by Picci
                  I like your thoughts and also agree with you. It does limit the "less" spectacular play. Those who are sick of seeing Edmunds 1- a game over the head catches (curse him everytime) will see limited, but still existant Edmunds rob.

                  Question. I've now played 20 or so games (still in spring training) with the AI Hit and Run at 100. I've seen one, so I know it happens. Take it to 100. This would limit doubleplays. The question is, have you noticed "in numbers" how many times the IA pulls a hit and run on you?
                  I think you're right, it does feel like the Hit-n-Run should be executed more often by the CPU. I've seen this is several other threads with it at 100, so perhaps this is the way to go. I will give it a shot at 100 and see if this gives us the results desired.

                  Also, I've noticed that the CPU on bunts by me will go for the lead runner too often, even if they don't really have a good shot at getting him. I will tune this setting down from 65 to 60 (and am willing to keep moving it down until I see bunts handled properly).

                  Both of these changes will be reflected in the first post.

                  Comment

                  • smsuduck
                    Rookie
                    • Jun 2006
                    • 40

                    #39
                    Re: Creating **The 'PERFECT' Slider Set**

                    Fyi, a high hit and run in this game causes a lot of line drive double plays and vice versa. Every time that I have turned it up it seemed nearly every line drive hit, when runners were on, caused a double play...just something to be mindful of.

                    Comment

                    • abcd
                      Banned
                      • Feb 2003
                      • 405

                      #40
                      Re: Creating **The 'PERFECT' Slider Set**

                      Originally posted by nnng07
                      After researching why the CPU seems to make highlight-reel plays 5+ times a game, I think I've come at a fielding breakthrough of sorts. First, let me state what needs to be changed, and then explain why.

                      Turn HUMAN & AI FIELDING AGGRESSION down to 0.

                      Okay, first let me explain what is accomplished on the CPU side. Less diving stops, more naturally occuring plays. Now you will see double clutching and hesitation. They will still make the plays they need to, so I have no worry that 0 is too low, but they stop turning every grounder with a man on into insta-double-plays.

                      On the human side, two things are accomplished. First, I think this will make fielding for those who have had their troubles with it (like me) easier actually. By having this slider down at 0, it will no longer seem like your fielder is starting a sprint toward the dugout if you tap the stick in the wrong direction. Movements will look more fluid. The second positive derived from this switch is that there seems to be a whole set of animations that is opened up. The variety of animations increases now that the human fielders will double-clutch as well, as well as get their feet set and throw the ball properly instead of off-balanced lasers all the time.

                      Okay, that's my explanations for the switches, and I have really enjoyed the results in the last half-dozen games or so. I had the feeling that this slider set had hitting down pat, and since switching CPU Contact/Power to 45/50 had the pitching down pat too, and the almost all of the problems left came from unresponsive fielders and Vizquel-like CPU infielders. I hope the switch to 0/0 takes care of these problems.
                      Hi isnt the Fielder aggression slider per the manual only for chances of player colliding ????
                      These sliders play great with button control batting does anyone else use them ? swing stick just doesnt give me bat control to hit right left ect.
                      also I hit into a double play and the 2b threw the ball to 3b ? this only happen once in 7 games but did anyone else see this ?

                      Comment

                      • Walker8
                        Banned
                        • Nov 2003
                        • 980

                        #41
                        Re: Creating **The 'PERFECT' Slider Set**

                        Originally posted by abcd
                        Hi isnt the Fielder aggression slider per the manual only for chances of player colliding ????
                        These sliders play great with button control batting does anyone else use them ? swing stick just doesnt give me bat control to hit right left ect.
                        also I hit into a double play and the 2b threw the ball to 3b ? this only happen once in 7 games but did anyone else see this ?
                        I don't think fielder aggression has anything to do with the spectacular play. It has to with players colliding like you said. The reason you are seeing less spectacular plays, and the ofers appear slower and get set, is because you turned the outfielder speed down and turned down the reaction speeds. I basically kept the reaction speeds up and turned the ofer speed to 40 and infielder speed to 20 and I rarely see the spectacular play and I might turn it up because there are balls the cpu doesnt get to sometimes that they should. 40-45 is a good speed for ofers, 20-25 is good for infielders.

                        I also dont understand why people are putting arm speed at 0. You see those lob throws that are so unrealistic.I actually kept the arm speeds up, turned them down slightly to 60 for infielders and 35 for ofers and kept the baserunning speed at the default 70 and it seems perfect to me. I see baserunners beat out the plays they should, I've even have seen the cpu bunt for hits on occasion, and I see an assist here and there on close plays. Arm speed at 0 and baserunning at 100 seems like overkill to me. Isn't it easy to steal bases that way and beat out all sorts of plays that you shouldn't? I played with sliders that had that setting and I was beating out all sorts of plays that I shouldn't have been.
                        Last edited by Walker8; 03-15-2007, 04:05 AM.

                        Comment

                        • abcd
                          Banned
                          • Feb 2003
                          • 405

                          #42
                          Re: Creating **The 'PERFECT' Slider Set**

                          Originally posted by Walker8
                          I don't think fielder aggression has anything to do with the spectacular play. It has to with players colliding like you said. The reason you are seeing less spectacular plays and the ofers appear slower and get set is because you turned the outfielder speed down and turned down the reaction speeds. I basically kept the reaction speeds up and turned the ofer speed to 40 and infielder speed to 20 and I rarely see the spectacular play and I might turn it up because there are balls the cpu doesnt get to sometimes that they should. 40-45 is a good speed for ofers, 20-25 is good for infielders.

                          I also dont understand why people are putting arm speed at 0. You see those lob throws that are so unrealistic.I actually kept the arm speeds up, turned them down slightly to 60 for infielders and 35 for ofers and kept the baserunning speed at the default 70 and it seems perfect to me. I see baserunners beat out the plays they should, I've even have seen the cpu bunt for hits on occasion, and I see an assist here and there on close plays.
                          Sounds good thanks , yes we each have are own style but the arms at 0 are the way to go for me .
                          I play the Hu and AI Of & Inf at 35- 25 but may drop the Inf a bit but I just dont want slow rollers getting by me.
                          I got a little worried about the CPU Offense but my first series were Houst which played me tough but I killed Pitts as it should be.
                          But Bost is giving me a hard time in the World Series so I am very Happy keeping the sliders where they are . I kept matt cain sf P in a little too long and paid for it !

                          Comment

                          • PsychoBulk
                            Hoping for change...
                            • May 2006
                            • 4191

                            #43
                            Re: Creating **The 'PERFECT' Slider Set**

                            Originally posted by nnng07
                            After researching why the CPU seems to make highlight-reel plays 5+ times a game, I think I've come at a fielding breakthrough of sorts. First, let me state what needs to be changed, and then explain why.

                            Turn HUMAN & AI FIELDING AGGRESSION down to 0.

                            Okay, first let me explain what is accomplished on the CPU side. Less diving stops, more naturally occuring plays. Now you will see double clutching and hesitation. They will still make the plays they need to, so I have no worry that 0 is too low, but they stop turning every grounder with a man on into insta-double-plays.

                            On the human side, two things are accomplished. First, I think this will make fielding for those who have had their troubles with it (like me) easier actually. By having this slider down at 0, it will no longer seem like your fielder is starting a sprint toward the dugout if you tap the stick in the wrong direction. Movements will look more fluid. The second positive derived from this switch is that there seems to be a whole set of animations that is opened up. The variety of animations increases now that the human fielders will double-clutch as well, as well as get their feet set and throw the ball properly instead of off-balanced lasers all the time.

                            Okay, that's my explanations for the switches, and I have really enjoyed the results in the last half-dozen games or so. I had the feeling that this slider set had hitting down pat, and since switching CPU Contact/Power to 45/50 had the pitching down pat too, and the almost all of the problems left came from unresponsive fielders and Vizquel-like CPU infielders. I hope the switch to 0/0 takes care of these problems.
                            Like the sound of that, a lot.

                            Will implement these later.

                            I too was getting fed up of 3/4 highlight reel diving infield and outfield catches EVERY game. This should sort that.

                            Keep the suggestions coming guys.

                            Each change brings us closer to the "perfect" slider set.

                            Good work nnng07 :wink:

                            Comment

                            • abcd
                              Banned
                              • Feb 2003
                              • 405

                              #44
                              Re: Creating **The 'PERFECT' Slider Set**

                              Originally posted by PsychoBulk
                              Like the sound of that, a lot.

                              Will implement these later.

                              I too was getting fed up of 3/4 highlight reel diving infield and outfield catches EVERY game. This should sort that.

                              Keep the suggestions coming guys.

                              Each change brings us closer to the "perfect" slider set.

                              Good work nnng07 :wink:
                              not trying to start anything but the fielder aggression slider says it's for players chance of colliding ?????? Am I missing Something ???

                              Comment

                              • BigL
                                Pro
                                • Sep 2005
                                • 612

                                #45
                                Re: Creating **The 'PERFECT' Slider Set**

                                Which options were changed?

                                Comment

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