SB's redefined sliders (X-Cell's 0/40/100 theory)

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  • highheatkingsb
    All Star
    • Jul 2005
    • 8152

    #1

    SB's redefined sliders (X-Cell's 0/40/100 theory)

    Hey guys, I've experienced with these for about 10 games now, and really enjoy them. I used X-Cell's 0/40/100 theory for skill/contact/power and they really give a great challenge. Any feedback would be great. I've revamped many other areas as well.

    *******I based these off my house rules as well, so for those that just like to step up to the plate and hack all the time, don't expect the AI Pitcher to go any less than 9 innings on you.

    My House Rules for Batting:

    -Can only use power swing when the AI throws a meat pitch at anytime (Even 1-0, 2-0, 3-0 counts). That's the only time I allow myself to press up on the swing stick. The rest of the time it must be pull and release tactic.
    - Must wait until the AI throws one strike in the count to swing, unless it's a meat pitch or a 3-0 count that isn't a meat pitch. I've had 2 so far that the CPU didn't throw down the gut on 3-0, it is rare though. This works the pitcher's pitch total. I had Rich Harden of the A's throw 102 pitches last night in 7 1/3 innings in a 6-3 loss, and Kenny Rogers throw 108 today in 8 1/3 innings in a 3-1 loss to the Tigers.

    My House Rules for Pitching:

    Starters can go as long as they want unless they give up either of the following:

    -5 earned runs and I trail by more than 2 runs after the inning is over.
    -10 hits
    -tied or losing after 7th inning
    -30% fatigue(must conclude batter then pull)
    -after one of the above, I must take him out at least at the end of that inning and bring in a reliever either at that moment or the beginning of the next inning.

    Relievers can go a maximum of 3 innings for long relievers and 2 innings for middle, setups and closers, or one of the following:

    -3 earned runs or 6 hits for long relievers
    -2 earned runs or 5 hits for middle, setups, and closers
    -after one of the above, I must take him out at least at the end of the inning and bring in a new pitcher. Make sure you have another pitcher warming up.

    Control Settings:

    Batting Camera: Classic
    Zoom: 0
    Pitching Camera: Behind Pitcher
    Pitching Interface: Zone 1
    Pitch Point: BreakPoint
    Batting Interface: Swing Stick
    Batter's Eye: Off
    Batter's Eye Feedback: Off
    Vibration: Off
    Auto-Round Bases: On
    Assisted Base Running: OFF
    Smart Throw: OFF
    Auto-Reselect Fielder: Off
    Hold Runners: Smart Hold
    Catcher Suggestions: OFF
    In-Game Tips: OFF


    Game Settings:

    Inside Edge: Off
    Catcher Cam: Off
    Arguments: On
    Ball Indicator: Dynamic
    Auto Dive Back: On
    Fielder Speed Boost: Off
    Broken Bat Frequency: Sometimes
    In-Game Help: OFF

    Game Setup:

    Length of Game: 9 innings
    Designated Hitter: AL Hosting
    Ejections: On
    Injuries: OFF
    Pitcher Fatigue: On
    Active Bullpen: On
    Inside Edge Reminder: OFF

    Presentation General:

    Action Replay Freq: SOMETIMES
    Inning Highlights: On
    Player Hightlights: OFF
    Cutscenes: On
    Strike Zone: Always Off
    Pitch Break Indicator: On
    TopLine Dropdowns: On
    Score Ticker: On
    Keep Fielder in View: On
    Ball Trail: On
    Challenge Notification: On
    Hr Innings Notification: On
    Player Icon: None

    Player Options:

    Game Difficulty: Custom
    Batter Contact: 30
    Batter Power: 10
    Batter Influence: 20
    Power Swing: 10
    Step Influence: 100
    Pitcher Difficulty: 100
    Batter Bunt Assistance: 30
    Batter Bunt For Hit: 40
    Runner Baserunning Speed: 100
    Runner Stealing Success: 65
    Infielder Errors: 65
    Outfielder Errors: 50
    Infielder Speed: 0
    Outfielder Speed: 10
    Catcher Throw Speed: 5
    Infielder Throw Speed: 5
    Outfielder Throw Speed: 5
    Infielder Reaction Speed: 0
    Outfielder Reaction Speed: 25
    Fielder Speed Burst Length: 5
    Fielder Speed Burst Power: 5
    Fielding Aggression: 25
    Pitcher Fatigue: 35
    Pitcher Interface Speed: 100
    Injuries: 0
    Pitch Speed: 100

    A.I General Options:

    Game Difficulty: Custom
    AI Infield Errors: 65
    AI Outfield Errors: 65
    AI Infield Speed: 15
    AI Outfielder Speed: 40
    AI Catcher Throw Speed: 5
    AI Infielder Throw Speed: 5
    AI Outfielder Throw Speed: 5
    AI Fielding Aggression: 0
    AI Throwing Aggression: 65
    AI Hit 'N Run: 65
    AI Sacrifice Bunt: 25
    AI Squeeze: 25
    AI Run Aggression: 85
    AI Stealing Success: 80
    AI Steal 2nd: 65
    AI Steal 3rd: 35
    AI Steal Home: 0
    AI Diveback: 100

    AI Batting Options:

    Game Difficulty: Custom
    AI Batters Use Inside Edge: On
    Take strike overall 85
    Take strike ahead 60
    Take strike behind 50
    Take ball overall 95
    Take ball ahead-70
    Take ball behind-75
    AI Skill: 0
    AI Contact: 45
    AI Power: 100
    AI Bunt For Hit: 95
    AI Pitcher Difficulty: 0
    AI Effectiveness Mod: 100

    A.I Pitching Options:

    Game Difficulty: Custom

    AI Pitchers Use Inside Edge: On
    AI Corner: 85
    AI Change Speed: 100
    AI Throw Strike Overall: 40
    AI Throw Strike Ahead: 40
    AI Throw Strike Behind: 55
    AI Fatigue: 40
    AI Pickoff: 20
    AI Pitchout: 50
    AI Meat Pitch: 0
    Last edited by highheatkingsb; 03-24-2007, 12:21 PM.
    Highheat's O's Franchise
    http://www.operationsports.com/forum...l-attempt.html
  • baa7
    Banned
    • Jul 2004
    • 11691

    #2
    Re: SB's redefined sliders (X-Cell's 0/40/100 theory)

    I've been telling people for two years: set the AI Skill slider at 0 or as low as possible. You'll notice a 300% improvement in hit variety and overall realism. The good thing is this year the CPU can still hit with it down and with Contact up - in 2K5, it couldn't. Another great slider addition this year is the AI Effectiveness Mod slider, which punishes bad pitching and could be why playing with AI Skill at 0, works.

    Great sliders there BTW - close to what I'm playing Throw speeds are too high and running speeds too low though, IMO.

    Comment

    • highheatkingsb
      All Star
      • Jul 2005
      • 8152

      #3
      Re: SB's redefined sliders (X-Cell's 0/40/100 theory)

      Originally posted by baa7
      I've been telling people for two years: set the AI Skill slider at 0 or as low as possible. You'll notice a 300% improvement in hit variety and overall realism. The good thing is this year the CPU can still hit with it down and with Contact up - in 2K5, it couldn't. Another great slider addition this year is the AI Effectiveness Mod slider, which punishes bad pitching and could be why playing with AI Skill at 0, works.

      Great sliders there BTW - close to what I'm playing Throw speeds are too high and running speeds too low though, IMO.
      Hey baa7, any suggestions would be great for making these the best they can be. I'm no slider guru, so I'm just tinkering with things. Feel free to offer what would be best to improve them. The best thing about the 0/45/100 hitting sliders is I've seen hits from the AI I haven't seen before. Like this morning, I threw a low and away slider and the AI bounced it two feet from the plate. It startled me so much, I didn't know what to do, so he reached base safely.
      Last edited by highheatkingsb; 03-24-2007, 08:52 AM.
      Highheat's O's Franchise
      http://www.operationsports.com/forum...l-attempt.html

      Comment

      • baa7
        Banned
        • Jul 2004
        • 11691

        #4
        Re: SB's redefined sliders (X-Cell's 0/40/100 theory)

        Originally posted by highheatkingsb
        Hey baa7, any suggestions would be great for making these the best they can be. I'm no slider guru, so I'm just tinkering with things. Feel free to offer what would be best to improve them. The best thing about the 0/45/100 hitting sliders is I've seen hits from the AI I haven't seen before. Like this morning, I threw a low and away slider and the AI bounced it two feet from the plate. It startled me so much, I didn't know what to do, so he reached base safely.
        Um, are my eyes playing tricks? I thought your throw speed sliders were up in the 50+ range. Now I see they're 5...?

        The AI Skill slider 'produces' hits for the CPU - usually linedrives exactly in the spots you shifted your IF/OF away from. So it doesn't surprise me you're seeing CPU hits you haven't seen before.

        No, the sliders look good. One thing though: what's the thinking behind having Take Ball and Strike at 95? Also, I personally found CPU power up past 50-60 to be too much. When it's down lower, you see more groundballs, which is realistic. Also, with the Effectiveness Mod slider up at 100, any mistake and the CPU can knock it out of the park pretty easy, even with power down in the 60 range. I'm still testing that one BTW.

        Comment

        • highheatkingsb
          All Star
          • Jul 2005
          • 8152

          #5
          Re: SB's redefined sliders (X-Cell's 0/40/100 theory)

          Originally posted by baa7
          Um, are my eyes playing tricks? I thought your throw speed sliders were up in the 50+ range. Now I see they're 5...?

          The AI Skill slider 'produces' hits for the CPU - usually linedrives exactly in the spots you shifted your IF/OF away from. So it doesn't surprise me you're seeing CPU hits you haven't seen before.

          No, the sliders look good. One thing though: what's the thinking behind having Take Ball and Strike at 95? Also, I personally found CPU power up past 50-60 to be too much. When it's down lower, you see more groundballs, which is realistic. Also, with the Effectiveness Mod slider up at 100, any mistake and the CPU can knock it out of the park pretty easy, even with power down in the 60 range. I'm still testing that one BTW.
          I had the Take Ball and Strike at 100 in my other set of sliders, but they always looked at the first pitch. My reasoning is to get my pitchers up in pitches. I've on numerous times with anything lower than 80, gone the distance with #4 and #5 starters, usually only throwing 60-70 pitches a game. Now, with it set up that high, the CPU takes a lot more, which in turn raises my pitch count. That's the only reason.

          Power at 100, with skill level at 0 pretty much seems perfect. The AI is averaging 1-2 homers a game against me, and all but one I remember is because I missed my target on zone pitching, so I like it there.

          I dropped both the human and AI infield speed, reaction, and throwing power because your right about it being overly done. It could almost go the whole way to 0's. I'm at a crossroad with the reaction thing though, I'm trying to generate more hits in the holes, such as between shortstop/3rd and 1st/2nd baseman. It's tough though.

          Thanks for all your help!!!
          Highheat's O's Franchise
          http://www.operationsports.com/forum...l-attempt.html

          Comment

          • highheatkingsb
            All Star
            • Jul 2005
            • 8152

            #6
            Re: SB's redefined sliders (X-Cell's 0/40/100 theory)

            Changes above in red, I'm done unless someone or myself sees something drastic needs changed.
            Highheat's O's Franchise
            http://www.operationsports.com/forum...l-attempt.html

            Comment

            • SportGamer24
              Pro
              • Dec 2002
              • 783

              #7
              Re: SB's redefined sliders (X-Cell's 0/40/100 theory)

              Originally posted by baa7
              I've been telling people for two years: set the AI Skill slider at 0 or as low as possible. You'll notice a 300% improvement in hit variety and overall realism. The good thing is this year the CPU can still hit with it down and with Contact up - in 2K5, it couldn't. Another great slider addition this year is the AI Effectiveness Mod slider, which punishes bad pitching and could be why playing with AI Skill at 0, works.

              Great sliders there BTW - close to what I'm playing Throw speeds are too high and running speeds too low though, IMO.
              Can you explain the difference in hit variation with the skill at 0. I'm just not sure the cpu will generate enough offense with the skill at 0.

              Comment

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