Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Controls

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  • sleepytercel
    Banned
    • Sep 2004
    • 605

    #1

    Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Controls

    All settings default if not listed

    Console: 360

    Control Settings

    Batting Camera: Zoom on Pitch
    Zoom: 0 (I play on standard def. High def. may be different)0
    Pitching Camera: Behind Pitcher
    Pitching Interface: Zone
    Pitch Point: Breakpoint
    Batting Interface: Swing Stick
    Auto Re-Select Fielder: Off (this keeps the CPU from changing fielders automatically)

    Presentation Settings

    Strike Zone: Always off
    Keep Fielder in View: Off (Assists with the fielding perspective)
    Ball Trail: Off (Assists with fielding by clearing out the trail)
    Player Icon: Off (Assists with fielding by removing clutter under selected player)

    Game Settings

    In Game Help: Off (Removes icon that tells you when to dive or wall climb. Will explain)

    Difficulty

    -----------------------------
    Franchise/Season only

    Dynamic Difficulty: Off
    Hot and Cold teams: Off

    These two options will change your sliders in franchise and season modes!
    -----------------------------

    Batter Contact: 5
    Batter Power: 0
    Batter Influence:0
    Power Swing:0
    Step Influence:10
    Pitcher Difficulty:75
    Batter Bunt Assistance:30
    Batter Bunt for Hit:25
    Runner BR Speed:85
    Runner Steal Success:50
    IF Errors:80
    OF Errors:70
    IF Speed:30
    OF Speed:15
    C Throw Speed:65
    IF Throw Speed:20
    OF Throw Speed:0
    IF Reaction Speed:0
    OF Reaction Speed:0
    Fielder SB Length:40
    Fielder SB Power:40
    Fielding Aggression:45
    Pithcer Interface Speed:100 (User preference. If you're new to Zone, this may be too difficult)
    Injuries:50
    Pitch Speed:60

    AI General Options

    IF Errors:80
    OF Errors:70
    IF Speed:35
    OF Speed:30
    Cather Throw Speed:70
    IF Throw Speed:25
    OF Throw Speed:15
    Fielding Aggression:15
    Throwing Aggression:50
    Hit N Run:50
    Sac Bunt:50
    Squeeze:50
    Run Aggression:50
    Steal Success:50
    Steal 2nd:50
    Steal 3rd
    Steal Home:50
    Diveback:50

    AI Batting Options

    Batters Use IE:On
    Take Strike Overall:40
    Take Strike Overall:70
    Take Strike Behind:40
    Take Ball Overall:60
    Take Ball Ahead:30
    Take Ball Behind:60
    AI Skill:0
    AI Contact:30
    AI Power:50
    AI Bunt for Hit:40
    AI Pitcher Difficulty:80
    AI Effect. Mod:65

    AI Pitching Options

    Pitchers Use IE: On
    Corner:25
    Throw Strike Overall:40
    Throw Strike Ahead:25
    Throw Strike Behind:75
    Fatigue:50
    Pickoff:25
    Pitchout:50
    Meat Pitch:0
    Last edited by sleepytercel; 03-29-2007, 06:45 PM.
  • sleepytercel
    Banned
    • Sep 2004
    • 605

    #2
    Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

    Zoom on Pitch

    This option has been turned on because it helps alleviate the problem of not being able to properly see the break of pitches. This option zooms past the home plate so you don't have to see the extra break that doesn't matter to you. If you've seen the 12-6 curveball, you'll know what I'm talking about. With the original perspective, you'll see the ball sink lower than you need to. With this option on, the ball will disappear allowing you to judge more accurately.

    Pitching Camera set default "Behind Pitcher"

    When using Zone pitching, the pitching from the batter view seems to be way too zoomed in. The zone mechanic goes off of the screen. I play with standard def, so those with widescreen and/or high def., may not have this problem.

    Zone Mechnic Pitching

    This is the ultimate choice for pitching. While I do like the payoff pitching, it's way too easy. Zone pitching simulates everything in its mechanic. It's easy. You start your pitch by pressing the button, then one circle comes shooting and you must stop it in the center by pressing the button again. When you do that, another circle will come by and you press the button again when it's centered. The two circles decide the verticle and horizontal levels of the location. It gives you more undertstanding on where your pitch will land. The zone pitching simulates many more elements than Payoff. It will simulate pressue situations, composure situations, stamina, and even change based on versing lefty's and righty's. It also changes based on the batter and count numbers. This mechanic will really keep you on your toes.

    Strike Zone Off

    It only makes sense. However, it's actually helpful to have the zone off. I find that the display is too thick, and can really distort your ability to see the ball when being pitched. Especially in night games where everything is reflective.

    Ball Trail, Fielder in View, and Player Icons are all Off

    All of these options distort your fielding ability. The ball trail is not helpful. The player icon gets in the way when matching the player circle with the ball circle on fly balls, and when the "fielder in view" option is on, the camera is way too zoomed out to judge balls properly. If you're having fielding issues, these will help, and go ahead and thank me later.

    In-Game Help Off

    This is a personal choice. With this option on, it'll tell you when you can dive or wall catch when the ball is in play. It's helpful for wall catches especially. However, it takes away the excitement of making great plays. I suggest turning this option off only when you've played enough games to understand the time for wall catches. When it's off, you can still wall climb, and the best way to know is when you see the blue ball marker and red homerun marker at the same time. It's much more rewarding to make gem defensive plays when you react on your own.

    Fielder Speed Burst is On

    This option is a personal preference, but I feel it should be left on. I toned down the mechanic sliders so it's not so powering. This mechanic allows you to speed burst for a short time or attempt to throw the ball harder. When you attempt to throw the ball harder to get someone out, there's an increase in error potential. With the error sliders turned up, this becomes more of a risk/reward feature as it can cause bad throws. All sliders have been adjusted so this feature can be used. You'll see a lot more plays that are close, but can be made only if you attempt to throw harder (Like those long throws by the third basemen to get the guy out heading to first). When fielding the second basemen or shortstop, it's best to not speed burst on line drives or IF bloopers, as you'll probably overrun it.

    Batter Contact at 5

    This is a must. I'm still back and forth between 5 or 0, and it really depends on your patience at the plate. This slider seems to be the real benefactor on the hit variety issue. Many state that contact at 100 creates the best variety. I didn't see this, and also, I never struck out with that setting. With contact at 5 and fielder speeds toned down, you won't see every ball roll to the wall. You'll see more bloops in the gap, and line drives that slow to a halt as they reach the outfield. Also, the power swing is more of a risk as it creates more routine flyballs. The hit variety, in my opinion, has drastically increased with the contact slider set so low. Also, the contact setting really effects the batters eye sizes, especially when set to 0. (Note that the batting power is set to "0" and may contribute to the hit variety)

    Batter contact seems to be the only option that effects the swing influence. I know a lot of peoples main complaint on this game is the ability to always be able to direct where you'll hit the ball. While being set to 5, it doesn't completely solve the issue, but it's much more realistic. I've attempted many times swinging and directing the ball left (right handed batter), but if the pitch was outside, it still directed right. Also, when trying to influence where the ball will go, it's easier to swing and miss, or direct the ball to a weak grounder for an easy out. I've replayed many at bats on these settings, and have yet to see anything "odd" coming from the bat to ball contact.

    Step Influence Set At 10

    Originally I had this slider at 100 in my last set. I believed that the slider was determined on how good your step timing was to get a good hit. I had originally thought that this slider would force you to have better step timing to get better hit. It does not work this way though. The influence slider simply gives your batter a power boost when your step timing is good. It's kinda like a power swing based on your step. This option is set at 10 so that step timing is still something that you want to work for. It will still give you better contact, but it's not overly powerful.

    Errors Set High

    The errors were too low. When you set errors to my setting, they are much more realistic. They also cut down the success of dive catchers and wall catches. You'll see more balls bounce off gloves and they don't count as errors (of which they shouldn't). I still feel it may not be high enough. I originally had them both set to 100, and I got good results, but others have complained about seeing too many. I've played 15 games with these sliders I've posted, and I'm seeing realistic error results. In fact, in my season, I'm nowhere on the leaderboard in errors. I would say, start with what I got, and move them up after a few games if you're not seeing enough errors or if there are too many gem plays.

    Reaction Speed at 0

    This slider seems to affect the transition animations from catching to throwing. This alleviates those quick, unnatural transitions that happen. Also, it penalizes when you throw to the wrong base trying to catch a runner. It's much more realistic overall, and it makes defense look more natural.

    Pitcher Difficulty

    A lot of people have this option at its highest. However, there should be those times when you can murder good pitchers. I've specifically set up the user batting sliders and the CPU sliders to correspond with this slider setting. There's also composure ratings that affect how pitchers do in game, and if their composure is low, you should be able to hit them. Afterall, pitchers are human, but also a bit cyborg.

    Pitch Speed 60

    I originally had it set to 100, but others have pointed out how unrealistic the setting is. 60 seems to be the most authentic, and it does allow you to get a glimpse of a pitch and react accordingly. Many think that you get more hit variety with it at a higher speed, but I seem to think that the contact slider has more to do with the hit variety. With the current contact slider at 5 and pitch speed at 60, I've seen more hit variety than any other slider I've used. I've even seen foul balls that were hit with a normal contact swing. This is a personal preference though.

    AI Effect. Mod at 65

    I originally had this setting at 100, but with Zone pitching, you'd give up to many homeruns. This setting gives the CPU more "umph" when you throw a bad pitch, or a meat pitch. However, zone pitching changes constantly, and sometimes you'll just give up those pitches frequently. With it toned down, you won't always be punished for meat pitches, but you will see the CPU make great contct. It also really punishes you against strong hitters. I think 65 is the best option here.

    Meat Pitch at 0

    This is a personal preference, but I don't think you should ever be told where the ball is going to go automatically. You have the batters eye for that. If the ball is thrown down the center of the plate, you should be able to react to it accordingly, without the help of an icon.

    Inside Edge On

    I think there's a misconception of this option. Many believe that it gives the computer an IE report advantage, or that it's some sort of "comeback" code. It's quite simple. It's just player tendacy's. Turning this option off is like turning off individual player sliders in NBA2K7. The stats from IE are built into each player, and players react according to these reports. If a batter typically swings at a first pitch, the stat percentages are programmed into the CPU logic. With these options off, it makes purchasing scouting reports useless, and the CPU logic of individual tendancy's are basically shut off. I've attempted to set the CPU sliders so that they are not predictable, but does propose a slight advantage when you own a report.
    Last edited by sleepytercel; 03-29-2007, 06:40 PM.

    Comment

    • sleepytercel
      Banned
      • Sep 2004
      • 605

      #3
      Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

      Swing Stick Help

      Okay, so you don't want to use the SS because you can't hit. That delay in the swinging is too hard to get used to. Well, I find that the SS is only a little more chalenging, it keeps you more honest when attempting power swings, influence swings, and when you get used to the mechanic, I find it easier to lay off pitches.

      The SS is a two step process, and "Classic" is one. With the SS, you must time your batters step in order to get better contact with the ball. Many people are confused about how to do this. Also, many don't know you have to time the step, and simply try to do the two step process as one continuous motion (hence the reasoning for the "delay").

      In 2K6, the game gave you feedback on your step timing. It would tell you if the timing was too soon, perfect, or late. The step timing with the SS is unchanged from 2K6, but for some reason, the developers removed the feedback of your performance with each step in. In 2K6, the perfect step was right before the pitcher releases the ball. When the pitcher is about to release the ball from his hand, that's when you must hold down on the SS. You'll see your batter step in for the swing. All you have to do is release the stick to swing, or push up to power swing (be careful to not click the stick in, as it will cause your player to bunt). You've now reduced that continuous two-step process into two seperate processes. When you press and hold the stick down, you have plenty of time to decipher the pitch before trying to swing. When you do the step properly, releasing the stick is just as fast as pressing the button. You can try practicing in HD to get the handle on it.

      Check Swinging

      I figured it out. While many explain this broken mechanic, I have found out the manouver on how to check swing at will with the Swingstick. It actually makes somewhat sense.

      1.) The way the book describes it is technically right
      2.) If you are attempting a power swing, you will not pull back your swing

      To check swing, you must pull back the "R" stick before the stick is centered (which is a contact swing). It's a real quick reaction. Basically, you must not let go of the "R" stick with your thumb. Because of how fast the stick can get centered, you basically pull it back before it gets to that position. Once it gets centered, it triggers a full contact swing. If you let go of the stick just a sec, and then quickily push it back down, you will check swing at will.

      CPU Logic

      I think I found a great combination in these sliders. CPU pitchers will not always throw a ball on the first pitch. They won't always throw a ball when they are ahead of the count. They seem t mix speeds, throw bad pitches, aim other areas than just the corners, and will even walk batters, especially in crucial times of pressure. I have seen great variety in the CPU pitching, and they will surprise you.

      CPU batters pose a more realistic reaction to pitches. They can be fooled. Many people were having issues striking the CPU out, but I think I found the right balance. They won't swing at every first pitch. They'll make poor contact, but they'll also make great contact. The CPU will go on rally's, but not unrealistically to where they hit everything on the first pitch thrown. The homeruns are still there at the current CPU batting settings, but they feel more like a fault of the user pitching than just a CPU comeback logic. One game I struck out 11 batters with a changeup and curvebal combo, but the next game didn't fair so well. It really is based on the pitcher you're using, and the individual pitch ratings seem to be of great help now.
      Last edited by sleepytercel; 04-04-2007, 12:25 AM.

      Comment

      • capone2117
        Rookie
        • Jun 2003
        • 276

        #4
        Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

        With respect to your SS comments, I believe that you really have to treat the hitting like you would in real life...Kids are taught to "trigger" their swing...I always use the phrase, "when the pitcher shows you his a**, you start to show him yours", when speaking of the "trigger"...So, bottom line is that if people press down when the pitcher's leg is at its highest point, you are 'triggered' and have a great chance of getting solid contact...I have been having some great battles with the cpu in my 4 team franchise...I still strikeout, and I still lose, but I am very comfortable at the plate with the SS...
        Ima give these a try this weekend...I kinda like the thought of everything at zero...
        Go Blue!!!

        Comment

        • sleepytercel
          Banned
          • Sep 2004
          • 605

          #5
          Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

          Originally posted by capone2117
          With respect to your SS comments, I believe that you really have to treat the hitting like you would in real life...Kids are taught to "trigger" their swing...I always use the phrase, "when the pitcher shows you his a**, you start to show him yours", when speaking of the "trigger"...So, bottom line is that if people press down when the pitcher's leg is at its highest point, you are 'triggered' and have a great chance of getting solid contact...I have been having some great battles with the cpu in my 4 team franchise...I still strikeout, and I still lose, but I am very comfortable at the plate with the SS...
          Ima give these a try this weekend...I kinda like the thought of everything at zero...
          I see what you're saying, but 2K6 gave you on screen feedback on step timing. It would tell you if it was too early, perfect, or late. In 2K6, the perfect timing for the SS mechanic was executed by pressing down on the stick right as the pitcher is about to release the ball. Since it would read a "perfect step" when doing so, the mechanic is based on that logic. I think the timing is more forgiving this year, and there certaintly isn't anything wrong with how you do, as long as you can make contact and produce hits.

          I am having a blast with these sliders though. I'm playing through my franchise and continued to tweak, tweak, and tweak more as games went on. I've played 5 games without any tweaking and getting really good results. In fact, I'm really enjoying playing against the computer now.

          Comment

          • kumala
            Pro
            • Oct 2002
            • 599

            #6
            Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

            used your sliders with classic batting and it has been the most realistic for me. i use the classic swing by pushing the left stick according to where the ball is pitched and not pushing up when a ball is pitched low. too cheesy. if i hit a homerun its on meat pitches or pitches that are up. and even if i push on high pitches i don't always hit a homerun. I adjusted the cpu batting because i was getting too much ks.

            Comment

            • sleepytercel
              Banned
              • Sep 2004
              • 605

              #7
              Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

              I was thinking strikeouts were too easy for me too. Cliff Lee can strike out many with his changeup, but Westbrook has a hard time striking anyone out. I want to raise the batting difficulty, but since many people on the boards are complaining about the lack of strike outs, I kept it a bit "easier" and left it at a basis of the user skill. I think for many of people having problems striking the computer it out, the current sliders has a good place on where people should start.

              Comment

              • sleepytercel
                Banned
                • Sep 2004
                • 605

                #8
                Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

                Added how to check swing with the Swing Stick.

                Comment

                • sleepytercel
                  Banned
                  • Sep 2004
                  • 605

                  #9
                  Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

                  Second version here with minor tweaks. Main focus is set on AI Batting difficulty and AI Pitcher variety. You'll find that the problems have very well been addressed.

                  Sleepys Carefully Designed Realsim Sliders V. 2.1

                  Thanks to RRBoSox and his constant updates and shared changes. I have used a couple of his suggestions for "V.2.1". I'd like to think 2NYce for his updates and stats. Remember that as long as this is version 2, we're still forumlating a standard base, so any updates is helpful. When we reach a conclusion, I will list the final set as "V.3.0".

                  All settings default if not listed

                  Control Settings

                  Batting Camera: Zoom on Pitch
                  Zoom: 0 (I play on standard def. High def. may be different)0
                  Pitching Camera: Behind Pitcher
                  Pitching Interface: Zone
                  Pitch Point: Breakpoint
                  Batting Interface: Swing Stick
                  Auto Re-Select Fielder: Off (this keeps the CPU from changing fielders automatically)

                  Presentation Settings

                  Strike Zone: Always off
                  Keep Fielder in View: Off (Assists with the fielding perspective)
                  Ball Trail: Off (Assists with fielding by clearing out the trail)
                  Player Icon: Off (Assists with fielding by removing clutter under selected player)

                  Game Settings

                  In Game Help: Off (Removes icon that tells you when to dive or wall climb. Will explain)

                  Difficulty

                  -----------------------------
                  Franchise/Season only

                  Dynamic Difficulty: Off
                  Hot and Cold teams: Off

                  These two options will change your sliders in franchise and season modes!
                  -----------------------------

                  Batter Contact: 5
                  Batter Power: 0
                  Batter Influence:0
                  Power Swing:0
                  Step Influence:10
                  Pitcher Difficulty:100
                  Batter Bunt Assistance:30
                  Batter Bunt for Hit:25
                  Runner BR Speed:85
                  Runner Steal Success:50
                  IF Errors:80
                  OF Errors:80
                  IF Speed:0
                  OF Speed:10
                  C Throw Speed:65
                  IF Throw Speed:10
                  OF Throw Speed:20
                  IF Reaction Speed:0
                  OF Reaction Speed:0
                  Fielder SB Length:100
                  Fielder SB Power:5
                  Fielding Aggression:45
                  Pitcher Fatigue:35
                  Pithcer Interface Speed:100 (User preference. If you're new to Zone, this may be too difficult)
                  Injuries:50
                  Pitch Speed:70

                  AI General Options

                  IF Errors:80
                  OF Errors:80
                  IF Speed:50
                  OF Speed:30
                  Cather Throw Speed:70
                  IF Throw Speed:25
                  OF Throw Speed:20
                  Fielding Aggression:15
                  Throwing Aggression:50
                  Hit N Run:50
                  Sac Bunt:50
                  Squeeze:25
                  Run Aggression:35
                  Steal Success:50
                  Steal 2nd:60
                  Steal 3rd:30
                  Steal Home:10
                  Diveback:50

                  AI Batting Options

                  Batters Use IE:On
                  Take Strike Overall:90
                  Take Strike Overall:50
                  Take Strike Behind:50
                  Take Ball Overall:70
                  Take Ball Ahead:50
                  Take Ball Behind:50
                  AI Skill:10
                  AI Contact:45
                  AI Power:60
                  AI Bunt for Hit:40
                  AI Pitcher Difficulty:0
                  AI Effect. Mod:65

                  AI Pitching Options

                  Pitchers Use IE: On
                  Corner:0
                  Change Speed:80 (Must turn off IE option, adjust, then turn IE option back on)
                  Throw Strike Overall:30
                  Throw Strike Ahead:50
                  Throw Strike Behind:50
                  Fatigue:50
                  Pickoff:25
                  Pitchout:35
                  Meat Pitch:0

                  Comment

                  • grafe2
                    Rookie
                    • Apr 2007
                    • 3

                    #10
                    Re: Sleepys Carefully Redesigned Realsim Sliders for Swing Stick/Zone Pitching Contro

                    I just played my first game with these settings, I was really beginning to dislike 2k7 but I noticed a definite change with these, I ended up winning 7-5 and I was pretty worried at first since I hit back to back to back homers in the first but it turned out fine

                    Comment

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