mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

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  • DonkeyJote
    All Star
    • Jul 2003
    • 9185

    #556
    Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

    Originally posted by mkharsh33
    Again, do whatever you want... It's near impossible to make sliders that work for every ability level or like. And you just provide ONE game sample...

    PLEASE!!!!!! - give them at least TEN games before you make up your mind... I'm watching the Yankees right now, and CC is getting destroyed... It happens...
    And he ended up giving up 4 runs on 7 hits in 8 innings. It tends to even out. I had played through a a couple innings a few other times, and was making a lot of hard contact. I understand that every slider set is going to be a little different from person to person. I was simply asking your advice as to tuning which slider would garner the best results.

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    • mkharsh33
      Hall Of Fame
      • Nov 2006
      • 12779

      #557
      Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

      DonkeyJote... Another option to try...

      leave user contact 35 BUT lower user power back down to 60.

      leave BOTH cpu pitch break influence and cpu pitch success at 75.

      Having tried this setup, though, it weakens the ball off the bat for the user, once again putting you in a position where you have to make PERFECT contact in order to drive the ball.

      If you lower the cpu pitch break influence back down to 65 the hole that is now unplugged is the LACK of user walks - you'll make too much contact.

      Again, we've done nearly every combination... This game, the more one plays it, has some obvious flaws. Good game, but enough issues to prevent it from a great game. Right now I'd give it an 8.0 (of 10) rating... It just has a few too many holes in it to rate it any higher.
      STEELERS INDIANS CELTICS

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      • mkharsh33
        Hall Of Fame
        • Nov 2006
        • 12779

        #558
        Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

        3 latest updates (that I'm using):

        - user pitch control at 5
        - cpu pitch break influence at 75
        - cpu AI pitch success at 80

        I just played (and lost) a 15 inning game - tonight's matchup of Philly (cpu) at Arizona (me). I used real-life batting lineups (baseballexpress.com) and lost 5-4. Was an amazingly fun game in which I had TWO chances (12 inning and 14th inning) to win (runner at 3rd with less than 2 outs). I hit 2 homeruns: Montero with an opposite field shot off the foul pole and Goldschmidt a pinch-hit HR in the bottom of the 15th. I had 11 hits and struck out 11 times. Philly had their chances but I pitched out of numerous jams. They had 15 hits and I struck them out 8 times.

        I'm still torn over one thing:

        - not sure if I should leave the cpu AI pitch success at 80

        OR

        - raise the cpu pitch break influence to 85 (leaving cpu AI pitch success at 75)

        But this is a good problem to have, as the game plays out very fun and realistic for the most part.
        STEELERS INDIANS CELTICS

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        • mkharsh33
          Hall Of Fame
          • Nov 2006
          • 12779

          #559
          Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

          page 1 - post 1 sliders updated...

          with the new setup (3 changes I spoke of in the last post) I had my concerns that hitting might be too hard for the user. I played last night's White Sox (me) at Athletics (cpu). Peavy vs. Colon. Both lineups played exactly as the game had them.

          I won 10-7. Score was not indicative of how much I had killed them. They went up 1-0 on a Cespedes HR in the 2nd. I then scored 3 in the 3rd, and 4 in the 4th, and chased Colon out of the game after him only having pitched 3 1/3 innings. I then pushed the lead out 10-1. De Aza had 4 doubles for me, Pierzynski had a 2-run HR. I had 13 total hits, and 6 were extra base hits.

          This is with cpu movement at 75 and cpu pitching success at 80. I also drew 2 walks, and probably could have had a couple more if I would have stayed patient.

          I ended up pulling Peavy after 7 solid innings (6 hits, 1 BB, 6 K's, 2 earned runs allowed) but Nathan Jones came in and blew up, giving up 5 runs in one inning.

          This game was quite different from the last I played that went into extra innings.

          So as stated, I think we'll see a WIDE range of outcomes, and 1 game does NOT provide a solid sample-size of what potential these sliders have for varying types of games.
          STEELERS INDIANS CELTICS

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          • wudl83
            Pro
            • Jun 2011
            • 627

            #560
            Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

            Originally posted by mkharsh33
            Again, we've done nearly every combination... This game, the more one plays it, has some obvious flaws. Good game, but enough issues to prevent it from a great game. Right now I'd give it an 8.0 (of 10) rating... It just has a few too many holes in it to rate it any higher.
            The more I play it the more I get annoyed. Perhaps I should give it a break. Right now it would perhaps get a 6/10 rating by me.
            Close one hole, open up another. Somehow this game seems to work so.
            And this predetermination starts to make me really crazy.
            Last edited by wudl83; 04-24-2012, 09:17 AM.

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            • Herky
              Working for the weekend
              • Jun 2004
              • 4715

              #561
              Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

              Fantastic sliders yet again. The only changes I made was I lowered the CPU power and contact by 5. Then I started a dynasty with the Cubs and had two totally different games.

              I got blown out in the season opener 12-1. Ryan Dempster gave up 7 runs (6 earned) in 4 innings of work. I only managed 4 hits against Strasburg and had 3 errors. Only struck out 4 Nationals all game and 3 were by Dempster.

              I won the second game 3-1. I was in the zone with Matt Garza. His line 8 innings, 4 hits, 1 run, 2 walks, and 9 strikeouts. Brian LaHair hit a homerun too. Carlos Marmol worked a perfect 9th with a strikeout and got the save. I got 7 hits that game as a team. No team errors.

              I do have two guys hurt. Shawn Camp was placed on the 15 day DL with a sore elbow (he gave up a run in the season opener), and Soriano has a strained rotator cuff but I am waiting to see how long he might be hurt before I decide to DL him. He's listed as 8+ days right now.

              Loving these sliders.
              GT: Herkyalert
              PSN: Herkyalert

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              • horrormaster
                Rookie
                • Feb 2009
                • 216

                #562
                Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                The sliders work great, just had to bump the AI power and contact down 5. For me the AI hits too many doubles and late game HRs though. Like wudl83 posted, the game gets frustrating the more you play it because it seems every game is predetermined when you start it out. You know whether or not you're going to win in the first inning or two every game. The fact that some pitchers throwing motion causes the ball to lag behind their hand makes it almost impossible to read where the pitch is going.
                Last edited by horrormaster; 04-24-2012, 11:19 AM.

                Comment

                • mkharsh33
                  Hall Of Fame
                  • Nov 2006
                  • 12779

                  #563
                  Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                  I know I said I wouldn't do it, but I did make some changes to page 1 - post 1 sliders...

                  settings:
                  - pitcher fatigue at 55

                  sliders:
                  - lowered using batting power back down to 60
                  - lowered cpu AI pitch success back down to 75
                  - lowered AI sacrifice bunt tendency down to 30

                  Reasoning:

                  - I just played a game in which I hit 4 home runs by the Indians (against the Royals) and the 3rd inning wasn't over yet (3 of them were back-to-back-to-back). Sorry, but not much fun. I also saw a power bat for the cpu attempt a sac bunt - pretty stupid considering the situation of the game.

                  Guys, I'm trying to really like this game, but the more I play it the more the holes are becoming quite evident. The game engine is just poorly designed, and the more you play the more the flaws become evident. We've noted it's plugging one hole only to open up a couple more. At this point we're just going to have to make do with what the game is for the time being. I'm not trying to sound negative, but I've played the crap out of this game, and it's lacking in so many ways, especially if you're a die-hard simulation baseball fan.

                  And I really do get the feeling this game is scripted in so many ways. I had an at-bat in which my lead-off man (Cunningham - Indians) golfed a pitch into centerfield for a base hit to lead off the 10th inning. There was NO WAY I should have even touched that ball, let alone hit it. It's like the game knew I was going to win, and sure enough I did. (5-4 in 10 innings). So plug in the sliders and just enjoy the ride...
                  STEELERS INDIANS CELTICS

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                  • DetroitStyle
                    Meow
                    • May 2011
                    • 1045

                    #564
                    Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                    So far so good. I was the Mets and Dickey was pitching for me, which explains all the walks (knuckleballer). So far I'm having fun, I mean your above post MK may seem outlandish, (all the HR's) but it was just one game and lest we forget...it is baseball and anything can happen. Now, if you were doing that EVERY game, then a change would be for sure in order.

                    Comment

                    • mkharsh33
                      Hall Of Fame
                      • Nov 2006
                      • 12779

                      #565
                      Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                      ...in the 5 games I played with the 65 user power, I hit 23 homeruns. 4 by Carlos Santana in one game.

                      If you sit on the 4 seam fastball, you'll crush it nearly every time. But what's funny is that with user power at 60, I suddenly have warning track power.

                      Frustrating game...

                      I'm thinking that 65 power might be the answer with the cpu pitch break influence and pitch break success up around the 90 or 95 mark? But at this point I don't know...
                      STEELERS INDIANS CELTICS

                      Comment

                      • wudl83
                        Pro
                        • Jun 2011
                        • 627

                        #566
                        Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                        Originally posted by mkharsh33
                        I know I said I wouldn't do it, but I did make some changes to page 1 - post 1 sliders...

                        settings:
                        - pitcher fatigue at 55

                        sliders:
                        - lowered using batting power back down to 60
                        - lowered cpu AI pitch success back down to 75
                        - lowered AI sacrifice bunt tendency down to 30

                        Reasoning:

                        - I just played a game in which I hit 4 home runs by the Indians (against the Royals) and the 3rd inning wasn't over yet (3 of them were back-to-back-to-back). Sorry, but not much fun. I also saw a power bat for the cpu attempt a sac bunt - pretty stupid considering the situation of the game.

                        Guys, I'm trying to really like this game, but the more I play it the more the holes are becoming quite evident. The game engine is just poorly designed, and the more you play the more the flaws become evident. We've noted it's plugging one hole only to open up a couple more. At this point we're just going to have to make do with what the game is for the time being. I'm not trying to sound negative, but I've played the crap out of this game, and it's lacking in so many ways, especially if you're a die-hard simulation baseball fan.

                        And I really do get the feeling this game is scripted in so many ways. I had an at-bat in which my lead-off man (Cunningham - Indians) golfed a pitch into centerfield for a base hit to lead off the 10th inning. There was NO WAY I should have even touched that ball, let alone hit it. It's like the game knew I was going to win, and sure enough I did. (5-4 in 10 innings). So plug in the sliders and just enjoy the ride...
                        LOL i made nearly the same experiences as you can see in the other thread. It makes it even more ridiculous when you take into account that we played with the same teams...

                        This game is full of holes as you said. When I give user power 65 instead of 60 I hit 3-4 homers every game with nearly no triples, regardless of whom I am playing with. When I draw it back to 60 I hit at least one triple per game but seem to get not enough homers.
                        This is ridiculous.

                        Comment

                        • mkharsh33
                          Hall Of Fame
                          • Nov 2006
                          • 12779

                          #567
                          Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                          With classic batting, I think we'll have to consider keeping the 60 user batting power, but possibly lower CPU pitch effectiveness. It's the only combination I haven't given much look at. Think I'll drop it down to 70 and see if that has an impact.

                          I know exactly what you mean about the triples... with user power at 60 I hit more down the line doubles & triples, but with power at 65 I hit more in the gap line drive doubles.

                          I feel like some don't appreciate or even ridicule the constant back-and-forth on these sliders, but the more you play this game, the more you see the very things you just mentioned.

                          But, if we lower cpu pitch movement, then the new hole that gets opened up is no cpu strikeouts.

                          It's become pick your poison with this game...
                          STEELERS INDIANS CELTICS

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                          • exrxixxx
                            Rookie
                            • Mar 2009
                            • 7

                            #568
                            Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                            Hey my friends. I am hardcore reader of mkharsh33 sliders forum, doing it several times everyday since the very first page.
                            Very well done, glad the community is alive and we (players) are not left alone with "unbalanced game" from 2K by our monitors.

                            So... I was concentrated on USER BATTING past 4-5 days. Went through all possible combinations of sliders (contact, pwr, pitch speeds, etc.)
                            Why? 'Cos for me user's bat power at 60 is way too much. Every ball is hit with a speed of bullet, no hit variance, etc. I want line drives for 2B hit over 1st and 3rd basemen heads, hits to the wall, warning track, etc

                            So, I want to share with you some things I started to like:

                            USER BATTING:
                            Batting Contact - 25
                            The only figure that works well. Other one could be 30, but the higher the figure the more problems it creates in the game (no 2 base hit, no line drives, softer shots, etc.). Twenty five is about perfect.

                            Batting Power - 40
                            Other possibility is 45. but again the higher the figure is - the more problems appears. In case with 45 it is much harder to hit the ball to the warning track. Looks like AI rewards you better if you use less power.


                            CPU PITCHING:
                            AI Pitch Speed: 75
                            Other figures 70, 80, 85 gives some more new opportinities, but over 75 it is difficult to track the ball.

                            AI Pitch Success: 50 (still tweaking between 50-80)
                            IMPORTANT: "my research" shows that Pitch success is directly related with contact success. The lower the figure is - the harder to hit the ball. YES. There is no mistake. Lowering AI pitch speed to Zero will not let you hit at all, while making 100 - you hit everything.
                            I don't know why they (2K) made it like that (not logically), but we have to live with that. So if you want to have more strike outs - lower AI pitch speed success. Want more contact - make it bigger.

                            AI Strike Zone Tendency: 40

                            AI Pitch Break Influence: 30
                            This figure is responsible for "lifting the ball up to the air" Make it 100 and you will not be able to elevate the ball from the ground. Make it "0" and it will come alive

                            AI Pitcher Composure Influence: 15

                            P.s. AI outfielders/infielders runs at 10.

                            ***
                            Try it. Sure it require some time to acknowledge that you can't swing at everyball everyball anymore. Make a good contact and you will be rewarded.
                            Maybe it will bring you to some new ideas

                            (..and don't worry about homeruns, they did not dissapear from the game)
                            Last edited by exrxixxx; 04-25-2012, 10:05 AM.

                            Comment

                            • wudl83
                              Pro
                              • Jun 2011
                              • 627

                              #569
                              Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                              Played some games. 0 doubles, 0 triples, 0 homeruns for me. Average of 4 hits per game. How can you play with these sliders? I hit a lot of balls but they are all weak as hell.

                              Comment

                              • Fiddy
                                Twitch/YouTube: Fiddy14
                                • Jul 2002
                                • 12675

                                #570
                                Re: mkharsh33 MLB 2K12 Sliders: Classic Hitting / Total Control Pitching

                                Originally posted by wudl83
                                Played some games. 0 doubles, 0 triples, 0 homeruns for me. Average of 4 hits per game. How can you play with these sliders? I hit a lot of balls but they are all weak as hell.
                                you have to adjust to your liking/skill level..

                                turn off auto save..

                                then manually save mk's settings/sliders under his gamtertag..

                                then adjust these key sliders and see how it plays for you..

                                Batting Contact: 35 to 45 (i use 40..)

                                Batting Power: 60 to 70 (i vary from 60 to 65..)

                                AI Pitch Success: 75 to 65 (i go between 70 and 75..)

                                AI Strike Zone Tendency: 40 to 45 (changing this to 45 or 50 has the cpu pitcher around the plate more, helps out a ton if you hate taking pitches..)

                                then save these under settings/sliders under a different name..

                                once you get a feel for the game, just adjust those 4 sliders to make things more difficult for you. like dropping from say 45 contact to 40 etc.

                                having the above set a little bit higher compared to mk's will get you into the game, then if you feel you need to adjust some things those are the ones you tinker with. leave everything else set as mk has it and you should find your happy medium after about 10 to 20 games.

                                took me around 30 games to figure out what i needed to do, what i felt comfortable with. i cant use his sliders as a whole bc i have zero patience. so i had to adjust those mentioned above to my liking to get the game to play well for me.
                                Last edited by Fiddy; 04-26-2012, 11:39 AM.
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