SuperStar Attribute Edit Thread

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  • Fiddy
    Twitch/YouTube: Fiddy14
    • Jul 2002
    • 12661

    #16
    Re: SuperStar Attribute Edit Thread

    yeah, im thinking of making all their attributes except say speed all the way down to 5 or so..
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    • Steven547
      MVP
      • May 2004
      • 3796

      #17
      Re: SuperStar Attribute Edit Thread

      Originally posted by Fiddy
      yeah, im thinking of making all their attributes except say speed all the way down to 5 or so..
      That might be way too low. I've posted my attribute changes in the "you should try this before starting your universe" thread (or something like that).

      Check it out. It might at least give you ideas. In the long run, it's all user preference. I'm looking for good CPU vs CPU sliders though.

      Comment

      • Union Carbine
        Rookie
        • Jan 2006
        • 171

        #18
        Re: SuperStar Attribute Edit Thread

        Haven't worked on managers but I've been trying to take a bunch of the wrestlers I don't want (but are forced to keep active) and making them into jobbers.

        My current method, which seems to work pretty well of late, is to trash Durability, Recovery, and Grapple Reversal first to below 50 at a minimum. This usually does a good job at keeping them down better after taking moves and keeps them from reversing out of too many.

        After that, if they're still not quite terrible enough, I'll drop Charisma a bit too and, depending on the wrestler, their Strike/Grapple damage.
        "It's all in the reflexes." - Jack Burton

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        • Steven547
          MVP
          • May 2004
          • 3796

          #19
          Re: SuperStar Attribute Edit Thread

          Originally posted by Union Carbine
          Haven't worked on managers but I've been trying to take a bunch of the wrestlers I don't want (but are forced to keep active) and making them into jobbers.

          My current method, which seems to work pretty well of late, is to trash Durability, Recovery, and Grapple Reversal first to below 50 at a minimum. This usually does a good job at keeping them down better after taking moves and keeps them from reversing out of too many.

          After that, if they're still not quite terrible enough, I'll drop Charisma a bit too and, depending on the wrestler, their Strike/Grapple damage.
          I was forced to edit Cole etc. I have them on a "dead brand" and Universe pulled Cole into a match. I think I had a rivalry / ally setting for Cole. If so, that could be why.

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          • cattlekiller
            Rookie
            • Oct 2011
            • 98

            #20
            Re: SuperStar Attribute Edit Thread

            Steven547 , I appreciate this thread and trying to learn which stats do what.
            I have been doing a lot of test matches , and wish to get to the bottom of each stat like yourself.I do have some questions tho.

            What system do you have this on?
            What difficulty are you simming CPU vs CPU matches?

            Strike/Grapple Defense (STD/GRD) Determines the level of difficulty for reversing attacks.

            How was you getting this result?When I do this same test(10 matches) , I do not notice any difference in the reverse %. Matter of fact I dont see any difference at all when adjusting this stat.

            Durability (DUR) Determines the level of difficulty for participating in Royal Rumble mini-games and escaping out of Breaking Point Submission moves. The higher equals less likely to be elminated from the Rumble or submitted.

            This is one stat I notice the most when changing , it does all the things listed above.But also It seems like it adds health to each part of your body, so it directly affects KO's as well.
            The more I add to this the longer the wrestler lasts overall, it was the only defensive stat that has effected the times in my tests.


            Tag Team (TAG) Determines the level of damage caused by double team grapple moves. The higher equals more damaging your double team moves will be.

            From the matches I have tried , I'm not 100% sure on the amount of damage it does.It seems like there is a set number of damage the AI takes before he attempts a tag, the higher the tag stat the faster he will try to tag out.

            Each time I think I have each stat figured out it , something changes the outcome again.So I noticed this thread and had to ask ya some things .
            I'm hoping my settings/sliders are different from yours, and thats why I'm getting different results on some things.

            Comment

            • Union Carbine
              Rookie
              • Jan 2006
              • 171

              #21
              Re: SuperStar Attribute Edit Thread

              I think durability does help define the wrestler's overall health. Setting it low has, to my eyes, effected performance more or less to that effect.

              As for the Strike and Grapple reversal stats. I think that the game takes the general strike and grapple reversal settings and then adds this number (or some derivative of it) to determine how often that wrestler will reverse attacks. Therefore, even if you drop a wrestler's reversal ratings to 1, they will still reverse attacks due to the general setting. I think.
              "It's all in the reflexes." - Jack Burton

              Comment

              • Steven547
                MVP
                • May 2004
                • 3796

                #22
                Re: SuperStar Attribute Edit Thread

                Originally posted by cattlekiller
                Steven547 , I appreciate this thread and trying to learn which stats do what.
                I have been doing a lot of test matches , and wish to get to the bottom of each stat like yourself.I do have some questions tho.

                What system do you have this on?
                What difficulty are you simming CPU vs CPU matches?

                Strike/Grapple Defense (STD/GRD) Determines the level of difficulty for reversing attacks.

                How was you getting this result?When I do this same test(10 matches) , I do not notice any difference in the reverse %. Matter of fact I dont see any difference at all when adjusting this stat.

                Durability (DUR) Determines the level of difficulty for participating in Royal Rumble mini-games and escaping out of Breaking Point Submission moves. The higher equals less likely to be elminated from the Rumble or submitted.

                This is one stat I notice the most when changing , it does all the things listed above.But also It seems like it adds health to each part of your body, so it directly affects KO's as well.
                The more I add to this the longer the wrestler lasts overall, it was the only defensive stat that has effected the times in my tests.


                Tag Team (TAG) Determines the level of damage caused by double team grapple moves. The higher equals more damaging your double team moves will be.

                From the matches I have tried , I'm not 100% sure on the amount of damage it does.It seems like there is a set number of damage the AI takes before he attempts a tag, the higher the tag stat the faster he will try to tag out.

                Each time I think I have each stat figured out it , something changes the outcome again.So I noticed this thread and had to ask ya some things .
                I'm hoping my settings/sliders are different from yours, and thats why I'm getting different results on some things.
                Away on business, but let me see if I remember what I did or found.

                The Strk / Grpl def: Still trying to figure this out. One theory, is that the SLIDER settings affect IF the reversal will happen, and then the wrestlers attribute is whether or not they are successful. But I could be wrong. One test, is to lower the SLIDERS for AI REVERSALS to 0, leave the stk / grple defense alone. Run a match and see what happens.

                Then do the opposite, put the SLIDERS for AI Reversals at MAX and the strk / grpl def at 1 and see what happens.

                I think DUR does more than just Sub and Royal Rumble, but I'm also not 100% certain.

                Check more when I get back Wed night.

                Comment

                • Steven547
                  MVP
                  • May 2004
                  • 3796

                  #23
                  Re: SuperStar Attribute Edit Thread

                  Originally posted by Union Carbine
                  I think durability does help define the wrestler's overall health. Setting it low has, to my eyes, effected performance more or less to that effect.

                  As for the Strike and Grapple reversal stats. I think that the game takes the general strike and grapple reversal settings and then adds this number (or some derivative of it) to determine how often that wrestler will reverse attacks. Therefore, even if you drop a wrestler's reversal ratings to 1, they will still reverse attacks due to the general setting. I think.
                  Finally back home! Have you made any adjustments or ran anymore tests?

                  Comment

                  • cattlekiller
                    Rookie
                    • Oct 2011
                    • 98

                    #24
                    Re: SuperStar Attribute Edit Thread

                    I did some more tests,I tried what you suggested.
                    1st using zero on all reverse sliders and then with full.

                    There was a slight increase with it was full,when the def stats was 1 and 1.
                    But it was almost exactly the same when I raised it to 80 and 80.

                    I beginning to think the def stats ,Strike and Grapple Defense, are only used if you are playing that wrestler.It increases that window of reversal.But since the CPU reverses at the same time each time it is not needed for them?
                    I'm not sure , but messing with this number hasnt effected anything in my tests(all CPU vs CPU).

                    Durability is still the only defense stat that produces good results when changing.

                    Attacks stats you can somewhat tell have a effect ,I dont over do it with maxing out these stats , due to wanting longer matches.

                    Recovery you can hardly notice unless you have a top rope finisher and try to pick them up then jump off the top.But that is almost pointless since you can do wakeup taunt.

                    The tag team stat for sure effects amount of tags in matches.Lowering it produces a lot less tags.As far as damage I'm not too sure , I would have to test those vs the AI.

                    Adrenaline I used to turn off , but by turning it on it reduces the run move spam by the AI.It also helps or hurts for tag matches if you lower the universal slider,they cant run the full length of the ring to break the count.

                    If your Durability isnt very high and you have high Adrenaline , after a few good moves your Adrenaline wont matter anymore you will run slow as crap.

                    In my opinion Durability is the best stat to change to scale your Main event , mid card and jobbers.
                    After durability Attack stats, then recovery and then Tag Team.All other stats could be changed to fit each wrestler , like speed for Sin Cara and so on.
                    Last edited by cattlekiller; 12-15-2011, 01:51 AM.

                    Comment

                    • Union Carbine
                      Rookie
                      • Jan 2006
                      • 171

                      #25
                      Re: SuperStar Attribute Edit Thread

                      Originally posted by Steven547
                      Finally back home! Have you made any adjustments or ran anymore tests?
                      Not per se.

                      Watching my match sims, I can see the jobbers, their reversal stats reduced to 1 (as low as it will go), do not reverse out of nearly as many attacks as my main eventers. However, they will get at least a handful of reversals in a given match.

                      Since I've tuned down the general AI reversals a couple of notches from center, I've noticed everyone reverses attacks a bit less often. I've decided to keep those tuned down a bit as it allows guys to build up a little bit better head of steam without getting constantly reversed. Yet there are still plenty of reversals and no one gets railroaded just because they lost initiative.
                      "It's all in the reflexes." - Jack Burton

                      Comment

                      • Steven547
                        MVP
                        • May 2004
                        • 3796

                        #26
                        Re: SuperStar Attribute Edit Thread

                        Originally posted by Union Carbine
                        Not per se.

                        Watching my match sims, I can see the jobbers, their reversal stats reduced to 1 (as low as it will go), do not reverse out of nearly as many attacks as my main eventers. However, they will get at least a handful of reversals in a given match.

                        Since I've tuned down the general AI reversals a couple of notches from center, I've noticed everyone reverses attacks a bit less often. I've decided to keep those tuned down a bit as it allows guys to build up a little bit better head of steam without getting constantly reversed. Yet there are still plenty of reversals and no one gets railroaded just because they lost initiative.
                        What are your setting for your AI reversals? Are you adjusting the GENERAL gamplay reversals or just / and the AI REVERSAL sliders?

                        Comment

                        • Union Carbine
                          Rookie
                          • Jan 2006
                          • 171

                          #27
                          Re: SuperStar Attribute Edit Thread

                          Originally posted by Steven547
                          What are your setting for your AI reversals? Are you adjusting the GENERAL gamplay reversals or just / and the AI REVERSAL sliders?
                          I've adjusted both. I put the general settings a few clicks below the center for less overall reversals. Individual wrestlers I've adjusted just based on how I think they should be- not usually anything drastic unless I'm jobber-fying them in which case I basically set them to one.
                          "It's all in the reflexes." - Jack Burton

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                          • ClemsonPoker
                            Rookie
                            • Jul 2009
                            • 29

                            #28
                            Re: SuperStar Attribute Edit Thread

                            I'm less concerned with reversals and more concerned with the way the game constantly no-sells, making ladder matches and the like nearly unplayable. Have you experimented with the Recovery attribute yet? If not, I may start taking a crack at that today.

                            Comment

                            • Steven547
                              MVP
                              • May 2004
                              • 3796

                              #29
                              Re: SuperStar Attribute Edit Thread

                              Originally posted by ClemsonPoker
                              I'm less concerned with reversals and more concerned with the way the game constantly no-sells, making ladder matches and the like nearly unplayable. Have you experimented with the Recovery attribute yet? If not, I may start taking a crack at that today.
                              The recovery is basically what it says, the ability of the wrestler to recovery from moves / hits. With it low, the wrestler can be pinned pretty quick. I lower this for the mid-carders and "jobbers" to get a more "realistic" outcome.

                              Comment

                              • Jukeman
                                Showtime
                                • Aug 2005
                                • 10955

                                #30
                                Originally posted by Steven547
                                The recovery is basically what it says, the ability of the wrestler to recovery from moves / hits. With it low, the wrestler can be pinned pretty quick. I lower this for the mid-carders and "jobbers" to get a more "realistic" outcome.
                                I have to disagree with the pin statement.

                                In my experience recovery only effect the groggy state and with it low, you will be prompt to tap A more often after moves are hit.

                                I never seen quick pins with it low (AI vs Hum)




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