WWE 13 Slider Thread
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Basically, all SUPERSTARS, will have the majority of their attributes above 80...Strike / Grapple....Strike / Grapple DEF.....SPEED....RECOVERY.
Don't drop the others too low. But definitely keep the SPD attribute up. Remember, it is not meant for how fast the wrestlers run / walk, but how fast they deliver the moves. And with the DUR issue (anything below 60 is still 500 hp so the separation between wrestlers is very little), you have to adjust for that. So the quicker the attack, the quicker the HP is lowered, etc. And each attack, delivers a high hit point attack depending on the wrestler.Comment
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Re: WWE 13 Slider Thread
Ok guys I have tested these out and I really think they are what I am going to use from now on. I just played as Kofi vs Miz and it was by far the best match the AI has had against me...ever (I lost). I know people are saying the attributes don't work CPU vs CPU, but it sure seems they work for me - but I play AGAINST the CPU. When I played as Gabriel vs Taker he had me holding my head in no time flat with his lower durability.
Legend Difficulty with reversal damage ON. I used Hard before but I still feel Legend gives the greatest challenge.
AI Reversals
Standing strike reversal - 3
Standing grapple reversal - 3
Ground Strike Reversal - 2
Ground grapple reversal - 2
Finisher reversal - 15 (may up this to MAX)
Foreign attack reversal - 15
Damage
Both MAX
General
Standing strike reversal - 0
Standing grapple reversal - 0
Ground strike reversal - 2
Ground grapple reversal - 1
Finisher reversal - 15 (may up this to MAX)
Foreign object reversal - 5
Momentum rate attacks - 7
Momentum taunts - 3 (anything under 5 is really OK)
Adrenaline rate - Normal
Couple that with my attribute settings and you should be golden for some really tough match ups. Ignore the yellow highlights, those are just the ones I have unlocked in the game so far. Also ignore the ratings scale that you see because I had to make some changes and those scales are a bit out of date now.
Now if they can only fix the pin systemComment
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Just started up my universe with the sliders and attribute theory that has been discussed in the last couple pages and I have to say all the work and testing was worth it. The CPU matches that I am getting and how cool the universe is to watch is amazing. Awesome game and very entertaining.Comment
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Re: WWE 13 Slider Thread
Just started up my universe with the sliders and attribute theory that has been discussed in the last couple pages and I have to say all the work and testing was worth it. The CPU matches that I am getting and how cool the universe is to watch is amazing. Awesome game and very entertaining.
A.I. Reversals
SSRR- 1
SGRR - 1
GSRR- 1
GGRR- 1
FRR- 20
FARR- 20
Damage
FS- 8
FOS- 7
General
SSR- 5
SGR- 3
GSR- 5
GGR- 3
FR -10
FOR- 10
MRA- 6
MRT-6
AR- 6
I must admit I'm a little confused as to exactly what some of the sliders do. My intention is to play Universe, mostly as CPU vs CPU. Apologies for all the questions, but you guys seem to be the experts when it comes to this!
I'm guessing the "General" sliders don't really have any impact on CPU vs CPU matches, as they determine how easy or difficult things are when you're playing as a human against the CPU? So, if I'm playing CPU vs CPU it's mainly the "AI" and "Damage" sliders that I should worry about?
AI Reversals: With the AI sliders, when you have the four main reversal rates down at 1, will the CPU still occasionally reverse, but very rarely? Maybe once or twice in a 10-minute match? And does maxing out the finisher and object reversals not just mean that it's very difficult to go through with a finisher and get the pin?
Damage: With the damage sliders slightly below the middle, does this mean that the CPU is more likely to kick out of a pin following a finisher? So, if I wanted finishers in my games to be a bit more 'final', I should bump this up a bit, or leave it at 10?
Momentum: In the "General" sliders, I'm assuming the momentum rate sliders only affect the number of attacks or taunts it will take human players to build up signatures and finishers, or do they also determine how long it will take for the CPU to do this? I'm also a little confused as to what "momentum bar charge speed" actually means in the match creator menu? I know that changing it to "slow" will mean longer matches, but what does it directly affect?
Adrenaline: Does the adrenaline rate slider affect CPU vs CPU matches, or does it entirely depend on the adrenaline rating of the individual wrestler?
I read with interest the findings about the Speed attribute, and that this affects speed of attacks, rather than actual speed around the ring (I guess Agility is a more important attribute for speed around the ring?), and I will bear this in mind with my re-rates. Just out of curiosity, how much of a gap do you have between your top stars and your jobbers? I was planning to go with the top guys having around 85-95 OVR, with mid-carders around 75-85 and jobbers around 65-75 (although I'm aware certain attributes are more important than others). Is this realistic?Comment
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Re: WWE 13 Slider Thread
Thanks man, this game can get great with the right sliders/attribute settings. If things get easy for you, try to implement my attribute settings as well.Comment
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Re: WWE 13 Slider Thread
Try the sliders in this thread. Also, if you haven't, you'll want to adjust the attributes for your wrestlers as well. But, the sliders / attributes can only tweak the game so much. The rest you just have to deal with, due to the "programming" of this game.Comment
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Re: WWE 13 Slider Thread
I see, my biggest issue is wanting a good cpu vs cpu match from time to time which sliders in this thread are the bestComment
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Re: WWE 13 Slider Thread
So, once you have some sliders / rating tweaks that give you good matches at least 80% of the time, keep 'em!Comment
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Re: WWE 13 Slider Thread
Here is what I have been doing after a ton of testing and I am getting great matches still.
I am re-rating from default rosters. I drop stp, grp, sub, spd rcv, and dur all by 20 points. I drop std and grd by 10 points. I also raised the finisher strength to 10 which is default and have foreign object at 8.
The A.I. Reversals are set to 1-1-1-1 and the last two are maxed out. I set the momentum bar charge speed to slow and either have normal or epic matches. I have been getting really great matches doing this. This is for CPU v CPU.Comment
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So, going from the last few pages of posts, are you now playing with sliders similar to these for CPU vs CPU in Universe?
A.I. Reversals
SSRR- 1
SGRR - 1
GSRR- 1
GGRR- 1
FRR- 20
FARR- 20
Damage
FS- 8
FOS- 7
******mime are 10 and 9
General
SSR- 5
SGR- 3
GSR- 5
GGR- 3
FR -10
FOR- 10
MRA- 6
MRT-6
AR- 6
*****exactly what I have******
I must admit I'm a little confused as to exactly what some of the sliders do. My intention is to play Universe, mostly as CPU vs CPU. Apologies for all the questions, but you guys seem to be the experts when it comes to this!
I'm guessing the "General" sliders don't really have any impact on CPU vs CPU matches, as they determine how easy or difficult things are when you're playing as a human against the CPU? So, if I'm playing CPU vs CPU it's mainly the "AI" and "Damage" sliders that I should worry about?
*****i think this sounds logical. I only watch so that is where I focused.*****
AI Reversals: With the AI sliders, when you have the four main reversal rates down at 1, will the CPU still occasionally reverse, but very rarely? Maybe once or twice in a 10-minute match? And does maxing out the finisher and object reversals not just mean that it's very difficult to go through with a finisher and get the pin?
*****i am getting plenty of reversals at 1-1-1-1 and with finishers at 10 they usually end the match.
Damage: With the damage sliders slightly below the middle, does this mean that the CPU is more likely to kick out of a pin following a finisher? So, if I wanted finishers in my games to be a bit more 'final', I should bump this up a bit, or leave it at 10?
*****10 is what I use and it will more times than not end the match.*****
Momentum: In the "General" sliders, I'm assuming the momentum rate sliders only affect the number of attacks or taunts it will take human players to build up signatures and finishers, or do they also determine how long it will take for the CPU to do this? I'm also a little confused as to what "momentum bar charge speed" actually means in the match creator menu? I know that changing it to "slow" will mean longer matches, but what does it directly affect?
****i only change it to slow the match down. I assume it takes longer to build to a finisher with it on slow. ****
Adrenaline: Does the adrenaline rate slider affect CPU vs CPU matches, or does it entirely depend on the adrenaline rating of the individual wrestler?
**** I do not mess with adrenaline with CPU v CPU, I leave it at default.
I read with interest the findings about the Speed attribute, and that this affects speed of attacks, rather than actual speed around the ring (I guess Agility is a more important attribute for speed around the ring?), and I will bear this in mind with my re-rates. Just out of curiosity, how much of a gap do you have between your top stars and your jobbers? I was planning to go with the top guys having around 85-95 OVR, with mid-carders around 75-85 and jobbers around 65-75 (although I'm aware certain attributes are more important than others). Is this realistic?Comment
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Re: WWE 13 Slider Thread
any slider set that doesn't have finisher strength maxed has to absolutely go back to the drawing board. After a finisher, a match is over unless it's a PPV main event.Comment
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Re: WWE 13 Slider Thread
****speed does make a difference however I have been dropping everyone by 20 for their speed attribute. To combat that I have only been dropping the defense attributes that control re reversal rate by 10 points. Has been working out good and now guys with higher speed don't always win. I have had a 15 point difference and the lower rated speed guy won the match.Comment
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