WWE 13 Slider Thread

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  • eagle19
    Rookie
    • Feb 2013
    • 26

    #211
    Re: WWE 13 Slider Thread

    Originally posted by cedwebb
    ****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.
    Thanks very much for your reply and the answers to the other questions... it's really appreciated and was very helpful.

    Regarding the finisher reversals being maxed at 20, what I was really wanting to know is (when watching a CPU vs CPU match) does it usually take a few attempts for a finisher to be completed, as with finisher reversals maxed I'm guessing they get reversed quite a lot?

    Comment

    • eagle19
      Rookie
      • Feb 2013
      • 26

      #212
      Re: WWE 13 Slider Thread

      Originally posted by joeyi05
      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.
      So, would you suggest maxing finisher damage, but still keeping finisher reversals maxed to make the finishers harder to come by, but more 'final' when they do come?

      Originally posted by Steven547
      I'm thinking about raising the reversals to 2. For a test, I put the game on hard difficulty. I had 92 OVR (all ratings were over 80) vs a 59 (all ratings below 60). And the 59 OVR put up a huge fight, and reversed a ton.
      Would raising the reversals to 2 not just make the 59 OVR reverse even more? I saw some posts earlier in the thread about the effectiveness of Strike Defense and Grapple Defense in CPU vs CPU matches - do you find that those attributes have much effect?

      Comment

      • cedwebb
        MVP
        • Oct 2005
        • 1160

        #213
        Originally posted by eagle19
        Thanks very much for your reply and the answers to the other questions... it's really appreciated and was very helpful.

        Regarding the finisher reversals being maxed at 20, what I was really wanting to know is (when watching a CPU vs CPU match) does it usually take a few attempts for a finisher to be completed, as with finisher reversals maxed I'm guessing they get reversed quite a lot?
        No problem! I really hope these settings are working for others because this game is pretty cool when set up.

        To answer your question, I have yet to see a finisher reversed to be honest. Set it there and if you see any and if so and it's too much just lower. Feel free to give some feedback if you want. Thanks!
        Last edited by cedwebb; 02-11-2013, 07:07 AM.

        Comment

        • SoundTheAlarm
          Rookie
          • Dec 2004
          • 1541

          #214
          Alright, now that we have an exact slider set that everyone seems to enjoy, can someone please post exactly the changes to be made with attributes for each fighter? I'm still very confused on what to in that aspect...

          Comment

          • cedwebb
            MVP
            • Oct 2005
            • 1160

            #215
            Originally posted by SoundTheAlarm
            Alright, now that we have an exact slider set that everyone seems to enjoy, can someone please post exactly the changes to be made with attributes for each fighter? I'm still very confused on what to in that aspect...
            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.

            Comment

            • SoundTheAlarm
              Rookie
              • Dec 2004
              • 1541

              #216
              Got it. Thanks.

              Sent from my ADR910L using Tapatalk 2

              Comment

              • Joey Sauce
                Dual Threat
                • Oct 2008
                • 279

                #217
                Re: WWE 13 Slider Thread

                I recommend cedwebbs but raise finisher and foreign object damage to max....too many kickouts after finishers otherwise.

                Also, im not sure wat difficulty cedwebb plays on because he never said..and he has never stated when he does quick,normal, or epic matches
                Last edited by Joey Sauce; 02-12-2013, 10:52 AM.

                Comment

                • cedwebb
                  MVP
                  • Oct 2005
                  • 1160

                  #218
                  Originally posted by joeyi05
                  I recommend cedwebbs but raise finisher and foreign object damage to max....too many kickouts after finishers otherwise.

                  Also, im not sure wat difficulty cedwebb plays on because he never said..and he has never stated when he does quick,normal, or epic matches
                  I head seeing kickouts after finishers at 8 but raised to 10 and have not but its still something I have been thinking about. I do want guys in big matches to be able to kick out of a finisher so for now it 10 for me. I have left the difficulty on normal and I am not sure it makes a difference or not when it's CPU v CPU.

                  As far as the match setting with quick, normal, and epic, well that is up to each individual. I have used all three and have had good results with all three. I guess it depends on what you are looking for and what good results means to you. I used quick the other night between Norton and Chainsaw Charlie and it ended in about 3-4 min and looked like a filler match which was what I was looking for.

                  Comment

                  • Joey Sauce
                    Dual Threat
                    • Oct 2008
                    • 279

                    #219
                    Re: WWE 13 Slider Thread

                    Ohh, I had been using your settings on Legend difficulty so maybe i will try on normal tonight and see if i notice a difference

                    Yeah I know what you mean about wanting kickouts in big matches, but try a match with max damage and do epic...on that setting i think guys kick out more after finishers. I only use epic for PPV main events, i use normal for non ppv main events and PPV co-main events, and quick for most others, fillers like u said
                    Last edited by Joey Sauce; 02-12-2013, 01:46 PM.

                    Comment

                    • eagle19
                      Rookie
                      • Feb 2013
                      • 26

                      #220
                      Re: WWE 13 Slider Thread

                      So, I think I've got my CPU vs CPU sliders sorted... now for the attributes.

                      I read in an earlier post that the only attributes that matter in CPU vs CPU matches are: Strike Power, Grapple Power, Submission, Durability, Speed, Agility and Charisma.

                      Is this definitely the case, or are any other attributes important too?

                      Comment

                      • Steven547
                        MVP
                        • May 2004
                        • 3797

                        #221
                        Re: WWE 13 Slider Thread

                        Originally posted by eagle19
                        So, I think I've got my CPU vs CPU sliders sorted... now for the attributes.

                        I read in an earlier post that the only attributes that matter in CPU vs CPU matches are: Strike Power, Grapple Power, Submission, Durability, Speed, Agility and Charisma.

                        Is this definitely the case, or are any other attributes important too?
                        This is still an ongoing debate. I have a 1 OVR that reversed more moves than a 90 OVR (see my post a few posts up). Now, could this mean that the attributes don't work? Maybe. Then again, maybe there is a glitch if a wrestler has all "1"s for his attributes, where his ratings have more "effect". We know for a fact that the DUR attribute means nothing if it's lower than 60 (affects hit points and no matter how low under 60 you put it, it is still 500 hp).

                        I'm thinking the reversals are directly related to the SLIDERS regardless of the wrestlers attributes. It seems to be more of a "roll the dice" type factor, regardless of attributes.

                        What I've done, is gone back to the AI Reversals for Strike and Grapple with 5-6-5-6 and I put all the "balancing" reversals at 0.

                        Then, because the reversal attributes don't seem to factor in as much as they should, I turned off the reversal damage. The problem is that the wrestlers that reverse more are causing damage because of this slider. Now, if the reversal attributes aren't working, then this "Reversal Damage" option gives the lower attributed wrestlers an equal advantage still, which should not be the case.

                        My reasoning? When I had the 1 OVR reverse 10 moves compared to the 90 OVR only reverse 5-6 moves, that means the 1 OVR is inflicting more damage, even though his reversal attribute was 1. This gives the 1 OVR an advantage, and the 90 OVR a disadvantage. With this option off, the wrestlers Strike and Grapple offense plays the bigger role.

                        I started my Universe, and every match has been "realistic" so far. I had a couple matches where the lower rated guy put up a good fight and I though he was going to win (had a 40 over vs a 70 ovr). Until the "higher" rated performed his finisher and won the match (Finisher damage is also maxed).

                        Been good so far.

                        Comment

                        • cedwebb
                          MVP
                          • Oct 2005
                          • 1160

                          #222
                          Originally posted by Steven547
                          This is still an ongoing debate. I have a 1 OVR that reversed more moves than a 90 OVR (see my post a few posts up). Now, could this mean that the attributes don't work? Maybe. Then again, maybe there is a glitch if a wrestler has all "1"s for his attributes, where his ratings have more "effect". We know for a fact that the DUR attribute means nothing if it's lower than 60 (affects hit points and no matter how low under 60 you put it, it is still 500 hp).

                          I'm thinking the reversals are directly related to the SLIDERS regardless of the wrestlers attributes. It seems to be more of a "roll the dice" type factor, regardless of attributes.

                          What I've done, is gone back to the AI Reversals for Strike and Grapple with 5-6-5-6 and I put all the "balancing" reversals at 0.

                          Then, because the reversal attributes don't seem to factor in as much as they should, I turned off the reversal damage. The problem is that the wrestlers that reverse more are causing damage because of this slider. Now, if the reversal attributes aren't working, then this "Reversal Damage" option gives the lower attributed wrestlers an equal advantage still, which should not be the case.

                          My reasoning? When I had the 1 OVR reverse 10 moves compared to the 90 OVR only reverse 5-6 moves, that means the 1 OVR is inflicting more damage, even though his reversal attribute was 1. This gives the 1 OVR an advantage, and the 90 OVR a disadvantage. With this option off, the wrestlers Strike and Grapple offense plays the bigger role.

                          I started my Universe, and every match has been "realistic" so far. I had a couple matches where the lower rated guy put up a good fight and I though he was going to win (had a 40 over vs a 70 ovr). Until the "higher" rated performed his finisher and won the match (Finisher damage is also maxed).

                          Been good so far.
                          This is good thinking. I was also wondering about just turning off reversal damage. I may tinker a lite more with this option off.

                          Comment

                          • Steven547
                            MVP
                            • May 2004
                            • 3797

                            #223
                            Re: WWE 13 Slider Thread

                            Originally posted by cedwebb
                            This is good thinking. I was also wondering about just turning off reversal damage. I may tinker a lite more with this option off.
                            Let me know you're findings as well. This game reminds me of a girl. You think you've figured her out, then she realizes what you think you know about her, and she changes again...leaving you shaking your head.

                            Comment

                            • atlplayboy23
                              MVP
                              • May 2003
                              • 1237

                              #224
                              Re: WWE 13 Slider Thread

                              How do these sliders play for user vs cpu

                              Comment

                              • Steven547
                                MVP
                                • May 2004
                                • 3797

                                #225
                                Re: WWE 13 Slider Thread

                                Originally posted by atlplayboy23
                                How do these sliders play for user vs cpu
                                IMO, CPU vs CPU and HUM vs CPU are two different beasts. What works for HUM vs CPU doesn't necessarily translate well for CPU vs CPU. I think these sliders would be too easy for HUM vs CPU.

                                I would recommend other sliders for what you're looking for.

                                Comment

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