WWE 13 Slider Thread
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Had a couple matches turning off the reversal damage and it makes a good difference. Matches are playing out realistic as far as the expected higher ranked guy winning. I think that option in CPU v CPU plays a bigger role than what I initially thought. Last year I believe I had it off so I don't know why I tried it with it on this year. It's off and staying off at this point. -
Re: WWE 13 Slider Thread
Had a couple matches turning off the reversal damage and it makes a good difference. Matches are playing out realistic as far as the expected higher ranked guy winning. I think that option in CPU v CPU plays a bigger role than what I initially thought. Last year I believe I had it off so I don't know why I tried it with it on this year. It's off and staying off at this point.
My RL, AE, CAW Universe is going good now. Thank you for all of the tips. You guys saved this game for me.
What exactly does the Off Script Stories do for Universe?Comment
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Re: WWE 13 Slider Thread
Speaking of HUM vs. CPU sliders, anyone have a recommendation for a slider set?Currently Playing:
MLB The Show 25 (PS5)Comment
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Re: WWE 13 Slider Thread
Saw a few AI vs AI matches with the sliders over the last few pages, but I'm thinking I might just do 25/25/25/25 for the hit point ratios in order to see less limb targeting moves. It's not like the AI would eventually go to them as the match goes on.Comment
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Re: WWE 13 Slider Thread
I think the Head / Body / Legs are key to a wrestler being pinned or going into a groggy state (which allows more time for damage to be inflicted). I don't think the arm damage does much. So what I've done, is lowered the "Jobbers" Head / Body / Legs, but raised their ARM HP.
With a low head HP, they will bleed and enter a groggy state faster. Being in a groggy state opens the wrestler up to more attack.
If the legs are damaged, I believe they walk slower...and with the body damaged, I would think the chances of being pinned goes up.
With the "superstars", I raised the HEAD hp to reduce the groggy state. I also raise the BODY HP to make them "tougher".
I don't raise these too much. This way, the CPU doesn't always target a specific area. But it is raised enough to give the "higher" rated more advantage.Comment
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Re: WWE 13 Slider Thread
My plan is just to have all wrestlers on 25/25/25/25 for HPR, as I want as much variety as possible when it comes to moves in CPU vs CPU matches. This is especially important following the findings of The Denizen from a few months ago about the AI always going for a certain move when faced with two possibilities, as he summarised below:
"There is a clear pattern of behavior. Where there are two moves mapped to X/Hold X (or square), the AI will never use the Hold X move. Where there are two moves mapped to X/LS+X (or square), the AI will never use the X move."
Thankfully, this apparently doesn't apply to signatures and finishers, which will still be alternated between, even when a wrestler has two options that are performed from the same position. I realise this is veering off-topic, but wanted to explain why I want as much moves variety as possible by using 25/25/25/25 for HPR.Comment
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Re: WWE 13 Slider Thread
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
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Re: WWE 13 Slider Thread
For what I've done, it's all in the above posts so I'm not going to re-write everything again, but basically, I may have settled on the sliders with:
AI Reversals at 5-6-5-6.
The Balance reversals are all 0.
Damage maxed.
Jobbers: ALL attributes are in the 30s.
Mid Carders: ALL attributes are in the 50's - 60's.
Superstars and those borderline, ALL attributes 80's and 90's.
This includes the SPEED attribute.
I understand what everyone says about limb damage should be 25/25/25/25. However, I've made "slight" adjustments to the limb damage, nothing drastic. Superstars are looking at 28% for head damage and around there for Body and Legs. Arms? Well, not sure what damage to arms really does, so that is probably around 20. I think that if you don't make drastic changes to the limb damage, you will still see a variety of moves. And with the HEAD higher, it reduces the chances of a superstar being groggy.
With HEAD damage low for the jobbers, groggy happens more frequently, enabling the superstar more chances to perform moves, thereby inflicting more damage to the jobber.
For this game, you can't be afraid to "overrate" or "underrate" wrestlers to get "realistic" results. And again, "realism" will be different for everyone, but this is what I've been doing in summary.Comment
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Re: WWE 13 Slider Thread
Originally posted by Steven547AI Reversals at 5-6-5-6.
The Balance reversals are all 0.
Damage maxed.
Also, I know you've deactivated Reversal Damage... do you keep Adrenaline on?
Originally posted by Steven547Jobbers: ALL attributes are in the 30s.
Mid Carders: ALL attributes are in the 50's - 60's.
Superstars and those borderline, ALL attributes 80's and 90's.
85-95 Main Eventers
75-85 Mid Carders
65-75 Jobbers
I might rethink this!
Also, can I just ask... when you increased the speed of guys like Big Show and Mark Henry, to make them attack faster, did you compensate the more lightweight main eventers in some way, so that the big guys don't completely dominate with increased speed and already-superior Strike and Grapple attributes?Comment
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Re: WWE 13 Slider Thread
I'm not entirely sure what you mean by "Balance reversals"? I'm guessing it's the ones under the "General" heading? And do you just leave the momentum rate and adrenaline sliders at default?
Also, I know you've deactivated Reversal Damage... do you keep Adrenaline on?
This is interesting, as it had been my plan to have them a bit closer together, as follows:
85-95 Main Eventers
75-85 Mid Carders
65-75 Jobbers
I might rethink this!
Also, can I just ask... when you increased the speed of guys like Big Show and Mark Henry, to make them attack faster, did you compensate the more lightweight main eventers in some way, so that the big guys don't completely dominate with increased speed and already-superior Strike and Grapple attributes?
Yes, the General Settings.
As far as the speed...I ranked the wrestlers in those ratings according how they would perform against other wrestlers in THEIR same ranking. The thing you have to remember, is that I don't think the STRIKE DEF or GRAPPLE DEF works well, or as it should. A couple posts up, I ran a test with a 1 OVR vs a 90 OVR, and counted the times the 1 OVR reversed a move. The 1 OVR actually reversed 10 moves to the 90 OVR 6 moves....another match, was about the same. This was telling me that those attributes don't work the way they should.
In WWE 12, if you had a 1 OVR, he would hardly reverse anything. Because of this issue, I have increased the SPD for the higher wrestlers to make up for the uncanny ability of wrestlers to reverse moves regardless of their ratings. I'm just trying to eliminate any "frustrating" endings. Surprise endings? I'm good with those. But to have the Santinos out wrestle the Undertakers is far from realistic.
The SPD is set as such so compensate for this. It allows the tougher wrestlers to get those moves in and inflict damage. Last year, I would put Big Show's speed at 30 because I believe it was more how fast he ran, etc. This year, not so much. Like I said, you have compensate for what doesn't work right in this game.
Anyway, I like the results I'm getting so far. Everyone will have a different opinion, but hopefully our "tests" in here will at least get people on the right path, etc.
UPDATE:
Sorry, forgot to respond to your ratings:
"This is interesting, as it had been my plan to have them a bit closer together, as follows:
85-95 Main Eventers
75-85 Mid Carders
65-75 Jobbers
I might rethink this!"
Remember, this has to do with the SPEED of the wrestlers. If you put Big Show at 40 for speed, and Santino at 70, Santino will STRIKE faster, thereby inflicting damage faster...and with a high rating for damage, he'll inflict more damage and the likelihood of Santino winning the match in unrealistic fashion, goes up.Last edited by Steven547; 02-18-2013, 07:22 PM.Comment
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New theory and set for you guys to try out. I have gotten really solid results with my tests and I have not seen anyone beat someone they shouldn't. In fact I am seeing the superstars win convincingly in my tests.
I know we have talked about speed being a key component but I have found out that lowering only stp, grp, and sub by 20 with A.I. Adjustments is all it takes to get good results in CPU v CPU. I have had big show with a 51 speed wipe up Rey Mysterio in about 7 min who had a speed rating of 84. Rey pulled off all his infamous moves and chain combo but was un-able to pin Show. Show later caught him in a kick and choke slammed him and got the pin. I am still testing this so anyone who is not getting the results they are looking for can feel free to try this. The first 4 reversal rates in A.I. Balancing are all at 1 and the last 2 maxed. Make sure to turn reversal damage OFF. I believe that is key to getting good matches that make sense based off ratings.
My theory here is to just tone down the offensive attributes while keeping all the others higher. This makes the matches a little longer and seeing more moves is possible. I really think turning off reversal damage has made the game for me. I an also setting the hit point ratios all at 25. So far so good!
Here is where I am getting ratings from, then lower the 3 offensive ratings by 20 more is what I am doing. Copy the rest.
here at this link.Last edited by cedwebb; 02-19-2013, 07:15 PM.Comment
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Re: WWE 13 Slider Thread
New theory and set for you guys to try out. I have gotten really solid results with my tests and I have not seen anyone beat someone they shouldn't. In fact I am seeing the superstars win convincingly in my tests.
I know we have talked about speed being a key component but I have found out that lowering only stp, grp, and sub by 20 with A.I. Adjustments is all it takes to get good results in CPU v CPU. I have had big show with a 51 speed wipe up Rey Mysterio in about 7 min who had a speed rating of 84. Rey pulled off all his infamous moves and chain combo but was un-able to pin Show. Show later caught him in a kick and choke slammed him and got the pin. I am still testing this so anyone who is not getting the results they are looking for can feel free to try this. The first 4 reversal rates in A.I. Balancing are all at 1 and the last 2 maxed. Make sure to turn reversal damage OFF. I believe that is key to getting good matches that make sense based off ratings.
My theory here is to just tone down the offensive attributes while keeping all the others higher. This makes the matches a little longer and seeing more moves is possible. I really think turning off reversal damage has made the game for me. I an also setting the hit point ratios all at 25. So far so good!
Here is where I am getting ratings from, then lower the 3 offensive ratings by 20 more is what I am doing. Copy the rest.
here at this link.Comment
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