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OS & BFJ Breakdown of the 2K10 Slider Theory...

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Old 03-05-2010, 03:20 AM   #9
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

The Cpu walked me way too much I think Carpenter threw 128 pitches and stayed in to the 7th and walked me 7 times
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Old 03-05-2010, 04:35 AM   #10
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

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Originally Posted by FKJ22
The Cpu walked me way too much I think Carpenter threw 128 pitches and stayed in to the 7th and walked me 7 times
The CPU staying in the game is a Fatigue Glitch. AI Pitchers energy is resetting itself automatically. As for the walks. If you want you can up the AI Pitch Zone Tendencies. I actually think I'm gonna move this & AI Pitch Composure back to DEFAULT-50 so that these are more about the Pitchers actual ratings
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Old 03-05-2010, 08:38 AM   #11
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

Nice to see your making sliders this year. Always makes the game more playable. Regarding fatigue for the CPU and user, I can't figure out how to "see" fatigue for either. All I notice is a brief notice of pitch count at the beginning of each half inning. Am I missing something?
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Old 03-05-2010, 09:26 AM   #12
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

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Originally Posted by jayhawker
Like your sliders from last season.

I'm curious about the human pitcher's composure influence. I set this ultra high, and really liked the increased difficulty once anyone got on base. 100 is proably too high, but I'm not sure about dropping it.
I'm too crappy right now to use some of these but I would agree with dropping composure. I think it has way too big of an effect at default.

I like the concept of dropping cpu contact and boosting power. I especially think that's needed if you drop fielder speed as more hits will drop in that way.

I think strike zone tendency might be too low at 30 but I'm not playing with cpu pitch success as high as you either (again, I suck right now). Hard for me to say.

Curious as to why you dropped Throwing Meter Influence to 0 BFJ. Can you explain why and what that does? Also, I see you dropped pitch break influence significantly. Can you comment on that as well.

I will be stealing some nuggets of information here to fine-tune the game for myself. Thanks.
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Old 03-05-2010, 09:53 AM   #13
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

Is there a way to increase the pitch speed itself? Like when I'm batting it seems like it takes forever for the ball to get to the plate. I'd like the fastballs to be much faster when Im batting so I don't have all day to decide on what I think the pitch is.
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Old 03-05-2010, 10:02 AM   #14
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

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Originally Posted by Jistic
Is there a way to increase the pitch speed itself? Like when I'm batting it seems like it takes forever for the ball to get to the plate. I'd like the fastballs to be much faster when Im batting so I don't have all day to decide on what I think the pitch is.
Increase the Pitch Speed slider. I had to bump it to 75 from the default 60 because I was swinging early on 95mph fastballs. 75 seems about right for me.

It may be tough at first but within a game or two you'll be adjusted.

Joe,

A couple of things I've noticed from recent games:

Fielder Speed: I'm using 20 but I think anywhere between 20-30 will work. This lower setting also makes the animations look better IMO.

CPU Pitch Success: IMO this is more important than the Strike Zone tendency slider. The higher than PS slider the more likely a CPU pitcher will be able to hit his spots. I have this set to 40. I've noticed a big difference in good pitchers and average pitchers. I struck out 14 times against Lester from Boston, but ran him in the 5th after he had thrown 88 pitches. They brought in Okijima and I struck out 1 time the rest of the game. I think this may come down to USER preference. For me I'm able to draw walks, generate high pitch counts, see a difference in pitching talent levels, and still have the CPU throwing strikes 65-70% of the time.

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Old 03-05-2010, 10:24 AM   #15
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

I'm early on everything. I'll try it, thanks.
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Old 03-05-2010, 10:53 AM   #16
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Re: OS & BFJ Breakdown of the 2K10 Slider Theory...

Good Morning Everyone. Here is my theory on the Throw Meter. IT'S BROKEN The meter IMO is not working like it's supposed to. Anything outside of the Green Zone (BTW can't wait for this movie) should cause a variable throw. This isn't happening meaning no real penalty for going past the GREEN, especially with infielders.

So I tested this @ 0 & found that with a Fielder Speed of 25, not only are the fielding animations more life-like, especially IF Animations the User now feels of a sense of urgency when they pre-load there throws because the meter takes a little longer to get to the sweet spot.

As I said b-4 these are a base & we can change them @ anytime, but the initial set a try for about 5 games & we'll go from there.

Pitcher Composure. For the User I think 25 is good (might move-it to 35-40) Reason: pitchers don't get rattled after giving-up a HR in the 2nd inning of a 0-0 game. So I want to try to find a balance so I started with 25, but have noticed it may need to be bumped. Same goes for the AI Pitch Composure. (looking to move-it to 65)

therizing02, I'm intrigued by your theory of a lower AI Pitch Success. I have it a high right now to try & balance out the Pro Difficulty. Though I believe in the difference between a #1 & #5 starter. On any given day those roles can be reversed. I'll test 40 & see what we get.

What do you have Strike Zone Tendencies set to?
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