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Beetlebum's "Statistical All Star Sliders Set"

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Old 03-11-2012, 05:16 PM   #25
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Re: Beetlebum's "Statistical All Star Sliders Set"

Certainly run spped at 80 is too much.. I'm playing with this at 60 and having great results, still not sure about catcher arm strenght if at 60 or 65.
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Old 03-11-2012, 09:34 PM   #26
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Re: Beetlebum's "Statistical All Star Sliders Set"

Just a quick question? Are you using the left thumbstick when you are hitting your homers? I'm not hitting any at all.........maybe its my timing idk? Other than this I'm loving t5his set!
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Old 03-11-2012, 11:16 PM   #27
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Re: Beetlebum's "Statistical All Star Sliders Set"

Run speed at 80 is to high I hit an inside the parker with Barahas. I have it at 70 now it is better but I think I am going to drop it to 65.
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Old 03-12-2012, 08:11 AM   #28
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Re: Beetlebum's "Statistical All Star Sliders Set"

80 base runner speed doesn't work. I hit a gapper with Freddie Freeman at Rockies stadium. Center fielder Dexter Fowler stumbled a bit getting the ball but Freedie ended up with an inside the park homerun on something that should've MAYBE been a close play at third. I'm using 45 for base runner speed, feels good.
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Old 03-12-2012, 11:03 AM   #29
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Re: Beetlebum's "Statistical All Star Sliders Set"

Beetlebum, test Base Running Speed @ 55. I set it to 55 & love the way players run the bases. Everything looks great
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Old 03-12-2012, 01:35 PM   #30
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Re: Beetlebum's "Statistical All Star Sliders Set"

I had same problem with base running speed. I think 60 is the sweet spot. You'll want to drop the catcher arm strength also. I set outfielder speed to 5. I noticed that fielders just weren't running down ally balls as they should.

Lastly, hits where far and few between. Now I know you're going to say that reducing base path speed and increasing fielder speed is the reason. BUT, there were too many grounders, I think.

Other than that, this is one of the best sets that I've seen. Maybe I'll try a few more games with them
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Old 03-12-2012, 01:58 PM   #31
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Re: Beetlebum's "Statistical All Star Sliders Set"

Quote:
Originally Posted by Beetlebum
Pitch Speed: 75 http://www.youtube.com/watch?v=ARXJx...c7AUAAAAAAAAAA I know lots of people already use 75, but out of curiosity I tried to compare a real life pitch with an in-game pitch. The speed that matches a real life fastball (Bard's second pitch both on MLB.TV and in-game) is 75.

USER RUNNING:
Base Runner Speed: 80 This is another game-changer, maybe even more important than the oufield run speed.
I have always had the sensation that baserunners were too slow in this game: lots of double plays, not enough close plays at first, not enough extra base hits, that stupid animation of the shortstop that dives to get the ball and on his knees throws it to first and always gets the baserunner. All these issues were affecting the realism of the game.
Plus, I had the visual impression that the runners were slower than real life when stealing a base.
So I took the MLB base stealing times (3.25 seconds for the steal of second base for average players, 2.98 seconds for speedy guys like Bourn, Ichiro or Crisp) and I compared it with the game. I timed a couple of players and my suspects were confirmed: a player like Victorino timed 3.3 seconds to steal second in game. That was too slow.
So I upped the Base Runner slider till I got to the magic number of 80.
Other than a realistic visual effect, the slider is extremely important for other purposes: now it's possible to score from first on a double (like in real life), ofter players go from first to third on a single to right field (like in real life), the baserunner now beats the throw a diving SS almost every time, the double play are gone and like in real life (where the average is 1 double play per game) a defense turns the double play only if the runner is a slow power guy (Dunn, Butler, Ortiz) or if they are in perfect position. My defense turned a couple of double plays, one with the 2B fielding the ball, stepping onto 2nd and then firing to 1st .
So happy to see these results.
I hate to be a downer, but your methodology is very flawed.

First of all, you assume 75 pitch speed is perfect based on a faulty eye test. Meanwhile, you call a 3.3 run time "too slow" when it was merely tenths of a second too slow.

Why do you break one down to fractions of a second while settling for "eh, that looks good enough" for the other?

That said, 75 pitch speed is 1000000% absolultely NOT accurate to real life. It is significantly slower (I'd wager 100 pitch speed is actually slightly slower than real life as well, but I haven't tested this I'm just going based on my own eye test).

The real problem with this error though, is that baserunner speed while stealing will be slowed down the same amount as pitch speed. That is the nature of the animation. Until the pitch gets to homeplate, the entire game speed matches that of the pitch. Put pitch speed at 0 and watch your guys attempt to steal and they'll start in slow motion (before returning to normal speed as soon as the catcher catches the ball).

The error then, is that you are striving for accurate steal times, while having the beginning of the steal animation play out slower than real life. Which means 80 baserunner speed is actually faster than real life, since it is compensating for that slowed down beginning animation.

This is why you see so many people complaining about easy triples/inside the park hr's, etc, because while it may result in accurate steal times, it is doing so by making players significantly faster than real life.

I'm not trying to be a jerk, I love people who attempt to use statistics to generate sliders. My issue is that you make some fundemental errors in the way you go about doing it.

Put pitch speed at 100, then re-time steal attempts, and I think you'd get closer to "real life" runner speed. Even then though, I believe 100 pitch speed is still slightly slower than real life, so you'd have to knock runner speed down 5-10 points from that. But in the end, I think it will give you much more accurate results.
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Old 03-14-2012, 12:17 PM   #32
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Re: Beetlebum's "Statistical All Star Sliders Set"

Thank you for your posts.
I really appreciate all the feedback and I must admit AllJuicedUp is right.
When timing the baserunning, I didnt take into account the pitch speed, as my tests were done with pitches that were slower compared to real life.


I changed pitch speed to 100 (and this might also help reduce the amount of walks that I'm drawing) and baserunner speed to 70.
80 was probably too much, as I was seeing about 1 triple per game.
Will also lower Catcher arm strength to compensate for it.

As for the rest, I am satisfied with the results I'm getting so far.

Thanks again for your opinions
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