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-   -   Cpu vs cpu sliders (/forums/showthread.php?t=1017611)

shaunhill256 03-07-2024 12:53 AM

Cpu vs cpu sliders
 
Where best difficulty and sliders to make have play realistic

gbmbjj 03-07-2024 06:32 AM

Re: Cpu vs cpu sliders
 
Quote:

Originally Posted by shaunhill256 (Post 2050888664)
Where best difficulty and sliders to make have play realistic

Become familiar with this man and his detailed work to tweak every attribute in this game.

This is his thread from last year's game:
https://forums.operationsports.com/f...3-project.html

He will be uploading his '24 attributes sometime this/next week I would guess.

He is a treasure to this wrestling community. :)

Steven547 03-07-2024 06:33 PM

Re: Cpu vs cpu sliders
 
I found something interesting this year. I wanted to test the CPU v CPU match. So I had Roman Reigns vs Akira Tozawa.

I moved Akira's Finisher/Recovery/Special stats downs to 35 and reduced arm and leg power by 10.

On NORMAL difficulty, Akira still put up a fight and at one point, Roman was all yellow damage.

But on EASY difficulty, after about 5 matches between these 2, the game seemed to play to the wrestler attributes more. In 4/5, Roman pretty much squashed Akira to where the announcers even said how one sided the match was. In a rare event, Akira took control and caused yellow damage on Roman's head, but then Reigns came back and destroyed Akira.

It seems like EASY difficulty is the way to go for CPU v CPU. You can always reduce the damage output to make the matches longer.

Just my thoughts so far.

gbmbjj 03-07-2024 06:54 PM

Re: Cpu vs cpu sliders
 
Quote:

Originally Posted by Steven547 (Post 2050889151)
I found something interesting this year. I wanted to test the CPU v CPU match. So I had Roman Reigns vs Akira Tozawa.

I moved Akira's Finisher/Recovery/Special stats downs to 35 and reduced arm and leg power by 10.

On NORMAL difficulty, Akira still put up a fight and at one point, Roman was all yellow damage.

But on EASY difficulty, after about 5 matches between these 2, the game seemed to play to the wrestler attributes more. In 4/5, Roman pretty much squashed Akira to where the announcers even said how one sided the match was. In a rare event, Akira took control and caused yellow damage on Roman's head, but then Reigns came back and destroyed Akira.

It seems like EASY difficulty is the way to go for CPU v CPU. You can always reduce the damage output to make the matches longer.

Just my thoughts so far.


I could be wrong, but I believe the numeric attributes for Finisher and Special is tied to how fast that meter fills, and not how powerful they are.

I think.

Steven547 03-07-2024 07:13 PM

Re: Cpu vs cpu sliders
 
Quote:

Originally Posted by gbmbjj (Post 2050889165)
I could be wrong, but I believe the numeric attributes for Finisher and Special is tied to how fast that meter fills, and not how powerful they are.

I think.

You are correct. I think with 'Recovery', that helps with the matches because it's how fast they recover from damage.

I've never been able to figure out the main difference between the difficulty sliders. But it seems Normal is balancing the game more to a fair fight. Again, I could be wrong, but huge difference so far with CPU v CPU in easy vs normal.

gbmbjj 03-07-2024 07:22 PM

Re: Cpu vs cpu sliders
 
Quote:

Originally Posted by Steven547 (Post 2050889191)
You are correct. I think with 'Recovery', that helps with the matches because it's how fast they recover from damage.

I've never been able to figure out the main difference between the difficulty sliders. But it seems Normal is balancing the game more to a fair fight. Again, I could be wrong, but huge difference so far with CPU v CPU in easy vs normal.

Super interesting indeed about the difficulty select.

I know over in the EA UFC5 forums, the developers directly commented about CPU vs CPU and said that PRO level is the level to play on; as they directly programmed the AI to use all the bells and whistles of the game at that level.

I wonder how that same idea fairs with this game?

Sidenote: anyone else noticing the same thing as last year where the AI would use a weapon and just continue to batter the opponent, in an endless loop?

I just had HHH tee off on Orton with about 2 minutes straight of sledge hammer strikes in the first few minutes of the match; depleting Ortons health down to literally 0.

Hyperballer21 03-07-2024 07:47 PM

Re: Cpu vs cpu sliders
 
Quote:

Originally Posted by shaunhill256 (Post 2050888664)
Where best difficulty and sliders to make have play realistic

Depends on what you're looking for, honestly.

Playing on any level higher than NORMAL will give the CPU a artificial boost, especially in their reversal abilities. I would start there

EnriqueBanderas 03-08-2024 08:43 AM

Re: Cpu vs cpu sliders
 
Quote:

Originally Posted by Steven547 (Post 2050889191)
You are correct. I think with 'Recovery', that helps with the matches because it's how fast they recover from damage.

I've never been able to figure out the main difference between the difficulty sliders. But it seems Normal is balancing the game more to a fair fight. Again, I could be wrong, but huge difference so far with CPU v CPU in easy vs normal.

If I'm not mistaken, "Recovery" means how fast are they going to get up when knocked down, not tied to damage recovering.

So Undertaker with maximum recovery, is not going to stay down to the mat long, but a wrestler with low recovery will stay down more.


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