
So why veteran difficulty? Quite honestly I like the animations better on that level, seems to play smoother, less "arcady" and I swear I have seen animations on this difficulty that I don't see on others. Of course that could also be old guy memory, but I'm sticking to that story.
So the challenge was then to create sliders that still kept the CPU competitive, while providing an enjoyable, less frustrating experience for the seasoned gamer. I am now comfortable with these and ready to start my Yankee's franchise after 50+ games of testing/tweaking.
Final Version 05/03/22 See* for change Finally happy with additional tweaks, mainly centered around timing and solid hits. Did additional franchise testing with Yankees and Pirates, to get a good range of good/average/bad player skills and I think these are good to go. Starting a Cubs franchise for results tracking, until the final rosters come out for my official Yankee franchise.
Hitting Difficulty- Veteran
Hitting Interface: Directional
Guess Pitch: Off
Baserunning: Auto
Pitching Difficulty- Veteran
Pitching Interface: Classic
Pitch Confidence: On
Fielding: Auto
Throwing Interface: Buttons
Throwing Meter: Off
General:
Gameplay Style: Simulation
Fielding Aids: Off
Strike Zone: Off
Hot Zones: Off
Wind: On
Dynamic Difficulty Updates: N/A
Balks: User preference
Umpire Accuracy: User Preference, I go with umpire specific
User/CPU
Contact: 3/7* (CPU contact needed a slight bump and this separates how they hit good vs bad pitchers)
Power: 3/5*
Timing: 3/7 (3 is fine as you will get plenty of hard hit balls and dingers, especially with solid hits now at 5. If you do bump to 4, definitely increase pitch speed to compensate, in fact lower pitch speed a click before you bump timing as the difference from 3 to 4 is significant)
Foul Frequency: 0/2
Solid Hits: 5*/5 - This setting is definitely not as OP this year, so 5 is proving vital to get enough doubles
SP Stamina: 5/5
RP Stamina: 7/7
Pitcher Control: 1/6 (These play in conjunction with the consistency sliders)
Pitcher Consistency: 0/0 (The reason for user on 0 is to prevent you from painting the corners, even with the lower control. For CPU, control bumped so the pitchers are not just plain wild and this at 0 to stop the CPU from giving you a waist level meatball when behind in the count. Also brings in ratings more for human and CPU)
Strike Frequency: N/A on QC
CPU Manager Hook: 5
CPU Pickoffs: 0
Pitch Speed: User Preference I use 5 now. This is the one to bump up a notch if user Ks are a bit low, or down if you have issues with the lower timing.
Fielding/Baserunning
Infield Errors: 7
Outfield Errors: 6
Throwing Errors Infield: 1
Throwing Errors Outfield: 5
Fielder Run Speed: 1 (Thanks to Bryanm1982 for most of the speed sliders)
Fielder Reaction: 3 (This has to be bumped to 3 in this mode, any lower and fielders stand there like posts until the ball is halfway to them)
Arm IF: 1
Arm OF: 5
Baserunner Speed: 2 (Gets the right amount of infield hits being a tick up from arm, and faster players advance accordingly on hits. Doubles are solid and triples happen if you have some speed)
Steal Ability: 6
Steal Frequency: 4
Wind: 5
Game Played Injury Frequency: 8
Simulation Injury Frequency: 5
There you have it, I will post game results here as I go, but I really like how pitchers perform close to their ratings and Joey Gallo in my testing was still hitting .190

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