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new all star sliders :2 months worth of testing

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Old 05-13-2006, 02:08 PM   #1 (permalink)
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new all star sliders :2 months worth of testing

user pitch meter -50
pitch spd 0
ball rate 21
user ptc fat -13
cpu ptc fat -13
user ptc control -50
cpu pitch control -15
bullpen rate 0
bullpen grace 10
user bat contact 11
cpu bat contact 11
user bat power 3
cpu bat power 3
user bunt 50
cpu bunt 50
user foul 50
cpu foul 50
cpu swing -28
user of spd -5
cpu of spd -5
user if spd 0
cpu if spd 0
user throw spd -7
cpu throw spd -7
user throw acc -2
cpu throw acc -2
user error 35
cpu error 35
user dive 2
cpu ctch effort 2
user baserun spd 0
cpu baserun spd 0
user run agg 8
cpu run agg 8
user stl spd -1
cpu stl spd 8
user stl dly -15
cpu stl dly 5
cpu stl rate 35
run inj -10
pitch inj -25
bat inj -20
fld inj -15
field manual
bat 4-center
strike zone on
hitters eye off
catch circle on
variable strike zone on
blown calls on
pitch cursor on
field aid on
vector line on
throw meter on
check swing low
variable stuff on
vibration off
I've addressed the fielding in this game. It seems it takes a second for fielders to react being hit. There are too many seeing eye hits through the infield. When your trying to induce a ground ball double play, and get one, but the fielders can't get there it is annoying. I've gone from getting 11 to 15 hits a game to 7 to 10..which is alot more realistic. Also because of the system lag in screenshots bunting has to be 50, so you can pull your bat back if it's out of the strike zone. Throwing accuracy has been adjusted so on steal attempts the ball will arrive on the bag with a good catcher. Steal spd has been lowered. There aren't that many steals in the real game anymore (3 run homer happy) so I have mde it alot more difficult to swipe one...thus the cpu stl rate is way down, so they don't attempt as much. The pitch fatigue will allow you to get to 100 pitches with about 30% stamina left. Yes I know it is hard to tally up pitch counts in this game, but if your patient at the plate (thus the ball rate slider), and pitch realistic yourself instead of pounding the strike zone you'll see yourself at 100 pitches in the 7th inning. If your pitcher is ineffective prior to that yank him. It just beats having fatigue in the 5 to 12 range and Randy Johnson is at 35 % with 60 pitches thrown in the 4th or 5th, and now manually you can't throw a strike in the meter. Hopefully I've explained myself in enough detail, and I hope that you try them and like them. These are on all star by the way.
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Old 05-15-2006, 08:05 PM   #2 (permalink)
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Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by dowie
user pitch meter -50
pitch spd 0
ball rate 21
user ptc fat -13
cpu ptc fat -13
user ptc control -50
cpu pitch control -15
bullpen rate 0
bullpen grace 10
user bat contact 11
cpu bat contact 11
user bat power 3
cpu bat power 3
user bunt 50
cpu bunt 50
user foul 50
cpu foul 50
cpu swing -28
user of spd -5
cpu of spd -5
user if spd 0
cpu if spd 0
user throw spd -7
cpu throw spd -7
user throw acc -2
cpu throw acc -2
user error 35
cpu error 35
user dive 2
cpu ctch effort 2
user baserun spd 0
cpu baserun spd 0
user run agg 8
cpu run agg 8
user stl spd -1
cpu stl spd 8
user stl dly -15
cpu stl dly 5
cpu stl rate 35
run inj -10
pitch inj -25
bat inj -20
fld inj -15
field manual
bat 4-center
strike zone on
hitters eye off
catch circle on
variable strike zone on
blown calls on
pitch cursor on
field aid on
vector line on
throw meter on
check swing low
variable stuff on
vibration off
I've addressed the fielding in this game. It seems it takes a second for fielders to react being hit. There are too many seeing eye hits through the infield. When your trying to induce a ground ball double play, and get one, but the fielders can't get there it is annoying. I've gone from getting 11 to 15 hits a game to 7 to 10..which is alot more realistic. Also because of the system lag in screenshots bunting has to be 50, so you can pull your bat back if it's out of the strike zone. Throwing accuracy has been adjusted so on steal attempts the ball will arrive on the bag with a good catcher. Steal spd has been lowered. There aren't that many steals in the real game anymore (3 run homer happy) so I have mde it alot more difficult to swipe one...thus the cpu stl rate is way down, so they don't attempt as much. The pitch fatigue will allow you to get to 100 pitches with about 30% stamina left. Yes I know it is hard to tally up pitch counts in this game, but if your patient at the plate (thus the ball rate slider), and pitch realistic yourself instead of pounding the strike zone you'll see yourself at 100 pitches in the 7th inning. If your pitcher is ineffective prior to that yank him. It just beats having fatigue in the 5 to 12 range and Randy Johnson is at 35 % with 60 pitches thrown in the 4th or 5th, and now manually you can't throw a strike in the meter. Hopefully I've explained myself in enough detail, and I hope that you try them and like them. These are on all star by the way.
There will be a updated one tomorrow....featuring better hitting and more realistic fielding. I've done extensive testing to find the most accurate formula for realistic baseball. Not to say others haven't, I've used there's for a solid base and tested further. Of course everyone has different skill sets so take that into consideration.
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Old 05-16-2006, 01:22 AM   #3 (permalink)
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Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by dowie
There will be a updated one tomorrow....featuring better hitting and more realistic fielding. I've done extensive testing to find the most accurate formula for realistic baseball. Not to say others haven't, I've used there's for a solid base and tested further. Of course everyone has different skill sets so take that into consideration.
O.K here we go. These differ from most out there, but like everyone knows you never know when you will stumble upon a new set that takes your game to a new level. I feel as though these do.
Pitch meter -37
Pitch speed 0
Ball rate 8
User pitch fatigue 5
Cpu pitch fatigue 5
User pitch control -50
Cpu pitch control -50
Bullpen rate 0
Bullpen grace 0
User bat contact 0
Cpu bat contact 21
User bat power 0
Cpu bat power 7
User bunt 50
Cpu bunt 50
User foul 50
Cpu foul 50
Cpu swing freq -28
User of spd -10
Cpu of spd -10
User if spd -10
Cpu if spd -10
User throw spd -10
Cpu throw spd -10
User throw accuracy -5
Cpu throw accuracy -5
User error 30
Cpu error 30
User dive difficulty 45
Cpu catch effort 45
User baserun spd 0
Cpu baserun spd 0
User run aggression 8
Cpu run aggression 8
User stl spd 0
Cpu steal spd -3
User steal delay -3
Cpu steal delay -3
Cpu steal rate 30
Run injury -10
Pitch injury -20
Bat injury -15
Field injury -10
There you have it. I know the catch efforts seem ridicously high, but with the if, and of spd's so slow I had to make up for it, or else too many balls squeak through the if, and too many weak fly balls drop in front of of's. I didn't want to mess with the if and of , throw, and baserunning spds, for I feel they are right on, so this compensated for that.
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Old 05-16-2006, 02:01 AM   #4 (permalink)
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Cool Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by dowie
O.K here we go. These differ from most out there, but like everyone knows you never know when you will stumble upon a new set that takes your game to a new level. I feel as though these do.
Pitch meter -37
Pitch speed 0
Ball rate 8
User pitch fatigue 5
Cpu pitch fatigue 5
User pitch control -50
Cpu pitch control -50
Bullpen rate 0
Bullpen grace 0
User bat contact 0
Cpu bat contact 21
User bat power 0
Cpu bat power 7
User bunt 50
Cpu bunt 50
User foul 50
Cpu foul 50
Cpu swing freq -28
User of spd -10
Cpu of spd -10
User if spd -10
Cpu if spd -10
User throw spd -10
Cpu throw spd -10
User throw accuracy -5
Cpu throw accuracy -5
User error 30
Cpu error 30
User dive difficulty 45
Cpu catch effort 45
User baserun spd 0
Cpu baserun spd 0
User run aggression 8
Cpu run aggression 8
User stl spd 0
Cpu steal spd -3
User steal delay -3
Cpu steal delay -3
Cpu steal rate 30
Run injury -10
Pitch injury -20
Bat injury -15
Field injury -10
There you have it. I know the catch efforts seem ridicously high, but with the if, and of spd's so slow I had to make up for it, or else too many balls squeak through the if, and too many weak fly balls drop in front of of's. I didn't want to mess with the if and of , throw, and baserunning spds, for I feel they are right on, so this compensated for that.
hey dowie whats up this is nasa, just wanna tell u your slders look impressive, i make my own sliders too on mvp mvp level which also are very challenging, i've been looking for an all star set that can be very challenging even though i rather play on mvp level with my sliders, i will give your sliders a shot. i like your ideas and concept of how a baseball game should be played. i totally agree with u on base stealing they shouldn't be to many steals a game.
hey i have a question what settings do u play with, do u play with cursor on fade or off, do u use vibration, or do u have these settings on off, can u post your settings,i will try these sliders with cursor on fade, then i'll play my second game with cursor on off and vibration on off, just too see which one i like, i'll keep you posted, Thanks.........Nasa
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Old 05-16-2006, 04:24 AM   #5 (permalink)
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Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by steven
hey dowie whats up this is nasa, just wanna tell u your slders look impressive, i make my own sliders too on mvp mvp level which also are very challenging, i've been looking for an all star set that can be very challenging even though i rather play on mvp level with my sliders, i will give your sliders a shot. i like your ideas and concept of how a baseball game should be played. i totally agree with u on base stealing they shouldn't be to many steals a game.
hey i have a question what settings do u play with, do u play with cursor on fade or off, do u use vibration, or do u have these settings on off, can u post your settings,i will try these sliders with cursor on fade, then i'll play my second game with cursor on off and vibration on off, just too see which one i like, i'll keep you posted, Thanks.........Nasa
do you actually play franchsie or exhibition with these sliders? 0 contact and 0 power is not right. or do you use the yankees/boston? what team do you use? you will never hit 20 HRs in a season with a guy like Gibbons (who in real life will hit more probably).

I have:

contact 11
power 30

cpu contact 22
cpu power 12

I now actually get only about 7-10 hits a game but 1 or 2 or HRs. I play with the Cubs.
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Old 05-16-2006, 05:53 AM   #6 (permalink)
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Cool Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by dano
do you actually play franchsie or exhibition with these sliders? 0 contact and 0 power is not right. or do you use the yankees/boston? what team do you use? you will never hit 20 HRs in a season with a guy like Gibbons (who in real life will hit more probably).

I have:

contact 11
power 30

cpu contact 22
cpu power 12

I now actually get only about 7-10 hits a game but 1 or 2 or HRs. I play with the Cubs.
hey whats up,i play exhibtion with your sliders, im currently playing a season with the yankees on my mvp level sliders, so what your saying is u changed your hitting sliders for both for th user/cpu, are u getting better games? does the game feel more realisic and challenging with these changes? i did play 1 game so far with your sliders i use the yankees, i lost 5-3 i guess i had to make a few adjustments when i was trying your sliders, im so used to using my sliders on mvp level, hitting was a little difficult using your sliders on the user, but now that i see u made changes on the user/cpu hitting sliders i will try these as well when i play my second game with your sliders i do play with the yankees all the time.
anyway let me give u a brief feedback on what i thought playing my first game with your sliders, i thought your pitching sliders are very good by the 5th inning i threw 70 pitches, your user hitting sliders were a little off but u addressed that matter already, i also did change the bullpen sliders i put it at 50 and -40 i feel i get better results with that the pitchers dont warm up to long, i felt with your settings they were warming up to long, with the changes i've made the fatigue and grace work well together, i know that the bullpenn sliders are hard to get right, but im happy with 50 and -40 those 2 settings i've done alot of testing with.

hey i have a question with the changes u made with the user/cpu hitting sliders, are u getting doubles with average speed runners, and are u scoring from 2nd base on a base hit with average runners, i feel that average runners should score on a base hit and also get his doubles depending on th OF arm if he's scoring from 2nd on a hit, i only ask this question because with the hitting sliders changes you just made on the user/cpu does the ball get to the OF to fast to prevent the user runner from getting a double when it should be a double or scoring a run from 2nd on a hit, but i guess the only way for me to find out is to give your new hitting sliders a shot,and play a game, i'll keep u posted. Thanks...........Nasa

Last edited by steven; 05-16-2006 at 05:57 AM.
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Old 05-16-2006, 09:47 AM   #7 (permalink)
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Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by steven
hey whats up,i play exhibtion with your sliders, im currently playing a season with the yankees on my mvp level sliders, so what your saying is u changed your hitting sliders for both for th user/cpu, are u getting better games? does the game feel more realisic and challenging with these changes? i did play 1 game so far with your sliders i use the yankees, i lost 5-3 i guess i had to make a few adjustments when i was trying your sliders, im so used to using my sliders on mvp level, hitting was a little difficult using your sliders on the user, but now that i see u made changes on the user/cpu hitting sliders i will try these as well when i play my second game with your sliders i do play with the yankees all the time.
anyway let me give u a brief feedback on what i thought playing my first game with your sliders, i thought your pitching sliders are very good by the 5th inning i threw 70 pitches, your user hitting sliders were a little off but u addressed that matter already, i also did change the bullpen sliders i put it at 50 and -40 i feel i get better results with that the pitchers dont warm up to long, i felt with your settings they were warming up to long, with the changes i've made the fatigue and grace work well together, i know that the bullpenn sliders are hard to get right, but im happy with 50 and -40 those 2 settings i've done alot of testing with.

hey i have a question with the changes u made with the user/cpu hitting sliders, are u getting doubles with average speed runners, and are u scoring from 2nd base on a base hit with average runners, i feel that average runners should score on a base hit and also get his doubles depending on th OF arm if he's scoring from 2nd on a hit, i only ask this question because with the hitting sliders changes you just made on the user/cpu does the ball get to the OF to fast to prevent the user runner from getting a double when it should be a double or scoring a run from 2nd on a hit, but i guess the only way for me to find out is to give your new hitting sliders a shot,and play a game, i'll keep u posted. Thanks...........Nasa
Hey, I will use your bullpen fatigue and grace sliders, because I really never could figure out what they did. As for hitting ,yes I do hit alot of doubles, escpecially opposite field, and runners do advance 2 bases on singles unless Ichiro or somebody is throwing, or its on artificial turf, i.e. Toronto, Minn, or its a slap hitter and the of is playing in. My hitting approach is to look opposite field until 2 strikes, or look middle in in a 2-1 or 2-0 count. I still average between 8 and 13 hits a game, and have been averaging 4.5 runs a game. I play with the Tribe. The only thing on my sliders I'm not done testing is the sb's sliders. I am going to stick with -3 delays, and adjust the steal speeds until it is very hard to get one. The reason being is I'm sick of Casey Blake taking 2nd at will like it is little league. Keep the ?'s coming. I respect the sliders that you guys have posted in the past and I kno wthat you guys know what your talking about. Roger
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Old 05-16-2006, 09:50 AM   #8 (permalink)
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Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by steven
hey dowie whats up this is nasa, just wanna tell u your slders look impressive, i make my own sliders too on mvp mvp level which also are very challenging, i've been looking for an all star set that can be very challenging even though i rather play on mvp level with my sliders, i will give your sliders a shot. i like your ideas and concept of how a baseball game should be played. i totally agree with u on base stealing they shouldn't be to many steals a game.
hey i have a question what settings do u play with, do u play with cursor on fade or off, do u use vibration, or do u have these settings on off, can u post your settings,i will try these sliders with cursor on fade, then i'll play my second game with cursor on off and vibration on off, just too see which one i like, i'll keep you posted, Thanks.........Nasa
I keep my settings pretty basic, but check the bottom of the original post at the top og page 1 and I put them there.Thanks Roger
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Old 05-16-2006, 10:04 AM   #9 (permalink)
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Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by dano
do you actually play franchsie or exhibition with these sliders? 0 contact and 0 power is not right. or do you use the yankees/boston? what team do you use? you will never hit 20 HRs in a season with a guy like Gibbons (who in real life will hit more probably).

I have:

contact 11
power 30

cpu contact 22
cpu power 12

I now actually get only about 7-10 hits a game but 1 or 2 or HRs. I play with the Cubs.
This is both. I know everyone has different skill sets, and plays a different way,and likes a different style. I'm not saying I'm right or wrong, or you are, I just like the o contact o power the best. I think if you press inside and up Hr's become to simple. I don't want my team to have 250 for the season. I like to play small ball and for me personally at my skill set feel like I really had to concentrate to get hits. There has been times against a Ace like Halladay that I wasn't totally into playing and I've been 3 hit. One thing I took into consideration is the ball rate at 8. I'm super (Yankee like ) patient. I receive 3 to 6 walks a game. That being said the opposing pitcher will start to make mistakes and leave pitches in the heart of the plate, so you will have games where 6 to 10 runs occur. I used to have both the human and cpu contact and power at 14 and 7, and it seemed like hr derby to me. Again, I'm not right or wrong, this is just how I like to play.
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Old 05-16-2006, 01:32 PM   #10 (permalink)
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Re: new all star sliders :2 months worth of testing

Quote:
Originally Posted by dowie
O.K here we go. These differ from most out there, but like everyone knows you never know when you will stumble upon a new set that takes your game to a new level. I feel as though these do.
Pitch meter -37
Pitch speed 0
Ball rate 8
User pitch fatigue 5
Cpu pitch fatigue 5
User pitch control -50
Cpu pitch control -50
Bullpen rate 0
Bullpen grace 0
User bat contact 0
Cpu bat contact 21
User bat power 0
Cpu bat power 7
User bunt 50
Cpu bunt 50
User foul 50
Cpu foul 50
Cpu swing freq -28
User of spd -10
Cpu of spd -10
User if spd -10
Cpu if spd -10
User throw spd -10
Cpu throw spd -10
User throw accuracy -5
Cpu throw accuracy -5
User error 30
Cpu error 30
User dive difficulty 45
Cpu catch effort 45
User baserun spd 0
Cpu baserun spd 0
User run aggression 8
Cpu run aggression 8
User stl spd 0
Cpu steal spd -3
User steal delay -3
Cpu steal delay -3
Cpu steal rate 30
Run injury -10
Pitch injury -20
Bat injury -15
Field injury -10
There you have it. I know the catch efforts seem ridicously high, but with the if, and of spd's so slow I had to make up for it, or else too many balls squeak through the if, and too many weak fly balls drop in front of of's. I didn't want to mess with the if and of , throw, and baserunning spds, for I feel they are right on, so this compensated for that.
I might bump if spd's to -8 because it seems when turning a double play the runner on 1st gets into 2nd just too darn quick, and it's hard to make a simple double play. Also I might bump baserunner speeds up to 2 because the cpu doesn't go from 2nd to home successfully enough for me. I'm just worried that there will be too many triples, or unsuccessful dp's because of this. Any input would be fantastic.
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