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just hitting sliders for all star
O.K. by now I think Nasa and myself have accomplished exactly what we have set out to do...that is create a true to life simulation of a baseball game as the game itself will provide. Our goal was to put all the sliders into groups, and make sure they play well off of each other. By that I mean all the pitching sliders together................all the hitting together..........all the fielding together................all the baserunning together..........all the injuries together. That being said, and I can't speak for Nasa, but I wasn't completely satisfied with the contact and power hitting sliders only. I read in a post a long time ago about a theory a guy had which is if the contact #'s are really high it also contributes to the power #'s regardless of where the power #'s are at. So can all the guys who have tried and liked our sliders try this for us...........put user and cpu contact #'s low (like -5 to -10 range and put user and cpu power #'s high like 25 to 40 and see how they play out offensively. I'll try it too with our slider set just to see. For everyone's info I am using the human hitting either at 15/25 or 15/30 and cpu hitting at 30/15 or 35/15....I like all of these #'s , but I want to try this theory out to see if the cpu will manufacture more runs, and you will too! I'll start with user at
-5/40, and the cpu at -5/30. Let me hear what you guys think. Hopefully with contact so low there will be more singles and not so many hr's. There shouldn't be a combined 3 to 5 hr's every game. My only worry is the cpu will strike out a ton with contact so low. We'll have to play it out and see. Thanks in advanced to anyone who tries these out with our sliders already in place. Dowie
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