LAST UPDATED 4.17.15 (12:00AM)
Hey guys. I thought I would share my sliders since this game has so many different options for so many different people. I figured that there had to be some people out there like me who have trouble hitting, while dominate at pitching. That's what these sliders are based off of.
As you can see I will be playing on Veteran + Hitting, Legend Pitching, Directional Hitting and Meter Pitching.
For those of you who do not know how to play in that difficulty just follow these steps:
1. Turn Hitting to Dynamic Difficulty
2. Go to sliders and change Dynamic Difficulty Sensitivity to 10
3. Go into exhibition mode and play offense only until you reach Veteran +
4. Go back to slider and change Dynamic Difficulty Sensitivity to 0
5. Leave hitting difficulty on Dynamic
You should now be locked into Veteran + hitting.
SLIDERS
ANYTHING NOT LISTED IS USER PREFERENCE
QUICK COUNTS HIGHLY RECOMMENDED
HITTING - Veteran +
Interface- Directional
PITCHING - Legend
Interface - Meter
FIELDING - DIFFICULTY N/A WITH THROW METER OFF
Interface - Buttons
THROWING METER - OFF (very important)
Fielding Decision - Either
HUM / CPU
Contact - 5/5
-Perfect at default IMO. Batters are able to reach some balls off the plate, while still getting the occasional swing and miss on a ball over the plate.
Power - 5/5
- Though HR numbers are lower than I'd like right now, extra base hits and hits as a whole are not. I dont think this is a fix for homeruns as I'm not getting a crazy amount of wall scraping doubles. I think this is more for appearance, as well as how hard ground balls get through the hole. If you went up to 6 too many balls will be getting in the gaps and through the defense causing way too many hits.
Timing - 5/5
- For me, on Veteran +, I get a good timing about 25% of the time, same with the CPU on Legendary. On All-Star hitting I would get a good timing only about 5%-10% of the time, which went the same for the CPU on HOF. Also any lower on timing and you'd see too many K's, any higher and you'd see too many hits.
Stride Difficulty - N/A
Foul Frequency - 0/0
-Since the CPU and myself are getting a higher number of good timings and less bad timings, I had to compensate by lowering this to 0. This way we both strikeout an appropriate amount, plus I still see plenty of foul balls and deep counts.
Solid Hits - 5/5
-Most balls, but not all left over the middle of the plate, will be squared up at default. While good hitters can still make solid contact on almost any hittable pitch with the right timing.
Starter Stamina- 5/5
- Starters with lower stamina (65-80) max out around 90-100 pitches. Guys 80-90 will max out at about 105-115 pitches. The top stamina guys (90+) will max out around 110-130.
Reliever Stamina - 1/1
- This doesn't affect reliever stamina as much as it affects their rest. At both 5 and 1, most relievers with an average stamina (25-35), lasts about 20-30 pitches. The difference is at 5 relievers can pretty much pitch consecutive days whenever they please, while at 1 they can only do that if they pitched about 20 pitches or less, give or take a few, depending on their stamina rating.
Pitcher Control - 4/3
- What I was aiming for with pitch control was for ratings to really shine and I believe I nailed it on this one. For the USER at 4, with meter pitching, if you hit the marker perfect on the meter you're more than likely going to hit your spot unless the pitcher is really bad, or the pitch he's throwing is really unreliable. Now if youre like me then you rarely are hitting the mark on the pitch meter unless your pitcher is above average or is in a real nice groove. At 4 when you miss the marker by a little, good pitchers will still be close to their spots while bad pitchers will miss much worse. Its evident almost immediately when playing on legend.
-The CPU works well at 3 because only really good pitchers are able to constantly paint the corners at 3. Now dont get me wrong, if any pitcher gets on a roll, and gets their confidence maxed out, then they can start painting corners also. But for the most part, the pitcher must be capable to paint corners at 3 or otherwise he'll be throwing way more hittable pitches, and way more obvious balls.
Pitcher Consistency - 0/0
-Plain and simple. Every pitcher, no matter who they are, time and again will just flat out mis throw a ball. At 0 for the USER when you miss severely bad on the meter you are almost certainly destined for a pitch way out of the zone or a meatball. Unless of course you have a top notch pitcher on the mound, or a guy on a serious roll. Where at which point the pitch may not be as wild or as hittable as it could have been.
CPU Strike Frequency - 5
-Perfect at default IMO. With accuracy and consistency where they are, they dictate more where the pitch is going.
CPU Manager Hook - 4
- At 5 you never see a guy get canned for more than 5 runs. I like to see guys give up 6 or 7, maybe even 8 every now and then.
CPU Pickoffs - 5
-I rarely take leads anyways. I just let ratings play out when it comes to stealing.
Pitch Speed - 5 (USER PREFERENCE)
Fielding Errors Infield - 5
- Just enough at 5.
Fielding Errors Outfield - 6
- Same explanation as above.
Throwing Errors Infield - 4
- At 5 I was seeing the CPU over throw first base with guys like Robinson Cano on routine groundballs way too often.
Throwing Errors Outfield - 5
- This plays great at default IMO. It really allows ratings to shine. Bad fielders will make a good throw maybe 2-3 out of every 10 times. While good fielders make a good throw about 5-6 out of every 10 times.
Fielder Run Speed - 4
- Fielders were just covering a little too much ground at 5. This allows for a few more doubles and a few more bloop singles.
Fielder Reaction - 4
- Honestly I would be fine with this slider at 5 except for the fact that at 4 it cuts down on ninja catcher to a degree where you actually can get a swinging bunt base hit, right in front of home plate, with some speedier guys. It also allows for a few more ground balls to get through the infield.
Fielder Arm Strength Infield - 3
- This slider is really weird as at it almost doesnt seem to do anything. One thing it does for sure though is slow down more routine throws to allow alot more close plays at first.
Fielder Arm Strength Outfield - 5
- Allows fielders with cannons to show them off, does not do that at lower strengths IMO.
Baserunner Speed - 4
- Guys were a little fast at 5, and almost everyone no matter their speed were scoring from 1st on doubles. This also compensates for fielder run speed at 4.
Baserunner Steal Ability - 4
- Compensates for fielder arm strength at 3 which affects the catchers throw.
Baserunner Steal Frequency - 6
- See alot more hit and runs at 6. As well as good base stealers going on almost any chance they get.
Wind - 5
Injury Frequency - 6
- You could move this up to 9 or 10 for games you play but it most certainly shouldn't go over 6 for simmed games. Though at 7-10 the number of injuries never gets out of control, the severity of the injuries does. There were way too many instances at 7-10 where I would sim an entire season and some very young, promising talent would have a career ending injury. And it wasn't just one guy it was tons. At 7 it was more like 5. But at 10 it was like 9 or 10. And Im talking guys like Jose Abreau.
Guys please enjoy and ALL FEEDBACK IS WELCOME!!!
Post boxscores:
http://dynasties.operationsports.com...id=1&sport=mlb