Jump to content
Sign in to follow this  
aceshigh

Question On Sliders

Recommended Posts

Hey there guys, some of you have said that the sliders value actually change when you input them from "All-star" difficulty, rather than "Rookie" (which is what I've done). Could anybody tell me what the difference is? Does the game become any "easier"?

I'll explain my problem: I'm late into my franchise with the Yanks (still using NoFakeNames Roster v.5) and so far I've been 65/50 more or less on my own sliders, but lately something is not going the way it should and I've been through a rough 3-week long stretch with the cpu CONSTANTLY hitting for double digits (around 14/18 hits per game), and my team is almost always shutout. I rarely get any hits and I only happen to score on homeruns (yeah, that part is pretty close to reality, I know :p ). As a result I'm 4-15 in the last 3 weeks. Now, I haven't touched the sliders at all until now, when I did touch up some settings (the user batting contact was 20 and I put it up to 30, and I lowered the CPU contact to 60, from 65) but nothing has changed. It's really getting ridiculous. I understand that some games are just destined to go wrong, but three straight weeks of shutout baseball isn't really close to reality... <_< Thanks in advance

Share this post


Link to post
Share on other sites

could it be that your pitchers are quite fatigued?

I read about those rumors regarding difference in difficulties via slider input but to be honest I can not confirm that.

EDIT:

Maybe I got to correct my statement. I played a game a few minutes ago. Right before the game I put my sliders in from legend (I had them put in from all-star before) and I got to say that the game played a little bit different. It felt smoother and hitting was more difficult. It was one of the most realistic games I ever played.

Share this post


Link to post
Share on other sites

It was one of the most realistic games I ever played.

Thanks for the reply! Would you say it was harder than before? I should try that just for the sake of checking every possibility... And nope, my pitchers are not fatigued, I try to keep them as rested as possible. Some of them (Pettitte, Kuroda, Hughes) just got back from 4/5 weeks long injuries also... idk :unknw:

Share this post


Link to post
Share on other sites

hitting felt not more difficult, but putting the ball in play felt more difficult. know what I mean?

I got to say that I play with auto fielding and auto base-running because it eliminates some flaws you would get with user control. but like I said overall it felt smoother. I think I saw two or three animations I hadn't seen before.

but it only was one game, I got to play some more to make a final statement.

Share this post


Link to post
Share on other sites

hitting felt not more difficult, but putting the ball in play felt more difficult. know what I mean?

Absolutely, that's the same problem I'm facing. I don't strike out much, but the CPU fielders manage to get on EVERY ball, even balls down the middle, unlike my fielders (I use manual fielding). Either the CPU has unbelievable luck and aims perfectly down the middle, or the "lazyness" level on my sliders is set up very high :D

EDIT: I forgot to ask, if you happen to play more games like that, could you tell me how the CPU hitting feels? I can live with not putting many balls into play, but I hate the fact that the CPU puts balls into play even from way out of the strike zone and they all end up as base hits. That's been happening too often.

As soon as I have some free time I'll put the same sliders I'm using right now from the most difficult level, I'll check what's different and I'll tweak them from there. Again, thanks for your help :)

Share this post


Link to post
Share on other sites

I noticed what you are describing in your EDIT.

The first game I played was with the Blue Jays (Morrow) against the Mariners (Saunders) and the Mariners hit 3 homeruns. Normally I would say that this was nothing special, sometimes I got 3-4 games in a row where I don't give up a single homerun, then there will be 3-4 games in a row where I get bombed. But all those 3 homeruns came of ridiculous pitches. 2 of them were way outside the strikezone and the 3rd one was a perfectly nailed 12-6 curveball right at the lower outside corner.

There were some more hits of the Mariners like those. All in all I lost 2-10 and the Mariners had about 13-14 hits and managed to get 4-5 walks.

I played another game with the same sliders yesterday evening with the Yanks (Pettite) against the As (Straily). Same lineups as in reality. There were some hits of the As where I couldn't believe that they were able to make contact let alone to put the ball in play since those pitches were so far away that in reality you would need a robot-arm to get to those pitches.

But overall I didn't get bombed, it was 2-2 going into the 9th. I had given up 8 hits and 3 walks. After that I had to leave.

What I realised in those two games was a way more realistic user hitting and more realistic user pitch numbers (normally I average about 100-110, in both games I had way above 140). The only thing that bothered me a little were those magic hits the CPU got. And overall I got way less Ks than usually. But not getting 10-12 Ks per game is great.

The rest felt really really fine.

Share this post


Link to post
Share on other sites

Alright, thanks a lot for your feedback, it was really appreciated!!

My aim was to find a good set of sliders that would actually stop the CPU from getting A LOT of bases hit on outside the strikezone pitches or pitches that would normally be hit into groundouts. Yeah, it's fine if the CPU batters hit them, but I'd expect many of them to be fouled off, and not be put into play. Though, according to your feedback, it keeps happening anyway, so probably the answer isn't in modifying the sliders.

It's having 5/6 straight games like the one you had with the Mariners that really bugs me, it's just not real. And I can't manage to put the ball into play, not even if I hit pitches that are right in the middle of the strikezone! Last game I played was vs the Red Sox (Pettitte vs Bard) and I had to stop at the third inning after I gave up 8 hits and 4 runs. Ouch :vava:

I think I should add that with the same sliders (right before this rough stretch started) I managed to sweep the As and getting 2/3 vs the Orioles getting a truckload of Ks (also not really close to reality), so probably the answer is in the too low/too high ratings for the players?

Share this post


Link to post
Share on other sites

Today I played another game which felt quite fine. Rays (Hellickson) vs. Jays (Buehrle). I won the game 3-1. It seems that hitting is indeed a lot harder when you put the sliders in from legend compared to putting them in from all-star. In those three games I was hitting about .230 something and had 2 homeruns. One with Encarnacion when I was crushed 2-10 from the Mariners and one with Cano when I played with the Yanks against the As.

I used the same slider settings like I did use before when I put them in from allstar. And in the games before I had at least an average of 5-6 runs scored per game. There definately is a difference.

I gonna try around a little bit and maybe I put up a slider suggestion for this case as the Jays had some ridiculous hits against Hellickson again.

But one question: where's your user pitching composure slider at?

Share this post


Link to post
Share on other sites

Holy moly! It's a huge difference indeed. As far as realism goes, it's been quite good for me, with very different results. The games have always felt difficult, but I'd always be able to get a few clutch hits. Now I get nothing like that, it's like somebody changed my sliders overnight :D My pitching composure is at 55

Share this post


Link to post
Share on other sites

Holy moly! It's a huge difference indeed. As far as realism goes, it's been quite good for me, with very different results. The games have always felt difficult, but I'd always be able to get a few clutch hits. Now I get nothing like that, it's like somebody changed my sliders overnight :DMy pitching composure is at 55

And there you go. I bet that lowering this number to about 25 or even 20 reduces those magic CPU hits...

Share this post


Link to post
Share on other sites

Thanks! I'll try that and will let you know what happens!

Share this post


Link to post
Share on other sites

Some further testing clearly shows that putting sliders in from legend

- makes hitting more difficult

- is highly dependent on your pitcher's composure when your composure slider is higher than 15 (the higher the more magic hits the CPU will make which applies heavily to the long ball)

- is highly dependent on your pitcher's stamina (the lower the stamina or the higher the fatigue of your pitcher the more magic hits the CPU will make which applies heavily to the long ball)

Share this post


Link to post
Share on other sites

That's very helpful! So if I lower the pitcher's composure and fatigue (I guess that needs to be changed, as I can barely get over 100 pitches with CC), I should be seeing less Vladimir Guerrero-style hits, huh? I just didn't have a chance to tinker with those yet. Damn work... What are your user/cpu batting sliders?

Oh, and out of curiosity, what's the batter's eye frequency slider value you're using? What does that change? Do you think it could have an influence on increasing/decreasing the hitting difficulty?

Many thanks :)

Share this post


Link to post
Share on other sites

I don't play with batter's eye. Don't like it. So I can not say something about it.

I personally play with 40 user contact and 65 user power along with 75 CPU contact and 75 CPU power.

But you have to keep in mind that the pitching sliders like speed, control and break of the ball are influencing hitting as well.

And yes, I would lower pitcher's fatigue in the game settings to 50 and user pichting composure to 10, 15 or 20.

Share this post


Link to post
Share on other sites

But I didn't understand what the batter's eye actually does. Does it mean hitting using the left analog to aim where you want the ball to go?

My hitting sliders are 30 for user contact, 60 for user power, 60 for CPU contact and 80 for CPU power. Pitching speed is 85, strikezone aim is 45, break is 55 and pitching success is 50 if I remember well.

Share this post


Link to post
Share on other sites

The batter's eye slider correlates with the batter's eye rating each player has.

The higher the batter's eye slider and the batter's eye rating the more often you will see the pitches' location and pitch type before the ball gets to you.

Know what I mean?

But to occur it has to be turned on in the game settings.

I have it off, I don't like it.

Hitting:

Up your contact and lower the CPU's strikezone aim.

Share this post


Link to post
Share on other sites

Ohhhh finally, thanks for the explanation! Now it's all clear :) Then I don't think I have it on, because I have the strikezone window off until after the ball has arrived to the catcher's glove, therefore I don't see any info about the type of pitch or where it's gonna go. Will check though.

Just wondering: How often do you use the left analog stick (if you play with a controller) or the direction keys (if you're playing with the keyboard) to send the ball where you want after you hit it? And how often do you just hit the ball without bothering? Because sometimes it feels like I get more bases hit if I don't use the left stick, and just swing, while I only get flyouts or groundouts when I actually do use the stick.

Share this post


Link to post
Share on other sites

I use it rarely. Like let's say about in 1 out of 6 or 7 ABs.

Using the left analog stick not only makes the batter trying to send the ball into one direction, it also makes something like a power swing out of it.

It all depends.

Share this post


Link to post
Share on other sites

I remember with 2K9 if you pushed the analog up and then swing, it would almost automatically be an homerun. I personally haven't seen this happening with 2K12 as in my case only popups or flyouts come out of it. Thanks Wudl and sorry if I asked too many questions :p will come back with more though!

Share this post


Link to post
Share on other sites

It also depends on if your using classic hitting or total control hitting.

No problem man. Questions are there to be answered.

Share this post


Link to post
Share on other sites

Total control hitting all the way :) Glad this talk actually made you make some changes to the sliders of your roster for a more realistic game! Keep up the good work, can't wait to see the final result ;)

Share this post


Link to post
Share on other sites

Okay I hope the roster plays well with total control hitting. I have been using classic hitting since a long a time... :D

Share this post


Link to post
Share on other sites

Classic hitting is just pressing the A button right? I've never used that actually. Using the analog makes me feel really into the game, but it does have a drawback: I ruined a lot of sticks due to too "aggressive" swings :D

Share this post


Link to post
Share on other sites

Yeah classic hitting is only about timing. The AI decides for you wether you swing for power or for contact. Classic hitting has one big advantage: greater variety of hits.

Share this post


Link to post
Share on other sites

The way you press the button also has influence in the way you hit.

Quick presses make for slap hits, infield singles, etc and more well timed presses will give you line-drives and power hits.

Share this post


Link to post
Share on other sites

I didn't know that, but it doesn't sound bad. I should deff check it out! Who knows, maybe I could stop stressing my analogs so much. Btw, I could play half a game with the modified sliders being put in from the hardest level and I noticed it makes the game more unforgiving. I played only half a game with the Giants at home vs the Dodgers and Vogelsong allowed 3 hits (including a 2-run homerun on a pitch that was completely gone wrong, so my fault there) in the first inning but then the game got better. Before I had to quit, I only had one hit (solo shot from Sandoval). Another thing I noticed was that the CPU would go after almost EVERY pitch, even the ones out of the zone, many times swinging and missing. As a matter of fact, even if I gave up 3 hits and 3 runs in the first inning, I only threw 13 pitches, striking out one...

Share this post


Link to post
Share on other sites

Those pitch numbers you noticed are very uncommon for me. In an inning where the opponent e.g. has one hit and 3 standard outs, I need about 13-16 pitches. When I have innings where the opponents crush me and score e.g. 3-4 runs, I mostly need about 25-30 pitches. To put it in a nutshell I average about 130-150 pitches per game. Sometimes I only need about 110 and sometimes I even need about 160 or even more. But a pitch count below 100 or above 160 are absolute rareties.

Share this post


Link to post
Share on other sites

I know and that's what I was expecting, to be honest. But Victorino got a single at the first pitch of the game. Then Kemp doubled him home right after and I struck out the third one in the lineup in 3 pitches (after he chased 2 pitches out of the zone). After that I had thrown about 7 pitches, I think. The next batter homered and the next two both grouded out at the second pitch they saw (out of the zone, of course). It is safe to say I probably messed with the sliders too much :p

Share this post


Link to post
Share on other sites

Tried it again after modifying the sliders a lil bit more, and this time I was able to get a complete game. It was still Dodgers at Giants, I lost 3-1 with 7 hits allowed (I got 6) and both teams were only able to score on the long ball. The first three innings looked almost exactly like the last game I played: the CPU seems to like early game blowouts and chasing pitches, so I got a 8-innings 93 pitches performance by Zito. Seems to me that's a pretty low number, so I gotta find out how to make the CPU stay off many pitches, as I got many groudouts/flyouts at the first pitch... Anyway I did see a lot of animations I never saw before, the fielding, especially in the infield, is much more realistic (with dropped and recovered balls and such) and I was able to enjoy a good game without getting too frustrated :D It's a joy to watch, really.

Share this post


Link to post
Share on other sites

Nice to see you making improvement! Keep testing!

Share this post


Link to post
Share on other sites

Alright, got another match under the belt, this time Twins at Orioles. Again I lost 3-1 after 11 innings (10 hits vs 7 hits). I only changed the CPU contact slider (from 60 to 55) and I was finally able to get some reasonable pitching figures. Now I'm afraid games are always gonna be the same :D It will be really hard to get a high score game with those sliders... Maybe increasing the user contact/power will help? By the way, Wudl, what's the "pitch success" level on your sliders? :)

Share this post


Link to post
Share on other sites

I think I got it at 65. You can download my roster, you can find it in the download section. It includes 2 slider sets of mine.

I get very different results.

My last 4 results were (me vs. cpu): 7-5, 2-2, 3-4, 0-9

Share this post


Link to post
Share on other sites

I tried your new sliders! Comparing them to mine on paper, I thought the game was gonna be much more difficult, but it really wasn't: hitting was easier with a better variety of hits, pitching figures are finally on the level you say they are (I understand why now!) and I was able to actually win the game :D

Giants 7 10 3

@

Padres 6 9 0

Took some time to get used to the very low pitcher control value. Will try more games but I will most likely continue my franchise on your sliders. If there's something I'd change, I think it would be improving the fielder's arm precision, lower the outfielder's speed to 5 and increase the pitch speed to 85, but then again that's just because of how I'm used to play :) You've done a pretty darn good job on those :good: Many thanks!!!!

Share this post


Link to post
Share on other sites

Fine! Finally something that works! Tweak it all to your preferences and enjoy the game. :)

Share this post


Link to post
Share on other sites

I have a slider-related question, although it's not related to Aces'. Is it possible to make the pitching meter faster than the slider allows? I feel that I'm not really rewarded by good timing because the control is so low, but I get the max so often that it would be unrealistic to increase the control. Making the meter faster and harder to time while increasing the control would seem to be the perfect fit for me, but I don't know if that's possible.

Share this post


Link to post
Share on other sites

I think you have a missunderstanding.

When you fully load the pitch meter it says "max", but that does not mean maximum control of the pitch. It only means that you will throw with maximum power. Throwing with maximum power means the control of the thrown pitch is lower than it would be compared to at about 80-90% of the "max".

Share this post


Link to post
Share on other sites

This is no argument against my post.

But e.g. when you overload you try way too hard to throw a hard pitch and lose all controll over the pitch --> it goes wide.

Test it for yourself, the pitches are best spotted when you fill the circle about 80-90%.

Share this post


Link to post
Share on other sites

The problem here isn't only the outfielder's throw (rating) itself. I gonna explain it further tomorrow. Quite busy right now.

Share this post


Link to post
Share on other sites

Okay, I got some time to answer the question of LL.

There are a few things that contribute to a runner being thrown out at the plate or blocked by the catcher:

1) Outfield Throw: in most slider sets the outfield throw is way too low. You should set it at least to 75, while 80 or 85 is even better. Otherwise the outfield throws won't be fast enough to cut a runner down.

2) Aggression of the Runner: Here I refer to both the aggression rating of the runner (who is at third) as well as the baserunning aggression silder ingame. If only one of the two is too low the runner won't try to advance and score a run although he could. In most slider sets the baserunning aggression is set way too low. You have to set it to about 70. But to let steals still work properly and not having David Ortiz trying to steal second from first because of the aggression slider you got to set the steal slider to about 35. 40 is critical and you will see Ortiz and his fellow snails running too often. I have seen some outs of runners who had doubled and tried to stretch it into a triple or runners who hit a single and tried to stretch it into a double.

3) Baserunner's speed: I have set it to 50 for both CPU and user (besides I play with auto-fielding and auto-running, takes away some user control but they act smoother and more realistic). When you set it too low the runner's simply won't be fast enough, nothing more to say.

4) Catcher's blocking the plate rating: I don't know the reason behind it but obviously 2k made the game engine in a way so that this rating has (maybe the biggest) influence on the blocking of runners who advance to home plate. I think this rating is hidden when you open a player's card in the roster or statistic screens but when opening an editor (doesn't matter if the ingame one or e.g. Vlad's editor) you can see that every catcher has this rating. In most cases the rating is between 65-80 for catchers with rare exceptions having above 80. When you throw from the OF to the C ingame you often will notice that the catcher is miles away from homeplate so he won't have any chance to get to the runner and block him. One could think that this is caused by poor throw accuracy from the OF but I can guarantee this isn't the only reason. In my roster I have set the blocking the plate rating of all the catchers way up (I think no one has lower than 80, many even have it in the upper 80s now) and I see a better positioning of the catcher and saw two runners out at homeplate being blocked by the catcher. I am honestly considering setting it to 99 because I guess then it will occur even more often.

Besides those 4 points we suffer quite a bit from this glitch where the cutoff man doesn't throw when auto-fielding is enabled or when talking about AI fielding in general. That can't be corrected with slider or rating tweaks as far as I know - sadly!

Share this post


Link to post
Share on other sites

Thx Wudl, I too play with auto-fielding and the cutoff man never throws home even when he has a chance to nail a runner at the plate. Talk about frustrating.... I guess nothing can be done because it's written in the game code.

Share this post


Link to post
Share on other sites

Thx Wudl, I too play with auto-fielding and the cutoff man never throws home even when he has a chance to nail a runner at the plate. Talk about frustrating.... I guess nothing can be done because it's written in the game code.

That has nothing to do with sliders. Sadly it's a glitch the community was complaining about since 2k12 was released. But since 2k didn't give us a patch for the PC version we have to deal with it. :(

Funny thing is: the XBOX users got a patch but this glitch wasn't addressed.

:crazy:

Share this post


Link to post
Share on other sites

Okay.... so whats the overall solution to getting more hits? I play a complete game and end up like 3 or 4 hits.

With Wudl's latest sliders I manage to get 8/9 hits per game now. It definitely did the trick. If you feel that's too low you can still tweak it from there, but it's a very good start indeed ;)

Share this post


Link to post
Share on other sites

15304907.jpg

I was exploring Sliders file, and found that appart 44 sliders we can adjust in the game, there are 10-14 (don't remeber now)) sliders more that can be adjusted via hex edititing

They are bordered red in the pic.

I am pretty sure these red bordered are values that should affect the game somehow.

I have made some and figured out that slider value 100 in the game is express 00 00 00 80 3f in hex view (in picture all available sliders to edit are set to 100)

The next figures are:

100 - 00 00 80 3f

95 - 33 33 73 3f
90 - 66 cc 66 3f
85 - 99 ff 59 3f
80 - cc 32 4d 3f
75 - ff 65 40 3f

....

....

5 - cd cc 4c 3d
0 - 00 00 00 00
So these Red Bordered blocks should/could be values that are resposinble for something too.
I dd not put a lot of effort on that but was able to get negative value for Batter Eye Freq. in game sliders menu. :)
Will try to check later how could these values affect the game (my secret hope is "faster reaction to get from base / faster reaction near the wall)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  



×