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MLB The Show 16 Bullpen Tuning Details in Patch 1.04

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Old 05-06-2016, 06:48 PM   #57
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So does this mean more realistic K totals for closers? Ie. Chapman having more than 60ish.
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Old 05-06-2016, 08:49 PM   #58
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Re: MLB The Show 16 Bullpen Tuning Details in Patch 1.04

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Originally Posted by Fcshuckers73
SPU, how does this affect the opposing SP and RP when you play them in offline franchise when they are coming off a simmed game? I don't want my opponents' stamina to be nerfed for the sake of sim stats
from my observation, it causes no issues at all.
just keep in-game starter stamina at 5 or 6.
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Old 05-09-2016, 06:21 PM   #59
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Re: MLB The Show 16 Bullpen Tuning Details in Patch 1.04

Quote:
Originally Posted by SPU32
I suggest:

*starter stamina at 1

*reliever stamina at 2

*manager hook at 5

this gives great team rankings stats - decent CG's - and a good match of G/IP to RP and CP. there will always be flaws in the sim engine until SCEA sets their mind to give us a sim engine like OOTP and I hope they do this.

also, the errors are way to low and to correct this I have found that each decrease in arm acc./fld. ability equals 0.17 more errors.
So you use the above when simming?
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Old 05-09-2016, 06:36 PM   #60
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Re: MLB The Show 16 Bullpen Tuning Details in Patch 1.04

I've toyed around more this morning, and there simply is not a realistic way to get simmed CG and SO. This needs to be patched if we're ever to have a chance at these being accurate without having to manually go into each game (no thanks).
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Old 05-15-2016, 07:29 PM   #61
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Quote:
Originally Posted by oldtimey
You will greatly reduce the number of innings that your middle and setup relievers pitch if you always keep a "6th starter" in the long relief slot in your roster. Your middle and setup guys innings increase when they have to pitch earlier in the game than the 6th and when they pitch multiple innings when a game goes into extras. To keep a long guy in the LRP slot in a 12-man staff, you should only have 1 one SU pitcher. Though there are 2 slots, a LH/RH combo in these slots is not necessary. Just one guy, with stuff that will suffice to occasionally close games, should be in the one slot. You will need all 4 of the MRP slots filled. If you go to a 13-man staff or when rosters expand, fill the LRP slots before the SU slots to further take pressure of your MRP guys. You will find that the CPU now will only use your MRP in the 6th inning or later, keeping their appearances at 1 IP or less. Your relief staff's numbers will then be realistic at the end of the season. You might get relievers with 85 appearances, but you will not get any reliever with close to 100 IP.
I have not simulated thoroughly on this, but, a few sims appeared to fix the abundance of RP pitcher appearances. You will need to have specific sim sliders to get proper season stats.

SCEA really needs to add a slot in the PR screen that says "SPT", which stands for Specialist, so we can insert a lefty there to have a season line like: 50-games/32-Innings Pitched.

Is it worth having 13-Pitchers VS 12-Position Players ?

I was thinking that if you carried 2-Catchers and the back-up could play 1st Base. And one IF, like the SS or 2B, would have to be able to play all Infield Positions - And one OF would have to play all 3-OF spots.

I hope that Mark Lowe and oldtimey can respond to this issue, as they are wise in this area.

thanks .... and thank you, SCEA, for giving us the gift of this wonderful game.

here are video examples of two sims:

https://www.youtube.com/watch?v=HV_GWN8gS8U

https://www.youtube.com/watch?v=6SLipWUtBIw
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Old 05-15-2016, 07:30 PM   #62
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So you use the above when simming?
yes, but I am doing more testing and waiting for hybrid set. see my other post(s).
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