* FIELDING and BASE RUNNING cameras are set so that there isn't much difference, just like on TV, where you would see the same fielding camera for both teams. This is too fast for a lot of people, though, so feel free to decrease it until reading pitches becomes manageable, yet still challenging.) I have this set at 100 for realistic pitch speed. Pitch Speed: 100 (This is not a mandatory setting. Pitch Meter Speed: User Preference (I have this at 80.) V7.4 (POST-PATCH) Classic Hitting/Pitchingīatter Eye Frequency: User Preference (I have this at 0.) Without further ado, please enjoy and give feedback. Bugs are everywhere during play and players move awkwardly at times and glide around the field instead of moving. 2K12 is the only baseball game on the 360 so I have to play it, but 2K needs a serious overhaul on the whole game. This is not the case if you want realistic baseball. 2K12 is the same as 2K11, they only changed the cover. What bothers me the most is as level of difficulty increases (especially in All Star and Legend), some of the sliders (mainly for tendencies) dictate increased frequency rather than increased difficulty. but by far the best sliders out for the game. if the sliders had increments of 1 instead of just 5s the outfield speed could be spot on iirc 40 was a lil slow and 45 was a lil too fast. Don't be thrown off by the look of this set, since there are quite a few 50's, but trust me, these will allow the game to be played the way it should be. Re: MLB 2K12 Difficulty Sliders mkharsh33s sliders were as close to perfect as the game would let it be. But I'm gonna say that even more credit is deserved. I'm glad to see that some people have given the 2K developers some credit and haven't ripped their default sliders to shreds, and have even used some settings from these defaults, because they're really not terrible. See any ridiculous things happen with a mostly realistic slider set? That's because there are some settings that are too far away from 50. I've noticed that a lot of created slider settings tend to stray far from the number 50, and this has always mystified me. So I'm gonna try to fill the holes by introducing my personal theory about the sliders for this game: keeping them as close to 50 as is manageable. I think each has brought good ideas to the table, but overall there are some pieces missing to the realism puzzle. I like what some of the creators have come up with, but I felt that none of them were completely realistic in all areas. I've had this game for a couple weeks and have been browsing through the other slider threads.
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