Hawkeye Miihawk wrote:lol, I just realized i made a mistake on the final character I posted. He would have
fh 77
bh 57
pw 72
maximo wrote: yeah, and if you want find simple rules you have to test the players, so i repeat what i said, if ITST need help in the future with the SIM tour i could help, i haven´t said anything that is not related to this topic.
And in my opinion your idea is nice because you try to create a SIM tour, but is impossible create a tour with these rules.
Why do you think it's impossible to create a sim tour with these rules? Do you have a solution of your own? Besides created characters.
Baghdad OrgaSIM wrote: 1) As I have said before (and Venom) customs, in the main, need to have a weak wing. Therefore when you have the option to add the extra 5 points some four times to the wings that is where the process begins to distribute unevenly. A weaker wing in my opinion is anything from 45-65. A stronger wing is anything from 66+. If I saw a wing in excess of say 85 I would expect the weaker wing to be on the lower end of the weak range (as above) - for example 52.
There are players in real life who have almost "equal" wings (djokovic, agassi, davydenko, etc). Not all players have weak wings. I don't believe everyone should be forced to have a weak wing. They can choose to have a strong and weak stroke, or 2 solid strokes depending on their power rating. Don't forget you also have to take what 2 skills they have into consideration. You can have a character that appears weak just by looking at the stats, but when you add something like longer!better! (which makes their angles more extreme and they start to paint the lines over time) they get better.
It's very hard to have 2 strong wings with these rules. Not only do you have to have a minimum of 50 volley, but the stroke restrictions prevent it as well.
2) However, if a player has 2 x good wings (e.g. 75-85) then this should be offset by a substantial drop in power to the region of 50-60. Anything more in my opinion will make the build too strong.
The highest combination I've found was 81fh 71bh 67pw. This is another variation of an offensive baseliner. The difference here is unlike WT the offensive baseliners don't have 80+pw with 80+strokes with a huge serve. This character would have a lot of trouble hitting through defensive baseliners.
3) Your original post on your scales are a good start, however as I said before I am just a bit concerned that members would all pick similar setups and the variety of opposition would be reduced. Furthermore I expect that most members would try and max their players to the upper ceiling limits in question - well as much as the TS4 coach distribution would allow.
There's no way to know if people would pick similar setups or not. The reason why you see similar setups in WT is because those setups are so strong. I don't know if there will be a setup with these rules that trumps the others. That's why every time someone says something about how a setup could be stronger, I ask them to post it. So we can see, discuss, and test.
4) More specifically if, in theory (and I say in theory because I am not able to run through the test in the coach calculator) a member decided yo go for this option:
*Customs with a power rating of 80 points or more
Your storkes (backhand/forehand) cannot surpass 69 points.
Are you telling me that if it is possible to create a custom that is 85 power and 69 on BOTH wings that it is SIM? Not from where I am standing.
supinesmokey13 wrote: i still think that 69 strokes + 80 power is a bit overpowered because in theory two strengths and red power that will definitely become the dominant setup so i 70-75 would be best in my opinion also has a max level for SV and DFB been established yet
I don't want to eliminate big servers, that is a playstyle after all. Some might not like it, that doesn't mean it shouldn't exist. I don't like extremely fast defensive baseliners cause they get everything back, but others do.
Big servers don't get ace after ace anymore after the patch. So no one has to worry about that. They should also be able to rally, but not in line with baseliners. That's why their strokes don't surpass 69. They essentially become like s&vers. They are good at what they do best, but when it comes to baseline rallies they have some trouble.
I created a character similar to this a long time ago. Lol, I ended up testing him against djarvik's Gasquet and lost. Yeah, my serve was good. Problem is because your strokes are low, you can't angle people off like they can you, and winning rallies, although possible, is tough.
This is the same thing all serve and volleyers experience. They don't toss away rallies because they suck at rallying, it's because s&vers don't have good strokes.
Now as a big server your serve is key, and how good your 1-2 punch is will determine your success. You can't get away with 80-90 strokes, like world tour, to help pull you through anymore.
We can always test it out in an exhibition baggy/supinesmokey13(if you're on 360). That's also what this thread is for. I'll create a baseliner, and you a big server. I'll also create a baseliner with a "useless" coach as well to see how "good" the useless coaches are now. Then we post our observations
.
OK maybe we could organize an exhibition for sometime this week i just need to renew my gold membership which i will do this week but anyway what should the stats be for the big server
5) In respect of power, now whilst power does that seem half as important in TS4 I still think it has the ability, in the right hands, to stifle creativity and reduce enjoyment for TRUE simmers. Like i said before let the normal tour take care of that and I believe that power should, for the benefit of the proposed tour, be reduced to an acceptably agreed level once all testing has taken place. I would expect this to be significantly under the ceiling cap of the normal tour. As before the figure I pluck out of the air is 70-75 and then plenty of points not wasted (in my opinion) on power can be distributed to overlooked stats like volley, reflexes, and speed perhaps.
Power isn't necessarily what stifles creativity. It's a combination of high power, high strokes, and big serve. Which isn't possible with these rules. Till this day, I haven't created a character with power over 70. If it were up to me no character would have a power over 70, but this has to be a compromise. Some people like having monster serves, nothing wrong with that. If anything that's part of the diversity.
The problem arises when those monster serve characters are going toe to toe with baseliners, which is made difficult with a max at 69 (atleast in theory). It's hard to have high serve and power when a cap of 70-75 is put on power. I'm not talking about a s&ver either. There will be nothing to differentiate a big server from a solid offensive baseliner. The offensive baseliner I posted, with 75fh 75bh 83srv 73pw, is very solid, but if there is a cap then what would the stats be for a big server? Would the "no strokes more than 69 apply to him"? If yes, then offensive baseliners can have good strokes, power, and serve, and a big server will have lower strokes, same power as ofbs, and a slightly better serve? Why create a big server then when offensive baseliners are better?
There should be a difference.
6) I do think that volley especially should have a minimum level, and whilst I understand from other posts in this thread that achieving a minimum of OB/DB/SV (e.g. 2 min on each) may not be visible and therefore impossible to police it is in full view of a stat being > a certain level, as well all know. Again, no blue stat for volley, 50 + in my opinion.
There is a minimum level for volley. It must be atleast 50 without any coach attribute.
8=Finally as it stands with no "assumed" patches I fully agree that TI/MD coach should be outlawed and it was only my preference, as I said on the other thread that coach skills like instant rocket or diesel server be removed for the purposes of SIM. However, if this further restricts the variety I can live with them being included.
Voila!
Baggy
Even if patches come, there's no way to tell how balanced the game will be. A sim tour can always exist beside a normal tour. It will be updated to adjust to any possible changes that are made.
Keep'em coming so we can try and find any loopholes in the rules and adjust accordingly
, but most of all testing is key. Real life application is always > theory talk. That's why I'm willing to play any of you with these rules to test out multiple combinations. You can create these characters and test drive them in WT. Lol, ofcourse they won't be successful, but there might be a couple WT players with characters that fit these rules, so after you play them you can also post your observations as well. I've run into a few, and I'm sure you guys have too. Any comments on match play is better than none.