Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The balancing sliders are up to your taste, but I did things like set the AI combo to 10 and the blocking to 0.
The advanced settings are where the meat is. I play on Legend difficulty and I have those set as follows:
AI Additional Finisher Pin Value: 80
AI Finisher History Pin Value: 80
AI 3+ Finisher History Pin Value: 80
AI Additional Signature Pin Value: 75
AI Signature History Pin Value: 75
AI 3+ Signature History Pin Value: 75
AI Post-Kickout Damage Recovery: 80
That last setting is a real kicker. I found out if you set the AI Post-Kickout Damage recovery too low (I had it set to 10 at one point), you'll get endless two-counts and are literally never able to get a pinfall, lol.
If you want to make it harder for your own wrestler to kick out, just copy those settings for the HUM values.
And here's a few balancing tweaks I made that might be relevant:
Stamina Cost: 65
Stamina Recovery Rate: 55
Stunned Recovery Rate: 20
Stun Gain: 70
Stun Duration: 70
Anything in the submission section is up to your own taste. I don't think I messed with anything too much there. Plus or minus ten on a few of them works for me. The matches have a really nice back and forth flow to them without me having to force it too much. I like it a lot.
great info, I just want the ai to kick out of 3 or 4 finishers especially for war games type matches.
In that case I would try tweaking the AI Post-Kickout Damage Recovery differently to what I have here. My settings give a three-count usually on the first finisher if the match has been going for a decent length, but you do get the rare dramatic two-count. The matches have a really nice back and forth flow to them without me having to force it too much. I've had the AI pop off a finisher right at the end and beat me. It's great.
I've found the higher you set it, the more likely you are to get a three-count. It's kind of backwards. Setting it too low will give you endless two-counts. So maybe around 30 or 40 would give you the feel you're looking for. You'll have to experiment.
too bad they aren't profiles for these settings because each match type is different.
Which settings would make the match longer? thanks
Anything for the timing pin mini-game sliders? the speed, kickout zone max and min size?
I haven't gotten too deep into messing with those yet. I find the default settings work pretty well for my play style. If you find some good settings just messing around maybe you can post those here too.
Yes I noticed this too when setting the pin to 100 for myself. I didn't have full red limb damage and ate a signature and couldn't kick out of it.
Hopefully next patch they give notes or something to tell you if 0 means this and 100 means that. Ex. 0 means good kickout chance, 100 means very hard to kickout. For every slider they have.
It's like they use likert scale but don't specify what 0 is and what 10 is.
Is this tasty 1 to 10.
Is 1 mean very tasty or is not very tasty?
Don't just 1 to 10 me without telling me what it means to be high or low!