This is a guide for timchrist984 and any other user who might be interested to see what stats I changed in IC10 and why. These changes took me months to complete so I strongly advise you change the stats of one complete squad only and test out the results and keep tweaking stats for that squad until you get a competitive game of cricket playing against them before changing all other squads (Except Eng and Aus for PS3 users)
Batting
Most important stats are
? Judgement
? Timing
Average importance are
? Strength
? Placement
Practically unimportant stats are
? Running speed
Judgement and Timing Stats
For players role set as
? Batsman = 85
? Allrounder = 85
? Bowler = 80
For star batsman = 90
These are easily the most important stats in IC10 for batting. With poor judgement and/or timing AI simply gives too many chances resulting in low totals
For these stats I would +/- 2 points as required
Placement Stats
For players role set as
? Batsman = 65
? Allrounder = 40
? Bowler = 20
This stat doesn?t appear to have much influence really but better to give the recognised batsmen more chance of finding the gaps. Now that timing and judgement is improved better to lower these stats else AI score too much too quickly. Can really set these stats as desired
For these stats I would +/- 20 points as required
Strength Stats
For players role set as
? Batsman = 50-55
? Allrounder = 50-55
? Bowler = 05
For big hitters = 55-60
This stat if over 55 makes it really easy for AI/human to hit 6?s and 4?s. For bowlers I have set stat to 05 as I am artificially trying to make it harder for them to score runs. Don?t worry when AI plays a 6 hit for a bowler then can still hit boundaries but in generally they score more slowly and with increased timing/judgement values they provide stiffer resistance especially in ODI/tests
Running Speed Stats
For players role set as
? Batsman = whatever
? Allrounder = whatever
? Bowler = as low as possible
Again for bowlers I have set stat as low as possible as I am artificially trying to make it harder for them to score runs.
Test playing teams
Should be very easy to get judgement and timing stats as explained above.
Associate Teams
Stats to sacrifice to get correct judgement and timing values are
1. Running speed
2. placement
3. strength
Sacrifice all 3 if necessary (i.e. 05 for all 3) to get correct timing and judgment values
Bowling
Accuracy
For Bowler type set as
? Spinner = 90-100
? Non Spinner = 90-100
By setting accuracy very high this (in theory at least) makes batting against CPU more difficult as less bad balls to face
In swing
For Bowler type set as
? Right arm off Spinner = 90-100
? Left arm off Spinner = whatever
? Non Spinner = whatever
I find it very annoying that right arm off spinner bowls outside leg stump to left handed batsman and well outside off stump to RHB. So to counter this, maximum in swing/drift pitches ball more onto the stumps and bit more of a challenge to bat against
Out swing
For Bowler type set as
? Right arm off Spinner = whatever
? Left arm off Spinner = 90 -100
? Leg spinner = 90-100
? Non Spinner = whatever
I find it very annoying that left arm off spinner bowls outside off stump to left handed batsman and well outside leg stump to RHB. So to counter this, maximum out swing/drift pitches ball more onto the stumps and bit more of a challenge to bat against
Leg spinners always bowl outside leg stump to RHB and outside off stump to RHB to against this attempts to make them bowl more at stumps
Pace
For Bowler type set as
? Spinner = 40-100
? Non Spinner = whatever
Best to vary the pace of spinners to again make them more of a challenge to bat against. Higher the value = lower the pace of ball bowled
Spin/Cut
For Bowler type set as
? Right arm off Spinner = 05-70
? Left arm off Spinner = 05 -70
? Leg Spinner = 05-15
? Non Spinner = whatever
Off spinners tend to bowl better lines than leg spinners in IC10. So varying the amount of spin the individual bowlers can bowl is good to make timing of them harder
Leg spinners always bowl outside leg stump to right handed batsman and outside off stump to LHB because they are always trying to bowl a leg break that hits the stumps. By reducing the amount of turn they get they automatically bowl a more straighter line (though can still turn in quite a bit) but it at least varies the shots to play against them
Spinners
Always try where possible to get a Spinners overall bowling rating 75 or above. This means when they start bowling they have full repertoire of bowling deliveries available.
So for Leg spinners they can bowl wrong un?s flippers etc. This automatically makes they change their bowling lines and pace of delivery making it more interesting to bat against.
A leg spinner with a rating under 75 generally only bowls leg breaks and arm balls meaning all deliveries outside leg stump etc
Most important stats for spinners are
Right hand off spinners
1. Accuracy
2. Spin
3. In swing/drift
4. Pace
5. Out swing/drift
Left hand off spinners
1. Accuracy
2. Spin
3. Out swing/drift
4. Pace
5. In swing/drift
Leg spinners
1. Spin
2. Accuracy
3. Out swing/drift
4. Pace
5. In swing/drift
Test playing teams
Should be very easy to get stats as explained above.
Associate Teams
Stats to sacrifice to get most important values as above are
1. Inswing and outswing values for spinners
2. Pace for spinners
For non spinners stats to sacrifice are
1. Pace
Most important stats to alter in this game are for spinners. Set all non spinners in the game to whatever values suits your batting ability.
Fielding
Biggest issue for me when batting is that AI drops too many catches making batting too easy so I addressed this in my patch
Most important stats are
? Outfield catching
? Reflex Catching
Average importance are
? Running speed
? Throwing distance
Practically unimportant stats are
? Throwing Accuracy
Outfield catching Stats
For player role set as
? Batsman = 70
? All rounder = 70
? Bowler = 70
For these stats I would +/- 10 points as required. Bowlers need to have slighter higher stats as batsman tend to be in catching positions more so reflex catching is often more important for them
Reflex catching Stats
For player role set as
? Batsman = 70
? All rounder = 60
? Bowler = 60
For these stats I would +/- 10 points as required. Batsman tend to be in catching positions more often than bowlers (bowlers only when bat pad or leg gully are used) so keep their stats higher to ensure more catches are taken. Bowlers do need a reasonable reflex catch value to ensure caught and bowled chances are often taken
For wicket keepers set value to 50. I find WK?s get too many chances (especially with spinners) so a value of 50 means AI/human WK drops the difficult chances more regularly. This is an artificial way of ensuring both AI and human can bat longer especially against spinners
Running speed Stats
For player role set as
? Batsman = high as possible
? All rounder = high as possible
? Bowler = high as possible
This stats not as important as catching stats, but higher the value, the more difficult it is for human to score runs
Throwing Accuracy stats
For all players set to 5 (unless too many points to distribute)
This results in occasional overthrows (I have had one instance of overthrows going for 4 runs!)
Throwing Distance stats
For all players set to as high as possible
Test playing teams
Should be very easy to get Catching stats as explained above.
Associate Teams
Stats to sacrifice to get correct Catching stat values are
1. Throwing accuracy
2. Throwing distance
3. Running speed
General
Batting and bowling stats are more important than fielding stats, so if for associate/test teams struggling to get important batting/bowing values as high as stated then always sacrifice fielding stats first.
For most associate teams my throwing accuracy and distance stats are set to 5, and running speeds very low
How do the above stats affect different forms of game
Chances of getting AI batsman bowled
T20?s = lowish
ODI = average
Tests = average
Chances of getting AI batsman LBW
T20?s = low
ODI = average
Tests = average
Chances of getting AI caught
T20?s = high
ODI = average/high
Tests = average
Finally
Remember all these stats are for AI teams. For your team, once your have altered AI teams to above stats you need to alter your teams stats so AI can post competitive totals and you find it a challenge when batting