RTTS: Any advantage to choosing a MLB model?

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  • BBlom13
    Rookie
    • Sep 2011
    • 272

    #1

    RTTS: Any advantage to choosing a MLB model?

    I've been curious to know if choosing a MLB starts you off better (or is better in the long run), or if starting your own player is more beneficial.

    I'm looking to start a 2nd or 3rd basemen. But I'm unsure if I should create my own or model after a Cano, Longoria, or Wright type of player.

    Has anyone experimented with that? If so, what have you found?
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  • dregos
    Rookie
    • Apr 2009
    • 273

    #2
    Re: RTTS: Any advantage to choosing a MLB model?

    When you create your own player, it gives you I think 5 points to allocate to decide what type of player you will start as. I think they were "Contact, Power, Fielding, Speed".

    I haven't tried to model after a player but I assume it would just make this decision for you.

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    • turty11
      All Star
      • Apr 2013
      • 8923

      #3
      Re: RTTS: Any advantage to choosing a MLB model?

      what im really wondering is if you pick a model if it uses that players ratings from the roster u chose or if its all pre determined what ratings itd give you hard coded in
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      • Mitchrapp
        E=MC(2)
        • Jul 2011
        • 805

        #4
        Re: RTTS: Any advantage to choosing a MLB model?

        Originally posted by turty11
        what im really wondering is if you pick a model if it uses that players ratings from the roster u chose or if its all pre determined what ratings itd give you hard coded in
        Predetermine. Plus if you pick a Miggy you're not going to get 96 contact or anything.. maybe 45 like when you create your own. You get his gear, and similar. If I remember correctly you don't get the 5 points to add in..
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        • Equinox831
          We're Going Farming
          • Sep 2009
          • 2489

          #5
          Re: RTTS: Any advantage to choosing a MLB model?

          Modeling your player after an MLB player is far superior because it gives you more flex points. Sure, you can't allocate them, but look at a guy like Clayton Kershaw. If I remember correctly, you only get 15 total flex points for your player, if you model after Kershaw you get to utilize 22 flex points off the bat. For my 2B I modeled after Robinson Cano and I think I started off with a 58 overall and 19 flex points. It's just better if you can find a player that suits your play style. Creating your own is good for if you're looking for a very specific player type that can't be created with an existing Major Leaguer.
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          • Mitchrapp
            E=MC(2)
            • Jul 2011
            • 805

            #6
            Re: RTTS: Any advantage to choosing a MLB model?

            Also know..Mike Trout 22 flex points and maxed out in contact yet his contact numbers were mid to low 30's.
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            • canucksss
              MVP
              • Jan 2003
              • 2956

              #7
              Re: RTTS: Any advantage to choosing a MLB model?

              Originally posted by Equinox831
              Modeling your player after an MLB player is far superior because it gives you more flex points. Sure, you can't allocate them, but look at a guy like Clayton Kershaw. If I remember correctly, you only get 15 total flex points for your player, if you model after Kershaw you get to utilize 22 flex points off the bat. For my 2B I modeled after Robinson Cano and I think I started off with a 58 overall and 19 flex points. It's just better if you can find a player that suits your play style. Creating your own is good for if you're looking for a very specific player type that can't be created with an existing Major Leaguer.
              sorry but new to MLBTS and baseball in general...what is flex points?

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              • SpaceCity TX
                Rookie
                • Apr 2013
                • 16

                #8
                Re: RTTS: Any advantage to choosing a MLB model?

                Originally posted by canucksss
                sorry but new to MLBTS and baseball in general...what is flex points?
                When you create a character in RTTS you are given flex points. These flex points help you mold the type of player you want to become. It is similar to the five tool system scouts use to evaluate players (Running Speed, Arm Strength, Hitting for Average, Hitting for Power, and Fielding). Say you wanted to create a Speedy CF, you would use those flex points in speed. Same thing making a power hitter use the points in power. Also if you're creating a pitcher you can decide if you want to be a hard throwing pitcher with an explosive fastball you would bump up velocity, alternatively you can make a pitcher with good control and good break on sliders, changeups, etc.
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