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Removal of Canned Animations?
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Removal of Canned Animations?
Is this possible at all for MLB '16? You see them in every game you play. It sometimes has no effect, but it some times plays a HUGE role. Here's a written scenario for you: Ball is hit deep to the outfield, but about 4-5 strides short of the warning track, which should be PLENTY of time for the fielder to slow down. Instead what you get is a long drawn out animation that FORCES the fielder to run straight to the wall and push off it to finish off the animation. No amount of pre-loading your throw, or anything will prevent this animation from finishing before you can make a baseball play. Here is another example of a would be thrown out runner at home but due to the take out slide, Simmons was forced to finish out his standing around before he could throw the ball resulting in the runner scoring from 2nd base on an infield hit.
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Re: Removal of Canned Animations?
Is this possible at all for MLB '16? You see them in every game you play. It sometimes has no effect, but it some times plays a HUGE role. Here's a written scenario for you: Ball is hit deep to the outfield, but about 4-5 strides short of the warning track, which should be PLENTY of time for the fielder to slow down. Instead what you get is a long drawn out animation that FORCES the fielder to run straight to the wall and push off it to finish off the animation. No amount of pre-loading your throw, or anything will prevent this animation from finishing before you can make a baseball play. Here is another example of a would be thrown out runner at home but due to the take out slide, Simmons was forced to finish out his standing around before he could throw the ball resulting in the runner scoring from 2nd base on an infield hit.
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I believe we will be taking another look at the outfielder at the wall scenario this year, but I'm not sure what you are getting at with the take out...
Are you saying you would like to be able to throw from the ground after you have been taken out? Or are you saying you rather the runner just pass through your fielder so you can make the play @home?"Yeah, well, you know, that's just, like, your opinion, man"Comment
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Re: Removal of Canned Animations?
I believe we will be taking another look at the outfielder at the wall scenario this year, but I'm not sure what you are getting at with the take out...
Are you saying you would like to be able to throw from the ground after you have been taken out? Or are you saying you rather the runner just pass through your fielder so you can make the play @home?Comment
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Re: Removal of Canned Animations?
I believe we will be taking another look at the outfielder at the wall scenario this year, but I'm not sure what you are getting at with the take out...
Are you saying you would like to be able to throw from the ground after you have been taken out? Or are you saying you rather the runner just pass through your fielder so you can make the play @home?Comment
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Re: Removal of Canned Animations?
No, not so much throw from the ground (but that would be a pretty sweet animation to see none the less, don't you think?), but it just seemed like it took an unusual amount of time to "recover" from the take out slide and the fact that nothing can be done until he finishes his animation is the more unfortunate part.
Ok, that should be an easy fix. Thanks for the reply."Yeah, well, you know, that's just, like, your opinion, man"Comment
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Re: Removal of Canned Animations?
Edit:
I will definitely be submitting this to the bug report thread, but I just had to post it here as well (also, what would I classify this as). This whole ordeal resulted in the tying run in the bottom of the 9th. This play was followed by a routine flyball drop in RF that pushed across the winning run for him. The rage was real! lol
Last edited by HARTSTOPPER; 06-03-2015, 10:01 PM.Comment
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Re: Removal of Canned Animations?
This game needs more animations that branch together better. I'm talking tagging first and throwing to second for a double play. Throwing to first, then throwing home. It takes a long time for the first basemen to even start an animation. The fielders need to catch the ball at any bag and be able to immediately launch the ball.
Too many animations require you to stand still for 2 seconds before anything else happens. If a runner is on 2nd and a grounder is hit to short, the runner can pause and then when the throw is made to 1st, it's guaranteed you will be safe at 3rd in this game(or home if the runner is on 3rd) because the 1st basemen cannot throw to a base until 3 seconds after catching the ball. He should catch it and step off the bag into a hard throw. We need a system, or just more animations that allow this, but not only at 1st, at every bag.
The same thing goes for diving catches. I gave up a run because Marte dove and made the catch, stood up and acted like there were no runners on base and just casually pointed to the infield and lobbed a rainbow to the cutoff man while the CPU runner ran from 2nd to home before the ball ever made it to Simmons' glove. The sad thing is Marte couldn't have been more than 35 feet from the infield dirt on the catch, but because he was doing such a relaxed animation it was a SAC fly despite the runner being at 2nd to start the play.
I play with auto fielding on, but I make the throws. I always press the button while the ball is in air on all of these occasions and still am forced with long wait times before throws. It just kills the flow of the game and looks awful in every situation.
Also, I had a play with the bases loaded and 2 out. Chopper to the pitcher. I only press circle to go to first and end the inning. The pitcher looks home and stares the catcher down for a couple seconds, then slings a rocket to first, but it was too late and a run scored on an "infield single". The pitcher could've run to 1st and gotten the out, but an animation played out where he stared at the catcher like he was trying to fake a runner out from going home despite the bases being loaded and there being 2 outs.Last edited by canes21; 06-04-2015, 01:58 AM.“No one is more hated than he who speaks the truth.”
― PlatoComment
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Re: Removal of Canned Animations?
This game needs more animations that branch together better. I'm talking tagging first and throwing to second for a double play. Throwing to first, then throwing home. It takes a long time for the first basemen to even start an animation. The fielders need to catch the ball at any bag and be able to immediately launch the ball.
Too many animations require you to stand still for 2 seconds before anything else happens. If a runner is on 2nd and a grounder is hit to short, the runner can pause and then when the throw is made to 1st, it's guaranteed you will be safe at 3rd in this game(or home if the runner is on 3rd) because the 1st basemen cannot throw to a base until 3 seconds after catching the ball. He should catch it and step off the bag into a hard throw. We need a system, or just more animations that allow this, but not only at 1st, at every bag.
The same thing goes for diving catches. I gave up a run because Marte dove and made the catch, stood up and acted like there were no runners on base and just casually pointed to the infield and lobbed a rainbow to the cutoff man while the CPU runner ran from 2nd to home before the ball ever made it to Simmons' glove. The sad thing is Marte couldn't have been more than 35 feet from the infield dirt on the catch, but because he was doing such a relaxed animation it was a SAC fly despite the runner being at 2nd to start the play.
I play with auto fielding on, but I make the throws. I always press the button while the ball is in air on all of these occasions and still am forced with long wait times before throws. It just kills the flow of the game and looks awful in every situation.
Also, I had a play with the bases loaded and 2 out. Chopper to the pitcher. I only press circle to go to first and end the inning. The pitcher looks home and stares the catcher down for a couple seconds, then slings a rocket to first, but it was too late and a run scored on an "infield single". The pitcher could've run to 1st and gotten the out, but an animation played out where he stared at the catcher like he was trying to fake a runner out from going home despite the bases being loaded and there being 2 outs.
If you could grab video, that would help a lot to narrow down the issue..."Yeah, well, you know, that's just, like, your opinion, man"Comment
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Re: Removal of Canned Animations?
If you could grab video, that would help a lot to narrow down the issue..."Yeah, well, you know, that's just, like, your opinion, man"Comment
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Re: Removal of Canned Animations?
htcONE [M8] 5.0 | TapatalkComment
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Re: Removal of Canned Animations?
Most likely because the late/missing event data in the take out animation is telling the runner that there will be plenty of time to reach home before he can be thrown out. Fixing this issue will not only allow the fielder to run/throw sooner from the take out (which will allow the DEF to stop another HUM player from trying to score cheesy run), but will cause the CPU to realize that breaking for home is a bad idea and not attempt it at all."Yeah, well, you know, that's just, like, your opinion, man"Comment
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Re: Removal of Canned Animations?
That's what I was thinking too. Although, it is similar to this play from a few days ago:
htcONE [M8] 5.0 | Tapatalk“The saddest part of life is when someone who gave you your best memories becomes a memory”Comment
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