I have the hardest time with analog. I've been using pulse since '12 and can't seem to break away from it regardless of how much I've seen that people recommend a better setting. I've just started playing online this year though and my pitching is definitely my strong point. Most of all of my wins are 1-0 or 2-0 and I've thrown a few 1 hitters in DD with Kershaw.
Analog Pitching needs love. (Walks and stuff)
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Re: Analog Pitching needs love. (Walks and stuff)
I have the hardest time with analog. I've been using pulse since '12 and can't seem to break away from it regardless of how much I've seen that people recommend a better setting. I've just started playing online this year though and my pitching is definitely my strong point. Most of all of my wins are 1-0 or 2-0 and I've thrown a few 1 hitters in DD with Kershaw. -
Re: Analog Pitching needs love. (Walks and stuff)
This has probably already been suggested, but a way for SCEA to fix this would be to make one small change. Instead of picking your spot with the left stick and trying to match that location with the right stick, the right stick could default to the same 6 to 12 motion on any location. For example if you wanted to throw inside to a lefty, you would set your spot and hold with the left stick while pushing the right stick 6 to 12. If you went 5 to 11 you would miss inside, or 7 to 1 missing over the plate. This wouldn't be quite as fun, but it would avoid missing so much over the plate for strikes every time. Just my $.02Comment
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Re: Analog Pitching needs love. (Walks and stuff)
With both pitcher controls at 7.
I just had Tanaka one of my best control pitchers at
4IP 69pitches 67%strikes 3BB 7K 4H 0Runs
I'll finish the game later.
All this using classic pitching with no on screen displays like pitch selector or K zone. Pitch confidence on. All-star for bothComment
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Re: Analog Pitching needs love. (Walks and stuff)
With both pitcher controls at 7.
I just had Tanaka one of my best control pitchers at
4IP 69pitches 67%strikes 3BB 7K 4H 0Runs
I'll finish the game later.
All this using classic pitching with no on screen displays like pitch selector or K zone. Pitch confidence on. All-star for bothComment
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Re: Analog Pitching needs love. (Walks and stuff)
Disagree. I mentioned in the other thread (about what the pitching sliders do) how I use pulse, legend, with both pitching sliders at zero and I am deadly accurate. When I miss it's almost always a meatball right down Broadway. I switched to classic and I threw a lot of balls, and what was so awesome about it was that when I missed it could be anywhere. I had some real ugly throws that actually went to the backstop. I almost forgot that was a thing. Sadly it's only a thing with classic. Using any other method of pitching that requires any input/skill (kind of the point of playing the game - participating) will result in unrealistically accurate pitchers and very underwhelming predictability.
I looooooooved not knowing where my pitches were going. I literally cheered when I threw a 58 foot curveball. The absolute best pitchers throw off the mark all the time. Well off the mark at that. I encourage every single person who reads this to try classic. The variety in pitching outcomes is game changing. I don't enjoy actually using it. I absolutely love it's (incredibly realistic and unpredictable) results, however.
We desperately need this to be addressed, and preferably in a patch...not next year.Comment
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Re: Analog Pitching needs love. (Walks and stuff)
Classic is purely (or mostly) ratings and RNG. So it's harder to be spot on pin point perfect, especially if you lower control/consistency and/or play on All-Star or higher.
Other interfaces have a user skill element...which also means the user can master the interface. When that happens, the "perfect input" can occur often, which lowers mistakes. So either the interface has to be made more difficult or any small errors on the user's part have to translate into more dramatic errors on the field.
It's pretty much the opposite goal of Classic. With Classic, you're trying to constrain the randomness to reasonable (for your tastes) amounts to create variance without feeling like nothing but luck matters and ratings are pointless/all guys feel the same. Sliders might have the most impact on this interface since sliders could manipulate the chances of perfect "input" and the range or error that can occur (and how often it occurs).
With the user skill interfaces (analog, meter, pulse), it seems those folks want/need to increase the randomness introduced by not being perfect/near perfect with the interface. Perhaps with these interfaces, the "room for error" isn't pronounced enough, even with slider and difficulty adjustments, or any adjustments would create too many side effects (and on higher levels, I can believe that 100% - those levels are like trying to keep the lid on a pressure cooker...one slight adjustment can mean boom).Last edited by KBLover; 04-11-2016, 04:17 PM."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Analog Pitching needs love. (Walks and stuff)
Disagree. I mentioned in the other thread (about what the pitching sliders do) how I use pulse, legend, with both pitching sliders at zero and I am deadly accurate. When I miss it's almost always a meatball right down Broadway. I switched to classic and I threw a lot of balls, and what was so awesome about it was that when I missed it could be anywhere. I had some real ugly throws that actually went to the backstop. I almost forgot that was a thing. Sadly it's only a thing with classic. Using any other method of pitching that requires any input/skill (kind of the point of playing the game - participating) will result in unrealistically accurate pitchers and very underwhelming predictability.
I looooooooved not knowing where my pitches were going. I literally cheered when I threw a 58 foot curveball. The absolute best pitchers throw off the mark all the time. Well off the mark at that. I encourage every single person who reads this to try classic. The variety in pitching outcomes is game changing. I don't enjoy actually using it. I absolutely love it's (incredibly realistic and unpredictable) results, however.
We desperately need this to be addressed, and preferably in a patch...not next year.
If you really can threw deadly accurate like that on Legend and with pitch sliders at 0 and on pulse to you must be the most skilled player ever! That doesn't even sound possible. On just HOF default sliders it can be hard to threw strikes and even more so on pulse.Comment
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Re: Analog Pitching needs love. (Walks and stuff)
I'm not the only person claiming that pulse/analog/meter is too easy. The contrast between the three input methods vs the classic aim and go is profound. My skill has little to do with it.
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Re: Analog Pitching needs love. (Walks and stuff)
That is the first I have heard of any thing like that and sounds like a broken kind slider if that is true? Any one else seen that? Has far has I know the only thing that really controls CPU plate discipline is player ratings, difficulty and the contact slider for the CPU.Comment
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Re: Analog Pitching needs love. (Walks and stuff)
That is the first I have heard of any thing like that and sounds like a broken kind slider if that is true? Any one else seen that? Has far has I know the only thing that really controls CPU plate discipline is player ratings, difficulty and the contact slider for the CPU.
It seems true. I got turned on to 0/0 user control/consistency in itbeme's thread and CPU hitters are tending to be more aggressive. I've stuck with it since I like the effects and have consistently seen hitters be more aggressive early and both in and chasing, especially with good movement.
That said, I'm also giving up more "organic" walks (on Classic), meaning less "trying to miss" and more just pitchers missing. I've given up 6 walks in some starts with my #4/#5 pitchers and seeing more walks from the top of the staff as well.
It's an interesting dynamic. I'm getting more aggression, but also giving up more walks. In fact, it seems to challenge/express the CPU's plate discipline ratings since players are willing to hack more. Some guys are aggressive all game, some guys show restraint. When I had control up, most guys acted about the same (restrained), and I was struggling to get DISC expressed. When I turned it down to 0, I had to re-adjust my approach. Throwing "strike one" might bite me if my pitcher messes up because they will swing more. Now my approach needs to be feeling out their DISC and how it's going to express (or not) in this outing and as the game goes on (because I can see changes in approach, too).
After all, think about one of the effects of the control slider: how likely the batter is disrupted/fooled on the pitch. At low levels of control, the hitter might "see" the ball much more clearly, making them want to attack it. If Discipline is low, that could mean more chases. But it also means that when it's in the zone, they might jump it more because they "see" it better.
You can raise CPU contact to help with that if you'd like. Of course, that might also help them "see" better. But raising Contact does raise Discipline, so they may see *and lay off* the pitchers better.
The sliders don't just work in isolation. The effects can change how the AI thinks and acts."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Analog Pitching needs love. (Walks and stuff)
It seems true. I got turned on to 0/0 user control/consistency in itbeme's thread and CPU hitters are tending to be more aggressive. I've stuck with it since I like the effects and have consistently seen hitters be more aggressive early and both in and chasing, especially with good movement.
That said, I'm also giving up more "organic" walks (on Classic), meaning less "trying to miss" and more just pitchers missing. I've given up 6 walks in some starts with my #4/#5 pitchers and seeing more walks from the top of the staff as well.
It's an interesting dynamic. I'm getting more aggression, but also giving up more walks. In fact, it seems to challenge/express the CPU's plate discipline ratings since players are willing to hack more. Some guys are aggressive all game, some guys show restraint. When I had control up, most guys acted about the same (restrained), and I was struggling to get DISC expressed. When I turned it down to 0, I had to re-adjust my approach. Throwing "strike one" might bite me if my pitcher messes up because they will swing more. Now my approach needs to be feeling out their DISC and how it's going to express (or not) in this outing and as the game goes on (because I can see changes in approach, too).
After all, think about one of the effects of the control slider: how likely the batter is disrupted/fooled on the pitch. At low levels of control, the hitter might "see" the ball much more clearly, making them want to attack it. If Discipline is low, that could mean more chases. But it also means that when it's in the zone, they might jump it more because they "see" it better.
You can raise CPU contact to help with that if you'd like. Of course, that might also help them "see" better. But raising Contact does raise Discipline, so they may see *and lay off* the pitchers better.
The sliders don't just work in isolation. The effects can change how the AI thinks and acts.
Interesting I have been playing the show from 08-16 and I have never heard any thing like this before. I know if you put pitching sliders to low it is going to be a lot harder to through strikes so more chances for the CPU to chase pitches but I don't know if that is really going to make the CPU chase pitches they wouldn't normally chase. So are you saying that if you have the pitch control slider at 10 that the CPU is not going to chase any balls? But at like zero they are going to chase ever thing?Comment
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