Making your SS throw on the Run?
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Making your SS throw on the Run?
I am sure everyone has ran into this issue online or in any game mode. Some hits a grounder to your SS back hand, and instead of charging, he picks it deep in the hole, sets his feet, and goes through a (what seems like) 30 second animation, and almost every time the base runner beats out the throw. Is their anyone to have your SS throw on the run, or do a quicker snap throw, or do they always get preset into that load it up animation. If I go with a lower power throw will he snap it off quicker? I don't seem to notice a differnce.Tags: None -
Re: Making your SS throw on the Run?
I've had success with holding off on hitting the throw button until I have the ball in hand. Usually this forces the player to throw with more urgency and reduces those plays. You also may want to check the fielding stats of the SS you are using. -
Re: Making your SS throw on the Run?
I am trying your tip on waiting that split second longer on throwing though. ThanksComment
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Re: Making your SS throw on the Run?
I am sure everyone has ran into this issue online or in any game mode. Some hits a grounder to your SS back hand, and instead of charging, he picks it deep in the hole, sets his feet, and goes through a (what seems like) 30 second animation, and almost every time the base runner beats out the throw. Is their anyone to have your SS throw on the run, or do a quicker snap throw, or do they always get preset into that load it up animation. If I go with a lower power throw will he snap it off quicker? I don't seem to notice a differnce.Comment
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Re: Making your SS throw on the Run?
Yes this happens to my created player SS a lot especially when showtime kicks in. I don't use showtime and never will but it still happens in franchise mode even when set to off on player lock. If you just let the R1 timer run down and it will kick into the back hand animation every time.
Also it was mentioned on the twitch stream that data for showtime is being tracked by how many people turn it off. I'm sure with the glitch in franchise mode the data will be off!Proud member of the 0.04%Comment
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Re: Making your SS throw on the Run?
Yes this happens to my created player SS a lot especially when showtime kicks in. I don't use showtime and never will but it still happens in franchise mode even when set to off on player lock. If you just let the R1 timer run down and it will kick into the back hand animation every time.
Also it was mentioned on the twitch stream that data for showtime is being tracked by how many people turn it off. I'm sure with the glitch in franchise mode the data will be off!
Some things that could be happening:
1) Did not pre-load throw input. This would cause you to miss the first branch point in the catch animation (normally almost immediately after the ball hits your glove) which would give you the fastest throw. If you miss this branch point, you will have to wait until the later "throw ready" branch point.
2) Jamming on the left analog stick during the catch. This could cause your fielder to break out of the catch into a run before throwing depending on the catch animation.
3) Your fielder has a very low Fielding Attribute (<30). In this case, he will always miss the first branch point and be forced to wait for the "throw ready" branch. Time for some training...."Yeah, well, you know, that's just, like, your opinion, man"Comment
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Re: Making your SS throw on the Run?
There are a number of (legitimate/by design) reasons this could be happening. If you can capture a video, i could try to specify a cause for you.
Some things that could be happening:
1) Did not pre-load throw input. This would cause you to miss the first branch point in the catch animation (normally almost immediately after the ball hits your glove) which would give you the fastest throw. If you miss this branch point, you will have to wait until the later "throw ready" branch point.
2) Jamming on the left analog stick during the catch. This could cause your fielder to break out of the catch into a run before throwing depending on the catch animation.
3) Your fielder has a very low Fielding Attribute (<30). In this case, he will always miss the first branch point and be forced to wait for the "throw ready" branch. Time for some training....
Thanks for following up a couple of quick thoughts my fielding attributes are pretty high and preloaded throws are done in time. I currently only have screen shots of the showtime problem.
I will try to capture a video using the standard PS4 software for when this happens using player lock in Franchise mode and Showtime is turned off in the options in Franchise as well as the main home screen menu options.Proud member of the 0.04%Comment
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Re: Making your SS throw on the Run?
There are a number of (legitimate/by design) reasons this could be happening. If you can capture a video, i could try to specify a cause for you.
Some things that could be happening:
1) Did not pre-load throw input. This would cause you to miss the first branch point in the catch animation (normally almost immediately after the ball hits your glove) which would give you the fastest throw. If you miss this branch point, you will have to wait until the later "throw ready" branch point.
2) Jamming on the left analog stick during the catch. This could cause your fielder to break out of the catch into a run before throwing depending on the catch animation.
3) Your fielder has a very low Fielding Attribute (<30). In this case, he will always miss the first branch point and be forced to wait for the "throw ready" branch. Time for some training....
<iframe width="560" height="315" src="https://www.youtube.com/embed/SQLBUXkgW0g?rel=0" frameborder="0" allowfullscreen></iframe>
I forget who the 67-speed runner is, but he is safe here, as confirmed by the lack of an IF assist point gain. And this is a full-power throw. I want to break this down a little, and I have one important question:
Which input triggers the branch point throw - the initial, start-the-throw-interface input or the actual confirmation of the throw (when power is locked)? Here are the two points at which these events happen:
Initial input (note that Escobar is already moving into position to field on the backhand - I cannot charge this ball even preloading this early)
Power confirmation
I do realize that not every play is going to made of course, I'd just like some feedback on this one in particular. If I'm doing something wrong here, please let me know. Thanks in advanceComment
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Re: Making your SS throw on the Run?
I don't have many problems with this myself, but I can provide one example I just ran across in fielding practice. I think this is one a lot of people experience at some time or another:
*SNIP*
I forget who the 67-speed runner is, but he is safe here, as confirmed by the lack of an IF assist point gain. And this is a full-power throw. I want to break this down a little, and I have one important question:
Which input triggers the branch point throw - the initial, start-the-throw-interface input or the actual confirmation of the throw (when power is locked)? Here are the two points at which these events happen:
Initial input (note that Escobar is already moving into position to field on the backhand - I cannot charge this ball even preloading this early)
*SNIP*
Power confirmation
*SNIP*
I do realize that not every play is going to made of course, I'd just like some feedback on this one in particular. If I'm doing something wrong here, please let me know. Thanks in advance
To answer your first question, throw input must be complete before a branch in order to utilize throws from that point. So, if you initialize your throw input before the branch point, but have not completed it until after the branch (again, usually immediately after the ball hits the glove) during the catch animation play back, then you will NOT be branching there. Until the player is finished with their input, we cannot reliably determine throw target, power, and/or accuracy depending on the throw interface being used.
In the example above, you played it perfectly. Throw input was complete before the branch, you used full power, and the accuracy was a green. Given the catch, throw distance, and angle to first base, that was the best throw animation we have captured for that situation. As far as not getting the out, I am not sure of your fielder's arm strength attribute...but that does play a part. However, this play looks to be more of an issue with the initial catch selection off the hit. That part does seem lackadaisical. This issue may be due to the limitation we have in our catch selection set given the situation, your fielder's reaction attribute, reaction slider settings, or simply a bug. I will pass it along.Last edited by Woodweaver; 04-14-2016, 04:50 PM."Yeah, well, you know, that's just, like, your opinion, man"Comment
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Re: Making your SS throw on the Run?
To answer your first question, throw input must be complete before a branch in order to utilize throws from that point. So, if you initialize your throw input before the branch point, but have not completed it until after the branch (again, usually immediately after the ball hits the glove) during the catch animation play back, then you will NOT be branching there. Until the player is finished with their input, we cannot reliably determine throw target, power, and/or accuracy depending on the throw interface being used.
In the example above, you played it perfectly. Throw input was complete before the branch, you used full power, and the accuracy was a green. Given the catch, throw distance, and angle to first base, that was the best throw animation we have captured for that situation. As far as not getting the out, I am not sure of your fielder's arm strength attribute...but that does play a part. However, this play looks to be more of an issue with the initial catch selection off the hit. That part does seem lackadaisical. This issue may be due to the limitation we have in our catch selection set given the situation, your fielder's reaction attribute, reaction slider settings, or simply a bug. I will pass it along.Comment
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Re: Making your SS throw on the Run?
Here is a link to a video that Showtime still happens even when turned off. I use a created player that is player locked in Franchise mode.
Proud member of the 0.04%Comment
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Re: Making your SS throw on the Run?
Here is a link to a video that Showtime still happens even when turned off. I use a created player that is player locked in Franchise mode.
https://youtu.be/NbkFyO3Q5d8Comment
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Re: Making your SS throw on the Run?
bcruise,
Thanks I didn't realize that also how do you get your videos to display inline in the forums?
Updated Link
Proud member of the 0.04%Comment
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Re: Making your SS throw on the Run?
bcruise,
Thanks I didn't realize that also how do you get your videos to display inline in the forums?
Updated Link
https://youtu.be/NbkFyO3Q5d8
Code:< iframe width="560" height="315" src="https://www.youtube.com/embed/NbkFyO3Q5d8?rel=0" frameborder="0" allowfullscreen></iframe >
Once you know where everything is, it's pretty easy to do.Comment
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