Defensive Urgency

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  • jeff.ragauskis
    Rookie
    • Apr 2012
    • 16

    #1

    Defensive Urgency

    I thought early on, it seemed that this year's version of the show had better defensive pacing. Now having played a large number of games, I still have a slight issue with how the shortstop (one of the main culprits) throws for faster runners. It seems more often than not these individuals end up safe due to double clutching, taking their time, etc.

    Any tips/tricks on how to adjust this? Is there something I may be doing in my playing style that is causing this.

    Thanks
  • Armor and Sword
    The Lama
    • Sep 2010
    • 21789

    #2
    Re: Defensive Urgency

    It's why I lowered base running speed to 3 on my sliders. It truly let's the top speed guys shine and not let a 50 rated speed guy beat out a lazy ground ball hit to the SS for that very reason. SS has a lazy animation which I noticed within 2 games of first playing this years version.

    Try it.
    Last edited by Armor and Sword; 05-19-2016, 11:48 AM.
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    • shadow2201
      Rookie
      • Mar 2013
      • 446

      #3
      Re: Defensive Urgency

      There's also quite a few instances, at least that I've seen, where an OF will throw a really high, arcing, slow throw to the infield, and most of the time, it's been just on a normal play, but I've had it happen when guys are on 3rd and it allows them to go home. And on top of what was said above, a lot of slow lobs from the SS to the 2B, or 2B to the SS on a double play.

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      • Armor and Sword
        The Lama
        • Sep 2010
        • 21789

        #4
        Re: Defensive Urgency

        Originally posted by shadow2201
        There's also quite a few instances, at least that I've seen, where an OF will throw a really high, arcing, slow throw to the infield, and most of the time, it's been just on a normal play, but I've had it happen when guys are on 3rd and it allows them to go home. And on top of what was said above, a lot of slow lobs from the SS to the 2B, or 2B to the SS on a double play.
        Sometimes that is attributed to precision input, take out slides, player rating, etc. Again lot's of things going on in the algorithm under the hood. It happens...no doubt, but not often.
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        • KBLover
          Hall Of Fame
          • Aug 2009
          • 12172

          #5
          Re: Defensive Urgency

          In addition to lowering speed, you can increase the strength of infield throws. This is my preferred "accommodation" since at default, throws are far too soft for my tastes.

          Infielders with strong arms can really chuck that ball and any left infielder's arm will need to be strong, so it really expresses.

          But, yeah, it's not you in all likelihood. It just for some reason that animation is thought to be how SS play the game against a fast runner or even an average one hustling down the line.

          As realistic as this game can be, some of these animations are just not baseball.
          Last edited by KBLover; 05-19-2016, 11:41 AM.
          "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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          • Armor and Sword
            The Lama
            • Sep 2010
            • 21789

            #6
            Re: Defensive Urgency

            Originally posted by KBLover
            In addition to lowering speed, you can increase the strength of infield throws. This is my preferred "accommodation" since at default, throws are far too soft for my tastes.

            Infielders with strong arms can really chuck that ball and any left infielder's arm will need to be strong, so it really expresses.

            But, yeah, it's not you in all likelihood. It just for some reason that animation is thought to be how SS play the game against a fast runner or even an average one hustling down the line.

            As realistic as this game can be, some of these animations are just not baseball.
            I may bump up infielder arm strength to 6 and try this as well.
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            • KBLover
              Hall Of Fame
              • Aug 2009
              • 12172

              #7
              Re: Defensive Urgency

              Originally posted by Armor and Sword
              I may bump up infielder arm strength to 6 and try this as well.



              I'm so I have it at 8 or 9 (can't decide which one gives me the same estimated velocities I see on StatCast) against 5 speed.

              So for 3 speed and using the same "+3 pattern", 6 should do nicely for you if things scale in the engine, and they usually do for things like this.
              "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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              • countryboy
                Growing pains
                • Sep 2003
                • 52727

                #8
                Re: Defensive Urgency

                Originally posted by Armor and Sword
                It's why I lowered base running speed to 3 on my sliders. It truly let's the top speed guys shine and not let a 50 rated speed guy beat out a lazy ground ball hit to the SS for that very reason. SS has a lazy animation which I noticed within 2 games of first playing this years version.

                Try it.
                The SS not charging the ball animation and the corner infielders ducking line drives animation are two animations I would love to see taken out of future games. Nothing worse than giving up an infield hit or trying to jump for a line drive with a corner infielder only to see them duck underneath the baseball.
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                • HypoLuxa13
                  MVP
                  • Feb 2007
                  • 1156

                  #9
                  Re: Defensive Urgency

                  The real only urgency (or lack of) that I have had an issue with is the SS not charging choppers and slower ground balls at times. Specifically, I've seen it the most with Xander Bogaerts on my DD team in Conquest mode. I have not seen it much in Franchise. It seems like the player gets locked into a "wait back" animation and you can do nothing but preload your throw and hope for the best.

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                  • Acts 4 12
                    Rookie
                    • May 2014
                    • 231

                    #10
                    Re: Defensive Urgency

                    Originally posted by KBLover


                    I'm so I have it at 8 or 9 (can't decide which one gives me the same estimated velocities I see on StatCast) against 5 speed.

                    So for 3 speed and using the same "+3 pattern", 6 should do nicely for you if things scale in the engine, and they usually do for things like this.
                    Please forgive me OP I'm in no way trying to hijack your thread but KBLover are the sliders that you use posted anywhere? I've read several things that you posted that have looked interesting and I'm curious to see what your personal slider set looks like.

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                    • Kodii Rockets
                      I smell sulfur...
                      • Sep 2007
                      • 2670

                      #11
                      Re: Defensive Urgency

                      Originally posted by countryboy
                      The SS not charging the ball animation and the corner infielders ducking line drives animation are two animations I would love to see taken out of future games. Nothing worse than giving up an infield hit or trying to jump for a line drive with a corner infielder only to see them duck underneath the baseball.
                      Spot on, there are SO many times I'm screaming at Brandon Crawford to CHARGE THE DAMN BALL!!! Lolol

                      It makes me cry when it's someone like Dee Gordon on a dribbler and he's fielding the ball at the edge of the outfield grass.
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                      • KBLover
                        Hall Of Fame
                        • Aug 2009
                        • 12172

                        #12
                        Re: Defensive Urgency

                        Originally posted by Acts 4 12
                        Please forgive me OP I'm in no way trying to hijack your thread but KBLover are the sliders that you use posted anywhere? I've read several things that you posted that have looked interesting and I'm curious to see what your personal slider set looks like.

                        The ones I currently am using now aren't yet (I like to change up every so often, try to uncover more about how the game works by trying to get the same overall results with different sliders and seeing how the "guts" look, BIP profiles, BABIP, etc). Right now I'm toying with OF throws being like Statcast data and trying to decide how to emulate the "route efficiency" metric.

                        I have 4 "types" on the Vault, all All-Star/All-Star, Classic/Directional...basically Armor&Sword's gameplay options except I use auto baserunning. They all try different things, but have the higher infield throwing (if I remember correctly). I try to describe in the text, but it gets hard lol. Owner is Temunar, my PSN name.
                        "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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                        • bcruise
                          Hall Of Fame
                          • Mar 2004
                          • 23274

                          #13
                          Re: Defensive Urgency

                          Originally posted by Armor and Sword
                          It's why I lowered base running speed to 3 on my sliders. It truly let's the top speed guys shine and not let a 50 rated speed guy beat out a lazy ground ball hit to the SS for that very reason. SS has a lazy animation which I noticed within 2 games of first playing this years version.

                          Try it.
                          FWIW I feel like baserunner speed is too fast in general (I've put the stopwatch on players going home to 3rd compared to videos of their real life selves). So there's not really any harm in doing this at all. I also put fielder speed down to 3 to compensate - it opens up the outfield and allows for some more extra base hits even with the slower runner speed. That's still a bit of a WIP, but I like what I'm seeing.

                          Might be a concidence but I've also seen far fewer dumb AI decisions on the basepaths since I made that change, particularly the decision to try and score.

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                          • KBLover
                            Hall Of Fame
                            • Aug 2009
                            • 12172

                            #14
                            Re: Defensive Urgency

                            Originally posted by bcruise
                            FWIW I feel like baserunner speed is too fast in general (I've put the stopwatch on players going home to 3rd compared to videos of their real life selves).

                            I haven't timed any longer runs like that yet. How about home-to-second times? Too fast like with home-to-third?

                            I ask because I've seen scouting tables for home-to-second times, so I was wondering if you noticed anything.

                            Home-to-first seems okay at 5. When I convert 0-99 to 20-80 and then put the scouting scale - guys seem to run based on where it would fit (granted I'm converting ratings, but still it's always been very close).

                            Could runners be too fast going for extra bases but running realistic home-to-first?
                            "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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                            • KBLover
                              Hall Of Fame
                              • Aug 2009
                              • 12172

                              #15
                              Re: Defensive Urgency

                              LOL - and of course CPU Lindor beats out a grounder to SS.

                              This is how I check runner times:

                              Lindor has 78 speed, so that gets translated into a 62 scout rating (20-80).

                              60 is 4.1 for a LHB.

                              I timed Lindor and he's around 4.08. That seems about right (5 baserunner speed)

                              Does this process make sense?
                              "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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