What Pitching Options do you use and why?
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Re: What Pitching Options do you use and why?
I use classic pitching on HOF for the reasons armor stated. Also pulse drives my ocd crazy, can never decide which pulse to stop on to throw the pitch lolComment
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Re: What Pitching Options do you use and why?
What? More Pulse pitchers??
Is this real life right now. Here I was feeling like I'm the only Pulse person aroundHello fellow Pulsers.
I love Pulse. It's like Classic in that you get SOME randomness, but it's not like Classic in that it doesn't disrespect BB/9 and Control (and the control slider) for the sake of increased randomness.
I can actually feel the differences and how I need to place the pitches with regard to my pitchers' command ratings (and how easy/difficult it is to nail a perfect release with that arm). There's a difference between Barraclaugh's 12 control and Shoemaker's far better BB/9 and control ratings.
I try going back to Classic and I just go like WTF why is he missing by 6 feet or throwing 6 pitches in a row down the middle with 80 command?
Pulse...he might just miss or it might leak a bit back over the plate....not all the way on the other side of it...feels more like what I see on TV/Fangraphs with pitchers.Comment
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Re: What Pitching Options do you use and why?
Good ol’ classic for me. I just like to let the ratings do it’s work and admire the pitcher instead of concentrating on timing. Just pitch away! Used to do meter but once I went to classic, never went back. Tried pulse but ya not for me.
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Re: What Pitching Options do you use and why?
Classic Pitching, HOF difficulty, no visual aides whatsoever.
Clean Screen and purely ratings driven but....I love the feel and nuances of classic pitching. There is an art to pitching with it. I absolutely love it. It also gives you that true dice roll table top Strato-Matic/Statis Pro feel that even great pitchers can have really bad days. And #5 starters can come up with some gem games.
It's awesome.Play the games you love, not the games you want to love.Comment
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Re: What Pitching Options do you use and why?
-inherent to the game (i.e. like Variable Stuff in the MVP series)...because sometimes...regardless of interface...I can just tell my guy is not on. Like my 94 K/9 pitcher getting a lot of contact on him, etc. Meanwhile, Eflin and his 50's K/9 is getting a high SwStr% and lots of chases.
-A function of sliders allowing for varied results and/or sensitivity to hot/cold/variable stuff/quirks factors.
I really wonder how much interface plays into the good day/bad day dynamic, honestly."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: What Pitching Options do you use and why?
Classic - HOF
I make sure setting are where I need to be selective and pitch to corners and I never give in.
If I walk 'em I walk 'em
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Re: What Pitching Options do you use and why?
I've only used the classic buttons (veteran or all-star) until like last week when I tried analog to see if it was more difficult, and loved it. So I've been using analog to try and get the hang of it.Comment
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Re: What Pitching Options do you use and why?
Meter since 03' Baby!
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Re: What Pitching Options do you use and why?
I am new to pitching. I tried Classic first, then I tried Analog since some people said it offered the most control. I liked Analog, but some in this thread are saying Classic is better for ratings based simulation (which I like), so I went back to classic. But my question for the Classic folks is, is there a certain amount of time I should be holding on to the button. The longer we press the button the faster the pitch? but the less accurate? Or am I out to lunch. When I look at the pitch analysis box it says too late or too early. For Analog this made perfect sense as I could see if I was too late or two early with my controller inputs. But I have no idea what it means for Classic.Comment
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Re: What Pitching Options do you use and why?
Classic, forever and always!
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Re: What Pitching Options do you use and why?
For fastballs (4- and 2-seam, cutters, runners) - longer/vibrating presses usually mean more velocity and movement but those are usually harder to command (any mistake the pitcher makes gets magnified). Light/tap presses will sacrifice velocity and some movement for command.
For change-ups and their ilk (Palmballs, Vulcans) - longer usually means LESS velocity (greater velocity differential off the fastball) and more movement with the same difficult to command aspect. Light/tap can increase velocity but better command and location, which often might be better. Aim low-away (tends to lower velocity) with a tap and while it might be straight-ish, you'll hit your spot more.
For curves and the like (sliders, slurves, sweepers, 12-6, screwballs) - you usually get more "snap" or "bite". The "break point" will be sharper and more sudden. However, again, usually difficult to control. However, better for getting misses if located well and the batter chases, which is more likely because it's more deceptive.
For sinkers (Splitters, forkballs, sinker) [yes, I know sinkers are fastballs but they seems to respond different than 2-seamers in game] - pretty much the same...except in the sinker's case (the actual pitch), you might LOSE movement. These would be the ones I usually tap/light touch. A lot of times, these aren't meant to be in the zone but you want to guarantee that downward plane.
Knuckleballs - well...who knows. It's a knuckleball. Just listen to it giggle as it goes by and move on.
All of that said...movement is as much about arm angle (i.e. your pitcher's delivery) as anything else. Some deliveries will give 2-seamers and 4-seamers more tail on them, regardless of your press (and the pitcher's movement rating, relatively speaking) - just inherent to their motion.
Command in classic is also dependent on your pitcher. This is the "let the ratings work" part folks talk about. (Strictly speaking, I think ALL interfaces use the pitcher's ratings...whether it's a faster/harder meter, faster pulses with wider mistakes, etc...the interface lets you have influence over certain parts of your pitcher...Pulse is about release, for example, and there are always under-the-hood things...)
Your pitcher will do a certain accuracy with his release (Perfect, Good, etc) which impacts the behavior and location of the pitch. I assume (perhaps wrongly) that command ratings (BB/9, Control per pitch) impact what the pitcher "rolls up" but I...have no idea.
But this is where the light or long presses will get pitcher dependent. For example, if I'm going to use Classic with my stud that's now my Marlins' new ace...he throws 99-101. I don't really need to long press ever on his fastball, but I might do so on his circle change or 12-6 curve with 2 strikes...but if I want to get ahead with the curve, I might light tap to get it over down or such.
Meanwhile, with Zach Eflin, I'd be more apt to long press on him with his fastballs almost always. He needs that movement because of his 50 K/9 and not OP velocity. Then I have another fictional who throws 89 with movement. I DON'T long press on him because his arm action creates a lot of movement along with his break rating. So I want to help him command it to a spot.
Things like that you'll figure out for your guys as you play them and discover your own style.Last edited by KBLover; 03-17-2018, 03:44 PM."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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