What is your favorite pitching interface?
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Re: What is your favorite pitching interface?
meter as well
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Re: What is your favorite pitching interface?
Do you guys not dominate the cpu with meter or analog? I’m trying to wrap my head around this game and how people get competitive games against the cpu.
For those that have competitive games how are they hitting against you? Do you miss the line on meter and analog? I find pitching ridiculously easy in this game and want to understand how some are getting a challenge from the cpu.Comment
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Re: What is your favorite pitching interface?
Do you guys not dominate the cpu with meter or analog? I’m trying to wrap my head around this game and how people get competitive games against the cpu.
For those that have competitive games how are they hitting against you? Do you miss the line on meter and analog? I find pitching ridiculously easy in this game and want to understand how some are getting a challenge from the cpu.
Pitching definitely comes easier to most users than hitting. That’s why I hit on all-star and pitch on legend. Most games I play are low scoring but every now and then I have an offensive explosion or the CPU does.
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Re: What is your favorite pitching interface?
Classic seems to be the best, did metre and analog for couple of seasons but seems Classic gives the best realistic results. Analog and metre once you master them it becomes too easy, classic leaves some randomness to it and pitcher ratings matter.
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Re: What is your favorite pitching interface?
Classic seems to be the best, did metre and analog for couple of seasons but seems Classic gives the best realistic results. Analog and metre once you master them it becomes too easy, classic leaves some randomness to it and pitcher ratings matter.
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Do you play default legend classic?Comment
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Re: What is your favorite pitching interface?
No, I've gotten tips from a few slider sets online with my own adjustments...currently on Legend with CPU contact at 2, Power at 5, Timing at 4, Foul Balls at 2.
Also my Consistency at 5 and control at 4, I average 1-2 Walks and 6-9 strike outs a game.
Sent from my SM-G955W using Operation Sports mobile appLast edited by Jaysguy44; 04-22-2019, 05:09 AM.Comment
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Re: What is your favorite pitching interface?
Do you guys not dominate the cpu with meter or analog? I’m trying to wrap my head around this game and how people get competitive games against the cpu.
For those that have competitive games how are they hitting against you? Do you miss the line on meter and analog? I find pitching ridiculously easy in this game and want to understand how some are getting a challenge from the cpu.
I do miss the line on meter and analog. Much less on analog, since there is not a really quick skill-based "release point" line i have to try to nail with each pitch.
Many people argue that meter/analog turns the game into a skill-game. Meaning it turns the game into more of "human factor", human vs cpu game instead of a player ratings vs cpu game. And - depending on sliders - it CAN be that. But it can also not be that.
If human pitching sliders are left at default, i actually completely agree with them. On default, i can hit my spots way too often, on both meter and analog. It becomes a human vs cpu arcade game for me at that point. (Which is a deal breaker for an Baseball stat-junky like myself). And i think this is where the misconception comes in - because as humans, we can train ourselves to time it perfectly...But...the lower and lower we drop the Human Control and Consistency sliders, the less and less the target will be easy to hit, (with just human skill), even if we are really good at hitting the line.
Some people don't like messing with sliders because it is their belief that the game is created and tuned to play at default. I agree... to a point... but what they fail to realize is since there a several modes in the game, they can't ALL be tuned to play at default. So which pitching mode is meant to be played on (or at least near) default? Classic pitching. The one with the smallest amount of human factor. It will produce pretty decent stats at default. - Check out Armor's awesome Classic Set for proof. Look how few of those sliders are bumped up or down. Armor simply takes the game that plays great on Classic out of the box (default), and fine-tunes it to play even better. He will probably be the first to tell you that you don't need to go jamming sliders on Classic.
So why do we somehow feel compelled to play Meter and Analog with the sliders that were meant for minimal human input (Classic)? There is no possible way it can have the same results as Classic without at least some slider adjustments. I mean we can still get an extremely fun game with great gameplay at default sliders, but it can not and will not have as realistic of statistics as Classic at the exact same slider settings. The effect of sliders stays the same, no matter what mode we are on - so when you take out CPU, and add human factor...at least some sliders must be moved. Humans are way too different from the cpu - The game is not - and cannot be - tuned to play on all three very different modes with the exact same sliders.
They cannot create the game with Meter or Analog sliders as default because out of 20 people using those modes, you would need 20 different slider sets to get the same results as Classic. But if they somehow 'could' create a default Meter set, it would be just as crazy to try to use that same set for Analog or Classic. ALL THREE MODES require different sliders to produce the same results.
With Meter, left at default, human skill will trump player attributes. It's just too easy to hit your target with consistency if you're good at it. (But that's ok - Default sliders were not meant for Meter.) So you need to drop Control and Consistency to bring player ratings up to balance out human skill. This will be different for each person depending on skill.
With Analog, this is even more true. Human skill far outweighs player attributes at default. You can hit your target with great consistency at default, pretty much regardless of which pitcher you're using. Because there is not a really fast Release Point line to try to nail, it's much easier to get right. (But that's ok - Default sliders were not meant for Analog). So you need to drop Control and Consitency even FURTHER than Meter to balance out human skill.
At some point below default Control and Consistency sliders, even if you nailed every pitch on the line, player attributes will shine. You won't hit your target just because you want to. Elite pitchers will generally be easier to hit targets with. And that last-second AA call-up may be all over the place. Other pitchers will fall in the middle somewhere according to their attributes. That's exactly what we want.
The reason i prefer Analog over the past few years, is it removes the arcade-like (please don't take that the wrong way) skill factor of trying to nail the Release point line. ---- This doesn't make Analog "easier", any more than just simply pushing a button in Classic makes it "easier." It just makes me consistent, so that results are realistically good with good pitchers, and poor with poor pitchers.
As a "OCD stat-head", baseball sim/analytics junky, i prefer Analog (with sliders tuned to myself) over Classic, only because i see more realistic variety in pitches (especially out of the zone) than i ever did on Classic. The human error factor is there enough to make up for where the game code falls short (its a great game but it still misses when it comes to some things, especially the more detailed stats that the game isn't even designed to track). As a result i get the the 48% Zone percentage, consistent 3+ BB/9 on average, (some pitchers much better or much worse), Accurate Strike%, 1st pitch Strike %, HBP, WP, and other stats that Classic generally has a bit harder time getting, without Human input.
On top of that (but least importantly) it feels cool to "wind up" and throw once you're used to it. Especially when putting touch on breaking pitches (much like tapping on classic) or trying to add velocity or break (like pressing the button). I love (but hate lol) the feeling it gives when i sometimes"feel" the ball come out of my hand wrong due to attributes, not me. Like when they say the pitcher knew it was a HR when it left his hand...its not a good feeling lol.Last edited by NolanRyansSnowmonkey; 04-22-2019, 04:57 AM.Comment
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What is your favorite pitching interface?
Good to hear someone else say this. This has become my favorite pitching method and has produced the most realistic numbers. It's severely underrated for guys who want realism.
I do not dominate the cpu. In fact, pitching has been the main problem for my team for two years.
I do miss the line on meter and analog. Much less on analog, since there is not a really quick skill-based "release point" line i have to try to nail with each pitch.
Many people argue that meter/analog turns the game into a skill-game. Meaning it turns the game into more of "human factor", human vs cpu game instead of a player ratings vs cpu game. And - depending on sliders - it CAN be that. But it can also not be that.
If human pitching sliders are left at default, i actually completely agree with them. On default, i can hit my spots way too often, on both meter and analog. It becomes a human vs cpu arcade game for me at that point. (Which is a deal breaker for an Baseball stat-junky like myself). And i think this is where the misconception comes in - because as humans, we can train ourselves to time it perfectly...But...the lower and lower we drop the Human Control and Consistency sliders, the less and less the target will be easy to hit, (with just human skill), even if we are really good at hitting the line.
Some people don't like messing with sliders because it is their belief that the game is created and tuned to play at default. I agree... to a point... but what they fail to realize is since there a several modes in the game, they can't ALL be tuned to play at default. So which pitching mode is meant to be played on (or at least near) default? Classic pitching. The one with the smallest amount of human factor. It will produce pretty decent stats at default. - Check out Armor's awesome Classic Set for proof. Look how few of those sliders are bumped up or down. Armor simply takes the game that plays great on Classic out of the box (default), and fine-tunes it to play even better. He will probably be the first to tell you that you don't need to go jamming sliders on Classic.
So why do we somehow feel compelled to play Meter and Analog with the sliders that were meant for minimal human input (Classic)? There is no possible way it can have the same results as Classic without at least some slider adjustments. I mean we can still get an extremely fun game with great gameplay at default sliders, but it can not and will not have as realistic of statistics as Classic at the exact same slider settings. The effect of sliders stays the same, no matter what mode we are on - so when you take out CPU, and add human factor...at least some sliders must be moved. Humans are way too different from the cpu - The game is not - and cannot be - tuned to play on all three very different modes with the exact same sliders.
They cannot create the game with Meter or Analog sliders as default because out of 20 people using those modes, you would need 20 different slider sets to get the same results as Classic. But if they somehow 'could' create a default Meter set, it would be just as crazy to try to use that same set for Analog or Classic. ALL THREE MODES require different sliders to produce the same results.
With Meter, left at default, human skill will trump player attributes. It's just too easy to hit your target with consistency if you're good at it. (But that's ok - Default sliders were not meant for Meter.) So you need to drop Control and Consistency to bring player ratings up to balance out human skill. This will be different for each person depending on skill.
With Analog, this is even more true. Human skill far outweighs player attributes at default. You can hit your target with great consistency at default, pretty much regardless of which pitcher you're using. Because there is not a really fast Release Point line to try to nail, it's much easier to get right. (But that's ok - Default sliders were not meant for Analog). So you need to drop Control and Consitency even FURTHER than Meter to balance out human skill.
At some point below default Control and Consistency sliders, even if you nailed every pitch on the line, player attributes will shine. You won't hit your target just because you want to. Elite pitchers will generally be easier to hit targets with. And that last-second AA call-up may be all over the place. Other pitchers will fall in the middle somewhere according to their attributes. That's exactly what we want.
The reason i prefer Analog over the past few years, is it removes the arcade-like (please don't take that the wrong way) skill factor of trying to nail the Release point line. ---- This doesn't make Analog "easier", any more than just simply pushing a button in Classic makes it "easier." It just makes me consistent, so that results are realistically good with good pitchers, and poor with poor pitchers.
As a "OCD stat-head", baseball sim/analytics junky, i prefer Analog (with sliders tuned to myself) over Classic, only because i see more realistic variety in pitches (especially out of the zone) than i ever did on Classic. The human error factor is there enough to make up for where the game code falls short (its a great game but it still misses when it comes to some things, especially the more detailed stats that the game isn't even designed to track). As a result i get the the 48% Zone percentage, consistent 3+ BB/9 on average, (some pitchers much better or much worse), Accurate Strike%, 1st pitch Strike %, HBP, WP, and other stats that Classic generally has a bit harder time getting, without Human input.
On top of that (but least importantly) it feels cool to "wind up" and throw once you're used to it. Especially when putting touch on breaking pitches (much like tapping on classic) or trying to add velocity or break (like pressing the button). I love (but hate lol) the feeling it gives when i sometimes"feel" the ball come out of my hand wrong due to attributes, not me. Like when they say the pitcher knew it was a HR when it left his hand...its not a good feeling lol.
I agree with much of this, however I still find even with sliders you can easily shut down the cpu on legend with analog.
Example I lowered human control and consistency to both 0, left everything else the same and just shutout the Baltimore Orioles in 2 consecutive games since the change. Yes they are the Orioles I get that, but there was never any fear of a rally which does not feel like baseball.
With these same settings I kept the Phillies lineup to 1 run or fewer for 3 consecutive games.
Imo there is a flaw with cpu hitting. They need to better, and by default much more challenging on the games highest difficulty.
It’s been this way since they tuned pitching to be more reliant on user input a few years back.
MLB 12 or maybe even 13 were amazing challenges on “legend”. Now it feels tuned more to capture more casual gamers with the hardcore guys messing with sliders to satisfy their needsLast edited by baseballguy99; 04-22-2019, 07:29 AM.Comment
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Re: What is your favorite pitching interface?
Meter pitching. Always have...always will.I can't shave with my eyes closed, meaning each day I have to look at myself in the mirror and respect who I see.
I miss the old days of Operation Sports :(
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