What are you using for RP stamina?
Franchise Bullpen Pitching Logic... Fixed
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Re: Franchise Bullpen Pitching Logic... Fixed
6Sent from my SM-G988U using Operation Sports mobile appComment
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Re: Franchise Bullpen Pitching Logic... Fixed
So in my current season everyone is about 12 games in right now. So far the set up men around the league combined have between 4 and 5 innings pitched with like 3 teams with pretty good records having their guys around 6 or 7 innings pitched for their set up men. The middle relievers around the league have between 8 or 9 innings pitched on average while the guys in the long relief spots have I'd say around 8 innings pitched. I will say that I'm used to most guys in the long relief spot in general to have double digit innings pitched on default in years past at this point in the season but I'm happy with the fact so far that the guys in the middle relief spots are each getting equal work. For example. In the pics below you can see that the middle relief guys for both the Blue Jay's and the Yankees have pretty good innings pitched splits between them. I'm ok with that so far.[ATTACH]193216[/ATTACH][ATTACH]193217[/ATTACH][ATTACH]193218[/ATTACH][ATTACH]193219[/ATTACH][ATTACH]193220[/ATTACH][ATTACH]193221[/ATTACH]
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Re: Franchise Bullpen Pitching Logic... Fixed
Unfortunately I don’t think there’s anything we can do to get realistic SU men usage yet. Honestly id say your best bet is just not using a SU man but with the terrible logic we’re still given it’s basically up to the player cuz no matter what you have to sacrifice some realism.Comment
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Re: Franchise Bullpen Pitching Logic... Fixed
There's a glaring difference and it's like that for every team unfortunately.
I tend to watch games in my sim instead of playing them and regardless of the game or situation, my long man is ALWAYS the first guy out of the pen, even if I have a starter pitch into the seventh or eighth.Comment
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Re: Franchise Bullpen Pitching Logic... Fixed
I really am in the minority when it comes to this set which I'm very pleased with but the long reliever slot has not racked up the most innings pitched on each roster, not by a long shot. Nor have they consistently been the first pitcher in regardless of the situation. I'm having a blast with this set up not having to worry about the same relievers being used over and over again. Is it perfect. No, but obviously out of the box the bullpen logic was flawed to begin with and I did what I could to make it work for me and I'm happy with that.
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Re: Franchise Bullpen Pitching Logic... Fixed
Curious how a 13 man pitching staff would work if you threw the extra pitcher in the last LRP slot. I wonder if having 3 LRP would minimize overusing one guy all the time. I also like the idea of using Closers in the SU spot, as they are almost exclusively used in save situations when placed in the closer slotChicago Cubs
Michigan Wolverines
Thanks Peyton. #18Comment
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Re: Franchise Bullpen Pitching Logic... Fixed
I've actually tried the three man LRP method and while they don't get use for multiple innings per game they are almost always the first three guys used each game. So even for 1 inning a game that's still three guys who are always being used. Having no one in the LRP spot is actually better than that method also having the closer in the set up role is interesting as well but the times Ive tried that you have random middle relievers used as the closer and I'm not sure how you'd feel about that.Curious how a 13 man pitching staff would work if you threw the extra pitcher in the last LRP slot. I wonder if having 3 LRP would minimize overusing one guy all the time. I also like the idea of using Closers in the SU spot, as they are almost exclusively used in save situations when placed in the closer slotComment
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Re: Franchise Bullpen Pitching Logic... Fixed
For the long haul of a season you will want 8 for SP and RP stamina. You will still only go 5 or 6ip most times with your SP even with 8 stamina. Once you get to a 15-20 game stretch with no days off you'll need it too. Especially if one of your games you have to use every fresh arm you have to finish the game.
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Re: Franchise Bullpen Pitching Logic... Fixed
Man I like your setup and from my own brief testing what you're doing is probably the best we can do.
The only thing is, only 7 guys in the bullpen worries me over the course of a season. Is there a setup that would work with 8 guys in the bullpen?
Something I've done is swap spots with the SU spot that rarely is used (2nd SU slot) with the lowest rated MRP, and place the original SU man in the MRP slot that is used a lot (2nd to last MRP slot). This has actually pretty much fixed the SU man problem for me. So what if the lowest rated RP never goes in the game unless he's the last option. That's better than the highest rated SU RP being the last option.
I wonder though...what if we put the LRP in that 2nd SU slot and the SU man in LRP role what the AI would do?
To be honest a lot of times I switch controller over to cpu team, make proper bullpen call then switch back to my team. At the very least I do this to get the LRP out after 2ip max instead of the 4-5 they would gladly let him pitch so long I'm up by 4 or more runs. If only up by 3 or less I won't let him pitch any longer than one inning.
Sent from my SM-G996U using Operation Sports mobile appLast edited by DarthRambo; 06-19-2021, 02:49 AM.Comment
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Re: Franchise Bullpen Pitching Logic... Fixed
I'm sticking to 7 guys for the simple fact that it's one less guy taking up innings from another guy. In the long run it may tax certain guys as the season moves along but I've found no real way no matter what sliders I use to get the kind of bullpen usage I'm looking for with more than 7. Its not ideal but it's what I'm sticking with. That said however, this current bullpen set up, as well as the stamina and hook slider has been letting me down as the season has moved along. I'm about 30 or so games in my season and while this set up has been successful during the earlier part of the season, there are certain relivers on rosters who get the bulk of the innings no matter what.
The biggest thing that I see is that of the reliever stamina is any higher than 5 they will almost always go more than 2 innings. I absolutely hate seeing guys who more than 2 innings especially if they are NOT a long reliever and especially if their stamina is like 19. Makes no sense. So all the slider sets with stamina at 8 i just don't get it. Even at 6 where I have it at now I see the relievers in the long relief slot go 3 innings and just stamina wise that should not be the case, especially with one less bullpen arm on the mlb roster.
That said, I've made some personal tweaks that I wasn't going to share but tweaks that have given me some success over the past 10 games or so. And that's without adding the extra bullpen arm that you were asking about.
So basically I have the reliever stamina for both human and cpu at 2. That works for me and it's given me some realistic bullpen usage. Ive moved the starter stamina for both cpu and human up to 7. Again I've seen starters go from 4, 5 or 6 innings and I've also seen 8 inning and complete games with this and it's great. Also I moved the hook down to 4 and with all that I've seen pretty decent bullpen usage from all guys not just the same few.
In real life there are relievers that get used in back to back games and I'm fine with seeing that in game. But I think more important that sliders are the placement of the actual bullpen guys with the pitching rotation screen. Right now I have 3 guys in the LRP slot, ranging from the highest rated guy first, down to the lowest. Then I have the guy who I normally would have in the set up role as the 1 middle reliever. This gets him more innings than he would as the lone setup man.
Then I have the reliver who currently has the highest innings pitched in the ONE of the SETUP MAN slots and just a random reliever in the other one but what I have noticed is that the guy in the SECOND setup man slot is the one who comes in before the closer in a SAVE situation while the reliever in the FIRST reliver slot comes in if the game is out of reach or of the team has more than a four run lead.
This is all very long winded up here the setup I'm going with now. Again this is just for my personal use and it won't be posted on the OP....
LRP Slot: 80 overall
LRP Slot: 78 overall
LRP Slot: 76 overall
MRP Slot: 81 overall (normally the setup man)
SU Slot: 78 overall (highest innings pitched so far)
SU Slot: 75 overall (doesn't matter who but this will be the setup man for the closer in save situations)
So having the 3 long relievers, the CPU treats them as the three middle relievers as they ate usually the first ones that enter the game. However, based on the sliders they won't be used 2 or 3 innings at a time each game from what I've seen through 10 games with the middle reliever being sprinked in as well. As for the setup slots. They are still used but obviously later in the game most times which is fine for reliever who currently have the most innings pitched or for those who you don't think should be getting the most action each game. That's all I got. I can accompany scree slots of the games I've simmed that show the results of all these adjustments of you'd like.Man I like your setup and from my own brief testing what you're doing is probably the best we can do.
The only thing is, only 7 guys in the bullpen worries me over the course of a season. Is there a setup that would work with 8 guys in the bullpen?
Something I've done is swap spots with the SU spot that rarely is used (2nd SU slot) with the lowest rated MRP, and place the original SU man in the MRP slot that is used a lot (2nd to last MRP slot). This has actually pretty much fixed the SU man problem for me. So what if the lowest rated RP never goes in the game unless he's the last option. That's better than the highest rated SU RP being the last option.
I wonder though...what if we put the LRP in that 2nd SU slot and the SU man in LRP role what the AI would do?
To be honest a lot of times I switch controller over to cpu team, make proper bullpen call then switch back to my team. At the very least I do this to get the LRP out after 2ip max instead of the 4-5 they would gladly let him pitch so long I'm up by 4 or more runs. If only up by 3 or less I won't let him pitch any longer than one inning.
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Re: Franchise Bullpen Pitching Logic... Fixed
Yeah I get what you're saying. Nothing is ideal but gotta do best we can. Manager hook at 2 for SP, then raise up to 10 when RP comes in has worked great for me in that regard though.
In your simulated games you actually want lower stamina settings. I use SP stamina at 6 and RP stamina at 1 for simulated games. Cause at 8 you'll have too many CG from starters. But played games you'll want 8 imo...if you raise hook slider to 10 or at least 8 once SP leaves you'll usually see no more than 1.1ip unless they're up by 4 or more runs or game is tied. And for the LRP, who we know if they're losing, up by 5 or more, or game is tied, they'll leave him until his arm falls off if you let them. Switching over controller can remedy this pretty well if you want to do it.
Sent from my SM-G996U using Operation Sports mobile appLast edited by DarthRambo; 06-19-2021, 02:18 PM.Comment
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Re: Franchise Bullpen Pitching Logic... Fixed
The biggest thing that I see is that of the reliever stamina is any higher than 5 they will almost always go more than 2 innings. I absolutely hate seeing guys who more than 2 innings especially if they are NOT a long reliever and especially if their stamina is like 19. Makes no sense. So all the slider sets with stamina at 8 i just don't get it. Even at 6 where I have it at now I see the relievers in the long relief slot go 3 innings and just stamina wise that should not be the case, especially with one less bullpen arm on the mlb roster.Comment
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Re: Franchise Bullpen Pitching Logic... Fixed
At 8 you'll see more complete games than usual in my opinion and less bullpen usage so that's completely up to you. 7 works for me right now.Sent from my SM-G988U using Operation Sports mobile appComment
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