AI Bullpen Logic

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  • jcar0725
    "ADAPT OR DIE"
    • Aug 2010
    • 3818

    #271
    Re: AI Bullpen Logic

    Originally posted by countryboy
    I mentioned it earlier in a thread


    Sent from my iPhone using Tapatalk
    That's good to know
    JUUUUUUUST A BIT OUTSIDE

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    • DonkeyJote
      All Star
      • Jul 2003
      • 9168

      #272
      Re: AI Bullpen Logic

      Originally posted by jcar0725
      If I'm not mistaken, the issue is more with simming than playing the games. If i set up each CPU team with 6 starters and 5 relievers, I seem to see a good amount of their relievers in a 3 or 4 game series.
      It's kinda both. They've improved in game bullpen management, but it's still not great.

      And lineup management is even worse. The way the CPU structures lineups is terribly outdated, and even if you do 30 team control, the CPU will totally redo the lineup for a given game to give guys days off (unless you use a 2nd controller to do the pregame lineup for the CPU). And in game, how often do you see the CPU pinch hit for a non-pitcher? To take out a weak hitter in a big moment, or utilize a platoon advantage? Or defensive replacements? Or move guys around in the field as need be (for example, let's say I pinch run for my 1B and the next inning play the pinch runner in the OF and bring a lesser defensive Outfielder with a 1B Secondary to play 1B)?

      Originally posted by jcar0725
      30 team control is an amazing feature. You get out of it what you choose to put into it. If you want to micromanage every single detail of every team, you're going to burn yourself out. There really isn't a need to do all of that.

      I use it to avoid the CPU from making dumb trades, having too many pitchers on their major league roster, or having a star player on their bench. That's it. Its adds about 30 seconds of time per game on average if I get a notification that a CPU team made a roster move.
      For me, the reason I initially started doing 30 team control (I don't generally like doing mass team control in sports games) was less about the trades (though those can still be bad) and more about the awful lineup and bullpen management. Hated every team having a light hitting contact hitter batting 2nd like it's 1993 when the 2-hole is where the league, as a whole, puts their best hitters now. And hated having Long Relief Pitchers log 140 innings while some setup pitchers can't get to 20.

      Which meant that every time there was an injury or a player returning from injury, that team had to be adjusted.

      Sent from my Pixel 6 using Tapatalk

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      • jcar0725
        "ADAPT OR DIE"
        • Aug 2010
        • 3818

        #273
        Re: AI Bullpen Logic

        Originally posted by DonkeyJote
        It's kinda both. They've improved in game bullpen management, but it's still not great.

        And lineup management is even worse. The way the CPU structures lineups is terribly outdated, and even if you do 30 team control, the CPU will totally redo the lineup for a given game to give guys days off (unless you use a 2nd controller to do the pregame lineup for the CPU). And in game, how often do you see the CPU pinch hit for a non-pitcher? To take out a weak hitter in a big moment, or utilize a platoon advantage? Or defensive replacements? Or move guys around in the field as need be (for example, let's say I pinch run for my 1B and the next inning play the pinch runner in the OF and bring a lesser defensive Outfielder with a 1B Secondary to play 1B)?



        For me, the reason I initially started doing 30 team control (I don't generally like doing mass team control in sports games) was less about the trades (though those can still be bad) and more about the awful lineup and bullpen management. Hated every team having a light hitting contact hitter batting 2nd like it's 1993 when the 2-hole is where the league, as a whole, puts their best hitters now. And hated having Long Relief Pitchers log 140 innings while some setup pitchers can't get to 20.

        Which meant that every time there was an injury or a player returning from injury, that team had to be adjusted.

        Sent from my Pixel 6 using Tapatalk
        All good points.
        JUUUUUUUST A BIT OUTSIDE

        Comment

        • Ghost Of The Year
          Life's been good so far.
          • Mar 2014
          • 6351

          #274
          Re: AI Bullpen Logic

          First thing out of the way, I don't play with 30 team roster control on, and don't want to either. What I have been doing is manually injuring pitchers for a day or two to keep then from being over used but I would really like to tighten up how implement it, so for 25, I'm looking for advice on just how to do this. To help combat bad ai bp logic. Is the best thing to do, after a pitcher appears three straight days, manually injure him for a day or two or three?
          T-BONE.

          Talking about things nobody cares.

          Comment

          • Dsabol715
            Rookie
            • Nov 2017
            • 297

            #275
            Re: AI Bullpen Logic

            slightly off topic but in RTTS, I've mainly played as a CP for years and I don't have the actual data to back it up, but there's times where I feel like I play all 3 or 4 games of a series. IF I'm correct, I would love that to get fixed also. I feel all the Franchise players pain reading how it's been for them for awhile.

            It reminds me of Madden and the overuse of the short yardage back's or the Slot WR's yards in those CPU-controlled franchises.
            Currently playing:
            Madden 26
            MLB The Show 25
            Super Mario Wonder
            Pokemon Unbound

            Teams:
            New York Mets
            New York Jets
            Philadelphia Flyers

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