How do you handle the bullpen logic issues and lineups?
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Re: How do you handle the bullpen logic issues and lineups?
Tied game in 9th cpu brings in a low rated pitcher… same old same old in the real world we know you bring in your best I’ll be once again managing the cpu for themComment
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Re: How do you handle the bullpen logic issues and lineups?
Your idea got me thinking! An easy way to do what you are saying is choose a team at random, then a random RP and place on the IL for a random length. Do this to match number of RP who go to IL irl each month. The problem will probably be you'll run out of space on max players on the IL for a few teams lol. But a way around this is to do lower simulated game injury sliders to zero for minor league games. Something I have done for a few years now, to give room for more MLB injuries.Yes,every CP will end up with 40-50 saves if kept in that role all season.
Also if you keep the same 8 RP's all year and nobody gets injured you naturally accumulate alot of innings.If you look at a teams season stats you'll see a list of a couple dozen pitchers getting usage during the course of an entire season.
You pretty much need to control teams by short term manually injuring RP's to keep things in check if you don't want to use up options.More work than most want to put into it I would imagine.
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Re: How do you handle the bullpen logic issues and lineups?
It does have to do with Roster size though. Sure you can move guys up and down, but the issue is the reason why players get moved up and down is because of fatigue or injury. With the extra 2 spots in AAA and AA, guys usually shuffle up and down (along with the extra 4 spots in High and Low A), along with injured guys going for conditioning stints. But they still pitch at the lower levels in the game and never get any real rest so you can call them up. Also because of the lack of roster spots, the real life number of pitcher injuries can’t happen, which is where guys usually get called up.Nothing to do with roster size... at all. The team has a 40 man roster to select P's from but they don't. I can manage my reliever innings without an "expanded" roster. I am sure you do the same.
I simmed a full season with injuries and trades off and cpu made 2 roster changes. Didn't change their batting order, lineup, pitching rotation at all.
The issue is that there NO roster management in this game. I always thought it was lacking but just realized it's literally like not coded in.
The issue is also roster management because as you said, no moves are made unless a players overall significantly drops or someone gets hurt. But if there were another set of roster spots for pitchers, you could leverage the fatigue amount and make more pitchers available to be called up, sent down, DFAd, signed, and waived. It’s a combination of both.Comment
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Re: How do you handle the bullpen logic issues and lineups?
So what we used last year doesn’t work for ‘25?
We used:
LR 1 and LR 2 worst relievers with stamina less than 40
SU 1 best RP that isn’t the closer with stamina less than 50
MR1,2,3 other RP rated best to last with stamina less than 50
MR4 long relievers or 6th starter - stamina doesn’t matter
CP - closer with stamina less than 30
For played games, move the MR1 to SU2 before the game/series
I thought this worked REALLY well last year, the best setup that I have ever usedYankees modern day
Phillies modern dayComment
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How do you handle the bullpen logic issues and lineups?
Bullpen logic fix is being patched in tomorrow morning.
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Re: How do you handle the bullpen logic issues and lineups?
Huh, so it wasn't already in the game. I did feel like nothing had happened with complete games - they didn't seem different from 24/previous years, but it did seem like the bullpen usage had been touched on at least a bit.
Welp....if it wasn't in already, we already knew it was coming from Chris Gill's answer. The changes must have gotten a very late green light.
Sounds like they're squashing the ticker bug already too.Comment
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Re: How do you handle the bullpen logic issues and lineups?
We all got fooled into thinking it was fixed already. Can’t wait to test it out. Not having to make slider changes to get accurate stats would be huge.Comment
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Re: How do you handle the bullpen logic issues and lineups?
There's a lot of moving parts to a logic update like this that need to be analyzed (by someone with more free time than me, lol), but i feel pretty confident in saying after a few sims that complete games are WAY down post-patch with default hook/stamina, more in line with where they should be. I've seen the league leading team with typically around 5-8, dropping off from there, and with several teams having none at all. The guys getting them seem to mostly be who you'd expect, high stamina aces.
We might be cooking here. Need eyes on the bullpen innings because I'm not really sure what to be expecting.Last edited by bcruise; 03-16-2025, 06:36 AM.Comment
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Re: How do you handle the bullpen logic issues and lineups?
Still thinking that if only 8-10 relief pitchers get used per team during the course of a season,innings will naturally be too high but hopefully at least more evened out.
I think the only true fix if you want it similar to irl is to manipulate it still to get alot more relief pitchers called up/injured over the season.Comment
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Re: How do you handle the bullpen logic issues and lineups?
Absolutely. This is what I do.Still thinking that if only 8-10 relief pitchers get used per team during the course of a season,innings will naturally be too high but hopefully at least more evened out.
I think the only true fix if you want it similar to irl is to manipulate it still to get alot more relief pitchers called up/injured over the season.Talk about things nobody cares.
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