Analog Pitching: Walks

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  • shigogouhou
    Banned
    • Dec 2008
    • 293

    #16
    Re: Analog Pitching: Walks

    Analog gives you too much control.

    If you "miss" with meter, it seems to go in a bit of a random direction away from where you wanted it so it's easy to run up balls unintentionally. If you "miss" with analog, it goes exactly where you "missed" in the target (high/low, inside/outside) such that you technically don't have to move the pitch target, just throw it where you want it on the meter & it'll go there on its own.

    Myself, I'm a really bad pitcher so I tend to subconsciously miss towards the zone so I never walk anybody. It's near-impossible for me to unintentionally walk anybody because of this.

    Comment

    • HolyCrusade56
      Rookie
      • Feb 2010
      • 20

      #17
      Re: Analog Pitching: Walks

      Originally posted by shigogouhou
      Analog gives you too much control.

      If you "miss" with meter, it seems to go in a bit of a random direction away from where you wanted it so it's easy to run up balls unintentionally. If you "miss" with analog, it goes exactly where you "missed" in the target (high/low, inside/outside) such that you technically don't have to move the pitch target, just throw it where you want it on the meter & it'll go there on its own.

      Myself, I'm a really bad pitcher so I tend to subconsciously miss towards the zone so I never walk anybody. It's near-impossible for me to unintentionally walk anybody because of this.
      Actually, if you "missed" with the meter, it did not go in a random direction. It was very easy to control my pitches with the meter because I knew almost exactly where the ball would go if I pressed the button too early or too late. I usually intentionally pressed early or late to control my pitches even more.

      Comment

      • Skyboxer
        Donny Baseball!
        • Jul 2002
        • 20302

        #18
        Re: Analog Pitching: Walks

        I tried every combination I could and walks are very few and far between. I always try and pitch corners and even just outside zone. Just not seeing analog walks at all. Well in a realistic number. I believe I threw 2 in about 10 games. In any case I wanted to go back to classic pitching so ratings mattered more than my stick skills anyways.

        I love using analog pitching but the low walks kill it for me.
        Joshua:
        "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
        a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


        Skyboxer OS TWITCH
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        PSN: Skyboxeros
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        • sbmnky
          #ITFDB
          • Mar 2003
          • 1206

          #19
          Re: Analog Pitching: Walks

          Originally posted by Skyboxer
          I tried every combination I could and walks are very few and far between. I always try and pitch corners and even just outside zone. Just not seeing analog walks at all. Well in a realistic number. I believe I threw 2 in about 10 games. In any case I wanted to go back to classic pitching so ratings mattered more than my stick skills anyways.

          I love using analog pitching but the low walks kill it for me.
          Do you recall how many hits you were giving up? My WHIP is at 1.34 after 10 games of tracking, but I'm giving up 10.6 hits a game (only 1.38 walks). I'm wondering if I start pitching towards the corners even more (especially on hitter's counts) that my allowed hits/walks will decrease and increase, respectively.

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          • bukktown
            MVP
            • Jan 2007
            • 3257

            #20
            Re: Analog Pitching: Walks

            I have given up 24 walks in my first 5 season games on AS default. I use analog but I don't move the cursor. All my aiming is done with the R stick left and right and the early/late timing controls the height.

            When I was pitching with analog the way it was designed I would never walk anybody. I have also tried shrinking the meter and moving it off to the side and just watching my pitchers motion for the down/up timing and then left/right for location. I walked alot of batters that way but I also threw a ton of tubeshots. When you are not staring at the meter it's even harder to not throw it on the middle third of the plate.

            The games only been out for 5 days though so I take it all with a grain of salt.

            Comment

            • loganmorrison1
              Rookie
              • Aug 2010
              • 246

              #21
              Re: Analog Pitching: Walks

              I'm with those not seeing walks. This is really a game killer for me at this point, w/o walks it takes away from the realism. It sucks b/c I really love this game, but have little desire to play now because of the lack of walks

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              • Skyboxer
                Donny Baseball!
                • Jul 2002
                • 20302

                #22
                Re: Analog Pitching: Walks

                Originally posted by sbmnky
                Do you recall how many hits you were giving up? My WHIP is at 1.34 after 10 games of tracking, but I'm giving up 10.6 hits a game (only 1.38 walks). I'm wondering if I start pitching towards the corners even more (especially on hitter's counts) that my allowed hits/walks will decrease and increase, respectively.
                Not a whole lot but not no hitter stuff either. I was working on actually getting the system to let me throw walks and never really paid a lot of attention to hit ratio.
                Again though I went back to classic as I wanted player ratings to matter more. It's a fun system though and I may use in my pitcher RTTS.
                Joshua:
                "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
                a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


                Skyboxer OS TWITCH
                STEAM
                PSN: Skyboxeros
                SWITCH 8211-0709-4612
                XBOX Skyboxer OS

                Comment

                • dkrause1971
                  All Star
                  • Aug 2005
                  • 5176

                  #23
                  Re: Analog Pitching: Walks

                  Originally posted by metal134
                  I'm not seeing walks with analog. The problem isn't having too much control, the problem is that when I miss, it's still a strike agreat deal of the time. I had 1 walk in 20 innings with anaolg, and using classic, with the same exact settings, I issued 10 in the next 20. Small sample size, but overwhelming difference.
                  This is the core of it i feel. The natural motion is straight up or close to it, so when you miss your going to more than likely miss with it being a strike since the vast majority of the top of the meter is the strike zone. Making the zone more narrow could maybe help.

                  I think they should have just had a single line at the top of the analog meter for you to hit but one that's not always in the same place. So you would use LS for location like normal. The pulling down part would be the same but the top of the analog meter would have one line with the thickness determined by that pitchers accuracy with the pitch. The variation of where the line was each time is based on the bb/9. So a wild pitcher the line could be literally anywhere between the far left and right (say where the lines are now in analog). For Maddux, it would be the middle-ish area most the time. How badly you miss that mark would be how off target you would be. Mainly, just need something that makes the control a little harder or one where most your mistakes wouldn't all be strikes.


                  In my analog pitching, i am not walking many either. Also, i am giving up a realistic amount of runs so its not that all-star level is easy for me, its that i find the mechanics of the system just a little to easy to not throw four balls.
                  Gamertag and PSN Name: RomanCaesar

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                  • mgoblue678
                    MVP
                    • Jul 2008
                    • 3371

                    #24
                    Re: Analog Pitching: Walks

                    I am seeing 3 to 4 walks per game depending on the starting pitcher, using analog on Hall Of Fame difficulty. Could be giving up more, but I am still walking some guys. I very rarely throw anything right over the heart of plate, and try to hit the corners almost exclusively, as well as throwing pitches out of the zone when I get ahead. If I am facing a dangerous hitter and there is a base open I don't give in. Every pitch to that guys is either going to be on the corners or out of the zone.

                    I think the accuracy with analog should be toned down somewhat, because there are times where it feels too easy to throw strikes and paint the corners. I also think there needs to be a little more differentiation between the pitchers, depending on their control ratings and bb/9 rating.
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                    • Heroesandvillains
                      MVP
                      • May 2009
                      • 5974

                      #25
                      Re: Analog Pitching: Walks

                      So, for the most part, you guys are saying that you think the CPU hits realistically using analog, but there's just not enough balls.

                      In other words, if their WERE a patch, you wouldn't want to see pitching/CPU hitting in general get harder, JUST walks.

                      Am I getting this right?

                      FWIW, I've walked 21 batters over my last 6 games. All Default HOF.

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                      • Glenn33
                        MVP
                        • Jul 2002
                        • 2455

                        #26
                        Re: Analog Pitching: Walks

                        This is an excellent thread for me as this is my biggest (and only) gripe with this game. To be quite frank - 2K11 analog ptching system is just implemented much beter. It's tough but fair and walking is not an issue. Plus pitchers rating are more irect factor in your success. I think the fine folk at SCEA had some good intentions (to make analog more accesable) but it's as fleshed out as it could be.

                        I been playing all weekend trying to find a happy medium. HOF level for pitching is a good start. I have also bumped down pitcher acuracy and control 2 clicks. I am seeing some results but to be honest I can't readily tell if the setting have an effect or if the analog controls just are not as responsive as they should be. I know my reflexes arne't what they used to be - but sometime I SWEAR I am pushing up in one direction and the ball cursor goes to the exact opposite side.

                        The main draw for this game to me is analog control - so I want to make this work.

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                        • Heroesandvillains
                          MVP
                          • May 2009
                          • 5974

                          #27
                          Re: Analog Pitching: Walks

                          Glenn,

                          Ramone posted a little while back that there is a hidden sensitivity slider involved in analog pitching. So, if you're certain that you aimed up I one direction, and it ended up in another, this could possibly explain it.

                          He said, in so many words, that it's designed to keep people from completely mastering the new system.

                          Have you tried the consistency slider?

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                          • Glenn33
                            MVP
                            • Jul 2002
                            • 2455

                            #28
                            Re: Analog Pitching: Walks

                            Originally posted by heroesandvillians
                            Glenn,

                            Ramone posted a little while back that there is a hidden sensitivity slider involved in analog pitching. So, if you're certain that you aimed up I one direction, and it ended up in another, this could possibly explain it.

                            He said, in so many words, that it's designed to keep people from completely mastering the new system.

                            Have you tried the consistency slider?
                            I just made that change today and i am starting to see some results. Still to early to tell tho. if true - I really don't like the idea of a hidden slider - just seems cheap to me. Just mix up the analog motions like 2k11. It's a real good system.

                            Comment

                            • Heroesandvillains
                              MVP
                              • May 2009
                              • 5974

                              #29
                              Re: Analog Pitching: Walks

                              You're starting to see some favorable results? How many clicks from default did you drop consistency?

                              I think that if the hidden sensitivity is linked to player ratings, than that could be an amazing feature, in my opinion. This is why is asked for some clarification on it in my first post. Mainly out of curiosity. Ramone said that they didn't want people with solid stick skills to completely own the system..my words, not his.

                              Baseball is a game, especially pitching, that can't be mastered, like the concept of the new analog pitching. Why, in theory, are you opposed to that? In some events, pitch location should be random, and not completely user determined. Wouldn't you agree?

                              Comment

                              • Glenn33
                                MVP
                                • Jul 2002
                                • 2455

                                #30
                                Re: Analog Pitching: Walks

                                Forgive my ignorance - but who is Ramone?

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