Unfortunately, using the D Pad + the base doesn't fix the issue. I've had a runner on second and as soon as the ball is hit I press Triangle and Down to send him home and he still slows down. I get what SCEA was trying to do, but it was poorly implemented.
Runners slowing down rounding third
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Re: Runners slowing down rounding third
Unfortunately, using the D Pad + the base doesn't fix the issue. I've had a runner on second and as soon as the ball is hit I press Triangle and Down to send him home and he still slows down. I get what SCEA was trying to do, but it was poorly implemented."The best thing about being a football player at Alabama...winning...winning." -Mark Barron
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"The best thing about being a football player at Alabama...winning...winning." -Mark Barron
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Re: Runners slowing down rounding third
A couple things I noticed today while playing a Triple-A game:
1) I had a bases-loaded, two-out, full-count situation today and I sent the runners on the pitch (L2). Everyone took off with the pitch and I hit the ball to the outfield, but I noticed that while I'm trying to send everyone (L1), the guy running from second slows down -- almost to a complete stop -- at third.
Why? Everyone should be running with two out. Especially the guy on second. He should be automatically rounding third with two out, looking to score on a hit or a miscue. Now, it ended up not mattering because the OF ran it down, but I don't think it would've worked differently had the ball dropped. The runner probably gets gunned down at the plate.
2) I have not once seen the slow down at first or second base. If it's to implement some momentum, making you decide sooner if you want to round the bag or not, shouldn't it happen at the other two bases, too? I have never seen a runner come to an almost complete stop at first or second if I hit L1 after the halfway point on the basepath.
This mechanic needs a real overhaul, and it would be nice if it was patchable.
Also, I am not sure if these issues were covered previously in this thread as I haven't read every post despite trying to keep up with the issue.#24Comment
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Re: Runners slowing down rounding third
2) I have not once seen the slow down at first or second base. If it's to implement some momentum, making you decide sooner if you want to round the bag or not, shouldn't it happen at the other two bases, too? I have never seen a runner come to an almost complete stop at first or second if I hit L1 after the halfway point on the basepath.
This mechanic needs a real overhaul, and it would be nice if it was patchable.
Also, I am not sure if these issues were covered previously in this thread as I haven't read every post despite trying to keep up with the issue.Comment
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Just another example of how the baserunning needs to improve in this game. Jeter on second, as soon as contact is made I hit triangle down to send him home, I mean as soon as contact was made. Look at Jeter's path, it straight at third then an awkward slowdown 90 degree cut to home. Even the worst baserunner would round that path to have a better shot at home. The 3rd base coach was waving him home from the start, but hey, at least I still scored. This piece of the game has to get fixed for next year, it's totally off the mark.
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Re: Runners slowing down rounding third
The third base slowing is way out of line from the rest of the base running.#24Comment
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I didn't read through the thread so this may have been said already, heck, I may have said it back near the beginning. This is a problem with auto running also, I could have Coco on second and hit a ball in the gap, which is an easy score but for some reason he gets stuck in the mud at third. So I don't think it's an indecision thing.Athletics Franchise:
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Re: Runners slowing down rounding third
I've been following this discussion closely since it started, and I sort of understand where SCEA is coming from on this. Baserunning ability, after all, is a rating in the game. If it doesn't affect how well the players turn the bases, then a major attribute is rendered nearly insignificant. Some have pointed out that scoring from second was too easy before. Personally, I didn't think so, but I do give the developers props for careful attention to detail, so perhaps there was something to it.
That said, the problem seems to stem from SCEA not being able to decide what the command buttons actually do. Here's what I mean: as players, we envision the baserunning controls giving us the ability to direct the base coaches, so when we preload a guy to go home that should be the equivalent of the third base coach waving a guy home. And yet, when this is done with a poor baserunner, he will still make an awkward turn towards home when trying to round third. And we all know that any major league player who is waved home by the base coach is going to turn third at near full speed.
I do not have a problem with good baserunners slowing down when I preload them to go home; only lower-rated ones. To me, this is where the problem lies. Even with two outs, I sometimes see it, and this is just plain wrong. It seems the player ratings kick in despite user input. While there is certainly something to the contention that the "window" is too small to preload, I too have seen a horrible turn after quickly preloading home on a base hit.
So, IMHO, SCEA needs to correct this. Poor MLB baserunners do not slow up when they are being waved on by third base coaches. If they do, they will not be MLB players for long. Developers need to think about removing the ratings influence on user baserunning commands. As it stands now, it's akin to refusing to make my guy swing at a pitch because he has poorly-rated plate vision. Nobody would stand for that, of course. Some things have to be entirely within the realm of user control despite ratings, and baserunning decisions have to be one of them.
This, in conjunction with the physics of balls hit down the line, are the two biggest gameplay issues.Last edited by JTommy67; 06-06-2013, 10:17 AM.Comment
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Re: Runners slowing down rounding third
I've been following this discussion closely since it started, and I sort of understand where SCEA is coming from on this. Baserunning ability, after all, is a rating in the game. If it doesn't affect how well the players turn the bases, then a major attribute is rendered nearly insignificant.#24Comment
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Re: Runners slowing down rounding third
The second situation has the runner decide this action late, but never breaks stride in doing so. Yeah, the turn ends up being incredibly wide, but that would be the natural way to approach this. Slowing down to turn the corner is not a good form of baserunning, period. Whether that means slowing down with chop steps or running "in slow motion," this just doesn't seem like the right approach. I understand what SCEA wanted to go for by putting a system in place, but I don't think they're done with it. I don't expect patch work for something like this (as explained in the past it could be very difficult to get in without messing up another portion of the game), but if they continue to improve on this in future iterations, I felt my cousin the other day, and they can take this second scenario in a way which ties in baserunner attributes a little more to help the "better" runners in situations like this, then we wouldn't run into this kind of situation. The other thing they'll have to do is implement situation #1 more often, because that is the ideal way to be running from second base anyway.Check out my Houston Astros Dynasties:
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Re: Runners slowing down rounding third
TRY THIS :
Not sure if it has been mentioned, but I found that when I am sending a runner to the next by hitting the directional and then whatever button for the corresponding base I notice the slow down at 1st & 3rd base.
I have much better success with only an occasional slow down if I hit the directional and then repeatedly tap the base very quickly.
EXAMPLE - Runner trying to score from 2nd base.....tap LEFT to take control of the runner and then quickly tap x,x,x,x,x,x, and the runner does not slow up 90% of the time.Comment
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