Quick Count Pitch Counts
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Re: Quick Count Pitch Counts
I played a game between Colorado and Washington and kept tally of each generated count for every at bat. I have a few minor slider tweaks that may influence QC but I haven't seen SCEA say sliders effect QC yet so I'm not even sure it matters.
I play using CLASSIC pitching, which I feel is very important if you want realistic stats etc. Just my opinion! I also pitch using API 99.99% of the time.
The pitching matchup was between J. Chacin for the Rockies and J. Zimmeran for the Nationals
Here were the generated counts for Washington's pitching staff
1-1: six
2-2: three
1-2: four
3-2: five (two in the 7th-inning)
0-2: two
2-1: eleven
3-1: once
3-0: once
J. Zimmeran: 7.1ip 5H 2ER 1BB 7K (100 pitches)
I was able to get Clippard in for the hold and then Soriano for the save in the 9th.
Here were the generated counts for Colorado's pitching staff
1-1: ten
2-2: three
1-2: four
3-2: five (two in the 5th inning)
0-2: zero
2-1: eight
3-1: two
3-0: once
J. Chacin: 4.2ip 5H 3ER 4BB 6K
COL 2 6 0
WAS 3 6 0
Colorado BB/K: 5BB 8K
Washington BB/K: 1BB 7K
I will let you all analyze further if you want but figured I would do this so everyone could see. I personally saw nothing out of the ordinary.Comment
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Re: Quick Count Pitch Counts
I'm curious about stamina in QC games: what would your guess be on the upper limit for pitch counts in QC games to cap starters at, as a rule, so they'll be ready for the next game?
I just pitched my first CG on QC with default sliders with Cliff Lee, and it took him about 145 pitches. I'm routinely seeing starters at 90 pitches in the 6th, and my guess is that a pitcher who is cruising could finish a game at 125 pitches at best, with an upward cap of probably 150 pitches.
My sense is that pitchers get to the "your pitcher is tired" marker around 100 pitches, and that's often in the 6th inning. I believe if you pull them when they get to that warning message they will either be just barely ready for the next start or just slightly tired.
I'm trying to get a handle on whether or not the stamina slider needs to come up a click or two in QC games, or if the special allowances they coded in for QC games are enough to get by with. In my franchise, pitching through the 6th often leaves my starters tired for their next start.Comment
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Re: Quick Count Pitch Counts
Well I did another test game and wanted to see if slider adjustments had any effect on the generated counts. I put pitcher control, consistency, and strike frequency at zero for both hum/cpu. I dropped the foul frequency to zero as well.
While there were a few more 3-2 generated counts I did not notice any big difference honestly. I was the Indians with Masterson and threw 4 BB and had 11K in 7ip. I ended up striking out 16 total has Pestano and Axford struck out 5 in the 8th and 9th innings to seal the win. \
The Twins had Nolasco on the mound, he threw 4BB and 3K in 5ip...total for them was 5BB and 3Ks.
My conclusion (even though it's a small sample) is that sliders do NOT effect what counts are generated. Only for actual pitches thrown. I think the patch to slightly adjust a few things as Russell mentioned will get QC as close to perfection as possible. I'm still in love with the mode! And again, Classic pitching I feel is a MUST in order to obtain realistic stats.Comment
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Re: Quick Count Pitch Counts
I'm curious about stamina in QC games: what would your guess be on the upper limit for pitch counts in QC games to cap starters at, as a rule, so they'll be ready for the next game?
I just pitched my first CG on QC with default sliders with Cliff Lee, and it took him about 145 pitches. I'm routinely seeing starters at 90 pitches in the 6th, and my guess is that a pitcher who is cruising could finish a game at 125 pitches at best, with an upward cap of probably 150 pitches.
My sense is that pitchers get to the "your pitcher is tired" marker around 100 pitches, and that's often in the 6th inning. I believe if you pull them when they get to that warning message they will either be just barely ready for the next start or just slightly tired.
I'm trying to get a handle on whether or not the stamina slider needs to come up a click or two in QC games, or if the special allowances they coded in for QC games are enough to get by with. In my franchise, pitching through the 6th often leaves my starters tired for their next start.
You definitely will want to raise starter stamina up to at least 6 for QC games. I honestly always have my slider at 6 since MLB 12 though before QC. Right around that 95-100 pitch count is when they really start laboring...I notice more 3 ball generated counts even, which is pretty cool actually. I'm thinking that I may need to bump it up to 7 though, especially for franchise mode.
For a CG, that pitch count your thinking seems about right. I honestly don't care about pitch count as long as I can find a good balance with the stamina slider so I have a chance to get a CG with my starter if he's only allowed 1-3 hits through 6 or 7 innings. I'm going to try the setting at 7 next game and see how it looksComment
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Re: Quick Count Pitch Counts
You definitely will want to raise starter stamina up to at least 6 for QC games. I honestly always have my slider at 6 since MLB 12 though before QC. Right around that 95-100 pitch count is when they really start laboring...I notice more 3 ball generated counts even, which is pretty cool actually. I'm thinking that I may need to bump it up to 7 though, especially for franchise mode.
For a CG, that pitch count your thinking seems about right. I honestly don't care about pitch count as long as I can find a good balance with the stamina slider so I have a chance to get a CG with my starter if he's only allowed 1-3 hits through 6 or 7 innings. I'm going to try the setting at 7 next game and see how it looksComment
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Re: Quick Count Pitch Counts
It's probably too late to add it now, but having sliders for each available pitch count would be a nice addition, or even just one slider to weight the frequency of pitchers' counts vs. batters' counts.
Obviously SCEA should try to get it right to begin with and balance if necessary with patches after release so it works well enough for the average user, but give us some more granularity in making adjustments if we still personally feel as though a certain count is coming up too often for our play style.
For example, someone who wants to play with QC and has a good eye, they may prefer more even counts and/or more pitchers counts than someone who has a bad eye and wants to see more batters counts for a more realistic outcome.Comment
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Re: Quick Count Pitch Counts
It's probably too late to add it now, but having sliders for each available pitch count would be a nice addition, or even just one slider to weight the frequency of pitchers' counts vs. batters' counts.
Obviously SCEA should try to get it right to begin with and balance if necessary with patches after release so it works well enough for the average user, but give us some more granularity in making adjustments if we still personally feel as though a certain count is coming up too often for our play style.
For example, someone who wants to play with QC and has a good eye, they may prefer more even counts and/or more pitchers counts than someone who has a bad eye and wants to see more batters counts for a more realistic outcome.Comment
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Re: Quick Count Pitch Counts
My gut is telling me that 7 is a good number to preserve starters' energy from one start to the next, as they're almost always gassed in the late-5th or early 6th. The CG with Lee was a total oddity, as it seemed completely believable count-wise. Most games aren't, though, and have me pushing 120 pitches in the late-6th to early 7th innings. And I don't nibble.
I had to pull him when he gave up a 3 run HR in the 8th lol.
Other games flowed much better with it at 7 too with pitchers who have a lesser stamina rating. Went 6 strong innings with the Padres #4 pitcher before he was really tired which felt realistic with his lower stamina rating.
Sent from my SPH-L710 using TapatalkComment
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Re: Quick Count Pitch Counts
Thanks for the reply! So you're thinking that 115-120 is the normal "good" cap for starters in the DD world? I'm thinking that somewhere around that number is probably right, whereas the 125-145 pitch range really gasses your starter and will leave him vulnerable to fatigue in the following outing.Comment
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Re: Quick Count Pitch Counts
But the difficulty levels and sliders don't actually affect any of it; which is why I brought up a slider that would.
The only slider that currently exists that could have an effect would be the CPU strike frequency which, if accurately described, would work counter to what I've described.
*And even if "rookie" has more batters' counts than "all-star" does, it doesn't solve the problem I've described, because it still carries with it the far easier ability to hit in general (which can then further be adjusted by more sliders, unless the difficulty level is too low to overcome with sliders, only compounding the issue).Last edited by RedSoxFox7; 04-12-2014, 05:55 PM.Comment
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Re: Quick Count Pitch Counts
Thanks for the reply! So you're thinking that 115-120 is the normal "good" cap for starters in the DD world? I'm thinking that somewhere around that number is probably right, whereas the 125-145 pitch range really gasses your starter and will leave him vulnerable to fatigue in the following outing.
Until / if QC gets tuned it's looking like Fatigue at 7 and Fouls at 3 might be worth a shot...
I forgot what the foul percentage should be off the top of my head, but because QC seems to generate slightly inflated totals, dropping fouls might be a good "workaround" move to compensate...Comment
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Re: Quick Count Pitch Counts
In the past I've had my Starter Fatigue at 6 and Foul Frequency at 4, which provided great results...
Until / if QC gets tuned it's looking like Fatigue at 7 and Fouls at 3 might be worth a shot...
I forgot what the foul percentage should be off the top of my head, but because QC seems to generate slightly inflated totals, dropping fouls might be a good "workaround" move to compensate...
I wasn't able to walk any at all on default with high control pitchers if I didn't want to basically. With those set at 2 and 1, even if I aim the 3-2 fastball well inside the strike zone there's a chance it could miss the target by a lot. Pitcher ratings still play in especially with classic interface.
Sent from my SPH-L710 using TapatalkLast edited by DarthRambo; 04-12-2014, 06:30 PM.Comment
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