Quick Count Pitch Counts

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  • KingV2k3
    Senior Circuit
    • May 2003
    • 5881

    #106
    Re: Quick Count Pitch Counts

    Originally posted by IrishSalsa
    7 and 3 sounds like the best combination I agree. I personally have my pitcher control and consistency set at 2/1 for both Human and Cpu...found this combo last year to help generate BBs. Since it has no effect on what the generated count will be I am still rolling with it and have good results.

    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 Tapatalk

    Thanks for the detail!

    I asked this one a few posts back and it got no reaction:

    What do you think the CPU Strike Frequency slider does now in light of quick counts?

    It's SUPPOSED to influence the frequency that the CPU throws first pitch strikes, but since the "first pitch" is virtual in this mode, does it affect the first pitch PLAYED (as opposed to generated) of the USER AB or is the slider now irrelevant in this mode?

    Tough to quantify, I know, but I'm curious what others see / suspect / etc.

    Comment

    • Heroesandvillains
      MVP
      • May 2009
      • 5974

      #107
      Re: Quick Count Pitch Counts

      Originally posted by Trojan Man
      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.
      Are we talking QC's or real life here?

      With the extra pitches generated unseen with QC's, SCEA already reprogrammed the stamina and will patch in subtracting an extra pitch for 3-2 counts. But for this brief window before the patch, I guess yes this is a decent number for workhorses.

      But in real life, 125-145 is way too much. Way way too much.

      Pitchers can pitch beyond their stamina in the game. The penalty for stamina only kicks in at the very end and with high overall and pitch confidence, can counteract it to a degree. The important thing is how your pitcher is pitching at the moment.
      Last edited by Heroesandvillains; 04-12-2014, 09:15 PM.

      Comment

      • Heroesandvillains
        MVP
        • May 2009
        • 5974

        #108
        Re: Quick Count Pitch Counts

        Originally posted by KingV2k3
        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...
        Around 27 foul balls per team per game.

        Comment

        • Heroesandvillains
          MVP
          • May 2009
          • 5974

          #109
          Re: Quick Count Pitch Counts

          Originally posted by KingV2k3
          Thanks for the detail!

          I asked this one a few posts back and it got no reaction:

          What do you think the CPU Strike Frequency slider does now in light of quick counts?

          It's SUPPOSED to influence the frequency that the CPU throws first pitch strikes, but since the "first pitch" is virtual in this mode, does it affect the first pitch PLAYED (as opposed to generated) of the USER AB or is the slider now irrelevant in this mode?

          Tough to quantify, I know, but I'm curious what others see / suspect / etc.
          It's not first pitch strikes. It's early count strike aggression, which fundamentally sets the balance of power between the batter or the pitcher.

          I'm sure counts have been fine tuned behind the scenes to keep this balance in place which I'm sure required hundreds of hours of testing.

          Comment

          • RedSoxFox7
            Banned
            • Mar 2004
            • 252

            #110
            Re: Quick Count Pitch Counts

            Originally posted by Heroesandvillains
            It's not first pitch strikes. It's early count strike aggression, which fundamentally sets the balance of power between the batter or the pitcher.

            I'm sure counts have been fine tuned behind the scenes to keep this balance in place which I'm sure required hundreds of hours of testing.
            From what I've observed with QC, it's not even early count aggression - it's literally strike frequency, because we're not seeing the early count pitches. It appears the count you inherent isn't being considered, so the slider is affecting the first few pitches you see, regardless of the count.

            Bump the slider all the way down, and you'll still be seeing a lot more balls thrown on 2-2, 3-2, and 3-1 counts than with the slider all the way up.

            Comment

            • RogueHominid
              Hall Of Fame
              • Aug 2006
              • 10900

              #111
              Re: Quick Count Pitch Counts

              Originally posted by Heroesandvillains
              Are we talking QC's or real life here?

              With the extra pitches generated unseen with QC's, SCEA already reprogrammed the stamina and will patch in subtracting an extra pitch for 3-2 counts. But for this brief window before the patch, I guess yes this is a decent number for workhorses.

              But in real life, 125-145 is way too much. Way way too much.

              Pitchers can pitch beyond their stamina in the game. The penalty for stamina only kicks in at the very end and with high overall and pitch confidence, can counteract it to a degree. The important thing is how your pitcher is pitching at the moment.
              Talking QCs. I have been keeping rough track of how many pitches starters usually have at certain points in QC games and I've made it through 2 complete games in about 50, with the total pitch count near 140.

              Usually, it's near 100 by the end of 6.

              Comment

              • Armor and Sword
                The Lama
                • Sep 2010
                • 21792

                #112
                Re: Quick Count Pitch Counts

                Originally posted by IrishSalsa
                7 and 3 sounds like the best combination I agree. I personally have my pitcher control and consistency set at 2/1 for both Human and Cpu...found this combo last year to help generate BBs. Since it has no effect on what the generated count will be I am still rolling with it and have good results.

                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 Tapatalk
                Already have foul frequency at 3 and will also move starter stamina to 7……agree it is the way to go for now with quick counts so your rotation does not burn out by the 3rd month of the season.

                Interested to see how they will tune this in the next update.
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                Comment

                • DarthRambo
                  MVP
                  • Mar 2008
                  • 6630

                  #113
                  Re: Quick Count Pitch Counts

                  Originally posted by KingV2k3
                  Thanks for the detail!

                  I asked this one a few posts back and it got no reaction:

                  What do you think the CPU Strike Frequency slider does now in light of quick counts?

                  It's SUPPOSED to influence the frequency that the CPU throws first pitch strikes, but since the "first pitch" is virtual in this mode, does it affect the first pitch PLAYED (as opposed to generated) of the USER AB or is the slider now irrelevant in this mode?

                  Tough to quantify, I know, but I'm curious what others see / suspect / etc.
                  I have always had this slider set at zero personally. Through my testing I haven't found any slider setting that effects QC and where the chances of garnering a particular generated count to start an at bat.

                  I've left it at zero for QC games and I'm not seeing anything strange. I like to think the pitcher pitches based on what the count is, not because his strike frequency says he should throw a ball outside the zone.

                  I'd just play with it at zero then at max and see if you can tell a difference in how the cpu pitches. I'm doubting you do though. But I could be wrong, I just set it at zero from the start though.

                  Sent from my SPH-L710 using Tapatalk
                  https://www.youtube.com/DarthRambo

                  Comment

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