To me, Solid Hits did what you had described it here for MLB13. I also saw the impact of raising Solid Hits actually LOWERING HR because it acted more with adjusting the bell curve for trajectories (i.e. if 0 = pure line drive and at the center of the curve, low Solid hits widened the curve and high Solid Hits clustered things around the center more) for lack of a better way to put it. I loved how I could run with high power, timing, and contact and still keep offense under control with Solid Hits (and Foul Frequency).
This year, I also noticed what you mention with it governing HR (and HR distance, I hit a HR on 4 Solid Hits with Stanton and it went "only" 390 feet even with 8 Power - with 7 or 8 Solid Hits and all else equal, I almost matched his 480 ft bomb - went 470 feet. Also had several 450 ft blasts in the Home Run Derby) as much as anything else, though it does seem to have some impact on how often you "roll" Solid or Normal contact vs Jammed/Pulled Off/Weak.
Seems to create a situation where if I lower Solid Hits, then I'm losing the very "oomph" on hits I want because I'm getting so much "Weak" contact, creating choppers and pop-ups too often. What I really want is just more so more varied trajectory so maybe that 8 Power and 90 Power rating created a "major league fly ball" that seems to take forever to fall into a glove, but if it was a "better" fly ball, it could have been a 430 ft HR or a 100 MPH line drive scorching through the gap.
It seems like Solid Hits is doing what Power used to do last year. I don't like that. I've read where you mentioned Timing is now more the trajectory modifier (higher = more centered around line drives/flatter trajectory hits), but lowering that has other consequences - unlike the old Solid Hits behavior

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