Based on the videos, it seems the CPU has a difficult time hitting breaking pitches!
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Re: Based on the videos, it seems the CPU has a difficult time hitting breaking pitch
For all intents and purposes, I think one of the very limiting challenges of the swing system in the game and any other game that DOES NOT employ a cursor based system, is the fact that the dynamics of the player controlled swing action is missing the key element of swing location. Meaning that the cpu will automatically adjust the users swing to move to the location of the pitched ball and only force the user to worry about correct timing.
With this said, the design of the user swing coding, may not see a 4ft drop on a nasty curve any different than a straight fastball from a location standpoint because the system is designed to swing torward the location of the ball. So in essence, i think the designers creatively use other design solutions to simulate the challenge of hitting a sharp breaking ball. Perhaps they have the breaking ball slow down with more exaggeration to compensate the challenge a player should face on getting 'good wood' on the ball.
Or it may not compensate anything at all. This is why I sometimes felt that the swing sticks were a little too easy to make contact. It could be for this very reason. I dont even think I explained myself well....please tell me if I made any sense in what i was trying to sayComment
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Re: Based on the videos, it seems the CPU has a difficult time hitting breaking pitch
Seeing as the demo is out now and some people are actually agreeing with my initial post that the cpu has a problem hitting curveballs, anyone think this is going to be a problem in the final build?Comment
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Re: Based on the videos, it seems the CPU has a difficult time hitting breaking pitch
It's impossible to say right now without trying the higher difficulty settings.Comment
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