I like that whole pitch count. If it is done the way they say it, it can make the games so much more intense. Especially the next day game with the bull pen.
MLB 2K11 Developer Diary #3 - Pitching and Hitting
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
This 100% false. A flick to the right or left on the RS was always a defensive swing, and could be executed as the ball was on the way. It helped if you were just trying to make contact, but it was very doable.
And the check swing was perfectly implemented. I had several check swing every game I played. I do wonder if it was easier to pull off becasue I used contact swing most of the time. It should be near impossible to hold back a power swing in contrast. It might have affected the defensive swing, too.
But both of these features were tuned perfectly. All i can think of is that you didn't know how to do them.Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
I can't really remember where I had it. But I know that i had no problem executing check swings and defensive swings on default settings. I played a ton of games that way in order to unlock cards and achievements.
Were you using the analog hitting? I know that folks that were still using buttons were left out. But check swings really make no sense with buttons.Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
Yes analog, I had pitch speed quite high to make fast ball look really fast both when batting and pitching. Maybe my reflexes are too slow....Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
With pitching slider we will be able to walk batters now and that was the MAIN thing that killed the game for me last year...If the cpu wanted me to throw 3 balls in a row I made a deal with myself that every time that would happen I'd throw the 4th one in the dirt just to make it seem like I walked a batter.Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
Once we had the physics and hit types behaving properly, the next step was to improve the visuals of the swings. We removed every single contact swing, both one-handed and two-handed, from MLB 2K10. We re-shot new contact swings that look much more natural and smooth. Batters will step into their swing rather than stepping, pausing and then swinging. In addition to the contact swings looking more realistic, the batter also looks a lot better when leaving the box on his way to first. Gone are the days when the contact swings looked choppy and sluggish. Also, a concept of acceleration allows the player likenesses to shine through even in the first few steps to first base after making contact. Guys like Carl Crawford get out of the box much quicker than someone like his new teammate, Adrian Gonzalez.Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
Agree. Lot of good stuff here. Especially like the bit about strikes not always getting called if the corner of the ball touches the strikezone....that used to drive me nuts in 2k10.
If the onfield action is as good as all the info we have received this is going to be a cracking year to be a baseball fan.Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
Very much agreed. I also hope this year I can actually make contact with the ball instead of getting "Very Late Swing" even though I feel like I'm timing it perfectly or early. I always try and pop in MLB 2K10 because quite frankly the game is very fun for me, but if I can't make contact or check swing, where does the fun go?Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60Comment
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I sure hope that middle relievers, setup guys, and closers have drastically lower pitch count limits than starters. Relievers should tire faster and not be allowed to throw 80 pitches in a game by human or CPU ai managers. I once faced a reliever for 8 innings (extra inn game) because my opponent didn't feel pressured to change him, regardless of how patient at the plate I was.
This will certaintly be a great test of CPU ai and how far 2k has truly come with this game. March 8 can't get here fast enough.
BigBlueComment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
I wouldn't jump the gun too much - everything sounds great, but if you put your expectations THAT high you are much more likely to be let down.Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
I sure hope that middle relievers, setup guys, and closers have drastically lower pitch count limits than starters. Relievers should tire faster and not be allowed to throw 80 pitches in a game by human or CPU ai managers. I once faced a reliever for 8 innings (extra inn game) because my opponent didn't feel pressured to change him, regardless of how patient at the plate I was.
This will certaintly be a great test of CPU ai and how far 2k has truly come with this game. March 8 can't get here fast enough.
BigBlueComment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
everygame has some issues to be ironed out, but for the most part if everything works out well we should have a solid game, i don't want to get my hopes up to high 2k has let me down in the past..so with that being said only time will tell guys n gals....... really hoping 2k ironed out the bugs n glitches...Last edited by blkprince04; 02-19-2011, 11:30 AM.Comment
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Re: MLB 2K11 Developer Diary #3 - Pitching and Hitting
I'm almost 100% sure last year that relievers fatigued at the same rate as starters, meaning the stamina rating was useless. I can't prove it now, but I checked it out back when I still had 2k10 and relief pitchers would lose 1 energy for every pitch they threw. So they could throw 100 pitches before they are at 0 energy. And it wasn't just the first pitch they threw, I made sure to throw a lot of pitches with them. That was very annoying knowing that stamina did not matter.Comment
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