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# of pitches...
I have figured out how the pitch count (stamina) rating is derived so I want to go in and adjust them for pitchers, particularly short, short relievers so they won't pitch over 1 inning as they often do. I wonder if this is a good idea.Tags: None -
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Two things: First, the CPU will continue using a pitcher if he's doing well, even if his stamina has reached 0. I've run my own stamina tests, and I've seen the CPU leave a 0 stamina guy in for up to 3 innings after he's reached 0. And I saw that happen more than once. So lowering stamina in hopes the CPU will switch out 0 stamina guys so they only pitch 1 inning etc. isn't guaranteed to work. FYI, the problem here is there's nothing different that really happens once a CPU pitcher reaches 0 stamina. His pitch speed might drop by 1-2 MPH, but that's it. He still has the same break and control, and can continue K'ing your hitters with no problem whatsoever.
Second thing is it will no doubt mess up pitchers' fatigue and recovery levels. Now, that doesn't matter to me because I don't care how the CPU manages its pitchers from a fatigue perspective. That's because I never pitch, I only hit using both teams. So that question/issue doesn't affect how I play. But it's something you'll probably need to test as well, to see if and how pitchers' fatigue levels will be affected if you start lowering their stamina ratings.Last edited by Yeats; 04-02-2012, 09:19 AM. -
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its a good idea in theory, but for how long it would take to input manually, its probably not worth it. like yeats said sometimes they will pitch a player well past his pitch count if hes pitching well but most of the time you could sit on a fat pitch and drive the ball pretty well. but imo the big problem with pitch counts is the foul balls. there seems to be a fraction of the foul balls hit in game compared to real lifeComment
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Question: Isn't moving the stick L&R meant to emulate a defensive swing, or am I wrong? If so, in theory using defensive swings should result in more fouls balls... at least for you when you're hitting against the CPU.
EDIT: Just checked... defensive swing is R stick X negative or positive, whatever that means lol! I don't even know.Last edited by Yeats; 04-02-2012, 09:27 AM.Comment
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Flicking the swing stick left or right is the defensive swing, just be sure when you do it you flick the right way. If you're using a a right handed batter and the pitch is outside, you need to flick to the right, and 9 times out of 10 you'll foul it off (assuming you time it right and the ball is reasonably within reach of the plate). If you flick left, you'll make a ridiculously bad swing (which you should ya dummy, the ball was outside and you swung inside). Anyway, I really like the system a lot, I've had 10-12 pitch at-bats that were awesome battles. Even when I don't use the defensive swing I've had plenty of foul balls, and been impressed by the amount the cpu fouls off against me.
Anyway to the OP's question, I wouldn't mess with it. Unfortunately the cpu doesn't manage relievers intelligently, just one of those things we have to deal with, tinkering with ratings will probably cause unintended consequences. Hopefully whenever that patch finally comes out they can address it.Comment
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Thanks for clarifying. So I was wrong about the correct stick, but right about the increased number of fouls balls. I'm batting .500!
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im pretty sure right stick X positive or negative works the same as a graph in math. Y is up and down pos/neg and X is left and right neg/pos so the defensive swing is left/right on the right stick. i find however that with the added hit variety they added this year that the defensive swing lost some value. ive noticed to really only finding myself using it as a twitch reaction if i notice a ball is going to be a little off the plate, other than that the contact swing seems to be more than serviceable as a "defensive" swing.Comment
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Me, I too often swing as a twit reaction to all those pitches off the plate, nyuk nyuk nyuk.
Lots of good info, thanks.Comment
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x-axis --> negative = left, positive = rightQuestion: Isn't moving the stick L&R meant to emulate a defensive swing, or am I wrong? If so, in theory using defensive swings should result in more fouls balls... at least for you when you're hitting against the CPU.
EDIT: Just checked... defensive swing is R stick X negative or positive, whatever that means lol! I don't even know.
But that only works with total control batting. I you use classic hitting fouls come automatically based on how you have timed the hit.Comment
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Yeats is right, manually editing the ratings will really only affect sim stats, which ironically have players pitching too few innings!
You only see a tired, low stamina, pitcher get the hook when he gives up a hit or a walk. Otherwise, if he's getting outs he's going to throw until the game is over unless it's a save situation, then the closer will generally come in. So it's more of a game engine issue than a ratings issue.Comment
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Guess it depends on your slider settings for pitch speed. I see tons of foul balls on both sides. Too many for my liking.its a good idea in theory, but for how long it would take to input manually, its probably not worth it. like yeats said sometimes they will pitch a player well past his pitch count if hes pitching well but most of the time you could sit on a fat pitch and drive the ball pretty well. but imo the big problem with pitch counts is the foul balls. there seems to be a fraction of the foul balls hit in game compared to real lifeComment
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Well I've adjusted all the pitch counts and now I'm seeing how it plays out. It is true pitchers will go past their pitch count but once they really start getting wild they are yanked pretty quick. I don't mind them going past their count. I do that with my own pitchers at times as long as they are getting outs, but I do have the BP ready and so does the AI, so in that way the AI seems ok with me.
Anyway, I'll keep seeing how it goes. I still have the original league backed up in case I made a big mistake.
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Hard to believe they changed that with 2K12. I tested 2K11 extensively, and CPU pitchers did not get wild with stamina at 0. Reaching 0 stamina had no discernable effect on their ability, other than losing a couple mph on their pitches.Comment
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Guess it has to do with slider settings. They get wilder and they can get hit harder. Granted, it may leave them in one batter too many but I do that too. Anyway, I am not seeing pitchers with less than 1 IP/Game for their career pitching 2,3 and 4 innings anymore. The most I've seen from a real life "short" reliever is 2 innings, which I can accept.
The other thing is now when a reliever comes in, working the count does matter. I hate seeing a "short" reliever coming in in the 6th inning with a "pitch count" expectancy of 40, 50 or more knowing that working the count probably won't matter cuz of the time of game. Now, when they have a small pitch count limit I can work their count and get them out of there a lot sooner than the way it was.Last edited by Rdrunner; 04-02-2012, 01:01 PM.Comment

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