And I saw more high-fly power shots to the outfield. That's the 2B rating kicking in. It seems to add loft and "hit-the gaps" potential to the ball (a kind of pre-determined game programming, unfortunately and from the looks of it). Both the 2B and 3B batting ratings indirectly determine whether a player is a fly ball or ground ball hitter it seems. So just like the FPS and Hard Ball series, a person could more or less program specific players to be primarily ground ball or fly ball hitters, just by assigning 2B and 3B ratings. And HR ratings probably, but I haven't been checking the effects of those yet.
My concern is the increase in weakly hit balls, versus the high-fly power shots and the fact there's this sudden drop in hit variety when lowering Contact ratings. What I did to fix that is raise the AI Contact up to 95 and drop AI Skill to 50. I tried that for a bit and I did see less bloop grounders.
Unlike Rick (the eternal slider optimist :-) I don't think this game can be saved with sliders. The actual programming seems messed up -- too much Power assigned to the higher Contact ratings, for example. This is similar to but different than NFL 2K5. That game was ratched out of the box, with some serious programming imbalances that could be half-rescued with sliders @ 0 plus ratings edits. But from what I've seen so far, this game will never play as realistically as NFL 2K5 did even after editing, let alone relying on a slider fix only. A very unfortunate by-prodiuuct of rushing this game onto the market... though I still like the game for some odd reason -- John and Joe have a lot to do with that I think :-)
Anyway, bottom line: if using default rosters, try AI Contact @ 95 or even 100, and lower the AI Skill slider until just before the CPU always strikes out (30-40?) That might get rid of some of the dribblers at least.
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