So I got in two games last night with the patch (Reds franchise) and the timing slider adjustment back to default. I had my first 1-0 game since 19 came out (a loss to the Pirates of course) and a 7-2 loss to Miami. I was getting enough hits, just not converting with RISP. The 1-0 game was a beauty between Chris Archer and my newly signed FA Ervin Santana - both teams had chances, but some clutch pitching and defensive plays kept the runs off the board. The 7-2 loss to Miami...I lost my focus, wasn't in a good rhythm with my pitch selection and I did a poor job shrinking the zone while hitting...I have to be better than that.
The timing slider adjustment back to default seemed to work very well in concert with the patch. Very good hit variety, it was tough to square up pitches. I went B2B games without hitting a HR for the first time on 19....something that also makes me happy.
OK..so Gman, you posted this as I was writing this up, so I am going to respond here. Now, I did play a bit on pure default and it was back to line-drive, line-drive, line-drive - which I don't want to see (at all).
We already have the timing back to default in the OP and that seems to be working well. That 1-0 game, both teams had 4 hits (game had a strong wind blowing-in too). The second game, Miami had 14 hits and my Votto-less Reds had 11. So, definitely two different games. But yeah, I know what you're getting at; I want to see though how the next 3-4 games go for me. (I will say that I had a very difficult time driving the ball, but my discipline was crappy last night too...)
That said, I am VERY dis-inclined to change the solid hits back to default. If I were to make a change, it would be reverting the pitch control back to default. That pitch control slider is a direct counter to the hitting, so that offset in favor of the pitcher may be causing an imbalance. It very well could be that the very subtle tweak SDS made to timing is enough to allow for default pitch control to work without seeing that offensive explosion.
But, I'm not ready to quite go down that road just yet. I'd really like to get feedback on the OP from others and also get some more data points from my own playing.
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A different topic....
Now, I had just begun experimenting before the patch with SP Stamina. Now, the issue I have here (and others have touched on) is that pitch counts (user and CPU) are seemingly too low. The counts in of themselves don't bug me, but when I see an 80 stamina pitcher in August (who is pitching effectively) begin to lose effectiveness around pitch 65-70, I'm not a fan. The SP "dies" around pitch 80-85 (maybe 90), the lower rated LRPs/MRPs come in, are more likely to get shelled and get badly over-worked. Lowering Manager Hook doesn't really address the core issue either, because even if it keeps the SP from getting pulled as early, he's a SP running on fumes who's still in the game.
So what I am looking to do is essentially add about 10 pitches or so to the mix. That 80 stamina guy (on a good start) then begins to slow-down around pitch 75-80 and "die" around pitch 90-95 (maybe 100). That's a much bigger change than it sounds, because more often than not, that should get him through the 6th inning; helping to bypass the MRPs a bit more often in favor of the generally more effective SU men.
I have been working with SP Stamina at 6 both pre and post patch and it's looked good in limited time. My game vs Archer last night (he had an 83 in-game stamina rating), he got into the 7th and exited the game with a 1-0 score but a couple runners on (around 95 pitches). He had a little bit more in the tank (command fading though) and if he had a clean 7th, probably would've hit around 100-105 pitches. My game vs Miami (Caleb Smith who had an awful 65ish stamina rating)...he got through ~70-75 pitches before getting in trouble and getting pulled (I don't remember the exact scenario, but remember thinking that the pull made sense). The user pitchers looked good too, Santana (85 stamina) hit 100 pitches before I had to pull him (Castillo got beat-up a bit and was pulled early). I've had a few other games in the past couple of days, but the two from last night are fresh in my mind.
My gut says SP Stamina at 6 is going to give us what we need. It's not fully tested yet, but I am updating the OP with it to get some feedback.