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Started trying to make a great pitcher from a standard start https://www.mlbppworld.com/viewtopic.php?f=12&t=2079 |
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Author: | hockeyrama [ Thu Nov 27, 2008 12:05 pm ] |
Post subject: | Started trying to make a great pitcher from a standard start |
Here are my moves up to the end of the first game. (the only mistake was save at wrong time and couldn't update to genius before first game, will do it first turn after first game). Let me know what you think. If you see somewhere that could be improved let me know. Started with mph 77, 90 ctrl, 31 stamina. I will just list the events in order not all the details that smiley did as I did not keep them. Street- movie- received good morality Street- cd- received pace Frank- upper -received good small ball train - 5 cards technique park- saw emily jaw show RE did jaw job- GR Frank- upper- good pickoff hit progress steakhouse RE shop- bison- save coupon- bounght goggles and as much choc as possible (think ![]() Tom RE Stitch 1 - 8 correct Boost speed +2, SCB +2 stam +4 Frank- upper- received recovery boost top speed +1 stam +6 ctrl +4 SCB +1 Park Emily - too much trouble - stam +6 Thief RE had to choose park or food all others had things there like Frank at street. choose park - run +12 strength Marvin says thief at park boost stam +4 catch thief with only 80 mph fastball and 94 ctrl with lvl 3 scb he gives 1575 cash, str, tech +11 BB +21 and quickness (this led into game so had to reload for quickness. First game 5 and 2/3rd innings with 7k coach 5 scout 10 str 17 tech 17 bb 17 ment 9 stuck out all 5 I faced. (went high with fastballs when they thought bb and mid to low with scb when they thought fastball- 3 pitches to each batter. When they try to bunt just threw fastball high and on the side of the zone so they bunt foul) 0-0 game we won rematch- note - during one of the games he went 8 and 2/3rds I pitched to one guy but only had a coach 2. He pitched a 1 pitch shutout and scored low but higher on a 5 inning 4 hit shut out with more k's now I am going to finish stitch 2, 3 to get genius and a glove and then do some jaw jobs and go to bison before next game to buy some glove wax to boost top speed. |
Author: | hockeyrama [ Sat Nov 29, 2008 1:21 am ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
update: progressing well: stitch 2- gd sense boost stam +19, top spd +1, ctrl +5 SCB + 1 Stitch -neithier - received DR. K glove Marviv stone RE- received focus stone and lucky beef of legend Dr goodjob- year 1 may 3rd-turn to may 4th no vitality - success - +3 speed - stats... boost stam +10, top sp +1, ctrl + 5, SCB +1 practice - accuracy -5 cards boost ctrl +8, scb +1 (level 6) double mega - boost w/risp tom RE game 8 inn, 12 k (10 me) coach 12 sc 25 srt tec bb- 45 men 15 low pitch, lost rematch on 0-0 game - Lucy -2 Boost stam +8, ctrl +5, scb +1 (now level 7), top sp +1 stitch water spider boost stam +2, ctrol +4, top sp +1 Lucy RE- don't say marvin- Lucy +3 Steak - park Jaw job- get GR Jaw job- GR steak - play with kid Game burgers 8 1/3, 17k (16 from me) coach 15 Sc 30 str, tec, bb - 40 men 14 boost - vs lefty, fastball life, Dr. K. Had to stop here - will boost abilities - sell dr k glove and GR and buy pitching heart, and glove waxes sometime soon. I think he is going well, 17k this early seems pretty good to me. |
Author: | Me_and_Lucy [ Sat Nov 29, 2008 1:33 am ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
Dont sell gamblers ring until the end of your last game. Its more worth s/l for stats that need 200+ points to lvl up. |
Author: | hockeyrama [ Sun Nov 30, 2008 1:30 am ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
I disagree. I think that it is good to sell them earlier as you can use the money to boost the character and do great on the year 2 games. THe last character I made had 3 no-hitters and you get nice stats for that. Just because you bought glove wax does not mean the points for str and tech won't be used. You can use the str and tech to boost hitting which will make the character a good hitter as well. The one area I do have a problem in boosting is control. I find it very difficult to get this above 180 (even hard past 170). If anyone has suggestions here I would love them. THe other problem is that I was so focused on abilities I saved after the WildJoker loss in the first game where I had great stats boost and abilities and this has messed up the Lucy arc. Before I did this when making a Patty character just to see if Lucy could still be a special friend I played a bit and tested it and she can. So with this character I played through to the end quickly and found that she gives you her ending but no scouting report so no intimidator. I am going to try and see if I really boost her likeability before the second game if I can get the ability but I don't think you can so maybe back to Patty. The key event is Jonathon giving you the purse with his pic. That is the part that keys the scouting report. |
Author: | hockeyrama [ Mon Dec 01, 2008 7:15 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
Update continued: stich - original pitch- snk - more break boost - bunt master stich practice - Tom RE Boost orig +1, pwr +3 Frank frank - about dream - gd reflexes boost stam +3, top spd +1, pwr +1 Ctrl +1, orig +1 steak -cow- market- Marvin Ghost RE Street - read book - consistency Ben --- Marvin Game RE game - coach 6, sc, ?, str, tech , bb 31 boost, trj +1, Con +1, Pwr +1, Stam +1 orig +1 Train BB- 4 cards- boost orig +1 trn accur - 5 card Patty don't work boost ctrl +2 Ghost RE Ben Work Ben RE - blackdog - boost ctrl +1 stitch practice- boost pwr +1, top sp +1 orig +1 trn BB- 5 cards - boost orig +1 Marvin cave RE boost pwr+2, stam +1, ctrl +1 Patty talk - like +4 Patty date - Ok - +4 marvin cave RE patty lookout -tea +6 Boost pwr +1, Stam +1, ctrl +1 patty rest- go somewhere eslse - received spin patty lookout- received safe pitch Marvin Organic dog RE- received insomnia hospital - cured insomnia (seeing doc I think needed to activate doc thief) bison - see DR. K, rings - buy 6 glove wax, 1 choc, pitching heart, W shot (+2 con ) bat Marvin Cave RE use wax, boost- pwr +2, stam +1, ctrl +1 patty lookout skline patty mountain - economics - ben notices scout - do better, boost, pwr +3, ctrl +1 patty lookout- sure are steak - cow steak halapeno - strong finisher Marvin baseball memories RE bison - 6 chocs train bb Marvin kid RE Christmas patty - give pendent- sop -groundball P, Surprise bag- glove wax boost kn +1, poise end year 1 dec week 4 2 commands, all pitch abilities except Gyro and battler (both will get when Patty and Frank arc's finish )(can't get battler and poker face or gyroball and intimidator). 100 mph fast ball, 2 level 7 pitches (orig snk, and SCB) and a level 4 kn. ctl 156, stam 165 GOt almost all pitching abilities from events (except poise - could have picked copper with stitch but wanted the dr k so I could get Dr ke early and then I just boosted it later) all by the end of year 1. I think he is coming along just fine. |
Author: | hockeyrama [ Tue Dec 02, 2008 11:03 am ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
just played first game in year 2- 21k no-hitter. |
Author: | SlimPickens [ Tue Dec 02, 2008 1:05 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
Me_and_Lucy wrote: Dont sell gamblers ring until the end of your last game. Its more worth s/l for stats that need 200+ points to lvl up. This is correct. The 750 dollars you get from selling the ring is in no way equal to the benefits the ring gives you by keeping it until you have ALL the abilities and stats you need by gambling. The ring takes pressure off you to s/l for every single ability from REs, so if you miss something thats buyable you can gamble it and still get the skill. On most of my players I have over 15k at the end to spend before I even sell my GR, and I already have most every ability and stat by the end of year 1, so selling the ring really would not benefit me at all. You can boost your abilities much higher early using the ring instead of selling the ring and buying wax or something. The ring can boost your stats 6+ points per month if you gamble every command phase after practice/events. The wax you buy with the ring you sell can only boost you 1 point (and only once). Trust me. Keep the ring. |
Author: | hockeyrama [ Tue Dec 02, 2008 2:59 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
I agree that for a batter you may be onto something for waiting. Because when you sell at the end all the skills are relevant so the extra boost is great. Not so for a pitcher, the only one that matters is Glove wax. The run speed and power boost have no real benefit. So I think getting the boost early then focusing on building other skills such as breaking balls is more important then extra cash. I still don't see the benefit by keeping it. First, it takes up slots so you are limited in buying things like chocolate. Second, what do you buy at the end. The goal is not how much money you can make but how good the character is. If you boost top speed then he will be pitching no-hitters for most of the games in year 2 and cleaning up on the extra points from that. If you wait to the end what do you need, your speed should already be high so you buy about 3000 worth to make your running speed and a few more for top speed and then the rest on bat wax which only boost +3 pwr. Which you can easily boost in game with a few str train. Third, there is no difference boosting whether you have a +10 top speed glove or not. If your base speed is 93 then the cost to go to 94 is the same whether you have a glove or not. Fourth, (I think the most important), if you notice that cash is not important (see reason 2), then you will use your turns more effectively to boost stam, ctrl, and breaking pitches. It means less turns to jaw and more on other things. I complete almost all the arcs, get all the abilities and use the points to boost everything. My pitchers end up with top speed 105, gyroball or intimidator, 4 or 5 level 4 pitches with high A stam and B control, 15 run speed, b or a contact and D power with some hitting abilities. I think when you read this thread and see the final product that I will be showing how effective my strategy is. Having tons of cash at the end is not as good as having an amazing character. |
Author: | Longball714 [ Tue Dec 02, 2008 6:14 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
So you use gambling tickets to get breaking ball upgrades and control upgrades? Seems kind of contradictory to me. Then again, I don't eat chocolate, so I probably don't realize the importance of an item slot. ![]() Still, it seems to me that the point of selling the ring is to get money, and the point of having money is to get glove waxes. Hmmm? In addition, you don't have to go to the shop and waste a turn to sell the ring and buy waxes. Wouldn't it be easier to get a great character with a Gambler's Ring? Just my opinion. I just get one ring and then go for Secrets Books. Besides, I only made one pitcher so far. And if your character turns out better than anybody's, then nobody can force you to change. |
Author: | hockeyrama [ Tue Dec 02, 2008 7:20 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
Misunderstanding me: I sell all but one gambling ring. He was saying to hold off on all the rings to sell at the end. Which I, like you (as you mentioned) like to spend the things by getting glove wax and books to upgrade. I sell the extra rings when I go to bison and buy the glove wax and use it then. He was mentioning saving the rings and seling them at the end to have cash at the end to upgrade. I believe this would work for a hitter because upgrading all 3 stats at that time would be useful. I find that for a pitcher it is not. Having 18000 end the end for a pitcher is kind of a waste. First you spend say 4000 to upgrade your top speed and the rest is spent on upgrading run speed and hitting power, which is nice to have but not as important has having more breaking ball, ctrl, and stamina. Instead of the extra jaw jobs I buy or receive from a bag a ring of recovery and I train, if I have no vit during a turn I go to the steakhouse and boost vit and stamina and then train some more. This way I end up with breaking balls, stamina and ctrl (from the training) more then if I had of went the way of doing as many jaw jobs as possible. Not saying mine is the only way, actually, check smileys log, his is great. Just saying that I have seen many posts talking about how great the money is from Jaw and I think for a pitcher it is the wrong way to go. I use jaw at the begining and then get a few GR and the next time I see Bison I stock up on glove wax and make a great pitcher. By year 2 he is dominate and gets mega boosts from every game played. I thin kthis works better then hoarding rings to sell for a big bonus on the final screen. |
Author: | SlimPickens [ Tue Dec 02, 2008 8:11 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
I only ever get one GR. I do not sell it until the end. Money is never an issue. My technique is to just get the GR early, and use it often and have my player mostly maxed all the way before year 2 begins. I usually dont even have anything to spend money on at the end, since all my stats are maxed already. I thought you were saying you sell your only GR before the end of the game...which would be crazy. Getting more then one GR is also a waste of time. I rarely even do jaw jobs, since I get most abilities through REs, and gamble the ones that are easy to get that way- I limit my jaw jobs to a few SoP/SoH (just for the skills that are unbuyable), and gamble for all abilities I can instead of s/l ing endlessly on Surprise bags trying for books. I probably only do 4-5 jaw jobs unless Im bored during year 2 with nothing else good to do. Money is nearly worthless by the end of the game, I agree. By then you should be nearly maxed in all catagories or you are probably doing it wrong anyways ![]() |
Author: | DeathJohnson [ Tue Dec 02, 2008 8:14 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
Oh I didn't really read it, you had another gambler's ring? Are you keeping that one until the end? If you get any extras and you s/l for gambling so it won't break then there's no reason not to sell them. And I could understand if you wanted to get extras if you s/l enough to get gambler's rings from the bags every time you can get 1050$ from Jaw for one time. |
Author: | apple4960 [ Tue Dec 02, 2008 8:15 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
Actually, only 1K each job. 750 for GR resale + 250 salary. |
Author: | Longball714 [ Tue Dec 02, 2008 8:16 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
I go back to Jaw for money and Secrets books for special abilities, and one GR. |
Author: | hockeyrama [ Tue Dec 02, 2008 10:26 pm ] |
Post subject: | Re: Started trying to make a great pitcher from a standard start |
sounds like most do it similar to me. Me and Lucy commented that I should save the extra rings and sell at the end. That just through me off as I figured it not worth hanging on to them for a pitcher. I do jaw jobs in year 2 when:1. need something I want (hitting ability or a particular item - recovery necklace), 2. there is no steak and I have no vitatlity Here is the next update: jaw job - recovery necklace (do alot of training around this time, means lets turns for vit) BB practice - 5 cards doc thief boost kn +1 park- run - thief is downtown downtown - movie- caught doc glove thief (str tech +11, stam +3, sSop- battler), glove wax Frank collapses RE Ben - loan Boost +6 power , +1 ctrl BB practice 4 cards (started to have trouble getting 5 started settling for 4 sometimes) patty lookout- business problems boost Kn +1 ben collapses work at ducks ducks - go shopping ducks - go for walk- help run ducks jaw job- glove wax ducks - different girl - patty gone Train BB - 5 cards terry fishing RE Boost kn +1 (level 7) ducks - filed vit +98 trn BB - 4 cards joey RE Boost h-sld +1 ducks - patty back patty lookout- received gyroball, tri fangs, glove wax , spike wax trn accuracy - 4 cards terry injured RE Boost pwr +1, con +1, 2sfb +1, sifb +1 trn accuracy - 5 cards- boost ctrl +1 trn strength - 4 cards Joey RE pwr +2, con +2 trj +1 trn accuracy ctrl +1 jaw job- rats (didn't reload for better as the game was a no-hitter) 1st game year 2 no-hitter 21K Coach- 15 (no scout as already maxed) STR, tech, bb 48, men 16 had some tech left before game, will boost when I start. Just boosting, ctrl, bb, and hitting skills after games. Let you know how it goes. |
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