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PostPosted: Fri Apr 25, 2008 6:37 pm 
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calislim wrote:
Is there any real benefit to dating Sarah if you're a fielder? I've never really focused on dating her unless I was building a pitcher.


First off, thanks for all the great insight, mich appreciated. The reason I want Sarah is to get "Brkp Double Play". The easiest way is to challenge when she asks you become a major leaguer. Challenging Becky on the Game date can get you "Gd Morale" though, so I'm trying to get them both.

Since it's been so long since I've made a character with Bison's Bat, are there any real negatives or differences? I mean, if you just keep using No or Marvin card at game time to prevent his possession of you, he's basically just a nuisance, right?


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PostPosted: Fri Apr 25, 2008 7:57 pm 
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Sarah also gives you a Secrets of Pitching/Defense book for the first Valentine's. Her dates are probably the best, as they can net abilties like Spray Hitter and Spider Catch. She, unlike Becky and Annie, can get you a gambling ring 100% of the time - in year 3 X-mas.

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PostPosted: Sun Apr 27, 2008 10:50 pm 
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J-Gao wrote:
I think odawali mentioned those as the big three abilities for pitchers in his JC Denton log. I, myself, would put Dr. K on a tier by itself, right below those three. And Safe Pitch and Lucky on the the third tier. I would actually maybe say Good Delivery isn't as good as the other two abilities, as it can be acquired through the SoP book.

What would you say are the big 3 for fielders, if any at all.


Yeah, those are my big 3. Safe Pitch and Battler come next. Safe Pitch for the rarity and Battler for its effect of protecting against hitters' Intimidator. I'm not a fan of the exaggerated fist pump, but the "adrenaline effect" of saving stamina is also neat.

For hitting, Intimidator and Refined would definitely make my big 3 as they're both rare and also effective. I'm not sure what the 3rd would be.

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PostPosted: Mon Apr 28, 2008 2:13 pm 
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Thanks for the info on Sarah. I usually don't date her much but now I see there are some worthwhile bonuses.


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PostPosted: Mon Apr 28, 2008 3:26 pm 
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I like contact, power, and spray hitter for hitters. But none are terribly rare, but do take a lot a points.

As for the final Big 3 - I agree on Intimidator and Refined. Maybe one of Trash Talk/Spider Catch. Don't know what for infielders though.

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"The breakfast of champions is not cereal, it's the opposition."
~Nick Seitz

"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
~George Brett

"We don't need refs, but I guess white guys need something to do. "
~Charles Barkley

""I know Koufax's weakness. He can't hit."
~Whitey Ford

SSBB FC - 3437-3779-6679


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PostPosted: Mon Apr 28, 2008 4:02 pm 
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J-Gao wrote:
I like contact, power, and spray hitter for hitters. But none are terribly rare, but do take a lot a points.

As for the final Big 3 - I agree on Intimidator and Refined. Maybe one of Trash Talk/Spider Catch. Don't know what for infielders though.


Why would you spend points on any of those hitter abilities? You can buy equipment that has them, and you almost always get them after 1 good game.


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PostPosted: Mon Apr 28, 2008 4:38 pm 
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I know that they're easy to get through equipment. But the fact that they do cost so much, shows that they are more valuable abilities, than, say Good Pinch Hitter.

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"The breakfast of champions is not cereal, it's the opposition."
~Nick Seitz

"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
~George Brett

"We don't need refs, but I guess white guys need something to do. "
~Charles Barkley

""I know Koufax's weakness. He can't hit."
~Whitey Ford

SSBB FC - 3437-3779-6679


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PostPosted: Mon Apr 28, 2008 5:52 pm 
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For me, cannon arm for outfielders is key. it's really expensive but I try to gamble for it at the very end of success mode (I never save reload so it's especially tough to come by). I like to pick up pivot man for my middle infielders but I never see much of a difference between those with it and those without it.


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PostPosted: Mon Apr 28, 2008 9:26 pm 
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The other rare hitter abilities include:

Gd B2B Hitter
Hot Hitter
Rally Hitter
BL Hitter
Walk-off Hitter

None are terribly useful, though.

I'm thinking that Sparkplug is quite useful, as well.

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"The breakfast of champions is not cereal, it's the opposition."
~Nick Seitz

"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
~George Brett

"We don't need refs, but I guess white guys need something to do. "
~Charles Barkley

""I know Koufax's weakness. He can't hit."
~Whitey Ford

SSBB FC - 3437-3779-6679


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PostPosted: Tue Apr 29, 2008 6:10 pm 
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I believe cannon arm is more important than you think.
It says "low and fast throws from the outfield", so people who have cannon arm ability don't "lob" the ball. In other words, it bounces less.

Oh, does anyone know that that move is called when you repeatedly press the A button and your outfielder does a super throw? (Announcer- The ball heads home like a bullet!)


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PostPosted: Tue Apr 29, 2008 6:17 pm 
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Defense abilities generally do not impact the game as much as hitting abilities, except for catcher's Trash Talk which affects the opponent's entire lineup and Great/Good Catcher that improves the pitcher's control and stamina.

The same goes for situational abilities, like Walk Off or Bases Loaded. How many times per game would that come in useful?

Of course they're all nice to have, but not on the top of my list in great or important abilities.

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PostPosted: Tue Apr 29, 2008 6:40 pm 
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B2B hitter is pretty useful, though, as it makes you better with another guy on base.

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"The breakfast of champions is not cereal, it's the opposition."
~Nick Seitz

"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
~George Brett

"We don't need refs, but I guess white guys need something to do. "
~Charles Barkley

""I know Koufax's weakness. He can't hit."
~Whitey Ford

SSBB FC - 3437-3779-6679


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PostPosted: Tue Apr 29, 2008 11:36 pm 
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J-Gao wrote:
B2B hitter is pretty useful, though, as it makes you better with another guy on base.


It may come into effect far more often than Walk Off or Bases Loaded, but it's still a situational boost. Even if your player is hitting behind a .350 hitter, it's useless 65% of the time. Plus, the effect is a slight contact boost - it doesn't change the physics of the game (like being able to get solid line drives on off-center contact or balls staying fair more often) like some of the better abilities do.

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PostPosted: Wed Apr 30, 2008 2:54 pm 
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Yeah, good point - but his OBP would be closer to .500 - which is still the minority. Pull Hitter is the only other ability that has a visible impact (that I can think of) - but it isn't terribly useful.

What about Sparkplug?

_________________
"The breakfast of champions is not cereal, it's the opposition."
~Nick Seitz

"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
~George Brett

"We don't need refs, but I guess white guys need something to do. "
~Charles Barkley

""I know Koufax's weakness. He can't hit."
~Whitey Ford

SSBB FC - 3437-3779-6679


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 Post subject:
PostPosted: Tue May 06, 2008 6:00 pm 
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I think Sparkplug and Gd Morale are underrated as they affect the entire team, but they lack the "eliteness" to be at the top of my list. When I think of Sparkplug, I think of David Eckstien.

The pitcher's Lucky is also pretty rare and effective, but it's neither in my top 3 nor second tier for the same reason.

These are good abilities to have but they aren't the kind that define a great player (in real life).

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Last edited by odawali on Tue May 06, 2008 7:58 pm, edited 1 time in total.

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