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PostPosted: Tue Apr 01, 2008 4:17 pm 
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Yeah, only in success mode and 2 player exhibitions has someone ever attempted to steal. My catcher usually guns them down, if not, it's because Mark's got a freaking noodle.

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PostPosted: Tue Apr 01, 2008 8:08 pm 
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Another stat picking question for hitters is what stats should I pick for each batting order spot? I've never had leadoff.


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PostPosted: Tue Apr 01, 2008 8:10 pm 
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I would assume contact, but more run speed.

I always end up hitting 5th/6th in the first year, then 3rd/4th later on.

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"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
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PostPosted: Tue Apr 01, 2008 8:10 pm 
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I had max contact and run speed but he wasn't leadoff.


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PostPosted: Wed Apr 02, 2008 4:04 pm 
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I've always batted third since I upgrade power first. I don't think it's possible to bat leadoff, but I could be wrong.

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PostPosted: Wed Apr 02, 2008 4:24 pm 
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You'd have to do it as a captain. But the coach might do his stupid stuff and switch you out.

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"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
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PostPosted: Wed Apr 02, 2008 4:26 pm 
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having at least C grade up or better run speed and contact will net you the leadoff position almost all the time... at least, in my experience...

I usually start off Year 1 in 7-8th, move to 3 when I buff contact first, and slowly move up.

If you go all power, you'll be in the heart of the lineup.

I guess if you wanted to net all those ABs you could set yourself up in the leadoff spot for the ABs, then at the end do HGH and suddenly max out power with all that held back exp.

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PostPosted: Wed Apr 02, 2008 7:33 pm 
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Interesting observation about which stats you boost first affecting lineup position. I normally boost CON first, and generally hit 7th in year 1 and 3rd in year 2 and 3 even if I've gotten A or B power by then. Willie Mays and Babe Ruth were my only two players to hit 4th, but they were probably the only two where I pumped PWR first and held off on CON until year 3.

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PostPosted: Wed Apr 02, 2008 7:59 pm 
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Makes a lot of sense when you think about it, though.

Power hitters 4th
Contact hitters 1st
All-Round hitters 3rd.

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~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

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PostPosted: Wed Apr 02, 2008 9:26 pm 
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i usually buff contact first too so i usually end up with a guy with 15 contact and F power batting third, i dont know why but in all of my situatiions power doesnt really matter (unless you want fourth). i would guess buffing speed first would get you the leadoff then you'd move back to third or fourth in the second and third years (assuming you then buff CON and POW)


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PostPosted: Wed Apr 02, 2008 9:43 pm 
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I always go with power first. Because as most people, I use strength training at first. And that's why I boost power. I'll also get high-cost abilities first. After the points gained after the first team practice, I gambled for cannon arm and actually got it one my 3rd try, which was relief because it was 5%. Usually I gamble on Battler and Poise early on for a pitcher because the mentality points are lower at the beginning, therefore I use less and save up for control.

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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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 Post subject:
PostPosted: Sun Apr 27, 2008 10:26 pm 
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mrsims31 wrote:
odawali wrote:
I think Good Pace only shortens the time between pitches under AI control. It makes the pitcher work quickly but has no effect on velocity or stamina.


What would be the plus/minus side to this ability?


It's a green ability, meaning it's neutral. It only adds authenticity for pitchers known to work quickly.

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PostPosted: Tue Apr 29, 2008 4:10 pm 
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odawali wrote:
mrsims31 wrote:
odawali wrote:
I think Good Pace only shortens the time between pitches under AI control. It makes the pitcher work quickly but has no effect on velocity or stamina.


What would be the plus/minus side to this ability?


It's a green ability, meaning it's neutral. It only adds authenticity for pitchers known to work quickly.


So some notable guys that would have this in the majors would be Mark Buehrle (if he doesn't, he should... he threw a CG in an hour and 30-40 minutes)


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PostPosted: Wed Apr 30, 2008 8:37 am 
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Drowning In My Sleep wrote:
odawali wrote:
mrsims31 wrote:
odawali wrote:
I think Good Pace only shortens the time between pitches under AI control. It makes the pitcher work quickly but has no effect on velocity or stamina.


What would be the plus/minus side to this ability?


It's a green ability, meaning it's neutral. It only adds authenticity for pitchers known to work quickly.


So some notable guys that would have this in the majors would be Mark Buehrle (if he doesn't, he should... he threw a CG in an hour and 30-40 minutes)


Yeah, though I think they should also have an opposite "human rain delay" disability for the Steve Trachsel's of the world :D

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PostPosted: Wed Apr 30, 2008 2:52 pm 
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Dice-K is also agonizingly slow. Isn't there a time-limit for between pitches. It must be like the 5-second (or something) rule in basketball for holding onto the ball - but you barely ever see it enforced.

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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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