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Hitters https://www.mlbppworld.com/viewtopic.php?f=4&t=148 |
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Author: | J-Gao [ Thu Feb 21, 2008 9:34 pm ] |
Post subject: | Hitters |
I've seen a lot of pitcher guides out there ranging from Ryan Soohoo's to Odawali's game log. However, despite the multitude of all-A players, I haven't really found much help on the hitters front. Does anyone have any really good strategies? |
Author: | The-F [ Thu Feb 21, 2008 9:40 pm ] |
Post subject: | |
1st year: Power, power, and more power. The rest of the time gamble every turn on an ability or to increase stats. Keep fungo drills because they give you quickness, technique, and mentality points. There are many abilities that require these three points. Use the quickness points you get from games to increase run speed to 13 and buy falcon spikes to get it to 15. |
Author: | DarkShade [ Fri Feb 22, 2008 1:52 am ] |
Post subject: | |
The only big problem with Fungo drills is that it takes a ton of vitality and has the highest injury rate % by far. I've done many different things with my success mode players. Most notably, since I am basing the players off of real people I know, I make them based on how they are in real life. My catcher is my good friend Josh, and he's a big bulky guy, so I gave him big power and arm strength, but didn't make him a terribly good contact hitter. Meanwhile I made my pinch hitter after a smaller statured friend, as a more contact hitter and speed runner. I just don't like cookie cutter players I guess ![]() |
Author: | slazz [ Fri Feb 22, 2008 11:25 am ] |
Post subject: | |
While I haven't gotten an all A player yet, I agree with STR at first. Get all that training out of the way first then load up on fielding and abilities. Gamble constantly (although my sanity can only take 20% at the lowest). I'm trying to make players now who fill in gaps and are specialized also, and to make them a little cheaper at the start of their careers. Also I try not to be the captain of the team as a hitter. I would rather get three or four at bats per game to get huge stat bonuses and hot hitting zones. I always keep the rookie charm also, makes it pretty easy to hit with power. |
Author: | The-F [ Fri Feb 22, 2008 5:11 pm ] |
Post subject: | |
Only gambling at 20% is a waste. I have gambled successfully at 5% because I could and it improves your character. Vitality doesn't matter because you save and reload past injuries and have only 1 vitality anyway most of the game. |
Author: | J-Gao [ Fri Feb 22, 2008 5:49 pm ] |
Post subject: | |
I second The-F's statement: Quote: Only gambling at 20% is a waste. I have gambled successfully at 5% because I could and it improves your character. Vitality doesn't matter because you save and reload past injuries and have only 1 vitality anyway most of the game.
Although, lengthy and boring, it will produce the best guy. When making pitcher the top speed gambling was always at 5-6 %, although much of it was because of poor point management, but when reaching 105, it's understandable. For some reason I seem to do better when it's at around 15% than when it's in the 25-40% range. |
Author: | slazz [ Fri Feb 22, 2008 7:07 pm ] |
Post subject: | |
Well of course you will get a better player when you gamble at 5%, I was questioning my sanity at that point though. I don't have unlimited time either so you can still do it around 20% the whole game and get a decent player. No not maxed but so what? After a certain point it becomes pretty moot if you bother to train them. I wouldn't call 20% a waste at all though if it produces almost maxed players..... 95% chance of failure is just that though, if you have the time and patience by all means go for it. lol |
Author: | J-Gao [ Fri Feb 22, 2008 8:22 pm ] |
Post subject: | |
it doesn't really take that long, i'd say 5 minutes max. Think of it this way, it's a one in twenty chance. Each chance can't than half a minute - and usually it doesn't take that long. But you do have a point in that a few turns won't make a huge difference. But 105 looks way better on the stat sheet than 98. |
Author: | DarkShade [ Fri Feb 22, 2008 10:56 pm ] |
Post subject: | |
I've made 5 pitchers so far, and none of them have been able to get over 92mph with any decent abilities, even using gambling tickets + save/reload. I guess you really need a Gambling Ring or a lot of money to make a decent pitcher. I can make excellent hitters left and right though... |
Author: | Aabra [ Sat Feb 23, 2008 3:38 am ] |
Post subject: | |
I prefer going for other things with my characters. Maxed out stats for me drives me insane with all the reloading but more importantly.... after I've created the character - he's useless to me. I can't use him as he costs too much! I'm now more focused on creating budget players. Guys who have the potential (read: abilities) to be amazing but currently suck. Sign them cheap and train them up in season mode. |
Author: | J-Gao [ Sat Feb 23, 2008 10:02 am ] |
Post subject: | |
But a couple of A's shouldn't be too much. I think power is a big stat for salaries. I'm getting my guy who has A's in contact, running, and the two fielding stats. He's getting paid 470 in the 2nd year. Of course, I did register him before hand. Somehow, Ryan Howard is only costing me 940. Gotta love it. |
Author: | The-F [ Sat Feb 23, 2008 11:49 am ] |
Post subject: | |
Aabra wrote: I prefer going for other things with my characters. Maxed out stats for me drives me insane with all the reloading but more importantly.... after I've created the character - he's useless to me. I can't use him as he costs too much! I'm now more focused on creating budget players. Guys who have the potential (read: abilities) to be amazing but currently suck. Sign them cheap and train them up in season mode.
I'm curious as to what you think too expensive is. Would your payroll have been over 200,000 if you had signed your guys? |
Author: | Aabra [ Sat Feb 23, 2008 1:35 pm ] |
Post subject: | |
The-F wrote: Aabra wrote: I prefer going for other things with my characters. Maxed out stats for me drives me insane with all the reloading but more importantly.... after I've created the character - he's useless to me. I can't use him as he costs too much! I'm now more focused on creating budget players. Guys who have the potential (read: abilities) to be amazing but currently suck. Sign them cheap and train them up in season mode. I'm curious as to what you think too expensive is. Would your payroll have been over 200,000 if you had signed your guys? I try to keep my payroll under 50,000 total. It's my fourth season now - my win percentage is over .900 and my payroll is 35,000 this year. ![]() |
Author: | The-F [ Sat Feb 23, 2008 2:33 pm ] |
Post subject: | |
For the last 4 years of season mode my payroll was 160,000-180,000 and I still made a profit around 100,000 each year. I kept all of my success mode players. I rarely bought any practice equipment and after 10 seasons I had 1,500,000 points. |
Author: | DarkShade [ Sat Feb 23, 2008 4:31 pm ] |
Post subject: | |
Doesn't a winning % of .900 get boring? Not a knock to you or your team, as I am sure you have some elite people created and it's no small task to do that, but I'd get really bored if my entire team was all A stats with all blue attributes winning nine games out of ten. Gotta have *some* weaknesses to keep some spice during the season. |
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