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 Post subject: Which stats to pick?
PostPosted: Sun Mar 30, 2008 2:13 pm 
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I'm not that good at success mode so I'm not going to get a legendary player. But when I'm a pitcher, which stats are the most important to make the computers simulated pitching better.Same question with hitting.


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PostPosted: Sun Mar 30, 2008 7:27 pm 
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I would think that stamina is very important, especially early on so your guy can last longer. After that, top speed and high level breaking balls are a must to give contrast with pitches.

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PostPosted: Sun Mar 30, 2008 9:21 pm 
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One dominating pitch is a must and the key abilities such as w/risp make a huge impact. I wouldn't focus on top speed that much. Go for high control instead.

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Try it. Play hunterstory at www.flowsion.net/hunterstory/
~~~~~~~~~~~~Dominance~~~~~~~~~~~

3rd year in season mode Roger Clemens.

.03 ERA. 286.1 IP 32-0 27 Shutouts 28 CG.
664 K, 2.32 K/IP, .04 OPP BA, .06 OPP SLG, .092 OPP OBP, 16.2 K/BB

Highest K/IP ever F. Hernandez 2.37!!

6th Year Posada-.534/.591/.762 405 H, 70 2B, 14 3B, 25 HR, 393 RBI, 2.39 BB/K, 91 SB, 1.353 OPS.


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 Post subject:
PostPosted: Mon Mar 31, 2008 1:06 am 
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Pitching:

Good control, blue abilities.
When I was making pitchers, I had a thought that top speed not only makes for a better fastball, but gives a higher velocity to all of your pitches.

Batting:

Contact/blue abilities.
Having high contact is going to give your batter a better batting avg.

Also, having "Aggressive Hitter" green ability with low Contact ability is probably not advisable. I usually always give my fielders Patient Hitter.


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 Post subject:
PostPosted: Mon Mar 31, 2008 3:02 pm 
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I think Slugger also makes your guy strike out a lot, or maybe it was Aggressive 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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 Post subject:
PostPosted: Mon Mar 31, 2008 4:50 pm 
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Prob Aggr Hitter will make you KO more... Slugger just makes you tend to hit harder liners/fly balls than grounders...

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 Post subject:
PostPosted: Mon Mar 31, 2008 5:40 pm 
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Correct me if I'm wrong, but Slugger says "Hits with Power often" and Slap Hitter says "Hits with sweet spot often and you can't have both Slugger and Slap Hitter (they're mutually exclusive). So, it makes me think it helps the AI determine whether to use "Big Swing" more.

That is to say, I don't think Slugger gives you extra power, but tells the AI to use Big Swing more.


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 Post subject:
PostPosted: Mon Mar 31, 2008 7:00 pm 
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Right, green abilities only affect AI.

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 Post subject:
PostPosted: Mon Mar 31, 2008 7:52 pm 
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What about Good Pace? I always though that meant your guy didn't throw as hard in the beginning, no matter whose 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: Mon Mar 31, 2008 8:42 pm 
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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.

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 Post subject:
PostPosted: Mon Mar 31, 2008 8:50 pm 
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OH, oops. I just saw pace, and though it meant the pitcher would pace himself through the game, giving him enough energy throughout all 9 innings.

_________________
"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: Mon Mar 31, 2008 10:35 pm 
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Console '07: Nintendo Wii
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?


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 Post subject:
PostPosted: Mon Mar 31, 2008 10:47 pm 
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I think that this is more of what Odawali said, the quicker the motion to the plate, the less likely the runner will get a good jump, he's not waiting on a certain pitch to go on...

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 Post subject:
PostPosted: Tue Apr 01, 2008 3:05 pm 
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MaxD - doesn't that describe the Release 4 blue ability - quick motion to plate.

_________________
"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 Apr 01, 2008 4:04 pm 
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Yes, that is what release 4 is. The more you think about it, the more I think it doesn't impact how effective your guy is.

_________________
Try it. Play hunterstory at www.flowsion.net/hunterstory/
~~~~~~~~~~~~Dominance~~~~~~~~~~~

3rd year in season mode Roger Clemens.

.03 ERA. 286.1 IP 32-0 27 Shutouts 28 CG.
664 K, 2.32 K/IP, .04 OPP BA, .06 OPP SLG, .092 OPP OBP, 16.2 K/BB

Highest K/IP ever F. Hernandez 2.37!!

6th Year Posada-.534/.591/.762 405 H, 70 2B, 14 3B, 25 HR, 393 RBI, 2.39 BB/K, 91 SB, 1.353 OPS.


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