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 Post subject: Re: New to the Forum, just wanted some ideas
PostPosted: Sat Jun 14, 2008 12:43 pm 
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Joined: Tue May 13, 2008 2:30 pm
Posts: 122
Location: Riverside, CA
Favorite Team: Angels
Console '07: Nintendo Wii
The steel spikes are also great if you're trying to lower your run speed for a DH/1B type home-run hitter.

No sense in paying a guy for his running ability when he won't have to use it.

It's also very easy to hit 255 power without Goodjob vists, by using pressure/*/hyper recovery supplements to hit hyper recovery every 2-3 turns.

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 Post subject: Re: New to the Forum, just wanted some ideas
PostPosted: Sun Jun 15, 2008 2:28 pm 
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Joined: Wed Jun 11, 2008 3:55 pm
Posts: 16
Favorite Team: Giants
Console '07: Nintendo Wii
Console '08: Nintendo Wii
So as a power hitter (by the way, I have done multiple success mode characters and have yet to hit one out :evil: ) so if i want a homerun hitter, i go with the steele spikes...I always go with the mizzuto (spelling) pro glove, on to the bat....I get the bat with trajectory and power bonus, but i can't help but to think there are better ones out there. any input?


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 Post subject: Re: New to the Forum, just wanted some ideas
PostPosted: Mon Jun 16, 2008 3:25 pm 
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Joined: Mon Apr 21, 2008 3:03 pm
Posts: 518
Favorite Team: Padres
Console '07: Nintendo Wii
Console '08: Nintendo Wii
Power is usually the first stat I boost. After I get to about E power, I'll boost trajectory to 2, any higher, you'll just be hitting pop-ups. Boost trajectory up to 3 once you've gotten mid to high C power.

Other guys go the contact route where you boost that early as well. Having a high contact makes it easier to get "best try" with the power swing so that will help too. I usually save that for the end of the second year.

If you have moneyman lvl 4, you'll be able to see special abilities that come with equipment. If you get a bat with the Power Hitter ability and learn it, you can easily hit homers with B power.

The On Fire Arch gives you +5 power and is the cheapest bat you can buy and more often than not has the Power hitter ability. The Bomber Arch, has the same benefits but it costs more. The Mighty adds 10 (correct me if I'm wrong) power but decreases you're contact so I'd stay away from it early on.

The impact rise doesn't do much for you if you have low power and already have 2 trajectory. It can save you some strength points from upgrading trajectory later on when it gets expensive.


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