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Has anyone actually noticed a difference?

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  • raesONE_PSNR Offline
    raesONE_PSNR Offline
    raesONE_PSN
    wrote on last edited by raesONE_PSN
    #1

    Since they supposedly nerfed high sinkers? Because to me it's still as effective as always and in my personal opinion it feels like nothing has changed at all. Note that this is not a complaint post, I can hit high sinkers. It's just funny to me that they release a patch to fix something that doesn't seem to be fixed at all. Classic SDS.

    tmichae10_PSNT Thongypu_PSNT T 3 Replies Last reply
    3
  • tmichae10_PSNT Offline
    tmichae10_PSNT Offline
    tmichae10_PSN
    replied to Guest on last edited by
    #2

    @raesone_psn said in Has anyone actually noticed a difference?:

    Since they supposedly nerfed high sinkers? Because to me it's still as effective as always and in my personal opinion it feels like nothing has changed at all. Note that this is not a complaint post, I can hit high sinkers. It's just funny to me that they release a patch to fix something that doesn't seem to be fixed at all. Classic SDS.

    Playing through events and some cpu grinding I definitely haven’t noticed any difference. Probably still see them at the same regularity as well.

    Diving into BR today, but definitely not expecting to see a difference there either.

    1 Reply Last reply
    1
  • foge011_PSNF Offline
    foge011_PSNF Offline
    foge011_PSN
    wrote on last edited by
    #3

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    raesONE_PSNR 1 Reply Last reply
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  • raesONE_PSNR Offline
    raesONE_PSNR Offline
    raesONE_PSN
    replied to Guest on last edited by
    #4

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    JEEZY-E_PSNJ foge011_PSNF 2 Replies Last reply
    1
  • JEEZY-E_PSNJ Offline
    JEEZY-E_PSNJ Offline
    JEEZY-E_PSN
    replied to Guest on last edited by
    #5

    @raesone_psn said in Has anyone actually noticed a difference?:

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    Lets be honest when was the last time the show series cared about physic’s? ‘17?

    raesONE_PSNR 1 Reply Last reply
    0
  • raesONE_PSNR Offline
    raesONE_PSNR Offline
    raesONE_PSN
    replied to Guest on last edited by
    #6

    @jeezy-e_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    Lets be honest when was the last time the show series cared about physic’s? ‘17?

    Not even then, because you could hit 120mph exit velo on just late swings.

    JEEZY-E_PSNJ DUIaintEZ_PSND 2 Replies Last reply
    1
  • JEEZY-E_PSNJ Offline
    JEEZY-E_PSNJ Offline
    JEEZY-E_PSN
    replied to Guest on last edited by
    #7

    @raesone_psn said in Has anyone actually noticed a difference?:

    @jeezy-e_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    Lets be honest when was the last time the show series cared about physic’s? ‘17?

    Not even then, because you could hit 120mph exit velo on just late swings.

    Just late, be great

    DUIaintEZ_PSND 1 Reply Last reply
    1
  • foge011_PSNF Offline
    foge011_PSNF Offline
    foge011_PSN
    replied to Guest on last edited by foge011_PSN
    #8

    @raesone_psn said in Has anyone actually noticed a difference?:

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    According to their rules of physics if the pitch wasn’t aimed high in the zone there is no loss of break. You could aim middle in and miss your mark and it goes high there wouldn’t be a loss by of break

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  • ChuckCLC_PSNC Offline
    ChuckCLC_PSNC Offline
    ChuckCLC_PSN
    wrote on last edited by
    #9

    I was playing cpu last night and was looking at the little arrows on sinkers, sliders, changeups, the arrows that show up on classic pitching I think it is called, and the sinker keeps the same amount of break arrows whether you aim bottom, middle or up in the zone. But CU changes pretty quickly as you raise it up. It loses its first arrow at about low mid, then another just above mid then loses another high. That's is what they need to do to the sinker.

    1 Reply Last reply
    1
  • DUIaintEZ_PSND Offline
    DUIaintEZ_PSND Offline
    DUIaintEZ_PSN
    replied to Guest on last edited by
    #10

    @raesone_psn said in Has anyone actually noticed a difference?:

    @jeezy-e_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    Lets be honest when was the last time the show series cared about physic’s? ‘17?

    Not even then, because you could hit 120mph exit velo on just late swings.

    At least they would go opposite field. Now I'm early on a sinker away and it goes opposite field.

    1 Reply Last reply
    1
  • DUIaintEZ_PSND Offline
    DUIaintEZ_PSND Offline
    DUIaintEZ_PSN
    replied to Guest on last edited by
    #11

    @jeezy-e_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    @jeezy-e_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    Lets be honest when was the last time the show series cared about physic’s? ‘17?

    Not even then, because you could hit 120mph exit velo on just late swings.

    Just late, be great

    IMO the "late be great" was over stated. All you had to do was sit back and wait for it to get deep. I'd take that 100% over good-good/okay, 11 PCI home runs, and the 13-Nice 80 mph lazy flyballs nerfed by /9s.

    JEEZY-E_PSNJ 1 Reply Last reply
    2
  • JEEZY-E_PSNJ Offline
    JEEZY-E_PSNJ Offline
    JEEZY-E_PSN
    replied to Guest on last edited by
    #12

    @duiaintez_psn said in Has anyone actually noticed a difference?:

    @jeezy-e_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    @jeezy-e_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    @foge011_psn said in Has anyone actually noticed a difference?:

    They only fixed high sinkers if you purposely threw a high sinker if you missed your mark and it went high it’s not affected. Or least that’s how I understood it.

    Higher loss of break when aiming a sinker, change up or curveball high in the zone (based on the starting point of the pitch) —- from game update 14 notes

    Well that's what I'm saying, in my experience there isn't a loss of break at all. It still breaks way too sharp from a physics perspective.

    Lets be honest when was the last time the show series cared about physic’s? ‘17?

    Not even then, because you could hit 120mph exit velo on just late swings.

    Just late, be great

    IMO the "late be great" was over stated. All you had to do was sit back and wait for it to get deep. I'd take that 100% over good-good/okay, 11 PCI home runs, and the 13-Nice 80 mph lazy flyballs nerfed by /9s.

    I wont argue that

    1 Reply Last reply
    0
  • raesONE_PSNR Offline
    raesONE_PSNR Offline
    raesONE_PSN
    wrote on last edited by
    #13

    Yeah 17 was the last game I truly enjoyed playing. It went downhill fast after that.

    pfcorporate_PSNP 1 Reply Last reply
    1
  • Thongypu_PSNT Offline
    Thongypu_PSNT Offline
    Thongypu_PSN
    replied to Guest on last edited by
    #14

    @raesone_psn said in Has anyone actually noticed a difference?:

    Since they supposedly nerfed high sinkers? Because to me it's still as effective as always and in my personal opinion it feels like nothing has changed at all. Note that this is not a complaint post, I can hit high sinkers. It's just funny to me that they release a patch to fix something that doesn't seem to be fixed at all. Classic SDS.

    I notice the change in the curve up. The sinker looks a tiny bit flatter with vertical movement but I can't notice any change in horizontal movement. It's very minimal and I still struggle seeing it out of the hand compared to a 4sm.

    1 Reply Last reply
    1
  • MRAD2010_XBLM Offline
    MRAD2010_XBLM Offline
    MRAD2010_XBL
    wrote on last edited by
    #15

    I've noticed if you throw a breaking pitch high it hangs a little more. I have noticed the changeup seems a little more effective.

    1 Reply Last reply
    0
  • doobiebross66-72_PSND Offline
    doobiebross66-72_PSND Offline
    doobiebross66-72_PSN
    wrote on last edited by
    #16

    They’re the exact same, SDS doesn’t know how to fix the unrealistic break

    They just said they did in an attempt to quiet the numerous posts about how OP sinkers are

    OreoRockstar_PSNO 1 Reply Last reply
    4
  • T Offline
    T Offline
    TheHungryHole_PSN
    replied to Guest on last edited by
    #17

    @raesone_psn said in Has anyone actually noticed a difference?:

    Since they supposedly nerfed high sinkers? Because to me it's still as effective as always and in my personal opinion it feels like nothing has changed at all. Note that this is not a complaint post, I can hit high sinkers. It's just funny to me that they release a patch to fix something that doesn't seem to be fixed at all. Classic SDS.

    nothing feels changed at all - i had a very hard time yesterday picking up that high sinker off of Cabrera in RS - dude dashboarded on me in the 7th, and i had a CG shutout going with King Felix - so that was nice - it was only after i could get Cabrera past the 70 pitches was it a bit easier

    1 Reply Last reply
    1
  • pfcorporate_PSNP Offline
    pfcorporate_PSNP Offline
    pfcorporate_PSN
    replied to Guest on last edited by
    #18

    @raesone_psn said in Has anyone actually noticed a difference?:

    Yeah 17 was the last game I truly enjoyed playing. It went downhill fast after that.

    I agree 17 was fun but 19 wasn’t bad either. Take away the lineouts and overall the game played pretty well. I’ve basically given up on 21 and jumped back into 19 recently and it’s fun. Pitching is better than 20 and timing windows for hitting just make sense.

    raesONE_PSNR 1 Reply Last reply
    0
  • raesONE_PSNR Offline
    raesONE_PSNR Offline
    raesONE_PSN
    replied to Guest on last edited by
    #19

    @pfcorporate_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    Yeah 17 was the last game I truly enjoyed playing. It went downhill fast after that.

    I agree 17 was fun but 19 wasn’t bad either. Take away the lineouts and overall the game played pretty well. I’ve basically given up on 21 and jumped back into 19 recently and it’s fun. Pitching is better than 20 and timing windows for hitting just make sense.

    I'll agree that 19 was the "best" game that came since 17, but it's still nowhere near 17 and especially 16 in my opinion.

    pfcorporate_PSNP 1 Reply Last reply
    1
  • pfcorporate_PSNP Offline
    pfcorporate_PSNP Offline
    pfcorporate_PSN
    replied to Guest on last edited by
    #20

    @raesone_psn said in Has anyone actually noticed a difference?:

    @pfcorporate_psn said in Has anyone actually noticed a difference?:

    @raesone_psn said in Has anyone actually noticed a difference?:

    Yeah 17 was the last game I truly enjoyed playing. It went downhill fast after that.

    I agree 17 was fun but 19 wasn’t bad either. Take away the lineouts and overall the game played pretty well. I’ve basically given up on 21 and jumped back into 19 recently and it’s fun. Pitching is better than 20 and timing windows for hitting just make sense.

    I'll agree that 19 was the "best" game that came since 17, but it's still nowhere near 17 and especially 16 in my opinion.

    Yes 16 was almost perfect. I posted this last year and it’s kind of sad as I was hopeful for 21 but if you remove 18 the game gets a bit worse every year going back to 16. It think pitching in 20 was terrible and timing windows were a bit inconsistent but still enjoyed it better than 21. 16 was better than 17, 17 better than 19, 19 better than 20. Seems to be following that trend this year.

    1 Reply Last reply
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