Has anyone actually noticed a difference?
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@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?
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@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.
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@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
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@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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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.
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@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.
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@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.
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@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
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Yeah 17 was the last game I truly enjoyed playing. It went downhill fast after that.
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@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.
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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.
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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
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@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
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@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.
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@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.
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@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.
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High sinkers are still an anomaly. Still move like no pitch has ever moved in the history of ever. They probably shouldn’t have announced it tbh lol.
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Dumb down the bunt cheese in 16 and it was just about the perfect online experience...for me anyway. Last year when they changed the timing windows for hitting it changed the game completely.
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@doobiebross66-72 said in Has anyone actually noticed a difference?:
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
This!!!! Total placebo effect. If we say we fixed it, maybe people will believe is and not try to throw it!!!
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@texas10pt_psn said in Has anyone actually noticed a difference?:
Dumb down the bunt cheese in 16 and it was just about the perfect online experience...for me anyway. Last year when they changed the timing windows for hitting it changed the game completely.
I wouldn't say perfect, the connection issues were also really bad like every year. But in gameplay aspects that game was so good.
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