PITCHING IS TOO EASY (too many pitchers pitches)
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Honestly, I think the idea of pitches is totally missed. The reason a high sinker IRL is easier to hit is the moment. The pitch doesn't break like a sinker down in the zone does when it's up high. It tends to just "hang" and that's why it's hit harder. Same with sliders or curve balls. If you throw one up high, it's just not going to break. It's going to have some spin, but it's going to appear to have little to no movement. When guys freeze on a slider up in the zone it's because they're looking for something else and the pitch looks so bad they freeze. The issue in the game isn't that PAR needs to be bigger and give people more meatballs. It's not that pitching needs to be harder, because pinpoint isn't easy and takes lots of practice. It's that pitches need to move appropriately based on where they're thrown. Sinkers up still break like a sinker down causing the pitch to be much harder to hit, especially with the velocity.
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Sinkers are still absolute [censored] in this game. Broken [censored] pitch.
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sinkers are broken, they come out the pitchers hand like a breaking pitch. It goes up out the hand and then sinks.....real life it comes out like a fastball and sinks. It throughs my timing off thinking it is a slider or curve...also as the other guy stated, there doesn't seem to be real penalty for throwing off speed high or sinkers high, in real life those balls will be easy to hit. The stupid thing is that I seem to hit low balls better than high regardless of the pitch, this isn't necessarily odd because some guys are better low ball hitters, but still you would think a high change or sinker would be like a beach ball coming up there
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Considering I've played 9 or 10 RS games this year and I've had a perfect game in my first outting (I beat him 12-0 in 8 innings) and another game I had a perfect into the 7th when he quit, tells you a lot. That's on veteran too when I first started playing RS. I haven't played in a while but I'm like 8-1 or 9-1 right now, I think. All other games I've given up 3 runs at the most, except my single loss game where I got mercy'd, lol.
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@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.
Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.
I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.
I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.
Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.
The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.
However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.
My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.
Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.
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@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.
Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.
I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.
I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.
Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.
The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.
However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.
My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.
Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.
They did that already for PPP anyways.
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@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.
Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.
I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.
I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.
Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.
The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.
However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.
My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.
Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.
They did that already for PPP anyways.
Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.
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@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.
Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.
I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.
I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.
Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.
The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.
However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.
My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.
Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.
They did that already for PPP anyways.
Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.
The PAR gets to be like a quarter of the strike zone when you put it in the top of the zone. I literally only play online, so I’m not entirely sure if it it behaves the same in other modes.
There are a couple other pitch/location combos that cause the PAR to get huge.
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@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.
Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.
I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.
I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.
Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.
The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.
However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.
My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.
Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.
They did that already for PPP anyways.
Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.
The PAR gets to be like a quarter of the strike zone when you put it in the top of the zone. I literally only play online, so I’m not entirely sure if it it behaves the same in other modes.
There are a couple other pitch/location combos that cause the PAR to get huge.
Hmmmmm? But it doesn't prevent it from being dotted right? According to people in this thread?
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@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):
@grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
@kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):
I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.
Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.
I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.
I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.
Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.
The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.
However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.
My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.
Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.
They did that already for PPP anyways.
Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.
The PAR gets to be like a quarter of the strike zone when you put it in the top of the zone. I literally only play online, so I’m not entirely sure if it it behaves the same in other modes.
There are a couple other pitch/location combos that cause the PAR to get huge.
Hmmmmm? But it doesn't prevent it from being dotted right? According to people in this thread?
Not sure how it could be dotted when the PAR is a quarter of the strike zone.
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