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Auto Baserunning working this year?

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  • LuvMyXBOX_XBLL Offline
    LuvMyXBOX_XBLL Offline
    LuvMyXBOX_XBL
    wrote on last edited by
    #1

    I know it's always wonky. I recall maybe like 5 years ago it worked great until they broke it with the first update.

    How is it this year? I hope it works because sometimes doing manual takes away from the experience of looking at the game play out during a hit. Instead I look at that little diamon on the top corner seeing where my baserunners are at.

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    0
  • sbchamps17_NSWS Online
    sbchamps17_NSWS Online
    sbchamps17_NSW
    wrote on last edited by
    #2

    I use it and besides runners going when they shouldn't it's fine because I can stop them

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    1
  • jlower_PSNJ Offline
    jlower_PSNJ Offline
    jlower_PSN
    wrote on last edited by
    #3

    Anyone else find their players returning to a bag when they shouldn't. Ie mid steal... 2 out line drive or pop..

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    1
  • broken_toy1_PSNB Offline
    broken_toy1_PSNB Offline
    broken_toy1_PSN
    wrote on last edited by
    #4

    What sbc said, plus the runner stops if stealing and you hit the ball. Makes hit and runs difficult.

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  • capardo_MLBTSC Offline
    capardo_MLBTSC Offline
    capardo_MLBTS
    wrote on last edited by capardo_MLBTS
    #5

    I use CPU baserunning extensively. I find that my runners stop often. And for no apparent reason. I’ve sent tickets to SDS on this, mainly last year.

    It seems to me it happens under two scenarios: 1). When the runner hesitates (not sure if the ball will be caught), they “forget” to start back up. 2). (This one is harder to describe). When the ball is hit to a location where the fielder “should be”, they stop. For example, if the shift is on and the 2nd basemen is near the second base bag, if the ball is hit to where the 2nd basemen would “normally” be (without the shift), they forget to run.

    I typically lose about a run a game because of stopping baserunners. 🙄

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