The high sinker.
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Also, on the comment about two seamers, I mean, correct me if I’m wrong but a sinker IS a two seamer FFS. It’s called a sinker when it is thrown down in the zone to induce ground balls right?
Why not just throw two seamers if you want to throw the dreaded high sinker? That’s what I do.
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@halfbutt said in The high sinker.:
Also, on the comment about two seamers, I mean, correct me if I’m wrong but a sinker IS a two seamer FFS. It’s called a sinker when it is thrown down in the zone to induce ground balls right?
Why not just throw two seamers if you want to throw the dreaded high sinker? That’s what I do.
A sinker is a version of a two seamer, same grip, but the finish in delivery is different.
Two seamers can run more side-to-side or even a bit up (shuuto), sink (sinker) or do a bit of both. It really depends on the pitcher.
Arrieta's runs more up while Cahill's sinks more, just based off slight differences in how their arm and hand works through the ball.
However in this game, I am not sure they account for the level of detail between the pitchers and different two seamers.
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So is it a pronation of the hand thing, or a finish/release thing which differentiates the two?
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@abbyspapa said in The high sinker.:
@halfbutt said in The high sinker.:
Also, on the comment about two seamers, I mean, correct me if I’m wrong but a sinker IS a two seamer FFS. It’s called a sinker when it is thrown down in the zone to induce ground balls right?
Why not just throw two seamers if you want to throw the dreaded high sinker? That’s what I do.
A sinker is a version of a two seamer, same grip, but the finish in delivery is different.
Two seamers can run more side-to-side or even a bit up (shuuto), sink (sinker) or do a bit of both. It really depends on the pitcher.
Arrieta's runs more up while Cahill's sinks more, just based off slight differences in how their arm and hand works through the ball.
However in this game, I am not sure they account for the level of detail between the pitchers and different two seamers.
Gravity would like to have a word with you.
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@halfbutt said in The high sinker.:
So is it a pronation of the hand thing, or a finish/release thing which differentiates the two?
It's release angle and friction of the fingers on the seams, dictated by either arm angle or articulation of the wrist. More often than not, two seamers run and have a slight drop, but they can be extreme in any respect. It all starts with how the pitcher loads and unloads their hips.
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@sean_87_ said in The high sinker.:
@abbyspapa said in The high sinker.:
@sean_87_ said in The high sinker.:
@A_PerfectGame said in The high sinker.:
@sean_87_ said in The high sinker.:
@A_PerfectGame said in The high sinker.:
@sean_87_ said in The high sinker.:
@A_PerfectGame said in The high sinker.:
@sean_87_ said in The high sinker.:
I love competition and head to head. We just have different views on it. For me, I want the players I’m controlling to act like their real life counterparts. If I understand you correctly, no matter who you have on your team, you want to be completely responsible for any outcome. One is realistic gameplay, the other is arcade style gameplay. Both are fine, but cannot exist in the same space.
Not necessarily. I think it should be ONLINE about a 85/15 split. 85% user skill and 15% attributes. Or even 90/10
That would not be an accurate representation of the sport of baseball and the players that play. I want realism, you want arcade style.
What you want is. To compete at a higher level then your skill allows.
I want to be as good as guys like Mitch and skepple and pitchingrebel too. So I go into pitching practice, and hitting practice, and
Request friendlies and league invites from these top tier players and get absolutely SMACKED. And then when you do that a lot...you start facing players you used to be similar to and you SMACK them...Then hopefully eventually I’ll able to be at that level. With practice and focus.
But you know what I don’t want?? A handout. Give me my reward for my input. But don’t give me a reward to make me feel equal.
I want a realistic game, that’s what I want. I don’t want to hit.400 with a player that only hit .250 for a career average. I don’t want a pitcher that is barely in the majors to have a sub 1.00 era. I want realistic gameplay, I want real baseball. You want the users ability to time a meter and put a circle on the ball to matter more. The latter has nothing to do with baseball. You like arcade games, that’s fine, I don’t have a problem with you. I like realistic games, we have different tastes.
But you also don’t want to hit 180 with a player that usually hits 300??? This is where the issue is. If you aren’t making inputs then you aren’t getting hits with those players how would you change this?
It’s about the decisions that the user makes. Should I swing at this pitch or wait for a better one. Does the hitter I’m controlling hit inside pitches well or not? Does he prefer pitches lower? This is where user “skill” comes into play. Does the user know the game of baseball or not.
This is confusing because:
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You said you shouldn't be able to hit .400 with a player that never touches .300 in reality.
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Then you said user skill should matter with decision making, like when to swing or not.
So if I'm a horrible baseball decision maker and I'm using Tony Gwynn, wouldn't it then be possible for sucky old me to hit .180 because of my poor user skill? How would that then be an accurate representation of reality considering Gwynn never hit below .289 in a season?
It’s your baseball knowledge or lack there of in this example that made you perform so terribly with that player. What I am saying is, if you make the right decisions with player “x” and play to their abilities, then you should have similar results with player “x” as he would in real life. Obviously if you lack baseball knowledge in this situation for example, you made poor decisions and performed poorly with one of the best hitters in baseball history. If you made good decisions with him, you should put up numbers similar to his real life counterpart.
It’s your gaming knowledge or lack there of. Snipers in the special forces are precise with thier shots timing and breathing but if you play call of duty you assume their attributes
but you don’t assume the actual shot you take. It’s the same concept you assume the attributes but you don’t assume the hit. You have to be on time and precise. And if someone is better at the game they should beat you weather that means you are using a god squad and they are using a gold squad why? Because the skill they assume is playing at a way higher level the the skill you are assuming. -
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@A_PerfectGame said in The high sinker.:
@sean_87_ said in The high sinker.:
@abbyspapa said in The high sinker.:
@sean_87_ said in The high sinker.:
@A_PerfectGame said in The high sinker.:
@sean_87_ said in The high sinker.:
@A_PerfectGame said in The high sinker.:
@sean_87_ said in The high sinker.:
@A_PerfectGame said in The high sinker.:
@sean_87_ said in The high sinker.:
I love competition and head to head. We just have different views on it. For me, I want the players I’m controlling to act like their real life counterparts. If I understand you correctly, no matter who you have on your team, you want to be completely responsible for any outcome. One is realistic gameplay, the other is arcade style gameplay. Both are fine, but cannot exist in the same space.
Not necessarily. I think it should be ONLINE about a 85/15 split. 85% user skill and 15% attributes. Or even 90/10
That would not be an accurate representation of the sport of baseball and the players that play. I want realism, you want arcade style.
What you want is. To compete at a higher level then your skill allows.
I want to be as good as guys like Mitch and skepple and pitchingrebel too. So I go into pitching practice, and hitting practice, and
Request friendlies and league invites from these top tier players and get absolutely SMACKED. And then when you do that a lot...you start facing players you used to be similar to and you SMACK them...Then hopefully eventually I’ll able to be at that level. With practice and focus.
But you know what I don’t want?? A handout. Give me my reward for my input. But don’t give me a reward to make me feel equal.
I want a realistic game, that’s what I want. I don’t want to hit.400 with a player that only hit .250 for a career average. I don’t want a pitcher that is barely in the majors to have a sub 1.00 era. I want realistic gameplay, I want real baseball. You want the users ability to time a meter and put a circle on the ball to matter more. The latter has nothing to do with baseball. You like arcade games, that’s fine, I don’t have a problem with you. I like realistic games, we have different tastes.
But you also don’t want to hit 180 with a player that usually hits 300??? This is where the issue is. If you aren’t making inputs then you aren’t getting hits with those players how would you change this?
It’s about the decisions that the user makes. Should I swing at this pitch or wait for a better one. Does the hitter I’m controlling hit inside pitches well or not? Does he prefer pitches lower? This is where user “skill” comes into play. Does the user know the game of baseball or not.
This is confusing because:
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You said you shouldn't be able to hit .400 with a player that never touches .300 in reality.
-
Then you said user skill should matter with decision making, like when to swing or not.
So if I'm a horrible baseball decision maker and I'm using Tony Gwynn, wouldn't it then be possible for sucky old me to hit .180 because of my poor user skill? How would that then be an accurate representation of reality considering Gwynn never hit below .289 in a season?
It’s your baseball knowledge or lack there of in this example that made you perform so terribly with that player. What I am saying is, if you make the right decisions with player “x” and play to their abilities, then you should have similar results with player “x” as he would in real life. Obviously if you lack baseball knowledge in this situation for example, you made poor decisions and performed poorly with one of the best hitters in baseball history. If you made good decisions with him, you should put up numbers similar to his real life counterpart.
It’s your gaming knowledge or lack there of. Snipers in the special forces are precise with thier shots timing and breathing but if you play call of duty you assume their attributes
but you don’t assume the actual shot you take. It’s the same concept you assume the attributes but you don’t assume the hit. You have to be on time and precise. And if someone is better at the game they should beat you weather that means you are using a god squad and they are using a gold squad why? Because the skill they assume is playing at a way higher level the the skill you are assuming.You are assuming a lot (lol). What if I have a diamond team and they have a gold team and they are just a little better than me at timing? Are you saying they should win regardless of who the players are on each team? If they are "in another league" better than I am, ya they should win, but if they are just a small amount better and their team sucks or they have players in all the wrong positions and using a LF'er to pitch? All is lost because they can time a meter just a little better? At what point do you declare that they should be the winner? 1% better than me? 10% better than me? 100% better than me? And what is your definition of "gaming knowledge"?
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@ag1982 said in The high sinker.:
Why do people only talk about high sinkers and not high sliders or high curveballs?
Because they aren’t nearly as broken as high sinkers are.
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@DriveByTrucker17 said in The high sinker.:
@ag1982 said in The high sinker.:
Why do people only talk about high sinkers and not high sliders or high curveballs?
Because they aren’t nearly as broken as high sinkers are.
The up and in slider is crazy broken, it's just not used as much. Breaking pitches up should not break.
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@ag1982 said in The high sinker.:
@DriveByTrucker17 said in The high sinker.:
@ag1982 said in The high sinker.:
Why do people only talk about high sinkers and not high sliders or high curveballs?
Because they aren’t nearly as broken as high sinkers are.
The up and in slider is crazy broken, it's just not used as much. Breaking pitches up should not break.
There’s a much higher risk of those pitches going right down the middle though, plus high curveballs get absolutely smashed more often than not.
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Wow this was tough to read.
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