What do tendencies mean?
-
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
-
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
-
@ComebackLogic said in What do tendencies mean?:
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
They can read it, but this is what they’ll be thinking whilst they do:
-
@vagimon said in What do tendencies mean?:
@ComebackLogic said in What do tendencies mean?:
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
They can read it, but this is what they’ll be thinking whilst they do:
Bro, that clip gave me flashbacks to MLB ‘18, I still have PTSD, lol. Except in ‘18 the end result would have been a lazy fly out to the outfielder.
-
@ComebackLogic said in What do tendencies mean?:
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
Holy smokes. That was a terrific explanation! Thank you! Is this why I never get any hits on the late side of good? (Still in the green) should i look for push hitters to go opposite field? Thanks again for your help!
-
@ComebackLogic said in What do tendencies mean?:
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
Also how do balanced hitters get nerfed on early and late swings?
-
@ComebackLogic said in What do tendencies mean?:
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
Sorry one last question. How does hitter vision play into everything?
-
@aam34 said in What do tendencies mean?:
@ComebackLogic said in What do tendencies mean?:
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
Holy smokes. That was a terrific explanation! Thank you! Is this why I never get any hits on the late side of good? (Still in the green) should i look for push hitters to go opposite field? Thanks again for your help!
There aren’t any push hitters that I’m aware of in game, however there is a spray chart which shows you where they hit the ball expressed as a percentage, I believe. You’d want to be looking for someone balanced, nonetheless.
- Also how do balanced hitters get nerfed on early and late swings?*
Balanced hitters shouldn’t be nerfed on early and late swings. Hypothetically, they should be able to hit the ball to all fields well. The way this ought to be simulated in game is by giving them a broader window for good swing timing than an extreme pull hitter, who would have a narrower window for optimal exit velocity and would tend to generate late swing timing feedback on a ball hit slightly on the late side of good.
Now all this considered, I am not saying that if you’re late with a pull hitter or whatever, you should be an automatic out. That’s not how the game should ever work. However, it should increase your chances of a successful AB if you use the information supplied and act accordingly. After all, why give us any of this information if it doesn’t have any actual impact on the game?
- How does hitter vision play into everything?*
I believe it dictates the size of your outer PCI. This equates to more contact on mistimed swings and misplaced PCI, fouling off more pitches to keep ABs going and so on. I’ve also heard from other players on the forum it increases your swing timing window. I’ve not noticed this effect and SDS never explain hitting or confirm or deny anything about hitting, so we don’t have any real confirmation of this. For me personally, the sweet spot for vision seems to be around 85-100, too little and I strike out a lot, too much and I make too much weak contact and get myself out. I’d rather swing and miss completely and get another pitch to swing at than hit a dribbler to the mound and be out. It’s odd because I’ve turned the PCI outer off and only use the inner, but the stats seem to bear this out. I just don’t hit well with players who have super high vision.
-
@comebacklogic said in What do tendencies mean?:
@aam34 said in What do tendencies mean?:
@ComebackLogic said in What do tendencies mean?:
@JiggidyJJ said in What do tendencies mean?:
Most don't. The only one that I pay attention to is an outlier for pitching. If you get a perfect pitch you getcan addition 3 mph I believe
They’re quirks, not tendencies. And that’s not how outlier works. Batter tendencies actually play a huge role in the game. They dictate the shift and basically offer you instructions on the best route to a successful AB with that card. This year, that’s been heavily nerfed, due to SDS deciding to make a game in which you can unrealistically hit any pitch in any location extremely hard, even out for a home run in situations which that should be practically impossible due to simple physics, but I digress. Let’s leave that aside for a minute and pretend that the game isn’t a pitiful home run derby that doesn’t require you to think or use strategy and just mash X early to win and look at batter tendencies. In my opinion, these used to be more relevant than they are now, due to bad design and degradation in gameplay aspects, but they still provide some important information.
First of all, when you hold R2 while batting (Noooo! Never do that!!) you’ll see each card is designated as either power, balanced or contact. So, taking the new MVP Griffey as an example to start with, he’s a balanced hitter. It’s important to note that this isn’t a tendency. This is based on the card statistics and if they are skewed toward any one aspect. A player with 120 contact vs RHP and 44 power is obviously a contact hitter. A Gallo type with 44 contact and 121 power is a power hitter. Someone like Griffey, who has a roughly equal mix of 100+ power and contact will be balanced. This can also change depending on the handedness of the pitcher you’re facing. A platoon hitter may be balanced against his weaker side and power against the other, for example. The clue here is that for each of the three profiles, power (square), balanced (X) and contact (Circle), there’s a corresponding button to swing with. My take is that, optimally, contact hitters should use circle, power hitters ought to use square and balanced hitters ought to use X. That said, every card will mash homers at shippet with X this year, so it’s less relevant than it should be.
With that out of the way, I’m already beginning to regret the length of this explanation, so let’s look at tendencies. I’ve not seen any opposite field tendencies, you’ll mostly find balanced, pull and extreme pull. Griffey has an extreme pull tendency, which results in that annoying auto shift when the bases are empty. Logically, it also means you’ll have the most success when swinging early ( LMAO, who doesn’t have success when swinging early this year?!?) to pull the ball. A balanced hitter, by comparison, will have no shift and should exhibit the ability to hit the ball to all fields equally successfully.
By stacking the two pieces of information, for example, swinging early with square when using a power hitter with a pull tendency, you should be able to devise the optimal method to swing with each card. This is not the only route to success, but it ought to be the optimal choice, unless the situation requires something different. As a pitcher, you should be aware of a batters tendencies and try to pitch to their weaknesses, throwing pitches that are tough to pull to pull hitters, or deliberately trying to get the hitter to ground the ball into the shift that has been set up for that exact reason.
Sadly, these subtle tactical nuances are rendered fairly useless in online play. It should all be a part of the battle between pitcher and hitter. What’s the best way to get this guy out? How do I pitch him? Should I set that shift? Baseball is as much a mental game as it is physical and that can translate pretty well to a video game, much better than the physical aspect, for obvious reasons. SDS aren’t executing in this department, this is something that’s slowly being bled out of online gameplay in favour of matching up two players in “an exciting slugfest of home run smashing action!”
This doesn’t really excite me very much or get the old grey matter flexing. Mashing X early and getting rewarded for that and little else isn’t very exciting.
“Should I set the shift?” Game already held my hand and did that for me.
“Should I pitch this power hitter with a pull tendency off speed down and away, just off the plate, where he can’t pull the ball, or should I try and get him to ground into the shift?” Doesn’t matter. Could be a random hanger or I may hit my spot. He’ll hit the ball 400 feet either way, regardless of how realistic I want the AB to go.
@Victor_SDS Show this thread to someone in the dev team. Help us SDS, we want to play a baseball simulation where tactics, statistics and things like tendencies matter.
Holy smokes. That was a terrific explanation! Thank you! Is this why I never get any hits on the late side of good? (Still in the green) should i look for push hitters to go opposite field? Thanks again for your help!
There aren’t any push hitters that I’m aware of in game, however there is a spray chart which shows you where they hit the ball expressed as a percentage, I believe. You’d want to be looking for someone balanced, nonetheless.
- Also how do balanced hitters get nerfed on early and late swings?*
Balanced hitters shouldn’t be nerfed on early and late swings. Hypothetically, they should be able to hit the ball to all fields well. The way this ought to be simulated in game is by giving them a broader window for good swing timing than an extreme pull hitter, who would have a narrower window for optimal exit velocity and would tend to generate late swing timing feedback on a ball hit slightly on the late side of good.
Now all this considered, I am not saying that if you’re late with a pull hitter or whatever, you should be an automatic out. That’s not how the game should ever work. However, it should increase your chances of a successful AB if you use the information supplied and act accordingly. After all, why give us any of this information if it doesn’t have any actual impact on the game?
- How does hitter vision play into everything?*
I believe it dictates the size of your outer PCI. This equates to more contact on mistimed swings and misplaced PCI, fouling off more pitches to keep ABs going and so on. I’ve also heard from other players on the forum it increases your swing timing window. I’ve not noticed this effect and SDS never explain hitting or confirm or deny anything about hitting, so we don’t have any real confirmation of this. For me personally, the sweet spot for vision seems to be around 85-100, too little and I strike out a lot, too much and I make too much weak contact and get myself out. I’d rather swing and miss completely and get another pitch to swing at than hit a dribbler to the mound and be out. It’s odd because I’ve turned the PCI outer off and only use the inner, but the stats seem to bear this out. I just don’t hit well with players who have super high vision.
Jimmy Fox is a push hitter.
-
A admin locked this topic on