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It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘

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  • killerpresence4_MLBTSK Offline
    killerpresence4_MLBTSK Offline
    killerpresence4_MLBTS
    replied to Guest on last edited by
    #21

    @Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?

    It’s called pitch trail and is available on all pitching modes

    1 Reply Last reply
    1
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    replied to Guest on last edited by
    #22

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    SuntLacrimae50_MLBTSS 1 Reply Last reply
    0
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    wrote on last edited by
    #23

    @killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?

    It’s called pitch trail and is available on all pitching modes

    Close but no cigar

    killerpresence4_MLBTSK 1 Reply Last reply
    0
  • kush_Coder_PSNK Offline
    kush_Coder_PSNK Offline
    kush_Coder_PSN
    wrote on last edited by
    #24

    NO. 3 = Tell me you've never pitched without telling me you've never pitched.

    Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.

    Swarai01_XBLS 1 Reply Last reply
    3
  • SuntLacrimae50_MLBTSS Offline
    SuntLacrimae50_MLBTSS Offline
    SuntLacrimae50_MLBTS
    replied to Guest on last edited by
    #25

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    fubar2k7_PSNF Swarai01_XBLS 2 Replies Last reply
    1
  • fubar2k7_PSNF Offline
    fubar2k7_PSNF Offline
    fubar2k7_PSN
    replied to Guest on last edited by
    #26

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    I just got tired of talking to him. He didn’t win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didn’t mention different types of curveballs or change ups because they’re technically different pitches. Mark Prior for example throws a couple different curves.

    Swarai01_XBLS 1 Reply Last reply
    0
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    replied to Guest on last edited by Swarai01_XBL
    #27

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    It's only delusional when you don't have a sensible counter argument πŸ˜‰

    1 Reply Last reply
    0
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    replied to Guest on last edited by
    #28

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    I just got tired of talking to him. He didn’t win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didn’t mention different types of curveballs or change ups because they’re technically different pitches. Mark Prior for example throws a couple different curves.

    Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror

    fubar2k7_PSNF 1 Reply Last reply
    0
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    replied to Guest on last edited by
    #29

    @kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    NO. 3 = Tell me you've never pitched without telling me you've never pitched.

    Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.

    Because "backdoor" pitches are dependent on the batter...
    Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs?

    killerpresence4_MLBTSK 1 Reply Last reply
    0
  • fubar2k7_PSNF Offline
    fubar2k7_PSNF Offline
    fubar2k7_PSN
    replied to Guest on last edited by
    #30

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    I just got tired of talking to him. He didn’t win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didn’t mention different types of curveballs or change ups because they’re technically different pitches. Mark Prior for example throws a couple different curves.

    Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror

    fubar2k7_PSNF 1 Reply Last reply
    0
  • fubar2k7_PSNF Offline
    fubar2k7_PSNF Offline
    fubar2k7_PSN
    replied to Guest on last edited by
    #31

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    I just got tired of talking to him. He didn’t win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didn’t mention different types of curveballs or change ups because they’re technically different pitches. Mark Prior for example throws a couple different curves.

    Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror

    Another reason this game should’ve stayed PlayStation exclusive. Didn’t have these idiots playing the game.

    Swarai01_XBLS 1 Reply Last reply
    0
  • killerpresence4_MLBTSK Offline
    killerpresence4_MLBTSK Offline
    killerpresence4_MLBTS
    replied to Guest on last edited by
    #32

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?

    It’s called pitch trail and is available on all pitching modes

    Close but no cigar

    No, that’s actually what it’s called. It shows pitch trajectory and is available on all pitching modes. It can be set to fade or on at all times.

    Swarai01_XBLS 1 Reply Last reply
    0
  • killerpresence4_MLBTSK Offline
    killerpresence4_MLBTSK Offline
    killerpresence4_MLBTS
    replied to Guest on last edited by
    #33

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    NO. 3 = Tell me you've never pitched without telling me you've never pitched.

    Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.

    Because "backdoor" pitches are dependent on the batter...
    Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs?

    You’re comparing apples to oranges. Breaking balls (sliders and curveballs) to the opposite side of the plate (arm side) will have much different trajectories due to the type of spin the pitch has on it. Sinkers/2 seamers will have more break to the arm side due to their spins and seam orientation. This is physics plain and simple. Not sure what your argument is unless you really have zero understanding of pitching.

    Swarai01_XBLS 1 Reply Last reply
    0
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    replied to Guest on last edited by
    #34

    @killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    NO. 3 = Tell me you've never pitched without telling me you've never pitched.

    Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.

    Because "backdoor" pitches are dependent on the batter...
    Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs?

    You’re comparing apples to oranges. Breaking balls (sliders and curveballs) to the opposite side of the plate (arm side) will have much different trajectories due to the type of spin the pitch has on it. Sinkers/2 seamers will have more break to the arm side due to their spins and seam orientation. This is physics plain and simple. Not sure what your argument is unless you really have zero understanding of pitching.

    They the CPU bears the same result

    killerpresence4_MLBTSK 1 Reply Last reply
    0
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    replied to Guest on last edited by
    #35

    @killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?

    It’s called pitch trail and is available on all pitching modes

    Close but no cigar

    No, that’s actually what it’s called. It shows pitch trajectory and is available on all pitching modes. It can be set to fade or on at all times.

    You don't understand the context

    1 Reply Last reply
    0
  • Swarai01_XBLS Offline
    Swarai01_XBLS Offline
    Swarai01_XBL
    replied to Guest on last edited by
    #36

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    I just got tired of talking to him. He didn’t win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didn’t mention different types of curveballs or change ups because they’re technically different pitches. Mark Prior for example throws a couple different curves.

    Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror

    Another reason this game should’ve stayed PlayStation exclusive. Didn’t have these idiots playing the game.

    What happens when the "idiots" purchase a Playstation? πŸ€”

    You don't use common sense and you're not that important πŸ‘

    fubar2k7_PSNF 1 Reply Last reply
    1
  • fubar2k7_PSNF Offline
    fubar2k7_PSNF Offline
    fubar2k7_PSN
    replied to Guest on last edited by fubar2k7_PSN
    #37

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...

    So if you could figure that out why couldn't he? πŸ€”
    My point stands

    Ok pal. Marinating in delusional message board victories can be your thing.

    I just got tired of talking to him. He didn’t win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didn’t mention different types of curveballs or change ups because they’re technically different pitches. Mark Prior for example throws a couple different curves.

    Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror

    Another reason this game should’ve stayed PlayStation exclusive. Didn’t have these idiots playing the game.

    What happens when the "idiots" purchase a Playstation? πŸ€”

    You don't use common sense and you're not that important πŸ‘

    Sony consoles sold all time ~500 million. MS consoles sold all time ~184 million. That doesn’t include nearly 100 million Sony handheld sold. Pathetic. πŸ˜‚

    1 Reply Last reply
    0
  • killerpresence4_MLBTSK Offline
    killerpresence4_MLBTSK Offline
    killerpresence4_MLBTS
    replied to Guest on last edited by
    #38

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    @kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics πŸ‘:

    NO. 3 = Tell me you've never pitched without telling me you've never pitched.

    Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.

    Because "backdoor" pitches are dependent on the batter...
    Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs?

    You’re comparing apples to oranges. Breaking balls (sliders and curveballs) to the opposite side of the plate (arm side) will have much different trajectories due to the type of spin the pitch has on it. Sinkers/2 seamers will have more break to the arm side due to their spins and seam orientation. This is physics plain and simple. Not sure what your argument is unless you really have zero understanding of pitching.

    They the CPU bears the same result

    You’re an idiot, but I guess at this point, anybody still corresponding with you is/are not much better. All us responding to you is doing is validating your ignorance. You obviously have no understanding of the laws of physics which automatically makes you not worth discussing this any further. So I’m jumping off and will no longer respond to your stupidity.

    1 Reply Last reply
    0
  • SuntLacrimae50_MLBTSS Offline
    SuntLacrimae50_MLBTSS Offline
    SuntLacrimae50_MLBTS
    wrote on last edited by
    #39

    Dude is just on here to argue opinions and preferences as if they're facts. And spam emojis. Both of which are emasculating. Leave him be. Maybe he'll go away. People like this sit at the dying fire blowing on it hoping it won't go out.

    1 Reply Last reply
    0

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