Can you only put your Ballplayer at C if his archetype has C as its primary? Because I have mine at C, but he drops every pitch that basically isn't right down the middle. I'm using the "Yo Adrian" Archetype that has C on the preferred positions. If we can only put our Ballplayer at C if his archetype is a primary C, then how do we get a C primary archetype above silver? There's a bronze C archetype, but that leads to CF, SS, and 3B silver archetypes.
T-REZE_PSN
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I've already done the bronze slick fielding archetype program (Since I thought that led to a silver C archetype) but after that none of the silver archetypes were at the C position. Anyone know how to get a gold, or even a silver C archetype?
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@Crimson_Monk said in 1.06 Needs to address the Good/Okays on balls in the center of the PCI along with negative velos on Good/Good and Good/Squared:
@Dino-might_not said in 1.06 Needs to address the Good/Okays on balls in the center of the PCI along with negative velos on Good/Good and Good/Squared:
I could 100% live with the hitting if they’d just fix the [censored] pitching. It is measurably worse than last year. You have to aim it almost at the batters body to avoid sailing it down the middle.
The pitching sucks but if they made it easier then the game would be a [censored] show with nothing but low scoring games. If the fix pitching and revert hitting, then it would be perfect
Knowing how they handled hitting in previous years, I doubt SDS would ever revert hitting back to how it was day 1. But fixing pitching is something I think they could also do by making it less random by allowing players to hit their spots when they get perfect inputs on their pitching interface. I use Analog, and it feels like even if I hit my spot the ball goes in a random location. If SDS wants a pitcher's control to affect how pitching works (as it should), I think they should make that affect how hard it is to actually hit your spot with your chosen input method, and not add randomness to a pitch's location when a user hit's their spot.
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@The57Deluxe said in 1.06 Needs to address the Good/Okays on balls in the center of the PCI along with negative velos on Good/Good and Good/Squared:
Needs to address all of the fielding issues and baserunning too. There are so many fielding, throwing, and running glitches happening. Just one example is that Trout literally can’t catch a flyball at the wall, especially LF. I’ve had several hit to the base of the wall that are counted as homeruns too, some as ground rule doubles that don’t actually bounce over the fence. This is not just an online issue. It’s happening in CPU games frequently. Love the game but this is absolutely the worst shape I’ve seen it in since part of 2017. Baserunning and fielding IQ for players has always been a bit sketchy but it’s on a whole new level of weird this month.
I agree, but I just personally haven't experienced those as much. Luckily, I personally have only ran into major issues with the hitting. That's why that's all that I mentioned.
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I have had a good number (At least 45) of ABs where I centered up the ball in the PCI and got a Good/ Okay result from it that lead to weak contact outs. I have also noticed that on ABs with a Good/Good or Good/Squared up result, the exit velo was slower than the pitch velocity. I don't know how it would even be physically possible to square a ball up and make it slower than it came in. Sadly, it's not even just that the hitting system doesn't reward centering up the ball enough with the correct feedback and higher exit velos, it also incorrectly rewards swings with bad contact and timing. By this I mean that I have gotten no doubt HRs and high exit velo line drives off of swings where my PCI wasn't even on the ball. I swear it feels like they're very close with hitting, but these things are just absolutely enraging when they occur.
I'm no game designer, and don't claim to be knowledgeable of what doing the following would require, but I feel that if SDS tweaked hitting in the following ways it would make the game miles better than it is right now:
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Significantly boost exit velos on Good/Good and Good/Squared such that exit velos cannot be lower than the pitch velocity on these results
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Adjust Good/Okay to only occur when the PCI is slightly off of the ball, or where non-ideal contact is made but the PCI doesn't completely miss the ball. And make it extremely difficult, if not impossible, to obtain this result if the ball is in the center of the PCI with good timing
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Do not reward bad PCI placement and/or bad swing timing with high exit velo hits. By this I mean that it should be made very difficult, if not impossible, to hit a ball hard for a HR or line drive on swings where the PCI is off of the ball.
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On the team management screen it says my Ballplayer is at a secondary position at Catcher, but in game it treats him as an out of position Catcher
Anyone know which Silver Archetype leads to a Gold Catcher Archetype?
1.06 Needs to address the Good/Okays on balls in the center of the PCI along with negative velos on Good/Good and Good/Squared
1.06 Needs to address the Good/Okays on balls in the center of the PCI along with negative velos on Good/Good and Good/Squared
1.06 Needs to address the Good/Okays on balls in the center of the PCI along with negative velos on Good/Good and Good/Squared