@Simple-Jack3998_XBL I get the "hitting in real life" thing, but I don't think that should apply here. There are SO MANY little aspects that go into hitting a baseball in real life. Yes, you can be out in front of a pitch and still hit it hard or hit a HR, but that's because there are a whole slew of things you did right (kept your hands back, kept your weight back, still transferred your weight through the ball well, etc). You can also do almost everything right, but if you have the tiniest hitch or something wrong with your swing, then you're not hitting ANYTHING. SDS is taking ALL of that and boiling it down into just two things (swing timing and PCI placement). And that's TOTALLY fine, because obviously nobody wants to do 35 different things on a controller to hit a ball, but it makes it much different than real life and, essentially, non-comparable.
We HAVE to get away from this idea that "because it can happen in real life that makes it acceptable in the game" idea. Hitting in real life and hitting in a video game are not even remotely close things and shouldn't be compared.
In addition to that, why is it that being "early" on a pitch means you're simply out in front and can still hit the ball 400 ft, but being "late" MUCH more consistently means you're jammed and not hitting the ball hard. Why is a "late" swing a jam shot but an "early" swing not hitting it off the end of the bat?
If you're going to take the hardest thing to do in sports and boil it down to two things on a controller, then at least eliminate some of the RNG and make input much more meaningful than it already is. Otherwise you're just relying on luck or a favorable random outcome. And although there is some of that in baseball, to look at a player who was "out in front" of a pitch and still hit a HR and saying that's the same as RNG randomly deciding a poorly timed swing is a HR is just not true.