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JackB1
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Post by JackB1 »

Piggy, are you saying to hit to left field, you push the stick towards "9 o'clock"? I was pushing it diagnolly to the left (between 10 & 11 o'clock)
like it shows you in the training video. Am I wrong? I wonder if you swing at 9 o'clock to try and pull down the line and diagnally to try for a left-center gapper?


pigpen81 wrote:Guys, the trick to L & F is to press down to load, then left for inside RH swing, right for outside RH swing, and up for down the middle.

You will have much more success then trying diagonal Up/Left or diagonal Up/Right.

Once you get the feel, it is awesome.

Give it some more practice.
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Post by Nozzleman_216 »

I am not exactly sure what piggy is saying, but I will let you in on what I do and it SEEMS to work. Whether its right or not I don't know. I have pulled a few bombs to left with righties. What I do is when the pitch is inside and one I really think I can get hold of (righty or lefty) I load and when I fire, I move the stick from the down to the left or right in a quarter circle motion. So its not really an abrupt push in either direction. It more of a circle rotation. Now, I am not great at doing this, but it seems I have hit some of my homers like this, especially ALL of the ones I have pulled!!! I am loving the load and fire!!
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Post by Slumberland »

I stick with the more diagonal motion shown in the tutorial vids. Suits me fine, and I get my share of homers on AA difficulty. My main problem these days is that for some reason I have a harder time instinctually moving my right thumb up and to the left than I do up and to the right. For that reason, most of my righties are more successful slapping it to the opposite field, and my lefties are the ones really ripping it. I did hit two mammoth homers with righties yesterday, but I have to concentrate so hard to get a good swing on inside pitches... it just doesn't feel natural yet.

The slider adjustments I've made are almost identical to the ones I used with MVP '05... pitching cursor and vibration off, user pitching meter difficulty and control to -50, foul balls to 50, and in the case of NCAA I've set CPU swing frequency to -50. I know that sounds extreme, but to my eye it's the only way to get them to take a realistic approach at the plate and make me throw more pitches. I was getting way too many three-or-four pitch innings for my defense on defaults.

My biggest worry with this game is that the between pitch batter rituals will eventually wear down my patience. Otherwise it's really good.
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Post by Zeppo »

Thanks for the L&F tips, piggie. I am loving the new L&F and the analog throwing. The batting mini-game has helped me tremendously (as it did last year) in getting used to the hitting. I find I have to swing a lot earlier than I would expect, and that the strike zone seems very high, but as I get used to it, the better and more fun it is getting.

I really, really love the analog throwing. I love that now every throw is different. I love that long throws from the outfiled are almost impossible to throw right on the bag. Maybe it's my own sloppiness, but I seem to miss side to side quite often, even when I get the timing of the throw just right. And of course, just as I found the original MVP revolutionary because finally, WPs were due to my own screw-ups, so to now with throws. Every throw, even the most routine, has a chance to end up in the stands, and it's not some behind-the-scenes roll of the dice.

Yeah, both systems aren't perfect, but they are IMHO superb first steps in the absolutely right direction.

I still think with the pitching, there needs to be a fundamental difference in the meter between straight pitches and breaking balls. It's far too easy to throw a breaking ball on a 3-0 count, and that points out a major problem with the system. IMHO making breaking balls fundamentally different in the meter mechanics would solve the problem of not enough walks by human pitchers. Of course, when I play online, the main reason there aren't enough walks is impatience by the human hitters, but this big change is necessary and I think would make pitching more accurately reflective of the real thing.

Really enjoying the game; kudos to EA for going the NCAA route and changing/adding things instead of giving up (á la MS and the HH code).
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Post by webdanzer »

Slumberland wrote:My main problem these days is that for some reason I have a harder time instinctually moving my right thumb up and to the left than I do up and to the right. For that reason, most of my righties are more successful slapping it to the opposite field, and my lefties are the ones really ripping it.
I discovered the exact same thing myself, Slumber. Makes sense to me, though...drawing your thumb down then towards your hand seems to be a much more natural motion than down and then away. Definitely focus on going straight left rather than up & left. It helped me.
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Post by MizzouRah »

My biggest worry with this game is that the between pitch batter rituals will eventually wear down my patience. Otherwise it's really good.
My only gripe right now. I can't believe you can't turn that off or at least hit a button to move past those times.

I'm going to give both new systems some more time before I start a dynasty. One thing for me, varsity was too easy right off the bat.. AA seems perfect thus far.
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Post by pigpen81 »

don't have time to talk....between passing periods....but yes...9 o clock is exactly what I mean.


Doby...I haven't touched sliders and I play on AA
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Post by snate »

Zeppo wrote:It's far too easy to throw a breaking ball on a 3-0 count, and that points out a major problem with the system. IMHO making breaking balls fundamentally different in the meter mechanics would solve the problem of not enough walks by human pitchers.
This is an excellent point Zeppo. It should be harder to throw effective and accurate breaking piches than a fastball. This is a key part of baseball that is not represented well in this series. HH did have this aspect of the game in its code and in its sliders.
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Post by Dave »

snate wrote:[This is an excellent point Zeppo. It should be harder to throw effective and accurate breaking piches than a fastball. This is a key part of baseball that is not represented well in this series. HH did have this aspect of the game in its code and in its sliders.
That is one thing I really like about 989's MLB series--you aim where the pitch starts and it breaks from there. You shouldn't be able to pick the spot for a breaking ball. Plus, a hanging curve or slider might stick in the middle of the plate instead of breaking inside or outside instead of a random location.

One gripe from last night was that sometimes, the CPU hardly throws any fastballs. I don't watch college baseball, but I would have thought there would be more fastballs. It drives me crazy when the CPU always nails the corner with a hard slider on a 3-0 pitch...
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Post by webdanzer »

I prefer aiming for the pre-break spot myself.

There woudn't need to be that much changed in the meter after that. If you hit your release spot early, your ball could be flatter. Late = more break. I actually kind of think that is how it is now.
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Post by CityWolves »

I think the fact that discrepancies in the pitch meter can alter the location of the pitch makes up for the fact that you can aim the direct location of the pitch. Many times I've aimed off the plate and because I couldn't hit the meter perfectly, they've drifted over the plate and ended up 500 feet behind me. :)

More than any game in the past, I think this game accurately portrays small ball and the batter-pitcher interface makes the game, in my opinion. L&F and analog throwing are just icing on the cake!

I'm having a ball with this game, if it just weren't for these little punks that cry if they're not served batting practice. :x
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Post by Slumberland »

A little gripe with what EA baseball has become... I love that almost each step is interactive now, meaning that even a throw to first isn't simply a routine button press any longer, but one of the things I loved about High Heat was how it was incredibly deep but about as easy to pick up and play with a friend as it could possibly be. Unfortunately, when a friend ith no prior MVP experience is over at the house and we're looking for a game to pop in, baseball is sort of no longer an option because of the huge learning curve involved. Different difficulty levels for each participant is a nice inclusion to that end, but still... explaining High Heat to someone was only a shade tougher than explaining the controls to an NES baseball game, yet you'd still encounter so many great baseball situations.

B*tch-fest over. Great game.
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Post by ScoopBrady »

MizzouRah wrote:
My biggest worry with this game is that the between pitch batter rituals will eventually wear down my patience. Otherwise it's really good.
My only gripe right now. I can't believe you can't turn that off or at least hit a button to move past those times.

I'm going to give both new systems some more time before I start a dynasty. One thing for me, varsity was too easy right off the bat.. AA seems perfect thus far.
Has anyone tried turning off the "Throw back to pitcher" option to see if this problem goes away?
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Post by Slumberland »

It doesn't go away... the routines are still there and un-skippable.
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Post by Zeppo »

Slumberland wrote:A little gripe with what EA baseball has become... I love that almost each step is interactive now, meaning that even a throw to first isn't simply a routine button press any longer, but one of the things I loved about High Heat was how it was incredibly deep but about as easy to pick up and play with a friend as it could possibly be. Unfortunately, when a friend ith no prior MVP experience is over at the house and we're looking for a game to pop in, baseball is sort of no longer an option because of the huge learning curve involved. Different difficulty levels for each participant is a nice inclusion to that end, but still... explaining High Heat to someone was only a shade tougher than explaining the controls to an NES baseball game, yet you'd still encounter so many great baseball situations.

B*tch-fest over. Great game.
I hear what you are saying, Slumberland. To me, it's a bit like the kick meter in EA's football games. Now, I am one who absolutely loved the mechanics and results (never the same kick twice!) of the old meter, the draw/fade, hook/slice element, the fact it was meant to be easier with less power than with max power. Unfortunately, it didn't quite make it because shanking kicks was far too easy to do. Sometimes when I tried to take a lot off to make it slower, I'd jump the gun and shank it badly.

When I first saw the videos of Madden 360, I was horrified by what looked like the ultra-simplistic, 'can never kick it any way but straight' NFL 2K style kick arrow. Once I got the game in my hands, however, I fell in love with the new kicking in Madden 360. They were able to retain the 'never the same kick twice' element of draws and fades, and yet with the new broken-down mechanic, they've made it nearly impossible to shank a kick. This means that beginners don't face a massive learning curve to avoid shanking (assuming they understand the concepts of the new meter), while experts can continue to push themselves to try longer and longer kicks. Extra points are almost impossible (almost) to miss, but longer field goals tend to draw or fade outside the posts unless you nail all three segements. And that's as it should be.

And so it is with MVP. As they did with kicks in Madden some 5 years ago, they have brilliantly implemented a user-controlled system that generates infinite variety in throws, but it's too easy to throw balls away until you get used to the meter. Now, I'd rather have it this way than the old, 'roll of the dice behind the scenes to get an error' way, and I think it's great that you can play with the old way if you want to. I don't know the solution to the problem, but I'm glad they're not afraid of learning curves while still giving an you the option to make it simpler if you want to.

It's a tough problem, no doubt. The kind of problem something like the innovative 'driving line' in Forza was created to solve.
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Post by MizzouRah »

Slumberland wrote:It doesn't go away... the routines are still there and un-skippable.
Yep... I play a full game with everything on the first time I played, but now I have throw back to pitcher off and I really wish you could turn that off as well.

I mean, baseball is long enough... and this step out of the box animation is wayyyy to repetitive.
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Post by James_E »

Zeppo wrote: The kind of problem something like the innovative 'driving line' in Forza was created to solve.
(Just making sure we don't credit the Forza team for this...) Driving line was created before Forza, it's not their innovation. It was in the Gran Tourismo license tests, and it was in the Ferrari game on the DC wasn't it? it was also in Papyrus Nascar games (for sure Nascar 2003). Anyone know what the first game with a cool "driving line" was?
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Post by matthewk »

MizzouRah wrote:I mean, baseball is long enough... and this step out of the box animation is wayyyy to repetitive.
Agreed. This is my only serious gripe with the game.

I can now officially confirm that this and Arena football (the anticipation for it at least) have squashed any urge for a 360 at this point. I saw a 360 in a store the other day (Target I think) and I didn't pick it up.
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Post by MizzouRah »

I'm really finding it easy to get attached to my players in this game. One thing I don't know.. I only have 3 SP, is that normal in college baseball? or do you make a long reliever a starter?
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Post by webdanzer »

snate wrote:
Zeppo wrote:It's far too easy to throw a breaking ball on a 3-0 count, and that points out a major problem with the system. IMHO making breaking balls fundamentally different in the meter mechanics would solve the problem of not enough walks by human pitchers.
This is an excellent point Zeppo. It should be harder to throw effective and accurate breaking piches than a fastball. This is a key part of baseball that is not represented well in this series. HH did have this aspect of the game in its code and in its sliders.
I don't know if you guys saw gameseven mention this in the
http://www.digitalsportspage.com/module ... ic&t=10306 2k6 thread,but the new pitching system in 2k6 addresses this point specifically.

Link to interview: http://xbox360.ign.com/articles/685/685116p1.html
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Post by snate »

webdanzer wrote:
snate wrote:
Zeppo wrote:It's far too easy to throw a breaking ball on a 3-0 count, and that points out a major problem with the system. IMHO making breaking balls fundamentally different in the meter mechanics would solve the problem of not enough walks by human pitchers.
This is an excellent point Zeppo. It should be harder to throw effective and accurate breaking piches than a fastball. This is a key part of baseball that is not represented well in this series. HH did have this aspect of the game in its code and in its sliders.
I don't know if you guys saw gameseven mention this in the
http://www.digitalsportspage.com/module ... ic&t=10306 2k6 thread,but the new pitching system in 2k6 addresses this point specifically.

Link to interview: http://xbox360.ign.com/articles/685/685116p1.html
Thanks for the link Web. It sounds like that interface has some potential.
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Post by matthewk »

MizzouRah wrote:I'm really finding it easy to get attached to my players in this game. One thing I don't know.. I only have 3 SP, is that normal in college baseball? or do you make a long reliever a starter?


I think it's easier to like these fictional player than the real pros because you don't read about these guys beating their wives or complaining about contracts. well you do in your emailes during a dynasty, but that's different :)

3 is the norm. With only 3-4 games a week, you can get away with only 3 starting pitchers. I did demote one of my starters to relief duty and promoted a long reliver to a starter. That move along moved me up from a C- to B- rating.
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Post by Zeppo »

James_E wrote:(Just making sure we don't credit the Forza team for this...) Driving line was created before Forza, it's not their innovation. It was in the Gran Tourismo license tests, and it was in the Ferrari game on the DC wasn't it? it was also in Papyrus Nascar games (for sure Nascar 2003). Anyone know what the first game with a cool "driving line" was?
Were those lines dynamic? I remember the line in the early GT games' license tests, but I don't remember it being anything more than a static indication of the proper driving line.

What made the line in Froza so cool and effective was that it was always under your car, no matter where on (or off) the tarmac you car was. It changed color depending on grip and momentum levels, so it demonstrated upcoming braking zones and so on.

I could be wrong, but I think that those are the elements that were new to Forza. And those are the elements that made it effective and helpful. It essentially eliminated the problem of drivers on a new track ending their race in the first turn as they drive into the kitty litter, much like the Madden 360's new kick mechanic essentially eliminates the shanking problem that plagues the old Madden kick mechanic.
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Post by MizzouRah »

matthewk wrote:
MizzouRah wrote:I'm really finding it easy to get attached to my players in this game. One thing I don't know.. I only have 3 SP, is that normal in college baseball? or do you make a long reliever a starter?


I think it's easier to like these fictional player than the real pros because you don't read about these guys beating their wives or complaining about contracts. well you do in your emailes during a dynasty, but that's different :)

3 is the norm. With only 3-4 games a week, you can get away with only 3 starting pitchers. I did demote one of my starters to relief duty and promoted a long reliver to a starter. That move along moved me up from a C- to B- rating.
You have a point there. :)

Thanks for the information as well!
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Post by JackB1 »

Boy, aiming left or right with the stick made a HUGE difference in my hitting. I tried it and banged out about 12 hits, where before I would average about 6 per game. Thanks for the tip!


pigpen81 wrote:don't have time to talk....between passing periods....but yes...9 o clock is exactly what I mean.


Doby...I haven't touched sliders and I play on AA
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