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After several throws by the pitcher to 1b, wouldn't the #4 option result in "failed to get a good jump" more often than not? I would think in that case, #8 send forced might be the only way to get the runner to attempt steal. As the OP said, the pitcher would probably quit throwing to 1B, because after 1 or 2 or 3 throws, the runner would have reduced his lead enough to not requires throws over. But, the other side of this is, in real life the runner would be a lot less likely to attempt the steal due to his lead being cut in half. So continuing to hit #4 isn't exactly realistic either. Sometimes, I think we have to remember this is a computer sim. This to me is very similar to playing in pitch by pitch mode so you can hit take pitch(known exploit) over and over to tire the opposing pitcher.
Last edited by David Watts; 09-04-2017 at 10:29 AM.
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