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Old 04-21-2005, 01:52 AM   #6
M's rule
All Star Reserve
 
Join Date: Jul 2003
Location: Seattle
Posts: 925
majesty95, I appreciate your helpfulness, and in fact all your tips are valid baseball strategy in real life. However, because of the way OOTP operates, some of your advice is irrelevant.

You said: 2-1 is a good count to hit and run on. Pitcher is behind in the count and likely to throw a fastball for a strike.
But: In OOTP, you have to decide what to do before the first pitch is thrown. The only time you get to change your strategy is if the batter hits a foul ball that puts him at two strikes (and then your options may be limited beyond what you would like).

You said: 1-1 is a good count to steal on. Pitcher may try to get ahead with breaking ball or change up out of the strike zone.
But: See above. Once you’ve selected a strategy with a 0-0 count and hit a key (or just hit 1 for hit away), you don’t get a chance to change strategy until the batter has two strikes.

You said: A pitchout is a good call on 0-1 and sometimes 1-1 (if your pitchers throws strikes and the hitter isn't great) with a fast runner/base stealer on.
But: You can’t call for a pitchout in OOTP.

You said: Pickoff throws are essential in keeping runners close to 1. prevent them from stealing, 2. increase the likelyhood of a double play on a ground ball and 3. lessen the chance the runner will move from first to third on a single or score on a double.
But: You can’t call for a pickoff throw in OOTP. You can hold the runner (at any base or combination of bases), but you have no control over whether a pickoff will be attempted.
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