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| OOTP 21 - General Discussions Everything about the brand new version of Out of the Park Baseball - officially licensed by MLB and the MLBPA. |
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#1 |
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Major Leagues
Join Date: Feb 2020
Location: Florida
Posts: 495
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running
looking atr atributes what is the difference between speed and stealing because one of my guys is a 2 on speed and 8 on stealing so just trying to understand this
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#2 |
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Minors (Triple A)
Join Date: Apr 2004
Location: Las Vegas
Posts: 268
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Speed determines ability to get a good jump. In other words sb attempt rating. Steal rating is how successful a player will be on those attempts. So a player with 2 speed and 8 steal rating will not steal a lot of bases, but will have a high success rate when he does go.
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Last edited by dodger300; 10-10-2020 at 02:38 PM. |
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#3 |
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Minors (Single A)
Join Date: Nov 2003
Posts: 68
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Unfortunately, when playing out games yourself and using run & hit, only the steal rating matters as there is no penalty for run & hit. A 20/80 run with a 65/80 steal rating can steal a good 50 bases a year at an 80% clip as long as you are patient and only run & hit on 1-0, 2-0, 2-1, 2-2, 3-0, 3-1 or 3-2 counts since there are 0 pitch outs.
I really hope this gets addressed in the next version. There needs to be at least some penalty with run & hit and several more steal settings, such as: Green Light: (should be default) Hitter can steal but is not directed and hitter has discretion to swing. This is essentially allowing computer control over stealing for this pitch or one-pitch AB. Run & Hit: Runner always go (with some % penalty, steeper for slower runners, hitter may swing. Red Light: No steal attempt Steal - Hitter Take Hitter attempts to get jump and hitter takes - currently in game Steal - Hitter Discretion Hitter attempts to get jump and hitter can swing. Currently we can't steal with 2 strikes becauses hitter will watch strike 3. At the very least, allow a hitter to swing on steal with 2 strikes! Last edited by StratMan; 10-10-2020 at 09:18 PM. |
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#4 |
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All Star Starter
Join Date: Nov 2019
Posts: 1,183
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I agree. We need more stealing options.
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“Baseball isn’t statistics; it’s Joe DiMaggio rounding second.” “Once, centuries ago, it was the beloved national pastime of the Americas, Wesley. Abandoned by a society that prized fast food and faster games. Lost to impatience.” “ The term ‘WAR’ should be replaced by ‘WAG’. WAR isn’t an actual measurement; it’s just a wild-ass guess” -Bill James RIP National League 1876-2022 Floreat semper vel invita morte. I make custom ballparks. |
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#5 | ||
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Banned
Join Date: Aug 2019
Location: Ban land in 3...2...
Posts: 2,943
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Quote:
From the manual Quote:
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#6 |
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Minors (Triple A)
Join Date: Feb 2018
Posts: 251
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If I've got a player at 80 stealing but his speed is low, I'll put his steal slider at full. They seem to get good success rates, even though few attempts are made. Though it seems impossible to know if this is negatively affecting my batters who might be taking a pitch while the steal attempts are aborted 90% of the time.
For high speed guys, I need to turn down their stealing rate to get higher success rates, probably since they are stealing predictably on the first pitch while the AI expects it and calls a pitch out. And for something like a 80 speed guy with 70 stealing, I usually have them steal rarely, while a 40 speed guy with 70 stealing I'll have set to steal the maximum. So everyone on my team tends to have a high success rate this way. |
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#7 | |
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Minors (Double A)
Join Date: Aug 2020
Location: Maryland
Posts: 103
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Quote:
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