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MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

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Old 07-20-2014, 02:00 PM   #193
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Re: MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

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Originally Posted by Heroesandvillains
LOL! It's BABIP that I specifically think needs to go up!

With QC's, I'm noticing that when my pitch timing is bad (with Classic, the game determines this automatically), the CPU is not getting much benefit. They seem to be "guessing" (and guessing wrong) far too often with their PCI, and very rarely do they ever put "Normal" timing on the ball.

I know that QC's has certain boosts given to hitters thanks to the count generation. If I recall correctly, the hitter receives a contact bonus if he starts with 2 strikes. I'd have to imagine the "pattern recognition" from normal full-game play must get amplified too though honestly this is just a guess on my part.

However, with my setup at least, the boosts and pattern awareness are not nearly enough. Not for the CPU hitters (I feel like my hitting is fine, by the way).

I'm wondering if possibly selecting an interface where my release timing gets determined by me may help. The CPU seems lost with Classic on AS right now, regardless of how good the hitter's ratings are. Especially with meatballs.
I wish there was another difficulty between AS and HoF. On HoF i will give up 5+ easy. On AS i usually give up less than 2.
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Old 07-20-2014, 02:33 PM   #194
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Re: MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

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Originally Posted by HozAndMoose
I wish there was another difficulty between AS and HoF. On HoF i will give up 5+ easy. On AS i usually give up less than 2.
There is! Hopefully next year SCEA lets us select it.

The chasm between AS and HOF is far too great, IMO. This I believe is also the reason why DD, although an excellent addition, isn't optimal in its current state. The difference between difficulties is so vast that for a certain type of player, the levels go up and down enough to makes your eyes spin.

I was holding out hope that this was going to get tuned in some way in the patch but unfortunately it looks like I'm on my own to try and create a balanced yet challanging game.

I'm with you Hoz.
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Old 07-20-2014, 03:06 PM   #195
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Re: MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

Quote:
Originally Posted by HozAndMoose
I wish there was another difficulty between AS and HoF. On HoF i will give up 5+ easy. On AS i usually give up less than 2.
Quote:
Originally Posted by Heroesandvillains
There is! Hopefully next year SCEA lets us select it.

The chasm between AS and HOF is far too great, IMO. This I believe is also the reason why DD, although an excellent addition, isn't optimal in its current state. The difference between difficulties is so vast that for a certain type of player, the levels go up and down enough to makes your eyes spin.

I was holding out hope that this was going to get tuned in some way in the patch but unfortunately it looks like I'm on my own to try and create a balanced yet challanging game.

I'm with you Hoz.
I agree with this 100%.

At first I was in love with dynamic difficulty - at least the idea of it - but I have absolutely no interest in playing on Rookie mode while the game slowly adjusts to my level. I wish I could just start on All-Star and let Dynamic Difficulty do the rest.

Or even better, just pick and choose the aspects of various difficulty levels... like the (lack of) control from Hall of Fame, and the plate vision from All-Star.
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Old 07-20-2014, 03:21 PM   #196
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Re: MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

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Originally Posted by forme95
Its called sarcasm lol. There were other issues that needed to be addressed and people are estatic about organ music lol

I would have been happy about the custom camera save, but it took so long, I got use to a preset so I have been sticking to that. Still toying with a custom setting, but yes it is nice that it saves now.
I get you. Camera save was my biggest annoyance, but people made the organ sounds cool I feel left out!

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Old 07-20-2014, 03:25 PM   #197
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Re: MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

Quote:
Originally Posted by Heroesandvillains
There is! Hopefully next year SCEA lets us select it.

The chasm between AS and HOF is far too great, IMO. This I believe is also the reason why DD, although an excellent addition, isn't optimal in its current state. The difference between difficulties is so vast that for a certain type of player, the levels go up and down enough to makes your eyes spin.

I was holding out hope that this was going to get tuned in some way in the patch but unfortunately it looks like I'm on my own to try and create a balanced yet challanging game.

I'm with you Hoz.
I play with classic pitching and they still seem to punish me.
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Old 07-20-2014, 03:28 PM   #198
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Re: MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

Has anyone else noticed the fielding is not as responsive after the patch?

It's like they lost their sense of urgency. I know my timing of pre-loading isn't off.
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Old 07-20-2014, 03:44 PM   #199
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Re: MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

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Originally Posted by ThreeKing
Has anyone else noticed the fielding is not as responsive after the patch?

It's like they lost their sense of urgency. I know my timing of pre-loading isn't off.
I don't think it is, it doesn't seem any different to me. In fact I just got a really quick 3B turn-and-throw animation in my current game that I don't think I've seen very often - usually this kind of play ends up with the 3B coming to the "rest" position before throwing. I was extremely quick on the pre-load though, using Pure Analog Fielding (which I can definitely say is much more playable now post-patch).




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Old 07-20-2014, 03:51 PM   #200
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MLB 14 The Show 1.12 (PS4) and patch 1.17 (PS3) Available Now - Details Included

I think it's because I have my fielder reaction slider down too low.

Hey bcruise, do you notice that the computer defense is faster and more quicker than the guys you control? Or am I seeing things?
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