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Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Android)

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Old 09-04-2016, 07:59 AM   #353
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Re: Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Andr

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Originally Posted by KBLover
I saw an option in Special Training that Google Translate called "Starting Pitching Method Adjustment".

Is that basically turning him into a SP? I ask because I notice my roster is basically all relievers except for the six or so SP in the whole system lol. So turning a young guy (Kai, who's noted with an asterisk on the rosters spreadsheet) or two in to a SP sounds appealing

6 games and 61% chance - figured it was worth it.
2010 did not assign pitchers to starter/middle/closer (that came in 2011 version I think.) In 2010 it's up to you to pick up to 6 starting pitchers from the pool. If you go to the 3rd page of a pitchers attributes you'll see three colored letters. They are fatigue recovery, stamina and starting pitcher preparation.

So to find a good starting pitcher look for good stamina and decent SPP (C/D is usually fine as long as stamina is good.) Now if you plug a reliever into a starter slot you'll see a dark blue & light blue bar. The light blue represents how much your SPP extends overall stamina.

Closers will usually have average to bad stamina with poor SPP.

Quote:
Originally Posted by KBLover
BTW, is it normal for there to be no errors?

Is that just the nature of NPB (not many errors) or is there a setting I could tweak?
It's possible NPB has fewer errors. I remember "wonder dog" Rex Hudler talking about playing in the NPB. He said managers would yell at him for making an error and take it personal. He would be benched and not spoken to for a week. It's a very high pressure, disciplined league. Other differences are that good starters often pitch complete games; and pitching in general is about nibbling corners because pitchers don't have over-powering stuff.

In regards to PYS, errors got better with later versions (with 2015 probably being the best.) That is to say where you'll now see bobbled grounders and things of that nature. In 2010 it was more like "Bill Buckner" type plays with easy balls getting by players that may not be counted as an error.

Defense was still top notch though in regards to replicating speed, arm strength and accuracy. Defense has always been very important in this game.
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Old 09-04-2016, 11:03 AM   #354
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Re: Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Andr

Site is still down.
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Old 09-04-2016, 12:14 PM   #355
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Re: Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Andr

Quote:
Originally Posted by Spirits Translation
2010 did not assign pitchers to starter/middle/closer (that came in 2011 version I think.) In 2010 it's up to you to pick up to 6 starting pitchers from the pool. If you go to the 3rd page of a pitchers attributes you'll see three colored letters. They are fatigue recovery, stamina and starting pitcher preparation.

So to find a good starting pitcher look for good stamina and decent SPP (C/D is usually fine as long as stamina is good.) Now if you plug a reliever into a starter slot you'll see a dark blue & light blue bar. The light blue represents how much your SPP extends overall stamina.

Closers will usually have average to bad stamina with poor SPP.

Ahhhh! I know I saw the colored bars and figured it meant something but wasn't sure what (since some guys had them and others didn't). Now I know.




Quote:
Originally Posted by Spirits Translation
It's possible NPB has fewer errors. I remember "wonder dog" Rex Hudler talking about playing in the NPB. He said managers would yell at him for making an error and take it personal. He would be benched and not spoken to for a week. It's a very high pressure, disciplined league. Other differences are that good starters often pitch complete games; and pitching in general is about nibbling corners because pitchers don't have over-powering stuff.

In regards to PYS, errors got better with later versions (with 2015 probably being the best.) That is to say where you'll now see bobbled grounders and things of that nature. In 2010 it was more like "Bill Buckner" type plays with easy balls getting by players that may not be counted as an error.

Defense was still top notch though in regards to replicating speed, arm strength and accuracy. Defense has always been very important in this game.

Defense is awesome in this game. Like you said, range ratings matter, speed matters, and the animations are fluid, show urgency, and are still very realistic and good looking. I've made plays in this game that would be nigh impossible in The Show due to the differences in speed (not types) of animations.

I saw one play last night in (one of many) close and exciting games I've had where my 2B clearly just missed a routine grounder. It was a hit lol. I did have an error, though. My SS made a bad throw that pulled the 1B off the bag and the batter was safe. I will have to remember to yell at him

When I had my no-hitter with Darvish going, I was like "if the scorer gives someone a hit on a clear error and ruins my no-hitter..." Fortunately, Darvish just struck out everyone late in the game.
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Old 09-04-2016, 08:08 PM   #356
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Re: Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Andr

Site is now up, and I got back to anyone who e-mailed me with questions or requests.

Yeah Darvish was a beast in the game. In real life he'd toss 135 pitches no problem. Try facing him with max pitch speed & real batting point - he will probably no-hit you.
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Old 09-07-2016, 07:37 PM   #357
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Re: Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Andr

So I snagged a copy of PYS 2011 for $4 on eBay. It's really just insane how much more responsive and fluid the hitting, fielding, and overall gameplay is when compared to MLB 16. If the next PYS came out with a full scale English language option, no question of whether I'd spend 60-90 dollars to import it. Especially if the next one is on PS4. Anyway, what difficulty are you guys rocking? Right now I'm just using Hard- CPU pitching and Middle pitch speed.
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Old 09-07-2016, 08:52 PM   #358
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Yep CPU Pitching: Hard -

CPU Batting: Hard (for beginners is good) but I use Hard + with human Pitching set to "1-Button Simple Style."

Pitch Speed: Depends on your 'Batting Point' setting, most use normal BP but some like to turn speed down and use Real BP. I prefer increasing the speed and using normal. Middle + is a good starting point.

Batting Cursor assist: Low as possible

CPU Pitch cursor: Stay away from "Fade" because the CPU will paint corners

Also, don't jerk the cursor too much. The less you move the cursor = more power. Also, in some versions you can choose analog hitting but switch to digital on the fly by holding L1. Use this if you're ahead in the count and are looking for a pitch in a certain zone.

Those are the crucial settings, all the others are personal preference. $4.00 was a steal for such a great game, but don't count on an English version. We'll be lucky to even get a Japanese version for PS4.
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Old 09-07-2016, 09:39 PM   #359
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Re: Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Andr

Quote:
Originally Posted by Spirits Translation
Yep CPU Pitching: Hard -

CPU Batting: Hard (for beginners is good) but I use Hard + with human Pitching set to "1-Button Simple Style."

Pitch Speed: Depends on your 'Batting Point' setting, most use normal BP but some like to turn speed down and use Real BP. I prefer increasing the speed and using normal. Middle + is a good starting point.

Batting Cursor assist: Low as possible

CPU Pitch cursor: Stay away from "Fade" because the CPU will paint corners

Also, don't jerk the cursor too much. The less you move the cursor = more power. Also, in some versions you can choose analog hitting but switch to digital on the fly by holding L1. Use this if you're ahead in the count and are looking for a pitch in a certain zone.

Those are the crucial settings, all the others are personal preference. $4.00 was a steal for such a great game, but don't count on an English version. We'll be lucky to even get a Japanese version for PS4.
Great tips, thank you. Yeah, I definitely need to enable 1-button pitching, since painting the corners is way too easy by default. English or no, a PS4 version in Japan would be great.

I'm a die hard Metal Gear fan, so an English version from Konami is definitely just wishful thinking. After the fiasco with Kojima and cut content from MGSV, I don't think Konami would go out of their way to appease a small-moderate group of English-speaking fans of PYS/Power Pros. Oh well .
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Old 09-08-2016, 02:03 AM   #360
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Re: Konami's Making Power Pros 2016 (PS4/PS3/Vita) & Pro Yakyuu Spirits Ace (iOS/Andr

Quote:
Originally Posted by Hideki55
So I snagged a copy of PYS 2011 for $4 on eBay. It's really just insane how much more responsive and fluid the hitting, fielding, and overall gameplay is when compared to MLB 16. If the next PYS came out with a full scale English language option, no question of whether I'd spend 60-90 dollars to import it. Especially if the next one is on PS4. Anyway, what difficulty are you guys rocking? Right now I'm just using Hard- CPU pitching and Middle pitch speed.
I have the 2010 version (my goodness, $4? I need to stalk E-bay more often....)

I'm on Hard- CPU pitching.

I'm still on Level 5 assist because I'm not use to controlling a bat like ever in a baseball game. Most of the games I've ever played were either sim-oriented (BBPro, OOTP), or controlled more like The Show (mostly timing and ratings determine results).

Level 5 assist still has me getting a spread of FB/LD/GB that's realistic (about 20% LD), especially on max pitch speed) and the offense comes and goes, especially if my whole team gets depressed for whatever reason.

On pitch speed, I waffle between Max and the one above max. I prefer max for breaking balls but for fastballs it might be too tough, especially since you REALLY need to get out front to pull things like a real hitter. I'm trying to set at max and just get my timing down for the heat. It's refreshing to even think like that because in The Show, even max pitch speed, I'm "very early" on 95+ heat a lot - it's baffling.

Batting Point - I'm going with the second one (Real, I think). I love it.

CPU Hitting, I have it on the one up from the bottom (Perfect?). Anything less than that and I stop the CPU offense too much, even with Orix's pitching "ability" (the "B's" must mean "Bad Pitchers" LOL). On Perfect...yeah, they suck like their ratings say. So many damn E's on this staff LOL.

For now I'm still on Auto baserunning and Auto Field/Manual throws (like I play on The Show).
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