The Lama
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Join Date: Sep 2010
Location: Parkland, Florida
Posts: 21,197
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Armor & Sword’s MLB The Show 22 Classic/Directional/Clean Screen Simulation Sliders
Hello OS Show Nation!!!! Well this is a surprise....and my friends it is such a sweet one at that. It was well known I was passing on The Show for the second straight year (I might have picked it up late cycle to check out the presentation improvements etc) as we are hardcore and head deep into MLB 20 The Show (and we still are folks as we will continue Yankees Year 6 and our Classic Franchises on that game). My lovely wife and amazing son sprung a major surprise on me on 3/31/22 with a pre-ordered MVP Edition Steelcase which we were able to pick up at Gamestop late last night. I was stunned. And you now what....I am so happy they did. What a return to form for me personally. Let’s just skip the revisionist history on MLB 21 and say SDS totally redeemed themselves on the gameplay and presentation front in a huge way with this years offering. You really have to play it to believe it on the PS5 or XBOX X to understand just how much of a leep we really got with gameplay, Presentation and Audio. Just jaw dropping stuff if you are a long time fan of this series like myself.
So with that......we are back this cycle and we are developing a HOF slider set for this years game.
For all of those who have used my sliders in the past you know the drill. We play with a totally clean screen. No visual aides what so ever, utilizing the Classic pitching and Directional hitting interfaces.
When you dive into my approach at playing MLB The Show keep an open mind. Dare yourself to dream of playing every pitch of every inning so the magic of baseball can unfold for you over the course of this cycle. I can assure you if can make an effort to play at least 120-162 games you will get the full monty of what makes MLB The Show the greatest console sports game on the planet. The “little things” really shine and you will see things in game 100 that you never saw in the previous 99. Believe me, trust me and dive in. Endure a month long cold spell at the plate. Endure a month long shellacking of your pitching staff as you grasp at reasons of WTF is going on.....that will make that 15 game winning streak, that 10 game hitting streak, that monster run of scoring 50 runs in 6 games, that 3 HR game, hitting for the cycle, getting to the post season, WINNING THE WORLD SERIES that much sweeter.
Trust the settings, trust the dice rolls, and try to get better!
1. Sample size - Please play 25-35 games before jumping off a bridge because you can’t hit or pitch. Also be honest with yourself about your skill level and ability. Especially when it comes to hitting. The Show emulates hitting so well. And guess what? It is the hardest thing to do in all of sports. That is why we have guys playing football on Sundays (they cannot hit a 95 MPH fastball nor want any part of standing in the dish facing that kind of heat coming at their head). Adjust pitch speed down or up if you find it too difficult or too easy.
2. Buy into the clean screen approach and embrace this way of playing - Turn off those visual guides, cues and arrows. Do not use guess pitch. It all makes you a lousy player. Learn how to play baseball. Use your eye’s and instinct’s. Sit on pitches, have patience at the plate, learn what good pitch sequencing is all about when you are on the bump. This is not an entry level way of playing. Clean screen is hardcore simulation style baseball. Our timing and our IQ coupled with player ratings determines our ultimate success.
Version 2.00 5/07/22
Batting and Baserunning:
Hitting Difficulty: HOF
Hitting Interface Directional
Input Type - Buttons
Plate Coverage Indicator - Off
Camera Shift - Off
In-Play View Offense - Broadcast
Hitting View: Fisheye (Users Choice)
Ball Trail - Off
Button Interface: Classic
Guess Pitch: Off
Baserunner Interface: Default
Baserunning Decisions: Assist
Sliding Decisions: Assist
Runner Window: Off (Much more challenging and rewarding plus cleaner screen)
Pitching:
Pitching Difficulty: HOF
Pitching Interface: Classic
Pitching View: Broadcast
Pitching Ball Marker: Off ("On" for those that struggle with it off)
Pitch Confidence: On
Pitch Delay: Normal
API: Default
Fielding:
Throwing Interface: Buttons
Throwing Meter: Off
Throwing Difficulty: NA
Throwing Decision: Off
Throw Canceling: On
Fielding Decision: Auto
Defensive Shift: Manual
All Indicators - Off
Fielding View Offense: Broadcast
Fielding View Defense: Broadcast
General
Strike Zone: Off
Hot Zones: Off
Warm Up Relievers - Off
Balks: Off
Tutorial Tips - Off
Post Game Auto Save - Off
Umpire Balls and Strikes: Personalized
Umpire Close Plays: On
Check Swing Appeals: On
Injuries: On
Ejections: On
Scorebar Display - On
Pitch Select Display - Off
Swing/Pitch Info - Off
Vibration - Off
Game Log Order - Default
Presentation Options
Presentation Mode - Broadcast
Pre Pitch Cameras - Batting Only
Frequency - High Leverage
Batter Walkup - On
In-game Ticker - On
Closed Captioning - Off
Gameplay Sliders
Dynamic Difficulty Sensitivity - user choice (I do not use it)
Human Contact - 7 (+1)
Human Power - 5
Human Timing - 5
Stride Difficulty - 5
Human Foul Frequency - 4
Human Solid Hits - 4
Human Starter Stamina - 8 (+1)
Human Reliever Stamina - 7 (+1)
Human Pitcher Control - 5
Human Pitcher Consistency - 5 (+1)
CPU Contact - 5 (-1)
CPU Power - 5
CPU Timing - 5
CPU Foul Frequency - 4
CPU Solid Hits - 3 (-3)
CPU Starter Stamina - 8 (+1)
CPU Reliever Stamina - 7 (+1)
CPU Pitcher Control - 5 (-1)
CPU Pitcher Consistency - 5
CPU Strike Frequency - 5
CPU Manager Hook - 5 (set up 12 man rotations for CPU and put no pitcher in the LRP slot. 13 man staff’s cause logic issues longterm for the CPU)
CPU Pickoffs - 5
Fastball Pitch Speed - 5
Off speed Pitch Speed - 5
Fielding Errors Infield - 6
Fielding Errors Outfield - 6
Throwing Errors Infield - 5 (-1)
Throwing Errors Outfield - 5
Fielder Run Speed - 4
Fielder Reaction - 4
Fielder Arm Strength Infield - 5 (+1)
Fielder Arm Strength Outfield - 5
Baserunner Speed - 5
Baserunner Steal Ability - 6
Baserunner Steal Frequency - 5
Wind - 5
In Game Injuries - 8 (-2)
Simulated Injuries - 6
Trade Slider Spring Training - 7
Trade Slider 5 - April
Trade Slider 5 - May
Trade Slider 6 - June
Trade Slider 10 - July
Trade Slider 5 - August
Trade Slider 5 - September
Trade Slider 5 - October
Trade Slider 10 - November thru February
Armor’s True Classic Pitching Clean Screen Approach
For the ultimate in simulation and challenge here is the way I play The Show with classic pitching vs the CPU.
OK so here is the deal on turning off the R2/pitch types button showing on screen.
All you need to do to see your pitchers repertoire is press right on the d-pad and hit R1 and you will see in order his pitch selection (and you can access this screen to see his strike % throughout the game with his various pitches to see how he is dealing and this eliminates the crutch of the pitch confidence display explained later)
So you press d-pad left and then R1 and see this:
1.4FB
2.SL
3.SPL
4.CHG
That means:
4FB = X = 1 finger
SL = O = 2 fingers
SPL = Triangle = 3 fingers
CHG = Square = 4 fingers
4 Fingers and wiggle means his 5th pitch (R1)
Now you know his best to weakest.
Watch the catcher....if he has 2 fingers showing he wants you to throw a Slider. If he shows 4 fingers he wants a Change up.
I typically allow my catcher to call some of my pitches for me. But I will overrule him often when I want. If you want to see where he wants it pull back R2 and the location icon will flash. The catcher also will sometimes just pat his mitt and/or point inside or outside and I will just aim to that area of the zone (or out of it). Or again I will shake him off. Remember if your controller rumbles while your picking your location the marker (which you can't see) is out of the strike zone. A slight rumble is barely out of the zone..and strong rumble is way out of the zone. I no longer use the controller vibration but I wanted to give some guidance to those that still do.
I do start pitches out of the zone like sliders, cutters, splitters etc and they come back in based on the break and spin. It takes practice....but it is well worth the reward.
Now if your pitcher has 5 pitches 4 fingers and a wiggle will mean the pitch assigned to the R1 button.
Another cool thing is you no longer see a pitchers confidence in any particular pitch. Again simply press d-pad left and R1 once and you can see each pitch and the strike %. The more strikes you have thrown with a pitch the higher the confidence level will be in that pitch.
When you have played the game as long as I have....you know if your throwing a certain pitch for strikes a lot...they will have a lot more confidence in it. I am at a stage with this game where I don't need any visual aides or the controller vibration while pitching (or hitting for that matter). But if your not there yet turn the pitch type screen back.....play the game the way your comfortable playing it.
I will tell you though the layers of simulation by pitching this way is amazing and fun. Turning the ball marker off and no controller vibration also truly makes it challenging and realistic. Sometimes your pitches will not go where you want them.
Just like IRL!!!
Give this a shot. I have a feeling you will love it. It will take some getting used to...but after a dozen to a couple of dozen games you will be in the groove.
When pitching in classic, you have about a 1 second time period before you get the controller vibration (i.e. max-effort). The following are my observations...
Max effort pitches (holding the button down till the vibration) result in the following:
More velocity
Less control
A sharper break on breaking pitches
Pitches tend to rise more
Minimum effort pitches (tapping the button) results in the following:
Less velocity
Better control
"Loopier" breaking balls (especially curves/sliders
Pitches sink more (due to lower velo) - changeups will pretty constantly wind up in the dirt
In many cases, an "intermediate" duration is optimal. However, you can vary this from pitch to pitch (i.e. like a pitcher adding/subtracting from the speed of the pitch). This is a tremendous way to keep hitters off-balance to help to avoid them getting solid contact/timing.
This is just a basic overview...I'm sure there are more subtleties involved.
Armor’s Directional Hitting Approach
It is all situational for me. So many factors depending on the type of hitter, counts, situation, score etc etc.
First off as far as swing types and counts:
Normal Swing:
0-0, 1-0, 2-0, 3-1, 2-2, 3-2
Contact swing:
All Pitchers (if you play traditional no DH in NL or classic rosters)
0-2, 1-2,
2-2, 3-2
Situational - with weaker hitters to make contact and move runners or sacrifice fly.
Power Swing only with my very best power hitters when I typically have no one on with no outs or no one on with 2 outs.
0-0, 1-0, 2-0, 3-0 (green light) 3-1 counts.
Directional strategy:
I position the LS pre pitch and hold throughout the swing however as you know I do not use the visual aide showing the influence (don't need it).
Dead Pull Contact Hitters if the situation calls for a pull
LS at the 9 o'clock for RH 3 o'clock for left handers
Hitters counts only 0-0, 1-0, 2-0, 3-1
Pull Power Hitters with normal swing
LS position
10/11 o'clock positions for RH hitters
1/2 o'clock for LH hitters
Hitters counts only 0-0, 1-0, 2-0, 3-1
Opposite field strategy for RH hitters so I can hit behind the runner...early in counts and hitter counts (0-0, 1-0, 2-0 or 3-1) LS is at 3'clock for LH hitters at 9 o'clock
If I get into a pitchers count or neutral count (0-1, 0-2, 1-1, 2-2, 3-2) I do not use stick influence but I allow the ball to travel deep so I can either slap it the other way or fight it off.
When I simply want to induce a sac fly or ground ball....LS in 12 o'clock or 6 o'clock respectively in hitters counts only.
So I think you can see my approach. In hitters counts I can be far more selective with my pitches and use the LS influence. Basically depending on what I want to do I am looking for one pitch in one spot on 0-0, 1-0, 2-0, 3-1 counts (I rarely green light on 3-0 unless I am up big or down big or have a gut feeling). When I am in pitchers counts or neutral accounts I am simply using my normal or contact swing with no stick influence as I am in battle mode and trying to work the count.
I hope that gives you a good idea of my approach at the dish.
Armor’s Ultimate 30 Team Control Manifesto
So folks I seem to always get a lot of questions around 30 team control, is it for me, how much control do you use, why do you use it etc. So I want to talk about the why, how and pretty much what I do personally with my 30 team control universe in my proper Franchise.
Why 30 team control? Well for me it comes down to these 3 key points
1) Lineup integrity and control - I want to make sure lineups are logical and maximizing every teams talent. This is subjective to the player as well. What I may think makes sense, you may do something differently. Always remember it is your universe and you can shape it any way you want. But I want to make sure every team is getting the best out of their lineup and present me with a challenge. The lineup Logic as not really touched again on 22.
2) Trade Czar - I love trading. But I hate dumb trades, like real doozy type trades that make no sense for the present or the future. And they do sometimes occur....of course it's totally my opinion to decide to step in if I need to. So if I see a trade that fit's my definition of "being bent over with no lube" I will simply reverse it. So to reverse a doozy of a deal simply trade the assets back to each respective team. The team that clearly got the strong side of the deal is the one you should propose the trade back to the team that was fleeced. I rarely reverse trades to be frank....it really needs to be just plain bad logic for that to happen. But you will see them at some point depending how many seasons you play.
3) 40 Man Roster Integrity - I make sure I stay on top of each teams 40 man roster in terms of "A" and "B" prospects. Why? I don't want legit "A" and "B" prospects who are developing nicely to be exposed to the "Rule 5" draft. So Before September I make sure (and of course before the regular season starts) I go through each teams 40 and check out their "top" prospects and make sure I get them on the 40 man roster (if they are not on it) to protect them from exposure to the Rule 5 draft if they are about to meet the service time that dictates them being exposed if not on the 40 man roster. Of course sometimes there is not enough room, because you do need a good mix of veterans at the AAA level to be on call for potential injuries. So this is a GM aspect I like to do. Plus it get's me familiar with every teams minor league system.
So I create one profile for my club with everything set to manual and then I have a profile called "CPU Franchise" which I assign to every team I do not want full control over.
Everything on this CPU Franchise profile is set to Auto except:
Lineups
40 Man Roster
I do not resign the other 29 teams free agents (I just do contract extensions as outlined later), I do not manage their injuries (I just stay on top of their lineups so if an injury occurs at the big league level and I do not agree with their call-up replacement or lineups with new player inserted I correct it to my liking). I also make sure they place guys on the proper IL time. Sometimes you will see a guy sitting on the 10 day with 3-4 month injury. I will move them to the 60 day.
Again, it is about options and the ability to step in when I want/need to. I do not get overwhelmed with doing player training or scouting for the other 29 teams.
I simply just manage those 3 things I mentioned above.
And of course another perk is if I want to switch teams in a franchise at anytime....I can.
So here is my daily method with 30 team control
Simulate all games on the schedule for the day except my game. That way all the scores show up on my ticker when I play my game.
Monthly I will check every team's stat's, see who is performing well etc and I may make some lineup adjustments to other teams to capitalize on players performing better than expected.
Again it is your universe. Have fun with it. And don't over think it
Trades for your team - So one thing I have in place is a house rule where I only trade with other teams for players that are strictly on the trading block until the month of July or earlier (when my storylines will take over as I check standings and teams goals, budget etc etc). Unless a team comes to me with an offer with a player/players not on their trading block, I limit myself to that rule. Some exceptions I will make is if I am trying to make a blockbuster multi star player deal and of course I do not fleece the CPU. What's the fun in that? Maybe it is for you and you can do whatever you want, but for me, I like to keep it grounded and more realistic. With that I do have storylines that will occur in the natural progression of my team and I may move a guy because of it. And again.....Trade deadline and Winter meetings I will look at the league and make logical deals and blockbuster trades as well and keep my league fresh and vibrant.
So I will dice roll if teams are able to pull off the trades or not.
Using Random.org we will generate a random number 1-100
0-50 - able to make the offer
0-33 offer accepted
MID-SEASON CONTRACT EXTENSIONS WITH 30 TEAM CONTROL
Before July 31st (End of the trade deadline and after all trades have been consummated by all teams) I go to each team and look at their top 3-5 players up for an extension that are not arbitration eligible and not a renewable contract.
I use a random number generator:
0-33 I extend them to the max green contract demands they have in years in dollars.
34-100 whatever happens…..happens.
I only do this mid season every year.
Works nicely.
Player Editing Within Your Franchise Universe
So Warmwind has a nice set of house rules that I employ in my off-seasons. Read below. I think it has great idea’s and will make your franchises far more dynamic!
I do edits, but based on rules.
1. I make position edits based on needs and profiles all the time. There are no consequences for doing this.
2. I'm allowed to trade 1 for 1 between a pitcher's durability and their stamina, but only during the off season. This can coincide with a position edit (RP to SP for example).
3. All players must be allowed to regress without edits if they are having a bad year.
4. For players under 34, I'm allowed to counteract regression, but only if they are having a typical good year based on their career averages.
5. For players under 36, I'm allowed to counteract half of the regression, but only if they are having a good year based on their career averages.
6. For players of any age, I'm allowed to counteract regression using a trade system, where points from one attribute are traded into another in order to keep it up. This can ONLY be used to counteract regression, cannot be used to boost an attribute higher then where it started the year at. Points taken from Durability are worth double, but it also costs double to keep Durability up.
Player Training Method
I had a discussion many years ago about the in’s and out’s of player training with an SDS Developer. And here is the best method as explained by him to employ inside your franchise.
1. Set the training you want for each position group so you can keep track easily month to month.
2. To get the optimal training results it should be a month at a time.
3. What I do is set up training at the start of Spring Training, And then again at the start of the regular season. And moving forward at the beginning of each month I change the training for each position group accordingly.
4. Obviously you can employ whatever you want in terms of mixing it up for different players etc etc. But for me I keep it simple and employ the same training for each position group as w note each month. So for example. For all Starting Pitchers I set up pitching coach for a month, for all Relievers I set up Bullpen Sessions and for all closers I set up Simulated Game....then the following month I will set up three different trainings for those three groups. I do the same for position players as well. For all my OF’s we have weight training for a month, then hitting coach, then defensive drills for a month etc etc etc.
Managing Draft Picks Around The League
I make sure I have a Draft Log for each team after the June Draft. I notate each player’s name and position. I then do the following:
1. Update and edit ages - We don’t want 23-25 year old rookies We will edit them back down to college graduates at age 21
2. Update equipment to authentic gear, fix odd faces and facial hair
Have fun with it guys!
The Injury Matrix
MLB The Show’s injury system does not have enough “result of the grind” injuries for position players and pitchers. So we came up with this random number dice roll system that you can implement. I think it is a great way to really add a nice layer of strategy to your 162 game franchise and post season if you make it that far. So here is how it works. And it really takes less than 2 minutes to do for a player or pitcher in question.
Position Players:
If you ever get the notification from your coaching staff that a player can use a day off and you decide to ignore that and play them you take the risk of a minor to major injury. Of course if the game itself doles out an injury to them in the actual game.....well....go with it. So here is how it works. It is based on your players durability rating and two random dice rolls using:
https://www.random.org
When using the above random number generator (which you will find on the right side) set it from 0-100
Here is the Injury Matrix for both Ridins Full Minors/SDS Live/Stock Roster:
Durability Rating/dice roll results
90+ = 0-10 results in injury
80-89 = 0-20 results in injury
70-79 = 0-25 results in injury
60-78 = 0-33 results in injury
45-59 = 0-45 results in injury
0-45 = 0-50 results in injury
Injury severity scale (you can assign whatever injury type you want based on length)
Dice roll/results
0-35 results in 7-10 day injury
36-50 results in 14-20 day injury
51-75 results in 20-45 day injury
76-86 results in 60 day plus injury
87-99 results in “out for the season”
Pitchers are a little tricky and require some effort on your part. Again this is entirely up to you. But this adds another layer of strategy and creates more storylines for your universe!
Starting Pitchers. When you start your game simply check your starting pitchers energy bar before you throw the first pitch. If the energy bar is less than full this could result in a fatigue like injury. So if you decide to use a starter with less than a full energy bar and he pitches 5 full innings or 80 pitches (whichever is higher and by that I mean if he goes 6 innings and 79 pitches you are good, but if he goes 7 innings and 80 pitches he goes into the injury Matrix below):
Pitcher Durability scale/result
80-100 :0-10 will result in miss next start
70-79 :0-15 will result in miss next start
60-69 :0-20 will result in miss next start
0-59 :0-35 will result in miss next start
For your bullpen. This will require you to eyeball this. And again it is up to you.
First off. A universal rule I use is if a guy is used 3 straight days they automatically go into the injury Matrix.
With your bullpen just use the same exact scale for starters and use it only if their energy bar is 70% or less. Their missed time will be 7-10 days if they get the dice roll not in their favor.
Coachmod’s card modifier system (adopted from his MLB 18 slider set)
OS member Coachmod came up with this really awesome card modifier system you can use before every game in your franchise. I am adopting it along with Dowies Wind Random Number modification. Please reference just the card results below and ignore his slider settings as this will work terrific with the slider set as well. If you have any questions don’t hesitate to ask in the thread. Please do note if you have a rain game adjust wind and throwing errors plus one (for both the CPU and HUM) in addition to any other modifiers you have after you draw your three cards for that game and also for your mod game wind RNG as well.
Dowies Wind Modifier System
A very simply random number check when you get to the 5th innings. Use random.org and generate a number between 1-10 and use the table below:
1-3 Move Wind Slider to 2
4-7 Stays at 5
8-10 Move to 10
If it is a rain game move wind slider and throwing errors for both HUM/CPU up +1. Then do a Wind check in the top of the 5th and if it is raining the modifier will be in addition to the rain mod of +1 (so if the number comes up 1 2 or 3 and it is a rain game your wind slider goes from 6 down to 3 keeping that +1 for the rain, if it was not a rain game the wind slider would go down to two for the same result).
30 Team Control Team Sponsorship Matrix
Mikeyo918’s 30 Team Control Sponsership Method and Approach
WILL ONLY WORK WITH 30 TEAM CONTROL
1. NYY - Earnings 12 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Active replay - 2.5K/hit, Walk up - 40K/win
2. LAD - Earnings 12.1 MIL (all diamonds for sponsor)
In game ticker - 25k/game, Active replay - 2.5K/hit, Walk up - 40K/win
3. BOS - Earnings 7.5 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Walk up - 2.5K/hit
4. CHC - Earnings 8.6 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Walk up - 3.5K/strikeout
5. SFG - Earnings 7.8 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Walk up - 3.5K/strikeout
6. NYM - Earnings 7.2 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Walk up - 40K/win
7. STL - Earnings 8.7 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Walk up - 3.5K/strikeout
8. LAA - Earnings 7.6 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Walk up - 2.5K/hit
9. PHI - Earnings 7.4 MIL (all diamonds for sponsor)
In game ticker - 25K/game, Walk up - 40K/win
10. HOU - Earnings 8.1 MIL (1 diamond/1 gold)
In game ticker - 25K/game, Walk up - 15K/homerun
11. WAS - Earnings 6.8 MIL (1 diamond/1 gold)
In game ticker - 25K/game, Walk up - 2K/hit
12. ATL - Earnings 6.1 MIL (all golds for sponsor)
In game ticker - 20K/game, Walk up - 2K/hit
13. TEX - Earnings 5.8 MIL (all golds for sponsor)
In game ticker - 20K/game, Walk up - 2K/hit
14. CWS - Earnings 6.8 MIL (all golds for sponsor)
In game ticker - 20K/game, Walk up - 15K/homerun
15. SEA- Earnings 5.5 MIL (all golds for sponsor)
In game ticker - 20K/game, Walk up - 55K/save
16. TOR - Earnings 4.8 MIL (all golds for sponsor)
In game ticker - 20K/game, Walk up - 15K/double play
17. SDP - Earnings 5.2 MIL (all golds for sponsor)
In game ticker - 20K/game, Walk up - 3.5K/run
18. ARI - Earnings 5.6 MIL (all golds for sponsor)
In game ticker - 20K/game, Walk up - 20K/stolen base
19. BAL - Earnings 4.4 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 1.5K/hit
20. PIT - Earnings 3.7 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 20K/win
21. DET- Earnings 3.8 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 10K/homerun
22. COL - Earnings 4 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 2.5K/run
23. MIN - Earnings 5 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 10K/homerun
24. MIL - Earnings 4.5 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 1.5K/hit
25. CLE - Earnings 3.3 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 10K/double play
26. OAK - Earnings 3.5 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 15K/stolen base
27. CIN - Earnings 4.4 MIL (all silvers for sponsor)
In game ticker - 15K/game, Walk up - 1.5K/homerun
28. KC - Earnings 2.4 MIL (1 silver sponsor)
In game ticker - 15K/game
29. TB - Earnings 2.4 MIL (1 silver sponsor)
In game ticker -15K/game
30. MIA - Earnings 2.4 MIL (1 silver sponsor)
In game ticker - 15K/game
__________________
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NHL25 - Panthers YR1 (30-9-2)
CFB 25 - Alabama YR7 (6-1)
MLB 20 The Show - Yankees YR8 Spring Training, 1985 Yankees Replay
Undisputed
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Last edited by Armor and Sword; 06-03-2022 at 04:08 PM.
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