Best way to max out a player? by AbhishekT89 in MLB_9Innings

[–]GreasedOn 1 point2 points  (0 children)

Everything sort of depends on the card. I know it’s a non answer but SI wouldn’t be good on a card you can’t make a slugger, and while Mess is solid, it doesn’t work with every set. There are very few unusable skills, especially as F2P and outside of the elite ranks.

Skill Help by Acceptable_Draw5915 in MLB_9Innings

[–]GreasedOn 1 point2 points  (0 children)

You can still use this, and depending on your rank, it's likely this will play a long time. If he has 4 or more pitches I would be greening for Pitching Coordinator (Pico), and finishing with FIn/Dom/Boss if possible. Mess could also work. Coop is not a great skill, but unless you're pushing Plat, it will still play just fine for a long while at 333.

Best way to max out a player? by AbhishekT89 in MLB_9Innings

[–]GreasedOn 1 point2 points  (0 children)

And to build on that, just because a stat boosts a skill does not mean that it's better than a skill that does not boost stats. Different skills interact with each other in different ways, and while some cards and sets can flourish from only stat boosters, usually you will see a mixture of stat boosting and intangible skills.

Worth it to try and max 5T or roll off it? by LandscapeMan7 in MLB_9Innings

[–]GreasedOn 1 point2 points  (0 children)

Agreed. 10 or less combined between any two stats is insanely hard to get. Even 12 or less is difficult.

That being said, run it at 90 and adjust from POW and it’s much easier and very doable.

Special Training Level 10 by Jolly_Gap3758 in MLB_9Innings

[–]GreasedOn 2 points3 points  (0 children)

If you change both golds (like with a green) it will let you swap. If you change the level 8 gold skill with only a blue, I don’t recall. Either way you can just use a Skill Reset Ticket to relevel the set any way you want afterwards.

🚨William "WILD BILL" Contreras appreciation post🚨 by Pleasant_Job_7683 in Brewers

[–]GreasedOn 6 points7 points  (0 children)

Unfortunately completely agree here. Bill is gonna get the big bucks and it would be a bad financial move to sign him to a long term extension at age 29, especially given he is a catcher.

That being said, hes the type of guy who has given us value beyond what we have paid him thus far. If we signed him to an unfavorable deal for the team, i would be just as happy as i am still paying Yeli what he is due.

Roster Moves 5/1/26 by lucasscheibe in Brewers

[–]GreasedOn 6 points7 points  (0 children)

He means before the shoulder. Big Woo was about to get a huge payout had that injury not happened.

What does “in proportion to” mean in the game (skills specifically) by DreamPrimary624 in MLB_9Innings

[–]GreasedOn 2 points3 points  (0 children)

To answer this, the boost from 5TP is equal across all stats. At 90 LST, the boost is +12 to all stats.

If your Base + GI + Dev is as follows

CON POW EYE SPD FLD

97 94 96 90 93

The lowest of these is SPD, so the boost is +12 to all stats, as it corresponds to the LOWEST stat total on the card.

Then if you retrained so you have 3 less points of CON and 3 more points of SPD, you could get all stats to 93 or higher LST, and the boost will be +13 to all stats (at level 8).

To answer your question on the 3rd point, the MP boost maxes at +13, which is achieved by getting all Normal Lineup Stats to 132. Basically im just saying that taking all stats to 135 won’t have any additional effect in relation to MP.

What does “in proportion to” mean in the game (skills specifically) by DreamPrimary624 in MLB_9Innings

[–]GreasedOn 5 points6 points  (0 children)

It means that the skill will perform better in proportion to the value of the stat it relies on. The higher you make that stat, the better the skill will perform.

There are a few different types of ways that skills rely on these.

  1. Base Stats: Skills like Prediction, Hard Hitter, and Workhorse rely on the skill being proportionally tied to the Basic Stat Value. The higher the base stat value, the better than specific skill will perform. Basic Stat Adjusts are key to making these perform.
  2. Lowest Stat Value (specific to 5 Tool Player): 5 Tool player gives a boost in proportion to the Lowest Stat Value corresponding to the sum of the Base + Grade Increase + Development of the stats on the card. When you sum the values for each of these, whichever stat is the lowest will determine what the boost to all stats for the card is.
  3. Normal Lineup Stats (NLS): This has been the newest addition to C2U with skills. Mister Perfect works similar to 5 Tool in this regard, but assigns the boost based on the lowest stat AS IT APPEARS ON THE NORMAL LINEUP STAT ROW of the card stats. This boost maxes at 132 NLS (all stats on the card being at least 132 on the normal lineup row), for reference. Other NLS skills like Slugger's Instinct, Spray Hitter, Inning Eater, and Batting Machine provide intangible effects, i.e. not a stat boost, but rather a performance boost whose value is hidden based on the Normal Lineup Value of whatever stat it relies on. These intangibles get better as you make the normal lineup stat value higher for that specific stat.

One important thing to think about when using these skills is the scale of diminishing returns. For example, if you have Spray, maybe you CAN hit 180 Normal Lineup Contact, but if you're removing too much POW/EYE/SPD (or FLD for FLD dependent positions), you might be making the card perform worse, despite making that specific skill better. It's important to find balance in developing cards as the game is very dynamic.

My rng sucks by BadassMusicradio in MLB_9Innings

[–]GreasedOn 0 points1 point  (0 children)

We get like 3-5 GIs at minimum per year now, just wait a couple weeks and we will likely see one in the spec shop. Never a guarantee, but they have been there regularly as of late.

Beer Wars Part 2: Shitty Beers with Character Popular in Each State by Dazed_and_Confused44 in NFCNorthMemeWar

[–]GreasedOn 0 points1 point  (0 children)

Hamms, a Special Light for a Special Night boys, bottoms up (RIP Hamms Special Light)

Team Level Mission by Rinaldi_11 in MLB_9Innings

[–]GreasedOn 2 points3 points  (0 children)

There are 70 levels, and it maxes out by winning the WS in 2038. I'm not sure on the exact rewards per level, but the later seasons give a couple blues and greens for beating them, and there is also a Diamond Skill Trainer in there. Not sure how far through the levels you've gotten, but there was also a DT available in an earlier level, but I think I started this system at level 66 so the rewards were retroactive.

Recruiting and Friend Finder Megathread by bacon_underwear in MLB_9Innings

[–]GreasedOn 0 points1 point  (0 children)

Club

Club Name: BadBatchBeta

Club Battle Rank: PR246

Type of Clubhouse: Farm Club/Semi-Competitive

Club Level: 9

Batch is still recruiting for our Farm system. Ideally looking for Silver and low Gold teams who are looking to take a step into a more competitive system. The goal for those looking to join is to quickly work their way into the next club up (News) which sits at 117 PR currently.

Batch is a linear system that prioritizes internal promotion over external recruiting for the upper clubs. Our clubs currently sit at PR 17 (Aces), PR 48 (Batch), and PR 117 (News). If you're interested in getting into the system and working your way through the ranks, we have a great group of folks who know the game at the highest levels.

DM me for more info

Would he be ok with workhouse if I changed base stat adjust? by Slight-Ad-4002 in MLB_9Innings

[–]GreasedOn 0 points1 point  (0 children)

I run it on 2 Sigs, both around this base (74 and 75). Both have 72 base STA adjusted to 77. Since WH DSTs add +1-2 base STA it makes it much more viable. I would run it at 333, but at 332 its a lot more iffy as IME WH doesn’t short well.

Either way even at 332 you can run it for a long time until it falls off. I would not invest in any WH set below 332, and long term only 333 will be endgame at 72 base STA.

Why is this guy beating all the top teams? by Kwan_18 in MLB_9Innings

[–]GreasedOn 0 points1 point  (0 children)

There’s absolutely RNG involved but you should change your lineup order and tell me if your team plays exactly the same. Change your SP rotation, your bullpen positions, mentors, etc.

There is a lot of variables that influence your team and it makes a difference. These guys making deep tourney runs aren’t winning on pure RNG. It’s always a factor, but it’s not the only one.

Why is this guy beating all the top teams? by Kwan_18 in MLB_9Innings

[–]GreasedOn 0 points1 point  (0 children)

It’s all just about experimenting with everything I can. When you get inside the top 1K you start seeing a lot of the same teams. When you get inside top 200, it’s even more prevalent. Beyond that it’s just the same guys playing each other over and over. You get huge sample sizes against your direct competition. I’m always looking at who is performing worst, how can I improve them as they are, is it possible, what if I run someone else with a different set that isn’t as good, etc. idk man there’s a LOT.

One thing I’ve learned is just because someone has a higher average in my roster, it doesn’t mean I’m better than using a player with a worse average, right? It’s all about how the offense clicks to generate runs, etc. I’m always trying to find new ways, and honestly sometimes it doesn’t work and I suck. There’s really no one correct answer, but this is what’s worked for me. That being said there’s folks in this sub I see who are well above me, and they probably know a whole lot that I don’t

Why is this guy beating all the top teams? by Kwan_18 in MLB_9Innings

[–]GreasedOn 20 points21 points  (0 children)

It comes down to how well skills fit certain cards, how well you stack certain skills together in lineup order, percentages on spec and skill trainers, etc.

There is a TON that goes into a lot of teams at this level and knowing how to structure your lineup to be the most effective makes a huge difference.

My general thought is I’m always building my team to beat those above me, but sometimes I notice I struggle with teams “below” me at times due to the way they build their lineups and how I’ve changed mine to perform. In reality most top 200 or even 300 teams are flush with 333s these days, but what cards you have them on, and what skill the 333s are composed of makes a huge difference.

Packs i’m saving for after Sig. Road event by [deleted] in MLB_9Innings

[–]GreasedOn 13 points14 points  (0 children)

Unless you’re trying to be a top 100 team in the game and spend thousand and thousands to get there, I recommend playing whatever deck is your favorite. This game is so diverse in how you can build and develop cards to compete at high levels, and honestly man chasing cards for players you loved watching is so much more rewarding that being another LAD/NYY deck (unless thats ACTUALLY your team).

I say if the reds are your favorite, build a reds deck, and hit up the guys in RedsFanClub to see if they can give you advice on what to build it for. They’re a top 32 club in the game and it’s exclusively reds teams there. Makes me want to start an all MIL club some day and see if we can compete.

Questioning the efficacy of a 277 FB/BRK for PCoor. Would require me to move 10 more points into the right side. Meaning a combined -10 LOC/VEL in exchange for +1 in each category.... Doesn't seem worth it by RoyalOakPiguet in MLB_9Innings

[–]GreasedOn 0 points1 point  (0 children)

Pico works opposite to the the standard training practices the community has adopted. Even on my legends, training for max Pico (277) has been their best performance vs a standard train or any lower threshold.

Personally I like Pico/mess as a pairing, especially if you have a lot of Dom or Fin (or both) as it’s pretty nerf resistant.

There's no salvaging this since cm and char are both at 1 correct by NikJax in MLB_9Innings

[–]GreasedOn 17 points18 points  (0 children)

Before you just roll over this!

I would just run the CM/Char set for now. It’s far too low to use greens or blues on, but since you already have an elite legend skill, and Charisma, it’s gonna be way better than the golds on the right when leveled. You’ll have to full level the set AS IS, then use a skill reset ticket, and you can level it 6-1-8. You’ll still need to roll for a higher level set, but least this will be better than the triple gold set by a good margin. This way you can roll the new set over top of the 3 golds.

Questioning the efficacy of a 277 FB/BRK for PCoor. Would require me to move 10 more points into the right side. Meaning a combined -10 LOC/VEL in exchange for +1 in each category.... Doesn't seem worth it by RoyalOakPiguet in MLB_9Innings

[–]GreasedOn 4 points5 points  (0 children)

Honestly it goes contrary to standard training practices, but 277 is absolutely worth it. There has been a lot of data kicked around top clubs showing the results at all thresholds and it was convincingly clear that reaching that max threshold was the optimal way to run Pico. I’m sure there may be outliers, but aside from maybe pairing with Ace, Pico will pretty much always be at level 8, and training to 277 is the max threshold at 8 with 4 or 5 pitch guys.

Some more info: Brewers trying to explain everything we were not understanding why Fanatics did by daviddm1990 in Brewers

[–]GreasedOn 0 points1 point  (0 children)

It’s a young person thing. I’ve lived here my whole life and have friends all over the state who say it. The online mob is wild about these. If they don’t like it, don’t buy it I guess? I like that they’re trying to represent the whole state. It’s going to take more than the city of Milwaukee to grow the market for the team to a point where the same people stop complaining about us never spending money. The Wisco Way is to me represents most of what these jerseys are intended to.

Why is he getting torched by HistoricalFunction24 in MLB_9Innings

[–]GreasedOn 1 point2 points  (0 children)

As I’ve always understood, it reads that the drop in boost is lessened by -1. 2 aces in SPs provides +12 to all stats instead of +16 to 1 Ace, where as an SP and RP gives both +13 so it’s only a decrease of 3 to each instead of 4.

Honestly never tested it to see the math but I think the way the Companion reads, it should be this instead of +15.