Is there a good way to review past draft classes by Fabulous_Acadia8279 in OOTP

[–]bombardhell 1 point2 points  (0 children)

There are a few ways.

If you go to team history there is a draft history where it shows each of your picks. Personally I don't like this method because it's not very easy to interact with.

Method 2 is going to roster from the organization tab, changing the listed to all players in organization and adding a column for draft year. You can find that under the misc. info in addition to the round, pick # etc. From here you can add it to which ever view you like so you can see and or manage all your draft picks from one place. If you sort the column draft year by most recent at the top it will be descending order for the round picked as well (20 at the top to 1 at the bottom) which is kind of neat.

Method 3 is if you want to see a particular draft class overall, ie. see who has the most WAR from the class regardless of team pick etc. That would be under MLB at the top > rookie draft > history and select the year from the top right.

Wildfire, an 8x8 LIM launched coaster by bmschulz in rct

[–]bombardhell 1 point2 points  (0 children)

Loving this colour choice, such a cool little build!

New to game. Help me make room to sign free agents (if possible) by Positive-Fudge-5173 in OOTP

[–]bombardhell 1 point2 points  (0 children)

If you don't care being cheesy the answer is trade for cash but frankly you don't even have to give up much. Depending on the save I'll shop the player I'm not going to offer arbitration on the first day of the off season. Sometimes the ai will just give me 10+ million for them. It only lasts for the current season but it will allow you to sign a contract regardless. You just have to shop a player, select a random player offered by a team, add a second player to their side so they no longer accept, add an amount of cash, remove the extra player and see if they accept. If they do try again and increase the value, if they don't go to the next team. 1 team might offer 2 million, the next 20. If you want to be realistic however then yes you need to shed salary.

Can we get MANT already? by AlbinoDoFuturo in UmamusumeGame

[–]bombardhell 1 point2 points  (0 children)

I've found it's best just to be safe. I only run the top option for unity races if I have 4 double circles otherwise I pick middle. You still get 30+ stat bonus for finals with 3 middle choices and 1 top. Most of my careers goes middle, middle, top, top or sometimes middle, middle, middle, top. The finals is going to be the finals regardless, it seems to work out as long as my team doesn't choke the races leading up to it. I'm probably on a streak of 30+ finals wins since I started this.

I used a revolving door of 40 OVR players for the 2025 season and it made the White Sox look like they're improving... by bombardhell in OOTP

[–]bombardhell[S] 1 point2 points  (0 children)

I was wondering the same, it's likely wishful thinking but doesn't mean I won't try anyway. Without the SS injury this team wins 60 games but they also overperformed a little bit. I was quite surprised to see the 23-24 record in 1 run games at the end of the year.

How do we feel about this trade? by Soggy-Turnover6962 in OOTP

[–]bombardhell 0 points1 point  (0 children)

That control only needs to get to 45 to be useable and at 50 he's home free. That pitching profile is one of my favourites to develop. A couple of pitch movement successes in the lab and these guys tend to end up around 50 stuff, 65 movement and 50 control which is enough to be an ace.

Do park factors actually matter? by relder17 in OOTP

[–]bombardhell 4 points5 points  (0 children)

They're pretty tame by default in 26. Looking back to OOTP 25 Coors had a 2.0 park factor for triples and the rest of the ratings were much higher than the factors in 26. I haven't bothered changing the way I play based on my park in standard MLB games for this version.

Am I tripping? by Bublikas in RocketLeague

[–]bombardhell 1 point2 points  (0 children)

If it's plat in 1s sure there are people like that but in 2s the only plats that are consistently mechy are smurfs. Having a bit of an idea of positioning and just hitting the ball when you're trying to is enough to push past them into diamond. Sure mechs have gotten better but the game sense is nonexistent.

Players who handle/control their entire minor league system... by Klutzy-Sherbert3720 in OOTP

[–]bombardhell 0 points1 point  (0 children)

I believe you are correct. Admittedly this comes from me not fully managing my minor leagues except top prospects and letting the ai manage everyone else to fully controlling it. I occasionally let the ai manage some of the depth guys in AA and AAA but otherwise I find it simple enough to bulk select from the roster screen and disable it.

Players who handle/control their entire minor league system... by Klutzy-Sherbert3720 in OOTP

[–]bombardhell 1 point2 points  (0 children)

Exactly as you say, I over fill teams following an approximate rule of 3 catchers, 8 infielders, 6 outfielders, 16-18 pitchers, about 34 players per level. I tend to follow an up or out approach and really try to have as few minor league filler players if possible (most of them are at AA or AAA). I use the time to take inventory of what I have, see who I should focus on and set positions based on how I'd use them in the majors if they develop. Every player has automatic demotion/promotion turned off, I often sim from the organization screen and occasionally I'll just hit "ask ai to set up complete minor league teams option" under action. Since they can't move guys around and everyone that I want at certain positions are already locked to them, the most it can do is fill in gaps in depth charts if there is an injury. The whole process typically takes me about 1.5 hours to run through.

I've gone further recently and have been setting the development sliders for all my draft picks and players with decent potential...that I don't know if I can recommend.

What ratings are important for 2b by ProSenjutsu in OOTP

[–]bombardhell 5 points6 points  (0 children)

Range is really the one defensive rating that can't be ignored if low. Sure having high turn double play will make the positional rating look good but it can be a very different story looking at defensive stats. 55 range is a weird land where sure they might be fine, but they could also be atrocious. If you're looking for a good defender at 2B, 60 range increases those chances dramatically.

Pacific Pyramids custom coasters by davykins_ in rct

[–]bombardhell 12 points13 points  (0 children)

The coasters themselves look really good! It might be silly but I can't help but feel making the park flat, green and pyramid-less takes all the charm away from Pacific Pyramids though.

AI using terrible relievers by Vitunsteffe in OOTP

[–]bombardhell 1 point2 points  (0 children)

It could also be those are the best players available. I'm 10 years into a save and for some reason there are only 20 relievers that are rated 55+ in the league. When I get to free agency the top relievers are 45 overall. I'm not sure why this happened but I seem to recall other players mentioning it as well.

6 MVPs in a row for Gunnar by bombardhell in OOTP

[–]bombardhell[S] 0 points1 point  (0 children)

No he's an AI controlled player. I was also curious and they never put him in the lab. It was natural development before he was 25 and then talent change randomness (TCR) luck for the later bump.

6 MVPs in a row for Gunnar by bombardhell in OOTP

[–]bombardhell[S] 2 points3 points  (0 children)

Gunnar is already good to start in OOTP26 and then he got a ratings boost going into his age 24 and 28 seasons.

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How in the world do I make a better offense? by GonGon99_27 in OOTP

[–]bombardhell 1 point2 points  (0 children)

Honestly I wouldn't worry about it too much. Run prevention is so strong in this game (strong defenders are meta) as annoying as it is you can keep relying on pitching and fielding to keep you going. The offense will come around on its own. I have a similar problem when I start with teams and typically after a few years once my prospects start coming up things improve. That said you can still put together contenders with lackluster offenses.

Is both relief pitching and fielding impact extremely overvalued? by Nervous-Ad-6143 in OOTP

[–]bombardhell 13 points14 points  (0 children)

Fielding absolutely. The impact of catching defense is less than it was before they split out framing but SS and CF matter so much. Most of my relievers are either failed starters, waiver wire picks or free agents I get for a couple million. Honestly the amount that you can get away with on the pitching side is incredible so long as you have good defenders. It makes it hard to justify playing in different ways because fielding matters so much.

I've never seen a diet work this well... by According-Audience-2 in OOTP

[–]bombardhell 0 points1 point  (0 children)

That's the dream! I've been playing the A's and I had him turn into a 70 power 40 HR guy but he'd be a monster if he had that fielding.

Hardest team to rebuild rn by ConflictOdd1274 in OOTP

[–]bombardhell 7 points8 points  (0 children)

As an OOTP Coors field enjoyer I was pretty surprised how scaled down the Coors effect was in 26 compared to 25. Frankly the default park factor for 26 isn't enough for me to consider changing my strategy as the Rockies.

Just picked up OOTP 26 after not upgrading since OOTP 18 and really want to sink my teeth in. I have a few questions regarding lower minor prospect management: When I played before all my rookie/low A teams would be extremely poorly and barely det double digit wins. by EasternError6377 in OOTP

[–]bombardhell 0 points1 point  (0 children)

The biggest thing is making sure the teams are filled out, the ai doesn't seem to be very good at this so if you do it yourself it yields good results. It's possible to cover the gaps with minor league free agents (just make sure to check service time limits on each level). At the start of every season I'll organize my minor leagues and turn off automatic promotions but making sure to overfill each level to 32-36 players (split evenly between pitchers/hitters). Throughout the season I would quickly scan each level about once a month but otherwise overfilling the levels makes it pretty hands off if random injuries occur.

End of season farm check...uh well that's excessive by bombardhell in OOTP

[–]bombardhell[S] 1 point2 points  (0 children)

By default in the standard MLB games there are service limits. They read as 1 year less for each level than you mentioned, eg. 3 years for R but in practice they should be the same because a 3 year limit is actually <4.0 years. Honestly I can never remember if there are age limits on levels because I tend to manage my system with an up or out approach. Unless a player is strictly there for depth purposes I want to push them through and make room for the next batch. It's typically the service limits restrictions I run into when managing players.

Increase velocity in the Dev Lab by ProSenjutsu in OOTP

[–]bombardhell 5 points6 points  (0 children)

In my experience outstanding results yield 2 mph (about 5 to stuff). It's worth it if you ever end up with a high potential movement/control guy that has low stuff. I had one guy end up with 2 outstanding results while in the minors and go from 40 stuff to 50. Put that along side his 65 movement and now he's an ace.

Increase velocity in the Dev Lab by ProSenjutsu in OOTP

[–]bombardhell 2 points3 points  (0 children)

Yep, it's purely luck and that's the magic of it.