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***OFFICIAL WIS XIV DRAFT THREAD*** (1 Viewer)

NOOB ALERT NOOB ALERT.How long do you go to get a good sample for pitching? I think my 4th starter is a mistake - yes 1 game lol.How does the sim choose between Long A, Long B etc? Similar question for defense - how long do you go until you swap out a hitter against a lefty for example. My lineups don't change lefty vs righty much but I think I may want to shake it up, I need actually spend more than 2 minutes looking at stuff obviously. Just looking for some advice.Thanks. Probably the only time I can say I'm in first so I'll do so now.Intangibles Wins Championships!!! :D
You really have to give them a little longs (usually 1/3rd to half a year) before saying they're horrible and even then that may be too early. I've had guys that have been brutal for the first half the year be lights out the second half. Long A/Long B basically means the Long A guy will come in as long as he isn't fatigued. I think most people have decided that its best to just set all you good relievers as SetupA and let the sim mix and matchThe sim does have a small bonus for hitting against your opposite side, so there is some benefit of switching up the lineups.
 
NOOB ALERT NOOB ALERT.

How long do you go to get a good sample for pitching? I think my 4th starter is a mistake - yes 1 game lol.

How does the sim choose between Long A, Long B etc?

Similar question for defense - how long do you go until you swap out a hitter against a lefty for example. My lineups don't change lefty vs righty much but I think I may want to shake it up, I need actually spend more than 2 minutes looking at stuff obviously. Just looking for some advice.

Thanks.

Probably the only time I can say I'm in first so I'll do so now.

Intangibles Wins Championships!!! :D
You really have to give them a little longs (usually 1/3rd to half a year) before saying they're horrible and even then that may be too early. I've had guys that have been brutal for the first half the year be lights out the second half. Long A/Long B basically means the Long A guy will come in as long as he isn't fatigued. I think most people have decided that its best to just set all you good relievers as SetupA and let the sim mix and matchThe sim does have a small bonus for hitting against your opposite side, so there is some benefit of switching up the lineups.
Intereseting. I think I can get on here at work - which is surprising so I'll have to consider that. I'm not sure one guy is better than the other, I just went with what the sim recommended but changed a couple.Thanks

 
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Sammy3469 said:
belljr said:
NOOB ALERT NOOB ALERT.How long do you go to get a good sample for pitching? I think my 4th starter is a mistake - yes 1 game lol.How does the sim choose between Long A, Long B etc? Similar question for defense - how long do you go until you swap out a hitter against a lefty for example. My lineups don't change lefty vs righty much but I think I may want to shake it up, I need actually spend more than 2 minutes looking at stuff obviously. Just looking for some advice.Thanks. Probably the only time I can say I'm in first so I'll do so now.Intangibles Wins Championships!!! :D
You really have to give them a little longs (usually 1/3rd to half a year) before saying they're horrible and even then that may be too early. I've had guys that have been brutal for the first half the year be lights out the second half. Long A/Long B basically means the Long A guy will come in as long as he isn't fatigued. I think most people have decided that its best to just set all you good relievers as SetupA and let the sim mix and matchThe sim does have a small bonus for hitting against your opposite side, so there is some benefit of switching up the lineups.
Pitch counts are more important than reliever roles IMO, with the exception of low IP freaks if you want to use them only in SV situations.
 
Sammy3469 said:
belljr said:
NOOB ALERT NOOB ALERT.How long do you go to get a good sample for pitching? I think my 4th starter is a mistake - yes 1 game lol.How does the sim choose between Long A, Long B etc? Similar question for defense - how long do you go until you swap out a hitter against a lefty for example. My lineups don't change lefty vs righty much but I think I may want to shake it up, I need actually spend more than 2 minutes looking at stuff obviously. Just looking for some advice.Thanks. Probably the only time I can say I'm in first so I'll do so now.Intangibles Wins Championships!!! :lmao:
You really have to give them a little longs (usually 1/3rd to half a year) before saying they're horrible and even then that may be too early. I've had guys that have been brutal for the first half the year be lights out the second half. Long A/Long B basically means the Long A guy will come in as long as he isn't fatigued. I think most people have decided that its best to just set all you good relievers as SetupA and let the sim mix and matchThe sim does have a small bonus for hitting against your opposite side, so there is some benefit of switching up the lineups.
Pitch counts are more important than reliever roles IMO, with the exception of low IP freaks if you want to use them only in SV situations.
I guess, but I'd rather just let the SIM pick who it thinks is the best non-fatigues non-closer reliever I have left and use as much of him as possible. I've never had much success micromanaging any of my pitching staff besides the starters.Then again I've never won any of these, so what do I know
 
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What makes a guy a good mop up guy. I feel like I'm wasting one of my pitchers in this role but the sim suggests the same guy no matter what I change

 
What makes a guy a good mop up guy. I feel like I'm wasting one of my pitchers in this role but the sim suggests the same guy no matter what I change
its usually your worst guy...so if you have 5 SPs it's your 5th SP
You don't need a mop up pitcher. If you have a pitcher with adequate IP/162 and IP/G, just set his inning available setting to any.
but what do I set him too? Keep him MOP UP or long a etc?My guy has 192/162 and 5.25/9
 
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I think I screwed up my starting pitching on both squads. I had planned to use two real-life half-season starters as my fifth starter on both teams ... but I see there is no way to use either split starters or tandem starters on a five-man staff ( :shrug: ).

I could micro-manage this -- trouble is, I'm not getting enough available pitches because the sim thinks I'm making an 18-real-life-starts guy throw for 30+ starts. Thus, my part-time starters are tiring out after 40 or so pitches (whereas if I could use either the splt or tandem options, I'd get closer to 80). How is this meant to be managed in the sim? Or can it be automanaged by Sparky at all? :goodposting:

Also -- does anyone know if there are now issues with using a real-life half-season starter as a closer in the sim? This used to be OK, but I seem to remember this was affected by an update at some point. One of my closers has enough innings to serve all season, but he only pitched in 17 games in real life. Doesn't the sim now penalize these guys once they exceed their real-life games-pitched too much? Or does none of that matter so long as the pitch count per appearance stays low? I hope I don't have a closer out there that I can only use 20 times ;)

 
I think I screwed up my starting pitching on both squads. I had planned to use two real-life half-season starters as my fifth starter on both teams ... but I see there is no way to use either split starters or tandem starters on a five-man staff ( :wall: ).I could micro-manage this -- trouble is, I'm not getting enough available pitches because the sim thinks I'm making an 18-real-life-starts guy throw for 30+ starts. Thus, my part-time starters are tiring out after 40 or so pitches (whereas if I could use either the splt or tandem options, I'd get closer to 80). How is this meant to be managed in the sim? Or can it be automanaged by Sparky at all? :bag:Also -- does anyone know if there are now issues with using a real-life half-season starter as a closer in the sim? This used to be OK, but I seem to remember this was affected by an update at some point. One of my closers has enough innings to serve all season, but he only pitched in 17 games in real life. Doesn't the sim now penalize these guys once they exceed their real-life games-pitched too much? Or does none of that matter so long as the pitch count per appearance stays low? I hope I don't have a closer out there that I can only use 20 times :wall:
I used freak short season starters as my closers in Wis 12 without any ill effects.I'm trying a rotation of 1, 2A/B, 3A/B for the time being until the fatigue works out over a larger sample size. Of course, I'm winless so far.
 
but what do I set him too? Keep him MOP UP or long a etc?My guy has 192/162 and 5.25/9
i don't use any pitcher in the designated Mop Up role. I use either Long A or Setup A. I would use Closer if i ever drafted a pitcher that was worth it. Right now, i'm trying that suggested strategy of pegging all relievers as Setup A.Also, regarding a pitcher who has awful in-season stats... i'm guessing that the sim engine is mechanistic in its probabilities, and so the probability of a good/bad outing for a given pitcher is EXACTLY the same in every appearance for that pitcher. I know it doesn't seem that way, and i could be wrong, but that's how i expect it works.
 
I could micro-manage this -- trouble is, I'm not getting enough available pitches because the sim thinks I'm making an 18-real-life-starts guy throw for 30+ starts. Thus, my part-time starters are tiring out after 40 or so pitches (whereas if I could use either the splt or tandem options, I'd get closer to 80). How is this meant to be managed in the sim? Or can it be automanaged by Sparky at all? :bag:
can't you adjust the targeted pitch counts in the advanced settings?
 
I think I screwed up my starting pitching on both squads. I had planned to use two real-life half-season starters as my fifth starter on both teams ... but I see there is no way to use either split starters or tandem starters on a five-man staff ( :lmao: ).I could micro-manage this -- trouble is, I'm not getting enough available pitches because the sim thinks I'm making an 18-real-life-starts guy throw for 30+ starts. Thus, my part-time starters are tiring out after 40 or so pitches (whereas if I could use either the splt or tandem options, I'd get closer to 80). How is this meant to be managed in the sim? Or can it be automanaged by Sparky at all? :rolleyes:Also -- does anyone know if there are now issues with using a real-life half-season starter as a closer in the sim? This used to be OK, but I seem to remember this was affected by an update at some point. One of my closers has enough innings to serve all season, but he only pitched in 17 games in real life. Doesn't the sim now penalize these guys once they exceed their real-life games-pitched too much? Or does none of that matter so long as the pitch count per appearance stays low? I hope I don't have a closer out there that I can only use 20 times :lmao:
I think you could move them up to your 3rd starter and make them 3a/3b. Or tandem them as your 4th starter.
 
I think I screwed up my starting pitching on both squads. I had planned to use two real-life half-season starters as my fifth starter on both teams ... but I see there is no way to use either split starters or tandem starters on a five-man staff ( :wall: ).I could micro-manage this -- trouble is, I'm not getting enough available pitches because the sim thinks I'm making an 18-real-life-starts guy throw for 30+ starts. Thus, my part-time starters are tiring out after 40 or so pitches (whereas if I could use either the splt or tandem options, I'd get closer to 80). How is this meant to be managed in the sim? Or can it be automanaged by Sparky at all? :goodposting:Also -- does anyone know if there are now issues with using a real-life half-season starter as a closer in the sim? This used to be OK, but I seem to remember this was affected by an update at some point. One of my closers has enough innings to serve all season, but he only pitched in 17 games in real life. Doesn't the sim now penalize these guys once they exceed their real-life games-pitched too much? Or does none of that matter so long as the pitch count per appearance stays low? I hope I don't have a closer out there that I can only use 20 times :wall:
Ive never had an issue with guys tiring out due to the size of my rotation that I can recall - its been based on thier IP/G and maybe some bit of their total IP/162, no?Also, you can use a tandem which an number of pitchers, just set your first 3 to starter 1, 2 and 3 respectively, then use those two in tandem 4A/4B
 
I think you could move them up to your 3rd starter and make them 3a/3b. Or tandem them as your 4th starter.
Unfortunately, not allowed (same for Koya's suggestion). If you use a split starter 3a/3b, you can't declare anyone else as a "Starter 4" or "Starter 5". If you use Tandem 4a/4b, you can't declare anyone else as a "Starter 5".See, I thought you COULD set it up that way. Something like Starters 1, 2, 3, 4, and then 5a/5b (either tandem or split). I drafted based on that assumption, never having used split starters or tandem pitching before. Whoops.

And I really need to go with five-man rotations, because I have a lot of starters in the low-200 IP range. If I had some 270+ IP guys, I'd just go four-man and work it out like that.

 
I could micro-manage this -- trouble is, I'm not getting enough available pitches because the sim thinks I'm making an 18-real-life-starts guy throw for 30+ starts. Thus, my part-time starters are tiring out after 40 or so pitches (whereas if I could use either the splt or tandem options, I'd get closer to 80). How is this meant to be managed in the sim? Or can it be automanaged by Sparky at all? :)
can't you adjust the targeted pitch counts in the advanced settings?
I can, but I've found that if I exceed the sim recommendations, my guys tire WAY too fast. If Sparky thinks your starter can only last 40 pitches, at pitch 41 the dude's arm is going to fall off.I think that's how the sim works it ... seems that way to me, anyway. In past sims, when I've tried to get a 100-pitch guy up to, say, 115 pitches, I noticed some horrific late-inning performaces.
 
I think you could move them up to your 3rd starter and make them 3a/3b. Or tandem them as your 4th starter.
Unfortunately, not allowed (same for Koya's suggestion). If you use a split starter 3a/3b, you can't declare anyone else as a "Starter 4" or "Starter 5". If you use Tandem 4a/4b, you can't declare anyone else as a "Starter 5".See, I thought you COULD set it up that way. Something like Starters 1, 2, 3, 4, and then 5a/5b (either tandem or split). I drafted based on that assumption, never having used split starters or tandem pitching before. Whoops.

And I really need to go with five-man rotations, because I have a lot of starters in the low-200 IP range. If I had some 270+ IP guys, I'd just go four-man and work it out like that.
Yeah, I drafted with a tandem at 4 and 5 in mind. Now, I am using a 4 man rotation with a tandem at 4. I am limiting pitches for my 3 starters (226-260 innings) and the tandem starters go about 5-7 innings a game just like the other solo starters. I have a few relievers that can go 2 innings a time so they kind of go every other game. A few 1 inning guys finish off most games.
 
I could micro-manage this -- trouble is, I'm not getting enough available pitches because the sim thinks I'm making an 18-real-life-starts guy throw for 30+ starts. Thus, my part-time starters are tiring out after 40 or so pitches (whereas if I could use either the splt or tandem options, I'd get closer to 80). How is this meant to be managed in the sim? Or can it be automanaged by Sparky at all? :wall:
can't you adjust the targeted pitch counts in the advanced settings?
I can, but I've found that if I exceed the sim recommendations, my guys tire WAY too fast. If Sparky thinks your starter can only last 40 pitches, at pitch 41 the dude's arm is going to fall off.I think that's how the sim works it ... seems that way to me, anyway. In past sims, when I've tried to get a 100-pitch guy up to, say, 115 pitches, I noticed some horrific late-inning performaces.
I think Sparky's pitch count recommendations are always on the conservative side.
 
I can, but I've found that if I exceed the sim recommendations, my guys tire WAY too fast. If Sparky thinks your starter can only last 40 pitches, at pitch 41 the dude's arm is going to fall off.I think that's how the sim works it ... seems that way to me, anyway. In past sims, when I've tried to get a 100-pitch guy up to, say, 115 pitches, I noticed some horrific late-inning performaces.
hmmm... i'll keep an eye on that. I've adjusted (upward) almost all of the default recs for my pitchers.
 
I think Sparky's pitch count recommendations are always on the conservative side.
They are a little, yes. You do get that 10% bump-up in theory. But I'm basically trying to get recommended for 40 pitches to sim well when I've set them at 75-80 pitches. If Sparky "thinks" I'm overusing a guy, seems like the bottom will fall out.
 
I think Sparky's pitch count recommendations are always on the conservative side.
They are a little, yes. You do get that 10% bump-up in theory. But I'm basically trying to get recommended for 40 pitches to sim well when I've set them at 75-80 pitches. If Sparky "thinks" I'm overusing a guy, seems like the bottom will fall out.
That's not what I've observed in Sim Live. IP/G is the biggest (only?) factor in determining effective pitch count. We've seen this with guys like Mark Eichorn who have plenty of IP/162 but low IP/G. Sparky is conservative with pitch counts to begin with, and compounds this for guys who don't have a full season's worth of IP/162. As long as you manage the number of starts for the low IP/162 guys, you should be able to get a quality start out of them.
 
We've seen this with guys like Mark Eichorn who have plenty of IP/162 but low IP/G.
I thought Eichhorn sucked as a starter because the sim only allowed him something 40 pitches a game, regardless of how often he was rested? :confused: I remember Harrier going down in flames in one of the old sims when he tried using Eichhorn this way.
Sparky is conservative with pitch counts to begin with, and compounds this for guys who don't have a full season's worth of IP/162. As long as you manage the number of starts for the low IP/162 guys, you should be able to get a quality start out of them.
Basically, I am manually maintainind a split 4a/4b. The 4a guys pitched overnight, and both stunk -- was attributing that to the sim making them tire "artificially" early. Guess I'll hang in there and see what happens.
 
We've seen this with guys like Mark Eichorn who have plenty of IP/162 but low IP/G.
I thought Eichhorn sucked as a starter because the sim only allowed him something 40 pitches a game, regardless of how often he was rested? :) I remember Harrier going down in flames in one of the old sims when he tried using Eichhorn this way.
Sparky is conservative with pitch counts to begin with, and compounds this for guys who don't have a full season's worth of IP/162. As long as you manage the number of starts for the low IP/162 guys, you should be able to get a quality start out of them.
Basically, I am manually maintainind a split 4a/4b. The 4a guys pitched overnight, and both stunk -- was attributing that to the sim making them tire "artificially" early. Guess I'll hang in there and see what happens.
It Happened?Only thing that should have a major factor on pitchers fatigue, as noted, is their IP/G.

That said, trying to squeeze 10-15 more pitches from a guy who can only go 65 is a lot tougher than squezing 10-15 out of a pitcher who can already go 105 or so.

 
We've seen this with guys like Mark Eichorn who have plenty of IP/162 but low IP/G.
I thought Eichhorn sucked as a starter because the sim only allowed him something 40 pitches a game, regardless of how often he was rested? :) I remember Harrier going down in flames in one of the old sims when he tried using Eichhorn this way.
Eichorn's freak season was only around 2 IP/G, so his effective pitch count was only 30.
 
We've seen this with guys like Mark Eichorn who have plenty of IP/162 but low IP/G.
I thought Eichhorn sucked as a starter because the sim only allowed him something 40 pitches a game, regardless of how often he was rested? :hey: I remember Harrier going down in flames in one of the old sims when he tried using Eichhorn this way.
Eichorn's freak season was only around 2 IP/G, so his effective pitch count was only 30.
My main starters were part time relievers and only averaged 5 or 6 innings per game. With Doc Ayers I am going over his IP/G by about an inning a game without much problem but I am quick to pull at that point when. The recommendations were higher than that. Going 6-7 innings he is available every 4th day or even quicker. You won't see a complete game from my team ever.
 
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Only thing that should have a major factor on pitchers fatigue, as noted, is their IP/G.
i don't know. I've got a guy (Jim Willoughby) who made 11 starts for 92 IP in his 1972 season. 7 complete games. But the sim defaults for his pitch counts are 20 as the target, and 25 as the max. just had a thought... wonder what happens to the defaults if i change his role to starter. He's currently pegged as Setup A.
 
Only thing that should have a major factor on pitchers fatigue, as noted, is their IP/G.
i don't know. I've got a guy (Jim Willoughby) who made 11 starts for 92 IP in his 1972 season. 7 complete games. But the sim defaults for his pitch counts are 20 as the target, and 25 as the max. just had a thought... wonder what happens to the defaults if i change his role to starter. He's currently pegged as Setup A.
just fiddled around with the settings, and moved Willoughby to STarter #6. That did indeed alter his default pitch counts. I found an explanation where WIS assumes a certain # of appearances based on roles, and sets the defaults that way. It's still not clear to me, though, how in-game fatigue works when you try to use a pitcher longer than expected.
 
Only thing that should have a major factor on pitchers fatigue, as noted, is their IP/G.
i don't know. I've got a guy (Jim Willoughby) who made 11 starts for 92 IP in his 1972 season. 7 complete games. But the sim defaults for his pitch counts are 20 as the target, and 25 as the max. just had a thought... wonder what happens to the defaults if i change his role to starter. He's currently pegged as Setup A.
I dont put much stock in the SIM recommendations - if you want to use your pitcher in the manner you have it set up, they will give you some guidelines. I just look to what a particular guys abilities are, including how long they can throw, and adjust pitch counts and all accordingly.
 
Gil McDougald, the versatile 1950s Yankee who, along with Pete Rose, had the unique distinction of being selected to the All-Star team at three different positions, died Sunday at his home in Wall Township, N.J., after a long bout with prostate cancer. He was 82.McDougald played a pivotal role on eight Yankee pennant-winning teams from 1951-60, winning Rookie of the Year honors in 1951 when he hit .306 with 14 homers and 63 RBI. He was named to the All-Star team five times, as a third baseman in 1952, a shortstop in 1957 and a second baseman in 1958. But as fine an all-around player as McDougald was, hitting .276 during a 10-year career all with the Yankees, it was his fate to be remembered for hitting a line drive that struck Indians pitcher Herb Score in the right eye on May 7, 1957. At the time, the fireballing lefthander seemed destined for a Hall of Fame career, but was never the same after the incident. He died in 2008....“Gil was one tough ballplayer,” said Whitey Ford. “He could also be hard-headed. I’ll always remember that crazy stance of his and he didn’t want to change. He was a great guy to have playing behind you. He played all of those positions and played them well.”
 

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