I realise this is an old video but Arm Slot is actually extremely important. I looked at the editor a bit and submarine creates INSANE splits and should always be specialists. (For example they'd be 165 ERA+ vs leftie but 75 ERA+ vs rightie) Sidearm is a bit less intense than this. Normal has a slight split and Over the top is the most balanced of all. I think it can prove extremely useful to have one submarine pitcher on your roster but you definitely don't want to have too many of them either.
How to evaluate pitchers in just several easy steps! 1. Are they injured to hell? 2. Are they undergoing tommy john surgery? 3. Is there changeup better than the changeup your grandmother throws? (If it's not now, it never will be) 4. Are they an "iron man" (if not, they are getting injured!)
This is a good strategy that will allow you to overperform a bit on a budget.. but I find I just can't drive in enough runs if I only put gold glovers on the field.
@@ModernMozart1104 Well, yeah, but you can sacrifice a bat for defense at CF and SS to save a ton. Other positions not nearly as important, especially catcher if they nerfed catching ability (whatever that means in the first place). I'm big on offense over defense but speed is crucial for those 2 with the areas they have to cover. Also, smallball i.e. hits over HRs is hugely underrated in the TTO era and is a way to overperform.
You need to spend early round picks on pitchers… Thats where you find the golden arms that can carry a franchise. Developing pitchers is easy. 3 steps: Step 1: DO NOT draft pitchers that only have two true usable pitches (50/80 Grade and up) or pitchers with below 55 Stamina as its very difficult to raise their stamina outside of the very low minor leagues. I go with the philosophy of the more pitches he knows, the better. Also be sure to jack up the amount of innings and pitches they are allowed to throw so that they can get used to throwing 9 innings in the minors. (This gives you a chance to increase their stamina by 5 points or from 50/80 to 55/80 for example) Step 2: If they are HS level, start them in Short Season the rest of the season they sign and the following season. This allows for young arms to have the chance to learn new pitches (which becomes extremely rare past this level) Step 3: Only promote them if they are dominating the level they are at. Not doing ok. Not being “serviceable”. They MUST dominate in order for their confidence to remain high and pitch to their potential. A couple bad outings can really knock a young pitchers’ confidence down in this game and in real life since they dont have many opportunities to change a cold streak playing once a week.
Also one last thing, HIRE GREAT PITCHING COACHES for the minor leagues as managers and pitching coaches. The best coaches are Managers who have both “Hitting” and “Pitching” types when scrolling through the free agent coaches list.
I think it's fine to spend early picks on pitching, but I lean towards hitters. Especially with early picks in the first round. I agree that hiring good coaches is essential, and the things you mentioned can help, but we'll have to agree to disagree that developing pitching is as easy as 1,2,3.
@@OOTPaddy With all the talent in the pool for the INT draft, I can never justify taking anything but a Superstar Catcher or SS high up in the draft. Every other position ive found in the INT draft fairly easily and since those guys started at the very bottom of the minors, its easier to monitor their entire dev track. A star hitter is never worth a true ace regardless of how good he is. Pitchers just affect the game and season more. 1 star pitcher can easily be the difference between 80 wins in a season and 90-100 wins in a season. For that reason alone I have to value a star arm. It is curious to me though how you have had trouble developing pitchers. Maybe its me who got so used to it I forgot how hard it was at first to actually do
That's a totally fair point, you can get back in IFA easier than arms, so I understand why you'd go arms in the draft. I don't know if I have trouble relative to other people or not with developing pitchers, but I prefer hitters because they are generally easier to develop and less likely to suffer major injuries.
@@OOTPaddy For me, I struggle immensely with getting good hitters to develop, but I can draft a guy in the 13th round at 18, and he'll develop into a solid starter who's major league ready at 21 or 22.
Thanks for the educational video. Is there a reason you use five point increments rather than single point increments on the 20-80 scale? Sorry if you’ve explained why elsewhere.
I use that since that's what the MLB scouting scale is (and some don't even use increments of 5, just 10). I believe the justification for that is there's no way human being can rate things in increments as small as 1 on a 20-80 scale. Like, there would be no discernible difference between a 41 and 42, we'd just be making it up. Hope that helps.
Not to dodge, but that's really dependent on the person. The upgrades are cool, but I like to spend the $40 to support the developers and get updated rosters. But, whether that's worth it to others depends on their financial situation as much as anything.
The graphics are quite a bit better, if that is important. Coming closer to football manager, couple nice cut scenes so far. Overall the menus seemed improved again, there is a recommended tab for which reliever(s) to warm up. Not many hours in yet, could be more good stuff. As PF mentions, depends how many hours you put into it each version, supporting the developers, and how disposable the forty bucks is.
my observation so for is that movement isn't quite as important as prior releases. In 2022 and before, any pitcher with a movement rading below 50 was not going to sustain major league success regardless of other statistics. You can get by with a movement rating of 45 or even 40 sometimes in 2023 if yoru stuff is high and your control good.
That's fair and I think reasonable minds can disagree here. But my thought process is that I value strikeouts and home run suppression more than I do limiting walks.
Walks hardly matter if they can't get hits let alone HRs. That said, the elite stuff/movement guys only have that ability because it's the mechanics that reliably grenade elbows/shoulders i.e. DeGroms, etc. I'll take 115 ERA+ guys who don't have major injuries every single time over $30M, injury-riddled 'stars' that ruin franchises.
I realise this is an old video but Arm Slot is actually extremely important. I looked at the editor a bit and submarine creates INSANE splits and should always be specialists. (For example they'd be 165 ERA+ vs leftie but 75 ERA+ vs rightie) Sidearm is a bit less intense than this.
Normal has a slight split and Over the top is the most balanced of all.
I think it can prove extremely useful to have one submarine pitcher on your roster but you definitely don't want to have too many of them either.
How to evaluate pitchers in just several easy steps!
1. Are they injured to hell?
2. Are they undergoing tommy john surgery?
3. Is there changeup better than the changeup your grandmother throws? (If it's not now, it never will be)
4. Are they an "iron man" (if not, they are getting injured!)
Great video, thank you. I also like using pLI, to help me understand how relievers are being used and performing in various pressure situations.
Karl Malone. Best hitter ever! Having the weather in the pocket means more Sacramento in Buffalo.
Nice video Pf, thank you.
I've got to disagree with you on the control bit, but I usually try to get an elite defense and then focus on high control+movement
This is a good strategy that will allow you to overperform a bit on a budget.. but I find I just can't drive in enough runs if I only put gold glovers on the field.
@@ModernMozart1104 Well, yeah, but you can sacrifice a bat for defense at CF and SS to save a ton. Other positions not nearly as important, especially catcher if they nerfed catching ability (whatever that means in the first place). I'm big on offense over defense but speed is crucial for those 2 with the areas they have to cover. Also, smallball i.e. hits over HRs is hugely underrated in the TTO era and is a way to overperform.
You need to spend early round picks on pitchers… Thats where you find the golden arms that can carry a franchise. Developing pitchers is easy. 3 steps:
Step 1: DO NOT draft pitchers that only have two true usable pitches (50/80 Grade and up) or pitchers with below 55 Stamina as its very difficult to raise their stamina outside of the very low minor leagues. I go with the philosophy of the more pitches he knows, the better. Also be sure to jack up the amount of innings and pitches they are allowed to throw so that they can get used to throwing 9 innings in the minors. (This gives you a chance to increase their stamina by 5 points or from 50/80 to 55/80 for example)
Step 2: If they are HS level, start them in Short Season the rest of the season they sign and the following season. This allows for young arms to have the chance to learn new pitches (which becomes extremely rare past this level)
Step 3: Only promote them if they are dominating the level they are at. Not doing ok. Not being “serviceable”. They MUST dominate in order for their confidence to remain high and pitch to their potential. A couple bad outings can really knock a young pitchers’ confidence down in this game and in real life since they dont have many opportunities to change a cold streak playing once a week.
Also one last thing, HIRE GREAT PITCHING COACHES for the minor leagues as managers and pitching coaches. The best coaches are Managers who have both “Hitting” and “Pitching” types when scrolling through the free agent coaches list.
I think it's fine to spend early picks on pitching, but I lean towards hitters. Especially with early picks in the first round. I agree that hiring good coaches is essential, and the things you mentioned can help, but we'll have to agree to disagree that developing pitching is as easy as 1,2,3.
@@OOTPaddy With all the talent in the pool for the INT draft, I can never justify taking anything but a Superstar Catcher or SS high up in the draft. Every other position ive found in the INT draft fairly easily and since those guys started at the very bottom of the minors, its easier to monitor their entire dev track. A star hitter is never worth a true ace regardless of how good he is. Pitchers just affect the game and season more. 1 star pitcher can easily be the difference between 80 wins in a season and 90-100 wins in a season. For that reason alone I have to value a star arm. It is curious to me though how you have had trouble developing pitchers. Maybe its me who got so used to it I forgot how hard it was at first to actually do
That's a totally fair point, you can get back in IFA easier than arms, so I understand why you'd go arms in the draft. I don't know if I have trouble relative to other people or not with developing pitchers, but I prefer hitters because they are generally easier to develop and less likely to suffer major injuries.
@@OOTPaddy For me, I struggle immensely with getting good hitters to develop, but I can draft a guy in the 13th round at 18, and he'll develop into a solid starter who's major league ready at 21 or 22.
Thanks for the educational video. Is there a reason you use five point increments rather than single point increments on the 20-80 scale? Sorry if you’ve explained why elsewhere.
I use that since that's what the MLB scouting scale is (and some don't even use increments of 5, just 10). I believe the justification for that is there's no way human being can rate things in increments as small as 1 on a 20-80 scale. Like, there would be no discernible difference between a 41 and 42, we'd just be making it up. Hope that helps.
@@OOTPaddy thanks!
I've been thinking about whether I should stick with OOTP 22 or buy 23. Are the changes drastic and/or good enough to upgrade?
Not to dodge, but that's really dependent on the person. The upgrades are cool, but I like to spend the $40 to support the developers and get updated rosters. But, whether that's worth it to others depends on their financial situation as much as anything.
The graphics are quite a bit better, if that is important. Coming closer to football manager, couple nice cut scenes so far. Overall the menus seemed improved again, there is a recommended tab for which reliever(s) to warm up. Not many hours in yet, could be more good stuff. As PF mentions, depends how many hours you put into it each version, supporting the developers, and how disposable the forty bucks is.
Could always pirate it and see if you like it first, think of it like a demo
Thank you!!
my observation so for is that movement isn't quite as important as prior releases. In 2022 and before, any pitcher with a movement rading below 50 was not going to sustain major league success regardless of other statistics. You can get by with a movement rating of 45 or even 40 sometimes in 2023 if yoru stuff is high and your control good.
What would you say a good K%-BB% is?
Here's a Fangraphs post that breaks that down in a lot of detail: library.fangraphs.com/pitching/rate-stats/
Very surprised to hear you downplay control like that. Control > Movement > Stuff in my opinion. Don't let them on base for free.
That's fair and I think reasonable minds can disagree here. But my thought process is that I value strikeouts and home run suppression more than I do limiting walks.
Walks hardly matter if they can't get hits let alone HRs. That said, the elite stuff/movement guys only have that ability because it's the mechanics that reliably grenade elbows/shoulders i.e. DeGroms, etc. I'll take 115 ERA+ guys who don't have major injuries every single time over $30M, injury-riddled 'stars' that ruin franchises.
Thank you!!