Super Mega Baseball 2

FYI: I’m downloafing the Game for free right now. It wasn’t listed in the GwG yet, but it’s up in the store and listed as free with Gold.

My understanding is that it releases at midnight, but local time. So Mountain and Oacific time zones may need to wait.

But it’s live!

Jayhawker wrote:

FYI: I’m downloafing the Game for free right now. It wasn’t listed in the GwG yet, but it’s up in the store and listed as free with Gold.

My understanding is that it releases at midnight, but local time. So Mountain and Oacific time zones may need to wait.

But it’s live!

You lucky dog! No staying up all nite:). I’ll be getting it in about 5 hours (I only sleep that long ...usually )

Just a heads up on something I read, i.e. for Steam folks who had the first SMB, there should be a 15% coupon in your inventory to use on SMB2.

Played an online game last night and it was the best online game of baseball I have ever played. I won 4-3, jacking a HR in the top of the 9th and using my closer to to strike out the side in the bottom half.

The gameplay just feels natural, and all of the risk/reward stuff is really well done.

Oh happy day! Just got home, bought and downloading now!

Total hours to date in SMB:EI : 1407

Great review by Sporting News:

http://www.sportingnews.com/mlb/news...

Dang, either the difficulty ramped up or I have to get used to a controller again (likely both). Started an AI game at 70 Ego. Got thumped. Two hit and a solo HR was my only tally. Lots of Ks. Most every pitching mistake was jumped on, and there were many.

Loved it.

Set it to 60 my next go and that was better but still not what I was used to on the last game. Pitching speed will take getting used to. I like the more limited pitching repertoire. Errors feel right when they occurred in the three games I played.

bhchrist wrote:

Dang, either the difficulty ramped up or I have to get used to a controller again (likely both). Started an AI game at 70 Ego. Got thumped. Two hit and a solo HR was my only tally. Lots of Ks. Most every pitching mistake was jumped on, and there were many.

Loved it.

Set it to 60 my next go and that was better but still not what I was used to on the last game. Pitching speed will take getting used to. I like the more limited pitching repertoire. Errors feel right when they occurred in the three games I played.

Well I no way can handle your ego ratings (I'm about 43), I too am finding the ego ratings a bit harder. I played at 45 etc. and had good competition (for me), I can't etch any wins, period, at 45 now. So I'm fidgeting with ego to get a competitive game again.

Donan wrote:
bhchrist wrote:

Dang, either the difficulty ramped up or I have to get used to a controller again (likely both). Started an AI game at 70 Ego. Got thumped. Two hit and a solo HR was my only tally. Lots of Ks. Most every pitching mistake was jumped on, and there were many.

Loved it.

Set it to 60 my next go and that was better but still not what I was used to on the last game. Pitching speed will take getting used to. I like the more limited pitching repertoire. Errors feel right when they occurred in the three games I played.

Well I no way can handle your ego ratings (I'm about 43), I too am finding the ego ratings a bit harder. I played at 45 etc. and had good competition (for me), I can't etch any wins, period, at 45. So I'm fidgeting with ego to get a competitive game again.

Neither can I, apparently! I think I was down to 55 my last game, and that was close. Will likely keep bumping down until it feels right.

Thoughts on the game so far?

Gameplay is pretty much SMB1. Customization is pretty nice. Look and feel of the players and stadiums is an upgrade. Not sure if I care for the Mojo/Fitness replacing the progression game for the offline season mode, though. I get the argument that it was random and could get tedious having to move the different items around for your players, but it did give a sense of change across seasons. And it was always exciting to check the trainers list once you reached a new level and see the upgrades. Also it seems like an oversite on the developers part (it's a small team, though, so this isn't a huge beef...I get it) to not have some way to export your custom teams so that you can share them online (a la XCOM2 and its player pools). There are some folks on the SMB sub-Reddit that are digging around and finding the DB entries for stuff like that, so maybe we'll see something in the future.

Overall, I'm not disappointed with the day-one purchase, but I'm also not super impressed. Hopefully the success of this game will produce more arcade-y sports games. I would kill for something like this for hockey.

EDIT: Forgot to talk about the online mode. I'm not a big online player (my year-long romance with Rocket League notwithstanding) and have played a couple placement games so far in the Pennant Race mode. Won the games, which is surprising. I find humans easier to play against than the computer in this game. Been at Ego 60 in offline and it's been frustrating...most likely due to the fact that I'm impatient and swing at almost everything.

My guess is that their telemetry told them that most people never touched the progression. I never did, and I'm glad its gone, personally.

The sharing isn't an oversight, I believe it is the team being overly cautious about copyright protections. It's one thing to let users customize. But once the networks are being used to share copyrighted uniforms and player names, it gets sticky. They might be on solid ground, but even just a challenge costs them a bundle in legal fees.

I think I saw that they are considering it, but decided to wait before pushing that aspect of the game. It would be a real mess if it was something the later removed.

If I play someone online that swings at everything, I don't throw strikes. And sometimes, m you can tell when a player is getting impatient and starting to swing more, and I will start avoiding the strike zone again. You have to earn my strikes.

What I want to see them do is add online league functionality. Online play is so well done, that small leagues with friends would be so great compared to the trend of AAA games only providing leagues for all pro teams, with the CPU controlling any that do not have a human coach. I just wanna play the over 7 or 11 guys in my league in a round robin schedule, like our old APFB league.

But this is a really nice progression win the game they released last year. It's nice to play a game that is so dialed in and polished.

I think the swinging at non-strikes thing is interesting. When playing the CPU I always have the cross-hairs somewhere within the strikezone...except for something like a curveball or a slider (but even then it's really close)...cause it seems like the computer won't chase at all. People though, they chase everything (I chase everything...though when playing humans I seem to be more patient).

Didn't think about the legal aspects of the team sharing. That makes total sense. And it makes me think that this is something they have worked on and could deploy once they have an idea of how it might work out. Or they might have just made it perfectly obvious within the code so that the redittors that are doing the investigations right now can just hack something together really easy.

Maybe I was the outlier with the progression items. But then I only play sports games (love My Career stuff) for the RPG aspects anyway, so, yeah, outlier.

Is there more of an explanation of the Mojo/Fitness replacing the progression game somewhere? To be honest I kept looking for the mojo progression and scratching my head...lol.

I really enjoy seeing the animation of drilling a pitcher with a line drive.

Does that make me a bad person?

mortalgroove wrote:

I really enjoy seeing the animation of drilling a pitcher with a line drive.

Does that make me a bad person?

In real life, I cringe and turn away. In SMB2, I laugh and laugh and laugh.

So, I'm inspired by all the editing I'm seeing. It's unfortunate that they are not accommodating any sharing, but it's still a fun way to enhance the game.

Instead of real teams, I'm thinking of doing a 12 team league of Pop Culture Icons. I'm still in the brainstorming stage, but the idea is to have a team for something like Breaking Bad/Better Call Saul, making each player represent a different character. Maybe call them the Albuquerque Blues.

Right now, these are the teams I'm considering. Anyone have other suggestions?

Breaking Bad - including Better Call Saul
Fargo - will use the movies and three TV seasons
Tarantino - Characters from his films
Star Wars
Star Trek
Marvel
DC
The Walking Dead
Lost
The Sopranos
Battlestar Galactica
Classic Villains - Everything from Freddy Kruger to Anton Chigurh, as long as they don't represent other shows.

I may expand or find other franchise, but would love to hear some suggestions. And seriously, how fun would this be if we were starting a league and building our own teams based on whatever we want?

3 hours ago:

https://twitter.com/supmegbaseball/s...

In other words, big patch submitted mostly to make on-line play better, and etc.

Picked this up yesterday and am having a lot of fun just messing about in exhibition mode. The problem for me is I know next to nothing about the sport. I've been meaning to learn Baseball for a long time, but, being British there's next to no coverage of it over here so I don't get to absorb the knowledge via media osmosis! But, I like heavy stat-based sports. I'm hoping baseball can replace cricket for me which is sadly on the wane over here. In my early teens I picked up American Football via the Madden games on my Sega, maybe this game can do the same for Baseball.

But I do have some questions due to my general cluelessness. I want to create my own team to play vs the AI, but I don't know how to create a balanced line up. I need starting pitchers and relief pitchers, but what sort of stats should they have? Some of the relief pitchers in the AI teams look quite good? Why are they relief pitchers and not starting pitchers. How do I choose in which order to place batsmen? In cricket the best batsman normally goes at No.4 because the top order have taken the shine off the new ball. Is there anything similar to think about with Baseball?

Also - about gameplay? When do I go for a power hit, and when do I just use contact?

Thanks in advance.

PS. Shouldn't there be a GWJ league?? It seems the game isn't too popular around here unfortunately but if there were enough interested players I'd definitely join.

mwdowns wrote:

Maybe I was the outlier with the progression items. But then I only play sports games (love My Career stuff) for the RPG aspects anyway, so, yeah, outlier. :D

I really liked SMB1, but I haven't bought two simply because it doesn't have the progression options.

So you might be an outlier, but at least you're not alone out there.

kergguz wrote:

Picked this up yesterday and am having a lot of fun just messing about in exhibition mode. The problem for me is I know next to nothing about the sport. I've been meaning to learn Baseball for a long time, but, being British there's next to no coverage of it over here so I don't get to absorb the knowledge via media osmosis! But, I like heavy stat-based sports. I'm hoping baseball can replace cricket for me which is sadly on the wane over here. In my early teens I picked up American Football via the Madden games on my Sega, maybe this game can do the same for Baseball.

But I do have some questions due to my general cluelessness. I want to create my own team to play vs the AI, but I don't know how to create a balanced line up. I need starting pitchers and relief pitchers, but what sort of stats should they have? Some of the relief pitchers in the AI teams look quite good? Why are they relief pitchers and not starting pitchers. How do I choose in which order to place batsmen? In cricket the best batsman normally goes at No.4 because the top order have taken the shine off the new ball. Is there anything similar to think about with Baseball?

Also - about gameplay? When do I go for a power hit, and when do I just use contact?

Thanks in advance.

PS. Shouldn't there be a GWJ league?? It seems the game isn't too popular around here unfortunately but if there were enough interested players I'd definitely join.

I wish! There is no league function in the game, although we could try to found up guys play some round robin schedules for fun. Or maybe a tourney?

As for strategy, I can offer some tips.

For pitchers, you want your starters to have stamina. I like relievers with high velocity, but really, the rest of the staff you can mix and match. I do try to have at least 2-3 lefties.

In general, it's harder for lefties to hit lefties and rightist to his righties. So if a hitter comes up and you want t0 use a reliever, choose one that is the same handedness as the batter. Of course, you only have so many guys, so pick your situations wisely.

The general strategy ion baseball is to have faster guys in the top two slots, the better their ability to get on base the better. Your 3 and 4 hitters are your best hitters on the team in terms of slugging (hitting extra base hits) and average). I like some guys with pop at 5 and 6, and then go with whoever has better contact at 7 and 8. You may consider the guy with better speed at 8, since the pitcher may be bunting to move him over more often.

My strategy for power and contact is about maximizing opportunities. In general, I use contact most of the time. Getting guys on base is the best way to score runs. But if I get into what I consider a hitters count, 2 balls and no strikes or 3 balls and 1 strike, I tend to use my power swing. The idea is, I can look for a specific pitch, and smash it. If I don't get it, I will take it, even if it is a strike. Because of the count, I can afford to be picky.

I also consider using power if their are two outs and a runner on first regardless of the count, if I have a guy up with good power. I'm trying to steal two runs, as a single, and maybe even a double won't score a run. Needing two hits to score with two outs makes the gamble off using power worth it more.

Speaking of all this, pitch counts matter. The more pitches you can force a pitcher to throw, the more he tires. Forcing your opponent into his bullpen early can create issues for him, forcing him to use his bench early and often. You should note when some teams have better relievers that you might want to avoid, though.

Hope this helps. Feel free to hit us up with any other questions. I hope you enjoy the game. It really is a great way top learn baseball, as the games are quick and fun.

Kerg,

I would also recommend using one of the default teams initially as you learn. Pretty sure you can customize the names, looks, etc to your liking, but the defaults will give you a good idea of what sort of skills and traits make sense for each position.

You can think of starting pitchers in terms of long distance runners and relief pitchers as short distance sprinters. Your Closing Pitcher, or Closer, may have the best ratings of your pitchers, but if used much more than an inning, will run out of gas. They are traditionally used in a close game to get the last three outs.

To piggyback on Jayhawker, you will want high contact hitters (preferably with good speed) batting in the 1 and 2 spots of the batting order, your best combination of contact and power in your 3 & 4 spot. This is called the "top of your order" and helps to ensure your best hitters have the most opportunity to swing the bat in the course of a game.

If you are building a team from scratch, then there is an old axiom in baseball that you built up the middle, meaning you want good defense and speed in your 2nd Baseman, Shortstop, and Center Fielder. They are likely to field the most balls in the course of a season. The better the defense and speed, the more batted balls they turn into outs. Jayhawker, as a fan of the St. Louis Cardinals baseball team, can tell you how much bad defense can effect the outcome of a game! A good arm on a Catcher is part of this as well, otherwise teams will be stealing bases on you left and right (stealing is where a runner who has reached base attempts to advance to the next base while the pitcher is throwing a pitch to a batter).

You typically want to have power hitters "on the corners" at First Base (1B), Third Base (3B), Left Field (LF), and Right Field (RF). Speed is less important at 1B and 3B but useful for LF and RF.

Pitching is all about keeping a hitter off balance and uncertain of where what kind of pitch is coming next. Fastballs are about exceeding an opponent's reaction time. If they don't commit to swinging the bat early on a fastball, it may be in the catcher's glove before they finish their swing. Power is the key rating in the video game. Some fastball's (4-Seamer) seem to rise and are straight (usually your fastest pure pitch), others (2-Seamer) tail or "run" on their way to the batter, while a sinker with tend to drop a bit. A split finger fastball with drop drastically and late, ideally right as it gets to the plate. Finally, a cutter will dart on a horizontal plane. These are all really pitches and are thrown with different hand grips on different locations of the baseball.

The "Breaking Ball" class of pitches all involve putting spin on the ball and are what the game refers to as "Junk Pitches" for their ratings. It controls how drastic or late the movement is on these pitches.

Sliders are close to fastballs in speed, but have a horizontal or slighty downward, sharp break. Throw a couple of fastballs in a row on the outside edge of the plate and then throw a slider in the same spot. It looks like the same pitches that were strikes earlier, the batter swings, then the ball darts outside of the zone. Along with the fastball, it is the biggest strike out pitch in baseball. Many Closers (in the game and in really baseball) only throw hard fastballs and sliders.

Best visual example? Watch this GIF that overlays a fastball and a slider thrown by probably the best relief pitcher in baseball, Josh Hader.

Curveballs tend to be slower, looping pitches that break anywhere from almost straight vertical (12 to 6 curve, like a clock face) to a 45 degree angle across the strike zone. It is a pitch that you almost never want to throw down the middle of the plate (that actually applies to most every pitch!). The term used is a "hanger" as the ball seems to float in the middle of the plate, begging the batter to hit it a long ways.

Screwballs are in many ways, the opposite of curve balls, with much smaller breaks. A right handed pitcher's curves and sliders break right to left A screwball is the opposite. Rarely thrown.

Change ups are deception pitches that are thrown more slowly that any other, but with the same arm motion of a fastball. They are all about getting a hitter off balance, expecting a fastball or slider, and they swing way too early when the pitch is a change up.

I think that covers the pitch types in the game. Changing speeds of pitches, throwing inside and high followed by outside and low, some pitches for strikes to induce future swings at pitches that are not over the plate are all part of successful pitching.

Baseball is stat heavy but also very nuanced and situational in approach and execution. When to steal when it is ok to walk a batter, and many other things go into making the game interesting. Hope this little bit helps.

Last day to download this gem for FREE!!

Free from where?

Mr Bismarck wrote:

Free from where?

XBox Gold

Thanks for the detailed responses guys. I started a short standard season with one of the pre-made teams (Wild Pigs). I'm only playing at ego 29 and at first that seemed quite easy - I won my first two games 2-1 and 6-4. Then we lost a game 1-5, it happens. But then we lost a game 6-21 and I just couldn't figure out what the heck was going wrong. Conceded 11 runs in just one innings, where no matter what I tried they hit more or less every single pitch. (Edit: I did check the pitchers stats and he didn't seem tired or anything, figured it was just me but I pulled him anyway)

6-21

Is that even a score that happens in baseball? I have no real sense of what an average score is, but it feels really high. The hardest part for me is panicking when trying to figure out which base to throw to. It's easy if there's no-one on bases, but if say there's already someone at 2nd and the batter hits I'm often caught in two minds for which one I should be trying to throw to. Also, whenever the PC tries to steal a base I'm hopeless at stopping it. Is there a way of pulling out of the pitch and the pitcher throwing it to the base?

Still enjoying the heck out of it, just making a lot of noob mistakes I guess

Love the Wild Pigs! Bloop Michaels and Wally Bacon all the way (my team as well). However, their catcher are terrible on defense. The only chance of throwing anyone out stealing is a fastball high and outside and your catcher throws in the 80%+ range power. Has little to do with you and everything to do with the noodle arm catchers on the Wild Pigs. That said, I instantly made their back up C my starter, as his power numbers hitting are great. He has hit many an important HR for me batting 7th.

21 runs do happen in baseball, though pretty rarely. Sometimes things just snowball, especially when you have issues throwing to the proper bases.

Biggest thing I would say in deciding what base to throw to is to throw to the cutoff player. What I mean by that is, in baseball, the field is really big and it is hard for say the right fielder to throw it from the corner all the way to third base, or for any OF to throw it from the wall all the way to home plate. To account for that, another player, either the SS or 2B will position themselves in between the outfielder and one of the bases. They are the cutoff man/player. The OF then throws it to the cut-off who can relay the throw to the appropriate base. If you try to throw the ball all the way to say 3rd base or home plate, it gives the runners behind a chance to move up to second or third. If instead it goes to the cutoff player, they can decide to give up the run but either (1) throw out the trailing runner, or (2) keep that runner on first base, making it harder for that runner to score later in the inning.

I think the cutoff option is the left trigger. Use that 90% of the time.

When to throw to the base instead? A LF throwing to 3rd base, a throw to 2nd base, a medium to shallow ball hit to the outfield. All of these assume you feel you can get the runner, or it is the run that will decide the outcome of the game. Otherwise, cutoff, cutoff, cutoff!

Sounds sensible bhchrist, thanks. This afternoon I won a game 23-3 so I guess it's time to up the ego. Wagnerd has been my star, I can pretty guarantee a HR with him every time he's up (for now, we'll see at higher ego). Also, someone that was on my bench... Hartman maybe? It's a girl with blonde hair. Anyway her stats aren't amazing but I have a very high batting average with her so she's in my lineup for good! Upping the ego to 50 and I'll report back later.

kergguz wrote:

Sounds sensible bhchrist, thanks. This afternoon I won a game 23-3 so I guess it's time to up the ego. Wagnerd has been my star, I can pretty guarantee a HR with him every time he's up (for now, we'll see at higher ego). Also, someone that was on my bench... Hartman maybe? It's a girl with blonde hair. Anyway her stats aren't amazing but I have a very high batting average with her so she's in my lineup for good! Upping the ego to 50 and I'll report back later.

Hartman is the other player I made a starter!

I have my ego set to 45 now, and it seems perfect because I had a game vs the AI where I won 8-6 in the 12th! Such a tense final few innings! Even just a slight increase in ego to 50 makes it so much harder for me.