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Old 04-12-2018, 11:23 AM   #1
timmermac
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Stealing bases

I'm finding base stealing to be mildly annoying. When I choose the "Steal x base" option, I want the damn baserunner to frickin' try to steal the base, not decide to not go, which is what happens more than half the time. This is why I tend to use the "Force send" option. Unfortunately, this ends in a caught stealing a bit more often than I'd like. One of my own personal goals is to have at least one player in the top 5 in steals every year, and for my team to lead the league in steals every year, and I'm not sure the game will let me do this without unacceptably high CS totals. If you play your games out, how do you get good stolen base totals without getting caught half the time?
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Old 04-12-2018, 11:44 AM   #2
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I'm finding base stealing to be mildly annoying. When I choose the "Steal x base" option, I want the damn baserunner to frickin' try to steal the base, not decide to not go, which is what happens more than half the time. This is why I tend to use the "Force send" option. Unfortunately, this ends in a caught stealing a bit more often than I'd like. One of my own personal goals is to have at least one player in the top 5 in steals every year, and for my team to lead the league in steals every year, and I'm not sure the game will let me do this without unacceptably high CS totals. If you play your games out, how do you get good stolen base totals without getting caught half the time?
I switch to pitch-by-pitch mode when I have a good base stealer on base, then I wait until my hitter is ahead in the count so that I know that there won't be a pitch out. Then I use run and hit so that the hitter still has the opportunity to hit. I am in September 2018, and I currently have three players in the top five in steals (Leury Garcia, Moncada, and Anderson).
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Old 04-12-2018, 11:54 AM   #3
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Use run and hit if you want the base runner to go no matter what.

That or forced steal are the options. I personally seem to have good success with run and hit.
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Old 04-12-2018, 12:24 PM   #4
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Send Forced still lets the batter swing on occasion doesn't it? If so I'm not sure how it's different from run and hit.
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Old 04-12-2018, 12:38 PM   #5
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I'm finding base stealing to be mildly annoying. When I choose the "Steal x base" option, I want the damn baserunner to frickin' try to steal the base, not decide to not go, which is what happens more than half the time. This is why I tend to use the "Force send" option. Unfortunately, this ends in a caught stealing a bit more often than I'd like. One of my own personal goals is to have at least one player in the top 5 in steals every year, and for my team to lead the league in steals every year, and I'm not sure the game will let me do this without unacceptably high CS totals. If you play your games out, how do you get good stolen base totals without getting caught half the time?

Well, he's getting thrown out because you are forcing him to go when he doesn't think he should (not a good enough jump, pitcher doing good job of holding him on, catcher has a cannon, etc.).

If you're hell-bent on getting lots of steals, just accept that getting caught a lot of times comes with it.
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Old 04-12-2018, 12:41 PM   #6
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IIRC, the runner sometimes not going is by design to keep human managers from running up unrealistic stolen base totals.
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Old 04-12-2018, 01:13 PM   #7
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Well, he's getting thrown out because you are forcing him to go when he doesn't think he should (not a good enough jump, pitcher doing good job of holding him on, catcher has a cannon, etc.).

If you're hell-bent on getting lots of steals, just accept that getting caught a lot of times comes with it.
This. If you want the ratings to matter you have to put up with the runner not going on every pitch. If you just want to run up steals you have to put up with high CS totals.
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Old 04-12-2018, 01:14 PM   #8
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I'm finding base stealing to be mildly annoying. When I choose the "Steal x base" option, I want the damn baserunner to frickin' try to steal the base, not decide to not go, which is what happens more than half the time. This is why I tend to use the "Force send" option. Unfortunately, this ends in a caught stealing a bit more often than I'd like. One of my own personal goals is to have at least one player in the top 5 in steals every year, and for my team to lead the league in steals every year, and I'm not sure the game will let me do this without unacceptably high CS totals. If you play your games out, how do you get good stolen base totals without getting caught half the time?
I manage every game & broke Rickey Henderson's record twice.

first with Dalton Pompey - 136 SB caught 29.

later with Jorge Mateo - 142 caught 20.

I think sending them relies on their stolen base rating & they will only go when getting a good "jump". the higher the rating, the better & more likely a good jump.

high ratings = more go.

you can use 'force send' but the runner will take off regardless of a "good jump" & will be caught A LOT more. the only time I broke 100 steals was when using 'steal' & not 'forced'.
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Old 04-12-2018, 01:16 PM   #9
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I also found that if you try to steal 2-3 times & they don't go - continuing to try will probably lead to being thrown out.

I'm finding that a successful SB usually happens on the 1st or 2nd try with most. I only run someone like Mateo (80 SPD / 80 STEAL) after that with a good amount of success.
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Old 04-12-2018, 01:24 PM   #10
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Old 04-12-2018, 02:59 PM   #11
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I have also found that 'double steal' with two adequate baserunners (don't have to be blazers) seems to work the majority of the time.
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Old 04-12-2018, 04:09 PM   #12
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I agree about being more successful on the 1st or 2nd try vs. the 3rd or 4th.

The other thing I've noticed is that if a base stealer gets thrown out early in the game, it's usually a sign he doesn't have it for that day and seems more likely to get thrown out later in the game as well....Just my observation - not sure how it truly plays out though...
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Old 04-12-2018, 04:52 PM   #13
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I have always been aggressive on the bases when I manage. I find the reactions here to be my experience as well, when a good base stealer gets on if it's a steal situation which I define pretty broadly, I always have the batter take a pitch and I generally only try to steal if I am ahead in the count.
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Old 04-12-2018, 06:16 PM   #14
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This may be obvious, but the steal rating isn't the only thing that determines how likely it is that a runner will try to steal.

The runner's speed and the pitcher's hold rating largely determine how likely it is that a runner will attempt to run if you tell him to steal. If he runs, then his steal rating and the catcher's arm will largely determine his success.

This, at least, is my understanding and my experience.

A slow runner with a high rating for stealing will rarely get a good jump but will have a high success rate when he gets one.
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Old 04-12-2018, 08:55 PM   #15
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I also found that if you try to steal 2-3 times & they don't go - continuing to try will probably lead to being thrown out.

I'm finding that a successful SB usually happens on the 1st or 2nd try with most. I only run someone like Mateo (80 SPD / 80 STEAL) after that with a good amount of success.
Agreed. And I’ve played a lotta games out
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Old 04-12-2018, 09:42 PM   #16
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80/100 should get you 30-50sb... unless modifiers are elevated. ~100 and higher and you get the 70-100+SB guys. again depends on modifiers as far as quantity and %.Success.

stealing ability will mostly control the % success, and speed will tell you how often... there's some intermingling between the two, of course.

other thing to check in on -- league wide stats for # of sb and %sb success. look at end of year.. even 1 year is wildly volatile - more s than other stats in ootp.

usually i say +/- 10% around a mean, but SB goes 15-20% up and down. the %-success shouldbe +/- ~2.5-3% at most. maybe with fewer attempts it gets more volatile too?? this stuff won't necessarily scale the same for all league total modifiers used.
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