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 Post subject: Rookie Charm Question
PostPosted: Wed Feb 20, 2008 5:39 pm 
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Hey all, first time poster, medium-time troller here. Been using your strats for success mode and finally got a semi-decent character today :-)


At any rate, I was wondering what the experience nerf to games played with the rookie charm is if there in fact is one? Any experience with this?


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 Post subject:
PostPosted: Wed Feb 20, 2008 5:49 pm 
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If you're looking for all A's and an uber-character, you'll have to ditch it.

But I think it helps if you need it. Performance in the game influences the stat boosts, and the Rookie Charm helps with that. My best characters (although not that great) came with the charm. I don't the exact numbers, but it can't possibly be that big.

My guy ended up with a 105 top speed, B control and C stamina (reliever) and three maxed out pitches - Foshball, 2-Seamer, and Hard Shuuto - and at least a dozen abilities. For hitters, I could get all B's and A's for the fielding categories, and 3 TRJ. I also got a solid amount of abilities with him.

If you don't want the charm, but still need assistance, I suggest the Psychic Goggles, they cost $100, and at the end, you can sell them for $55. Combine this with the Charm - like I do, and you'll be striking out hitters and hitting home runs every time against the Superstars (not so much the striking out, but I went 5-5 with 5 home runs and 9 RBI with a 3TRJ and B power hitter!)!

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 Post subject:
PostPosted: Wed Feb 20, 2008 5:50 pm 
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Location: Dodger Stadium
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The other 'issue' with the rookie charm is the AIs base running skills, which are poor at best.

Since I'm not actively working on success mode atm. Perhaps someone else can pop in some research between churning out players.

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 Post subject:
PostPosted: Wed Feb 20, 2008 5:54 pm 
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Location: USA
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Another issue is the computer's inability to make diving/jumping plays. I would suggest keeping your rookie charm because you can hit home runs every time with it. That will give you the max amount of points you can possibly get and it is easier to get hot hitting zones with it. Without the rookie charm, you most likely won't be hitting home runs every time, so you probably will get the same amount of points.

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 Post subject:
PostPosted: Wed Feb 20, 2008 5:55 pm 
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The base-running is still better than mine. I have a thumb is fatter than the control pad directions (obviously) and I'm not all that coordinated so I'll end up mashing two directions at once, conveniently enough, the wrong one always seems to go through. Same problem for fielding, although the auto-fielding is pretty bad, too - can't understand that 2B is closer than 3B to CF and that throwing to 2B would be better when trying to get a double-play off a line-out. Also, get the LEAD runner out!, especially not when the players couldn't turn a double-play for their life!

_________________
"The breakfast of champions is not cereal, it's the opposition."
~Nick Seitz

"If a tie is like kissing your sister, losing is like kissing your grandmother with her teeth out."
~George Brett

"We don't need refs, but I guess white guys need something to do. "
~Charles Barkley

""I know Koufax's weakness. He can't hit."
~Whitey Ford

SSBB FC - 3437-3779-6679


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 Post subject:
PostPosted: Wed Feb 20, 2008 6:12 pm 
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Location: Dodger Stadium
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I haven't attempted making a good Power Hitter position yet, (3B, LF. RF, C) but I have been able to get tolerable points with stringing together singles and doubles and racking up runs like cricket.

I guess what needs to be done is record the exp gain before and after the games/events... yet another time-consuming project XD.

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 Post subject:
PostPosted: Wed Feb 20, 2008 7:00 pm 
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If you're creating a position player, you're better off hitting 4 homers using the charm than going 2 for 4 without it.

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 Post subject:
PostPosted: Wed Feb 20, 2008 10:52 pm 
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I agree, also if you hit doubles you will get a hot hitting zone.


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 Post subject:
PostPosted: Wed Feb 20, 2008 10:56 pm 
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That helps a bunch. Ty much


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