Wed Jun 28, 2017 5:18 pm
I don't think strat is going to address this, I posted a request when I first started playing on-line (early 2013)---this, to me, is the worst aspect of the AI, with a noDH team Hal can't make a double switch in a logical way either.
I think strat should put a new strategy page in where you could designate platoons for the eight positions (or the same player for both sides if a non-platoon guy)--anytime the platoon player is up vs the wrong side HAL should PH if the platoon mate is available.
Hal never PHs with a lead either--this would seem to be an easy programming change to make, as HAL just looks to see if your trailing in the score--all they have to do is move that programming variable to +3 (or whatever) instead of -1.
After banging my head against an AI wall for a year or two, I generally quit playing too many platoons for this very reason--more than two platoons is usually more of a liability than helpful in 20xx, I would guess with ATG where pitchers stay in most of the game, platoons are probably better overall.
Some things I've seemed to notice about platoons.
1. If your platoon guy has weak power, or almost no chance on the bad side of the card, Hal seems a bit more likely to PH, though Hal doesn't PH with the platoon mate unless he happens to be the best option offensively.
2. If possible, set your guys that hit LH pitchers as "remove for defense"--this gets the RH half in fairly often late in the game--you are more likely to face RH relievers late with visiting teams in top of 9th--or if the game goes into extra innings if you blow a lead. This obviously won't work for a DH--DH is the one spot it might be the most wise to avoid a platoon, though I've use many platoons at DH.
3. another good ploy sometimes (difficult to do price wise though) is only go 3L or 3R with platoons, maybe 4L/4R--so they at least have a chance to hit the opposite way.