The Meta

Some strategies, hacks, and styles of play have increased in popularity within the coaches of BBL. These are collectively referred to as "the meta". Some of the meta is outlawed or discouraged, while other pieces of it have been used to level out the playing field. Check out the page on powerups for more information about powerup strategy. 
==Draining Stamina==
Getting the A.I. tired is the easiest way to score massive runs. When pitcher is tired they throw worse, field slower and have difficulties throwing the ball letting you easily run around the bases.
===Pickles===
If you can get into a pickle you can drain 2 to 3 of the AI opponent's players for the price of one. You can do this if you know that next inning you will have a 110% juice, or you feel like you can sacrifice that player's stamina because they are a power hitter, or just not that useful. Since Mr. Clanky cannot lose stamina, he is perfect for this tactic and why he is banned in most leagues.
===Stealing===
If you fake steals repeatedly you will drain the catcher's stamina and arm. If the catcher cannot throw to 2nd or 3rd well, your singles become nearly automatic triples. Stealing can also tire out the outfielders who need to cover the bases. If you line up closed (with a righty batter) the 3rd baseman has a long distance to travel before they can cover 3rd.
==Cheesing==
The limitations and pitfalls of the game's AI can be exploited by a process known as cheesing. Cheesing the AI takes advantage of the computer's habit and may lead to many more runs that one might normally score. Cheesing is discouraged by some but used exclusively by others.
===Double Plays===
Turning a double play on defense gives the user a power-up on offense the next half-inning. So naturally, a good strategy is to turn a double play as many times as possible. One set-up for many double plays is allowing a slow runner to reach base intentionally, whether by a walk or a hit. Then on the next play, throw out the runner at first and catch the slow runner in a rundown. Another strategy is when there is a runner on base and one person has already gotten out that play, sometimes the AI likes to advance the runner when the ball is thrown...anywhere! Some players will throw the ball around several times, baiting the AI runner to attempt for the next base, where they can be thrown out for that juicy double play.
===Baserunning===
The AI is mostly programmed to prioritize the lead runner. One exploitation of that is to send your lead runner to the next base but immediately return them to the base they started at: the AI will still likely throw it to the next base. You can use this to allow your batter to hit the ball and reach safely by making the computer focus on the lead runner. If you really get the hang of it, you can send all your runners one by one and send them backwards to get the defense to throw it where you want them to throw it.
====BunterBall====
The bunterball tactic is where you bunt the ball when a man is on 2nd or third and then use baserunning cheese to make sure all players arrive safely at their next base. If two players are running to the same base the AI will throw to that base regardless of what else is happening on the base paths. The AI also prioritizes the lead runners unless there are 2 outs or they believe the lead runner will be safe if they do throw it.
====Free Up 1st Base====
You can clear first base so that it prevents force outs at 1st. You just need a player on 2nd or third base to bait the throw.
===Pitcher Returning to Mound===
Especially when the pitcher is fast, the defense's pitcher can get way out of position on a batted ball. At the end of the play, when the action stops, the computer will wait for the pitcher to run back to the pitcher's mound before throwing it back to him. You can use this opportunity to send your runner to the next base, it's like the other team doesn't even notice you. The AI won't react until the pitcher gets back to the mound.
==Setting Up Your AI Defense==
When playing against the computer, you can set up your 9 players to play defense in whatever configuration you would like. However, when your opponents plays the computer version of your team, the computer uses some formulas to set some of the positions. Often, these formulas don't give you the optimal defense, putting players with weak arms at catcher, or short players at first base, etc. The AI sets up their defense according to this algorithm:
* Any pro players or clone who have a lock (a set position) will be placed at their positions. If you have multiple locks, whoever is placed first in the coach file will be the lock, and the other(s) will be subject to the rest of the algorithm.
* After divvying up the locks, the best starting pitcher will be chosen. The criteria is 2*stamina + each of the four main pitches, according to the hidden attributes.
* Next, the best first baseman will be chosen. This is determined by Glove + Throwing Power + Throwing Accuracy + Vision + 25*Height.
* After, the best shortstop will be chosen. This is determined by Glove + Throwing Power + Throwing Accuracy + Vision.
* Then, the best catcher will be chosen. This is determined by Throwing Accuracy + Speed + Vision.
* After those positions have been determined, the remaining players will be assigned to LF, CF, RF, 3B, and 2B in the order, provided that none of those have already been decided by locks.
* Any player chosen in the first 5 steps is ineligble to be chosen during any of the steps afterwards.
The main disadvantage to this system is that many players will be assigned to a position they can not play very well. For example, Chico Pappas has the highest value in the catcher formula, but he has a weak arm and can not throw out many base stealers. Another well known example is that Pablo Sanchez has a high priority to play first base, but he is one of the shortest characters in the game and many throws go over his head.
There are several strategies to get around these quirks of the AI defense. One common strategy is to draft locks for the positions decided by the algorithm. There are many first baseman within the pros and their clones, a few shortstops, and even fewer catchers, so these players are likely to be drafted early. Another strategy is to draft several pro locks at the same position. Many of the pro players have high priority at the three positions of 1B, SS, and C, but they can not be placed there unless they have another lock at the same position to "unlock" them. For example, if a coach drafted Barry Bonds and Cliff Floyd, both of these players play left field. If the coach decided to put Cliff in left field, the AI might then place Barry at 1B, SS, or possibly even C.
With advanced knowledge of the game's code, Vissery has been able to remove the AI defensive priority and locks, therefore allowing coaches setting up an AI team to choose whatever defensive configuration they want. This is done by editing the .(b) file. An edited .(b) file was used for Season 9 of the rBBL.
Category:Tactics
Category:Meta