It absolutely baffles me that people are still talking entirely in terms of the bowling being too quick rather than the problem being that they have to hit the right stick too early in the shot to have a good look at the ball, or that the shot takes too long to execute, whichever way you might look at it.
To roughly fact check, I recorded some drives against fast bowling in match practice, with my controller in shot and audio from both the game and room recorded. Then I took it into Cubase to analyse frame by frame.
I've only done a few shots so far but that data I get is that the deliveries from the quicks take about .7 or .8 of a sec to reach the bat, but in order to get perfect timing on a drive you have to complete your right stick movement before .25.
There are a couple of shots where I seem to be under .25 but the game still identified the contact as late (and it still went in the air in front of the bat).
And bear in mind that's the timing for completion of the right stick, which I've measured visually and by the audible click of the stick on the rim. It seems to take .1 of a sec from the first visible movement of my right thumb to completion of the stick stroke.
So on a lofted drive for six from a delivery that took .8 of a sec from hand to bat, my first visible movement of the right thumb is around 0.13.
Quite apart from the issue with decision making, the lag bothers just bothers me in terms of finding a natural groove for the timing.
All the above doesn't mean I'm advocating a massive change to the control system, btw. As I said in an earlier post, the way I would personally like to set things up would break the animations, and I bet I'd be the only one that liked it.
Nevertheless I think there's an important distinction between not having enough time because the deliveries happen too quickly and not having enough time because you have to make your shot with 70% of the delivery still to go.