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Post by dorksirjur on Jul 7, 2017 17:46:09 GMT -5
so you want the math for uphill/downhill? The break there is zero math. Completely zero, I've never gone by it and I'm a very good putter when on form.
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Post by beamstas on Jul 7, 2017 17:50:35 GMT -5
For every 8cm uphill/downhill i move the marker 1 metre (playing decimal) and that is very rough math... the rest is up to you.. you still need to pull th e putter back the correct amount its more of a visual guide
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Post by spybee007 on Jul 7, 2017 17:54:29 GMT -5
Posted by dorksirjur18 minutes ago
And stop acting the fanny too, it's a game about progressing overtime, not Tiger Arcade Gilf 2011 or whatever.
What?? Tiger Arcade? What did you play from 1998-2012?
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Post by dorksirjur on Jul 7, 2017 17:55:10 GMT -5
I barely played any golf games bar a couple of Tigers in the early 00s.
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Post by spybee007 on Jul 7, 2017 17:57:07 GMT -5
No... it's math. That's what this whole game is coded on. I was hoping someone smart and friendly would give me some insight.
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Post by mcbogga on Jul 7, 2017 18:01:33 GMT -5
There was a method that worked somewhat in TGC1 but it seems to be patched in TGC2 so its back to behaving much like real putting. Thankfully.
The marker plays a large part and you are better off judging power on timing than on how far you pull back.
For the break, just get the feel for it. I much prefer putting without the grid.
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Post by AFCTUJacko on Jul 7, 2017 18:32:57 GMT -5
No... it's math. That's what this whole game is coded on. I was hoping someone smart and friendly would give me some insight. There is some basic math involved in putting in terms of using the marker, but far less than you seem to think there is. And that's because a putt is made of two things - speed and line. There are endless combinations of speed and line that can be used to make any putt. Hence it does become about personal feel, more so than the rest of the game. My method for downhill putting is very different to the vast majority of people here and i've done ok
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Post by mcbogga on Jul 7, 2017 18:51:34 GMT -5
No... it's math. That's what this whole game is coded on. I was hoping someone smart and friendly would give me some insight. There is some basic math involved in putting in terms of using the marker, but far less than you seem to think there is. And that's because a putt is made of two things - speed and line. There are endless combinations of speed and line that can be used to make any putt. Hence it does become about personal feel, more so than the rest of the game. My method for downhill putting is very different to the vast majority of people here and i've done ok Elaborate... By all means elaborate...
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Post by spybee007 on Jul 7, 2017 20:26:25 GMT -5
I wish I could elaborate. That's why I came here... I was hoping some smart person would respond with the answer.
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Post by dorksirjur on Jul 7, 2017 20:28:45 GMT -5
When there is no answer, its hard to help out.
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Post by spybee007 on Jul 7, 2017 20:32:53 GMT -5
No... it's math. That's what this whole game is coded on. I was hoping someone smart and friendly would give me some insight. There is some basic math involved in putting in terms of using the marker, but far less than you seem to think there is. And that's because a putt is made of two things - speed and line. There are endless combinations of speed and line that can be used to make any putt. Hence it does become about personal feel, more so than the rest of the game. My method for downhill putting is very different to the vast majority of people here and i've done ok I don't think there are endless combinations. There are combinations though and that is what I am trying to find out, which ones work. It's easy to work out the break and distant factor, because those are displayed for you. The power / inertia part of the equation is missing, we have no solid number or base to solve the equation because they have not displayed this in there game. Does that make sense?
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Post by spybee007 on Jul 7, 2017 20:37:26 GMT -5
I dunno maybe I should invest this time in playing real golf LOL.
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Post by Deleted on Jul 7, 2017 22:45:58 GMT -5
And stop acting the fanny too, it's a game about progressing overtime, not Tiger Arcade Gilf 2011 or whatever. The best part is i play the game like tiger arcade gilf 2011. Ive been aiming for more and more cart paths everyday.
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Post by Deleted on Jul 7, 2017 23:07:12 GMT -5
First off, I love this game. It's a great golfing experience and does feel somewhat true to real life. I don't struggle with reading the winds, my lie and club distances, I struggle with putting. I have given up so many birdie chances and even par chances because my ball lips out of the hole. I can get within a decent putting distance to the flag and I am 2 putting for bogey. It's like trying to get a ball to roll into a hole that is the exact size of the ball. Anyone have any tips to control power? I read the grid and count the lines with the break then apply clicks on the d pad to counter the break. My system seems to be pretty close if I am lipping out of the hole so much. Any putting tips? Thanks!! Ryan If your putt is uphill, the putting marker will be in a spot past the hole that is pretty close to a distance that you would use for a lag putt to just trickle it to the cup. If you want to take some break out and hit it a bit harder, aim a couple of feet further. Everyone does that part a little different, as eluded to above/earlier about pace * line. As far as how far to pull back... every green speed (look at the number of feet your putter goes 101 is very slow, 187 is the fastest greens the game currently has) will cause a putt pulled back to the same point to travel a different distance. Obviously, it will go further on the faster greens. So I have worked both in TGC1 and in this new game to find that "point" on my golfers body that when I pull back to and I putt it, it goes 30 feet (after computing the elevation changes). There will be a small difference in this point from fast greens to slow greens. I also kind of have developed a timing mechanism to know when I hit this point intuitively after hitting thousands of putts. So once I know where 30 feet is, you can use that baseline to find shorter distances (10, 15, 20, etc). The longer putts (50+ feet) start to get more and more feel, so I have really gotten used to timing the backswing. Not really timing it with any counting method at all... just like an internal clock kind of feel. Break is really practice and learning from your mistakes in the past and during that round (the green speeds won't change during a round). For example, if I have missed a few putts low side in the same round and none putting through the break (high side), I make an adjustment to correct. Putting is the best part of this game as it was in TGC1, IMO. You would probably get that as a consensus from the majority of the TGCT community here. It perplexes me more than it should even after 2+ years in the old game and now 10 or so days in the new one. Edit: Downhill putts will default you at the hole, so you will want to pull the aiming marker closer to you. The ball really keeps going a lot more on downhillers in this game vs the first one. Unless you are on extremely slow greens, you will likely need to pull that aiming marker back a foot for every inch downhill. That is just a baseline. The faster the green, the more you may need to. There even comes the point on quite fast greens that you get stuck in a spot above the hole where even putting it for 2 feet of power will be too much. In that case your only hope is for it to go in or else it is going to go by the hole, and sometimes quite a bit. There is a premium on leavinguphill putts in this game even moreso than in TGC1. Hope that is a good starting point for you, and good luck out there.
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Post by mcbogga on Jul 8, 2017 3:25:22 GMT -5
I dunno maybe I should invest this time in playing real golf LOL. The putting actually carries over...that's how good the putting is in this game.
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