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Post by lessangster on Mar 4, 2015 14:09:04 GMT -5
I have found that playing with some of the ghosts that have the best scores on various courses that I can match them tee to green but that's as far as it goes. On the greens I might hole about 50% of my putts where as they seem to hole about 95%, that's the part of the game that I lose out on consistently reading the break on greens. The only part of the game where I can consistently dial in my shots using the number crunch method would be when I'm pitching but that doesn't make up for my inaccuracy with the medium to long irons.
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Post by mnguy12000 on Mar 4, 2015 16:22:38 GMT -5
I have found that playing with some of the ghosts that have the best scores on various courses that I can match them tee to green but that's as far as it goes. On the greens I might hole about 50% of my putts where as they seem to hole about 95%, that's the part of the game that I lose out on consistently reading the break on greens. The only part of the game where I can consistently dial in my shots using the number crunch method would be when I'm pitching but that doesn't make up for my inaccuracy with the medium to long irons. Yep i was playing with Blue's ghost and that is where he was unbelievable in the round we played. He hit every putt. With Pitching I too can dial it in, for the most part and hit pretty close like him, but it was the putting that opened the gap.
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Post by lessangster on Mar 4, 2015 16:30:17 GMT -5
mnguy12000 That's what I have found, I just can't seem to get the line consistently like they do, I know you can't chip on the greens as well on the TGC Tours but one ghost I played that shot a 55 on a course was chipping the ball into the hole on the green from around about 10 feet, he did that on 14 of the 18 holes.
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Post by doublebogey on Mar 4, 2015 18:09:28 GMT -5
On the topic of putting and the mathematical nature of this game. The marker has way too much of an effect on distance. People would make far less putts if that was changed. It's just way too predictable.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 25, 2015 20:25:18 GMT -5
If they got rid of the percentages and the lines, the game would be far better imo. You have to have the ability to loft and deloft the club. That is a part of real golf, however when i do that in real life I don't have a percentage of exactly how far it will go. That's just silly. Doublebogey, It actually was like that when they first released the loft/fade box. Most of the community had a conniption and rage posted until they changed it. I did what I could to encourage HB not to add the numbers. The best scenario would be no numbers and and the adjustment to the loft extremes. If you go that high currently the red cone should be as thin as the white line and almost any deviation should flub it. Has anyone been following this on the HB forums lately? Agreed, -Mike
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Fluid druid
Weekend Golfer
Posts: 116
TGCT Name: The boy Jones
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Post by Fluid druid on Apr 12, 2015 15:38:38 GMT -5
The problem with this game is that everything is based off 100% hits, in one of hb's swing lesson videos they try to show how to hit less than 100% but the truth is that this is so inconsistent and non intuitive it barely works, try and hit 75% or thereabouts and its not very intuitive at all, one thing about the tiger series i liked was hitting 70% or 50% was nice and intuitive, tgc very much less so....So what we are left with is a golf game where 99% of players play off 100% hits, this only lends to the reliance on math to hit accurate shots and makes it devoid of feel. Now i throw in perfect golf to the mix, every approach chip, pitch or flop is done with zero math, i am constantly taking power off most shots and not just calculalting distance vs elevation and wind, this is done nicely and surpasses tgc in this area. tgc only really shines in the putting department, everything else is way off the mark when it comes to sim golf, the rollout is dreadful when hitting with a wood and kills many holes dead, the flop is frankly pathetic in how easy it is, the pitch is the same in most cases, punch is never used because it has incredible and unrealsitic roll on landing, imo the GNCD carries this game and if it was not tagged on to it, this game would have died a death.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 15, 2015 13:02:29 GMT -5
The skills I improve the most in this game are my math skills
One reason for adding and substracting yardages are the excessive possibilities the game offers you to change the loft of every single club percent by percent. I would totally scratch this part of the game and use the shot shaping box just for fading and drawing the ball.
The distance should only be influenced by the swing itself. If you Need to shoot the ball 110 Yard? You "simply" have to shoot the PW with 90%. It is tough, but it is possible. The scores would definitely go up but the game would be much more of a skill game. If the ball ends up next to the flag it should be because of a really great "executed" shot and not because of a really good "calculated" shot.
Maybe you ask: How can I influence the backspin?
In reality backspin is the result of a well hit shot. So if you make a perfectly straight swing with 100% power, there will be more backspin (of course dependend on which club you used) then with a not so perfectly executed shot.
The swing mechanics of this game are so excellent that it would even workt with this version of the game: In the sand I stopped calculating the right shot and just follow my feel and Imagination and most of the time and up with a really good shot, because the game mechanics are so good.
Just try to Play ten shots in a row at 85%. And with some training you will find out that it is perfectly possible. It will not totally change the game because most of the time (like in real life) you will take the club which you can use for a 100% power swing.
And for all the other cases you should use feel and not mathematics. I agree totally Alex, I thought the same from the first time I played it. We generally hit all our shots 100 percent apart from our putts, putting is all about feel for distance and it feels more like golf than the rest of the game
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 15, 2015 13:14:53 GMT -5
You have to have the ability to loft and deloft the club. That is a part of real golf,... I am a -12 Handicapper in real life. I do not think I have ever opened the club face on a 3-9 iron on a full swing. Why would I do that? Before I do this I will always chose the next shorter iron in my bag. I also miss the necessity to plan my approach shot. Should I play the ball as long as possible or should I use a shorter iron/wood to leave me a full swing PW/SW/9i into the green? These are decisions you make many times during a rl round. In TGC you do not have to make these decisions as you have a myriad of possible shots within the 100 yds range. Lofted wedges/delofted wedges as full, flop or pitch shot, adjustable on a percent by percent basis. The only variable is not the shot itself but the backspin (but only with flop shots from the fairway) and the wind. Close to the green the game is far too easy and no bunker/water close to the flag is a hazard that makes you think about maybe not attacking the flag. If you do your math right, a hazard is no hazard from within 100 yds. Heavy rough around green in real life is definitely where you don't want to be. In this game its a high lofted lob wedge pitch or flop that amazingly somehow has backspin when it lands hole high, very unrealistic
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Post by mcbogga on Apr 17, 2015 1:31:45 GMT -5
The problem with this game is that everything is based off 100% hits, in one of hb's swing lesson videos they try to show how to hit less than 100% but the truth is that this is so inconsistent and non intuitive it barely works, try and hit 75% or thereabouts and its not very intuitive at all, one thing about the tiger series i liked was hitting 70% or 50% was nice and intuitive, tgc very much less so....So what we are left with is a golf game where 99% of players play off 100% hits, this only lends to the reliance on math to hit accurate shots and makes it devoid of feel. Now i throw in perfect golf to the mix, every approach chip, pitch or flop is done with zero math, i am constantly taking power off most shots and not just calculalting distance vs elevation and wind, this is done nicely and surpasses tgc in this area. tgc only really shines in the putting department, everything else is way off the mark when it comes to sim golf, the rollout is dreadful when hitting with a wood and kills many holes dead, the flop is frankly pathetic in how easy it is, the pitch is the same in most cases, punch is never used because it has incredible and unrealsitic roll on landing, imo the GNCD carries this game and if it was not tagged on to it, this game would have died a death. Still don't think anyone who plays golf at a decent level goes around hitting 87% shots by swing manipulation. Just not how the game is played. Sure - it's possible to step on the gas for an iron but more than anything you do that for more bite as it usually does not give much extra length unless you lower trajectory a lot. Hitting it soft or with less than a full swing is just not best practice unless hitting into a strong wind, and the game does very well in conveying that into the swing model. All these stopping swing short mechanics have been putting me off from golf games for years - and now finally one got it right for the long game. In the type of golf the game is portraying (higher level amateur, short hitting plus handicaps) hitting the ball reasonably straight and with different trajectories is not that difficult, and distance is dialled in by set up, not swing. Making the long game about shot selection and course management is the best thing HB did for this game. It's not perfect - but much better than what I have seen previously. If it becomes a finger flicking dexterity exercise I would lose interest pretty quickly. Short game could use some work and I hope they fix the flop shot and introduce a proper pitch shot.
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mike
Caddy
Posts: 34
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Post by mike on Apr 21, 2015 13:34:33 GMT -5
Maybe you rocket scientists shouldn't be playing a thinking game? You can all put your helmets on and walk on the special bus. LOL
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croutledge
Caddy
Posts: 7
TGCT Name: Carl Routledge
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Post by croutledge on Apr 28, 2015 9:41:59 GMT -5
I haven't played real golf for a long time but if this game wants to try and get close to a good simulation a good chunk of the maths has to be taken out of it. I for one do not use maths in this game at all i just play the game by feel and that may mean i will never compete at the top of the tours but i'm ok with that as i'm enjoying it.
Changes i think they should make or allow to be set on tours and tournaments are things like: -
Make the wind a range and not specific or if it could be done via visuals and sound Show the elevation change as a range also unless it again can be done visually but i think they may struggle with that Show the distance as a range once you are off the tee.
For me these make it more like what it would be done out playing the game for real as long as you aren't using gps devices i guess.
I would love it also to be able to use percentage of the back swing and follow through more for distance but it just isn't consistent enough especially on the xbox because of frame rate issues on courses.
My two penny worth anyway.
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