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Post by Deleted on Nov 3, 2022 5:32:17 GMT -5
The ball skins are an abomination, end of. I have yet to even use one but I can see that I'm going to need to. If they'd just done them with variations in bounce or spin then fine, but to be able to literally change the course conditions is ridiculous. 0/10. We can only hope they listen and allow societies to lock in a ball. I'm doubtful it will happen. So, the flight aspect, does that mean the ball goes higher so gets more affected by the wind or the other way round? At least I've built up a bit of a stash! Are there any threads with tips on which balls to use and what to expect? Less affected by the wind mate. It's one of those skills that is only really repeatably helpful off the tee, or with driver off the deck / longer woods into a headwind on a par 5 say - unless it was able to be permanently active. Having it affect irons, sporadically, say, would fry my brain. RE balls... if they lock to default, there will be a lot of courses that can only be played in a certain set of benign conditions. I hate the ball sleeves with a passion, but I can't see them going away as it would have a wide range of effect, and it's monetisation from 2K... Best to get on board with them and find an affordable one two that suit certain sets of conditions. You don't have to go beyond 160 green speeds in the game maybe 170 max. Just because there are faster greens doesn't mean they should be used on certain courses. A ball that slows them down is doing nothing more than setting a slower green speed.
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Post by fadgewacker on Nov 3, 2022 5:34:25 GMT -5
Less affected by the wind mate. It's one of those skills that is only really repeatably helpful off the tee, or with driver off the deck / longer woods into a headwind on a par 5 say - unless it was able to be permanently active. Having it affect irons, sporadically, say, would fry my brain. RE balls... if they lock to default, there will be a lot of courses that can only be played in a certain set of benign conditions. I hate the ball sleeves with a passion, but I can't see them going away as it would have a wide range of effect, and it's monetisation from 2K... Best to get on board with them and find an affordable one two that suit certain sets of conditions. Lol, so it affects headwinds but not side winds, and not with irons?! Mmmkay. With the roll, does it give you a new green speed on the screen or does it just roll less on the same speed? Sorry to clutter this thread up with questions! It depends what skill row you have the skill on... if it's active for driver, say, it will decrease the affect of wind in all directions. If it's active for irons, the same, but you'd need to be able to learn active wind compensation and inactive wind compensation on approaches... too much for my mind to deal with. If you have a ball with a better flight stat, it will be active in all situations.
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Post by paddyjk19 on Nov 3, 2022 5:38:47 GMT -5
I'm finding these new options hit and miss. The archetypes and club fittings I'm really enjoying. Grind away to earn more, trade up or along, decide what you're going to spend your limited money on, I'm quite invested in this. Currently got a couple of legendary and 8 or 9 epic fittings on. Hoping to build up enough timing fittings to switch to the Sculptor archetype eventually. 10/10 The skills I could do without. Not sure I like the concept of occasional boosts depending on what shots I've played, a bit arcadey for my liking. But at least you can look at it tactically and choose the ones that suit you best. I started just randomly adding the skills and spent the 500 to reset it to go for a more considered approach. I mean, who's going to miss 2 putts inside 5 feet?! Literally just got my first passive skill last night, I see I need another 17 levels to get everything up to timing! Meh. 6/10 The ball skins are an abomination, end of. I have yet to even use one but I can see that I'm going to need to. If they'd just done them with variations in bounce or spin then fine, but to be able to literally change the course conditions is ridiculous. 0/10. We can only hope they listen and allow societies to lock in a ball. I'm doubtful it will happen so i guess I'm just going to have to embrace it. So, the flight aspect, does that mean the ball goes higher so gets more affected by the wind or the other way round? At least I've built up a bit of a stash! Are there any threads with tips on which balls to use and what to expect? Flight gives you more distance. The aviator legendary ball gave me an extra 12 yards of carry
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Post by fadgewacker on Nov 3, 2022 5:42:23 GMT -5
Less affected by the wind mate. It's one of those skills that is only really repeatably helpful off the tee, or with driver off the deck / longer woods into a headwind on a par 5 say - unless it was able to be permanently active. Having it affect irons, sporadically, say, would fry my brain. RE balls... if they lock to default, there will be a lot of courses that can only be played in a certain set of benign conditions. I hate the ball sleeves with a passion, but I can't see them going away as it would have a wide range of effect, and it's monetisation from 2K... Best to get on board with them and find an affordable one two that suit certain sets of conditions. You don't have to go beyond 160 green speeds in the game maybe 170 max. Just because there are faster greens doesn't mean they should be used on certain courses. A ball that slows them down is doing nothing more than setting a slower green speed. In a very simple world, yes, I agree. However, if a course was designed Firm and Fast (not very fast), you would hope to be able to play it without dumbing it down in an effort to make it fair - we'll probably agree on that. However, if you play the platinum event, round 2 is default (firm / fast). With a default ball, there are not infrequent situations were the ball will not settle at the hole on the 15th (widely reported). If somebody decides to play a different type of ball that has a less bounce / roll stat for any rounds that are firm / fast, they will reduce the likelihood of that happening. That's just where the game is... I don't like it, you don't like it and no amount of common sense and reasoning is likely to change it unfortunately. I might be wrong, but I can't see course schedulers / rangers only playtesting tracks and setting green speeds to fall in line with acceptable default ball use across all tours.
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Post by fadgewacker on Nov 3, 2022 5:43:33 GMT -5
I'm finding these new options hit and miss. The archetypes and club fittings I'm really enjoying. Grind away to earn more, trade up or along, decide what you're going to spend your limited money on, I'm quite invested in this. Currently got a couple of legendary and 8 or 9 epic fittings on. Hoping to build up enough timing fittings to switch to the Sculptor archetype eventually. 10/10 The skills I could do without. Not sure I like the concept of occasional boosts depending on what shots I've played, a bit arcadey for my liking. But at least you can look at it tactically and choose the ones that suit you best. I started just randomly adding the skills and spent the 500 to reset it to go for a more considered approach. I mean, who's going to miss 2 putts inside 5 feet?! Literally just got my first passive skill last night, I see I need another 17 levels to get everything up to timing! Meh. 6/10 The ball skins are an abomination, end of. I have yet to even use one but I can see that I'm going to need to. If they'd just done them with variations in bounce or spin then fine, but to be able to literally change the course conditions is ridiculous. 0/10. We can only hope they listen and allow societies to lock in a ball. I'm doubtful it will happen so i guess I'm just going to have to embrace it. So, the flight aspect, does that mean the ball goes higher so gets more affected by the wind or the other way round? At least I've built up a bit of a stash! Are there any threads with tips on which balls to use and what to expect? Flight gives you more distance. The aviator legendary ball gave me an extra 12 yards of carry Unless I'm spectacularly mistaken, it also lessens the effects of wind, whereby spin increases them.
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Post by Kie on Nov 3, 2022 5:46:20 GMT -5
Lol, so it affects headwinds but not side winds, and not with irons?! Mmmkay. With the roll, does it give you a new green speed on the screen or does it just roll less on the same speed? Sorry to clutter this thread up with questions! It depends what skill row you have the skill on... if it's active for driver, say, it will decrease the affect of wind in all directions. If it's active for irons, the same, but you'd need to be able to learn active wind compensation and inactive wind compensation on approaches... too much for my mind to deal with. If you have a ball with a better flight stat, it will be active in all situations. Are you saying that when a flight boost skill is activated it actually changes the affect of the wind / how the wind behaves?
My Aerodynamics Driver skill activates when there is a headwind of a certain strength. When it is activate it adds carry distance onto my Driver (4 yards from 297 to 301) and it shows you this on the tee box.
But I wasn't aware that it also changes how the wind behaves?
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Post by fadgewacker on Nov 3, 2022 5:54:49 GMT -5
It depends what skill row you have the skill on... if it's active for driver, say, it will decrease the affect of wind in all directions. If it's active for irons, the same, but you'd need to be able to learn active wind compensation and inactive wind compensation on approaches... too much for my mind to deal with. If you have a ball with a better flight stat, it will be active in all situations. Are you saying that when a flight boost skill is activated it actually changes the affect of the wind / how the wind behaves?
My Aerodynamics Driver skill activates when there is a headwind of a certain strength. When it is activate it adds carry distance onto my Driver (4 yards from 297 to 301) and it shows you this on the tee box.
But I wasn't aware that it also changes how the wind behaves?
I believe it does, as well as affecting club carry - but I'm doubting where I read that now. It was specifically in relation to the flight stat on balls, but flight is flight as far as I can tell... I'll try and find the info. Not sure there's any way we can reliably test it...
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Post by Kie on Nov 3, 2022 6:05:32 GMT -5
Are you saying that when a flight boost skill is activated it actually changes the affect of the wind / how the wind behaves?
My Aerodynamics Driver skill activates when there is a headwind of a certain strength. When it is activate it adds carry distance onto my Driver (4 yards from 297 to 301) and it shows you this on the tee box.
But I wasn't aware that it also changes how the wind behaves?
I believe it does, as well as affecting club carry - but I'm doubting where I read that now. It was specifically in relation to the flight stat on balls, but flight is flight as far as I can tell... I'll try and find the info. Not sure there's any way we can reliably test it... You can use special balls on the driving range without consuming them so I might try some out later and see if I can notice any differences in wind behaviour.
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Post by Giraffe72 on Nov 3, 2022 6:06:57 GMT -5
Reading all this I'm not changing my opinion on the ball skins! 😬🤣
But, don't knock it till you try it I suppose. We're all playing the same game with the same options.
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Post by Craig / Hendomedes on Nov 3, 2022 6:08:32 GMT -5
Brass tacks. What ball are you / should I be using on Keg Farm this weekend? Haha
And anyone that has used a different ball is it worth practicing with them before using them first time in an event?
I've just used default so far but I tend to agree that we'll all have to just suck it up and roll with the ball mechanics.
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Post by schmiff on Nov 3, 2022 6:13:17 GMT -5
Are you saying that when a flight boost skill is activated it actually changes the affect of the wind / how the wind behaves?
My Aerodynamics Driver skill activates when there is a headwind of a certain strength. When it is activate it adds carry distance onto my Driver (4 yards from 297 to 301) and it shows you this on the tee box.
But I wasn't aware that it also changes how the wind behaves?
I believe it does, as well as affecting club carry - but I'm doubting where I read that now. It was specifically in relation to the flight stat on balls, but flight is flight as far as I can tell... I'll try and find the info. Not sure there's any way we can reliably test it... If the roll stat actually changes the green speed displayed as we know it does, then it would make sense for the flight stat to change the wind speed showing on the wind meter, rather than applying an invisible boost or a selective power increase. Do we know for sure that it doesn't change the wind meter?
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Post by Kie on Nov 3, 2022 7:04:53 GMT -5
Brass tacks. What ball are you / should I be using on Keg Farm this weekend? Haha And anyone that has used a different ball is it worth practicing with them before using them first time in an event? I've just used default so far but I tend to agree that we'll all have to just suck it up and roll with the ball mechanics. Default and fast greens on Keg are both 155 which should be ok. Very fast is 186 which would be a problem with a default ball. But I'm expecting the Qualifier to be fairly playable using default balls so I would be surprised if there is a VF 186 round.
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Post by Deleted on Nov 3, 2022 7:07:32 GMT -5
Can you change ball or archetypes between society rounds?
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Post by Craig / Hendomedes on Nov 3, 2022 7:08:08 GMT -5
Brass tacks. What ball are you / should I be using on Keg Farm this weekend? Haha And anyone that has used a different ball is it worth practicing with them before using them first time in an event? I've just used default so far but I tend to agree that we'll all have to just suck it up and roll with the ball mechanics. Default and fast greens on Keg are both 155 which should be ok. Very fast is 186 which would be a problem with a default ball. But I'm expecting the Qualifier to be fairly playable using default balls so I would be surprised if there is a VF 186 round. Thank you, going to have a mess about with some different ones tonight just to get an idea of how they affect gameplay and maybe decide on one to use from now on. I think my fittings are almost done anyway so I should be able to keep buying sleeves with my level up rewards.
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Post by Kie on Nov 3, 2022 7:08:35 GMT -5
I believe it does, as well as affecting club carry - but I'm doubting where I read that now. It was specifically in relation to the flight stat on balls, but flight is flight as far as I can tell... I'll try and find the info. Not sure there's any way we can reliably test it... If the roll stat actually changes the green speed displayed as we know it does, then it would make sense for the flight stat to change the wind speed showing on the wind meter, rather than applying an invisible boost or a selective power increase. Do we know for sure that it doesn't change the wind meter? Aerodynamics driver flight boost skill level 3 activates when you are hitting into a 5mph or greater headwind. When it is active it gives me a stated 4 yard carry increase shown on my driver carry distance on screen. Say you have a 5mph headwind, I can't see how it can also reduce the wind speed to say 3mph as this would then make the skill inactive again.
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