Nice one, well I will try and get some more don't soon on the games, as I've not unlocked everything yet, but an online GTP tournament is what we need, either that or if we cant fine enough players from GTP then a friendly round would be great, drop me a line either here via PM or on the PSN.
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Will do!
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I picked the game up today and it's quite fun, I love the over-the-top Japanese theme to it. I'm not all that great yet but I think I should be able to pick it up fairly quickly.
Welcome to the club house Joey!
I’m certainly no expert, but my recommendation for anyone starting out is to jump straight to using the Advanced Shot Mode (ASM) over the Traditional Shot Mode (TSM). Yes, it takes some getting used to, but you are rewarded early on for it, and as eventually you'll want to use it any way, you might as well start now. 👍
Another tip I have found very useful when using the ASM is when I am trying to make a shot where I don't want to use a full swing (100% power), or a half wing (50% power), I will change the camera angle so that I can see the full angle of the swing. This makes it MUCH easier to set the amount of power you want in your swing. 👍
In TSM, you never have to worry about that as you are just using the power bar, which is why TSM is easier to use than ASM, but then you are punished by the overall reduction of the power in your swing.
BTW: I use this trick of changing the camera angle when making long puts, as it to will give you a better chance of setting the right amount of power. 👍
Speaking of putting, besides power, the TSM power bar does make it much easier to accurately set the power for a difficult put, but the ASM for both chip shots and putting does have an added feature that can really help in this regard. It creates a "ghost" ball to help assist you in using the right amount of power.
For example, when you start your swing by pressing X, look closely and you'll see a light ball the size of your golf ball move quickly from where your ball lies in a straight line to where ever you have your shot aimed for.
The moment you press X again to set the power, where ever that grey bll was when you pressed it, is how far your ball will travel... assuming it is at the same level and there is no slope on the green... and you make good contact with the ball (the third and last time you press X).
If there is a slope, or a change in elevation, all you have to do is compensate for that in both your aim and in your power selection. For instance, if I'm making an uphill put from 20' away with a rise of about 1 yard, then I'll select my power when the gray ball is nearly twice as far past the pin in order to give it enough speed to get up the green and in the hole.
Another tip I wish someone had suggested to me, which I think will really help you out is to first stick with using characters that shoot straight. The manual doesn’t really talk much about it, but there is a quick mention of it on page 16, as well as explanations of what the numbers and symbols mean that are displayed in the character abilities listing.
If you are still not sure, I can take a pic of it, but basically when looking at the different characters; their abilities are shown to the left side of the screen. Some of the abilities can be enhanced and disabilities improved by the ball and club you select. However, those with a tendency to draw (make the ball go left), or fade (cause the ball to go right), will have a picture of an arrow bending in one or the other direction.
When you start out, I strongly recommend you avoid those characters, and focus on playing characters with good ball control that shoot straight. Otherwise, you'll be spending a lot of time trying to compensate for those natural draw and fade shots, and it will mess you up later on when you use that experience to predict how the ball will behave when playing characters that shoot straight.
I also would not worry about making spin shots until you get comfortable with the basic shots, and learn how to properly predict the angle and length you can get with each club. Once you start mastering spin shots, which will definitely come in handy, you'll then be able to see how adding spin to the ball will also change the angle and length of the shot... again, something that is important to keep track of so that you can accurately predict where your ball will end up, especially on the more difficult courses and holes.
In fact, just like spin shots, it might also be a good idea to avoid as best you can, playing a match with wind turned on until you are familiar with the normal angle and length of your shots without wind. The reason for this is that the wind can greatly impact the length and direction of the ball, and so once you are able to predict where the ball will end up without wind it will be much easier to then learn how the wind, depending on the wind speed and direction, changes it - thus allowing you to compensate for it in your club selection, aim, power, and spin. 👍
I hope this doesn't make it all sound to difficult, because while on paper it mat seem that way, and that yes, the game really does have some excellent and realistic physics regarding the swing, contact, ball flight, and playing surfaces... but I think you'll be pleasantly surprised how quick and easy it is to get up and going and progressively get better and better in no time at all. 👍