AwYea, on 24 Feb 2016 - 6:59 PM, said:
Trust me can spin it back quite a bit. You can even get all the way up to a 8 iron and spin it back 3 to 5 ft. You got to hit it a 122% without being well out on the heel or toe.
I honestly think that the spin has improved slightly, since the previous build.
I think it's definitely possible to spin back an 8-Iron. Just not 30 feet of zip, like it was at one point.
My issue with over-spin in this game, is that it's far too linearly tied to swing speed, rather than launch trajectory.
In real life, hitting the ball harder doesn't guarantee significant backspin increase, particularly when lowering the trajectory, using a solid core ball, using certain equipment at certain launch angles... etcetera, etcetera.
But, this game would have us believe that we've completely changed all of our equipment to the highest possible loft, and golf-ball type nigh to a wiffle-ball - mid-swing - simply by breaching the overswing line.
The way this game works, the lower a wedge traj. is shaded, the harder it bites back, because the overspin this game pulls up, doesn't have time to dissipate.
The problem with that, is that it hadn't taken the launch trajectory enough into account, in the first place. So, we get backwards results. - More spin with a lower trajectory. When in point of fact, real golf produces the exact opposite result.
It honestly doesn't seem like the hardest fix in the world. I think the physics were closer to right, back in June of 2015. Starting in July, 2015, the builds started taking a curious turn, regarding golf physics. -- I've been keeping track of the changes with each successive build, because the clubs distances aren't anywhere near linear, and knowing the specifics of their quirks is the only way to get around the course unscathed.
So, it seems like if the launch trajectory was given a bit more consideration, as it is in real golf; and, overswing wasn't so linearly tied to exorbitant spin increases... the results should be more like what Tour players are able to produce at those same swing speeds.
The distance limits are always going to have to be arbitrary, because it's not like the game can allow a 150 mph swing speed, lest we want 400 yard drives to be the norm. But, the point is that each variable - swing speed, ball speed, launch trajectory, ball composition - should all have a more correct meaning, as it relates to actual golf physics.
I know... easier said than done. But, we have to try to make it realistic, right?
I'm just saying that this game's golf physics shouldn't completely breakdown within the narrow scope of the available overswing meter. It's not like it's meant to represent 150 mph swing speed or anything like that. So, it should be a bit more representative of what Tour Pros typically achieve when muscling up on a shot... which should be more related to distance gains than over-spin gains.
http://www.pgatour.c...stat.02401.html
http://www.pgatour.c...stat.02343.html
You can pretty much identify the guys with the best swings and best equipment setup, because they are the ones that maximize their swing speed to distance ratio.
But, there aren't any guys with slow swing speeds bombing it out there on Tour.
The Tour players with the top swing speeds are all the top bombers, almost exclusively.