Thoughts on The Golf Club 2
#461
Posted 21 July 2017 - 07:50 PM
#462
Posted 21 July 2017 - 07:54 PM
#463
Posted 22 July 2017 - 02:51 AM
Ball bounce and roll off the tee leads to a lot of balls going into either the rough or sand. And some designers don't help with the snaking fairways that are 5 yards wide with a metric fu**ton of sand on every hole. They really need to learn how to use the lay of the land to protect the green instead of sand all the time. The loft/deloft feature is a complete farce on its own. There's more to rant about but as time go's by the less I enjoy it. Ohh and the wind is wayyyyy over done. Having to aim 15 yards to the right or left with an 8-10 mph wind just to get on target is ridiculous.
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#464
Posted 22 July 2017 - 04:04 AM
The plethora of crap courses has begun. I hate that I cannot just delete a course instead of having to resume it in order to get it out of the resume status. As stated above the ball roll on the greens is beyond frustrating. I've never had to sit and watch my ball roll at a snails pace for 20 seconds before it stopped. It's enough to make me wanna punch the monitor sometimes.
Ball bounce and roll off the tee leads to a lot of balls going into either the rough or sand. And some designers don't help with the snaking fairways that are 5 yards wide with a metric fu**ton of sand on every hole. They really need to learn how to use the lay of the land to protect the green instead of sand all the time. The loft/deloft feature is a complete farce on its own. There's more to rant about but as time go's by the less I enjoy it. Ohh and the wind is wayyyyy over done. Having to aim 15 yards to the right or left with an 8-10 mph wind just to get on target is ridiculous.
Hot shots is more realistic as far as I'm concerned.
#465
Posted 22 July 2017 - 06:29 AM
It amazes me that even the most knowlegeable designers over there are making the mistake of firm and fast, i started a course by CSUgolfer, forget the name, course looked great but i quit on the first green. My approach shot finished above he pin leaving a 6" down 15ft putt, now i know that you only have to tap these putts to get the distance, but this trickle putt missed the hole and rolled 30yds off the green, unless i made that putt there was no way i was gonna hold that green. Why are designers so afraid of making a course with medium to slow, all the main designers over there have done it, it seems that to make a course where no one can shoot more than -10 is some kind of badge of honor, just make the course fun and playable and stop worrying about players shooting the lights out. You really do have to wade thru the crap to find the decent courses in TGC 2 because even the so called good designers are adding to the rubbish pile. The slow or slow/medium in TGC was too slow, but in TGC 2 it plays much better, much more realistic in terms of roll, yet designers are too afraid to use it, i used slow slow on cinnamon ridge and it plays fair and does not feel too slow, try it and see what you think.
- scajjr29 likes this
#466
Posted 22 July 2017 - 03:55 PM
I've found that courses with med or med-slow green speeds seem the most realistic in terms of speed and having the break be consistent.
Also checking out the courses used on the TGCTours site is a way to find decent, playable courses. If they're using them they're probably not too bad.
Sam
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#467
Posted 22 July 2017 - 05:20 PM
#468
Posted 22 July 2017 - 05:29 PM
Half my putts seem to contradict the grid. I've had many putts go straight when there was break showing.
I concur. Have seen the same thing from time to time on PS4. Allow break for putt based on grid bead movements and ball rolls totally opposite direction, lol. Maybe they have snuck in realistic and bumpy greens without telling anyone, lol.
I'm also not overly enamoured by the ball bounce and roll. Looks totally unrealistic at times. The ball also has that exaggerated bobbly bounce after landing. It's like watching a ping pong ball going down our driveway.
I find that once you suss out the TGC2 tempo (which quite a few appear to have done already, especially on PS4), the swing is very much like playing TGC, so if you can repeat a reasonably straight analogue stick move it feels very much like playing the original game.
#469
Posted 22 July 2017 - 05:36 PM
I'm also not overly enamoured by the ball bounce and roll. Looks totally unrealistic at times. The ball also has that exaggerated bobbly bounce after landing. It's like watching a ping pong ball going down our driveway.
This is too funny...
Anyone else remember a long time ago on the HB forum when we couldn't get ADX to shut up about the "bouncy ball physics" in PG (his words), nor would he even concede that things had changed for a long time after the PG physics had been updated.
Too funny to see that issue is now over there..
I find that once you suss out the
TGC2TGC 1.5 tempo
Just a small fix to your post there..
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#470
Posted 22 July 2017 - 05:46 PM
This is too funny...
Anyone else remember a long time ago on the HB forum when we couldn't get ADX to shut up about the "bouncy ball physics" in PG (his words), nor would he even concede that things had changed for a long time after the PG physics had been updated.
Too funny to see that issue is now over there..
Just a small fix to your post there..
That ADX guy seems to be nothing but anti TGC now. All he seems to do is rip on the devs about the game.
#471
Posted 22 July 2017 - 05:49 PM
That ADX guy seems to be nothing but anti TGC now. All he seems to do is rip on the devs about the game.
Yeah, he was REALLY anti having different swing difficulty levels.
I would imagine it's because his fragile ego can't handle his inability to play well on the highest level.
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#472
Posted 22 July 2017 - 06:37 PM
It always puzzled me how ADX used to totally slam PG when its the most realistic game out there, considering he talks himself up as a scratch golfer who traverses the states playing the top courses, you would think that PG would be totally his thing. I play off 8 in real life (prob 10 by the end of this year) and even i can see that perfect golf should appeal more to real life players, he takes TGC so seriously yet its not a great reflection of real golf at all. I think he's full of it, he tells so many lies you never know what to believe with him.
#473
Posted 22 July 2017 - 06:40 PM
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#474
Posted 23 July 2017 - 12:31 AM
#475
Posted 23 July 2017 - 12:46 AM
Seriously i tried it again for fun to get my monies worth but i must admit after playing PG there is no comparison to a golf sim ,the golf club is just an arcade golf dial it in game made for casual golf/gamers.The phyics are funny the ball bunny hoping down the fairway is hillarious ,hit a drive into deep rough and it jumps sideways onto the fairway and roll 30 yards.Play a putt to a downhill pin 20ft distance 1 ft downhill hit the ball so slighlty and i mean just 2 mm back on the mouse and the ball rolls 60ft down onto the fairway.
#476
Posted 23 July 2017 - 03:36 AM
I tried it again too - I just want to casually play 9 or 18 and roughly get the same feelings I got from real golf when I had time to play it. With PG, I feel Mike's behind the scenes going, "That's not what happens IRL, let's change it" - whereas TGC it comes across like they haven't a very accomplished golfer on the team who can point these things out and capture the real essence of golf.
TGC/TGC2 almost feels almost back to front - easier to hit fairway 270 out than it is to get on a green from 5 feet off it. I just don't know how I can be 6 feet away from the hole and putt it off the green then hit the chip shot back 2 feet despite path and tempo being perfect - because my backswing was too long or not long enough? IRL it's nearly impossible to chip a ball a few feet with good impact. I have very good gaming coordination but in golf simulations I want golf coordination meaning something. If real-life 27 markers are beating scratch players, something's very wrong.
They have options for inverted spin and some high spin correction option. Physics doesn't have options. It's like they're saying, "We don't know what's right, you choose..."
Sure with time I'd learn the way TGC does it - but I already have golf skills. Unless that skill is transferable, it's not a golf simulation but a novelty spin off like playing with shafts made of rope. I suspect this why Daz has issues playing TGC, being a low marker and not prepared to put long hours into it. I bet Mike can't score in it either.
- RobC likes this
#477
Posted 23 July 2017 - 01:57 PM
#478
Posted 23 July 2017 - 02:24 PM
One thing i really hate is the shot where you are on a bunker edge/lip and your stance is at an angle, no matter how you hit the ball the swing always goes out of the cone, i even tried hitting a poor shot and it gives the exact same out cone result, no worse than the more true hit, it's seems such a lame effort to curb your game. With the longer approach shots it also cuts your distance...such an annoying feature, of course the fan boys will say that if you hit perfectly straight then it will not go out of cone...sorry i don't have one of those controllers.
#479
Posted 23 July 2017 - 03:45 PM
What is this inverted spin?
The Swing X-axis setting in TGC2 - not sure if it's in TGC1. Mine defaulted to inverted, making a in-out swing mouse path give a slice. Although that is possible IRL it's not the case if the face square to target, nor is it the path one tries to intentionally swing IRL to cause a slice.
#480
Posted 23 July 2017 - 04:45 PM
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