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My TW11 Club Selection and Tuning

I’ve gotten quite a few requests recently by other players to share my current club setup and tuning in TW11. So I thought I’d lay it all out in one article so you can get a sense of my overall club selection strategy and hear the reasons for my tuning selections. I’m going to first show you what’s in my bag (at the moment) as well as the distances I get on each club. Then I’ll show you the tuning for my club sets and talk about my decisions there. Continue Reading »

Posted by NoChinDeluxe on Jun 16th 2010 | Filed in Approach,Driving,Strategy | Comments (15)

Two Strategies for Putting without a Meter

The new Pro Tournaments available online in this year’s edition of the game have introduced some new hardcore settings to which some players (including myself) are becoming addicted. I’m currently in the middle of a tournament series hosted by bjlevine in which players must incorporate realistic settings like no putt meter, and I’ve quickly had to learn a lot about putting without a meter to even be competitive with some of the crazy scores that players are already throwing down! In this article, I’d like to discuss two strategies I’ve come up with for putting without a meter. Continue Reading »

Posted by NoChinDeluxe on Sep 19th 2009 | Filed in Putting '10,Strategy | Comments (6)

Max Stats for Female Characters, 2010

Glenmcd has decided to provide a version of his Max Stats Gear List for female characters as well, since the items you can buy as a female character differ from those you can choose as a male character. Below is his list. If you are looking for the Max Stats Gear List for male characters, you can find that by clicking here.

Regarding “bonus skills”, in TW10 you can achieve an absolute maximum of 31, providing you with 10% bonus on all attributes except putting. On the surface, this would seem the same as for the men.  However, it is not. Men get to have 3 bonus items for putting, whereas women can only have 2, that is if you want to retain everything else at max stats. If you really want 10% bonus with putting, then you must be prepared to drop down three bonuses on other items. If you follow the list below to the letter, you will have 5 approach bonuses, of which only 4 is actually useful. This explaiins why putting is one bonus down on the men, yet while still having 31 bonuses altogether. Here’s what you need to buy: Continue Reading »

Posted by glenmcd2 on Aug 10th 2009 | Filed in Strategy | Comments (7)

How to Get Max Stats in 2010

Glenmcd2 authored Gear Your Character Should Use to Gain Maximum Stat Bonuses for us last season, and he has come through again in 2010! Below he provides a step-by-step selection process for gaining the maximum stat bonuses available to your profile character. Note: This list is for male characters only. If you are looking for the Max Stats Gear List for female characters, you can find that by clicking here.

Regarding “bonus skills”, in TW10 you can achieve an absolute maximum of 31, providing you with 10% bonus on all attributes except putting. If you really want 10% bonus with putting, then you must be prepared to drop down to only 6% bonus on two other items, or 3% on one item. Here’s what you need to buy:

Swing:
Once you achieve Phenom status, buy a swing that gives you one power bonus

Jewelry:
You need to buy several items:
Turquoise Rings (RH) gives you two luck bonuses
Gold Bull Ring gives you two luck bonuses
Holeshot (LH) watch gives you one power and one ball striking bonus
Holeshot (RH) watch gives you one power and one ball striking bonus

Driver:
There are several drivers that give you one power and one accuracy bonus

Fairway Wood:
Get one that gives you one accuracy and one spin bonus

Irons:
One ball striking and one approach bonus

Wedges:
One approach and one recovery bonus

Shirt:
One accuracy and one recovery bonus

Pants:
One approach and one spin bonus

Glove (LH)
One ball striking and one putting bonus

Ball:
One accuracy and one spin bonus

Misc:
Nothing here. If you buy a wrist band, it will replace the watch on the same hand. Adding one bonus and removing two is not a good idea.

Glasses:
One approach bonus

Shaft:
One recovery bonus

Hat:
One putting bonus

Putter:
One putting bonus

Shoes:
This is the item that decides whether you have 10% bonus on putting or not. To get maximum bonuses but only 6% on putting, choose an item that gives you one spin and one recovery bonus. Else, choose one that gives you one putting bonus.

Many of these items require certain sponsors, or completion of a certain number of events, or a certain status (Champion/Superstar etc). To get maximum bonuses for a profile that does not have all of these, is very complex indeed.  Several people, including myself, have created a spreadsheet to assist with this. In the end however, I’m not sure which took more time – creating the spreadsheet, or completing the tour!

Glenmcd2

Posted by glenmcd2 on Aug 6th 2009 | Filed in Strategy | Comments (45)

What’s in Your Bag?: How to Choose the Right Clubs for Your Game

This is a re-post of an excellent article by glenmcd on the process he used to choose which clubs to carry in his bag. As always, it is very thorough and analytical, and provides information that is critical to competing with the best in the game. I use the same exact club setup as glenmcd (and many of the top players do as well) based on the same principles he discovered through his study of each club and their cooresponding distances and loft adjustments. I suggest you read through his results and compare this to your current club setup!

I’ve taken the scientific approach, and actually fully measured the
distance not only from each club, but each club and each loft
adjustment. Each club has seven “clicks” of loft adjustment in each
direction. Increasing loft decreases distance on every club bar none.
Decreasing loft increases distance for HLW to PW pitch and full shots,
while decreasing loft for 9I and up decreases distance, but generally
not as much as the same amount that increasing loft on the same club
produces.

There is no reason I can see for having anything but maximum power on
pretty much every club. TW10 is not the same as TW09. In TW09, there
really was a compromise here. Not in TW10. With a driver, the “default”
distance is 344 yards for my 8.5 degree, but with a flat fairway no wind
real distance of 352 yards.

Following is my current “in the bag” selection and club tunings:

All wedges. Power=max,Workability=min, remainder=default
HLW plus max per shot loft adjustment = 8.2 yards
HLW minus max per shot loft adjustment = 13.6 yards
LW plus max per shot loft adjustment = 11.3 yards
LW minus max per shot loft adjustment = 18.2 yards

So as you can see, there is no gap between these clubs when using pitch
shots. For full shots:
HLW plus max per shot loft adjustment = 61 yards
HLW minus max per shot loft adjustment = 83 yards
LW plus max per shot loft adjustment = 77 yards
LW minus max per shot loft adjustment = 101 yards

Again, no gaps, in fact there is substantial overlap. The same story
goes for the remainder of the wedges. My PW with minimum per shot loft (meaning you adjust it down as far as it can go) gives you a distance of 166 yards. This is very important, when deciding which irons go in the bag. Following is my irons tuning:

Power=max
Workability=min
draw/fade=default
loft=max
spin=default

Although the PW is a wedge (pitching wedge), it is grouped into the
irons for club tuning purposes. The tuning of wedges and irons as above,
provides an overlap (AW to PW) with the pitch shot of slightly less than
one yard, and a full shot overlap (again AW to PW) of 7 yards.

So far, so good. We have all distances from 8.2 yards to 166 yards
covered with HLW to PW, pitch and full shots. Which club do we add to the bag now? 9I? 8I? Experimentation shows that with above club tuning, the 9I and 8I are not needed at all! We can cover from 166 yards up with a 7I. A 7I with max per shot loft adjustment, gives us 165 yards distance. Perfect! One yard of overlap.

Working out way up through the irons, to avoid having any gaps, we need
7I,5I and 3I. For distances above this, I am currently using 7W and 3W.
I am toying with the idea of adding a 1 iron, taking away the 3 wood,
and adding power to the woods. Currently though, my fairway woods club
tuning goes like this:

Power=28 clicks less than max
Workability=min
Draw/Fade=default
Loft=max
Spin=min

With above tunings, the 3 iron with default per shot loft gives us 249
yards. The 7 wood with maximum per shot loft gives us 250 yards. Again,
perfect! No gaps. Of course, if you are one that can reliably choose a
swing percentage and actually get it, then you could probably make do
with about 5 clubs in your bag. But for this mere mortal, I always try
for the 100% swing whenever and wherever possible.

Moving up in distance from 250 yards, our 7 wood maxes out at default
per shot loft at 274 yards. It would be really nice if the 3 wood with
maximum per shot loft went about 274 yards. Well how about that, it
does!! So we’re now up to the longest fairway wood, and we have covered
every single distance to the yard, from 8.2 to 298, which is what my 3
wood achieves with default loft on a flat fairway and no wind.

When it comes to driver, getting maximum distance is a far greater goal
than avoiding gaps between the driver at maximum loft and the maximum
distance from the club below it. My driver at default per shot loft goes
352 yards, and 332 yards with maximum per shot loft. It’s not actually a
big range at all. But it does assist you on many par 4s, especially if
you have a decent tailwind pushing the ball along. Is it possible to
extend this range downward, while maintaining 100% swing, by using
minimum per shot loft on a driver “punch” shot. With my driver, this
achieves around 302 yards. Not bad, only 4 yards further than a 3 wood
full shot at default per shot loft.

Following is my driver tuning for 344 “official” yards, 352 real yards:

Power=max
Workability=min
Draw/Fade=default
Loft=5 clicks above default
Spin=min

This is the first time that I have looked so closely at what distances
clubs actually achieve, including when per shot adjustments have been
made to loft. Before, I dared not take away my 9I, as I simply assumed
that it was a necessary thing. Maybe in TW09 it was necessary – I don’t
know, and I don’t need to know any more. By removing this from my bag, I
fill in what used to be huge gaps between the longest iron and the 7
wood, and between the 7 wood and the driver, with a 3 wood. Now, I have
just one gap and it’s 4 yards in size. This can easily be filled in by
using topspin on the 3 wood, or backspin on the punched driver shot.

This “in the bag” club selection is only appropriate for the above club
tunings. For other club tunings, you’ll face different challenges to
cover gaps in the critically important short to medium distance shots.

It is also important to mention my skills, as this will also affect
distances:
Power=11
Accuracy=11
Ball Striking=11
Approach=11
Spin=11
Putting=10.6
Recovery=11
Luck=11

In the bag:
Driver: 8.5 degree
3 wood
7 wood
3 iron
5 iron
7 iron
PW
AW
GW
SW
LBW
LW
HLW
Putter

Posted by glenmcd2 on Aug 4th 2009 | Filed in Strategy | Comments (2)

Analyzing Risk and Reward

Far too often I see players online playing with a constant aggressiveness, attempting to hit the ball as far as humanly possible every time they tee off. This is also usually accompanied by a quick pace of play, perhaps to show their opponents their amazing skill before getting a chance to hit their own shots. While hitting the ball a mile at a time can offer advantages on holes such as short par fours, you’ll often leave yourself with a better shot if you “lay up” on your tee shot. Continue Reading »

Posted by NoChinDeluxe on Jul 11th 2009 | Filed in Strategy | Comments (1)

Club Tuning 101

This is an excellent article written by TheJokker on the advantages of club tuning and how to actually do it right. He originally posted it on the EA Forums. You can find the original post by clicking here. Club tuning will add valuable distance and control to your shots, and will reduce your hooks and slices when using the MotionPlus attachment. It’s well worth the effort, and I highly suggest using TheJokker’s guidelines for club tuning.

Tuning your clubs is very important to improve the quality of your game. After reading what little the TW10 book mentioned about club tuning, I was originally nervous to adjust these settings. There is no need to fear adjusting these settings when you understand what they do and how adjustments will affect your shot. Everyone will most likely tune they’re clubs a little differently than other players. When you tune your clubs you are fine tuning all the clubs in your bag to how you want them to perform. Tuning your clubs will add power, loft (height), spin, workability and adjust your draw or fade. Those are the 5 simple aspects of tuning your clubs, it is NOT rocket science. Continue Reading »

Posted by NoChinDeluxe on Jun 13th 2009 | Filed in Strategy | Comments (4)

Using Fade and Draw to Attack Difficult Par 3′s

In my last post on creating custom courses, I talked about a few par 3′s that constantly give me trouble. These holes were Pebble Beach #12, Pebble Beach #17, and Doral #15. There are certainly other par 3′s within the game that are just as difficult, if not worse, but these three holes have some features that are in common. All three feature a green that is very shallow, but also very wide. This isn’t the worst thing if you’re playing from a close tee and with average or slow greens or easy pin placement. But when playing from black tees with expert pin placement and fast greens, you might as well write down a 3 on your scorecard before you even tee off. But before we give up all hope, let’s take a look at some ways we can maximize our chances of landing close to the pin on the first shot. Continue Reading »

Posted by NoChinDeluxe on Apr 25th 2009 | Filed in Approach,Strategy | Comments (2)

Practice Makes Perfect: How to Create Your Own Custom Course to Practice Those Difficult Holes

If you are like me, you probably have a few holes that seem to get the best of you every time out. For me, there are a couple of par 3 holes that always give me a run for my money. Pebble Beach #12 and #17 are both difficult par 3′s that are tough to master, especially from the black tees. Add in fast greens and you’ve got a real challenge ahead of you. Hole #15 on Doral can also be a tricky par 3 to tackle. But it’s important to realize that other players are most likely struggling with these holes as well. This means that if you can master these difficult holes (or others that are plaguing you personally), and you can consistently birdie them, you’ve given yourself a nice advantage over the opponent who is likely to make par, and this extra stroke could give you that extra step for the win! Continue Reading »

Posted by NoChinDeluxe on Apr 20th 2009 | Filed in Strategy | Comments (0)

Tips for Battling the Shot Clock

Many newcomers start out playing the game by going through the PGA Tour events or by hitting the Tiger Challenge. They start boosting their skills and find that they are making more and more birdies. Then they go online and are absolutely shocked that they only get 30 seconds to make their play! When you’re used to taking a minute or two to line up each and every shot, checking every condition twice, it can be brutal to suddenly be forced to take your shot in 30 seconds or less. In this article, I’d like to offer some general strategies for improving the speed of your play. Continue Reading »

Posted by NoChinDeluxe on Mar 20th 2009 | Filed in Strategy | Comments (4)

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