Tag Archive 'basics'

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TW11 Difficulty Settings Table

In Tiger Woods PGA Tour 2011 on the Wii, your difficulty options for online custom matches are grouped into four categories: Easy, Normal, Hard, and Expert. The problem with this is that you have no idea what settings are actually included in each package. I’ve seen quite a few requests for a quick-reference table of the various difficulty settings. So here it is:

***Keep in mind that when Yardage Markers are turned ON, this turns the aiming circle OFF by default. So turning on Yardage Markers actually INCREASES game difficulty.

Posted by NoChinDeluxe on Jun 11th 2010 | Filed in Uncategorized | Comments (9)

TW11 Tour Pro Tips

Many players have been anxious to try out the new TourPro swing mode in TW11, but are finding it difficult to gain consistency with the new swing. I thought I’d offer up some tips on what’s worked for me, as well as some hints on how to correct common problems. In this article, we’ll discuss the three major parts of your TourPro swing: ball position, swing path, and wrist action. Continue Reading »

Posted by NoChinDeluxe on Jun 9th 2010 | Filed in Uncategorized | Comments (12)

Definition of a “Click” when Lofting Clubs

There has been a lot of confusion about the term “clicks” in my lofting tutorials. I get a lot of emails about this, and I’ve seen posts about it over at the EA Forums as well, so I thought I’d address the issue publicly. When I use the term “clicks of loft” in my tutorials, I am NOT referring to the AUDIBLE clicks that you HEAR when adjusting loft. Those clicks tend to account for about 5% of power reduction. The clicks I am referring to are individual taps of the d-pad while holding the B button, and they account for about 1% of power reduction for most clubs.

Keep in mind that not all clubs can loft the same amount. Wedges tend to have around 35 available taps of the d-pad when lofting, allowing you to reduce power by 35%, while some longer irons don’t have this much. So when adding loft to your club, point your remote away from the screen (I usually point it down and hold it against my leg for stability), hold the B button in, and tap left on the d-pad. This will add individual points of loft to your club, reducing its power by about 1% per point.

I hope that clears things up, but if you still have questions, feel free to keep emailing me and commenting on the articles themselves.

Posted by NoChinDeluxe on Jan 20th 2010 | Filed in Approach,General | Comments (7)

Long Iron Approach Tutorial

In this new video tutorial, I talk through some of the basics of tuning your irons in the club tuner, and discuss some strategies and techniques for making approach shots with your mid to long irons.

Part I…

Part II…

Posted by NoChinDeluxe on Oct 23rd 2009 | Filed in Uncategorized | Comments (20)

The Basics of Approach and Putting

Here is a video tutorial I made to demonstrate the basics of making approach shots, as well as determining the speed for both uphill and downhill putts. If you have questions about the video, feel free to post them in the comments section below. Also, if you would like me to make up a video demontrating some other aspect of the game, I am open to suggestions! Enjoy!

Posted by NoChinDeluxe on Aug 15th 2009 | Filed in Approach,Putting '10 | Comments (36)

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)

How to Setup Multiple Remotes for Multiplayer Action

This is a question that is asked all the time. I’ve decided to put it here so players will find it much more easily (and so I can just post a link from now on…lazy…I know). You have two options for setting up play with multiple remotes. The first and most recommended way is to synchronize your remotes to your Wii system. Many Wii owners aren’t aware of this, but you are supposed to sync each of your remotes to your Wii to allow them to be turned on at any time simply by hitting the power button on each. This also allows you to turn on your Wii using any remote, instead of having only one that works. The process is simple, and Nintendo explains it very thoroughly on their own site. Click here to find the step-by-step instructions.

Your second option is a temporary one, and if you choose to go this route, you’ll need to complete these steps every time you want to play. To turn on another remote during a game, you should hit the home button on your main remote. That will bring up the main menu, and at the bottom, you should see an area that allows you to manage your remotes. Click on that button, and you will be given the opportunity to turn on each remote individually the same way you do in Wii Sports, by holding down buttons on each one until they are activated. And that’s it! If you’re having trouble with any of these steps, comment below and I’ll be glad to help you out.

Posted by NoChinDeluxe on Jul 26th 2009 | Filed in General | Comments (0)

Driving the Ball 100% in Tiger Woods PGA Tour 2010

One of the differences between this year’s game and the last becomes glaringly obvious when you tee up for the first time. If you’re using the MotionPlus attachment, it’s no longer easy to hit full power tee shots; and what’s this, I can actually slice the ball now!?!? (I thought video games were a way of escaping real life…oh well) One of our first snap reactions to seeing a drive come off at something like an 88% is to, you’ve guessed it, swing harder. But to just swing your brains out is to miss the point of the new MotionPlus. Even the Wii remote by itself detected our swing force in TW09. The new sensors require finesse and gentle coaxing, and maybe even a pep talk or two. Understanding how the MotionPlus works and how it relates to your swing is key to getting a full power shot going.  Continue Reading »

Posted by NoChinDeluxe on Jun 13th 2009 | Filed in Driving | Comments (44)

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