Jirafalox wrote:I agree with barboza, but dont agree with anrox335. If you increase the depth and bounce for topspin is gonna be utterly impossible to hit a winner on clay, since the opponent can push you so far back is gonna be a loopy deep topspin battle.
Thomas wrote:I agree with Johnmachette. Short accelerations and down-the-line shots are too random and risky. As a result, players tend to hit almost everything crosscourt with a high margin of safety.
Also if you watch tennis closely, the UE to Winners ratio is often negative, especially on the backhand side. UE usually happen when a player takes risks... But in TE, you end up avoiding risk altogether, because whenever you try to hit a risky shot on the run or hit DTL to paint the line, the ball just goes straight into the net! So players don't take risks to win.
To address this:
1) there could be a penalty/malus applied after 5–10 shots to discourage overly safe, endless rallies. Even on normal shots the sweetspot or rally tolerance (consistency stat?) should drastically reduce over time.
2) At the same time, in the first part of the rally: there should be a significant bump/reward for taking risks, like hitting a short acceleration, an on-the-run acceleration, or a down-the-line shot.. to balance everything.
This is the path to reach the 5-6 rally lenght that ATP matches have.
Thomas wrote:I agree with Johnmachette. Short accelerations and down-the-line shots are too random and risky. As a result, players tend to hit almost everything crosscourt with a high margin of safety.
Also if you watch tennis closely, the UE to Winners ratio is often negative, especially on the backhand side. UE usually happen when a player takes risks... But in TE, you end up avoiding risk altogether, because whenever you try to hit a risky shot on the run or hit DTL to paint the line, the ball just goes straight into the net! So players don't take risks to win.
To address this:
1) there could be a penalty/malus applied after 5–10 shots to discourage overly safe, endless rallies. Even on normal shots the sweetspot or rally tolerance (consistency stat?) should drastically reduce over time.
2) At the same time, in the first part of the rally: there should be a significant bump/reward for taking risks, like hitting a short acceleration, an on-the-run acceleration, or a down-the-line shot.. to balance everything.
This is the path to reach the 5-6 rally lenght that ATP matches have.
Jirafalox wrote:I agree with barboza, but dont agree with anrox335. If you increase the depth and bounce for topspin is gonna be utterly impossible to hit a winner on clay, since the opponent can push you so far back is gonna be a loopy deep topspin battle. Slice is bad on clay in the game in general, but if you are really really good at it is good, like Dani21 on online for example. Accelerating is not an issue by itself in my experience, since when you hit a good acceleration at a good height is almost always a winner, but (and important but) the thing is for you to hit at perfect height you need to be at like 3 meters or 4 behind the baseline sometimes, so even if you hit a incredible well placed accel, good players standing far back will get it and restart the point (and sometimes hitting on the run topspin shot pushing you even deeper). For it to be fixed, and not breaking every other surface in the process, I think you should be able to hit an accel on the rise with decent precision and consistency, like for example if my shoulderheight is at 170 cm height, then I would like to be able to hit the powerful accel at that height when is cooming up and also after it came down from the highest point of the bounce/apex point. Also, if you try to play agressive, standing closer to the line, even with normal or topspin shots, is imposible to keep up since the opponent can just stand back and hit super strong and deep with an insane amount of spin, forcing you to hit weak at the first deep ball the hit and then they can rip a winner when you hit short. I think iof you could rip the ball at shoulderheight on the rise consistenly, you could be able to punish players that stand 4 meters behind baseline and defending with spin all the time. I dont think boosting the short accel precision is a good idea, because irl players dont hit that shot often and consistenly as we can do in TE4. I've seen short cross accel battle in online matches that have 0 logic and realism (but isnt that bad because at least takes skill to do and only against top top players I've seen it, in clay almost all decent players can keep up rallies forever with pushing, it really is a nightmare). Also boosting short accel would most probably break faster surfaces. The only thing i would change about short accel is the same principle I commented before about the normal accel at shoulderheight while on the rise. (Important to notice that myb for it to be balanced, the shoulderheight boost of power in the FH when hitting on the rise could be halved but with the same precision, idk, since you could do a shoulderheight on the rise with a bit less speed or on the end of the danger zone more far back but full power, would be great to have the option to choose, because irl players can take early spinny balls that land around the service box line quite comfortably and rip winners)
dimcoe wrote:Rather bad player here (struggling at Master-1), so take these ideas with a grain of salt. I wonder whether the game should be more punishing when one hits a ball that is too low, including with a topspin or slice. I also don't quite feel the 'weight' of a good topspin shot, making topspins a bit too easy to respond to, especially in clay. Finally, I guess that net play is still too difficult and unrewarding, and even on clay players go quite a bit to the net to end points.
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