@chaiteariches1388 Plum's framedata has been found to be significantly faster, especially cinematics between holes. It seems most players have been willing to accept a bit more risk with bad weather and maybe slightly smaller chances for eagles on holes like TH12, TH16, and KP12. While Peach's extra 4 yards comes in handy, it's more of a safety net than anything that still gets wrecked by KP15 if the game feels like being mean. Same logic for Ring Attack, especially since successes use the eagle cinematic and failures use the bogey animation. Charlie is another idea, though his potential is not fully realized yet. Shooting straight is nice but Charlie's fade isn't really a hindrance either.
@supervector4757 It wouldn't be fun or educational at that point. What makes the maximum difficulty CPU so much fun is that it feels insurmountable, yet you can still learn from it and exploit its weaknesses to prevail. What is there to learn from chip-in dunks on every hole? Plus, it might not be possible due to the complexity of whatever algorithm guides the shotmaking in a reasonable time frame, so most CPUs will make compromises for the optimal experience. Well, hopefully anyway.
Addendum: it would have been cool to have difficulties tied to a separate function rather than be locked to the character, so you could have a crazy-hard version of Plum that could average -15/-16 for a humbling challenge. Or a clumsy version of Bowser that averages even par.
Hope to see you conquer the Ace Petey in Toadstool Tour again. You did it with Bowser and Wario, but do you think it’s possible to win with DK?
@@mhaj58 Absolutely! Hephlex did just that, but I can give it a try, too.
I forgot if it was talked about but is there a reason for the first 3 courses you moved from Peach to Plum?
@chaiteariches1388 Plum's framedata has been found to be significantly faster, especially cinematics between holes. It seems most players have been willing to accept a bit more risk with bad weather and maybe slightly smaller chances for eagles on holes like TH12, TH16, and KP12. While Peach's extra 4 yards comes in handy, it's more of a safety net than anything that still gets wrecked by KP15 if the game feels like being mean.
Same logic for Ring Attack, especially since successes use the eagle cinematic and failures use the bogey animation.
Charlie is another idea, though his potential is not fully realized yet. Shooting straight is nice but Charlie's fade isn't really a hindrance either.
What if there was a difficulty that was even more challenging than the ace CPU? Like Impossible (or TAS) CPU?
@supervector4757 It wouldn't be fun or educational at that point. What makes the maximum difficulty CPU so much fun is that it feels insurmountable, yet you can still learn from it and exploit its weaknesses to prevail.
What is there to learn from chip-in dunks on every hole?
Plus, it might not be possible due to the complexity of whatever algorithm guides the shotmaking in a reasonable time frame, so most CPUs will make compromises for the optimal experience. Well, hopefully anyway.
Addendum: it would have been cool to have difficulties tied to a separate function rather than be locked to the character, so you could have a crazy-hard version of Plum that could average -15/-16 for a humbling challenge. Or a clumsy version of Bowser that averages even par.