I don't think it matters whether we call it a system, a method, a technique or whatever - there's no "bright line" distinction between these terms. What matters is how it functions compared with other ways and how those differences make aiming easier or harder for individual players.JoeyA:
...are you saying that Ghost Ball is not an aiming system?
Ghost ball is one of several ways to visualize the exact final aim for any shot. These rely on the shooter's ability to accurately visualize the position of the OB contact point and one or two other spatial relationships. They include simple contact point-to-contact point aiming, ghost ball, double-the-distance, parallel lines and maybe others I'm forgetting. I think of these as the "exact" methods.
The rest are ways to visualize a "starting point" relatively near the final aim for any shot, from which the shooter estimates the final aim (sometimes with the help of additional system steps). These rely on the shooter's ability to choose the closest starting point from a short menu of "system alignments" and then refine his aim from there using judgment gained from experience. I think of these as the "approximate" methods.
"Exact" and "approximate" have become loaded terms in AzB aiming discussions, but I don't use them to suggest that one is better or worse than the other. "Exact" methods have the advantage of focusing directly on the final aim, but require visualization abilities not shared by everybody. "Approximate" methods offer easy-to-visualize "starting points", but leave estimating the final aim to the shooter. Both kinds require different skills and offer different advantages/disadvantages that are weighed differently by different shooters. Neither kind (nor any individual way within a kind) is inherently "best" at its job for everybody.
pj
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