That's pretty good playing. Definit. over 600. I'd guess 650ish.I kinda stopped competing right when Fargo starting to become a thing. So if this is a silly question, pardon me…
What Fargo rating would you say could beat the 9-ball ghost on the big table? Let’s say a race to 9.
Agree with about 650 .. 670.I kinda stopped competing right when Fargo starting to become a thing. So if this is a silly question, pardon me…
What Fargo rating would you say could beat the 9-ball ghost on the big table? Let’s say a race to 9.
690 would beat 10 ball ghost on most attempts.I'd think the 690 would be a good marker, but it also depends on pocket size.
I make self B the other hand. Anyone that watches Ronnie O'Sullivan has seen the value of developing the other hand.I have a semi related question. I often play a modifed version of the Ghost such that if I get out of line, rather than for going for a tough low probably shot to get the runout/win - I play safe. If self B doesn’t make a hit, I give BIH back to self A - for one more chance to runout and beat the Ghost that game. If self B does makes a good hit out of the safe that self A left - the game is over I lose to the Ghost that game.
I realize this isn’t official Ghost but to me it seems a bit more realistic of real world game scenarios and has me also shooting safes and working hard to escape them. In practice self A seldom actually hooks self B bad enough that I can’t kick or jump out of the safe, so it doesn’t actually make a huge difference in outcomes of Ghost but maybe gets me 1-2 more wins in a practice race to 5 or 7.
Just curious if anyone else does similar tweaks?
Cheers
I don't play the ghost that often, I lose enough to the living, but I do try to incorporate safeties when practicing rotation. Often, I also don't take ball in hand. I lose way more games from not being able to overcome and unfavorable position than from not capitalizing on prefect position.I have a semi related question. I often play a modifed version of the Ghost such that if I get out of line, rather than for going for a tough low probably shot to get the runout/win - I play safe. If self B doesn’t make a hit, I give BIH back to self A - for one more chance to runout and beat the Ghost that game. If self B does makes a good hit out of the safe that self A left - the game is over I lose to the Ghost that game.
I realize this isn’t official Ghost but to me it seems a bit more realistic of real world game scenarios and has me also shooting safes and working hard to escape them. In practice self A seldom actually hooks self B bad enough that I can’t kick or jump out of the safe, so it doesn’t actually make a huge difference in outcomes of Ghost but maybe gets me 1-2 more wins in a practice race to 5 or 7.
Just curious if anyone else does similar tweaks?
Cheers
It's weird trying to set a trap for yourself because you have probably already considered potential escapes.I make self B the other hand. Anyone that watches Ronnie O'Sullivan has seen the value of developing the other hand.
It works for me as long as I keep them from bickering.
That's a plus for practice. Since I am pretty sure what kind of escape the other hand can execute. Finding the lock-up safety is the challenge.It's weird trying to set a trap for yourself because you have probably already considered potential escapes.
Rambling Grampa story alert:Just love the look on the face when they thought they had me.
Think somebody like you could string 10 regularly?I don't know what beating the Ghost actually is. But if I was matched up and won 6 outta ten games, I'm good with that number all day long.
Seriously?? You break and get ball in hand. Balls made without scratching stay down, if you scratch they spot. Run out(slop and combos count) or lose. 9 on the snap is a win. The ghost is a helluva player, he never misses. Beating the ghost to 9 on a big table is not easy.I don't know what beating the Ghost actually is. But if I was matched up and won 6 outta ten games, I'm good with that number all day long.
Correct...Do we mean beat the ghost once in a blue moon? 50% of the time or 75%+? I’ve seen this discussion here before and the estimation I agree with was that someone who wins occasionally is at least a 575 player, a person who wins at least have the time is around 625-650, and the player who rarely loses is between 675-700. I thought that sounded about right.