Deciding if a table layout leads to a breakshot is a great exercise.
My player progression indicates I have all the pocketing skills, but my table analysis is lacking.
Check out the diagram below and decide how to runout for a breakshot.
For added fun decide where an extra ball can be placed that results in no breakshot possible
The main theme is understanding the difference between table layouts that can keep the high run versus patterns that limit the high run.
How difficult can it be to get to the breakshot with only a few balls on the table? Some position lines are just easier than others, that is the rating system I am trying create.
If anyone wants to build a computer routine that is competent in 14.1, that is the direction I plan to take this thread.
My player progression indicates I have all the pocketing skills, but my table analysis is lacking.
Check out the diagram below and decide how to runout for a breakshot.
For added fun decide where an extra ball can be placed that results in no breakshot possible
The main theme is understanding the difference between table layouts that can keep the high run versus patterns that limit the high run.
How difficult can it be to get to the breakshot with only a few balls on the table? Some position lines are just easier than others, that is the rating system I am trying create.
If anyone wants to build a computer routine that is competent in 14.1, that is the direction I plan to take this thread.