what speed should beat the ghost?

I'm thinking, it's easy enough to beat the ghost sometimes when you get a good break and everything's nicely spread with no tie-ups.

But, if there are tie-ups where you need more than one turn to navigate (you could still win, or be at an advantage), would you still "lose" to the ghost?

Is this then a good performance measure for yourself?
 
raemondo said:
I'm thinking, it's easy enough to beat the ghost sometimes when you get a good break and everything's nicely spread with no tie-ups.

But, if there are tie-ups where you need more than one turn to navigate (you could still win, or be at an advantage), would you still "lose" to the ghost?

Is this then a good performance measure for yourself?

If you can't get out, you lose. The rolls should even out over time.

It's a good test of your offensive potential, which is just one dimension of pool. It doesn't test your ability to judge what to do in a particular situation, your defensive game, or whether you can bring your best game to the table facing a real opponent. These other factors are eqally important to the success of any player.

Chris
 
Ghost 1, Me 0

All this talk about playing the ghost got me to give it a try. I played on race to 7 on my 8' golden west with average pockets. Ghost 7, Me 5. I did scratch on the break once, blew 2 outs, and got really lucky on one.

This tread about what level should win x% of the time. I'm viewed at a strong "B" player in my town and looking at what everyone saying i'd say thats about right. I feel if i continue (which i will) to play Ghost i'm sure my % will be 40-50.

Thanks,
 
raemondo said:
I'm thinking, it's easy enough to beat the ghost sometimes when you get a good break and everything's nicely spread with no tie-ups.

But, if there are tie-ups where you need more than one turn to navigate (you could still win, or be at an advantage), would you still "lose" to the ghost?

Is this then a good performance measure for yourself?
That's the point of playing the ghost. In a match you wouldn't often try for the breakout, unless you know you can do it consistently. If you only play matches you never get consistent at it, so you never do it. Try to at least make it to your clusters during your run and give yourself some chance to break the balls out. The more you try it the more consistent you will be.

Breaking even with the ghost in 9-ball requires you to generally make 9 balls for every 1 you miss, which is a 900 (very high) accustats rating. Ten ball would be a 909 but require more breakouts and combos for that rating. Fifteen ball requires shooting a 937.5 with all number of breakouts and combos and tight position shots. Shooting a 900 at 15 ball is much much harder than a 900 in 9-ball but would still get pounded by the 15 ball ghost.

Nine-ball and 10-ball don't really require you to break balls out in order to beat the ghost. You can win just by clearing open tables.

unknownpro
 
Rickw said:
Wow, you all seem a little high to me. Btw, the "Ghost" is breaking a 9b rack and taking ball in hand after the break and trying to run out. If you run out, you mark one game for you. If you don't run out, you mark one game for the "Ghost".

Personally, I agree that pros rob the ghost. SS's rob the ghost too. "A" players play close to the ghost or just win. "B" players win a couple of games if they're lucky. "C" players are lucky if they win one game. JMHO.
I believe you hit it dead
 
Back
Top