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Same as you Jinx. Overall I like Pro, though (as suggested elsewhere in this forum) requires tweaking to make long potting more difficult.
Adding optional toggles to each of the aiming aids would enable players to fine-tune / find their ideal level of "difficulty".
Let's see what the Devs do with the A.I. updates based on player feedback moving forwards. It's a fine balancing act and would have been nigh on impossible to nail it first attempt. Sports games like FIFA have constant balancing tweaks through the year, so expect a similar process with Snooker 19.
Having watched some of the shot making and break building at the World Championships so far, I think the Hard AI is pretty accurate!
Having random elements such as kicks to interrupt a break would be great, though not sure how you'd accurately simulate that
pro players dont have an issue lining up long shots, they are typically accurate but the issue is long potting requires excellent cueing so how could we implement that into the game? well... we thought as a start and for online play we should not reduce the yellow line as this reduces how accurate the shot is but instead we should perhaps make the ''white zone'' of the power bar much smaller for long pots which would simulate poor cueing if you cant hit the zone and thus throw the shot off target as this is more accurate to real life on a pro level, long shots that hit the centre of the pocket are typically cue'd excellently.
so... how to translate this to AI play? well first of all we need to understand if the same rules apply to the AI, do they have a ''chance'' to cue the ball poorly if so this chance needs to increase with long potting, if they are indeed scripted as we suspect they might be then yes the accuracy simply needs to be reduced for long range pots as it seems it is as you say and 99 percent long pots are successful.
I'm not sure any of us here can claim to understand how AI is coded (unless of course they happen to do that kind of thing for a living) but human behaviour and its thought process is clearly a very very difficult thing to simulate accurately. Okay, it's particularly poor in this game, but all games that use AI are lacking - even AAA games.
But just think about what that coding has to do in a snooker game. It has to calculate a pot, along with how best to get the white into a position for the next ball. If there's no pot on it has to 'work out' a safety shot. And on top of all that, some kind of 'miss' percentage has to be calculated.
No wonder, then, that we're never going to see complex shots, such as the 'shot to nothing', where a speculative pot is taken on, but very much second to the safety aspect of the shot.
It does need improving, but how that's done is very much beyond most of here, I think.