AFM - which shots should be backhandable?

(Topic ID: 209763)

AFM - which shots should be backhandable?

By meeotch

11 months ago

Topic Stats

  • 9 posts
  • 7 Pinsiders participating
  • Latest reply 11 months ago by jfre81
  • Topic is favorited by 3 Pinsiders


Linked Games

#1 11 months ago

Obviously, this depends on pf pitch, coil age, how much magic black pinball dust is gunking up your sleeves, etc... But on a well-adjusted Attack from Mars, which shots should generally be makeable "backhand" - i.e., from the same side flipper as the shot itself? Stroke of Luck for sure - but how about either of the ramps? The lock (diverter open or closed)?

(Full disclosure: I'm asking primarily in order to get the flipper strength setting right on my AFMr, and don't have an original AFM for comparison.)

#2 11 months ago

The SOL and any ramps I was never able to backhand. Only thing I could manage is the ball lock shot. Everything else had to be hit directly.

#3 11 months ago

I backhand both ramp shots fairly often. Sol regularly (the ball needs to be a little above the flipper when hit). The lock regularly, but the shot to light lock extremely rare. I have a well turned original.

#4 11 months ago

I can backhand them all but I agree that backhanding the lock shot is very difficult and rare.

#5 11 months ago

Thanks for the replies. Oh, and a follow-up for those of you who are able to backhand the ramps - can you do it from a caught (non-moving) ball, or only on a rebound?

#6 11 months ago

I can backhand the lock and SOL pretty consistently. Ramps are tough and not sure that I can do it from a static cradle.

#7 11 months ago
Quoted from meeotch:

Thanks for the replies. Oh, and a follow-up for those of you who are able to backhand the ramps - can you do it from a caught (non-moving) ball, or only on a rebound?

I can backhand the ramps and SOL hole fairly consistently from a caught ball; that being said, everyones games will play slightly different and I have flippers that are adjusted to be positioned in line with the guide rails at rest...this makes it easier to cradle the ball and gives a higher throw over factory settings.

THE BAD: When I play one of these in the wild, its a whole different game and I'm lucky to make over 4 billion

EDIT: I literally just installed my PIC2.0, I set the flipper power at -3 and the game plays a lot different...seems more controlled; however, I can no longer backhand the ramps as the power just isn't there...

#8 11 months ago

Tested on my AFMr with PIC 2.0 - at default strength, I managed to backhand the left ramp from a caught ball once out of a dozen or more tries. Right ramp not at all. At power -3, no chance. The lock ramp seems unbackhandable either way - though the lock shot itself probably is.

Tested on my MM (original, and yeah, I know - not the same game). I was able to backhand the left ramp right away. Hit several backhand shots to the right ramp that probably would have made it on AFM, which has a shorter right ramp.

#9 11 months ago

Both ramps and lock shot should be done if your machine's set up right. Orbits are tough to backhand and requires a redirect at a wide angle. Avoid the urge. Ball control is the No. 1 priority.

The important one is the lock shot, and you should hit it from either side. Get your multi and let the saucer have it, and/or go for that super jackpot which you need to start Rule the Universe wizard mode.

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