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(Topic ID: 264236)

Alice Cooper ACNC Bug and Enhancement Feedback Thread

By xeneize

8 months ago

Topic Stats

  • 33 posts
  • 12 Pinsiders participating
  • Latest reply 3 months ago by xeneize
  • Topic is favorited by 18 Pinsiders


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#21 8 months ago

Anyone else thinks the multipliers are "meh"? The highest I got was the 4x and the few things that get counted toward the multiplier just don't dent the score much, especially when you've fought a few monsters. Most pins it seems its worth purposely hitting the multiplier because it can allow you to catch up to other players when you've had a rough game. In ACNC its just not enough bonus items to make it worth going out of your way to do IMO.

I mean, you are already fighting as many monsters as you can as the main point of the game and if you are defeating them (one of the bonus items) you are already doing as good as you can.

And if you are already fighting monsters, which you do as the main point of the game, you are already traveling rooms (one of the bonus items) so you are already going as good as you can there as well.

That leave chops as the only real purposeful "bonus" increase. As discussed a lot of people think 10 chops is too much for a free ball, so to get 300k per chop as a bonus, and then even have that double or quad doesn't even dent the score when you are talking about getting 100 million for a decent game.

Point is, the way the scoring is setup the bonus multiplayer is pretty pointless IMO, and it needs to have the ability to put in a decent amount of scoring for the effort it takes / frequency it happens.

Or perhaps the whole game needs scoring balancing - which I think is probably more likely.

#23 8 months ago


So there is a short ball save activated when the ball exits the lower left scoop, I assume to make sure that if it hits the drain perfectly and you don't get a chance to hit it you're not screwed out of a ball.

Sometimes the ball makes it past the flippers but misses the drain and slowly crawls up the outlane a bit then slowly rolls back to the drain (or gets hung up on that metal thing in the outlane) and it takes longer to drain than the ball save is programmed for.

Any chance to increase this a few seconds or make it adjustable?

Honestly I am for making all these kind of things adjustable in the menu, fwiw

#27 8 months ago


If you launch a ball *as soon* as it enters the trough (or maybe its if you are pushing the launch button before the ball enters because you are impatient) ball save is not active for that ball.

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