(Topic ID: 276181)

Avengers Infinity Quest Thread.

By Napoleon

4 months ago

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  • 2,727 posts
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  • Latest reply 7 days ago by hocuslocus
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Post #143 What we know 29th August Posted by NeilMcRae (4 months ago)

Post #2643 Stern fix for subway hangups right before VUK Posted by Fezmid (22 days ago)

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#499 4 months ago

I'm really curious about the display layout and the animations, can't wait for the gameplay reveal streams

#501 4 months ago

the same guy who coded IMDN and JP. I believe Keith figures out rules and he makes them happen.

#574 4 months ago
Quoted from mwthatch:

They must put in Co-op going forward!

My hope would be for co-op to be a unique experience that changes the rules even slightly to accommodate multiple players and give you something different. We shall see going forward.

#1067 4 months ago

Im kind of wondering how useful the upper flipper will be if that right ramp is shootable from both of the bottom flippers as well. That just leaves the side loop shot as upper flipper exclusive.

I don't expect it to be like Hobbit's upper flipper or anything. But I guess it will likely just come down to how the code/rules implement it. Like if looping that Upper Flipper to right ramp is important to some rules feature.

I look forward to some full gameplay video to answer these vitally important questions.

#1069 4 months ago
Quoted from Tsskinne:

Also the spinner, also the sanctum target shot that is right there as well

But the lower flippers can hit those two as well, no?

#1071 4 months ago
Quoted from Tsskinne:

I'm also guessing some sort of combo scoring repeating the Gauntlet ramp from the upper flipper since it feeds right back but who knows

Yeah. I have full confidence in the code. Im as confident in the code as I am when I hear ZY is the artist on a game.

#1096 4 months ago
Quoted from chuckwurt:

Stores them. Same mech as F2K.

Its hard to say how "staging" the balls will work in the rules, but the mech does look to be able to handle 3 separate balls. It seems like it will play into the way that any Gem Quest (modes?) will be be able to be a multiball. Maybe X number of revolutions then hit the sanctum target to lift the disc to lock a ball, lock up to 3 balls before starting a Gem Quest? I wouldn't be surprised if the white gem looking shots around the playfield light the Gem Quests.

Looking forward to the gameplay reveal so I can stop speculating based on images and start analyzing based on video!

#1727 4 months ago
Quoted from Kevlar:

I'm assuming there's a small coil for each of those little ball retaining arms.

I'd guess it's just a single coil that is linked to all 3 of them. It pulls in long enough for a ball to roll by and then it releases, and then does it again until the right number of balls are where they should be. Just a guess though.

#1751 4 months ago
Quoted from djsoup:

I'd like to see a reverse mode where you can plays as Thanos or maybe a vs mode so you can fight for control of the gems vs the Avengers in 1v1, 2v1, 3v1.

That's a great idea, it would definitely step up the whole "Challenge" thing they've started doing.

Quoted from djsoup:

I agree that the Trophy cups seem a bit out of place with the theme, but its minor.

I agree, I could definitely live with it, but there's gotta be some sort of Marvel Universe collectible that makes sense in their place. Especially when the Ultimate Wizard Mode is based around them. At least from a theme integration perspective, it seems strange.

#1829 4 months ago
Quoted from RC_like_the_cola:

"Change GEMS" question I had earlier in the thread? The insert is on the right Pym target with no VUK, so it can't hold the ball to actually move the GEMS around.

On the Prem stream I believe the answer was that you shoot the right (Gauntlet) ramp and the ball will get trapped by the post above the upper flipper. this will give you time to change gems before releasing the ball.

In addition, I believe starting a gem quest will work the same way.

Edit: just looked at a playfield picture and you're right about the insert. hopefully it all makes sense on the pro.

Edit2: alright, it turns out you qualify it by shooting the pim target when kit and THEN shooting the right ramp. mystery solved!

#1965 4 months ago
Quoted from chuckwurt:

I hope there’s a setting to make the flips more limited. You get like 8-10 extra flips per made shot. Seems like the limited flips will rarely come into play. Can’t wait to check it out though.

There should be an option to turn off the persistent ball save too, that would force you to use a few more flips to gain control.

#2001 4 months ago
Quoted from J85M:

The fact that is made up of 3 lots of DNA bugs the hell out of me as the Kraken was originally going to be a mode in Deadpool but they removed it for some reason.

yeah. it doesnt seem quite right. a Kraken Mb equivalent to sauron would round it out nicely. but I guess the idea is that Cable takes care of the Kraken while Deadpool is dealing with the other 2.

1 month later
#2506 86 days ago
Quoted from Yesh23:

on the Premium all you need to hit is the ramp shot and any shot that you're hitting solid would go up the ramp so it needs adjusted on the Pro. Please Stern I don't know if anyone else has noticed this?

The rationale for making you shoot the PRO Capt Marvel shot more times, is that the PRO shot is easier to successfully make and can be hit from a backhand. So even though you MAY get the PREM shot in one try, it's not a guarantee. Id say it's likely that the PRO code is designed specifically to require 2 shots, or 1 perfect shot.

You could always add some lubricant to the spinner, or adjust the switch tension to try and make the spinner "more spinny".

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