(Topic ID: 158155)

Ghostbusters Club - We Got One!!!

By 30FathomDave

8 years ago


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  • 12,494 posts
  • 912 Pinsiders participating
  • Latest reply 2 days ago by PinBalt
  • Topic is favorited by 340 Pinsiders

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Topic index (key posts)

4 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #4105 Link to replacement auto plunge spring that improves launch for some. Posted by Spelunk71 (6 years ago)

Post #4120 Shorter Hex Spacer to make left short easier. Posted by Blakester (6 years ago)

Post #4129 Custom target brackets that help eliminate airballs. Posted by swinks (6 years ago)

Post #10285 Color DMD variants video Posted by wolffcub (2 years ago)


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#1496 7 years ago

I may be in the minority but I really don't notice too many air balls and the gap is not that bad. I see people trying to MacGyver their machines with putting a bunch of plastics all over but I think it plays good from factory. Is it an easy game?- absolutely not but it is a game with tons of risk/reward shots and un-predictability with the magnetic slings, wide flipper gap, and open outlanes as part of the design. Are the flippers set too strong? I don't think so, I like the speed and ease of shooting the left ramp. I cant imagine not having enough power to clear the ramp consistently, that would be more frustrating to me than the occasional air-ball. I really like the light show and sounds as you progress through the modes-it is very rewarding and makes you want to try harder (play better) in order to progress further into the game. I am actually enjoying the fact that Ghostbusters is not easy and keeps you wanting more, especially in a home environment. I will admit that I have changed my game to 5 ball for the moment until I can progress further on 3 ball, it has made the game more enjoyable with less frustration on drains.

#1520 7 years ago
Quoted from sparechange1974:

At first, watching all the airballs made me think the flippers are just way overpowered, now that the issue has been corrected I don't see it that way anymore. Probably bring my machine back to 6.5 degrees. That's just my experience with the machine.

I don't think it has to do with the power of the flippers either-that is why I have not touched them. My machine is an LE and it is set steeper than 6.5 probably 8+. I definitely think the pitch will affect air-balls. I also play this game different than other games. I really slow down the gameplay and try and cradle and control the ball as much as possible. If you are flapping around and playing randomly on this game it will get out of control real quick. The magnetic slings really add a level of un-predictability on this game. I love it when the Ghost play catch back and forth with the ball and then drop it SDTM. That's when I yell "MotherF*&%&@!".

I did think of a possible mod to help control air balls instead of adding a bunch of plastics. I am not sure if it would work or not but how about flipper rubbers that are tapered? I was thinking if you had tall superband rubbers that were thicker at top and thinner at bottom if it would give a downward projection to the ball when being hit? Anyone ever tried this or have any insight?

5 months later
#2226 7 years ago
Quoted from gweempose:

Has anyone tried swapping out the cheap looking Gozer plastic with something like this?

I have thought about it but not sure if it would look right. You would need to chop it in half to make it work.

6 years later
#12209 5 months ago

Decided to make some rules for the Swinks Proton Mod-you can't just have people putting the pedal to the metal all the time

Made in black as well but decided the red popped more...

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