Quoted from sethi_i:I'm sure the changes in .95 have altered playing strategies. I'm very interested in everyone's thoughts regarding mode start order, Multiball timing, qualify vs. finish modes, etc. Here's my general approach. Sometimes it works out; sometimes it doesn't.
Mode preference: Yaka, Sibling, or Antiquities to start. These are relatively easy to finish (especially with an Upgraydd), so they give a 5x shot in Groot. Also, the level 2s for Yaka and Sibling give good points for a single shot. I generally avoid Sanctuary and Kyln unless I'm having a great game and get deep into modes. Sanctuary starts over if you time out, and Kyln makes you hit Rocket to complete (which is a definite loss of ball possibility). Pod and Knowhere, I start when I'm about to go into Groot or Orb. They have a lot of shots to complete, so the added balls help. I like the idea of saving Quill for the fourth mode to finish going into CB. It gives big points (10%), so it's a waste to play it early. I play all modes to completion. If I drain or time out, I start the mode over (even if it's already Immolation qualifed). I don't know if that's good strategy or not...ideas?
Multiball timing: I get Groot ready when there is no mode running. I play with factory settings, so a mode starts at plunge. I play to complete that mode. If I finish it, during the down time I get two locks on Groot. I start another mode and try to complete it. I use HEs to help finish the mode, if I have any. Since we can't stockpile, might as well use them and try to get more in Groot. If the 2nd mode is going rough, I start Groot. If it's going well, I run with it and hold off on Groot. I try to play Orb right after Groot. I then start again, by locking Groot in "no mode" downtime.
Never gotten to Immolation (or close really when I've tried), so that's why I play modes thru to completion. 5 complete has been my max, not counting MBs.
I'd love to hear your thoughts on it (postive and negative), and your own strategies.
First aim is always to get to Cherry Bomb, as that has the potential for good scoring, and is fun, so that means completing 4 modes.
I go for Yaka, Antiquities, Sibling & Pod as first choices.
If I have qualified a mode for Immolation, and then drain or time out, I won't restart that mode, again as Immolation has MASSIVE scoring potential (I just got 1.6 bil from it out of a 2.1 bil score).
Yaka can complete VERY quickly. I've done it before, then drained and the ball save was still running from initial plunge! (site machine)
Antiquities has the benefit of working towards Orb MB.
Sibling is all controlled shots to complete.
Pod is easy to complete in Groot, once you get the upgrade.
Sanctuary I don't have too much of a problem with, with the left orbit being a bail out shot.
Knowhere is easy enough with a MB running, usually 2nd Groot.
Penultimate mode I take is Kyln, I focus on combo'ing ramps to light the bottom inlanes, then lock balls in Groot - as that feeds to the top rollovers after a lock. Then that only leaves the dreaded Rocket shot.
I save Quill for last mode, may as well get maximum potential for the 10% hurry up.
I ALWAYS aim to have a mode running and start ASAP.
I generally only use HEs to complete a mode if time is running out, or I drain, IF using the HEs will complete the mode, or qualify II, otherwise they're a waste. Can also be handy in qualifying the SJ in MBs, even though they can't be used to collect.
I tend to focus mainly on getting to CB, II, and SX, with Groot and Orb MBs as mini goals - that tends to bring the big scores with mode completions and shot multipliers coming as an added bonus.
20180425_133950 (resized).jpg