(Topic ID: 83153)

Metallica CODE UPDATE is here!!! 1.5 is UP!!!

By Rarehero

10 years ago


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  • 809 posts
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  • Latest reply 9 years ago by Frax
  • Topic is favorited by 9 Pinsiders

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#345 10 years ago

Regarding the hammer/magnet does anyone know if everything should be left on default? In a prior readme release there was a recommendation to switch a setting but perhaps that was only if there was an old board?

I don't see the recommendation in the new release notes.

I am seeing more phantom hits now than in the previous code version and I have the new board. So I am wondering do I need to switch something in the feature adjustments like was suggested before.

#348 10 years ago
Quoted from Bearded_Warrior:

Per the version 1.2 read me:
- Added adjustments and code to work around certain magnet boards that
have trouble detecting the presence of the ball while the ball is being
held (magnet being duty-cycled). Set game adj. #73 (ABORT HAMMER/LOCK
SW. ACTIVITY) to NO (default is YES) to restore the behavior as it was
in V1.16.
I haven't tried this yet but I plan to today. I had about three phantom hammer drops while playing last night and it wasn't that bad before the update. All in all though, the new code is truly amazing. The lighting effects are spectacular, the added speech and dmd animations are great, and there is just so much to shoot for now. I love Crank it Up mode. Didn't make it to End of the Line yet, but in my second game I put up 214m. I'm not sure why but the game seems easier now. I was nailing the snake's mouth a lot more and the new modes make it easier to rack up points. Lot of depth now. Good stuff.

That is the section I was referring to. But it was not clear to me if that only applied back then but is not applicable now. There are some other adjustments related to the magnet and I am not sure what the correct combinations are if one is altered without the others.

And yes I am digging the new code even with the hiccups.

#349 10 years ago
Quoted from Mando:

The setting does not seem to exist in the new code, but you only needed to turn it off if you didn't have the new board . I assume they think everyone has a new board now?
I got one phantom hit , otherwise it's pretty much same as before . Testing with glass off it's pretty damn good at grabbing it, but I guess I can't fling it as fast as a flipper
All in all magnet could still stand to be a lot better.

The less intentional the shot, the easier it is for the magnet to grab the ball. Sometimes the ball grazes the area, the magnet does not grab and then after the ball is past the area the magnet and hammer drop.

#400 10 years ago
Quoted from SolarRide:

Keith, it sounds like completing one of the S&D shots (sparky,snake,gravemarker in any order on a red-marked shot, then flashing captive ball), and then continuously hitting that completed S&D shot will get ciu lit quickly:
1. Mark right ramp with red arrow by hitting it
2. hit sparky,snake,gravemarker in any order and then flashing captive ball
3. Keep hitting right ramp over and over (shoot right ramp, bump over to left flipper - repeat) since all inserts are lit on a completed S&D shot except coffin
I haven't played 1.5 so just asking if this will work for quick CIU progression ?

As another neat feature discovered by my son, an entire triplet of inserts can be lit from a super skill shot. Hold the left flipper in, hit one of the 5 major shots and the chair, snake and cross inserts all light up on the made shot ready for single shot for the hurry up.

It is similar to the super skill shot in AFM where 3 inserts can be completed in one shot.

Edit

Sorry...

The way I have it written above is not quite right. What my son and I observed after more games is that when the left flipper is held and the ball launched, ONE of the 5 main shots will have all 3 of the inserts lit up. So you have to pay attention. You can't just hit any of the main shots like in AFM.

Still it is a potentially quicker path to lighting inserts.

#421 10 years ago
Quoted from SolarRide:

Good to know, thanks. Might as well try the super skill shot first, and if the right ramp is lit that is great. Otherwise just get the S&D right ramp shot completed so that you can keep hitting the right ramp over and over to get the requisite 15 shots for everything but Coffin.

If the super skill shot on the left side is lit, I find that a loop pass maneuver works nicely to get the ball to the right flipper. ( I think that is the correct name). Then just hit one of the 3 lit shots. The grace period is nice.

I actually have a harder time when the super skill shot is on the right side since I need to work on my live catches. Otherwise during the super skill shot I am hitting the right side on the fly which is dangerous because failed shots are rocketed to the left outlane.

If I can get my live catches down that will help.

Good game to practice that skill on.

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