(Topic ID: 277423)

Official Avengers Infinity Quest owners thread. "Pinsiders Assemble!"

By CoolCatPinball

3 years ago


Topic Heartbeat

Topic Stats

  • 12,777 posts
  • 932 Pinsiders participating
  • Latest reply 17 hours ago by C0untDeM0net
  • Topic is favorited by 386 Pinsiders

You

Topic poll

“Of the Avengers featured on the inserts, who is your favorite?”

  • Hulk 141 votes
    21%
  • Iron Man 127 votes
    19%
  • Captain America 76 votes
    12%
  • Black Widow 51 votes
    8%
  • Thor 72 votes
    11%
  • Black Panther 35 votes
    5%
  • None of those weakling, THANOS! 158 votes
    24%

(660 votes)

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Topic index (key posts)

19 key posts have been marked in this topic, showing the first 10 items.

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

Post #816 LE with T-moulding changed to yellow Posted by SKWilson (3 years ago)

Post #1417 Fix for Hawkeye loop not registering Posted by EaglePin (3 years ago)

Post #1797 How to adjust height of spinning disc to prevent airballs Posted by dbb143 (3 years ago)

Post #1847 Rules writeup with link to Stern rule sheet Posted by Flippersaurus (3 years ago)

Post #1870 Fix for spinning disc not registering hits Posted by WizardsCastle (3 years ago)

Post #1950 TECH: Pic of updated subway mech from Stern to replace broken one Posted by Motorcitypinball (3 years ago)

Post #2056 Fix for ball hangups and habitrail adjustment to stop ball hangup. Posted by hocuslocus (3 years ago)

Post #2125 TECH: Tight glass fix. Posted by MurphyPeoples (3 years ago)

Post #2163 Avengers LE with chrome T-molding Posted by Lermods (3 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider djy2j.
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#3421 3 years ago

Got my pro this week. I've been following this thread for about a month or so and had some questions that I didn't see answers for yet.

1. When the ball hits the flipper (moreso right than left) the flipper bounces up a bit. I don't notice this on my Maiden or Sopranos. I've tried tightening the "thing that grips the flipper" below in both places but no change really. If I leave the Maiden flippers down the balls bounces when I hit it and not alot of noticeable vibration. These flippers just kill the ball and it drains if I don't flip. I have changed the rubbers to the same rubbers that I have on my Maiden pro. Any one else having this issue? Or any suggestions on how to remedy?

2. Those who have adjusted your slingshot power, have you found a number to adjust it to where you feel it's at a real sweet spot? Just seeing what the general consensus is here.

Thanks!

3 weeks later
#3922 3 years ago
Quoted from Flippersaurus:

A few weeks ago my auto-plunger stopped getting the ball all the way up the back ramp and around to the right flipper. It was about 95% successful before. Not sure what changed. It definitely feels weaker. It's coming out of the chute okay, it just doesn't have enough power. The adjustment in the menu is maxed out at default. It would be nice if they gave room to go up or down. I know going down helped some people. But in my case it needs to go up. I guess I'll reach out to Stern after the holiday. Having all the balls fall into the pops instead of going around to the flipper definitely changes the way the game plays.
On another note. The new code is great. This game keeps getting better. I'm very happy with it.

Following. Having the exact same issue myself on my pro.

#3923 3 years ago

Didn't see anywhere. Anyone figure out where the added super secret skill shot is in the newest code?

#3927 3 years ago
Quoted from Pinball-Ike:

My favorite is around the loop to the right flipper and instead of hitting the Tower Skill shot, hitting at least 2 of the Vision drop targets will get you a Super Secret Skill Shot 3M point, 10 Sec ball save and spot an award from the drop targets.
Edited... wait didn’t read....that was already in the .94 code, apologies.

Wasn't aware of that one, thanks! I knew about the tower, the flank attack area, and then either the hawkeye target or something in that area are all the skill shots I was aware of.

1 week later
#4230 3 years ago
Quoted from PinMonk:

It is possible on any machine with flipper coils, but the design of the software and coils chosen by the designers seems to influence which have more problems with heat than others. On the product page, there's a chart with the Spike2 and Spooky machines tested so far and the temperatures noted after 60 or 90 minutes of play. If you play less than 30 minutes continuously at a time, you likely will never see coil fade and don't need the kit.
Ministry of Pinball carries the kits now (Here's the Spike2 one: (https://www.ministryofpinball.com/en/tibetan-breeze-spike-2-flipper-coil-cooling-kit.html) to save European customers on shipping and taxes. The base cost is more, but all things considered, it should be slightly cheaper and faster delivery to order from them if you're in Europe. The only thing they don't have yet is the 3 flipper kits, but add on-expansions for the 2 flipper kits are coming so if you have a 2 flipper kit, you can expand it to a third flipper later.

Can vouch for these. Bought them before my machine even came. Installed day one. Had several people playing it for a Twitch online stream (PinballwithFear) and never had any fade whatsoever. The couple times ive checked the coils have been at room temperature. Very nice!

9 months later
#8661 2 years ago

Just got my game back from location so I haven't played it much lately...Was going through the feature adjustments and noticed each gem quest had a ball save timer that can be adjusted. Is this enabled after completing the specific gem quest? I notice it doesn't engage when you start the quest, which would be nice. I just don't notice any ball save timer during the game relative to any gem quests. Wondering if it's a glitch or if I'm not understanding where the timer is enabled.

#8664 2 years ago
Quoted from Taygeta:

This would be my guess as well, haven’t ever noticed a ball saver for gem modes except when there’s a portal lock that goes along with it

Ok yeah that makes sense then. I remember a ball save when I start a quest with 2+ balls. Thanks.

Wish there was a way to add it on just one. Had the game over a year and still ball times are pretty low IMO. Seems to drain a lot right and left still.

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