• Warp chase LEDS need to light up every time a shot is made consistently (not every 2-3 shots) and stay on for a couple seconds after shot is registered.
• If a the kick out misses the ball the ball should be saved and returned "ala TOTAN"
• There are a number of times I have had shots towards the end of a mode where I can see on the DMD I have 2 shots left, but no emblem arrows are flashing? Not sure what modes, but seen it a couple times.
• During a mode when the lights cascade down the playfield when a shot is made its hard to move the insert light in "trek" to the correct spot since the cascade lighting effect uses these lights. I like the fact it uses these lights, but my input to change the insert does not move the insert light during the cascade light effect.
• My biggest complaint is that there are not enough call out information when things happen and are ready. Many things just happen in the game without the proper VO line to explain or support the objective or item achieved. Lines like this would help: "Shields online - kick back ready", "Final Shot Ready", " Dark Matter Ready to Collect" these are just some examples. But if you play ST:TNG every shot and item achieved has such great VO and feedback. Some movie lines are used in places which are fine, but they need a clear hard explanation of what the game is asking the player to do.
• Modes in general need more identity to them in terms of rules. They all feel a bit the same. The modes should be able to read as different modes in how they work and what they ask the player to do. Chasing down Nero could have some hurry up shots towards the end or a chase sequence where it's a roaming shot like Flynn? mixing it up like this helps players have better memorable modes and will keep things fresh.
• When the player hits the mission start on the right under the flipper the switch feels useless here. It should play some sound when hit and possibly give some points. Same as spidey sense if that switch is not ready and its hit ya hear nothing no feedback.
• Chase ramp lights and the laser need to be integrated into more of the game. It's a cool feature use it! This goes for the null speaker lights not hook to anything and the emblem flashers.
• Every 5-10-15 and up combos VO or a sound should play to tell the player they are rocking combos! The game is so heavy on combos it should showcase it better. Also when a combo is made a slight sound should play to indicate combo success.
• When a skill shot is made the sound and lighting is so weak. It should really tell the player what they did! Suuuuuper Skill Shot!!!! not very exciting when you hit one.
• When a weapon is added and ready to use against vengence tell the player "weapon added to arsenal"
• getting a shield kick back is soooooooooo easy. I never even aim for those shots and always have shields
• Filling up all weapons to MAX should do something? it's a kool little sub objective to fill it to max "punch it"
• Idle button SFX/VO! flipper buttons and Fire should have different once and be integrated into the lighting when pressed.
That's all I got off the top of my head. I know new code is coming and we have the speech integration with Karls VO so that should really put this game over the top. So much potential here for Stern to have a game to sell for a long time.
Love this game and it's my best NIB experience yet. STle is simply incredible and will only get better.