Quoted from knockerlover:I don't ever shoot for it, but if I hit it I'll try for the points (lanes, ramps, vengeance). I've heard players say it's really important, but I feel like either away team shot is risky and will only take it when I need to start (if the game is on hard) or advance a mode.
I recommend you take heed of those players you're listening to. It's definitely worth getting the Away Team shot down cold (Don't forget to "slam the door shut" when you shoot it by releasing the R flipper button as soon as the ball is past the tip of the R upper flipper). The GAT modes in Level 1 --outside of Nero's when you're in single ball play -- can be incredibly lucrative. Or in the case of Space Jump's GAT, allow you to advance more quickly to Kobayashi.
Further, on a Pro, the Away Team shot is a safer way to start your next mode than most Pro's left saucers, which have a tendency to eject the ball to the top of the left sling, putting the ball out of control.
Quoted from knockerlover:Below is another idea that I've seen players do, but it hasn't been effective for me.
1.) Start Nero and complete modes 1, 2 and 3 if possible to get the spinner bonus up. Then go for the strategy above. This will give a boatload of points every time you hit the left orbit (+ spinner) to do a combo. I almost always lose my last ball shortly after completing the 3rd nero mission though.
First, to increase your chances of pulling off this strategy: (1) don't start Nero 1 GAT, and instead hit the left orbit when a combo is NOT lit to enjoy the slow feed from the pops, ignore the upper flipper, catch on R flipper. The goal here isn't to cash in on Nero mode combo values -- the goal is to survive Nero 1 without draining! Repeat until Nero 1 timer is spent. Alternatively, use Nero 1 to try to lite and collect your Klingon MB locks. (2) Start Nero 2 before playing Klingon MB, and patiently make your shots to start KMB (Nero 2 has no timer!) so Nero 2 will either complete itself, or you'll be far along completion by the time KMB is over. (3) For Nero 3, get the R flipper-controlled mode shot arrow on the L ramp, and then loop the L ramp with backhand shots for easy completion of Nero 3. Post back here when you make it, so we can all celebrate the #lifegoalachievement.
Second, you're missing the scoring potential of the Nero 3-deep strategy if you stick with your "use the L orbit to combo into other shots" strategy. The L orbit is what is 2x multiplied, so you want to be cashing in on the L orbit -- not using it to set up other shots.
Instead, after Nero 3-deep, start Destroy the Drill and after one shot, immediately start the DTD GAT mode. Shoot the L orbit for mode shot and Galactic Spinner 2x points. Ignore the upper flipper, and shoot the L orbit again quickly for FOUR X shots on the L orbit (2x from Nero 3-deep, and 2x from combo). Expert techniques: use Black Hole to extend your timer when it's low. And keep an eye on your eventual mode timer running out, and try to hit the L saucer as a combo shot.
Last step: enjoy the your new high scores.