Quoted from nich2pat:Few questions. You often dont go for the skill shot into the bumpers and short plunge. Is there a reason for this?
Yes, there's a method to the madness.
First things first, the skill shot isn't worth much. Also, completing the CTU lanes isn't a very big payoff either. Even after having a monster ball the end of ball bonus is very tiny.
Second, if you short plunge and don't hit a switch, if the ball goes down the center you will get it back. This is the main reason I don't feed the ball to the upper lanes, especially after locking a ball in the suitcase (my game is set to autoplunge after a lock, and intentionally short plunging will freeze all hurry-up timers and give me the ball back if it goes SDTM).
Short plunge on a fresh ball start and you can actually use that trick to work towards your MOLE targets. Hitting them won't activate the ball saver--only major switches do (ramps, orbits, return lanes, etc).
Quoted from nich2pat:For your playing strategy it looks like you will try and get sniper started first, then hit the suitcase ramp to collect the hurry up for the sniper (and restart the hurry up) until you get suitcase multiball started. Is this so that you can then lock at least one ball up in the suitcase and continue playing both sniper and suitcase at the same time?
My play strategy differs from game to game and depends on what the settings are at, what kind of setting I'm in (is this a competition, location or home play?). For instance, with how it's set right now and for the purpose of this video I was going for completion of my three main multiballs to get to Master Agent. As such I have the settings at default so getting to Sniper and Safe House is easier. Sniper is by far the hardest multiball to complete, so I typically go for that first then cascade the other multiballs into it (basically, extending Sniper is the goal to make the chances of completing it more likely).
For this video I probably should have prepped Suitcase first. For instance, I probably should have locked two balls first, then started Sniper multiball. From there I should have got some pop hits in while the ball saver was going (needed to light the first Jackpot on the Sniper), then as the ball saver dies out lock my third ball to cascade Suitcase Multiball into Sniper. From there I could have locked two balls into the Suitcase, and use the third ball to continue progressing at the pops to light my next Jackpot in Sniper Multiball (which I think I did in the video, I don't remember).
If I'm just playing for points, I would likely prep Suitcase, then activate the Sniper Hurry Up and leave it running while I play Suitcase Multiball. That hurry-up builds quite a bit and if I have a MOLE Multiplier (or three) on the right ramp, it's worth even more.
Generally speaking, in something like competitive play (not going for Master Agent), I would start Suitcase first. I probably wouldn't start the other multiballs either. Or if I do, I would start just one, but not all three (all three lights Save the President, which you probably don't want to be in during a competition, you won't be able to light locks again until you are out of it).
Even when not in competition play, Suitcase is the best way to go as it's the safest and generally the easiest multiball to start.
Quoted from nich2pat:Do you think there is any point chasing the shots for each scene or will they just automatically accumulate in normal play during multiballs?
Yes! The scenes play a big part and it's good to chase them. Remember that Scene 6 is always a multiball, so this gives you a guaranteed ball saver at Scene 6 and you can use the balls to progress towards other goals (MOLE targets, Suitcase locks, etc). Completing Scene 6 on default settings typically lights an extra ball on the Sniper shot as well, important for home or location play where you're trying to extend your game as long as you can.
In regards to the scenes, the only one that is really risky to go for is Scene 2. However, what I will typically do is complete Scene 1 immediately, then use Suitcase multiball to work on Scene 2 (Safe House shots). Scene 1 and 3 can both be completed by hitting the left ramp over and over--simple. Scene 4 goes Left ramp, right ramp (which you're going to have to hit anyway for Suitcase locks), left orbit, then completion on the left ramp. Scene 5 has the left and right ramps and both orbits lit. Keep in mind completing the CHLOE targets spots you a 24 arrow, so if there's a shot that's harder to hit (like the right ramp), or if say you don't want to hit the right ramp because you're planning something out, the CHLOE targets will spot it. I actually do this once or twice in the video. It's really good to keep an eye on how far along you are with the CHLOE targets for this purpose alone.
Quoted from nich2pat:The flippers are a little weak and backhand shots up the suitcase ramp never make it either. Looks like backhand shots are the safer option. Do you find this as well?
I find the opposite--backhands on the right ramp are nice when they work, but the shot has to be just right. It's a tight shot so it's easy to brick it, and often times the ball will go straight out the left outlane if you miss. Flippers also have to be powerful and I find after a few minutes of play the backhand becomes much more difficult to do. Forward hand is the better option, I've found.
Quoted from nich2pat:The Master Agent mode seems a little underwhelming after all it takes to get to it. The code not finished? Kind of looks like Save The President. There arent even any animations for it.
I've only been to it twice (the second time being in this video). From my experience with it the first time, it seems cool. On my second time I was too busy flailing to figure out what was going on. It seems like the goal is to complete all the shots multiple times which fills in the inserts in the middle of the playfield, and when you do certain ones it adds a ball and activates the ball saver. I didn't do much with it in this video but in my first attempt at it there were some really interesting off-timed roving shots that I wasn't expecting and I was receiving some huge points. Overall I like the wizard mode (lots of ball save, which is always nice), I just have to play better when I get to it. Lack of an animation on the wizard mode aside it does feel finished.