Quoted from nicoy3k:Is that the intention when properly set up? You’d think they would put a gate there if that the case
I don't know but I can confirm that its a dangerous shot. Played for about an hour and a half on location today, and had a few STDM with that shot on fast moving screamers (which means very little time to nudge when it shoots out the building). The pin had a tight tilt bob which didn't help either. Game was slightly unlevel too.
I'm imagining, that a solution will be found for being able to adjust that shot so it doesn't go STDM. I mean, even something like adding a few layers of electrical tape on the right side so a fast shot to that location will deflect more to the left flipper or something. Someone will come up with something.
I really do think this is as winner of a pin. Just a great layout, with adding ball paths that really give interesting movement to the ball. Appreciate that there is only 1 pop bumper so no time wasted in the pops, plus interesting ball movement with the open pop bumper (but not in a bad position like rick and morty where automatic ball saves are required). I was also worried it was going to be center shot heavy (like mando) with the building, but now I definitely think they did a good job with balancing shots around the whole playfield. Left ramp was no problem ...not sure how they changed the geometry but I never felt like it was clunky, unlike JP with the heli and tower shots where sometimes good shots just reject for no reason.
Good mode variety, and different objectives all over the playfield. I didn't have any magnet issues.
Basically...I feel Keith took all of the best ideas from his 3 previous pins, combined it into 1, and then evolved it even further.