Quoted from xyntec:First of all I’m not a big fan of linear modes, it gets pretty annoying sometimes to do the same mode over and over just to get progress, and I know I probably should get better, but since my accuracy of shots isn’t the greatest, I have (plenty of) games where I did not even finish 1 mode, yeah I know, I’m probably terrible at pinball….
It's not the linearity of the scenes, but the first scenes are just too simple. There's no incentive to play them other than just to get to the next scene. The awarded points are always the same and how well (or poorly) you do has no effect on anything else. That's the big thing wrong with the scenes IMHO. Later scenes have more scoring opportunities and score higher which makes them more fun, but they still have no purpose other than just getting to WCWS which is a very shallow mini wizard mode.
Quoted from xyntec:The skill shot in my opinion is way too important, if you don’t make it, you have to make a lot of shots just to be able to start any mode at all, and since the ball a lot of times just doesn’t make it around (it either hits puff, slams into the backboard, or rattles around and ends up in the pop bumpers, so the best opportunity is too make a soft plunge and hope that the ball does not just goes STDM.
If you can't qualify the scenes, you need to play better. Scene qualification has been dumbed down since the first code release so only 1 hit of the ghost target brings slimer out. Hit him 2 or 3 times and the scenes are lit. That's not a lot of shots. The real problem I think with the skill shots is that a few are not worth going for - ever. Mainly, the 'add 3 million to super jackpot' is the worst one. I think the skill shots should time out on the lower playfield too.
Quoted from xyntec:But what annoys me most is all the modes that run together, and again, on the Pro this is somewhat less annoying or sometimes even good, but eg when you start SFMB, almost always ‘loopin supers’ start, and thus this mode is pretty much lost, because shooting the ramp is almost impossible during SFMB, either scolari or slimmer is blocking the ramp (or both) and on top of that, every time the ball enters the inlane, the flashers in front of the slings start to blind you.
The other way around it is pretty much the same, you start loopin supers and most of the time SFMB is lit, so you can just make one shot and that’s it. It’s better just to drain all but 1 ball and forget about SFMB so you can get on with loopin supers….
I completely agree. There are reasons this happens which I have discussed with Dwight. I hope it gets eventually tweaked.
Quoted from xyntec:When you do reach any of the ladders and you get to WCWS, most of the times also MHMB starts and thus just fucks up your WCWS. I really like the idea of having the flippers reversed, but why not just keep it like that during the whole mode?? It’s really funny when you play with your friends and you have to flip your hands during this multiball, but when it’s just changing all the time, everyone is just flipping both hands all the time like a small child and waiting for the mode to be over. It could have been an exciting mode….
I don't mind the stacking, but the lack of purpose to these different modes is what disappoints me. So the flippers reverse in MHMB, is that it? So each shot scores several million points in WCWS, what else is there? Stacking modes together is what makes them somewhat fun right now.
Rob