(Topic ID: 295170)

I like those odds - The Mandalorian Owners Club

By flynnibus

1 year ago


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#5201 61 days ago
Quoted from donjagra:

So... Start mission, start multiball and fire flamethrower? Are encounters a waste? I might need to watch the tutorial sooner than later

Flamethrower is pretty powerful if you use it to cash in on a juicy super jackpot during multiball…with a multiplier(or 2 or 3)stacked it can turn into a big cash out.

#5202 61 days ago
Quoted from Wildbill327:

Flamethrower is pretty powerful if you use it to cash in on a juicy super jackpot during multiball…with a multiplier(or 2 or 3)stacked it can turn into a big cash out.

How do I switch between items when I'm playing?

Are multipliers from the boba Fett targets?

#5203 61 days ago
Quoted from donjagra:

How do I switch between items when I'm playing?
Are multipliers from the boba Fett targets?

That’s one of the 3 multipliers you can shoot for and the easiest to get. Getting a scope shot(after you qualify it)will give you another multiplier and completing a Hunter mode(after you start it)will also give you a multiplier.

#5204 61 days ago

You also can get a multiplier in the foundry. It will cost you some beskar.

#5205 61 days ago
Quoted from Xdetroit:

I created a tutorial and rule set video for Mando. Hopefully it will be useful for some of our newer members

Awesome video. I finally read the rulesheet too. Still not 100% on the best strategy for high scores, but focusing on Razor Crest for multiballs makes sense.

For those of you feeling like the code needs some additional refinement, what is the game missing? Too many shots up the center?

#5206 61 days ago

Only refinement I'd like to see is make the ambush more valuable.

#5207 61 days ago

Man that ambush is so bad, played it for like 10 minutes and got 60m.

Way too risky hitting those 2x ramp targets and uturn.

#5208 61 days ago
Quoted from Xdetroit:

I created a tutorial and rule set video for Mando. Hopefully it will be useful for some of our newer members

Nice video. My approach to the game is very similar to yours. I do hit the left ramp from the left flipper to progress through encounters as often as possible. I also really didn't like that you had to start a hunter mode or drain to enable progression on the multiballs and hurry ups, so I changed that setting to bypass that requirement. Just too many cheap drains starting hunter modes. I like the game so much more with that setting changed.

#5209 61 days ago
Quoted from Thomas3184:

Man that ambush is so bad, played it for like 10 minutes and got 60m.
Way too risky hitting those 2x ramp targets and uturn.

You're right, ambush is too many shots that don't earn any points. I played it a few times and got the jackpot way up, but drained before I could collect. I ended up with less than 10m points. Feels like I'm better off ending the mode as quickly as I can.

#5210 60 days ago
Quoted from donjagra:

You're right, ambush is too many shots that don't earn any points. I played it a few times and got the jackpot way up, but drained before I could collect. I ended up with less than 10m points. Feels like I'm better off ending the mode as quickly as I can.

I time it out right when it starts. If I accidentally make a shot and it gets into ambush it takes too long to timeout.

#5211 60 days ago
Quoted from Thomas3184:

I time it out right when it starts. If I accidentally make a shot and it gets into ambush it takes too long to timeout.

Truly the sign of a great mode or feature.

#5212 60 days ago

Funny thing is, on previous code I played like 500 games and activated once so I thought it was so cool. Now it activates at least twice a game and I hate it.

#5213 60 days ago
Quoted from Thomas3184:

I time it out right when it starts. If I accidentally make a shot and it gets into ambush it takes too long to timeout.

I agree ambush and Hunter both need scoring increases, I totally get Dwight wants Hunter to be for Beskar but it still needs additional scoring to make the risk of the mode worth it.

#5214 60 days ago

The playfield multiplier makes Hunter worth it. I wish they would add one for completing ambush also.

#5215 60 days ago
Quoted from medeski7:

I also really didn't like that you had to start a hunter mode or drain to enable progression on the multiballs and hurry ups, so I changed that setting to bypass that requirement.

I’ve missed what you’re describing about having to do these things “to enable progression…”. Would you mind please explaining more what you mean? And how you changed the setting to bypass it (what setting is it)?

Thanks in advance!

#5216 60 days ago
Quoted from Jerickso77:

The playfield multiplier makes Hunter worth it. I wish they would add one for completing ambush also.

It does but unless your going for maximum multipliers boba and scope are much easier and less risk.

#5217 60 days ago
Quoted from Thomas3184:

I time it out right when it starts. If I accidentally make a shot and it gets into ambush it takes too long to timeout.

If ambush paid out at the same rate it builds jackpot and still had the jackpot, it would be a killer mode. I would play it every time.

#5218 60 days ago
Quoted from PinballBJB:

I’ve missed what you’re describing about having to do these things “to enable progression…”. Would you mind please explaining more what you mean? And how you changed the setting to bypass it (what setting is it)?
Thanks in advance!

The rules have this as the default setting for mutiballs:

"After playing a multiball, the Razor Crest can be relit to start Razor Crest Hurry-Up by completing a Hunter mode. The Razor Crest also relights when the ball drains, if it isn’t currently lit. Playing all three multiballs in a single game qualifies Precious Cargo as the final Razor Crest award. Every Super Jackpot scored during multiball adds 2.5 million to end-of-ball bonus."

In the game settings you can change this so that the Razor Crest relights automatically to allow you to progress towards the next hurry-up and multiball without the need of completing a hunter mode or draining. In my opinion, changing this setting makes the game much more enjoyable.

#5219 60 days ago
Quoted from donjagra:

If ambush paid out at the same rate it builds jackpot and still had the jackpot, it would be a killer mode. I would play it every time.

I’m hoping Xaqery still has some time to devote a little more love to Mando, it’s very good as is but it could be great with a little more code love.

#5220 60 days ago
Quoted from J85M:

I’m hoping Xaqery still has some time to devote a little more love to Mando, it’s very good as is but it could be great with a little more code love.

In a real life ambush, the only goal is to escape. I wonder if that is the mode's purpose too.

#5221 60 days ago
Quoted from donjagra:

In a real life ambush, the only goal is to escape. I wonder if that is the mode's purpose too.

There is that but I think Lyman said it best in his CGC interview with TSAPshow, he believed that everything should be valuable, rewarding and feel a necessary part of the game to shoot, nothing should be left feeling like it should be skipped or timed out.

#5222 60 days ago
Quoted from J85M:

There is that but I think Lyman said it best in his CGC interview with TSAPshow, he believed that everything should be valuable, rewarding and feel a necessary part of the game to shoot, nothing should be left feeling like it should be skipped or timed out.

He did say it best.

I have owned a lot of games over the years. The games that last the longest are the ones that have multiple ways to play for the high score. Having mini modes with big score potential makes deviating from the primary goals worthwhile.

Ambush could also suffer from the location of the ambush lights in the playfield. Both lights are obscured by the ramps, so it appears the triangles are the most important targets. While they do build the jackpot, they don't really score anything. Before knowing the rules, I kept getting caught hitting the flashing triangles and collecting nothing. If the triangles payed out while also building the jackpot, it's a boost to uninformed players and incentive to play the mode. All in, it would basically double the value of the ambush. Maybe add that multiplier reward for good measure too.

EDIT*

I just played through an ambush with boosting the jackpot and it only payed out 14m. It should be closer to 50m.

EDIT**

Is the ambush total jackpot progressive and increased with multipliers? I went into ambush on the first shot after skillshot, boosted jackpot twice and collected, 14m. I got into ambush later in the game and it had increased to 45m. Do I understand this mode at all?

Just a thought.

#5223 59 days ago

Just got my NIB premium set up. The ball is often getting slowed down/hung up on something when the left orbit is shot. Is this a common problem? What should I look for to fix this?

#5224 59 days ago
Quoted from NickBuffaloPinball:

Just got my NIB premium set up. The ball is often getting slowed down/hung up on something when the left orbit is shot. Is this a common problem? What should I look for to fix this?

The ball lock mechanism can get hung up in the release position. I had to lightly file the tab on the ball release to keep this from happening.

#5225 59 days ago
Quoted from donjagra:

He did say it best.
I have owned a lot of games over the years. The games that last the longest are the ones that have multiple ways to play for the high score. Having mini modes with big score potential makes deviating from the primary goals worthwhile.
Ambush could also suffer from the location of the ambush lights in the playfield. Both lights are obscured by the ramps, so it appears the triangles are the most important targets. While they do build the jackpot, they don't really score anything. Before knowing the rules, I kept getting caught hitting the flashing triangles and collecting nothing. If the triangles payed out while also building the jackpot, it's a boost to uninformed players and incentive to play the mode. All in, it would basically double the value of the ambush. Maybe add that multiplier reward for good measure too.
EDIT*
I just played through an ambush with boosting the jackpot and it only payed out 14m. It should be closer to 50m.
EDIT**
Is the ambush total jackpot progressive and increased with multipliers? I went into ambush on the first shot after skillshot, boosted jackpot twice and collected, 14m. I got into ambush later in the game and it had increased to 45m. Do I understand this mode at all?
Just a thought.

Did you hit the 2x ramp targets on either side of the right ramp? That multiplies the ambush collect.

#5226 59 days ago
Quoted from NickBuffaloPinball:

Just got my NIB premium set up. The ball is often getting slowed down/hung up on something when the left orbit is shot. Is this a common problem? What should I look for to fix this?

The plastic hanging over the left orbit can also droop too low and catch the ball. May want to check if the ball rolls cleanly under it.

#5227 59 days ago
Quoted from Xelz:

The plastic hanging over the left orbit can also droop too low and catch the ball. May want to check if the ball rolls cleanly under it.

I think it's this...What's the solution?

#5228 59 days ago
Quoted from NickBuffaloPinball:

I think it's this...What's the solution?

I placed a rubber ring underneath the screw here (not my picture). A few washers would probably work too. That plastic just needs to be raised up a bit.

Edit: And while you're fixing that remove that unnecessary post next to the pop bumper which can also cause hang ups.

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#5229 59 days ago
Quoted from KSP1138:

I placed a rubber ring underneath the screw here (not my picture). A few washers would probably work too. That plastic just needs to be raised up a bit.
Edit: And while you're fixing that remove that unnecessary post next to the pop bumper which can also cause hang ups.
[quoted image]

Thank you!

#5230 59 days ago
Quoted from Thomas3184:

Did you hit the 2x ramp targets on either side of the right ramp? That multiplies the ambush collect.

Probably. I played Mando all day yesterday and played the ambush whenever it came up, even actively trying to start it. After a day of play, I found myself just wanting ambush to end. The hit a shot, confirm the shot is tiresome and doesn't boost the jackpot at all. I wonder if I would feel differently if the jackpot doubled after each confirmation.

My main takeaway is that when I get ambushed, I just want to escape. I'm sure that isn't what the programmers we're going for.

All the practice is paying off though. I was happy with this score. Unfortunately, I need to double it if I want the GC.

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#5231 59 days ago

Anyone know when the topper is coming out?

#5232 59 days ago

See above

#5233 59 days ago
Quoted from wackenhut:

Anyone know when the topper is coming out?

At this point I don’t think even stern know the answer to that question.

#5234 59 days ago

ambush could use some new rules:

1. we shouldn't be able to just sit out an ambush. in a real ambush you can't just wait until it's over. someone is attacking, so deal with it.

2. instead there should be 2 escape shots. these shots should be at a fixed position and these should be easy shots, like razor crest target and/ or middle ramp, so if you are ambushed you can decide whether to run or to fight. running is a reasonable choice, running is easy, you escape, but you don't get any reward.

3. if you instead decide to fight, the fight should be tough but fair, like a duel at high noon, so orbits and ramps raise the points, right scoop locks the points and right ramps cashes (mostly like it is right now), but this should be timed, and if time is over, ambush is over, all points are lost, if not cashed.

4. after ambush is cashed or lost, maybe some bandits are still standing, so ambush can go on, but maybe they try to run, so a shot with medium difficulty is necessary to make the ambush go on, or it's finaly over.

#5235 59 days ago

Anyone here need center ramp & or cross cross ramps. DM me

#5236 59 days ago
Quoted from KSP1138:

Edit: And while you're fixing that remove that unnecessary post next to the pop bumper which can also cause hang ups.
[quoted image]

I’d be careful about that. The purpose of that post is to prevent the pop bumper from slamming balls into the spinner. The spinner is a bit fragile for anything but straight-on hits. Things like this are usually discovered during testing, and there’s a reason Stern added this.

#5237 59 days ago

medeski7 Thank you

#5238 59 days ago
Quoted from DiabloRush:

I’d be careful about that. The purpose of that post is to prevent the pop bumper from slamming balls into the spinner. The spinner is a bit fragile for anything but straight-on hits. Things like this are usually discovered during testing, and there’s a reason Stern added this.

Noted, I assume all risk I've had it removed for hundreds of games now. The angle between the pop bumper and the spinner doesn't seem to lend itself to many direct hits, but anything's possible.

It would be interesting if they added that post after noticing issues with the spinner during testing, but somehow missed the cracking plastic ramp and diverter.

#5239 58 days ago
Quoted from Xdetroit:

Thanks for the kind words. This was my first attempt at this type of video. If I can ever beat this thing, I’ll create another walking through the whole game. That encounter path is tough to complete.

Good video, and tutorial of sorts!

#5240 58 days ago

One encounter level away from mini wizard and then this is the way today ugh. Gotta chop away at that earlier.

#5241 58 days ago
Quoted from wackenhut:

Anyone know when the topper is coming out?

Very soon I hear.

#5242 58 days ago
Quoted from Apollyon:

Very soon I hear.

I have been hearing this for almost a year now LOL

#5243 58 days ago

I agree with everybody’s feelings on Ambush & Hunter.

I like the IDEA of Hunter, but sometimes I wish I could just ignore it. Instead, I can’t since it locks out other features (specifically encounters).
Ambush I completely ignore 99% of the time and wait for it to go away. Not worth enough points and way too stressful of a mode. Most times if I attempt to complete it, I end up draining before collecting any points.

I truly hope they can be reworked a bit.

#5244 58 days ago
Quoted from KSP1138:

Noted, I assume all risk I've had it removed for hundreds of games now. The angle between the pop bumper and the spinner doesn't seem to lend itself to many direct hits, but anything's possible.
It would be interesting if they added that post after noticing issues with the spinner during testing, but somehow missed the cracking plastic ramp and diverter.

Removed mine as well and no issues after 600 games.

#5245 58 days ago
Quoted from donjagra:

My main takeaway is that when I get ambushed, I just want to escape.

Ambush = escape or die
So if you feel that way I think they hit their mark !

#5246 58 days ago
Quoted from freddy:

Ambush = escape or die
So if you feel that way I think they hit their mark !

I guess we are escaping by sitting completely still so they don’t notice us.

#5247 58 days ago
Quoted from Thomas3184:

I guess we are escaping by sitting completely still so they don’t notice us.

Sounds like Tom foolery!

#5248 58 days ago
Quoted from freddy:

Sounds like Tom foolery!

That’s my name

#5249 58 days ago
Quoted from TheProgrammer:

I agree with everybody’s feelings on Ambush & Hunter.
I like the IDEA of Hunter, but sometimes I wish I could just ignore it. Instead, I can’t since it locks out other features (specifically encounters).
Ambush I completely ignore 99% of the time and wait for it to go away. Not worth enough points and way too stressful of a mode. Most times if I attempt to complete it, I end up draining before collecting any points.
I truly hope they can be reworked a bit.

I love the red gi and the stress of ambush, it has such potential.

Does ambush collect items? I feel like attackers could be dropping good stuff.

The rulesheet says that ambush should only be collected after building the multipliers. That would explain why it was a 46m jackpot the other day.

#5250 57 days ago
Quoted from donjagra:

I love the red gi and the stress of ambush, it has such potential.
Does ambush collect items? I feel like attackers could be dropping good stuff.
The rulesheet says that ambush should only be collected after building the multipliers. That would explain why it was a 46m jackpot the other day.

If it gave equipment, beskar, or anything besides points I would do it.

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