(Topic ID: 266809)

What are the most dangerous shots?


By rai

9 months ago



Topic Stats

  • 37 posts
  • 32 Pinsiders participating
  • Latest reply 9 months ago by cait001
  • Topic is favorited by 1 Pinsider

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    #1 9 months ago

    I have been playing a lot of Metallica lately and feel like the electric chair magnet will drain me like 30-40% of the time and then there are the grave markers and the pick targets. It's almost like half thew shots are trying to drain my ball.

    What are the most dangerous shots you can think of? I'm not really thinking about halfway made ramp shots which are probably player error, but more like actual made shots that are very risky (like the three bank SW shot).

    #2 9 months ago

    Forcefield in AFM comes to mind. Or really any shot I make is pretty dangerous, hah.

    #3 9 months ago

    On STTNG, if you brick a shot on one of the right ramp's entrance posts, it more often than not ends up draining.

    #4 9 months ago

    opening the prison doors on TWD, since the magnet just throws it down the middle

    #5 9 months ago
    Quoted from jarozi:

    Forcefield in AFM comes to mind. Or really any shot I make is pretty dangerous, hah.

    Don't shoot straight up at it. Shoot the ball at an angle at those targets. Use the right flipper to hit the left most target and the left flipper to hit the right most target.

    #6 9 months ago
    Quoted from zacaj:

    opening the prison doors on TWD, since the magnet just throws it down the middle

    I thought if you hold both the flippers when the magnet has the ball it'll toss it up towards the bead instead of SDM?

    11
    #7 9 months ago

    Flash Gordon: Every shot.

    #8 9 months ago
    Quoted from ForceFlow:

    Don't shoot straight up at it. Shoot the ball at an angle at those targets. Use the right flipper to hit the left most target and the left flipper to hit the right most target.

    Yeah but even once the force field is down, hitting the drop target ship can be a real drainer too. Best to battle the UFO’s after the first or second with multiballs.

    #9 9 months ago

    War Machine for me!

    #10 9 months ago

    TZ pop bumpers.

    #11 9 months ago

    BSD light castle targets.

    #12 9 months ago

    Center knight target on bksor.

    #13 9 months ago

    Captive ball on Fish Tales

    12
    #14 9 months ago

    EVERCLEAR 190 proof

    #15 9 months ago
    Quoted from bssbllr:

    EVERCLEAR 190 proof

    Spirytus Delikatesowy 192

    #16 9 months ago

    Extra Ball target on WWH20

    #17 9 months ago

    Original Black knight
    The loop on the lower playfield, if it goes in the wrong side it is SDTM

    #18 9 months ago

    Little DP drop targets on DP.

    #19 9 months ago

    Pretty much any pin you have to shoot up the middle lends a lot of risk/reward. AFM comes to mind. The answer is to shoot at an angle and utilize slap/slide saves. Easier said than done sometimes...

    #20 9 months ago

    The clock tower ramp on BTTF. Miss it and drain.

    #21 9 months ago

    Hitting Spot on Munsters is very risky.

    #22 9 months ago
    Quoted from yuriijos:

    Yeah but even once the force field is down, hitting the drop target ship can be a real drainer too. Best to battle the UFO’s after the first or second with multiballs.

    Don't shoot for the center--shoot for the walls. Reflecting the ball at an angle leads to less SDTM drains, plus there are targets on the sides you can take advantage of for additional hits with only one shot.

    #23 9 months ago

    Center targets from BSD.

    #24 9 months ago

    Tequila after 8 or 9

    #25 9 months ago

    Most of the shots on TWD. High risk and high reward

    #26 9 months ago

    The Shadow brick wall when it is not lit for locking balls
    SDTM and nothing you can do about it hahah

    WhatsApp Image 2020-04-01 at 22.53.59 (resized).jpeg
    #27 9 months ago

    Demo Man:
    - any bricked shot to the left ramp = STDM
    - car crash = STDM

    TZ:
    - Pop bumpers = STDM / left drain
    - Greed Targets = STDM / right drain
    - right to left orbit without using the left flipper = STDM

    Whirlwind:
    - short shots to the inner orbit can lead to side drains off the rebound rubber

    Whitewater:
    - extra ball target usually gets you a center drain
    - lock targets are also a drain monster

    #28 9 months ago

    Tnt targets on acdc.
    The doors on twd.
    Marilyn targets on taxi.

    #29 9 months ago

    F 14. Center target.

    #30 9 months ago

    Heart of Rock and Roll on Dr. Dude

    #31 9 months ago

    Any shot on DI during EMP strike.

    #32 9 months ago

    TNT for sure on ACDC

    All four ramp standups on STH are pretty deadly.

    Right ramp misses on WCS

    Drop targets on diamond lady

    Right side lane on big game goes SDTM all the time.

    Ball hitting the post out of the top lanes on royal flush goes right outlane all the time.

    #33 9 months ago

    The lowest left and right targets on Strange World.

    #34 9 months ago
    Quoted from RobDutch:

    The Shadow brick wall when it is not lit for locking balls
    SDTM and nothing you can do about it hahah

    Also "G" Mongol target. Shot comes fast right back to the flippers and sometimes at a high altitude

    #35 9 months ago

    A less-than-perfect "G" ramp shot in GNR, or a bauble out of the add band member scoop lane is a sure sdtm.

    #36 9 months ago

    So many, but the one that come to mind right now is the drop targets on Stranger Things. I just avoid them like the plague.

    #37 9 months ago

    STTNG right ramp posts. That left outlane entrance is massive.

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