(Topic ID: 62621)

Whirlwind Club... Members Only!

By mof

10 years ago


Topic Heartbeat

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#3281 4 years ago
Quoted from orangegsx:I guess I don’t understand why it’s a problem?
Quoted from zacaj:

Because it's making me never need to shoot some of the arrows, which is the main reason I like the game.

This doesn’t make sense to me.

You don’t get to the SW (green) arrows either until after the first multiball. Immediately after that, even before the next ball lock, you get your next crack at the NW targets, including the one that was spotted at the beginning of ball 1.

That just means the NW target becomes the last of the eight targets to be shot, instead of the first. So I don’t really understand your complaint.

Quoted from zacaj:

If it was random I wouldn't mind as much.

I probably agree, but doubling up on the NW targets to the exclusion of the SE for the first multiball makes those green arrows all the more satisfying when they finally make their appearance. (Fitting, too, for those slightly more challenging shots.)

#3289 4 years ago
Quoted from zacaj:

My right ramp is really hard to hit, and even harder to repeat, so hitting that right inlane is probably one of the hardest arrows, besides the two green ones.

That’s fundamentally the problem. While it might be nice to be able to disable the arrow spotting, the game rules also mitigate the impact of spotting by always awarding the easiest lit arrow. That’s supposed to be the left inlane.

I understand you want and like your machine set up really hard, but if the main (right) ramp is so hard that the lower red arrow isn’t the easiest of the eight arrows to hit, you have your machine set up wrong. Or at least contrary to design intent. That’s literally the one arrow I never notice being spotted.

A good player should be able to hit the main ramp over and over again; that’s why the (admittedly underwhelming) bonus is based entirely on ramp shots. Bonus, quick multiball (and other target awards), and two extra balls at default settings, all from the main ramp. Don’t shut it down, dude, you’re missing half the game! (Okay, maybe ten percent.)

If you absolutely need the extra steepness (what angle?), and a full plunger pull currently makes a complete loop nearly every time, you might want to try stronger flipper coils.

#3292 4 years ago
Quoted from zacaj:

How is a arrow that requires a ramp shot harder than a yellow target like 8 inches away from the flipper? No way you're missing that. Even the other standup are all easier to hit than the ramp. Closer, and a wider area to hit. Ramp is probably third hardest after the green ones.

I can see this is going to be a challenge. I’m game, or I wouldn’t be posting.

As orangegxs observed, my use of the term “easiest” may not be precisely literal. Perhaps you should think instead in terms of the most frequently hit arrow targets, or the most frequently hit arrows in successful games. Or maybe you’re confusing “hunting arrows” (which you profess to be your favorite part of the game) with “flailing away”, which you previously suggested is the way you actually get arrows. No offense intended. I’m just saying ...

Quoted from zacaj:

Ramp difficulty has nothing to do with the steepness, it's just hard to get it on the left flipper and make the shot. My game tends to end up on the right flipper a lot for some reason, and you can't post pass. There's a slight flipper hop I haven't managed to get rid of that makes repeating it difficult ...

Aha! Then instead of fixing the coil strength problem which I hypothesized, you should fix the “flipper hop” problem you were already aware of. Hard is great, but fucked up sucks. You will obviously enjoy the machine more once you fix the known problems. Repeating: right ramp should be easy.

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