Quoted from muttonboy:It takes a crapload of hits to restart him, so yeah I don't see it as that much of an issue. I've had games where I didn't complete the mode after starting it twice and it takes forever to qualify him again.
That said I don't like the mode much at all. Really annoys me how the ball saver/launch disables phoenix and beast shots, if you want to hit the left side targets there's nothing at all to do.
Let me start by saying I think the regular Wolverine mode should return. It needs to be reworked, but I don't think Weapon X multiball should be Wolverine's regular "complete the hero" mode.
I also don't think beat modes should be replayed. They are pointless, as far as game progression goes and it doesn't matter how far you push them back by adding required hits to re-start them....it doesn't change the fact that they serve no purpose as far as game progression goes and can get in the way of getting to Danger Room. There should be, at the very least, an option to turn off replaying beat mode until after Danger Room is attempted.
As far as Weapon X multiball goes, I don't like it escalating the times it takes to start Weapon X. Sure the first one is easy to start (4 hits). If you fail OR pass Weapon X it goes up to 12 hits (fine...I would have made it 10, but 12 is fine). The third time is 20 hits! That's if you have failed or passed it! If I have failed a required mode 2 times, I don't want to bash on Wolvie 20 times just for another attempt?!?
How about this bit of common sense. 4 to start...if you fail that it goes to 10 hits to start (or 12 ) and it stays at 10 hits until you beat it. As soon as you pass it (1st attempt or 50th) it goes to 20 hits to start or as I mentioned earlier....it is turned off until after Danger Room.
No other hero keeps escalating it's starting hits like Wolvie mode does. All other are 2 to start forever until you beat them. If you don't beat Weapon X in the first 2 tries it going to be a long and boring game of smack the Wolvie.
As for the mode it self....I agree about the orbit switches. I understand why it has to be done, but if the shot is disabled....DON'T LIGHT IT UP! I believe they have the technology to turn the orbit inserts off if they aren't going to count the shot. It makes the game seem like it is working propperly instead of seeming like you have switches that do't work a large part of the time. Also ADD XAVIER AS A LEFT SIDE HIT! There is nothing to hit on the left side besides Beast. Since he is deactivated a good deal of the time it means there is no viable shot on the left side of the screen. It isn't like Jugs mode where Xavier is omitted because of story reasons.
Even more inexcusable than the orbits not registering when lit during multiball mode is when that is the case in single ball play. EX: Light plunge...use the upper flipper to hit the Storm ramp and then hit the Phoenix lane to lock the ball. NOPE! THE SWITCH ISN'T TURNED ON YET! This is idiot programming at it's worst. As soon as the plunged ball hist ANY switch (except the shooter lane or the Phoenix switch) the orbit switches should then be open for business. There is NO REASON for that switch to be turned off for a timed duration.
What I think this game really needs, and I doubt it will ever happen, is an update with nothing added. Only fixes and tweaks. The combos are fun, but generally in my opinion they have added more clutter to a game that was in dire need of a clean up first.
They need to go through the game, mode by mode and fix them all. I don't think they all need something, but a good many do.