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  • #61
    Originally posted by surf1der
    Nul is a pain in the ass for me. If you are unlucky to eject the ball out of the circle loop onto the normal playfield it becomes very difficult because the magnets still effect the ball. It is particularly bad when you are trying to catch and hold the ball for an aimed shot. You think you know the trajectory of the ball is good for a catch and hold so you raise the flipper, the magnet kicks in and the trajectory of the ball gets altered and all of the sudden you end up with wild shots or worse, a center drain.
    I see what you mean, but I've personally never had a problem with getting it back to the left flipper and shooting the orbit again.

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    • #62
      Thanks. Also, does anyone know how you start the Avengers multiball on this table? What an amzing looking multiball! I've only got it one time.
      http://www.pinballmuseum.org/ The City Is My Church

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      • #63
        Originally posted by shogun00
        Congrats!

        I just started working on this table yesterday. I got the Avengers Multiball trophy and I was able to complete several of the missions with ease. It appears that I'm getting used to the magnetics on this table.
        Any tips on starting the Avengers Multiball? I am pretty sure it has to do with increasing Captain's Vigor (?) by hitting Thor's hammer diverter and then hitting alternating orbit shots. This has been difficult for me because I have been trying to use a bounce pass to get the ball on the desired flipper but it just bounces off the desired flipper in a high arc that gets close to a sdtm drain and I end up doing a slap save.

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        • #64
          Originally posted by surf1der
          Any tips on starting the Avengers Multiball? I am pretty sure it has to do with increasing Captain's Vigor (?) by hitting Thor's hammer diverter and then hitting alternating orbit shots. This has been difficult for me because I have been trying to use a bounce pass to get the ball on the desired flipper but it just bounces off the desired flipper in a high arc that gets close to a sdtm drain and I end up doing a slap save.
          You pretty much got it down. You need to keep the orbit combo going. If you made a 2 hit combo, then that will carry over (ie you only need a 3 hit combo) when you hit the hammer again. Or you can just do another 2 hit combo and hit the hammer for a third time, but you'll be required to do another two hit combo.

          Once you start the multiball, all you need to do is lock one ball into the saucer, one ball into the hole and shoot the third ball at one of the two jackpot ramps.

          On a side note: I beat the wizard mode (third trophy acquired) and scored 777 million points.

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          • #65
            Originally posted by shogun00
            You pretty much got it down. You need to keep the orbit combo going. If you made a 2 hit combo, then that will carry over (ie you only need a 3 hit combo) when you hit the hammer again. Or you can just do another 2 hit combo and hit the hammer for a third time, but you'll be required to do another two hit combo.

            Once you start the multiball, all you need to do is lock one ball into the saucer, one ball into the hole and shoot the third ball at one of the two jackpot ramps.

            On a side note: I beat the wizard mode (third trophy acquired) and scored 777 million points.
            You only need a three hit combo to start the multiball? I am sure I have done that already. I must be missing a step. Do you have to make a specific shot after completing the combo to start multiball?

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            • #66
              Nope. Not that I remember.
              http://www.pinballmuseum.org/ The City Is My Church

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              • #67
                Originally posted by surf1der
                You only need a three hit combo to start the multiball?
                No! You need a 5-hit combo, but you can break the combo up into parts.

                For example, hit the hammer and do a 2-hit orbit combo, then hit the hammer later and do a 3-hit orbit combo.

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                • #68
                  Originally posted by shogun00
                  No! You need a 5-hit combo, but you can break the combo up into parts.

                  For example, hit the hammer and do a 2-hit orbit combo, then hit the hammer later and do a 3-hit orbit combo.
                  Yes I started the avengers many times by doing them in parts.

                  Originally posted by surf1der
                  Any tips on starting the Avengers Multiball? I am pretty sure it has to do with increasing Captain's Vigor (?) by hitting Thor's hammer diverter and then hitting alternating orbit shots. This has been difficult for me because I have been trying to use a bounce pass to get the ball on the desired flipper but it just bounces off the desired flipper in a high arc that gets close to a sdtm drain and I end up doing a slap save.

                  I know what you mean. Most of the time when I shoot the orbits it's with a pretty powerful shot. Trying the do the bounce pass sometimes makes the ball go the edge of the the desired flipper or passed it. A weaker shot at the orbits should help.

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                  • #69
                    Originally posted by shogun00
                    No! You need a 5-hit combo, but you can break the combo up into parts.

                    For example, hit the hammer and do a 2-hit orbit combo, then hit the hammer later and do a 3-hit orbit combo.
                    @shogun and tenorhero. Thanks for the help. I was finally able to do it. Hitting that diverter ramp was a pain in the butt. I think you have a decent amount of time to hit the first loop once you activate the diverter so I took my time to line up my first orbit shot. You have considerably less time to hit the subsequent orbit shots. With a mixture of nudge passes and luck, I was finally able to get it. Once you fill the "cap's vigor" meter, I believe you activate it by hitting the center ramp.

                    For those who have read the rule sheet for cap's vigor, it is a bit confusing. I guess the "loop ramp shot" is the ramp that leads to the diverter via cross shot with the upper right flipper. However, you can also hit the diverter with a weak shot to the reverse scoop. After you hit the diverter, either the left or the right orbit will have a flashing light. Hit the orbit with the flashing light. If you make the shot the opposite orbit will light up and you have about 10 seconds, give or take a couple of seconds, to make the shot. Rinse and repeat until you fill that meter.

                    Edit: After rereading the rulesheet, it says you can also advance cap's vigor if you hit the "loop ramp" instantly (obviously this will only work if you are shooting it up the left orbit).
                    Last edited by surf1der; 06-24-2012, 06:56 AM. Reason: made some mistakes

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                    • #70
                      Originally posted by surf1der
                      I guess the "loop ramp shot" is the ramp that leads to the diverter via cross shot with the upper right flipper. However, you can also hit the diverter with a weak shot to the reverse scoop. After you hit the diverter, either the left or the right orbit will have a flashing light. Hit the orbit with the flashing light.
                      Or sometimes on a weak shot up loop where you start your missions once the targets are down.

                      I Find it easier to shoot the 'lock' area (center ramp/ loop however you call it and the ball will release easily enough close the the upper flipper to make a clean shot at the ramp for the diverter.


                      Some nice scores on the PS3. glad to see players figuring out the table.

                      Originally posted by surf1der

                      Edit: After rereading the rulesheet, it says you can also advance cap's vigor if you hit the "loop ramp" instantly (obviously this will only work if you are shooting it up the left orbit).
                      Nice find! gotta try that out.

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                      • #71
                        Anyone got any hints as to how to consistently hit the gate on the left and enter the magnetic loop? Seem to have a nightmare hitting it at the moment. I've tried late shots off the right (lower) flipper but always seem to keep shooting up the left orbit or getting magna saves. I keep failing the Skirn Worthy mission as you need to hit the gate on both sides and can't seem to hit it consistently once at the moment!

                        Also once I've constructed the weapon in Odin's forge (rotate the gate 20 times) do I need to land the ball anywhere to properly finish the mode? Nothing obvious seems to be flashing to indicate where...

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                        • #72
                          Originally posted by Corpsesmith
                          Anyone got any hints as to how to consistently hit the gate on the left and enter the magnetic loop? Seem to have a nightmare hitting it at the moment. I've tried late shots off the right (lower) flipper but always seem to keep shooting up the left orbit or getting magna saves. I keep failing the Skirn Worthy mission as you need to hit the gate on both sides and can't seem to hit it consistently once at the moment!

                          Also once I've constructed the weapon in Odin's forge (rotate the gate 20 times) do I need to land the ball anywhere to properly finish the mode? Nothing obvious seems to be flashing to indicate where...

                          I can't give you any specific hints on how to do that specific spinner shot. Personally I use the the upper right flipper with a late shot. I Find it easier. Don't be too late or it will drain in the left out-lane if you don't have magna save. All I know is that when you keep hitting that spinner for the Skirn mission the spinner does move a little so I can actually spin the spinner by hitting the right post (Of the spinner) I can't explain it but I don't have problems with the skirn mission. I just keep shooting at the spinner with bottom right flipper for the skirn mission.

                          After the gate is rotated shoot the center ramp (Lock) and you will awarded 10 million. The DMD explains it fairly well though.

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                          • #73
                            Originally posted by Corpsesmith
                            Anyone got any hints as to how to consistently hit the gate on the left and enter the magnetic loop?
                            No hints here! I'm almost always able to make the shot at "near" the tip of the lower right flipper.

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                            • #74
                              Thanks for the advice chaps. Sure my woes with hitting the gate and magnetic loop are just trying to over think the table. The other day I had no trouble!

                              And thanks TH for the info on finishing The Eleven Forge mission. I tend to miss the DMD in these early days on a new table as I'm too busy trying to keep the ball in play!

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                              • #75
                                Originally posted by Dalek Nation
                                Before last night I have gotten maybe three deathsaves total my entire time with Zen tables. Last night I got FIVE on this table. The way the outlane swoops around in a circle and the way it tends to have a lot of speed when draining makes this table the easiest table to get a deathsave on. I got saved more from deathsaves than from Magna Saves as I rarely remember the Magna Save.

                                Remember, you miss every deathsave you don't try for.
                                Totally agree.
                                Now deathsaves are doable on Xbox too!

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