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Boba Fett table bugs and issues

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  • Boba Fett table bugs and issues

    Hi all, first time poster here after playing the fantastic Star Wars pinball game on my Nexus 7.

    OK and on to the gripes. I'm noticing the WHIP save lights active as I die but no whip save.
    If I just got 3 homing missles from the skill shot, why can I only use 2? Why when it says I have 2 missiles may I only use 1?
    Why must we open Jabba's palace? I'm finding that while its a nice nod to the movies, its possibly the single most infuriating aspect of the table! Does Jabba offer more points? No?! So why are we working so hard to open the door?! But wait, even when open the sides are so tight you'll probably hit the "V" but not actually activate it or get the points.
    Also how are people finding the right flipper on the Boba table? Personally I'm finding that the ball is delivered at too acute an angle to actually be of much use.

    Before people chastise me I'm an RL pinball vet, perhaps I'm not matched to the table well but the more I play on said table the lower my scores are getting.
    Last edited by desktoppriest; 04-02-2013, 02:10 PM. Reason: more annoyances

  • #2
    Originally posted by desktoppriest
    I'm noticing the WHIP save lights active as I die but no whip save.
    I've experienced it a few times myself. It appears that there is a 3 second lead time before the whip save activates. A simple workaround is to attempt a bang back. Even if the bang back isn't successful, it gives the game that extra second it needs to activate the whip save.

    If I just got 3 homing missles from the skill shot, why can I only use 2? Why when it says I have 2 missiles may I only use 1?
    That's odd! I've never experienced this on the PS3 version. Hmmm...It could be a bug on the Android version.

    Either that or there are not any lit lanes available for the homing missiles to hit. You can only use the homing missiles when there is an Easy Bounty or you are playing one of the 10-50 Million Bounty missions. In those missions, there will be a few lit lanes you need to hit to collect the bounty. Lets say there are only 3 lanes you need to hit and you have 4 homing missiles available. You will only be able to use 3 of them, since there are only 3 lit lanes.

    Why must we open Jabba's palace? I'm finding that while its a nice nod to the movies, its possibly the single most infuriating aspect of the table! Does Jabba offer more points? No?! So why are we working so hard to open the door?! But wait, even when open the sides are so tight you'll probably hit the "V" but not actually activate it or get the points.
    Probably to balance the simplicity of hitting the Hutts hole itself. The Empire lane and Hutts hole are the ways to start up those high scoring missions, which is the key to getting a good score on the table. The Empire lane is slightly difficult to hit with the pit there, so they needed to do something similar to the Hutts hole.

    Also how are people finding the right flipper on the Boba table? Personally I'm finding that the ball is delivered at too acute an angle to actually be of much use.
    I've never noticed it, since I rely heavily on bounce passes (dead flipper passing) and nudge passes. FWIW, I find the right flipper rather useful in opening Jabba's place.
    Last edited by shogun00; 04-03-2013, 04:18 PM.

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    • #3
      Hitting the Hutt hole can be annoying, for some reason every now and then I seem to spend an age trying to get it. The most reliable way I've found is with the ball rolling slowly down either flipper as this seems to work better than from the trapped position. I wonder if it has been made slightly tougher to compensate for the fact that some of the higher scoring Hutt missions are easier than the Empire ones?

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      • #4
        Im sure this has to be a bug, about 40% of the right ramp shots I make during missions do not accept. Sometimes two or three attempts are needed.

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        • #5
          Originally posted by s-carnegie
          Im sure this has to be a bug, about 40% of the right ramp shots I make during missions do not accept. Sometimes two or three attempts are needed.
          That's because you need to make a successful jump on the ramp for it to count, otherwise it's a crash. There's a small gap where the ball can fall through, if you do a weak ramp shot. I like to call the right ramp the jump ramp. It's very similar to the one on the Robocop pinball machine.

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          • #6
            I know about the pit, I was meaning the right ramp where the missle shot is. Sometimes its ok but other times I need to shoot more than once.

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            • #7
              Originally posted by s-carnegie
              I know about the pit, I was meaning the right ramp where the missle shot is. Sometimes its ok but other times I need to shoot more than once.
              I'm not talking about the pit. The right ramp's habitrail has a small open gap. If you do a weak shot on the ramp, the ball drops through the gap and takes a short cut on the habitrail. If the ball jumps over the gap (hard shot up the ramp), then it will hit the sensor and loops back into the habitrail.

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              • #8
                Originally posted by shogun00
                I'm not talking about the pit. The right ramp's habitrail has a small open gap. If you do a weak shot on the ramp, the ball drops through the gap and takes a short cut on the habitrail. If the ball jumps over the gap (hard shot up the ramp), then it will hit the sensor and loops back into the habitrail.
                I can confirm this s-carnegie

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                • #9
                  I see what you mean now, did the hold square to scan table. Didnt notice the gap playing on view 4. Thanks shogun and welcome back snakeman. cheers

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                  • #10
                    Originally posted by s-carnegie
                    I see what you mean now, did the hold square to scan table. Didn't notice the gap playing on view 4. Thanks shogun and welcome back snakeman. cheers
                    To tell you the truth, I barely noticed it myself on view 6. I'm not surprised that you over looked it. It can easily be missed.

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                    • #11
                      Ramps like that are found on a lot of the tables this particular designer makes - there's one on Ghost Rider and two on Fear Itself (three if you count the reverse scoop which starts a main mission).

                      There's one on Fantastic Four as well (made by Deep), but that awards you bonus points in the form of a Trickshot if the ball lands on the rails from another ramp.
                      PSN: Jeppo99
                      Feel free to friend me, but make sure you mention that you are from these forums.

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