I guess I agree in principle, but the Team-ups are a snooze fest as is, and they don’t look like they are really going anywhere.
I guess my tldr is I feel like some of the stern games, (not all), for some reason are scared of massively, or even remotely rewarding the player for skill.
Say you are collecting weapons for Mechsuit MB, you shoot the scoop to collected them but also have a Battle/Quest ready… Your intention is to cancel out so you can get you Mechsuit started with another scoop shot… It you happen to hit the flippers during the weapon collect sequence on the screen you will lock in your Battle/Quest without even seeing the selection screen. Its not a huge deal if you know about how it works… but every once in a while especially under pressure I will treat that weapons collect screen like a bonus collect screen and hit both flippers to get past it and I accidentally start a quest, locking me out of my Mechsuit MB. Its just a thing that should not be possible… You should only be able to start a Battle/Quest from the selection screen…
This is quite frustrating - the double flip is a speed up on almost every modern game, to have it different on this particular game sucks. I’ve been locked into a mode without even seeing it so many times on this game, because it happens on the lead up to the selection screen too.
To play Devil’s Advocate: the lockbar button on one of our local machines had been broken for quite a while, so knowing that I could select by double-flipping was actually a godsend. Although this was also before the code revision that made cancelling possible (not to mention Mechsuit).
If you choose to pass on a Battle mode, do you have to re-spell DEAD in order to have Battle lit at scoop again? Or does the scoop stay lit for Battle after a pass?