Both pros that I play on here will keep a trapped ball in the Overlord mech even after match number shows. If you start a game after that immediately though, you can bump both lock targets, the forks stay up, but the green light comes on and if you smack the trapped ball, it registers THAT as a lock.
Then you can begin the hit count on the trapped ball for Overlord Multiball just like normal.
This ball trap error seems to be separate from ^^^ THIS though. It only started showing on the Pro models I play until after the .94 code came out.
Thatās functioning fine. Thatās normal behavior for a lot of games, to compensate if a ball is physically held even if you havenāt earned the lock yet. It happens all the time in multiplayer games if one player locks a ball and leaves it there. Foo handles this fine with the overlord lock, enough hits will give credit for the lock. Jurassic Park for example does the same thing with the raptor pen, same for GOTG if there are balls in Groot.
Maybe Foo should release the ball at the beginning of the match sequence instead of the end, but thatās the only thing going wrong here.
Is there any advantage to hitting the drops on a van mod when that mod is already red? So if engine is already mode red and I hit a drop target while the light is flashing on engine, is it worth it to hit all drops and then hit the paddle? Or is that a wasted effort so itās better to just hit the paddle to advance the bonus multiplier?
I started All My Life MB and brought Area 51 MB into it. All jackpots for both MBs were lit red though. So pretty much all shots on the playfield stayed lit red and I didnāt see any good way to know which shots were still needed to make progress toward the AML super.
I think the left arm and right arm of foo bot on the instruction is flipped. Does not reflect what is in the info screen in the game.
Left arm in game LCD showed bot frenzy
Right arm in game showed overload MB
Same as the official stern manual. It is also transposed.
Is there an update on the fork issues?
My fork still stays up occasionally.
Sometimes with a ball locked and sometimes without- which is worse.
It might be a physical problem, however the mech works in coil test mode 10/10.
But I think when the ball is interfering with the fork it can change things, and thats why the fork fails sometimes.
If that happens during a tournament its a major problem, since you canāt end modes or progress MB.
I can put the coil down in coil test mode, but that ends the ball. Is there a way to change that?
Are you compensated for leveling the bomb van mod or are you just getting points for the shots you actually have to make?
So, if I fully level bomb, thereās not much idea of leveling the speakers, since iām not getting that many shots with boosted value. Correct?
Engine and speakers. I stay away from the bomb since all it does is reduce shots needed to the complete the mode. Unless playing to get to a mini wizard mode easier, I donāt see the point in trying for that mod.
Another option would be to go for only bombs, get through first three cities quick as possible, then cash in on DC. I once somehow got 300M+ on DC. If you get bombs to red, some cities only require one shot before overlord is lit to complete the city.
We could see players going both ways, depending on which drop target is hit on skill shot. I still havenāt really settled on a skill shot, but Iām leaning towards soft plunge to flipper, shoot desired drop target for the mod.
donāt have that much time on the game, so not clear on your comment. i thought you just get awarded the first level for whichever mod is lit when you hit the drops on the skill shot, are you saying thereās an additional award if you hit the associated drop target as well?
I believe the OP means to soft plunge without validating the playfield and then time shooting the drop you want to advance; this eliminates the added difficulty of plunger depth to specifically hit the drop targets.