The 2x and 3x stand ups reset the timer or at least add time to it.
I think 6X duration would greatly reduce if hitting the target didnāt extend 6X, but instead the 3X and 2X timers ran independently and you needed to constantly hit both targets to keep it going. Based on what is displayed on the screen, I think it adds to both when you hit either
Yeah, that would probably help. Iād like to see the multiplier cap out at 3X, or at least having an option in the settings in order to do so.
I have both AC/DC and GB. I donāt find the bell shot to be much more dangerous than the GB shots needed. The Proton targets are pretty far to the left and get the side-to-side action going, and the left ramp and PFX Standups can send the ball SDTM. I find it pretty easy to get 2X going on AC/DC, not so much 3X. So I agree getting higher PFX on GB is easier, but itās not always available either.
I forgot hitting the GB PFX targets extends the timers. If any change is warranted, maybe it would be better to change something regarding the timer extensions rather than make it more difficult to start the PFX. Thatās probably what keeps the high PFX going the entire time during MB, since random hits keep extending the timers.
Let me start this post by saying Iām not advocating that the multipliers need to be changed. I just think of them now like GOT shot multipliersā¦theyāre always around if you want to go one or two shots out of the way to get them.
I had a great game on stream last week, and just did a quick analysis of my first ball.
https://www.twitch.tv/videos/487305579?t=30m16s
- 30:16 ball 1 starts
- 32:01 2x starts
- 32:31 2x ends
- 32:48 WCWS starts
- 33:32 2x starts
- 33:49 6x starts (shots start at 65m)
- 35:00 WCWS ends, 800m total score
- 35:19 We Got One Begins, qualified the long way
- 35:36 6x ends but 2x is still running
- 35:40 2x ends
- 36:18 3x starts
- 36:25 6x starts
- 36:41 SFMB starts (SFMB shots start at 20m, Who Brought the Dog shots are 40m, Terror Dog Hurryup claimed at 140m, 70m SJP)
- 38:38 SFMB jackpots are 50m now
- 39:04 SFMB ends (1.02b SFMB total)
- 39:23 Loopin Supers starts (80m value)
- 39:41 6x ends but 3x is still running
- 40:03 Loopin Supers ends
- 40:10 3x ends
- 41:18 ball ends
Unless my math is wrong, I had either 2,3, or 6x running for 56% of the ball. 6x is running for 45% of the ball.
My AC/DC is a Pro. So that probably makes my bell a lot more dangerous. Hadnāt considered that.
Maybe the 6X can have an initial slightly longer timer but then not be extendable.
That would be like GOT, and I think thatās a good idea.
I really like that it would award being intentional about choosing when to activate, and hitting them by accident would feel like you wasted it
I only caught a few minutes of the Papa stream, but I did see this:
6 consecutive ramp shots builds the gear award to 72m, then gear targets to collect. Evan had 2x running, and got 145m. So, it would have been 430m plus if this had been done with 6x running, say, right after a multiball.
Found a bug where two different super jackpot values are displayed simultaneously on top of each other. When the problem goes away, only the new, smaller value remains.
48:40 - SJ has been steadily building, and stands at 22,068,000:
48:42 - Player appears to graze the ghost target, and SJ display has a glitch:
48:57 - Next time we see SJ value displayed, it is 7,356,000:
If you look back the second screenshot, it appears this 7m value is displayed on top of the 22m value.
This whole sequence is due to 3x playfield being active.
In the old code, the display shows SJP value without active multipliers. In new code, the SJP value displayed includes any active multipliers.
You canāt see the 3x because slimer is blocking it. When it times out, SJP goes from 22, down to 1/3 of the valueā¦7m.
Hollywood Heat has a gear award?
Ah, makes sense. So itās just a brief, minor display bug, nothing wrong with the SJ values.
For any game I assume (and prefer) only base values shown when multipliers are running, then total multiplied value shown when collecting something. Dunno why they felt the need to change from that standard.
Going back to the old method would be an easy way to fix the display bug.
I know, right? So strange that it uses the wrong thumbnail. The video is correct though.
Itās weird, even though the new way should be easierā¦it seems harder since normally it is done differently than past code and other games. Iām sure Iāll figure it out eventually.
Though to be fair to us, the gear award building is shown un-multiplied, so thatās an example of how GB does it in two different ways (for very similar concepts).
Yancey can you please provide a link for that video? Thanks
Same one I emailed you earlier today Dwight.
Not having the 6X extendable would be good. IMO the 2X and 3X availability isnāt an issue, and if the 6X is a gauranteed time-out it wonāt last forever - and youāll lose the 2X and 3X at the same time. And as Gammagoat said it would add to strategizing how to use/optimize your PFX.
6x being achievable may not be great for competition, but people sure seem to be getting a kick out of the code and high scores so far that Iāve seen on locations!
Havenāt run into it in an event yet, but seeing anything other than video mode all day is a good thing I reckon
Ball saving last longer then the insert shows in certain situations. (also happend with the old code)
You can reproduce it this way:
Start a new game and plunge the ball. After some time the āShot againā insert will stop flashing, but you still can drain a few seconds after that and get the ball save.
This also happens during the game, but i am not sure how and when.
Itās grace period. Been around for a long time.