I’m ready to join the “game kicking my ass” club. Here are the things driving me bananas; would love any suggestions to address any of these:
-Bad Guy SDTM: especially after the gate comes up and holds ball after successfully defeating one. Have tweaked and retweaked overall machine level and played with the spinning disc height/level. Obviously “ball save” would go a long way, but considering Eric never added one to GNR from guitar lock drop (and overall JJP code support track record), not holding my breath.
-Left orbit: if the ball has any velocity left orbit shots will rocket SDTM.
-Upper left slingshot to right outlane: have played with all kinds of coil settings. Unbelievable how many times upper left feeds *perfectly* into drain. My “favorite” is Fountain super skillshot: drops to fountain pop, over to upper left sling, immediately to right outlane. If it doesn’t do…
-Fountain pop to immediate drain: similar to upper left slingshot. Fountain pop has a ridiculously high right orbit feed rate. Have played with higher/lower coil settings…have yet to find anything that makes much of a difference. (And: I own R&M and TZ; no stranger to dangerously placed pop bumpers).
The one victory has been significantly lowering right and left sling coil settings as I’d get high number of sling to opposite out lanes. Think they’re both now at 12 vs. default 24.
Of course I don’t include things like right ramp with lowered diverter SDTM as that’s a design choice (I try to warn newbies; but almost always punishes them). Or the overall geometry where bricks/missed shots lead to instant drain. Fix to that is easy: #playbetter.
Any ideas welcome. If nothing else might be moving to 5 ball setting (the first time in 25 years in the hobby…).