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<blockquote data-quote="Zaphod77" data-source="post: 176797" data-attributes="member: 2101"><p>Yes, real pinball games are designed to do that. for example the standups in BSD are noted for their ability to fling balls out of control and down the drain. Most players call then the standups of death, and the game even mocks you for using them to light castle locks, using a laughter sample different from the one used by the ramp. Translation: the designers knew you'd drain off of them. Phantom of the Opera has fairly brutal outlanes and a huge flipper gap, and house balls right off the plunge can and do happen often, usually right down an outlane to it saying "NOOOOOOOOOOO! NOOOOOOOOOOO!" Particularly infuriating on ball three.</p><p></p><p>Standups at the edge of a ramp are also well known for flinging balls places you really don't want them to be. The ones in funhouse are known as the PEST targets, and the menu targets on CFTBL are quite dangerous. and barely missing the snackbar there on many real life machines causes it to bounce straight down the middle. The ones on ST:TNG are pretty darn nasty too. Big Shot and Rock and Roll Heart of Gold are real drain shots on doctor dude as well. Downward facing standups are usually NOT your friend.</p><p></p><p>So yes, certain rebounds are artificially directed towards the drain on purpose in TPA, to make up for the ease of shot making and low resolution of the physics. the thing is, though once you recognize these rebounds, and can see them coming, you can nudge and save them <em><strong>every time</strong></em>, and that's how people pwn TPA. When they forget to do this on a table, such as Elvira, we have many people playing it forever. Until you get your flippers on the ball, it's as drainy as the real life one. but once you do, because all the near misses are safe, you can play for long periods of time. I repeat. if you try and shoot a ramp and are just a little off, you ALWAYS GET THE BALL BACK. that is what makes the table so easy to dominate and trigger game breaking bugs.</p><p></p><p>If they fail to tune enough near misses to drain the game becomes wayyyy too easy.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 176797, member: 2101"] Yes, real pinball games are designed to do that. for example the standups in BSD are noted for their ability to fling balls out of control and down the drain. Most players call then the standups of death, and the game even mocks you for using them to light castle locks, using a laughter sample different from the one used by the ramp. Translation: the designers knew you'd drain off of them. Phantom of the Opera has fairly brutal outlanes and a huge flipper gap, and house balls right off the plunge can and do happen often, usually right down an outlane to it saying "NOOOOOOOOOOO! NOOOOOOOOOOO!" Particularly infuriating on ball three. Standups at the edge of a ramp are also well known for flinging balls places you really don't want them to be. The ones in funhouse are known as the PEST targets, and the menu targets on CFTBL are quite dangerous. and barely missing the snackbar there on many real life machines causes it to bounce straight down the middle. The ones on ST:TNG are pretty darn nasty too. Big Shot and Rock and Roll Heart of Gold are real drain shots on doctor dude as well. Downward facing standups are usually NOT your friend. So yes, certain rebounds are artificially directed towards the drain on purpose in TPA, to make up for the ease of shot making and low resolution of the physics. the thing is, though once you recognize these rebounds, and can see them coming, you can nudge and save them [I][B]every time[/B][/I], and that's how people pwn TPA. When they forget to do this on a table, such as Elvira, we have many people playing it forever. Until you get your flippers on the ball, it's as drainy as the real life one. but once you do, because all the near misses are safe, you can play for long periods of time. I repeat. if you try and shoot a ramp and are just a little off, you ALWAYS GET THE BALL BACK. that is what makes the table so easy to dominate and trigger game breaking bugs. If they fail to tune enough near misses to drain the game becomes wayyyy too easy. [/QUOTE]
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