Mad Blender QC Problems???

Posted:
Wed Feb 01, 2012 11:25 am
by MattimusPrime
I just received my POL yesterday from BBTS with Mad Blender! YEAH!
However, as excited as I was to finally have a complete Hercules, once I put all of the bots into Hercules form, Mad Blender (in leg form) has an extremely loose joint connection to the Hercules body (Heavylabor?). I can turn Hercules parallel to the ground and the leg joint moves as I turn him. Is anyone else having this problem? If so, does anyone know of any fixes?
Thanks!!!
Re: Mad Blender QC Problems???

Posted:
Wed Feb 01, 2012 12:55 pm
by El Duque
Moved to the 3rd party forum.
This is a common issue with Mad Blender. There is an easy fix for it though, I especially like the last step
Re: Mad Blender QC Problems???

Posted:
Thu Feb 02, 2012 7:12 pm
by alexison
El Duque wrote:Moved to the 3rd party forum.
This is a common issue with Mad Blender. There is an easy fix for it though, I especially like the last step
405749_313620852007216_117375601631743_790431_1169190944_n.jpg
Another issue? Bummer. I'll check mine Sunday. I wonder if a replacement will come with TFC's reflector?

Re: Mad Blender QC Problems???

Posted:
Thu Feb 02, 2012 7:25 pm
by xyl360
amcgrath929 wrote:El Duque wrote:Moved to the 3rd party forum.
This is a common issue with Mad Blender. There is an easy fix for it though, I especially like the last step
405749_313620852007216_117375601631743_790431_1169190944_n.jpg
Another issue? Bummer. I'll check mine Sunday. I wonder if a replacement will come with TFC's reflector?

I suspect there's going to be a 7th figure (or more) to this set. There's a bunch of extra unused connectors on Dr Crank and I seem to recall them saying there was a 'secret' or something (which some speculated was the visor they provided, but I'm inclined to think that was an afterthought and not the secret they were referring to).