Announcement

Collapse
No announcement yet.

New physics ruin V12 for me

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • New physics ruin V12 for me

    Hello fellow Pinball enthusiasts!

    Let me start off by saying that I'm not hating on Zen2 at all, it's just some particular things and their consequent effects on my experience with the V12 table caused by the "improved" physics. I know that V12 is not one of the most loved tables out there but it was my favorite from day 1 on zen1, with probably over 50 hours I put in there over some months. I found that the new physics really do improve my experience with most tables, especially the newer ones but greatly reduce my fun with V12. The main reason imo is that the ball speed is tuned slightly too high to play V12 like it's "supposed to work". I compared the two versions step by step to make sure I'm not imagining these differences. And yes, I know that theres some adjusting and strategy changing on my side necessary - I totally agree - BUT: Some of these effects break the concept of the table imo.

    Let me elaborate what I mean by that (Note that all of the following is a direct result of the slightly too fast ball):

    V12 heavily depends on certain time sensitve shot combos that need to be aimed exactly from a catch position, meaning it's almost impossible (or more like a luck game) to pull them off with a moving ball that can't be catched inbetween shots. By that, what previously used to be a set of skills to be aquired becomes a frustrating luck game.

    Examples:

    left/right ramp/orbit combos needed for highspeed combos/extraballs>

    It used to be that EVERY ramp/orbitshot would land and come to rest on the opposite side flipper, thus allowing to aim your next shot properly without wasting time on changing flippers (thus not breaking up the combo). Due to the slightly faster ball this is not possible anymore - the ball will slowly roll over the flipper every time (nudge does not help).


    Manifold/Crankshaft subtable>

    Probably where the effect shows the worst. It was never easy to pull off consecutive hits on this one but it was doable with some practice. Now, in 4 hours playtime I was not able to do consecutive hits at all - it used to be that you could just catch the ball after a succesful hit, now theres a 75% chance the ball will drain down the middle after a hit (making the 250+ needed for the final upgrade somewhat unreachable).


    Upgrade hole release>

    Used to be a 100% catch on the right flipper. Now 50% chance of weird catapulting to the left outline.


    Random middle drain>

    I feel it is safe to say that I experienced more random middle drains in 4 hours zen2 than I experienced in 50+ hours zen1.


    These are just some examples and I'm sure any other V12 lovers will agree or add some more suggestions to this list. Maybe some of the good Zen folks will listen and tweak the ball speed a little. I'm curious to what other V12 players have to say to this, so please comment!

  • #2
    I can't say I love V12 as much as you, but in general I agree with your criticisms. The ball feels like silk in ZP2 and I think it's a bit more balanced towards the newer tables, specifically Marvel tables. I noticed my play on Mars was flying, and that table has always been a delightful challenge for me. In my initial play-throughs on a few tables, shots seem far to easy and have no real reward to them anymore, which I think is what you are driving at here.

    Comment


    • #3
      I haven't played the table much, since I'm not a fan of grinding. However, I will be playing the table again to get that Monkey Wretch trophy again.

      I do know what you are talking about though. I experienced the same thing with Ghost Rider. What used a really easy table on Marvel Pinball is now a big pain in the neck. The missions rely heavily on precise orbit shots. Guess what? With the new upgrades, it's hard to make precise orbit shots.

      Comment


      • #4
        I'm sorry that you aren't enjoying V12 like you used to. I have to admit that V12 wasn't one of my favorite tables before ZP2 came out, but now I feel like its more playable. Same thing with Street Fighter 2. We all may have some minor gripes, so don't feel like you're being the bad guy by pointing out what you may not like. It's actually more invited.

        Originally posted by JokeR
        It used to be that EVERY ramp/orbitshot would land and come to rest on the opposite side flipper, thus allowing to aim your next shot properly without wasting time on changing flippers (thus not breaking up the combo). Due to the slightly faster ball this is not possible anymore - the ball will slowly roll over the flipper every time (nudge does not help).
        I definitely agree with that. I've lost a lost of balls that way. (That didn't sound right!) Seriously when I catch the ball, or try to catch it..it will just slowly roll over the flipper. Hahaha I'm getting use to it though.
        PSN ID- RayCrocheron82
        Gamertag- RAFIE82
        YouTube- Rafie Crocheron
        Nintendo ID- Rafie82

        Tables Wishlist- Hanna-Barbera 4 pack, Holiday table, DC tables, or any Zen table...even if it's My Little Pony

        Comment


        • #5
          Originally posted by JokeR

          left/right ramp/orbit combos needed for highspeed combos/extraballs>

          It used to be that EVERY ramp/orbitshot would land and come to rest on the opposite side flipper, thus allowing to aim your next shot properly without wasting time on changing flippers (thus not breaking up the combo). Due to the slightly faster ball this is not possible anymore - the ball will slowly roll over the flipper every time (nudge does not help).
          !
          That's how pinball should be. Catching the ball by just holding up the flipper doesn't take any skill at all, ruins the flow of the game and allows for the ridiculous scores that populated the ZP leaderboards.

          Comment


          • #6
            Originally posted by 75hDeadMan
            ...The ball feels like silk in ZP2 and I think it's a bit more balanced towards the newer tables, specifically Marvel tables. / In my initial play-throughs on a few tables, shots seem far to easy and have no real reward to them anymore, which I think is what you are driving at here.
            I'm afraid I'm starting to agree with this.
            It isn't just a few tables either, I'd say the entire game feels easier.
            To easy, like the difficulty has been really dumbed down.

            I'd almost say they changed the flippers so they "assist" the ball
            towards what should be skill based shots.

            If so I really, really hope they tone that down and put some challenge back into it.

            Comment


            • #7
              Originally posted by M1N0RA
              That's how pinball should be. Catching the ball by just holding up the flipper doesn't take any skill at all, ruins the flow of the game and allows for the ridiculous scores that populated the ZP leaderboards.
              Well, for me it's not about what "Pinball should be" it's about a table that had specific mechanics that are necessary to complete specific tasks. And "just holding up the flipper" is not the part that requires skill, it's the shot that makes you able to just catch it that requires skill. I had these shots mastered to the point that I used them to change sides instead of using nudge for that. That being said I still was able to get a decent score from the get go (Top 25) but I see alot of problems with trophies that rely on said mechanics.

              Comment


              • #8
                So...I threw in a couple of hours more (there go my saturday chores ) and found some workarounds for the problems I've been having. (EG if you have problems with the crankshaft subtable try hitting the right target with the right flipper instead going from left to right and vice versa - this was actually punished in zen1).
                I also noticed that some shots are accesable a lot easier now - turntable/nitro for example. But what seems to be consistent and a huge turnoff for me is the random draining through the middle. This happens way to often. So if anyone has any suggestions it would be much appreciated.
                Other than that, did any of you experience lags during multiballs? That cost me a new record twice now

                Comment


                • #9
                  Originally posted by JokeR
                  But what seems to be consistent and a huge turnoff for me is the random draining through the middle. This happens way to often. So if anyone has any suggestions it would be much appreciated.
                  A hard nudge should vier the ball from doing a STDM. That's another thing that Zen upgraded is the nudging system.

                  Comment


                  • #10
                    Originally posted by shogun00
                    A hard nudge should vier the ball from doing a STDM. That's another thing that Zen upgraded is the nudging system.
                    THX, that actually does work - but not in my prefered view unfortunately (cause it's hard to see if it will go sdtm). Guess I will have to train myself to play in a different view. Also I actually did not realize before that theres a "soft" and a "hard" nudge m(

                    Comment


                    • #11
                      Originally posted by JokeR
                      THX, that actually does work - but not in my prefered view unfortunately (cause it's hard to see if it will go sdtm). Guess I will have to train myself to play in a different view. Also I actually did not realize before that theres a "soft" and a "hard" nudge m(
                      ? I didn't know there was soft/hard nudging either. Neat! I'll have to go find instructions for how to do it.

                      Comment


                      • #12
                        I think the accelerometer nudge is now full analog. It seems to work like a real tilt pendulum now. At least on the Vita. My old nudge from the ps3 now tilts the machine, straight up, no warning or discussion.

                        I didn't play V12 enough to know the nuances of the tables like you guys, because I was always waiting for the PSN physics to be brought up to speed. I'll say this in its defense, though - I think it's one of the tables that really benefits enormously from the new portrait mode. It's so much easier to see what's going on now.

                        Comment


                        • #13
                          Originally posted by Metalzoic
                          ? I didn't know there was soft/hard nudging either. Neat! I'll have to go find instructions for how to do it.
                          Soft Nudge = Pressing the analog stick up slightly.
                          Hard Nudge = Hard flick on the analog stick or pressing it all the way up.

                          Comment


                          • #14
                            So I experimented with the new nudge mechanics - WOW.
                            Once you figure it out it makes things so much easier than in zp1. I'm able to pull off deathsafes almost 100% of the time now where it used to be like 10%. I'm afraid though that will lead to even more ridiculous scoreboards than in zp1.

                            Comment


                            • #15
                              Originally posted by JokeR
                              So I experimented with the new nudge mechanics - WOW.
                              Once you figure it out it makes things so much easier than in zp1. I'm able to pull off deathsafes almost 100% of the time now where it used to be like 10%. I'm afraid though that will lead to even more ridiculous scoreboards than in zp1.
                              The scores will be just as crazy as Marvel Pinball's, because saved games count towards leader board scores.

                              Bang Backs (Death Saves) are still not easy to pull off on some of the tables (I'm looking at you V12).

                              Comment

                              Working...
                              X
                              😀
                              🥰
                              🤢
                              😎
                              😡
                              👍
                              👎