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  • #46
    Originally posted by clydebink
    I've found a reliable way to make all the potential allies become pro-registration; play as Captain America.
    Lol, that works really well for me too!

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    • #47
      i played the demo and boy this table is different
      question, do you keep allies and enemies through balls? and if they do they stay in the same allegiance even if you change side between balls?

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      • #48
        Originally posted by bazz
        i played the demo and boy this table is different
        question, do you keep allies and enemies through balls? and if they do they stay in the same allegiance even if you change side between balls?
        You can't change sides between balls, once you choose your side in the beginning that's it until you gain all allies and start the wizard mode. After the wizard mode, it changes sides automatically, and since you gained all allies before, now they are all on the other side and you have to gain them all back.

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        • #49
          Originally posted by snakeman07
          You can't change sides between balls, once you choose your side in the beginning that's it until you gain all allies and start the wizard mode. After the wizard mode, it changes sides automatically, and since you gained all allies before, now they are all on the other side and you have to gain them all back.
          Man I was wondering what the heck happened after I annihilated Iron Man with all of my allies, then I seen that I switched to the other side with no allies. I got lucky in the first 2 fights and it looked like I almost completed the Iron Man side, but the ball came zooming down the left lane SDTM! I did it once...I can do it again!
          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

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          • #50
            Originally posted by JOHNY--BRAVO
            im undecided on this table its maybe more for the experts, looks good but i really struggle keeping the ball in play, il keep at it and hopefully figure it out.
            Yeah, I find it hard to keep the ball in play as well, especially multiball: I can only get a couple of million before losing one, tops. (so far). I have no idea how people are in the billions already.

            Frankly, I don't even know what is going on yet half of the time. What I do know is the "combo" you have to do, and during fights, you need to hit lit lanes. Sometimes it looks like there is no lane lit, but in fact, it is the orbit. They aren't as noticeable.

            What is the purpose of the "fights" ? After I switched sides, it is 8 against none, and fights are pretty much impossible.

            Where is the "gain ally" ramp/orbit?

            What is the goal and how do you accomplish it? I have never had any luck reading zens rulesheets. They are either too vague, long winded, or translated wrong. I had a quick look, but the reason I started playing Pinball in the first place was because 'gaming' has become so complex now, I wanted something simple (ie, put game in, and press start, like old nintendo games!), now even with pinball you have to read 20 pages of notes to try and figure out a table LOL !!

            I will keep an eye on this thread to figure out what to do. I did get a wizard mode I think last night (1.5M per shot?), but no idea how I did it...
            Check out my youtube videos for basic pinball strategies: caperUnderscore26

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            • #51
              I'm not keen on the rails flinging the ball between the flippers, makes it very easy to drain unless you just shoot for safety. THis seems like another "semicircle of ramps" board. I spent most of the demo hitting walls or doing feck all. And of course the demo is too short to get any bearing on the table itself. I did enjoy the mini-multiball at the start though.

              Another £2.40 board that's just a rampshoot to complete the rulesheet. If Zen wants to prove me wrong, they can extend the demo time so I can actually play more than 30 seconds.
              Last edited by Pyrii; 11-22-2012, 01:36 PM.

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              • #52
                Oh yeah, I forgot to mention, I think if you hold the flippers UP after hitting a ramp, the ball will eject and do a little "jump" and give you more control. WARNING: If you do this when the 'shooter' on the right shoots the ball onto your flippers, it will bounce off your flipper into the right OUTlane.
                Check out my youtube videos for basic pinball strategies: caperUnderscore26

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                • #53
                  That right outlane is very unforgiving. I've lost count the number of times I've lost a ball down there.

                  Was very close to Wizard Mode. It takes much longer for me to "complete" a table than you guys.
                  PSN: Jeppo99
                  Feel free to friend me, but make sure you mention that you are from these forums.

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                  • #54
                    Originally posted by caper_26
                    Yeah, I have no idea how people are in the billions already.

                    Apparently there is a "trick" to getting highscores without much risk, as Cloda mentioned I think in the PBFX2 forum. I'm curious about that...

                    Frankly, I don't even know what is going on yet half of the time. What I do know is the "combo" you have to do, and during fights, you need to hit lit lanes. Sometimes it looks like there is no lane lit, but in fact, it is the orbit. They aren't as noticeable.

                    What is the purpose of the "fights" ? After I switched sides, it is 8 against none, and fights are pretty much impossible.

                    Fights are what bring allies to your side. If you win, you'll get an ally, but I think if you already switched sides (beat the wizard mode) it will only "disable" or neutralize an ally

                    Where is the "gain ally" ramp/orbit?

                    What is the goal and how do you accomplish it? I have never had any luck reading zens rulesheets. They are either too vague, long winded, or translated wrong. I had a quick look, but the reason I started playing Pinball in the first place was because 'gaming' has become so complex now, I wanted something simple (ie, put game in, and press start, like old nintendo games!), now even with pinball you have to read 20 pages of notes to try and figure out a table LOL !!

                    I still don't know how to trigger this, but if you look on the table, most ramps I believe have a Gain Ally light (although it seems that only the left orbit and the right red ramp light up for me). When it's flashing is when you want to shoot it, you'll gain an ally (on the DMD you'll see a timer, you'll want to shoot the flashing Gain Ally ramp before it stops, otherwise your enemy will gain an ally, not always though, so again, more stuff that we don't know). I find that they light more obviously at the start of the game, then hardly light at all after the wizard mode, because everything is harder after that.



                    I will keep an eye on this thread to figure out what to do. I did get a wizard mode I think last night (1.5M per shot?), but no idea how I did it...

                    You got all 8 allies on your side then hit the ball into the fight ramp (not really a ramp, though lol) You probably just hit a bunch of super combos and won a few fights without knowing it
                    as;ldjfl;ks

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                    • #55
                      Originally posted by caper_26
                      Oh yeah, I forgot to mention, I think if you hold the flippers UP after hitting a ramp, the ball will eject and do a little "jump" and give you more control.
                      Yeah! I notice this myself. If you lift up the flipper to catch the ball, it will just over to the other flipper. If you don't lift up the flipper, the ball will just drop off. The latter of which makes it much easier to get a ball drain. Lifting up both flippers is the best option IMO, especially for the beginners.

                      If you can master this, you can probably create some wicked strategies here.

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                      • #56
                        Although my all time scores doesn't reflect it, you can score big points on this table.


                        Originally posted by caper_26
                        I have no idea how people are in the billions already.

                        What is the goal and how do you accomplish it? I have never had any luck reading zens rulesheets. They are either too vague, long winded, or translated wrong. I had a quick look, but the reason I started playing Pinball in the first place was because 'gaming' has become so complex now, I wanted something simple (ie, put game in, and press start, like old nintendo games!), now even with pinball you have to read 20 pages of notes to try and figure out a table LOL !!

                        I will keep an eye on this thread to figure out what to do. I did get a wizard mode I think last night (1.5M per shot?), but no idea how I did it...
                        People are an in the billions because they must have figured out a way to get to the second Wizard mode. I think the Jackpots in each wizard mode ramps up. In the trailer I saw scores if 4.5m per shot. It could be more based on how things ramp up. I have yet to get to a second Wizard Mode. I always miss it by 1 or two allies. SOON very SOON!

                        Yeah the rule sheets is really vague. Nothing like what FarSight has done in Pinball arcade. Talk about reading pages. I like the detail of PBA rule sheet. It covers everything. I do though like to figure out tables myself. Most of the time there is more to the tables than the rule sheet provides. Still though they did add some point of reference and icons on where to shoot etc. It's a step up but nothing like what FarSight did.

                        Here's more things I found out.

                        -Gain Ally lights are indeed confusing. All I know is when the ball goes through the in-lanes you have a 5 second window to hit the opposite orbit. and when the fight lane light is on, you have to have both in-lane registration lights on

                        -The ramp Gain ally lights are confusing as well. Sometimes when I hit the safe house targets by the bumpers the right ramp Gain Ally Lights is on. Not sure the how it's is so though.

                        - Once wizard mode is done when playing Captain America, shooting those Safe House targets multiple times finds the hideout opening up a sinkhole. shooting that sinkhole provides you with a 3 ball multiball when you have a certain amount of time to hit one of the balls into the whirlpool lane. (Center Lane with the only bright blue circle/Whirlpool). It resets the timer when you get a ball into that lane/sinkhole. Playing as Iron man, after Captain America Wizard mode, you can use this mode to disable up to 3 Enemies. If getting this mode and the heroes are neutral, The become your ally. It's a quick way to gain up to 3 allies thus I i find Iron Man easier to get to Wizard mode

                        I'm sure there is something similar with CA but I have not figured that out. It keep saying to shoot the Rafts which is probably the whirlpool area that is blocked by drop-down targets.

                        - Once past the first wizard mode, it ramps up in difficulty. The heroes go for the opposite side much more quickly when neutral. Thus the Iron Man mode above can help.

                        - Shooting a 4 combo start the auto combo feature. If you combo more you can gain allies much quicker. It ramps after that though So once the 4 combo is done you need 5 combo shots, then 6 etc.

                        -Shooting a double combo light the Flash lanes. This is where you can rack up points as IM. shoot the left ramp and CA deflects the ball and scores a certain amount of points. I think it's based on popularity. If you can loop those shots you could score some big points.

                        -Finding which lane to actually shoot in Fight mode needs a bit a tweaking IMO. Especially the orbit area. There is a flashing light but it's almost hard to see and seems camouflaged by the abundant red. The left ramp that's lit you need to hit 2 shots one up the lane then the flipper shot on the ramp itself. It's not easy and I'm wondering why that lane is lit when your in easy or very easy mode. Same with that whirlpool lane.

                        -Spelling WAR as Iron Man in the DMD display while shooting the Right Sinkhole nets you activate multipliers. Wish it was more noticeable though. As I can't tell how many I need to light the multipliers. It's a risky enough shot to actually look at the DMD display. Playing as CA you have to Spell REBEL. Why not make it shorter? something like HERO as it's 2 letter more than what Iron Man need while playing that side.

                        -shooting the left/right sinkhole areas while the Flash light is lit nets you 2-3 combo points, although sometimes when the left one is lit, it just goes straight to the sinkhole. It's a risky shot but worth it especially when you need 6-8 combo points to light up or disable a hero.
                        Last edited by tenorhero; 11-22-2012, 05:27 PM.

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                        • #57
                          Can someone explain "registration" ?? Register, don't register... ???
                          Check out my youtube videos for basic pinball strategies: caperUnderscore26

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                          • #58
                            Originally posted by caper_26
                            Can someone explain "registration" ?? Register, don't register... ???
                            Read the Civil War comic arc from Marvel, it explains everything that's happening in the table.

                            The short version is: A bunch of heroes and villains get into a fight in Stamford, Connecticut, and accidentally blow up a lot of innocent civilians. The public outcry is such that the government institutes a plan to register, track and train all super-powered individuals (and non-powered costumed vigilantes, like Punisher). Iron Man leads the pro-registration side, convincing Spider-Man to unmask on live TV. Captain America is against the Registration law and sets up an underground resistance to try to fight it.

                            Here's a longer version: http://en.wikipedia.org/wiki/Civil_War_(comics)

                            You can read issue 1 for free at http://marvel.com/digital_comics/iss...vil_war_2006_1
                            You can pick up the trade paperback http://www.amazon.com/Civil-War-Mark...f=cm_lmf_tit_2
                            You can also buy it for iPad, Kindle Fire, etc.

                            I re-read the main arc when they announced this table was coming out. Good stuff!

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                            • #59
                              I'm terrible at ZP2 in general, and this table in particular seems really hard, but I'm still enjoying it! I find the Captain America side harder - one accidental shot to the raft and I'm guaranteed to lose another hero to Iron Man. There's no way I can hit the raft shot again fast enough to stop it.

                              Still, I love Marvel Comics and Zen Pinball so I'm going to keep playing no matter how bad I am at it!

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                              • #60
                                Really like the Civil War table.The Stamford Multiball opening is cool and a very smart idea to keep it optional.The layout itself is at first glance simplistic and ramp heavy but it works in the tables favour because, especially at first, there is a lot going on to discover and keep track of.
                                Table is very dynamic, challenging, has a general sense of urgency and several innovative ideas.The team aspect is interesting and fresh.Genuinely digging this table, think it will prove to be one of my most favourite Marvel tables.Well done Zen!

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