@InC0g
That's not the point, and it wasn't me who suggested you need three players to take one out anyway.
Many times I've seen YouTube videos of players getting in a Mech and within like 5 seconds they're on a 4-5 vanquish streak, almost instantly. You get this Mechanical beast just because you have a class that originally started with 50 health but now has 75?
The point is, why does it need 400 health to begin with and everyone keeps saying that's nothing if you're focus fired, and my point is you shouldn't need to be focus fired to start with. Are there any classes on the plants that need to be focus fired, or require CERTAIN class abilities in order to 1v1 a class? Many of the new classes have counters.
Also, maybe, just maybe if by some CHANCE there is someone playing Sunflower or Pea Gatling and they're still alive, and perfectly in position waiting and stood next to a blind Imp player who can't see them on screen, what makes you think they have Pea Gatling available? Should they be forced to save it strictly on the off chance a Mech appears and drops from the sky?
Okay then, let's just assume for a moment every Mech that appears, there is a Sunflower or Peashooter stood there armed and ready, on full health and a Mech shows up, look at all the other possible zombies who might show up around it too...so now you've used your Pea Gatling that is capable of killing a few zombies sometimes on a Mech and you don't have sufficient ammo to gun anything else. The balancing issue comes into play when you compare the health of one class to another, that imbalance should be compensated by damage output. This scenario might work in certain game modes where there are no objectives to capture, but when you're trying to capture an objective and there are Mechs guarding it, Scientists healing the Mech, Super Brainz and Pirates, where exaclty is a safe place to plant your Sunbeam exactly? Since you probably used your Hyper to try and climb somewhere high, as soon as someone shows up all you've got left is the same movement as Sunflower and that's why I have said time and time again you're pretty much a sitting duck, couple that with the fact Chilli Bombs seems to have some sort of issue where it bounces the wrong way or just gets knocked around. For almost all of these reasons I don't even enjoy playing Sunflower or Peashooter anymore, why would anyone want to play old weaker classes, or be forced to do so?
Exaclty like team zombies, plants should have similar counters to almost every zombie, and all I'm saying is because zombies are pretty much all stacking 200 health or insane amount of damage and splash to compensate for this lack of health, why aren't plants in the same boat? People say I'm condescending and I don't reason or take what people say on board well is anyone listening to what I have to say? I've been saying the same thing for about 1-2 weeks now, yet it's not absorbing into you guys. My balance changes are ideas that match zombie abilities or counter some of their overpowered ones and that would give certain classes a counter and a chance to survive a gunfight.
- Soldier one shots Pea Gatling / Sunbeam
- Scientists wreck Peashooter / Sunflowers
- All Stars can use Sprint Tackle / Imp Punt
- Engineers can use Jackhammer / Stun
- Super Brainz can use Turbro Twister / Fireball
- Pirate can use Parrot / Barrel or just primary snipe
- Mech can use any ability and just outgun them
Please don't try and tell me a Mech incapable of killing a Peashooter or Sunflower, the point here is EVERY SINGLE zombie class can counter almost every single plant class, and even more so a rooted Pea Gatling and Sunbeam. Nothing I've said is exaggerated, you're just defending it because your opinion on balance is far different from mine, and that's pretty much it.