Forum Discussion

stukapooka's avatar
4 years ago

Spawnable discussion: conehead and pumpkin weed

Conehead and pumpkin weed.

Many games often have basic enemies show back up with gear or coloring that makes them harder to take down and stand out from the average mook like a red koopa troopa in mario or the zombies/skeletons in Minecraft gaining armor to prevent then from burning in the sun.

The conehead zombie is a stronger variation of the normal zombie by taking the simple everyday roadcone and putting it on its head for protection yet they can still be defeated relatively easy but still require your attention in both the tower defense and shooter games or he will take out shallow, small time defenses that are alone and unsupported.

His hard rock toss and zombie hurt are the same as the browncoat. 25/15

He has roughly 127 health which is slightly more than foot soldier, slide, wizard, engineer, gw cactus, and peashooter.

His cone is seperate to his health and cannot be healed or replaced when it falls off.

His plant counterpart is the pumpkin weed with 90 set health (from what I'm seeing either the wiki has a mistake or conehead does have more as he seems to win fights healthwise against pumpkin weed, maybe this difference is due to the fact that weed has a faster attack rate?)

Easy:54, normal:72, hard:90, crazy: 108

Same damage as weed with whip and spit 15/15 but still faster than zombie attacks.

His pumpkin is not part of his health and once he loses it he is a regular weed if healed.

Bfn also cut these 2 from multiplayer and regulated them to pve and ops.

These 2 always seemed to be the most spawnables I got in the gw games and I used them constantly due to having even more than the normal weeds/zombies.

They need to make these guys slightly harder to get than the regular spawnables to balance out their slightly better armor.

3 Replies

  • Not a lot to add here. I do get a lot of them, comparable to the regular ones in GW2 like you point out here. 

    In my coin cost idea for consumables, they would cost significantly more than regular browncoats/weeds. If we use 500 coins as the base line for weeds/browncoats, I'd say these should be 750 or 1000. 

    I'm still of the mind that the timer in BfN was used in an attempt to avoid the use of the only the best all the time, but the lack of choices undercut the idea, including these slightly better than the basic spawnables, so it didn't go as well as it could have. Of course the wildflowers and TV heads have to go. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Once again i must state that I really like the coin idea as it keeps all the spawnables but avoids spam.

    They were trying to avoid spamming the best in bfn but that kinda falls flat given that the spawnables were the best ones overall.

    Especially since the defense spawnables were garbage (they kept bonk choy and didn't buff him lmao) and bucketheads plow right through them in bfn.

    Zombies also had better offensive spawnables overall because apparently yeti imp is the equivalent to dandelion and not just an exploding imp, what?

    I do agree that tv head should not come back, especially since we already have bfn zombies spamming projectiles which needs to be toned down. Imo the zombot soldier is tv head done right: special ranged enemy that rarely appears but when he does he is much more of a threat than common browncoats and to go along with the fact that he isn't spammed every wave in ops.

  • Time to get stronger with these summonables!

    Introduction

    The Pumpkin Weeds and Conehead Zombies represent the basic Weeds and Browncoats respectively, apart from the fact that they have some more health, which make them tougher to defeat. Like the basic Weeds and Browncoats, they seem to have similar stats to their counterparts. 

    My Thoughts

    From what I know, once the Pumpkin or Cone is destroyed, it cannot regenerate, which basically reverts the Weed or Browncoat into a regular version. I do not mind this personally, all it means is that healing is ineffective once it has been removed. I do not seem to find these summonable variants tricky to deal with, but if needing to deal with lots of them at once, or with other enemies alongside, it could easily become a nuisance.

    These summonables seem to be quite balanced as they are, as they are simply upgraded versions of the regular Weeds and Browncoats. I would suggest perhaps giving them a small damage increase alongside (only by about 25% at most) or giving the physical Weed and Browncoat slightly more health as well (which applies even if their form of armor is removed). Although, their stats right now are fine as well.

    In Battle for Neighborville, I do not see why these summonable variants should have been removed. If they were introduced into Battle for Neighborville, I believe that they could be used quite readily, with about a 1-2 minute cooldown at maximum.

    In A Future Shooter

    Apart from the basic Weeds and Browncoats, they should be the cheapest summonables in the game. If the basic summonables did not cost any money, than the Pumpkin Weeds and Conehead Zombies should cost a small amount of Coins to obtain. However, it should be the cheapest paid summonable as they are not too much stronger than the basic variants. In my opinion, it would cost about 1,000 Coins or something at most.

    Overall

    These summonables should not be hard to obtain, they should require Coins for purchase, but they should not be expensive and can be used easily during matches, as the only difference to the basic summonables is that they have more health and armor.

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