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Re: Spawnable discussion: scaredy shroom and hide n shoot bot

These are 2 that I only use on certain spots and maps, as even back in the original GW there weren't a lot of spots where they work that well, especially in multiplayer matches. They're much better in Ops as you can more readily predict where enemies will come from, and can have other pots/bots attract AI attention so they can do their work. They're quite effective in GW2's backyard battleground when planted at your base too.

Scaredy Shrooms in the modes where they had infinite ammo were disgusting. I remember jumping into that Imp vs. Corn portal with infinite ammo and the Imps were consistently getting destroyed, and part of that was what for all purposes would be considered 'Gatling' Scaredy Shrooms. It was so bad that on Piece of Time as corn, I had to pull back to avoid spawn camping as even multiple mechs working together would get slaughtered in seconds!

The next game does need to have pots and bots that work and are well positioned, and are useful and effective without being OP.

3 Replies

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8In turf they aren't that great in fact it would probably go gw1 turf>gw2 turf>bfn turf. Though I do often die from potshots at low health.

    Gw1&2 ops scaredy shroom is pretty effective since he has other pots that can support him while he wittles down the horde and can even shoot back into the garden from certain areas. In Bfn ops the zombies just spawn on him and he misses every shot than dies.

    Putting snipers or air strike spawnables in the backyard was a nice way to farm due to their range.

    Infinte ammo gw2 scaredy shroom is unbelievably overpowered and I love it. Though I never found normal sniper spawnables overpowered. In fact the only pot I found overpowered was gw1 bamboo shoot who in numbers could nuke bosses quickly.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapooka I honestly never found an potted plant or bot truly OP (barring infinite ammo, rapid firing scaredy shrooms and maybe the DJ Orbital Bots), I meant more of a general idea. Bots, pots, and the mobile AI we can summon have to tow a fine line to be good enough to want to use, and not too strong to upset the balance in multiplayer matches. Of the 3, I'd say that GW2 does the best job here overall, and BfN the worst. Obviously what you summon and which bot/pot site you use matters a lot here too; putting a melee pot/bot in the back away from the point or putting a sniper bot/pot at point blank in front are not going to work well (although at least the snipers can shoot enemies while they are still far away), but getting the stats right can make a huge difference. The spawnables should matter and be useful, so too weak or too strong are both problems.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 The bots definetly got the better legendary in dj uplink as monk choy stats should be base bonk choy (im probably gonna scream talking about the melee spawnables).

    Besides bonk choy I think gw1 did a few other few things right with them as well like the high ground spots in maps like chomptown that were still reachable by zombies but allowed them to shoot down into the streets with relative safety or the elevated ground in turf that allowed them to shoot over fences into main roads.

    Putting a sniper up front wasn't a terrible choice in both gw games as the enemies actually spawned a fair distance away unlike bfn's terrible spawns full of tv heads.

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