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Re: Finale discussion: Turning point

The final point here definitely encourages the zombies to camp the battery room heavily. Usually at least one engineer and All-star to combine their shields and guns to make getting the batteries a nightmare for the plants. It is oh so satisfying to grab a battery as a plant and get it out, even if you get vanquished (and that's obviously common), if you can get it somewhat clear, it makes following up on it much easier, just like the briefcases in TF2 matches that have them. Of course, that relies on a plant team that isn't farming kills (which is a problem on lots of maps and for both sides, but too many here seem almost terrified to go grab a battery).

That first point with the ship is awful, especially with an engineer with the rubber upgrade so their projectiles bounce far past the death trap of the crashed ship, making even those of us trying to go the other way get hit some times. Very frustrating experience even when on a solid plant team that pushes hard and takes the point quickly.

The end cutsecenes are both so good, love watching the lighthouse crash into the water or take off and orbit.

Not a terrible map, but the cart pushing and first point bring it down.

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