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Pheesley's avatar
Pheesley
Not applicable
6 years ago

A long review of BFN's broken mechanics.

The gameplay mechanics do not blend well together.

Movement: All the characters practically move the same. Walking speeds are hardly different. It is nearly impossible to dodge by strafing. All classes moving the same speed is counterproductive to their being different Health pools.

Good Movement is heavily reliant on Jumping. Jumping has a very high jump height and actually increases speed. This is most noticeable when sprint jumping (or other techs), and using Double Time or Arcane Enigma. Unlike Walking, jumping is a better form of dodging and faster mobility. This makes jumping essential to the general movement.

What makes strafing a better form of dodging is that the player has to predict where the enemy will shoot in order to dodge it. But when jumping is the ONLY way to dodge, the thought process boils down to jumping up and down and hoping you don’t get shot. There is a lack of skill and thinking when moving, and it makes fights feel boring and limited.

Bad Mobility nerfs: They make the movement worse and even more inconsistent. Punishing players and slowing their movement for taking damage is a terrible way to balance sprinting and jumping, and it just makes the movement feel slower.

In Arcane Enigma’s case, the nerf is useless. The time used to shoot a target that is invincible only to prevent Rose from escaping could be better used to shoot someone that can be killed. So it’s hardly a nerf at all.

Moving and Shooting is not fun. Movement is inconsistent overall. Walking and shooting is too slow, but jumping while shooting offers better movement. Why make walking so slow, but then give jumping a high jump height and reward players for spamming jumps with faster movement?  Again, the movement is relying on repeatedly tapping the jump button. That’s not fun.

This kind of gameplay where players have to constantly jump isn’t very fun. Because there is a higher TTK, players will have to repeatedly press the jump button for longer periods of time in order to win. This isn’t comfortable, and it would be much smoother if movement relied more on the WASD or the Controller stick, but that is not the case.

Many shooters like CSGO or even Fortnite solve the problem of slower movement by giving the players ways to consistently do good damage to make fights quicker. For most classes in BFN, good damage will only come from abilities.


Camera: Many times, I would lose track of the enemy because my own character was blocking my vision. An FOV slider would help a lot.

No Damage Fall-off and only relying on Bullet Drag: This has resulted in many characters, mostly those with automatic fire, to deal mediocre and similar damage. Corn does 5-6, All-star does 7-8, Foot Soldier does 6-7, Imp does 5-6, Acorn does 7-8 etc.

By only relying on Bullet drag, the damage had to be kept low so these classes weren’t too strong at range. Unfortunately, Bullet drag is not stopping anyone from sniping, and for most characters that aren’t snipers, it IS better to snipe. This is because there is NO incentive for most classes to close the distance. Damage does not increase the closer you are to your target, so why close the gap when you can do the same damage at any range?

Broken class designs: Overtime, many class designs have been adapted poorly to the movement and shooting mechanics. All of these classes are good at similar ranges.

All-Star does too little damage for being such a big target. He is terrible at close range, due to Football cannon and Imp punt dealing low damage. At this point, he is heavily reliant on upgrades to do well.

Imp and Z-mech also does too little damage. Imp barely does enough damage to work, and on top of that he moves too slow. Same as All-star, Z-mech is a giant target that does very little damage outside Missile madness and Explosive Escape. Imp’s best strategy is to spawn Z-mech in a group of enemies and immediately activate Explosive escape.

Acorn is still good at sniping, and plays better that way. He also moves too slow.

Nightcap is better to snipe with and moves too slow. To be fair, a stealth class shouldn’t be good at head-to-head combat, but she is very easy to hit considering her HP.

Soldier is better at sniping than at close range.

Corn is also bad at close range, despite being said to be good “at all ranges.” He relies heavily on Butter Beacon and abilities to get anything done.

Chomper is still good at long range. Not the most op, but it’s pretty ridiculous that a close range attacker can do 34 - 41 damage at any range pretty easily, despite bullet drag.

Broken Supports: Zombie supports have too much survivability and mobility, and Rose also has this problem to a lesser extent. Sunflower is the only exception because she does not have as much mobility or survivability as the others.

There is nothing wrong with giving supports means of defending themselves, but when it is made this easy, they become too difficult to kill, it takes away the strategy of taking out the supports first. In many cases, these supports are better on the flank than supporting their teams. Scientist and Engineer are the biggest offenders.

Scientist: Having him Warp instantly and giving him 1 more Warp has broken his design. He becomes better as a flanker, being able to warp in and out of danger very easily. This also makes it difficult to give Scientist strong damage capabilities, like Steam Blaster, because Scientist can be easily played as a hit and run character.

Engineer: The ability to instantly use the effects of Turret and Double Time makes Engineer too strong on the flank, and too easy to survive with. Engineer is already hard to approach due to his damage and stuns, and the on-demand speed boost allows Engineer to bring those strengths to the enemy more easily. Instant Turret buffs allow the Engineer to more easily react to plants with spam, which works very well with his stun. The mobility and on-demand speed of Double Time allows the Engineer to easily escape danger as well as making him one of the most mobile characters in the game.

Jumping increasing speeds makes Double Time very abusable, and allows that Engineer to cover more ground.

Wizard: To a much lesser extent, Wizard is also a flanker. Wizard can flank with Spell Disaster, and with Co-star he can safely teleport over long distances to other zombies. He also plays better as a sniper. 18 - 22 damage at any range.

From there being no Damage Fall-off, and the movement being inconsistent and generally slow while shooting, this is the result: a game where any character can snipe, and are encouraged to do so due to there being no incentive of closing the distance, as well as movement being too slow for close combat situations.

Many classes suffer from a lack of Fall-off and slow movement, and have been adapted poorly to the shooting and movement mechanics.

It doesn’t seem like BFN has tried to improve or capitalize on the strengths of Garden Warfare. Instead it tried to be its own thing, but it’s still very similar to Garden Warfare, just worse. It seems unnecessary that BFN would try separate itself from the Garden Warfare formula which still had so much potential. The gameplay just doesn’t blend well together, and that is a shame. I want to like this game, and I still believe that this could be a proper sequel. It needs gameplay changes, because I don’t see this game competing with other shooters right now.

5 Replies

  • @Pheesley I agree with all of this, although I think you missed a little! Hit detection is horrible! Half the shots that should count don’t register, and for some shots that miss, it shows that it hit! This is mostly with melee characters... chompers burrow hit detection sucks too...

    Zombies have way more superiority than plants, especially with an extra character

    And finally, and you did kind of mention this, literally no one actually plays their roles... scientist just flanks now, and uses his support abilities to support HIMSELF, every character can just stay back and snipe people, which makes snipers unable to actually play their role, engineer mostly just supports himself like scientist too, which makes engineer a bland flanker... this game needs a lot of improvements, and I really hope popcap checks this post out...

    And if they ARE, I want a PvZ adventures 2!

  • Pheesley's avatar
    Pheesley
    Not applicable
    6 years ago
    @Ninja2Blade I purposely left out bugs like poor hit detection because I felt that stuff should have been fixed anyway. I mainly wanted to focus on how the game and classes play without bugs or exploits. But they are still worth mentioning!
  • Studman61's avatar
    Studman61
    Not applicable
    6 years ago

    One mechanic that I never understood was that after sprinting all non-forward walking speed is reduced for a little while and this just makes the strafing problem worse.

  • stukapooka's avatar
    stukapooka
    Legend
    6 years ago

    This game is so unbelievably mechanically broken months after launch and if this was a different game with a much larger fanbase there would be riots like ea battlefront 2 (and we all saw what they did to that game recently). I wanna know who saw the gw formula that after two games could have been expanded and improved further and decided that it all needed to be rebooted and changed for an already small series because I've seen plenty of franchises die because of that.

  • Yeah, I agree with most of that. It's a shame that they chose to reboot the formula instead of make improvements on what they already had. BfN has a lot of potential, and to be frank, it still does, but there are just so many small irks with the game that make so many parts of it a chore to play instead of the pleasant experience they could be.

    Tons of little irks just add up. For example, when attempting to complete the character specific challenges, it's often easiest to start a round of Ops and play as that character (Corn, for example, has a challenge this month to score 3500 hits with the cob buster, which took me multiple rounds of Ops). However, they took it upon themselves to change it so that you can no longer choose to do ops with a specific faction in multiplayer, and it now sends you to a randomly chosen map and faction. Which is a shame, because I prefer to play alongside other people whenever possible.

    I happily maxed out and got the highest attainable ranks in both GW1 and GW2, but I find myself practically having to force myself to keep going in BfN just long enough to get the Platinum Trophy, since I'm only missing the one for promoting 20 characters to Master. And considering I continued playing during some of GW2's darkest days (Pre-Nerf Captain Cannon still gives me PTSD), that doesn't speak highly of BfN. We need WAY more attention to details and balance.