Forum Discussion

stukapooka's avatar
4 years ago

Ability discussion: Z-mech and abilities

Robo call, missile madness, and robot stomp, and bionic bash.

Z-mech-default (gw2 and bfn)

Gw2 description: Z-Mech built with Z-Tech. Massive size, massive health, and massive damage are at your disposal as you unleash Imp's secret weapon.

Gw2: Possesses the robo laser primary which can fire purple lasers automatically until it overheats. While overheating imp raises the arm with the weapon in the air. In bfn it is simply part of the arm. 350 health.

Robo stomp-default (zmech gw2)

Gw2 description: Plants getting too close for comfort? Good thing you're in a giant robot with huge metal feet.

Zmech smashes its robotic foot down and deals 75 damage.

Bionic bash-default (bfn zmech)

Bfn description:

Punches the ground, damaging and knocking back enemies back.

Z-mech punches the ground and deals 75 damage with a 15 second cooldown.

Has 2 upgrades. Aftershock:

Enemies are knocked into the air by Bionic Bash.

Enemies are knocked 5m (16.4 ft) upward and 7m (22.97 ft) backward when hit by Bionic Bash.

Energize:

Gain Mech fuel by damaging enemies with Bionic Bash.

Gain 12.5 seconds of fuel, gain 25 health per-enemy.

Missile madness-default (gw2 and bfn z-mechs)

Gw2 description:

Let loose a barrage of missiles that automatically seek targets out and blast them sky high.

Z-Mech will open up two orange flaps on its top while light alarms sound off and light up which fire up to 20 missiles at the plants, each dealing up to 20 damage along with splash damage which produces purple smoke explosions. In bfn it opens with a cartoonishily oversized firing mechanism which hangs above the zmech and produces regular explosion effects. Lasts 6 seconds in bfn and has a 20 second cooldown.

Has 1 upgrade. Multiplying madness: Missile Madness duration extended by earning a vanquish.

Decreases Missile Madness refresh time by 9 seconds upon earning a vanquish.

Robo call-default (mech gw2 and bfn)

Gw2 description:

When the going gets tough, summon your massive Z-Mech to even the score, and then some.

Bfn description:

Call in a powerful mech to control for a limited time.

Imp will use his walkie-talkie to summon the respective Z-Mech for that variant which will fall from the sky after imp is bathed in a blue light. Has a 2 second duration in both games and has a 120 second cooldown in gw2 and 61 sec. (initial) 90 sec. (subsequent) cooldown in bfn. Imp sometimes says brainz into the walkie-talkie.

Has 1 upgrade. Mech hunter:

Faster refresh time of Robo Call when dealing damage.

Dealing damage decreases Robo Call's cooldown time by up to 5.5 seconds.

Explosive escape-default (all mechs)

Gw2 description:

Don't go down in flames. Imp can launch his way to safety as the Z-Mech's core explodes, taking out any plants caught in the radius.

Imp will eject from Z-Mech. Meanwhile, the Z-Mech will explode and deal 150 damage to any nearby plants. This is a single-use ability as it destroys the Z-Mech. It is an ability shared by all Z-Mech variants. Unlike most other abilities, the Explosive Escape must be activated twice to take effect, first to prep the button and the second to activate. Will close after a short time if not pressed.

In gw2

Imps in Mechs will take normal damage when a projectile hits the glass of the Mech instead of reduced damage.

Rose will always do normal damage to the Mech in gw2.

Are a titanfall reference and according to the gw2 comics a z-mechs can translate an imps thoughts and in gw2 a mech can function without its pilot.

I miss the gw2 mech design as bfn's impractical noodle arms just don't do it for me. Robo call use to make imp invincible in bfn but that thankfully got nerfed. Missile madness irks me and kinda leans into the overly cartoonish nature in bfn that I don't feel really suits the series, yeah pvz is cartoony but not in a Looney Tunes way and I think zmech between games points this out the best. The explosion in bfn is too good as it reaches so far yet the explosion animation is straight up garbage. Bionic bash jankiness is unsatisfying to use and I feel the stomp suits it better.

I'll do all the variant mech abilities shortly. I hope you all had a very Merry Christmas yesterday.




2 Replies

  • The mech in BfN is such a buggy/unfinished mess. Its explosion animation is missing frames or something, the explosion radius and damage is too good, the Imp being able to escape isn't a favorite, but with how vulnerable it is in BfN, it may be required. You can shred the mechs in GW2 too, but it's easier in BfN by far. Giving it sprint, even with the amusing gorilla animation, didn't really solve anything. Add to that the fact that the mech has to compete with the space station and the Oak, and it just feels lacking in BfN. We've discussed this before, but I feel that the Acorn/Oak should be the plant's answer to the Imp/Mech, and the Space Cadet should lose the station to balance this out, removing the teamplay from the Oak as right now being a treetop acorn is a death sentence anyway once the armor was taken away.

    It's so much better in GW2, especially with all the variants having at the least, different paint jobs (like the Party Mech), but msot are very different indeed, featuring even different ways for the Imp to get onboard his mech! I love too that all the mechs have different abilities and weapons. It's great how different some are like the SHR.I.M.P. and the Dragon Mech.

    With the right build in BfN, you can stay in the mech for a very long time, especially in Ops, when you use energize. Even with that though, I find the GW2 versions are so much more interesting and I love how each mech has different weapons, looks, and abilities. Some of the customizations for your mech in BfN are pretty cool though.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 Yeah the explosion animation is terrible. It's just an explosion effect with a few nuts amd screws over a still z mech that then just despawns where in gw2 it blew up and its arms, legs, body, and multiple components went flying everywhere.

    The explosion damage is the same but the radius of the aoe is on steroids in bfn.

    Turrtes were buffed in gw2 because they had to deal with z mech armor and the plants also gained Torchwood who could tangle with a z mech effectively if he played well. Plant buffs in early gw2 in general were due to how powerful the inclusion of the mech was.

    I can't believe they didn't give z mech its armor back but gave it to tv head and wildflower of all characters. This also removed the interesting rose/armor ignorance mechanic gw2 had.

    The z mech variants were so good and well designed and than popcap decided to throw them all in the dumpster and give us this lanky armed abomination because why not.

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