Forum Discussion
mechs are too underpowered -.-
Personally, I think some of the variations need more tradeoff. The base imp needs the 75hp, the pylon imp needs like 60. Remember the 50hp imp was useless and that is why they gave him 75hp. The plants need more variety in terms of damage both given and taken. I can't put my finger on it precisely but most games are a landslide in team vanquish and vanquished confirmed. The majority of plants I see used effectively are the bbq corn version. Much like with the pre-patch Rose, if too many players are picking the same class then that indicates (imo) that there exists an imbalance. Plus, when I played the beta there seemed to be more teamwork. Like sunflowers staying back and healing large groups. All-stars and citrons using their shielding abilities. I could go on but the point is that I was first drawn to this game because of its similarity to TF2, and in some ways its superiority too that game. Now, much like the current state of TF2, most games come down to who is using the OP character variation (props in TF2) and getting the most kills. Objective gameplay seems secondary in many matches.
I am speaking from an Xone player's perspective. Also, hardly ever see cacti in my games. That class needs something to make it more attractive, I think.
- 10 years ago
Imp's kind of a mixed bag. He's relatively easy to kill outside his mech - but you don't see a lot of the things meant to kill him being played. (Peas, Citron, Rose, Cacti)
All you see is BBQ corn spam - which immediately isn't going to work if a few of them are able to call in their mechs.
PS: Like the Scout in TF2, if he's standing still - he's pretty much dead.