Forum Discussion
If the zombies keep the telepoter up than their spawn is technically not very far away and ai zombies and zombot help immensely to supress the plant team though the chomper and explosive spam can be annoying.
From what I've seen this map is always decided by how long the corn mortars stay up, if the plants hold them longer than 3 minutes they usually win.
I think driftwoods finale is stronger but i prefer main street as a map.
I've also seen zombies so focused on the mortars that they lose even if they take them all out since they take too long. Like the Tall-Nut cannons on Wall-Nut Hills, taking them out really helps, but if you spend 3+ minutes to do that, you're probably going to lose. The teleporters here are huge, which is why the plants tend to attack it relentlessly, I know I sure do as a plant!
I tend to shoot the mortars on my way in the greenhouse to help with the Z4 and teleporters. I only rarely hang out and focus on them as a zombie, and this is where a good plant team will have a couple plants harass the zombies so it's more difficult to focus. If you have decent support, playing a Sunflower here and teaming up with a Peashooter can be huge in this regard.
It's a great finale and part of a great map. The 1st point, the Backyard, can be a mess for zombies if the plants spawn camp too much, which is very similar to Wall-Nut Hills' Backyard despite some differences. If the game goes past that 1st point, it just gets better. I especially love the burger joint, taco restaurant, and hardware store points.
About Plants vs. Zombies™ Franchise Discussion
Recent Discussions
- 21 hours ago
- 2 days ago
- 2 days ago
- 2 days ago