Finale discussion: peachy district
Peachy district finale
Zombies are spreading signal boosters throughout the town to hack local television to gain human brainz.
After capturing the museum the zombies must advance to the radio tower and procede to capture three vans to hack the broadcast station.
There are 3 paths and they all protected by wallnut cannons. The middle is protected by two indestructible cannons that continuously fire on the path. The lect and right flank cannons can be easily destroyed really easily however. They deal 60 damage not enough to even vanquish imp.
Both teams get summonables but lets be real it's bfn the pots are gonna get slaughtered without being any real help to the defenders. They might as well not exist due to how useless they are in bfn.
The vans work like suburbination where you need two to even start the process and three will boost the speed significantly.
If the plants win they will all gather on the radio tower building and watch TV and all the signal boosters will detonate.
If zombies win the station gains a new Z and a zombie will come out of the tv ring style and we hear the pvz1 game over screen.
This finale is strange, they were clearly trying to go for a wallnut hills gw1 vibe with the map and the finales cannons are imo far too easy to destroy and I'm frankly not a fan of the new cannon designs (its not even a plant). Why would you ever take the middle route as your vulneravle to sniper fire and cannons you can't destroy.
I also would've liked for having just one broadcast van slowly filling the bar that way plants are given more incentive to not just camp the remaining two like they often do in games.
The ai players also give up at this objective and they're more of a liability than anything else.
I hate how easy it is to destroy wallnuts since they don't even do much damage to you unlike wallnuts hills where they could one shot you.
The map itself isn't a favorite of mine either. The first objective is fine with the brilliant starting theme and an ok point however with the second it quickly goes downhill with the absolutely horrendous pot positioning and walls around the point. The third point is just horrendous as once the defenders are forced out they must come back through a funneled easily camped doorway like pigs to the slaughter and the pot positions shouldnt even exist. None of the points also have any real significant highground for classes to take advantage of.
I do like the little continuity bit of the statue of dave being attacked by cats as gw2 states that he hates cats.