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Anonymous's avatar
Anonymous
9 years ago

Hover Goat 3000 Improvements

Hello 🙂 I'd like to recommend a few tiny improvements for the Goat.

PopCap has  done a very good job creating an offense/support hybrid, by slightly lowering his average killing potential compared to most characters, However the reward that he gets for buffing other players isn't high enough to make up for the slightly less points he gets from vanquishing.

HOVER GOAT 3000 IMPROVEMENTS

  • Increase damage buff assist reward from 10 to 50 (like a standard assist)

  • Decrease buff beam damage bonus from 30% to 20% (30% allows characters like Imps to do point blank damage at long range, which I found highly abusable)

  • Using the buff beam should no longer cancel reloading.
  • Increase damage for Mega Awesome Laser by 1 (it's too weak compared to his main weapon). Increase ammo consumption for movement (the player can opt to use it like a traditional rooted ability for high damage, but moving should be penalized a bit more, since the damage is now closer to true root abilities). Increase cooldown by 5 seconds (it's too spammable, and those 5 seconds could be more useful elsewhere).

  • Decrease cooldown for Tubular Turbo by 5 seconds (it's so useful and yet rarely used, because of its long cooldown)

     

Thank you for your time 

6 Replies

  • Well your improvements sound good but when you said that the goat has a below average killing potential i couldnt help myself but laugh... I have an average of 17 KD ratio with that thing and i am not even playing conservative... Its ability to jump and thus avoiding incoming fire easily coupled with a really stable gun makes the goat one of the most lethal (if not the most) on the zombies team... Your improvements though can help transition this character to a more supportive one as it was ment (i think) from the beginning...

  • Anonymous's avatar
    Anonymous
    9 years ago

    Your K/D is so high because you've probably haven't played more than 1 or 2 hours with him, or you are just camping. K/D doesn't prove killing potential. It proves survivability, and/or camping. 


  • @Hit_and_Score wrote:

    Your K/D is so high because you've probably haven't played more than 1 or 2 hours with him, or you are just camping. K/D doesn't prove killing potential. It proves survivability, and/or camping. 



    K/D can prove killing potential and i assure you i don't camp. It's kinda impossible to camp in this game anyways considering that your icon is visible to the whole team when someone spots you. The only time i "camp" is when i'm standing in the capture zones during turf take over which is what you're suppose to do anyways.

    The goat is my favorite zombie character in the game and his kill potential is very high since he is very accurate with a great fire rate. I have my doubts about the other guy having a 17 k/d average with him but i can understand what he's saying when he says the goat doesn't have a below average kill potential. I tend to finish most games highly positive with him like in these screens though the two i posted were my highest.

    Also the beam that cancels out reloading also effects the scientist and that has been a bug since the first game which they do really need to fix. It's very annoying when you're trying to buff teams during heavy fire fights and you reload gets canceled/rest when trying to support the team. This doesn't effect the sunflower though.

  • Anonymous's avatar
    Anonymous
    9 years ago

    No. K/D only proves survivability. Cacti generally get higher K/Ds than Peashooters, but their killing potential is actually the same or lower. It's the nature of the class, since they naturally stay away from most dangers.

    I've played the Goat for 5+ hours and I have a K/D of 3.73. This doesn't prove anything. His killing potential is still slightly lower than most high tier zombie characters. You can get many kills, but you would have gotten more with other characters. 

    The Scientist's reload probably gets cancelled to avoid reloading while placing a heal station during ambushes. The Scientist needs to be penalized if he runs out of ammo while he's trying to attack you at close range, otherwise he would be too cheap. I think they should make an exception only for his heal beam.


  • @Hit_and_Score wrote:

    Your K/D is so high because you've probably haven't played more than 1 or 2 hours with him, or you are just camping. K/D doesn't prove killing potential. It proves survivability, and/or camping. 


    actually K/D shows how good someone is at the game aka if you can get 125 kills and only 22 deaths thats gonna give you 5.68 kdr so are you gonna tell me said person camped the whole game despite having 22 deaths? or are you going to admit thats a show of skill not how well someone can hide

    HOWEVER the only factor that is valid in your argument is playtime if someone has only used said character for a few hours of course there kdr is gonna be very high but if someone has about 12+ hours id say the kdr is valid hell even 8 hours is a good starting point to take it seriously and yes even snipers are included in this cause even snipers can be snipped by other snipers or ambushed from the side/ behind and die ALOT its not hard

  • Anonymous's avatar
    Anonymous
    9 years ago

    Some characters get high K/Ds naturally, like Roses and Snipers  (if you know how to play them). Chompers and Superheroes are hard to get a 3+ with.

    It's also an indication of skill, but it's vague and arbitrary. You can't tell exactly how a person who showed you only their average K/D plays. If he went 30-0 on a full Turf Takeover game, it may seem impressive, but it's not at all. At high level you should be able to get at the very least 45+ vanquishes, even with low tier characters. You can do whatever it takes to preserve your killstreak, but other than getting the vanquish streak master boast, it doesn't mean anything on its own.

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