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Anonymous's avatar
Anonymous
10 years ago

mech initial cooldown update change explained

https://youtu.be/3ouCXgkYB10

people think the initial cooldown has something to do with the start of the round.

initial cooldown just means the first time you pick a variant when you respawn.

as you see in the video i pick the normal imp and his mech cooldown is already 33% filled up this is the initial cooldown.

then i pick another imp i didnt play before on that map and his initial cooldown is also 33% filled already then i pick the same first imp i already played and he no longer has an initial cooldown filled up it starts from 0 again.

but then pick yet another imp variant and he has the initial cooldown already filled up 33% this is the initial cooldown it has nothing to do with the start of a round.

currently the initial cooldown takes 1:30 until you can call a mech after the update it will be 1 minute a 33% buff

currently mech fuel lasts 1 minute until it explodes on you after the update it will last 1:20 another 33% buff people will get into mechs faster and after they die they could respawn into another imp variant to have the initial cooldown again so within one round people could hop from one imp variant to the other having quicker mech times on all.

overall resulting in more mechs on the maps at any time. this is what they wanted they say it on the stream they want people to have a chance to summon the mech multiple times during a single vanquish confirmed round.

my guess they probably went over the data and noticed overall mech playtime are too low. due to noobs dying 5 seconds after they summon the mech. resulting in the actual time you see mechs going around to map to be too low as their lifespans are short.

to combat this they made a quicker cooldown to call in mechs and gave them more stamina. you will now see more mechs at any given time this is the whole point and goal they went for so people thinking they wont see more mechs just miss the whole point this is yet another example of noob friendly decision making in the game.

making it easy to every casual to just hop in a mech get a kill and die faster then ever while hurting the overall game by causing more OP mechs to be used. do not be surprised by seeing 4-5 mechs rush a garden after the update. with a shorter cooldown it means there will be a higher change more players will have a mech at the same time.

all the posts i am seeing are of people saying this only works on the start of a round..

people want to hear what they want to hear like they were sure they are going to get X4 xp on the birthday event while it was saying up to X2 the whole time 

8 Replies

  • Anonymous's avatar
    Anonymous
    10 years ago

    Mechs really aren't as hard to kill as you think. A rooted Pea shooter or Sunflower can kill one fast especially by aiming for the *pit as can a chomper by gooping one and the biting or breathing behind it. I think you just have to accept this is a silly cartoon game with lot of kids so they're gonna make it a little more casual friendly than games like Call of Duty or Halo..

  • Anonymous's avatar
    Anonymous
    10 years ago

    yea you are right about that i dont really mind 

    people were just arguing with me saying the cooldown is only for the start of a round

    and i dont really know if it will make that much of a difference

    i dont think players will actively be wanting to resawpn as all the various imp to get the quick mechs on each one every round.

    but overall the game will have even more mechs then what it has now

    and it might get even stupider...

    i predict after the patch it will be mainly imps vs citrons with citrons being 6+ players on plants side 

  • Anonymous's avatar
    Anonymous
    10 years ago

    With sunflower buffs and more sunbeams, and more citron and roses i don't think more mechs will be a problem at all.
    To be honest i think mechs are easier to counter than regular imp, since they're giant hitbox walking, eh.

  • Anonymous's avatar
    Anonymous
    10 years ago

    it sounds like theres going to be more problems.

    plants side got all the buffs while zombie side only got nerfs 

    i feel citron is going to the best class on plants team 

    they said he is getting a damage buff faster transitions smaller hitbox 

    rose is getting damage buff and charge will be coming back to the game i stopped seeing her fire charge shot it might come back now 

    flowers getting a damage buff...

    corn is getting some buffs 

    on the zombie side electro brain abuse will be over 

    superbrain spin hopefully will be something a plant could handle making the move less popular

    sharkpirate is getting a nerf

    imp is getting a hitbox nerf

    all those nerfs are damn needed

    but it might be plants team without op rose all over again

    so they decided to make mechs the main feature and put it all on his shoulders

    i think its going to be mechs vs citrons just like the cover art of the game

    btw i think the flower damage buff is a sort of a workaround and not a core fix the problem with flower was not the attacking damage it was the fact the class does not fit the game anymore with all the high powered zombies on attack with all the new abilities 

    in gw1 a flower could hold a garden for 7 minutes jump reviving the entire team without major risks or zombie abilities that could stop her 

    but in gw2 you have all the new abilities that wont let that happen

    the time window for confrontations in gw2 is drastically smaller then gw1 

    until now i didnt have a single game where i had meaningful teamwork because there is no time for teamwork 

    it all happens too fast and its all too messy like one big team vanquish round 

    i have a special video playlist dedicated only for flower healing from gw1

    full of runs with the goal of reaching 300+ heals in a round of G&G i could play the healer without even dying 

    because the zombie side didnt have something that can cause damage more then reasonable

    in GW2 it cant happen its more of a suicide into the garden game which side can 1 for 1 harder

    the classes and abilities are designed to favor 1 for 1 gameplay promising you an easy kill before you die via high damage or abilities 

    in gw1 even if the casual player wanted to kill you he didnt have a free kill ability ready at the press of a button 

    so he tried but it revolved around skill and the better player walked away alive 

    this is why flower cant work in gw2 because it favors 1for1 playstyle mechs for example going in the garden with rockets or fire getting some kils then dying right away

    and the flower will die no matter what together with her team 

    so i am better off just playing a pure attacking class rather then flower

    really the only way i see possible to make the flowers work in GW2 is making them tanks 

    in gw1 it was not needed but in gw2 flowers should be tanks with 150-175 hp with less attacking power 

    making the flower have high hp while having low attack will force the flower player to stick to his team instead of playing a flower alone like a peashooter

  • Yep,that was a exploit I was gonna talk about that need to be fixed before the next update roll. I didn't know that the initial cooldown was just per variant instead of wharever you switch to a another imp. So It wouldn't be that much of that problem for longer match. But it still something that need to be fixed.

    It funny how you assume that they specially make it so that people get a mech more often and for longer considering they probably don't even know that exploit exist at the first place because I didn't saw anyone talking about it until now. They also never specified how much the Z-mech stamina will be increased.

  • Anonymous's avatar
    Anonymous
    10 years ago

    what exploit theres no exploit and no bug 

    each variant has its own initial cooldown.

    "It funny how you assume that they specially make it so that people get a mech more often and for longer"

    that is exactly the reason they are making this change lol 

    they want people to use mechs more and more often 

     

    they lower the cooldown from 90 seconds to 60 second and making the mech last 20 seconds longer then the current 60 seconds

    if thats not wanting to make people use the mechs faster and longer then i dont know how else to explain it 

    watch the stream again at 56 minute mark

    he says he feels bad that players only get to call the mech once in a vanquish confirmed round that last 6 minutes 

    and they want the player to be able to call the mech a number of times in that time 

     

    A NUMBER OF TIMES = more then one = lots of times = more then one mech = plenty of mechs = MORE MECHS = they want more mechs = they made changes to cooldown and stamina so there will be more mechs = there will be more mechs = MORE MECHS 


  • @mantisisrael wrote:

    what exploit theres no exploit and no bug 

    each variant has its own initial cooldown.


    It a exploit in a way that popcap probably not intended for people to change imp variant to get a Z-mech sooner. Compare to cactus drone, which always have the same cooldown no matter the variant.

    It true that they said they wanted people to have at least two Z-mech in a game of team vanquish with that change, cus they said it. I'm just saving that they probably intended it to only affect the first Z-mech of a Imp player and simply didn't know that the initial cooldown is different for every variant. Also they never said how much the mech stamina is gonna be boosted,just that it will be longer.

    At any case it something that need to be fixed before people start to abuse it.

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