Ops pot positioning comparison: Gw2 vs Bfn
An analysis of pot positioning in gw2 and bfn.
Point B from Sandy sands in gw2.
Has 10 pots total. One right behind the garden which is viable for a heal flower or a close range pot like ice shroom.
In front of the garden are three more pots. One in front of the sarcophagus which can fire left, right, and center into the garden or to support the flanks final pot. There are two pots behind him covering their respective sides while able to support the sarcophagus pot.
To the right and left of the garden and down a bit are pots in front of statues outside of the sarcophagus area which watches over two other pots in both areas which defend the pathways into the sarcophagus pot's territory or the flank routes to the garden.
These positions allow many of the pots to support each other and protect pathways from zombies with more firepower.
An eleventh pot will appear at the evac site which is great for healers, air strikes, and close range aoe attacks. If pots feom wave 10 are alive they can shoot into the evac if they are close enough and distract zombies allowing time for you to escape.
Bfn town center.
Has 8 pot positions.
Two are positioned in front of the garden with another pot in front of the crab statue capable of shooting to the left or right while being supported by the two infront of the garden. The garden can also be protected by the two infront of it if a flank collapses but is also bit too far away for doom shroom to clear a group.
There are two pots each to the left and right of the garden. They cannot really be supported by the others unless the crab pot notices zombies (with bfn ai yeah right).
The final pot is stuffed back behind the garden where a pea cannon can barely reach it and is mostly unnoticed by zombies. Too far to be for doom shroom to be viable at clearing the garden so it appears to be intentionally made for heal flower as it's out of the way.
Cooldown system in ops will be the next subject!