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Thank for the tips guys. I hadn't thought about the plants staying out of range on the top of aqua center. I've been working on some other scientists, including astro, so I can rework my plans there. I played all star the first time around.
I think heal beam and heal bomb are pretty much essential on this one. If I remember right, you can replace the turrets right next to the anchor points as needed as long as you're really quick about it.
One other thing, which i think I mentioned in my write up of the Spooky Squash Hunt, is that when you are anchoring as a Scientist if you give a little run (for the extra momentum) and have decent aim you can toss and roll your Mega Heal Bomb right across the gap between the two anchor areas to help out the other Zombie. Using that tactic two Scientists Anchoring can help keep each other healed if one is taking more of a beating than the other.
- 9 years ago
The worst one was definitely the Yeti King. And not only because it combined all the other problems in one mode.
It's simply the unfair 100% accurate ice snipes from the AI that keeps you constantly frozen while the Kings Fool constantly spawns at the far end of the map. That way half the time is already wasted on travel from A to B with a good chance of somebody dying on the way. And i am not talking Easy or Normal difficulty here.
And then you have to hold ground with a team while the boss summons an AoE ice attack.
It's simply not balanced and Popcap saying "we tested it and manged to do it" doesn't help when it needs more fine tuning. The game is way too random to force people into a specific well trained pattern and team composition to succeed.
The Yeti King wasn't hard, it was unfair.
- 9 years ago
The "Make It or Break It" factor of "The Kings Day Out" was the number of Sunflowers on the team, what kind of Sunflower they were and the skill level of the player using it.
Use of the Stuffy Sunflower variant with the Rainbow Heal Flower alternate ability totally changes the dynamic of the Hunt. Not everyone realizes it but having a Heal Beam on you, or receiving Healing Drops from a Heal Flower cancels or prevents the movement penalty and freezing from the Yetis and Ice-variant Zombie Heroes and with the Special Ability of the Stuffy Flower being that Zombies she vanquishes explode into Healing Drops it's easily the most valuable support character in that particular Boss Hunt.
- pandareno19999 years agoHero+
My one win was as a peashooter with a friend playing an excellent pocket vampire flower. She stuck to me like glue and together we not only lived to tell the tale, we were the also ones who killed the champion and carried the slushy to the boss each time.
Don't get me wrong, it felt very difficult. But only when I went in later with randoms did I realize how truly difficult it was. A flower attached at the hip to a high DPS character made all the difference. I wish I hadn't been too tired to keep playing that first night. I suspect I may have been able to get the hats for the higher difficulty levels with that particular team.
- Iron_Guard89 years agoLegend
@realitysquared wrote:
One other thing, which i think I mentioned in my write up of the Spooky Squash Hunt, is that when you are anchoring as a Scientist if you give a little run (for the extra momentum) and have decent aim you can toss and roll your Mega Heal Bomb right across the gap between the two anchor areas to help out the other Zombie. Using that tactic two Scientists Anchoring can help keep each other healed if one is taking more of a beating than the other.
This is what we did. The mega-heal ball has a pretty short cooldown and you do have time to run out, toss it at the other anchor, and get back in time to not break the anchor. We did crazy by having 2 astronauts (me and my friend) on the points with the heal beam (which is much better than the station when we had to move) and mega heal balls.
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