Re: Garden/Graveyard Ops: Challenge Waves
@Iron_Guard8Break the vases: I've never gotten that bug in gw2 so it must be hard to get. Simple but effective.
Tombstones/scarecrows: I like how they use the gw1 designs and that's they spawn different enemies than just simple AI.
Traingulabobbers: if you fail you get airstrikes alongsude the garden taking damage. I like this as there's a real danger to failing the mission. I imagine a graveyard ops version could be stopping a tactical cuke strike that well deal massive damage to the garden and players.
Champions: them being different classes would add more difficulty that would help it feel less stale.
No knockouts/no damage: no damage could work if it only spawned in basic enemies and absolutelty removed ranged attacks like only dandelions in a wave or something but yes no knockouts is more fair.
No garden damage: this one sucks in gw on the higher waves as one stray beam, rock, or bullet ruins everything and where bfn actually wins out as a damage threshold is more sensible.
Protect the wee gardens: I like this one as having mutliple objectives to defend shakes things up from the standard ops formula and the little gardens are adorable.
Speed run: this one can be good on the earlier rounds as faster and weaker enemies appear first unlike the superbrainz and chompers of wave 8 in gw2.
Stop the zombomb/squash: this one is fine and i do like objectives where failure is costly. Over all maybe a little too easy but fine nonetheless.
Vanquish the yeti/marigold: best in gw2 as the coin system is actually good. The minions are the main difficulty.
Protect the zombomb/squash: leaving these guys by themselves on crazy is the worst thing you can do as now healers and not paying attention can lead them to a quick death.
Retrieve chickens/pop-smarts: really factors into how far away they are and what enemies you are fighting.
Rescue the champion: This is one of the best ones as it gives your team a free ally who can carry the wave and revive your team. He often needs healing though but the gw2 AI players can find it themselves so you'll hardly see him during the wave as he's either at your base or diving into the enemy. It's also one of the few objectives that gives a reward other than money for victory.
Checkpoint race: can be fun.
Stop the huge wave: this one is ok in gw as it really only sends melee combatants at you and not the player classes. As you say though it's buggy in bf n and the wave is far too small.
More variety was lost in ops when the cut half the roster with special waves like ambush, grumps, and dozens of the variant centered ones etc in really lewds to bfn feeling stale after a few matches.
A vs match with actual bases that utilize every spawnables is a dream come true if it happened.
Gnome king upon defeat could drop rainbow stars.
Adding gnomes into the mix and making it a wave all about them or a 3 way battle could work really way.
I feel like adding more gameplay mechanics and enemies as special waves like the Zombotany characters using the attacks pots have against you like a fume shroom hybrid breaking citrons shield could work really well. Maybe give them robot plants attacking zombies as a graveyard ops version like mr freezy styled robot stopping superbrainz in his tracks. Show players how threating their own allies can be against them.
Ops really just requires an improvement with even more ideas in a gw3 as 2's was already paving the way in the right direction.