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Re: Spawnable discussion: scaredy shroom and hide n shoot bot

Time to take aim and hide when enemies get close with these summonables!

Introduction

The Scaredy Shroom and Hide n Shoot Bot are summonables that can deal high damage to enemies, as well as having good aim, but they fire slowly and do not perform as well against multiple enemies. They have slightly more health compared to their basic counterparts. When enemies get close to them, they hide and refuse to shoot enemies, but they gain significant armor, making them very tedious to vanquish during this state. The damage that these summonable variants deal can vary based on how distant the enemy was, but they deal more damage than most other summonables generally deal.

My Thoughts

These summonables are quite capable of dealing some good damage and will hit their shots often, at the cost of firing slowly and only being able to deal damage to a single enemy at once. Their damage is greater compared to the amount that most other summonables deal. They do their job quite well right now, but I would suggest giving them some higher damage at the cost of a lower speed (very similar to the way snipers currently work in Battle for Neighborville) and less armor when it is hiding, but give it some more health, not much though as they are snipers. 

I would give these summonables a Medium difficulty to defeat. Despite being able to deal significant amounts of damage and having good accuracy, you can avoid being hit by staying out of its line of fire. It is also slow and if you have multiple allies together with you, you should have almost no trouble defeating it. An option is to get close to it as you attack so it will not retaliate on you, however due to its powerful armor during this state, it could take a long time to vanquish, so another option is to focus your fire and take it out quickly from a range, but use cover as appropriate.

The Scaredy Shroom and Hide n Shoot Bot are present in Battle for Neighborville, which I am totally in agreement with. They each possess a cooldown of around 4 minutes, but I reckon that they could have a cooldown of 3 minutes. The reason for my reduced cooldown suggestion is because while they can be powerful, they can be defeated easily in groups or with access to cover. They should have a cooldown, but there really seems to be no need for such a long cooldown.

In A Future Shooter

I believe that these summonables should return in a future shooter, as they are cool summonables and have their strengths, but also weaknesses. They should be relatively easy to obtain and also to amass in large quantities if players desire. They may cost around 2,500 Coins each, as they can be significantly more powerful compared to their basic variants. I would suggest an unlock cost before being able to use them to make them harder to get at the start, perhaps this unlock cost would be 10,000 Coins per faction, however you would also start with 5, giving you a discount and also giving you free access to these summonables thereafter. 

Overall

Due to these summonables having their perks but while also having disadvantages, I would make them relatively cheap to get and giving them a small unlock cost before they can be used freely, but having a discount attached as well so you gain better value upon the unlock. These summonables work well as they are, however I would suggest giving them a damage boost (but an even slower fire rate) and a slight health boost (but less armor when it is hiding) as well.

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