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Re: Video of 5 Ways EA and PopCap COULD Revive The PvZ Franchise.

@Iron_Guard8The space cadet idea is really fun and would give the zombie a variation of corns air strike without just ripping it off.

They somehow made rose even more aggravating to fight in bfn as combination of everything people hated about her seperate abilities and variants and I'm impressed.

Bfn maps are just really bad and too narrow to the point where flanking is pointless and the size of the maps doesn't benefit snipers. The sprinting sections also make you realize that no combat happens when moving from point to point unless a plant chooses to stay back and die.

Teleporters in gw1 maps helped reduce the chance of getting sniped on the way to the objective and some of them cut the travel time by almost 75%. In gw1 they were even in 2 of the final objectives as rewards for engineers who got through the bombardment from the ai artillery. Heck playing through pc on private play remastered and the defenders there in gw2 actually try to engage the enemy past the point by rushing to engage them head on.

I'm gonna say it: payload isn't fun and was a gimmicky ending minigame for a reason as it forces players to funnel on one objective for the entire game rather than think strategically and those matches always devolved into chili beans bombing the carts for team kills and this isn't tf2 where spies can disable enemy defenses being prepared for a push to help there teams, engineers can constantly move teles to help heavies reach tje front line faster, and being near the cart actually rewards attackers with health and ammo. (even worse since spawnables can push anyway).

Ive already explained why the lack of spawnables seriously hurts the game.

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