Forum Discussion

stukapooka's avatar
4 years ago

Spawnable discussion: flag zombie and flag weed

Flag zombie and flag weed.

Gw1 Flag zombie: Gotta go fast!

Carries a brain flag like in pvz 1.

Flag zombie possesses 60 health and has a 15 damage flag whack with a slightly faster attack speed than other zombies.

Provides a 7% speed boost to all zombies pertaining every boss excpet disco zombie for some strange reason.

Because he is faster you often see him before a huge wave much like the origin games.

Has a pirate version.

Zombies affected by him have a red trail.

Has the marathon special wave in ops where they'll use speed to run down your defenses.

Gw2 flag zombie

Recieved a bucket head buff.

Provides damage resistance to allies around him.

Causes energy particles at allies in range.

Follows players and other ai and sticks to them like glue.

Has idle animation of chewing on flag.

Otherwise the same.

Flag weed

rallies nearby Plants, and provides them with a defensive morale boost.

150 health like his counterpart

Carries a green flag with a picture of crazy dave on it.

Has stock weed attacks.

It has an idle animation where it shakes its left hand before stomping its right roots on the ground.

These guys are criminally underrated.

They provide a great supporting role to their teams that often goes unnoticed and they help provide a great challenge in ops in the later waves. I loved that they followed you around to protect you.

Bfn sadly cut both of these characters for whatever reason. Bfn is also the only main pvz game that doesn't feauture flag zombie in any capacity. They prove they can animate a flag carrier with the healers, they chose not to add them I guess.

A potential buff to make both more appealing would have the flag zombie make his brethren immune to the lure of bean bombs (the flag has a brain to satisfy their cravings) and the heal weed making weeds ignore imp punts (they attacked them in gw2).



4 Replies

  • Not a lot to say here. I do like the flag weeds and zombies getting the pot/bucket upgrade in GW2 so they're more resilient than the flag zombie was in GW. 

    On a side note; Imp Punt really does need some kind of nerf as it's always been a bit too good, and a lot of All-Stars rely on them too much because of that. 

    Having more varieties like the Pirate version would be nice for a new game too.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 I despise imp punt in all 3 games. Gw1 all star was op imo as his punt could wipe out literally every plant that wasn't an upgraded chomper and even then his tackle and weapons made up for the remaining 25 on top of having 100 half regen. Gw2: was a bit better because of higher health plants and more options to avoid it, still annoying. Bfn: the imp punt is so unbeliavbly janky and buggy that it's basically unusable and isn't fun to use even if I like the damage reduction.
  • Time to raise the flag with these summonables!

    Introduction

    The Flag Weed and Flag Zombie are summonable variants that provide different modes of support to nearby allies, which include a movement speed boost and damage resistance boost to nearby allies. These are not major buffs, however they continuously apply to their allies while close to these summonables. They deal the same damage as the basic Weed and Browncoat variants, however they can also attack at a faster speed compared to the other summonable variants. They have decent health, which is quite similar but not quite as much as Terracotta Weeds or Buckethead Zombies. The buffs that they provide can apply to as many allies as possible that are close to them, and these summonables operate like other summonables, but with a more supportive nature.

    My Thoughts

    These summonables are absolutely quite decent at their job, however they could use some buffs. The speed boost and damage reduction that they provide to allies should be more significant, perhaps any ally that is close to them has a 25% increase in their speed and damage resistance, as well as them keeping the buffs after leaving the radius for about 5 seconds. This will provide a more effective boost to allies. Additionally, I would recommend giving their allies a decent attack speed boost while close to these summonables, which would help to encourage allies to remain near summonables for more effectiveness. These summonables are already quite cool and do provide buffs which is handy, but the buffs are relatively insignificant in their current state.

    With their toughness to defeat, I would give them an Easy difficulty. They behave in a similar fashion to regular Weeds or Browncoats, except that they can attack faster and can buff their allies. If they are on their own, they are about as easy to defeat as other, more basic summonables, but if they are with their allies, they can become more difficult to defeat due to buffing their allies as well. Taking these summonables out will remove the buffs that they are providing their allies and if done quickly, will limit the time that their allies will be buffed. Generally though, they become much tougher when they are around their allies.

    Battle for Neighborville does not have these summonable variants in the game, which I do not particularly understand why this is. If they would be added, I would give them around a 2 minute cooldown as the buffs that they provide their allies are not too significant, but it would encourage players to use these summonables more often to help the team. The reason that there should be a cooldown though is having to deal with these summonables constantly can end up becoming really annoying for the enemy team to deal with. However, if they gained the buffs that I suggested earlier, they should have a 3 minute cooldown instead as they will become more powerful and therefore, they should not be able to be used as often.

    In A Future Shooter

    As these summonables are useful but not too tough, they should be relatively easy to get hold of and the potential to amass in large numbers if one wishes. Therefore, I would suggest giving them a cost of around 5,000 Coins each, because they would be quite easy to get this way, but at the same time would not be a bargain, as per say. An unlock cost of 20,000 Coins could also  be added, to make them harder to obtain at first, but once unlocked, they can then be used freely. Also, this unlock cost could include a starter pack, where you get a starter pack of 5, which means that you actually get an overall discount when first accessing and buying these summonables.

    Overall

    These are summonables that help the team, but they do not prove to be too powerful either. Because of this, they should be easily obtainable. Needing an unlock before use will limit the player from using these summonable variants before unlocking, but after this they can be freely used. As some buff suggestions, since the buffs they provide are not massively significant currently, I would suggest a higher and lingering speed and damage resistance boost, as well as providing an attack speed boost as well. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @TheSprinter85 I like the idea of stronger buffs. Maybe a weakness to prevent spam could be that only so many zombies get a boost around him or its different for ai spawnables and players?

Featured Places