Spawnable discussion: gatling pea and gatling bot
Gatling pea and gatling bot
Gatling pea
Gw description:
Focuses in on one target at a time, unleashing a barrage of rapid fire peas.
Bfn description: Shoots rapid-fire bursts and has good range.
Has 60 health in all 3 games with a long range rapid attack named the small pea.
It fires in a 8 round burst that does 3 damage for each pea equaling 24 damage total. No splash damage. In gw1 he is rarer than repeater and the game treats him like an upgrade.
Gatling Pea's helmet falls off when vanquished, rip.
It and Cob Cannon (renamed to Corn Mortar) are the only upgrade plants from Plants vs. Zombies to reappear in Plants vs. Zombies: Garden Warfare.
However, the icon for the Twin Heal Flower in boss mode is actually the seed packet picture for the Twin Sunflower.
This Plant uses its original Plants vs. Zombies artwork, despite Pea Cannon and Pea Repeater using Plants vs. Zombies 2 artwork.
Gatling bot
Gw2 description: When your run-of-the-mill laser equipped robot isn't cutting it, give Gatling Bot a call.
Bfn description: same as gatling pea.
Fires 8 round burst of 3 damage laser projectiles from a weapon called Pew Pew.
Has a legendary variant known as the golden gatling bot. Description: When even your Gatling Bot is gold-plated, you know you've made it! It's the same as the gatling bot but is golden and fires gold lasers with a new sound effect (personally i prefer it).
Both have a 3min cooldown in bfn.
These guys are the definition of strength in numbers. Individually they are kinda pathetic but when you plant many of them the number of projectiles can stun most enemies or just gun them down. These guys massively suffer against armored enemies and fast kamikazes in ops.
The cooldown in bfn absolutely ruins them in this aspect. When you can only have 1 in the battlefield at a time they lack the numbers they will need to repel the attackers especially with their rather mediocre damage output when alone(every enemy in ops has over at least 25 health). Since enemies also spawn much closer to the garden in bfn they hardly get utilize that "good range" they have.
In turf they were never really threatining in any of the games unless you were at low health but once again due to positioning they're much worse in bfn and its made even worse with the cooldown as these guys cannot fight a tv head or buckethead efficiently due to them having too much health or range to fight with highly inaccurate 24 damage one at a time, was it really that hard to put some pots together on the map popcap? Bfn also gives players an even bigger advantage over the defending spawnables with Overheal, faster regen, sprint, and shields. 24 damage simply doesn't help them against all these enemy advantages when your just 1 tiny little pot/bot
One big buff to give these little guys would be accuracy because missing is a lot deadlier to them due to lack of splash and even in the gw games they're not that accurate.
No real gamebreaking issues like no damage with them in bfn as far as ive seen (still suffer from the terrible positioning and bfn ai), but yet again testing them in bfn is a pain when you have no hub world to easily test them in and only can summon one at a time every 3 minutes. God I hate the cooldown system so much.