Spawnable discussion: scaredy shroom and hide n shoot bot
Scaredy-shroom and hide-n-shoot bot.
Scaredy shroom
Gw and bfn description:Takes Zombies out with superior range, but hides when they get close
Long range precision damage.
Scaredy shot attack which deals 20 to 35 damage depending on range.
Hides when zombies gets close. While it is hiding, the zombies will not attack it, unless the Scaredy-Shroom attacked them first. Recieves a moderate damage resistance while hiding.
damage resistance.
The damage resistance is high enough to reduce General Supremo's point-blank range damage to just one point of damage per shot.
Along with the fact that it has about 75 health while hiding, it can survive getting hit by all 60 shots in one "clip" without dying.
Has frankenshroom variation in both gw's but it's no real change. Description: It's alive! It's alive!! It's... a Scaredy-shroom with a stylish new costume.
It, Snap Dragon, and Browncoat Zombie are the only consumables with Lawn of Doom variants in the first Garden Warfare.
If you apply the Infinite Ammo setting in Garden Warfare 2, it fires multiple projectiles that can destroy even Z-Mechs in seconds, making Scaredy-shroom very powerful.
If you attach a Heal Beam to the Scaredy-shroom while a zombie is eating it, you can earn an infinite amount of coins from the heal bonus
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Hide-n-shoot bot
Gw2 description:
The pride of Zomboss' trash can division
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Bfn description:
Shoots long-range, high damage beam, but hides when plants are near
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Shoots the splaser which does 30 damage every shot
Otherwise the same as scaredy shroom.
Both have a 4min cooldown in bfn.
Snipers in horde modes are often a very mixed bag. They are often high damage dealers but their frail health and low firerate often lead to them being overwhelmed by sheer number of enemies. Scaredy shroom and his Counterpart are no different.
Bfn ops once again fails them with the very lackluster amount of positions and due to the spawns of enemies they are often immediately overwhelmed. Dont even get me started on their horrible accuracy in bfn.
In gw1 and 2 you could position multiple other spawnables like gatling bots to cover them as they pick off members of the horde and tp save them if they need do hide. Together 2 shrooms can defeat a buckethead with ease making them valuable allies. 3 hide n shoot bots posituoned well can hold off the entire first wave in ops by themselves.
In bfn turf outside of a few rare areas they don't have long sightlines to take advantage of. Conbine this with ranged enemies who can attack outside of hiding resistance, easily slaughtering them as they are unsupported and outmatched. Basic enemies in bfn are bucketheads or higers which require two pots to deal with unless your doom shroom.
Bfn close quarter maps and awful positioning really hurts these two and I hope that if a gw3 is ever made popcap restores the map design to its former glory for pots and bots.