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stukapooka's avatar
4 years ago

Spawnable discussion: tv head and wildflower

Tv head and wildflower. buckets and terracotta pots included!

Tv head

Has 25 health and fires in 3 round bursts. Has snack attack melee when enemy is too close and possesses the overheated dinner a delayed explosive that can be thrown and causes massive knock back towards the thrower.

3min. Cooldown.

Tv buckethead

Health increased with a 5 min cooldown but otherwise the same.

Wildflower

Posseses 25 and a 3 round burst stinging petal. Flower chop melee weapon with a bloom boom grenade which will explode upon contact.

3min cooldown.

Terracota wildflower

More health with a 5min cooldown but the exact same as wildflower.

Are the only new spawnables introduced in bfn.

Made playable because popcap had to rush out characters for the games death and they already had animations.

I hate these guys and I believe they shouldn't return. Their existence makes ops a living hell for pots and bots because they now deal with range spammers on top of a horde. They also have grenades to easily screw with ai defenders and bounce around players. Their no better in turf due to blending in with the player classes and being much more numerous than an defenders.

Now I'm going to do the defensive pots and bots, oh boy.

3 Replies

  • I hate these 2 guys, and until BfN I've never disliked a single AI, character, or boss in the shooters, so that's saying something. I never thought I'd even dislike a character in any PvZ game until these 2 guys showed up. I didn't mind them when I first saw them as AI in BfN but they got old in a hurry (having these guys and a pickle boss at the same time is migraine inducing), and then them being made into playable characters has only made me dislike them more. 

    They completely ruin the mobile AI vs. stationary AI balance, especially when you get a lot of them at once in an Ops and they destroy the already less effective than ever melee defenders (Bonk Choy and Boxer Bot). Other AI may shoot or throw at us but not all that often and not continuously. 

    I'm normally for keeping all the stuff in these games; all the maps, all the characters, all the modes, all the customizations, all the bosses, and all the consumables, but these guys need to go and never come back.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 The poor pots and bots. They feel like afterthoughts in a mode that feels like an afterthought. They have to deal with sprinting, Overheal, and no fall off projectiles from every character on top of their ai and positioning (no high ground positions in bfn unlike gw1 and rarely 2)being much worse in bfn.

    I hate the flow of bfn ops as the 5 wave format makes you fight browncoat, tv head, soldier, and imp all in the same wave.
    Other ai don't shoot and also have a grenade when their empty that flings you to kingdom come.

    Them being made classes still leaves the plants down by 1 and their extremely lazy from a development standpoint when we knew that better things were planned.

    I don't want then back in any fashion and they should instead create more characters like the zombot soldier or saucer imp (unique enemies that only show up on certain waves).
  • Let's get onto everyone's Battle for Neighborville's favourite summonables, the Wildflower and TV Head!

    (This is sarcasm, I understand that many players do not like these summonables).

    Introduction

    The Wildflower and TV Head are summonable variants which are exclusive to Battle for Neighborville, they do not appear in GW or GW2. They are summonables that have multiple attacks, which include launching a 3-shot round burst (similar to Super Commando in GW2), throwing an explosive that knocks enemies up and deals decent damage to enemies hit by it, and a melee attack when enemies get too close to them. Both of these summonables have variants with increased health (which are Terracotta Wildflower and TV Buckethead), they have increased health and an increased placement cooldown. They generally use ranged attacks and rarely seem to get close to enemies.

    My Thoughts

    These summonables have an interesting nature compared to the other summonables, using mostly ranged attacks and staying away from using melee attacks unless enemies get too close. Normally, these summonables like to use their melee attacks on enemies, except they will occassionally use ranged attacks if they are away from enemies. I feel that 3 minutes is a decent cooldown for the regular variants and the 5 minutes is good for the increased health variants (which is the current cooldown, I do observe the summonable cooldown times). The increased health variants should have a longer cooldown as they are tougher to defeat (due to increased health).

    I would give these variants a Medium difficulty to defeat, or closer to a Hard difficulty if referring to the increased health variants. Being able to deal good damage and knock you around can be somewhat tricky and annoying to deal with, however they do not have a particularly large amount of health and if you have allies with you, they can be easy to take out. That said, try to spread apart a bit when these summonables are around to prevent multiple allies taking damage from the explosives they have. Next time, Wildflower and TV Head, do not use grenades that bloom and how many times do you have to overheat your dinner? 

    Wild Head and TV Flower (I did that deliberately, but will not do it again) are not everyone's favourite Weed or Browncoat, and may not want them to see it return in a potential future shooter, and I would not particularly mind either way. Although, I would actually prefer to see them return in future. Here are changes I would suggest though, which involve giving both the regular and increased health variants slightly more physical health, giving them a lower fire rate with their ranged attacks since they can be annoying to deal with, and less damage on their explosives. 

    In A Future Shooter

    In a potential future shooter, these guys may not make it there. I like the idea of these summonables though, so if they were implemented, this is what I would suggest. They would cost around 5,000 Coins each to summon. You would not be able to buy the increased health variants by default, rather you would get 1 of them for free every time you buy a bundle of 5 Wildflowers or TV Heads at once. They would not be unlocked from the start, rather they would cost about 20,000 Coins to unlock them for future use. It would come with a starter pack of 5, and 1 of the increased health variants for free as well. The free increased health variant you recieve when you get a bundle of 5 at once depends on the faction you bought (plant gives a Terracotta Wildflower and zombie gives you a TV Buckethead).

    Overall

    These summonables are exclusive to Battle for Neighborville, and likes to use their ranged attacks often, which can be an annoyance or threat to players. In a potential future shooter, if they were implemented, they should be decently hard to get since they would be annoying to deal with in large numbers, therefore requiring an unlock cost before being used freely thereafter, having a decent cost attached to each, and making it so the increased health variants can only be obtained via a bundle purchase. Changes I would suggest include giving them more health than they do now, but giving them a lower fire rate and less damage with their explosives.

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