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What's your point? A single Scientist can 2 shot a Pea, a Soldier can...wait for it, ONE SHOT a Pea Gatling.
Just because one ability from one class can root itself in place and take down a Mech, under extreme circumstances like the Mech is running in Rambo, alone, with no support doesn't really justify having that health number against every other plant.
No it's not fine the way it is, and I'm sorry you feel you need 500 health just to beat down a plant that has 100. For anyone who feels they need a 75 health on an Imp, another 400 health on the Mech and even extra abilities, shield or whatever they have, against a plant? I pity you 🙂
Open your eyes Chiko, that's like removing Imp Mech, and giving plants a Mech with 600-700 health and saying yep it's balanced, 3 zombies can take it down easily.
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Thanks for your honest feedback, a players skill level will be shown here in their responses 😉
But please if you want to change something that we all need, please look at electro brains.
- 10 years ago
@llachie wrote:
Do you not get the concept of the imp in general? The idea is he is a low health class that has a high risk and high pay off for using. It is easy to die but then to compensate you get a mech which is the opposite of the imp to make him a tank in a way. The mech is meant to have lots of health and thats how it should stay. I would rather not have a mech that is a slower sunflower. Also you talk about people's replies will determine their skill level, you obviously have no idea how to play as plants and must struggle taking down mechs.
But please if you want to change something that we all need, please look at electro brains.Last I checked 85 health isn't what a high risk and reward character should have, at 50 health he was high risk and reward.
Now you are better off not going into your Mech as an Imp. You are harder to hit an have effective ability with his grenade being instant. As a Mech you may as well paint a target on your back.
- 10 years agoSorry I forgot to say that they should of kept the imps health at 50 as it was more balanced this way.
- 10 years ago
@llachie wrote:
Sorry I forgot to say that they should of kept the imps health at 50 as it was more balanced this way.Irrelevant really, whether he has 50, 75, or even 100...
Nothing stops the Imp from standing behind a wall semi afk until his Mech is ready, it's hardly a risk at all regardless of his health and still doesn't justify giving him 500 Health on his Drake Mech...
If you can add, or use a calculator, that's 500+75, that's 575 health, and 4 abilities, and insane damage...against 2 abilities and 125 Health usually.
Which one is high risk now? The Mech?
To all of you now I guess, you've all mentioned his hit box size I think? So by that same logic it would be perfectly reasonable for plants to have a Mech of say 2000 health if it was 2-3 times bigger in hit box size then?
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