Anonymous
10 years agoThe Imp Mech...
Is the single worst game design you guys made with Garden Warfare 2... The reason I say that is because it's radically different from any other mechanic that any other character class has. And you on...
Pea Gatling actually completely destroys mechs. Mechs have to actively avoid a pea gatling or it's a guaranteed death head to head. I get that mechs can seem a little over-whelming when they're all dropping at once and you're not a peashooter, but having a plant that completely wrecks mechs so easily kind of balances it out. As for scientists as far as I can tell they are the same from Garden Warfare 1. Damage numbers seem the same, abilities (with the exception of the heal beam) are the same, movement speed and magazine size are the same. Scientists are just as balanced as they ever were and really easy to avoid getting killed by. I'm not saying the game is perfect, and I could see how the mechs could get overwhelming if you're not a peashooter, but scientists I will never understand the complaints. They're so easy to handle and avoid getting killed by most of the time. Electro Brainz I can't disagree with. His chain damage is really high (18 full upgraded I believe). I'm not saying they should make him a bad character but with such a constant string of damage that adds up quick to people standing close together. Having said that though, there are situations and games where Electro Brainz won't get many kills at all since he's so heavily reliant on his chain damage. If you're not finding people to chain off of, his beams direct hit is pretty weak and you'll lose most head to heads.
@WaxHalfling I'm not saying it's like impossible or anything to defeat a mech. But you exhaust your resources (abilities) in doing so. And there's the rest of zombie team with that mech too. It's not like a one on one thing. And the plants primaries are only meant to deal with a normal character, not a mech. You have your whole Plant team dumping abilities into the mechs because they just gave them 400 hp. That's like taking down 4 scientists. There's no tip-toeing around the fact that that's a lot. And then the other zombies on top of that. It's too exhausting in terms of resources to the plant side to take on Mechs and the normal guys on top of that. There's no actual counter to the mech on the plant side. As in I mean there's no equivalent. So it's obviously a lot more stress on the plant side, stress that you can't do to the zombies because you simply have nothing like that.
In my opinion its a bad design to give something like that to one side. And I kind of think it's just a bad design overall. The mech throws the necessity of ability damage and primary damage on the plant side for a total loop. It really does. You can't simply tune the plants primaries to down a mech without making it overkill on a normal character, and Vice versa. It's tuned the take down normal characters, not a mech...
The mech isn't the problem its those tiny imps with 75 lives that are the problem always spamming gravity gernades and impkata. I want to see a plant that has something to push all zombies together and auto aim and have 100% accuracy with 1 press.
@ShavedThronel0 I'm not saying nerf the Mech. I never said that anywhere in here... It's more symbolic than anything. The need to put something in the game that goes beyond what is necessary just for the sake of their slogan, Bigger something Bigger. And only for one side without giving the other anything to compensate for it.
I think it's a pretty insurmountable advantage given to the zombie side. That pre-nerf Rose was basically the only thing that could do that to the zombie team. All I know is that as a Plant I have not seen the end of a Turf Wars Map for their side in a long long time, and I don't see it changing. They are pretty stacked. And the MP is boring as hell. Every time I play as a zombie we really stampede the plants. Like beating turf wars maps in just under 20 mins.