10 years ago
The Plant Struggle Is Real
I don't know why, but over the past several days, where I have mostly been on plant teams during Turf take over, the plants can't seem to win. Not just losing the game, but rarely even making it past...
Your posts aren't worth replies or attention. You're the type of person that they listen to... and end up screwing the game up even further.
At least you're admitting to it being screwed up...
I guess you like things the way they are then...team zombies?
Some of the maps are imbalanced that's for sure. Zomburbia (university) being a prime example. The turrets are a pain in the arse. First thing I do on that map is take a peashooter and gatling them down (incidentally most players seem to ignore them which is pretty dumb), at which point the zombies are at your spawn. If the plants actually manage the first 2 cap points, they should win easily. Having said that getting those 2 requires decent players and counter class picks, or just being plain sneaky. Zerg rushing the caps works as well - even a small amount of capture time adds up if donerepeatedly. Doesn't happen very often though. Also the teleporters at the start are in such a useless spot. They save you barely any distance and are easily camped.
Moon Base Z is another odd one. 1st cap is easy even if they push your spawn, the 2nd and 3rd are the hardest ones to take by far. The third ones teleporter to the right in the rotating room is more of a hindress than a help, but if you don't have it the extra distance will screw you. The final stage seems to still favour plants though. I'm assuming down to all the splash damage they can put out in such a closed environment. I've only won the last part as zombies once..
Great white hope I win the most as plants by far. It is still possible to hold them at the first cap, providing plants push out and don't sit on the cap to defend it. Same goes for the second one, although if the teleporter is to the left (behind cover at the bottom of the hill) it is harder but still manageable. After that chances are you'll fail until the one before the finale where they can be held again. Finale is anyones.
Seeds of Time seems generally balanced all around. Can go either way with plants holding the early caps, or up until the finale which again seems to be a good chance for both sides to win.
Alot of the games perceived imbalances stem from the map design. Too much cover and close quarters on some maps which favour zombies. On the maps / cap points that don't, or offer longer range fighting the plants win much more. Rather contradictory to that is that there a couple of close quarter areas which are around 50/50 thanks to huge amounts of splash damage on the plants side.
As for the other maps I can't comment as I don't usually play the other gametypes. GW1 maps were much better designed in that respect. Bring back Main Street please.
Absolutely agree entirely (with both posts 😉). When they lose that mentality then they'll win more.
Okay I agree on mostly everything you said but the second control point on Seeds of Time is complete BS its just like the Apartments, all choke points and easy to defend. A control point like this should be one of the last two not one of the first two but it seems like they did not learn how to balance control points since the last game. Also the last control point in Zomburbia is very hard to capture which is fair since it is the last one and it is why I think Zomburbia is the most balanced map other then the start and maybe the finale. Great White North is pretty good and I hate the Zero Gravity on the Lunar Base.
Not sure why you're discussing maps, many players haven't seen past first base ☹️
@InC0g Also the teleporters at the start are in such a useless spot. They save you barely any distance and are easily camped.
Too true, another flaw I see in the map designs. On the University map (sorry I'm terrible with remember the names of these things) but anyway, if you use the poter on that map, depending on where you spawn, you often have to back track to reach the base, because you went in the opposite direction just to reach the teleporter pad. How does that make sense? Then the later level of that map, and particularly in Time Park, it takes so much time to reach the teleports because of the size of the maps, so you lose precious seconds that you could be using on actually taking the base. This is of particular annoyance when you walk all the way over to it, only to find out it's not even active, which you couldn't tell from where you spawned because of all the unnecessary obstacles blocking your view. They're not there to provide cover, because the plants spawn is miles away, they're there to make the map look "prettier", but serve to just waste more of your precious time.
@AWMaxSterling wrote:Keep ruining the game, scrub...
Lollipops. I haven't done or ruined anything, I only started using the forums post patch, the same time I started playing online.
Why you so mad? Is it because my forum XP is catching yours? Must be the competition, some players can't handle it.
Evidentially you can't handle class balance either.
You cannot justify class imbalance purely on maps. Not entirely sure why you are but hey, you're entitled to your zombie loving opinion too.
Zombie scrubs everywhere...
Just you wait 🙂
@Zaheen1337 wrote:
@AWMaxSterling wrote:
Keep ruining the game, scrub...
Lollipops. I haven't done or ruined anything, I only started using the forums post patch, the same time I started playing online.
Why you so mad? Is it because my forum XP is catching yours? Must be the competition, some players can't handle it.
Evidentially you can't handle class balance either.
Forum XP? I can just contridict you and gain a lot if it was that important.
If I can't handle class balance, then why was I one of the first to speak up about the patches to Rose... and was right both times... before the patches were even pushed?
Why did EA give me a free copy of the game, if not for my feedback on the game?
Most of you scrubs sit here and whine and whine and whine about classes that kill you and immediately want them nerfed because you have problems against them. Instead of learning to adapt to play against them, you cry to have them nerfed and screw up the balance even further.
You need to learn to play before you can make balance suggestions.
Most of you scrubs sit here and whine and whine and whine about classes that kill you and immediately want them nerfed because you have problems against them. Instead of learning to adapt to play against them, you cry to have them nerfed and screw up the balance even further.
You need to learn to play before you can make balance suggestions.
Like I said to the other person, it's not about a lack of understanding how to play the game. And you really shouldn't make assumptions on whether a person can play well or not, if you haven't even played with them.