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@TheSprinter85One thing I've noticed that has to be improved from bfn is the hit detection beacuse holy crap it's just garbage in bfn with the pots damage not even being counted.
I get what they tried to do with cooldowns but it doesnt work in ops with the pacing and just how darn many sreendoors and outhouses it throws at you. Turf also suffers in bfn because every zombie spawnable is armored to an extent and they all spam ranged attack like there's no tomorrow. I think the natural pot and dirt spawns cooldown after there elimated would work fine if we cna just buy spawnables with coins so we don't have to deal with outhouse spam.
Improving the accuracy of all pots and bots would buff them immensely as bfn had awful aim for every pot/bot and they constantly miss shots on targets standing still.
Gw1 had seasonables.
One thing I want back from gw1 is the damage numbers that were shown by pots to their planters. Advanced tutorials to explain their functions like armor piercing to newbies and the differences between pots and bots would help a lot.
Gw1&2 had pots on points and infront of them to try and slow down zombie advances in turf while having a few placed around cor ers like the dreaded corner choy on driftwood shores who claimed many zombie lives. Gw1 even had some on elevated positions that were still reachable by normal zombies but overall gave the pots a nice sniping position. They could also swing around to shoot into the garden, something bfn ops really struggles with.
In bfn the positions are all freaking over the place to where they: can't be supported, can't be seen from the point, and are hardly worth trying to defend.
Keeping spawnables if they survive ops is a suggestion I've mentioned before and I'm all for it.
Imo alot of this is gonna have to come down go how the next game works mechanically since bfn introduced shield, sprint, tv heads, and Overheal which works greatly against the pots.
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