Forum Discussion
Thanks for all your responses, I wanted to create a post like this for a while now. The summonable discussions have been fun to participate in and I wanted to also give my general thoughts into the summonables.
@stukapooka My idea of keeping summonables would apply to all modes including Ops and this mechanic would reward for players for protecting and placing their summonables well. This would be especially cool if players could recover Legendary and Seasonal Summonables this way. I actually realise that my cost ideas for summonables in the summonable discussion posts are quite expensive. For instance, I suggest 5,000 Coins per Doom Shroom, however if you only make 5,000 Coins in a game, then it may be costly to earn summonables and may not even be worth using, however being able to recover your unvanquished summonables automatically may make purchasing these summonables, even for these sort of costs, way more worthwhile. I did not know the seasonal summonables were available in GW. I did not realise that some of the BfN summonables sometimes suffer from the hit detection, that should be sorted out, and I agree that they should have an aim or accuracy buff.
@PerniciousPea Alright, I understand your points. In Garden Warfare 2, Summonables were quite powerful and in large numbers can easily capture a point. In Battle for Neighborville, however, the capturing system is different where even a single defender can stall the point and pause the capturing, so even if many summonables are together and jump on the point, it is completely possible to prevent them from capturing. Additionally, summonables have generally been nerfed across the board due to some direct nerfs, as well as mechanics such as overhealth which makes them less powerful. I would want to see summonables in a future shooter, although the basic aim is that it would be harder to spam strong summonables due to them costing much more currency and due to internal cooldown of the summoning piles, or the pot or bot locations. Maybe if a Pot or Bot is physically on the objective and is alive, it automatically contests the point as well to counter out the fact that the attacking summonables can count toward capturing, that or the attacking summonables are unable to capture on their own?
@Iron_Guard8 I have not really thought much about the "vanity summonables", such as the pirate themed zombies that are identical to the regular variants but are quite cool. I only normally see them in Ops, but it would be cool to have the option to summon them instead of the regular variants. They could be purchased in lieu of the regular counterparts if players want them for the same price, or they could perhaps be a free bonus if they are purchased along with a bundle of the regular summonable counterparts. Similar thing with some "vanity" plant summonables. Hopefully your idea to make stronger summonables cost more than weaker ones, to prevent overusing only the strong ones would help to prevent having teams need to deal with an influx of strong summonables in a future game.
@Positronic-Rift It was a direct downgrade seeing Battle for Neighborville host a much less variety of summonables. In a future shooter, I would want to see the regular summonables make a return, as well as possibly adding a small variety more. Not sure if the summonable Wildflower and TV Head should return, but would like to see them, maybe just not the playable variants though. With your other idea, do you basically mean the attacking team can also place Pots and Bots as well, and the defending team can summon the regular mobile summonables? I like the idea of the defending team being able to place the mobile summonables, but I am not sure how the attacking team would be able to utilise Bots and Pots as well. Perhaps the Pot and Bot locations can be available for the attacking team as well, if they manage to place something before the defending team does or something like that.
These are just my thoughts and opinions on the summonables and how they should be handled in a future shooter. 🙂
I may make posts like this in the future, I enjoy participating in these discussions.
@TheSprinter85Oh the hit detection in bfn is worse than you think for pots.
Fume shroom can literally not even touch outhouse and doom shroom can sometimes have a explosion miss a slow moving screen door. Browncoats dodging and tanking pea cannon blasts before murdering them easily.
The accuracy is also really bad as scaredy shroom misses a lot of shots and pea gatling misses me standing still at close range.
I've tested a lot of these guys in solo play and it's worse than you think in bfn and I'm honestly shocked popcap was never called out for it.
It wasn't simply a downgrade from gw2 to bfn in pots but more like a straight up freefall from orbit.