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My issue with bfn maps is how on most points the corners are completely covered so not only is hard for the opposing team to remove someone from the point without entering it themselves, its very easy to ambush the opposing team because they can't see you in the corners until they're on the point. Another issue is the payload sections. While I'm not against the idea of payloads, once it starts moving its really hard to stop because of the large lobby size and how beneficial it is to the attacking team. You go to stop the payload, eliminate a few people pushing, then there will always be a group behind them to continue pushing because of the large lobby size while the ones you eliminate become the new backup team all the while the defending team also has to contend with the frontal offensive.
One last note is that I can I make a separate post on why Peachy District is the worst TT map in pvz. Actually I could make a list of problems for the other initial TT maps except for Turning Point which is pretty good gameplay wise. The new maps are also pretty good.
All base of operation (attack team's respawn area in first stage and defense team's respawn area in last stage) have auto healing effect, except zombie zone in Turning point's last stage, is it true?
I don't test it in July, but according to my memory this bug(?) remains long.
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