Why i don't like the cooldown system in ops.
Why the cooldown system holds back ops and its strategies.
Bfn introduced a cooldown system for spawnables and this affects their usefulness in ops serverly.
In both gw games spamming one type of pot is not a good strategy as all of them posses a weakness that synergy makes up for such as fume shrooms amazing power at destroying armor but utterly awful combat potential at dealing with non armored zombies or scaredy shroom being great at picking off individuals but terrible at dealing with mass numbers.
However you can still plant mutliple of one pot in areas where they may be most effective such as multiple gloom shrooms around the garden.
In bfn however everytime you plant a pot that isn't a pea cannon is placed on a timer going from 2-5 minutes. This only cripples a player as they lack the armor breaking power of a fume shroom in each major area to combat the massive flow of armored zombies as they can only plant in eight locations, one of which in most maps is far away from the range of usefuleness for certain pots or are where zombies can spawn (colossal fossil), these are clearly intended to be heal flower spots if they are far away from action however they are often limiting how much a ranged pot can do in that location. You are placing a unit you will not even have to use most of the time if it is a healer and can't be of much help to you if its a high damage dealer like doom shroom. With only one fume shroom per player every three minutes with only eight locations you are often fighting over where to put it if you are solo as you have no idea which area the most armored zombies are going to come from unlike gw where you could plant a fumeshroom wherever you felt he would be needed alongside whatever companion you chose to give him to test whatever works best.
In ops when a pot dies there position is unavailable until the next round begins so if a Fume shroom and co die in one spot but another pairing survives you can immediately replant him on a new wave and figure out the holes in your strategy unlike mass pea cannon spam. This was already a good internal cooldown as I can't just keep putting them back the moment they fall and have to go get them after the wave ends.
Tldr: bfn doesn't give enough spawnables to plant in the cooldown system to create synergetic strategies and place units you may need on higher difficulty waves in enough areas. Rememeber that before updates even pea cannon was on a two minute cooldown and you have two wait a lengthy amount of time for some spawnables in game so even if you plant on wave 1 it may be wave 5 before you see them again where we only have eight of them total for each side.