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I'm sort of on the fence with this one, although I have reasons for this. I believe that the summonable cooldown in Battle for Neighborville is something I have gotten used to, however there are a couple of factors affecting this. I have not really noticed how problematic the cooldown system was in Garden and Graveyard Ops, although overall I suppose I have not thought much of it. I have not played much Ops lately, I would have preferred if we had phase 3 of Ops. Since the summonables in BFN do not perform as well as they did compared to other shooters, being limited to how often you can place specific summonables can be a problem. I have not really noticed any issues with these cooldowns as I mostly do Turf Takeover, but again have not played Ops in a while so it really is hard for me to say.
Supposedly, a method for counteracting this cooldown system in Ops, and while it is really ineffective, is to wait until close to the end of a round, leave an enemy alive that will not be any sort of significant threat, and then to wait for the cooldowns of the desired summonables to end, and then to place them again at the end of the round. However, this is really ineffective, as it wastes time, can be difficult to pull off properly as you need to leave an enemy, and I'll put it this way: I would never even actually do this as there is not much point.
I would not know what results would be produced from removing the cooldowns of all summonables in Ops, the only cooldown is not being able to place something else in a Pot or Bot once that Pot or Bot has been vanquished at the end of a round. That said, Pea Cannons and Rocket Bots can be spammed, but they will not perform very effectively, I would not imagine? At least if multiple players are communicating, each player can use their Pot and Bots wisely, therefore limiting the issue with the cooldown as a whole.
I now see why the cooldown has such a major issue against Ops, I never thought of the cooldown system as much of an issue in Turf Takeover. Hopefully if a future shooter is made, instead of a cooldown system, it would work like in the GW Ops?
- stukapooka4 years agoLegend@TheSprinter85 I can see the argument for it in turf a lot stronger than in ops.
Imagine if bfn had the difficulty of gw2 ops in the later rounds, pea cannon and rocket bot would simply not be viable after the first few rounds and you would never have enough fume shrooms to wittle down the amount of armored zombies the game throws at you so you would probably see the issue a lot more.- Iron_Guard84 years agoLegend
I feel the BfN timer system was designed to deal with a common problem in GW and GW2; the plethora of more powerful spawnables that those of us with hundreds, or even thousands of hours can use virtually at will. While stuff like coffin zombies and porcelain vase weeds aren't that difficult to deal with on their own or mixed in with weaker ones, when summoned en masse and when teamed with players as well, it can be a bit annoying and the difference between teams with mostly new folks and those with veterans are huge; especially when those veterans use stuff like DJ Uplink and other powerful AI exclusively, or at least in large amounts, while newer folks or those that don't play as often rely on the lower level stuff like regular brown coats and terracotta weeds. Instead of those with the most cash (especially since you can also buy coins in GW and GW2), they wanted to level the play field more, so I'm not 100% against the timers, but between placement, the AI that shoot as their main attack, poor accuracy, and lack of variety hamstrings the timer idea.
It is worse in Ops than TT in BfN, and it makes the lack of variety in spawnables painfully obvious. We've all lost pots/bots in GW and GW2, but they usually take out at least a couple enemy AI (or heal us a lot if the right kind and placed back from the main fighting, like that spot behind the map table on Lunar Landing). They aren't useless in BfN, but they are seriously lacking, and being stuck with just the basic one to summon after the others are all taken out is not great.
- stukapooka4 years agoLegend@Iron_Guard8 I understand people who want it in turf which is why I'm behind the coin suggestions for a new game.
I'm ticked about it un ops because of the lack of ideas for strategy as if I place a hide n shoot bot somewhere in bfn i lose the opportunity to place it in another spot where it can also be useful, like in zen peak a where the 2nd pot in three areas is farther back than the first one like on the right side behind the gong where it can also shoot into the garden. If I place a breaker bot on the left side in bfn than I lose all potential of saving my right side from armoured weeds.
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