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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.
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.- Iron_Guard84 years agoLegend
@stukapookaHonestly, they could keep the timers if they changed a few things, including fixing pot/bot effectiveness, but also something where the weaker spawnables, of any kind, not just bots and pots, could charge up more; say you could only 1 or 2 charges of the Porto-potty zombies, but could hold 5 of the terracotta weeds. Scardey Shrooms and Hide and shoot bots would likely end up with at least 2 charges that way. In a team of 4, you'd have a lot more options over what gets placed that way too; as it's common in Ops to run out of all/most of your pots/bots often, and are left placing the infinite ones just to have some defenses left.
Maybe Ops phase 3 could have addressed this with the planned extra currency (not that we need more different currencies in BfN really), but what we have for Ops, like much of BfN, feels incomplete.
- stukapooka4 years agoLegend@Iron_Guard8 I feel like they should just remove cooldowns in ops as its a pve mode but either go with the coin or charge system for PvP modes.
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