Board Thread:Plants vs. Zombies 2/@comment-5760976-20160330193012/@comment-28028046-20160406053536

Ballistic Planet wrote:

Strimes49 wrote: My full Electric Currant review: (WALL OF TEXT INCOMING)

It really isn't half bad, considering it has 2 attack styles. By itself, it deals damage like a Bonk Choy, only slower and more damage, basically making it almost an exact clone. It's other attack makes an electric fence when there's 2 of them, horizontally, or vertically, and that attack deals damage like a Spikerock, (Spikeweed can't kill a basic zombie, but Spikerock can, that's how I noticed.) only slightly slower, and more damage. Also flying enemies can't go over the fence, but they can go over the Spikerock, which might explain the 300 sun cost for 2 Electric Currants to make a fence. Keep in mind that the video that Ginta posted was a level that was set up for the Electric Currant, because it had preplanted EC's next to sliders, which completely disallowed any zombie to be able to eat it. Imagine if those sliders weren't there though. You could use Garlic or Sweet Potato in that situation, but overall, EC just will not live long in EZ's. To be honest, making a horizontal electric fence is not something that should be considered. I just don't see a use for it. Whereas many vertical fences would be much better. It's PF is predictable, making it, and the fence it's making stronger.

In conclusion, EC is only useful in a few situations, and will not live long in EZ's unless Garlic/Sweet Potato are used, but Garlic doesn't live long either, and Sweet Potato is just too expensive (it would take 900 sun to make a vertical fence, and fully protect the EC's with SP.).

Tell me if you agree or not. I agree for the most part. However, I feel like the cost of Sweet Potato could be circumnavigated by the use of Gold Blooms, but then that's 3/8 (or 7) seed slots right there, 4 if you Imitate. In my opinion though, the best use for Currant will be in endless zone levels where you use Winter Melons and you need something to stop imps from the gargs. You can plant down two currants at C3R1 and C3R5 to stop the imps (unless Currants don't deal damage in the tile their planted on without another Currant next to it). It'll also be quite helpful vs. the misc crap in the Pirate Seas. I'll make a couple of examples later to show you what I mean.

That's right, it uses a lot of seed slots, especially with Imitater. It'd be best to do something else. The imp thing is probably the best way to preserve the EC's in EZ's, and I agree that the top and bottom rows might be in trouble because that's where the EC's are in the first place, and there should be room for sun-producers somewhere, but in my opinion, starting those on the 4th column is too close to the zombies, and they might get eaten pretty quickly if there's like a thousand imps on the first wave, and in the really, REALLY, late levels, Gargs might come in the earlier waves.

So, somehow, in those really late levels, you have to set up sun-producers far ahead, (while using Gold Bloom) while immediately trying to plant something like WM to deal with the Gargs, AND somewhere in that process try to get EC's in there to deal with gargantuar-thrown imps.

Basically, i'm saying that strategy works until like, level 100, otherwise, smart thinking. It might even help with zombies that get through because wizards and octos.