Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-27053902-20161201225959/@comment-28923888-20170201214401

Zombiecrab wrote: IronCitron21 wrote: Zombiecrab wrote: Super Self-Destruct: You eject from your Super-Fan Mech, and it plays a longer animation, for 7 seconds, but then it explodes with the radius of a Sombrero Bean Bomb, dealing 100 damage to all plants caught in the explosion. Special: If you are vanquished in the Super-Fan Mech before you can eject, you will be vanquished, but the Mech will still explode in the radius of a Chili Bean Bomb (not a Sombrero Bean Bomb, like if you manually eject), dealing 100 damage to all plants close enough. Same thing happens (smaller radius) if you run out of fuel (called Pumped-Up Power).

Nerfs: Mech Bomb-Ball Cannon does the same damage and has the same splash, but only has 6 ammo (down from 20). Dual Dynamite Duelers now have only two ammo (so you can only fire one stick from each gun), down from six. Same reload for both guns, same splash, same damage. No other changes to either character.

Is Super-Fan Imp and his mech balanced now? Low ammo, high damage. Neither can be revived, although they explode and may do damage when vanquished. Imp is fast and explosive, but has lower health, and is not a threat at a distance (projectiles are heavily affected by gravity, and you have no risk of having them blow up and deal damage to you if you drain their lower health at a distance, and then they will be unrevivable). Mech is very slow and has a huge hitbox, has a charge ability (damage, stun, and movement), and a defensive ability, which can be used for both reflecting and a high-health holdable shield, and both abilities take forever to recharge. Also, explosive ability is very powerful, but it ejects you from your strong mech, and a team of plants can reduce your danger by actually vanquishing you before you can eject (then your explosion is smaller). Tell me what you think! The mech's fine, but the Imp needs a bit more ammo (maybe 4?) to increase the chances of survivability at close range without the exploding effect. I actually thought the Super Self Destruct would do more damage (hence the Super like from Super Stink Cloud, which itself does more damage than the Zombie Stink Cloud) and only 100 damage? That's only enough to vanquish Agent Pea, Sunflowers (except for Metal Petal) and Roses. And for high health enemies like Torchwood, Iron Citron or Armor Chomper, the Super Self Destruct really won't affect them. So more damage for the Super Self Destruct. Fine! Fine.

Super-Fan Imp Buffs: 4 Ammo (up from 2)

Mech Buffs: Super Self-Destruct now does 250 damage. Enough to severely hurt Torchwood and vanquish the others.

Also, my other most developed Imp variant idea is Mammoth-Rider Imp (Looks exactly like Dodo Rider Imp) that is the ice variant and has a Mammoth Mech that has rapid fire ice shots from it's tusks, a charge (and pin?) ability, and a longer range (twice as long, to be exact) Blazin' Blast-like ability that instead is freezing wind that comes out of his trunk that quickly freezes plants in place. It has infinite ammo on the tusk icicle cannons (but they can overheat eventually), and 450 health.

I also have an idea for a Copter Commando Imp (looks like this Copter Commando Imp) who can hover in midair longer, has guns that have 100 ammo but do very light damage and spray inaccurately. He then has a Copter Mech which can go upwards and downwards (as high as a drone) by holding the jump button, that has a 6-ammo high splash rocket launcher, an ability where he flies forward for 10 seconds. This flying forwards ability can be canceled early, and if the Copter Mech hits an object (ground, wall, plant barrier) or Plant Player or AI, you will come to a complete stop instantly, and the plant you hit will be damaged by 35 and knocked back. His other ability is an ability where the Copter Mech stays in place (you cannot move) and fires 25 missiles rapidly forward (you can turn, but not move) that all do 16 damage for a direct hit (16 for critical and body shot), and do 6 damage for splash (they have the splash of an Engineer's projectile). This helicopter mech has 225 health, and moves at the speed of a drone in midair. When at ground level, it hovers slightly above the ground. If you use Explosive Eject (alternate Copter Mech-only ability for Explosive Escape), the Mech will play a five-second animation, and then spiral down rapidly towards the nearest Plant, and when it hits the ground, it will explode and deal 175 damage. The Copter Imp will eject from the Mech and slowly float down with a parachute, and you can shoot (cannot use abilities) while floating down. If you press the back button, or if the parachute itself takes 50 damage, it will break and detach and you will fall to the ground.

Do you like my Imp variants (and the Super-Fan Imp buffs)? I will probably organize the Imp variants and Mech abilities once I develop them a bit more (and when I finally feel like doing it) as well as giving them names (only names I have for abilities and weapons so far are for the Copter Commando Imp's charge, called Copter Charge, and the alternate Explosive Escape ability for the Copter Mech, called Explosive Eject). The Mammoth Rider Imp could work but reducing the health of the mech would work to prevent other high hitbox mechs like the Scallywag Mech from becoming weak and obsolete. For the Explosive Eject, I would suggest removing the homing ability on this ability, because I feel like the Super Guided Ultra Ball already has this trait. Instead it just randomly spins rapidly to a random location dealing the same damage.