Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-27053902-20161201225959/@comment-26488146-20170130215824

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!