- :craz y This guide is designed to give you the requisite knowledge to build your ownSurvival Endless layout that will survive indefinitely. Whether youre herefor curiosity, for fun, or for money, this guide will equip you with thelatest and most effective strategies known. You shall be a Survival Endlessmaster even if you come in here not knowing what this mode even is.This guide will be broken down according to how every build must deal withthe zombie pressure. Ill be here to show you how each area of the map hasits own tricks up its sleeve and what answers have been given to the problemspresented. Like any game with varied strategy, there is always preferencefor who wants to play what. Cob Cannons are such a dominant force inSurvival Endless that every build can be categorized by how many Cob Cannonsthere are. Before we go into the detail of Cob Cannons, I shall introduceyou to the regionalization of the map. I will be using Last Stand as an easymeans to show theoretical concepts, because it has the exact same map(Pool: Day) as Survival Endless.D.1 The Layouthttp://a.imagehost.org/view/0671/SurvivalRegion DiagramThe map is a 9 column by 6 row grid and youll notice a couple of thingsright off the bat. The map is symmetrical, therefore there is always a topregion corresponding to a bottom region that deals with the exact samepressures but not necessarily at the exact same time. For simplicity, Iwill refer to each as pairs. The pairs of rows in the water are referredto as Pool Rows. The pairs of rows closest to the edge of the pool arecalled Inner Rows. And finally, the outermost rows furthest from the poolare Outer Rows. I do this because then you dont have to count the row tofigure out which Im referring to. This is very easy to visualize.D.2 The GroundYoull also notice theres a region of the map not
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This guide is for the first PvZ game. I know I'm kind of late to the party, most of you would have long figured out your own strategies for Survival Endless, but since I couldn't find a build guide identical to mine online, I guess there's no harm sharing it.
From left to right, the plants are:
1st and 6th Rows: Twin Sunflower, Gloom-shroom, Winter Melon, Fume-shroom, 5 empty spaces
2nd and 4th Rows: Umbrella Leaf, Gloom-shroom, Winter Melon, 3 Gloom-shrooms, 3 empty spaces
Pool Rows: 2 Cob Cannons, Cattail, Winter Melon, 3 Gloom-shrooms
Note that all plants that can be protected with Pumpkins should have Pumpkins planted on them, for preventing Zombies which manage to reach your plants from taking a bite. Wall-nut Repair (which also covers Pumpkins) should be purchased to ensure that all plants have a Pumpkin protecting it at all times.
Some suggest not placing Pumpkins on the rightmost plants for land rows for the sole reason of not letting Zombonis crush plants, since Pumpkins have a larger hitbox than normal plants and will cause the plant within them to be crushed with it, but from my experience this happens very rarely due to this build’s high DPS killing Zombonis fast enough.
Defence Building Procedure
Spam Sunflowers in the first 5 or 6 columns of the lawn to maximise your Sun output in the early stages, to keep up with the costs of expensive plants later on. When you want to plant another plant on the space a Sunflower is, just dig it up; they would have paid for their own costs as long as they produce 2 or more sun in their lifetime.
Plant the Cattails first, as they can defend for all lanes while you build up sun for Melon-pults and Fume-shrooms, which will be your second line of defense. Cattails will only be used for countering Balloon Zombies later in the game, though. Remember to plant Kernel-pults for the Cob Cannons later on. Just keep planting until you finish the build, and you’re done! The 2 Twin Sunflowers you have left will be sufficient, as you will have a huge surplus of Sun stored up already.
Why Winter Melons, and why in all Rows?
Slowing down Zombies to half their walking speed effectively multiplies the damage your plants do per distance travelled by 2. Also, the Area of Effect allows it to slow down multiple Zombies. However, since their range is limited to 2 spaces in their own rows at best, Winter Melons from other Rows are required to slow down Zombies out of reach.
In this build, the Pool Row Winter Melons will help slow down the Zombies in the 2nd and 4th Rows, and Winter Melons in the 2nd and 4th Rows will help slow down the Zombies in the 1st and 6th Rows.
Why Gloom-shrooms?
They are able to output huge Area of Effect damage in all directions, allowing them to damage a huge number of Zombies while in the safety of another Row (Gloom-shrooms in 2nd, 4th and Pool Rows), and also cover multiple defence roles at the same time (Gloom-shrooms at the back countering both Imps and Digger Zombies).
For an idea of how strong they can be, a Gargantaur or Zomboni can be killed within the first 3 spaces of the 2nd and 4th Rows in this build (note that Zombonis cannot be slowed by Winter Melons), and a group of Gloom-shrooms are strong enough to kill a Bungee Zombie, so you don't have to worry about them stealing anything (although there are rare occasions in which they do).
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Why Fume-shrooms?
The answer is Area of Effect. There is simply no other plant which can output the same amount of damage when Zombie densities reach monstrous levels in later stages. Also, note that their damage is further amplified by Winter Melons.
Things to Bring (after the build is done)
Jalapeño, Cherry Bomb, Squash, Ice-shroom, Lily Pad, Pumpkin, Imitator Pumpkin, Fume-shroom, Coffee Bean, Gloom-shroom
The last 5 or 6 are for replacing Gloom-shrooms and the Pumpkins/Lily Pads sharing the space with them, as they are often destroyed by Jack-in-the-Box Zombies. Replace them as fast as possible, because the lack of just 1 Pool Gloom-shroom can be enough to cause the downfall of your defences. That’s how important the Pool Gloom-shrooms are.
The first 3 plants are Instant-kills used primarily for countering Giga-Gargantuars, in conjunction with the Cob Cannons. They can also be used for managing the rest of the Horde if you cannot manage to replant a destroyed Gloom-shroom.
Ice-shrooms are used for stalling the Horde in the event of a crucial plant being eaten to ease the burden on your defenses, even if it's only for a few seconds. However, you can consider replacing its slot with any other plant you need to re-plant.
Note that it is usually pointless to have an Imitator of an Instant-kill because they’re usually eaten before they can transform.
Further Notes
- Repair all Pumpkins as soon as possible. Even though it is more economical to repair it at the brink of death, many other Pumpkins would also be in the same situation at that point in time and you would not have enough time to repair them all.
- Put at least 1 Insta-kill for every Giga-Gargantuar. While this build can output monstrous amounts of damage, Gigas can still survive it. This is what the Cob Cannons are for.
- Turn on the in-game sound, or at least the SFX. This way, even with all the chaos on screen you would know when a Jack-in-the-Box explodes, allowing you to replace destroyed plants as fast as possible.
Thoughts?
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Plants vs. Zombies: Garden Warfare | |
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Developer(s) | PopCap Games |
Publisher(s) | Electronic Arts |
Director(s) | Justin Wiebe |
Producer(s) | Brian Lindley |
Programmer(s) | Greg D'Esposito |
Artist(s) | Caroline Ancessi Clint Jorgenson |
Composer(s) | Peter McConnell |
Series | Plants vs. Zombies |
Engine | Frostbite 3 |
Platform(s) | |
Release |
|
Genre(s) | Third-person shooter, tower defense |
Mode(s) | Multiplayer |
Plants vs. Zombies: Garden Warfare is a multiplayerthird-person shooter and tower defensevideo game developed by PopCap Games and published by Electronic Arts. The third game in the Plants vs. Zombies franchise, the basic premise revolves around plants defending humankind from a zombie invasion. In the game, players assume control of either the Plants or the Zombies, as they fight in various cooperative and competitive multiplayer modes. Upon completing matches and finishing objectives, players earn coins to acquire stickers that unlock customization items and character variants.
PopCap Games began the development of Garden Warfare in early 2012. They decided to eschew the series' tower defense roots and use the game to introduce the franchise to a broader audience. The team was inspired by other team-based shooters with colorful visuals such as Left 4 Dead and Team Fortress 2. They faced different challenges when designing the game's eight classes. The game is powered by the Frostbite 3 engine, and the team collaborated closely with Frostbite's developer EA DICE when implementing its technology.
The game was revealed at E3 2013, and released in February 2014 as a budget title for Xbox 360 and Xbox One. Microsoft Windows, PlayStation 3, and PlayStation 4 releases followed. The game received a generally positive reception from critics, with praise directed at its playful tone, art, combat, and character designs. The game's progression, lack of originality, and lack of content were criticized. The game was supported by several pieces of free downloadable content upon its release. By November 2015, more than eight million players had played the game. A sequel, Plants vs. Zombies: Garden Warfare 2 was released in February 2016.
- 1Gameplay
- 4Reception
Gameplay[edit]
The Plants can place stationary defensive plants, which provided combat support, on flower pots.
Garden Warfare is a team-based third-person shooter where players take control of the Plants or the Zombies in either a cooperative or competitive multiplayer environment.[1] The game features eight classes, four for either faction. The Peashooter and the Foot Soldier act as general ground characters; the Sunflower and Engineer act as support characters; the Chomper and the All-Star are characters that engage in close-up combat; the Cactus are snipers and the Scientist are healers.[2] In addition to normal third-person shooting, each class has three special abilities. For instance, the Peashooters can deploy a Chili Bean Bomb to launch an area of effect attack, while the Chomper can burrow underground and ambush a zombie from below.[3] As an added compliment to combat, most maps have scattered 'Flower Pots' and 'Bone Piles'; from these, the Plants can place stationary defensive plants while the Zombies can spawn lesser undead that roam the map on their own. This adds a player versus environment element to most game modes, which are otherwise player-versus-player.[4] These units are controlled by artificial intelligence (AI) and are consumed upon use.[5][6] Players earn coins, a form of currency in the game, by completing objectives, reviving teammates or killing enemies.[7]
To progress in the game, players must complete unique challenges to each class. Once completed, these challenges level up the player character, allowing access to upgrades, new character variants, or cosmetic items.[8] In-game items such as character outfits and accessories, weapon upgrades, and spawnable units are obtained from sticker packs.[9] These packs are bought using coins from an in-game shop that contains random items.[5] There are multiple packs available, such as cheap ones that contain only AI units, or more expensive ones that contain items of greater rarity.[10] As for unlocking character variants, once a player has collected five stickers[11] to make a completed picture of the variant in question, it is unlocked for use.[12] In a post-launch update, PopCap introduced microtransactions, which enable players to unlock sticker packs using real-life currency.[13] Variants have different weapons, stats, or an elemental effect compared to their base version.[14] For example, Commando Pea, a variant of Peashooter, uses a fully-automatic weapon but cannot deal splash damage,[15] while Cricket Star can inflict additional fire damage to enemies.[16] All unlocked items can be viewed in a sticker book.[12]
Gameplay modes[edit]
The game features a cooperative mode and several competitive multiplayer modes. Garden Ops has up to four players take control the Plants defending a garden through ten zombie waves,[11] with some waves being boss waves in which a slot machine would spawn different boss characters or reward players with coins.[17] After the last wave, the plants must run to an extraction point and survive until they are evacuated.[18] In Boss Mode, player can take the role of Dr. Zomboss or Crazy Dave (for the Zombies and Plants, respectively)[18] who circle high above the battlefield in a flying contraption and send support to players in the ground by activating radar scans, healing, resurrecting fallen teammates and launching air strikes.[19] This mode is available for Xbox SmartGlass and Kinect users.[20] PlayStation 4 and Xbox One players also have access to a split screen cooperative mode,[21][22] in which two players engage in combat against endless waves of zombies.[21]
Up to 24 players can compete with each other in various multiplayer modes.[23] Team Vanquish is a team deathmatch variant which ends when one of the two teams knock out 50 opponents.[24] In Gardens and Graveyards, players either capture (as the Zombies) or defend (as the Plants) various objectives in an expanding map. The last objective on the map is unique for each map.[25] There is also Gnome Bomb, in which both factions attempt to take a respawning objective, the Gnome Bomb, to the opposition camp's base and then detonate it.[26] The game mode Welcome Mat pits newcomers to the game against each other, serving as a mode for them to learn the game's controls and systems.[14]
Development[edit]
Garden Warfare had its roots in an internal gameplay concept produced by a team at publisher Electronic Arts. Believing the concept would work well as a Plants vs. Zombies game, the team produced a prototype. Once their prototype was finished, PopCap Games of Vancouver, Canada, incorporated the team into its own structure and commenced development in early 2012.[27][28] The development team hoped to use Garden Warfare to introduce the franchise to a broader audience. They avoided making a 2D tower defense game and opted instead for a different genre. The game's original premise was to have the plants and the zombies fighting each other. The team came up with different gameplay possibilities such as making an open world or a single-player action game. Ultimately, the team decided to make it a multiplayer-focused game because the randomness of a multiplayer—playing with friends or strangers—made the title a great deal of fun to play. The team recruited employees who had worked on other shooters and action games, and those who had worked extensively with the Frostbite engine. They also collaborated closely with EA DICE when they were iterating the game's technology.[29]
The game's target audience were players who liked action games and fans of Plants vs. Zombies. The game's tone was not as serious and grim as other shooters such as Call of Duty and Battlefield. This enabled players to simply 'sit down, enjoy the game, and laugh out loud' because of its light-heartedness.[29] The team ensured that teamwork, balanced character gameplay and skills are important pillars in the game's gameplay, similar to traditional action games.[30] To introduce tactical depth to the game while maintaining a sense of playfulness, the team took inspirations from other team-based shooters with colorful visuals such as Left 4 Dead and Team Fortress 2.[27] To make the game more tactical, the team allowed players to spawn stationary plants and zombies, which help assist combat.[31] Another way to add tactical depth was the introduction of character variants. Each of them unique statistics that slightly alter the gameplay experience.[30]
When choosing the playable plants from the roster of characters from the Plants vs. Zombies franchises, the team opted for characters that are projectile-based, which include the Peashooter and the Cactus.[29] Characters were 'cool' and 'humorous', so players would want to unlock them.[32] Other characters that have appeared in previous Plants vs. Zombies games returned as the artificial intelligence-controlled potted plants or zombies. As for the gameplay aspect, the plants were defensive characters, while zombies had more offensive skills and abilities.[27] The team faced more challenges designing the zombies than plants as all the plants easily fit into different gameplay archetypes whereas the zombies are more one-dimensional in the original game. The team had to create a diverse cast of characters to accommodate different gameplay classes.[30] The team also faced challenges when creating the plants' sounds; these were 'abstract' to create when compared to their on-screen actions.[32]
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Release[edit]
Electronic Arts officially revealed the game at Electronic Entertainment Expo 2013.[33] The game's was initially built for Microsoft Windows and Xbox 360, though it became a limited time Xbox One exclusive in partnership with Microsoft Studios. PopCap called the transition from Xbox 360 to Xbox One a 'natural migration' since the development team was unprepared to launch the game on multiple platforms due to the team's small size.[34] Initially set to be released as a budget title in mid-February 2014,[35] the game was delayed by one week to February 25 in the US and February 27 in Europe.[36] The Windows version was released in June 2014 through EA's distribution platform Origin. A Digital Deluxe edition, which included bonus in-game items, was also sold.[37] The game was released for PlayStation 3 and PlayStation 4 in August 2014.[38] These versions feature remote play with PlayStation Vita as well as costumes based on Sony's characters including Ratchet, Clank, Sly Cooper and Fat Princess.[39] The game became part of EA Access, EA's subscription service on the Xbox One, in October 2014.[40]
While PopCap revealed that microtransactions would not be available when the game launched; this function was added to the game in April 2014. By spending real-world money, players gain more coins, the in-game currency.[41] The company also supported the game after the title's launch by releasing several pieces of free downloadable content, including the following:[42]
- Garden Variety Pack: The Garden Variety pack featured the introduction of Gnome Bomb, the addition of a new map, new character upgrades, and customization options. It was released worldwide on March 8, 2014.[43]
- Zomboss Down Pack: The Zomboss Down pack featured the introduction of the Cactus Canyon map for Gardens and Graveyards, new character variants, increased level cap for every class and new customization options.[44] It was released on April 16, 2014.[45]
- Tactical Taco Party Pack: The Tactical Taco Party Pack featured the introduction of the Jewel Junction map, the new Vanquish Confirmed game mode, a new 8v8 playlist for Mixed Mode. It also included two playable character variants, namely the Berry Shooter and the Citrus Cactus, both were sponsored by Aquafina FlavorSplash. The pack was released on June 31, 2014.[46]
- Suburbination Pack: The Suburbination Pack featured the introduction of the Crash Course map, the new Suburbination game mode, new boss characters, and challenges for Garden Ops, blinged-out customization packs for all characters, and the new 'Plasma Pea' character, designed by the winner of a community competition. It was released on August 12, 2014.[47]
- Cheetos Pack: The Cheetos Pack, available with specially-marked Cheetos bags in U.S. Target stores,[48] featured the introduction of two new character variants, the 'Chester Chomper' and the 'Dr. Chester', based on the Cheetos mascot, Chester Cheetah.[49]
- Legends of the Lawn Pack: The Legends of the Lawn Pack featured seven new character variants, including the Centurion and the Jade Cactus, new customization sets and AI consumables, new Garden Ops waves, and the Taco Bandits game mode; also includes the Suburbination Pack for PlayStation consoles. It was released on September 30, 2014.[50]
Reception[edit]
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Garden Warfare received a generally positive reception. Critics felt that the game was a polished shooter with charm and humor, and its playful tone was among its biggest strengths.[59][57][58][60] Some critics felt that it had successfully converted Plants vs. Zombies to a new and broader audience with the genre shift,[55][61] and recognized PopCap's for creating a moderately successful shooter in their first attempt.[57][55] Reviewers praised PopCap for not fleshing out the franchise's silly premise of plants defending zombies.[61][60][55] Many reviewers criticized the small number of multiplayer maps and modes,[57][56][55] with Carolyn Petit of GameSpot saying that the content was thin even for a budget title.[58] The gameplay was praised for being functional, mechanically solid and precise,[55] with Gies noting the heritage it shared with DICE's Battlefield series.[61]
Critics had a divisive opinion regarding the game's modes. Critics commented that they were polished and functional, but generally lacked innovation and creativity.[57][59] The Garden Ops cooperative multiplayer mode was described by Hollander Cooper from GamesRadar as a clone of Gears of War's horde mode by Cooper, though he thought the concept translated well into the franchise.[57] Petit agreed, writing that she felt that it resembled the tower defense root of the series.[58] However, she commented that the mode was less exciting when compared with the competitive multiplayer modes since players are only fighting enemies controlled by AI. Jon Denton from Eurogamer regarded Garden Ops an introduction to the game's systems and felt that the mode was not substantial.[55] The two competitive multiplayer modes also received a generally mixed opinion from critics. Brian Albert from IGN called the modes 'standard', and Jeff Marchiafava from Game Informer felt that most of the modes were uninspired and lacked originality.[56] However, critics appreciated the Gardens & Graveyard mode for its final stages. Albert felt that the final stage assault objectives added difficulty.[59] Denton applauded it for being innovative and its requirement for teamwork and player coordination,[55] while Cooper singled out its massive scale as one of its strengths.[57]Joystiq's Mike Wehner was disappointed by the Boss Mode, which did not enhance the game's experience due to its minimal impact.[60]
Cooper praised the player's ability to plant potted plants and the asymmetry of gameplay classes, though he and Wehner noted that there were some balance issues with some classes being too underpowered and weak.[57][60] Albert disagreed, adding that none of the classes had particular gameplay advantages.[59] The sticker packs were praised for introducing unpredictability to the game's upgrade mechanics[57] and some critics felt that acquiring different customization options could effectively retain players.[60] though some critics disliked its randomness, saying that it was frustrating as the upgrades are not class-specific, meaning that grinding was needed to acquire the desired upgrades.[56][58] Marchiafava felt that the randomness of the sticker packs fundamentally hurt the game.[56] Challenges were also criticized by Marchiafava as he felt they were difficult to complete, making progression very slow. The character design was praised. Albert believed that they brought about 'enjoyable silliness',[59] and Wehner wrote that the characters could 'elicit a giggle'.[60]
Sales[edit]
Garden Warfare was the fourth best-selling retail game in the UK in its week of release according to Chart-Track, behind only Thief, The Lego Movie Videogame and FIFA 14.[62] The team secured the fourth position again when the game was launched for the PlayStation systems.[63] The release of the game on PlayStation platforms also made it the eighth best-selling retail game in August 2014 according to NPD Group.[64] As of November 2015, eight million players had played the game since its release.[65]
Sequel[edit]
A sequel, Plants vs. Zombies: Garden Warfare 2, was revealed at the Microsoft E3 Press Conference and released on February 23, 2016 for Microsoft Windows, PlayStation 4 and Xbox One.[66] A comic series, written by Paul Tobin and drawn by Jacob Chabot, was released by Dark Horse Comics on October 28, 2015; it takes place between Garden Warfare and Garden Warfare 2.[67]
References[edit]
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External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Plants_vs._Zombies:_Garden_Warfare&oldid=902734045'
I'm trying to beat my high score in the Survival: Endless mode in Plants vs Zombies.
So I'm looking for a good strategy of what (endgame) units I should be placing to make it as far as possible.
Any suggestions?
Note: I'm aiming for the swimming pool level (see image)
pinckerman11.7k1313 gold badges4848 silver badges8383 bronze badges
Ivo FlipseIvo Flipse4,6442222 gold badges6060 silver badges9797 bronze badges
3 Answers
This website lists a bunch of strategies. Here is one example of a strategy:
Essentially, at higher levels, almost all strategies rely on having a constant supply of Cob Cannons to take out the Gargantuars with. The Winter Melons are used to slow down incoming enemies. The Gloom Shrooms in the pool are to damage pool-dwelling zombies and also attack zombies in the second and fifth rows. The Gloom Shrooms near the house are to kill Miner Zombies in the event that they spawn, and the Banana Leaves are to protect against Catapult and Bungie Zombies. The Ice-Shroom is placed in the pond to wake up with a Coffee Bean in the event that it needs to be used, Spikerock is to protect against vehicles and zombies that get too close to the Cob Cannons, and the Twin Sunflower to generate sun.
Kevin YapKevin Yap31.2k1515 gold badges134134 silver badges180180 bronze badges
I didn't come up with it, but I made it through 114 flags with this:
Source (not my video):
'Zombonis' in the outside lanes seem to blow up just before running over the first plant, the plants in the pool take care of the inside two lanes. If there's a zamboni right behind the lead one and not on top of it, you may have to help destroy it before it squashes something however. Also watch out for jack-in-the-box zombies that sometimes survive long enough to detonate in the lanes adjacent to the pool.
I pretty much just saved the Cob-Cannons for the big guys, replacing pumpkins as needed due to dolphin riders, and football zombies that manage to make it up to the plants along the top and bottom of the screen.
The one other thing is to absolutely plaster the lawn with sunflowers at the beginning in order to maximize your sun while the zombies are still pretty weak.
a cat22.1k2525 gold badges141141 silver badges182182 bronze badges
Matt BlaineMatt Blaine1,49533 gold badges1616 silver badges2323 bronze badges
If you put a double sun in front of the outside lines the zomboni's will still explode provided you have an extra gloom schroom more on the inside lane next to pool - in this way you will have more sun for longer. Only thing is when I get to 79 or 80 flags, the gargantuans are just too many - have no answer for that at all. cheers
MagariethaMagarietha
protected by agent86Nov 25 '12 at 16:25
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