INTRODUCING TROUBLE IN ZOMBOPOLIS: PART TWO AND COMMUNITY CHALLENGES!

by EA_Andy
Reply

Original Post

INTRODUCING TROUBLE IN ZOMBOPOLIS: PART TWO AND COMMUNITY CHALLENGES!

Community Manager (retired)

 

Hello PvZ fans!

 

A few weeks ago, we added a whole lot of new trouble to Plants vs. Zombies Garden Warfare 2 with our biggest content update ever - Trouble in Zombopolis: Part One. We're hard at work making the game bigger, badder, and better all the time and today I'm very excited to add even more new features and fun with our third major free content update,Trouble in Zombopolis: Part Two!

 

There are several new features that I'm really excited about. First and foremost, we're introducing Community Challenges. Yes, one of most requested features from GW1 is coming back, and in a big way! Community challenges will now start to appear in GW2, this time with real-time information about your contribution and the overall community progress! You can visit the in-game Progress-o-meter, located outside the Town Hall, to see if they qualify for the rewards, view the entire community’s progression in real-time, and crack open a community chest once a challenge goal is completed. We've also created an all new place here on our web page where you can track the Progress-o-meter and see how close you and the community are to unlocking all those awesome rewards.

 

We also have the addition of some new activities in the Backyard Battleground, namely the Delivery Time Challenges. These timed events will challenge your speed, as well as problem solving ability as you need to determine the fastest way to deliver some fresh Chomper Pizza and delicious Zomburgers. Who's making these deliveries, you ask? Why none other than the infamous Rocket Chomper and a very speedy Delivery Goat!

 

And, as always, there are tons of new update to improve the game and balance our characters for the best experience possible. These improvements wouldn't be possible without your incredible feedback - so keep playing and keep telling us what you think! Check out the notes below for full details.

 

Thanks again to all of our amazing fans playing Garden Warfare 2, we hope you enjoy playing these new features as much as we've enjoyed making them!

 

Justin Wiebe,

 

Creative Director – Plants vs Zombies Garden Warfare 2

 

@JA_WIEBE

 

New Features

 

  • Deliver Time Challenges - Deliver fresh Chomper Pizza and Zomburgers to your very hungry customers
  • Earn medals for beating record times
  • Complete all delivery challenges to earn the delivery challenge for both plants and zombies
  • Have you ever delivered a Zomburger when playing as a goat?! We didn't think so...
  • Community Challenges - Work together as a community to fill the Progress-o-meter and reach each goal to claim your prize
  • Real time Progress-o-meter will show how close the community is to reaching each goal
  • 3 reward chests to open as each goal is reached
  • Players can track their own contribution amount towards the community goals

 Critical Fixes

 

  • Fixed long black load screen between each gameplay session when playing multiplayer.

 Tuning/Balance Notes

 

  • Map/Mode Tuning

 Herbal Assault Maps

 

  • Rose Teleporter health increased from 300 to 500 (Now matches Zombie teleporter)

 Great White North

 

  • Adjusted plant and zombie spawns in Objective 1
  • Re-positioned Turrets in objective 1 & 2
  • Increased the difficulty of the mini-game for attackers

Seeds of Time

 

  • Re-positioned Turrets in objective 2
  • Adjusted plant and zombie spawns in Objective 1, 2 & 3
  • Increased the difficulty of the mini-game for attackers

Moon Base Z

 

  • Adjusted plant and zombie spawns in Objectives 1 & 2
  • Re-positioned Turrets in objective 1 & 2

Zomburbia

 

  • Adjusted plant and zombie spawns in Objectives 1, 2 & 6.
  • Re-positioned a Turret in objective 2
  • Increased the difficulty of the minigame for attackers

Zombopolis

 

  • Adjusted plant and zombie spawns in Objectives 1 & 2
  • Removed a Turret from Obj 1 added a Turret to Obj 3
  • Increased Battery and Zombots Health
  • Increased Zombots Zombossieness

 Character Tuning

 

Corn:

 

Default:

·       Increased magazine capacity by 5

·       Increased ranged damage from 5.5 – 6.5

 

Mob:

·       Increased magazine capacity from 35-45

·       Increased damage falloff start/end distance from 20/30 – 30/40

 

Party:

·       Increased start/end damage from 5.5/4.5 – 6/5

·       Reduced damage falloff start/end distance 20/30 – 15/25

 

Cactus:

 

Default:

·       Increased reload time from 2 – 2.25

·       Reduced magazine capacity from 12 – 10

 

Power:

·       Increased falloff start/end damage from 20/15 – 23/18

 

Jade:

·       Increased reload time from 2 – 2.25

·       Reduced inner blast radius from 2 – 1

 

Fire:

·       Reduced magazine capacity from 12 – 10

·       Decreased falloff end distance from 30 – 25

 

Future:

·       Increased magazine capacity from 10 – 12

·       Charged shots now decrease ammo count by 2-3 depending on charge level

·       Reduced 2nd charge impact damage from 33.5 – 30

·       Reduced 3rd charge impact damage from 58.5 – 55

 

Camo:

·       Reduced the look speed multiplier while zoomed from 0.065x to 0.1x

·       Reduced the impact damage from 30 to 28

 

Citron:

 

Electro:

·       Increased 2nd charge impact damage from 20/10 – 25/15

·       Increased 3rd charge impact damage from 30/20 – 35/25

·       Reduced reload time from 2.5 - 2.25

·       Reduced ammo reduction per 2nd charge shot from 6 – 4

·       Reduced ammo reduction per 3rd charge shot from 12 – 8

 

Iron:

·       Reduced damage falloff start/end distance from 30/50 – 20/40

·       Reduced rate of fire in iron mode from 150 – 140

  

Chomper:

 

Chomp Thing:

·       Increased damage from 6.5 – 7.5

·       Decreased effectiveness of Overheat

 

Armor:

·       Reduced damage from 50 – 45

·       Fixed bugs with the health upgrades so that they each add 10

 

Fire:

·       Increased overheat time from 1s – 1.25s

 

Disco:

·       Reduced damage in Disco mode

  

Peashooter:

 

Commando:

·       Increased magazine capacity from 25 - 30

·       Increased damage falloff start distance from 0 – 10

 

Rock:

·       Reduced blast damage from 15 – 12

 

Toxic:

·       Reduced inner blast radius from 3.5 to 2

·       Reduced blast radius from 6 – 4.5

  

Rose:

Default:

·        Increased magazine capacity from 20 - 30

 

Frost Rose:

·       Increased 2nd charge damage from 25 – 30

·       Increased 3rd charge damage from 40 – 45

·       Reduced ammo reduction per shot for 1st charge from 4 -2

·       Reduced ammo reduction per shot of 2nd charge from 6 – 4

·       Reduced charge time to full charge by 0.5s

  

Sunflower:

Default:

·       Increased damage falloff start/end distance from 20/40 – 30/50

 

Power:

·       Increased damage falloff start/end distance from 20/40 – 30/50

  

All-star:

Default:

·       Decreased effectiveness of Overheat Upgrade

 

Rugby Star:

·       Increase blast damage from 4 – 5

·       Increase damage falloff start distance from 15m – 20m

·       Decreased effectiveness of Overheat Upgrade

 

Tennis Star:

·       Decreased Start/End dmg from 7.5/4 to 7/3.5

·       Decreased default movement speed upgrade from 1.1x – 1.05x

·       Decreased effectiveness of Overheat Upgrade

 

Cricket Star:

·       Decreased effectiveness of Overheat Upgrade

 

Goalie Star:

·       Decreased effectiveness of Overheat Upgrade

 

Moto-X Star:

·       Decreased effectiveness of Overheat Upgrade

 

Wrestling Star:

·       Decreased effectiveness of Overheat Upgrade

 

 Super Brainz:

 

Default:

·       Increased punch damage from 10 - 15

·       Increased 2nd punch damage from 20 – 25

·       Decreased effectiveness of Overheat Upgrade

 

Breakfast Brainz:

·       Fixed bug so that upgraded punches show increased dmg number

·       Increased Breakfast Brainz health from 175 - 200

·       Increased Breakfast Brainz damage upgrade from 1.2x to 1.25x

 

Toxic Brainz:

·       Increased punch rate of fire from 160 – 180

·       Decreased effectiveness of Overheat Upgrade

 

Cosmic Brainz:

·       Decreased effectiveness of Overheat Upgrade

 

Party Brainz:

·       Decreased effectiveness of Overheat Upgrade

  

Engineer:

Mechanic:

·       Increased start/end damage from 7/5 – 8/6.25

 

Plumber:

·       Reduced inner blast radius from 3.5 – 2

 

Roadie Z:

·       Decreased effectiveness of Overheat Upgrade

 

Imp:

 

Default:

·       Slightly increased accuracy

·       Slightly reduced reticle bloom

 

Lil' Drake:

·       Reduced magazine capacity from 35 – 30

·       Reduced falloff start distance from 20 – 15

 

Pylon Imp:

·       Reduced magazine capacity from 32 – 16

·       Reduced upgraded damage

 

 Scientist:

 

Archaeologist:

·       Reduced reload time from 2.25 to 2

·       Increased weapon damage range from 6 – 7m

 

Astronaut

·       Increased magazine capacity from 15 – 20

·       Removed group damage

·       Reduced reticle bloom

 

Computer:

·       Reduced crunch mode damage multiplier from 1.5x to 1.25x

·       Reduced magazine capacity from 8 – 6

·       Reduced reload upgrade

 

Chemist:

·       Reduced rate of fire from 100 – 95

·       Reduced damage from 36 – 35

 

 Soldier:

 

Default:

·       Increased start/end damage from 7.5/5.5 to 8/6

 

Centurion:

·       Increased ranged damage from 8 – 10

 

General Supremo:

·       Increased accuracy

·       Decreased effectiveness of Overheat Upgrade

 

Arctic:

·       Increased magazine capacity from 25 – 30

·       Increased ammo upgrade from 36 to 35 magazine capacity

 

Sky Trooper:

·       Increased start/end damage from 6.5/4.5 to 7/5

 

Camo Ranger:

·       Reduced magazine capacity from 15 – 10

·       Reduced start/end damage from 14.8/13 to 14/12

 

Tank Commander:

·       Reduced inner blast radius from 2.5 – 2

·       Reduced blast radius from 5 – 4.5

 

Park Ranger:

·       Reduced magazine capacity from 22 – 18

·       Reduced cloud damage from 3 – 2.5
 

Scuba:

·       Reduced rate of fire from 75 to 70

·       Reduced falloff start/end distance from 20/40 to 15/35

  

Pirate:

 

Flameface:

·       Reduced ranged rate of fire from 150 – 125

 

Partyman:

·       Reduced magazine capacity from 10 – 8

·       Reduced scattershot damage from 30 – 25

 

Sharkbite:

·       Reduced magazine capacity from 14 – 10

Message 1 of 1 (3,976 Views)