Plants vs Zombies (Survival Endless)
So...it's bugged me a bit that the map of Survival Endless is fixed to the Pool map, notably because the pool lanes are very weak. A lot of Survival: Endless players rave about how Glooms are the best thing ever, when the Pool really inflates glooms. Allow me to elaborate...
Strategies often end up looking something like this:
http://www.youtube.com/watch?v=GJ2QQZzci7IThe pool lanes dedicated to stuff that will help the land lanes; the six pool Glooms, for instance, use AoE on the outside lanes. The four Cob Cannons blast the outside lanes. The pool sunflowers give you sun. The pool Winter Melons are there for the AoE freeze+damage on the inside land lane. Now stop and think--what else are you going to use in the forward pool slots?
Cob cannons? The pool lanes may be super-easy, but they're not quite that easy. (For all that yes, there are crazy Chinese setups with 16 Cob Cannons that actually do use these spots for Cobs, and just nuke dolphins constantly). Twin sunflowers and sleeping freezies are also options--and yeah, you might do those, but then you need to place your offence elsewhere.
Which got me thinking--I know there's some hack that lets you play survival endless on other maps; how does that metagame shake out?
A brief google search turns up some stuff from Steam forums:
http://img246.imageshack.us/img246/7200/anotherday.pngThe basic idea being to keep the middle three rows bombarded with Cob Cannons, and then kill the outside two rows with Gloom Shrooms. But this is just some random guy on Steam who never managed to get the build particularly sustainable. The most advanced Plants vs Zombies players tend to come from China, where....
http://tieba.baidu.com/f?kz=673175483http://tieba.baidu.com/f?kz=6714125118 cobs seems to be the answer (8 cobs going 1000+ flags, it looks like). Notably this also covers a big weakness of the 3 cob build above (Gargantuars can throw their imps onto the 4th row, so cobs need to be placed on row 5/6, not 4/5). It also has a clever way of sneaking cobs into the back rows.
The back two rows are in danger of being killed by digger zombies; the "standard" solution is to throw two Glooms in row 2 (which help kill imps as well). And just do a little bit of repairing when needed. Specifically, plants have a random wake-up time when they could start firing (something like 0-2 seconds), digger zombies spend a certain amount of time dizzy after they're done digging, which is shorter than the max wake-up time. With two Glooms, they only get a rare nibble, easily repaired. With three Glooms they'll never even get a nibble.
Now, with three cobs in back, it's not actually possible to cover them all with three Glooms. The middle one is covered (four Glooms, in fact). But the sides are not. ...Which is where the Torchwood and 2x Split Peas come in. If you watch him playing, he doesn't even pay attention to the digger zombies--they just auto-die. (I have some concerns about Imps blocking the Split Pea shots a small percentage of the time, but it seems to be rare enough).
Now, those of you who've played some endless have probably spotted a gaping hole in this plan: where's the Umbrella Leaf? There isn't one--the player just substitutes excellent APM and timing instead--constantly nuking the basketball zombies. (Insert joke about Asians being genetically gifted with APM).
"But mc", you say, "if this is all about proving that Gloom isn't all that, then why does this player have 8 glooms?" Well...6 of them are rear defence; glooms being one of three plants that shoot backwards, it's pretty natural in this role (and I don't think any sane person would argue Starfruit or Split Pea are better than Gloom in Endless). The two in the front though...
The two in the front are interesting. Here's why I suspect they're there. Gigas have 225 HP. The player can cob once on fast zombies, and twice on slow zombies (like Gigas) before they reach the front line. That leaves an extra 25 damage to deal. I think Melon Pults will actually have more DPS in this role, but they lack consistency--if everything in the Melon Pult's row is dead, it won't continue to blindfire and splash the surrounding rows. Gloom, however, will continue to fire. The only other plants that will continue to fire in that situation are...Threepeater and Starfruit, neither of which are really serious options (neither gets AoE). So...sure, since you only need to deal 25 damage (and probably less than that because there are Winter Pults which should usually deal 20 or so; so like...8 damage) then yes, Gloom for the slightly better consistency.
But wait, China provides another fascinating build:
http://hiphotos.baidu.com/%C6%BD%D4%A8/pic/item/c6e28307e5a1b15503088134.jpgThe top two rows can take care of themselves, more or less (Zambonis will probably give fits to the firepeas, granted). What's interesting is that there's no digger defence. I haven't seen a video for this one, but I would guess that perfect regular timing on the Cob Cannons on the bottom three rows kills the digger Zombies while they're digging and still moving with the rest of the pack. I know it can be done, I just wasn't aware that 5 cobs per 3 squares was enough to keep the Diggers constantly killed.
And there's also this one:
http://hiphotos.baidu.com/%C6%BD%D4%A8/pic/item/9ad2be42c5bd0a3f9213c60e.jpgFlawlessly protected from diggers and basketball zombies. But it's only 6-cob and needs to nuke both sides. My guess would be that the extra walking space allows for three nukes. Either that, or the extra walking space allows the Winter Pults to keep up. It's also clever in that since the Cob Cannons nuke a 3x3 area, they're double-covering the middle three rows, which means that the middle row can squeeze in some sunflowers. What I don't know is how this deals with Imps thrown by Gargantuars onto the fourth row (eating the Cob Cannon). Maybe the player is just careful not to deal too much damage to Gargantuars so that they always walk far enough forward that lobbed imps hit the third row?
Anyhow...Night and Day are basically the same map. Fog is basically Pool except annoying. Roof is...
http://tieba.baidu.com/f?kz=669766721Apparently like Night/Day except that there are no digger zombies ever, and Imps land on row 4/5 instead of row 3/4. (Which...looks easier, other than that whole "if you want more than five cobs, you need cobs in row 6+7") Which...on the whole sounds a lot more straightforward in terms of "here is the ideal setup" --although less forgiving with all the front row pumpkinless plants.