You could argue that “Didn’t we already tested this wave before on beta?” but as how the wave generation works, you’ll rarely find a wave variation where this wave becomes a pain to clear. Imagine an Ironman wave with full of Armored chickens.
One of the strategies to safely clear this wave is to stay at the rightmost cup until it’s filled up with the first chicken scoop. You’ll be able to enjoy its multikill bonus to offer at its maximum this wave.
This is fine on enemies that fire only downwards (chicks, festers, ordinary chickens) but is really problematic on enemies that fire randomly in all directions (chickenauts, armored chickens). Using the strategy above will only overwhelm you with these enemies, and chances that you’ll lose at least a life on this wave is pretty much guaranteed due to bullet hell RNG involved.
You could try to clear the bouncing scoops, but the problem is on how would you maneuver from enemies approaching behind?
Wave Chages: Removal of the bouncing mechanic
Just remove the bouncing movement and let the scoops fall one by one. Once the first cup has been filled, there’s a longer delay before the second cup starts filling up.
Removing the bouncing mechanic will let the players safely clear the wave early on and not to overwhelm you with bullet hell RNG(with specific enemies) when all cups are filled up…
https://imgur.com/a/3YAAYhL
Smh discourse not showing vid preview
What do you think of these changes?
- I prefer the current one
- Yes, please
- Yes, but… (explain why)