543. Plants vs. Zombies(1/17)
The discussion on "Plant vs. Zombies" on the Internet is extremely popular:
There are even many guide posts.
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"Why do most people like to put sunflowers in the far left row and pea shooter in the second row?"
"Most people probably think that the sunflower needs protection at the end, but I think it may be the opposite. If the sunflower in turn can also win 2 or 3 bullets for the Pea Shooter, but if the Pea Shooter is in front, it will...
This is a very interesting question, and I decided to answer it with my experience in zombie fighting.
When sunflower seeds on the far left, there will certainly be emotional factors. I personally think that what is more important is to gain the initial development time.
As a game that is essentially tower defense, the most important factors in plants vs. zombies are development and lineup arrangement.
The lineup is selected based on the restraint relationship between plants and zombies. For example, a large number of zombies choose group-damaged plants, high-speed zombies, torch zombies, etc. choose slowing plants, hurdle zombies, jumping zombies choose high nuts, metal products zombies choose magnetic zombies, and high-health giant zombies generally carry a variety of high-damage explosion plants.
These decisions are so intuitive and natural that you won't strongly realize that this is an operational technique in the game.
However, the choice of initial development options is different, which involves your more essential understanding of the game.
If we think of the game as a system, the initial sunlight X0, the sunlight falling from the sky and the sunlight produced by sunflowers are the input amount X of the system, and the damage that plants can bear is the output amount Y, the damage that plants can cause is the output amount Z, and the maximum unit time output amount Z* that plants can cause is the output amount Z*, as the three outputs of the system.
In order to explain this issue more intuitively, I used matlab to simulate. The maximum output z* that a plant can generate per unit time generally depends on the number of explosive plants in the plants you carry, the number of sunlight points you have at the moment, as well as CD time and other factors. The simulation is not very meaningful, and here only simulates three quantities of xyz.
Since I didn't know the specific values of plants vs. zombies, I assumed as I wanted, and only sunflowers, pea shooter, and nut walls were used as representatives. Assume that X0=50, x0=2, x=5* number of sunflowers; y=200* number of nut walls +50* number of sunflowers +50* number of pea shooters;
z=100* Number of pea shooters. The CD of sunflowers and pea shooters is 2, and the CD of nut wall is 5. Our decision-making plan is as follows: randomly purchase a plant that is not in the CD and has enough sunshine, and the number of sunflowers reaches 5 plants and no longer continue to purchase it.
Such assumptions may be quite different from the real value, and I adjusted them for the convenience of visualization. After all, when fighting zombies, I will not only use three kinds of plants.
The above figure shows the changes in random decisions on the timeline.
You can see that the curve will fork with the decision. The decision at the fork point is crucial, which determines the subsequent performance of your game. The decision after the fork point cannot improve the overall performance. This is the so-called "when the start is broken, just take it down."
So which variables affect the decision curve?
Sunshine.jpg
The above picture shows changing the initial sunlight, you can see that only the curve has been translated.
Plants vs. Zombies.jpg2
The above picture shows the weight of the sunflower, and you can see that the curves have been merged.
Plants vs. Zombies.jpg3
The above picture shows the weight of the sunflower, and you can see that the curve is separated.
Plants vs. Zombies.jpg4
The above picture shows the maximum number of sunflower planting, and the curve is further differentiated.
It can be seen that the main factor affecting the decision curve is the timing of sunflower planting. Generally speaking, the earlier the sunflower planting is, the more beneficial it will be for the subsequent battle situation. This is the "primitive accumulation of capital". We imagine that among these curve families, there is a condition that just meets the minimum level of defeating zombies, so I call it the "zombie curve". Obviously, decision curves above the zombie curve can win, and decision curves below the zombie curve will fail in a certain dimension. Similar to the translation of the decision curve, if we can translate the zombie curve backward along the time axis, we can make more decision curves fall on the zombie curve, which is obvious.
It is also very simple to do this, because zombies are fighting one after another, and we only need to let the zombies die slowly in the early stage. Back to the topic, why do we need to plant sunflowers to the far left? It is because before letting zombies reach the sunflowers, we have more time to develop, thus delaying the zombie curve.
Some children say that, but planting sunflowers on the far left means that Pea Shooter only has a shorter shooting distance? That's right, but this just shows a problem: Pea Shooter is not the best starting plant. What is the best starting plant? Of course, it is the Potato Thunder that is affordable and unrestrained, and the Potato Thunder that is available on call. According to my inaccurate estimate, Potato Thunder is ready when ordinary zombies walk through four grids, and the Potato Thunder itself can be gnawed by zombies three or four bites, and it is safe to place Potato Thunder within at least three and a half grids. Potato Thunder is put on the second last row, which is where the Pea Shooter was originally planned to be placed, or the last row of empty spaces, and the Potato Thunder is almost half ready. If a new zombie appears at this time, put the Potato Thunder at the end. The CD of the Potato Thunder is shorter than that of the Potato Thunder, which can easily cover the empty window period.
Some children say, after we plant potato thunder, will we add pea shooter? Or the same sentence, pea shooter is like Soldier 76, and will always appear in the beginner's tutorial. If you can choose, we directly choose high-cost, high-cost, or high-cost group-injury plants. If the sun is not enough, you can also use zero-cost, low-cost, as cannon fodder. Looking at the plants vs. Zombies 1 and 2, medium-cost slander or medium-cost group-injury plants is never the best choice. It's a pity to eat it without any taste, and ice-cup pitchers are still the most fragrant. Looking back on our decision curve, we chose a curve of "Land first, then burst". This curve will be very close to the zombie curve in the early stage, with high operation requirements, and a lot of higher zombie curve in the later stage. Just lie down and collect the sunshine.
Red is the zombie curve, blue is the pea curve, black is the ice cow curve, you can find it casually
Plant vs. Zombie 1 is generally quite casual, and the zombie curve is not very harsh. However, in Plant vs. Zombie 2, due to the introduction of the class (krypton gold) system, the difficulty of the following gram is still relatively high, and the zombie curve is moving upward as a whole. Due to the high damage characteristics of potato thunder and gua, it can make up for the shortcomings of the initial decision curve not keeping up with the zombie curve. At this time, the zombie curve will gradually approach the ice cow curve, and our strategic advantages are reflected.
To sum up, it is reasonable to place the sunflower on the left side. It is almost the same for a simple game to put the bottom few rows. It is best to place the left side in the early stage of a difficult game, and it may be shoveled later."
"I used to be a naive teenager who planted sunflowers on the far left. Maybe it was because the tutorial gave people the impression that sunflowers should be behind the peas. Maybe it was because the leftmost is theoretically the safest, and the first plant and planted in large quantities was sunflowers, so I didn't feel that I went from left to right in order.
Until one day... for me who is greedy, how can I plant only one row of sunflowers? Of course, I have to plant two rows to start, because I like the feeling of sunshine coming in, so I don’t have the patience to wait for the sunshine slowly. So my formation basically grows like this sunshine peas... But one day, due to accidental reasons and my skills were not up to standard (I just came into contact with this game at that time), before my formation was completely formed, a large group of zombies broke through my front line and started eating my peas! As we all know, it takes 10 rounds to kill a zombie, which is 2 grids of time/distance. When a group of zombies walked in front of me
Even if there were only a few, pea shooters had no choice. The situation was almost like this at that time. When I realized the problem, it was almost too late! In a short while, these zombies ate two of my peas, and the remaining zombie was about to be flat. I waited anxiously for the cucumber to cool down, waited and waited, and the time seemed to be very long. Finally, it cooled down. I picked up the cucumber with both hands trembling due to excitement, and then put it in the wrong place because of the shaking hands... Needless to say, the zombies were behind the zombies, and I had to watch the zombies step by step and eat my sunflowers one by one.
At the same time, I desperately put all the plants that can be planted in front of it, hoping to fill in the corpse for a little time, but this was useless. Because I was playing PvZ on the web now, there was no lawnmower in the last row. I watched the zombies walk into my house and then a very scary text popped up: Zombies, your brain is eaten! This is my first experience of losing to PvZ. At that time, this incident left a shadow on me, leaving an indelible mark in my young heart. And because the web version lost, I had to start over from scratch, so I was very impressed.
From then on, I was not clean (crossed off) and I was no longer an innocent child. My formation became like this: Pea Kui Kui Pea... As my worldview matured, I realized that the power of a pea was really limited. Killing a zombie requires two grids, and killing three zombies requires six grids. This is not a harder zombie, and it is still so powerless. Therefore, influenced by my psychological shadow, my formation evolved into this: Pea Kui Kui Pea... I replaced pea with timid zombie at night, which was unexpectedly very suitable. In this way, even if the zombie has walked more than halfway, the timid zombie can still output normally.
After having ice peas, I was very smart, because I realized that the freezing effect can slow down the speed of a whole group of zombies by half (about the same as the more zombies, the faster the speed), which is equivalent to [buff: all plant attack power x2] + [buff: all plant blood x2] + [buff: all seed refresh speed x2]. So I developed the habit of placing frozen plants as much as possible in the last row. After having stronger plants, I will give priority to the maximum DPS in the penultimate row of ice-sun thunders... I almost reached the best balance here. This is also a way to combine the early sunshine explosion, because potato thunders requires three-frame activation, so the insurance method is to plant potatoes in the fourth and fifth squares of the right, that is, the fifth and sixth squares of the left. If the thunders are planted too early, it is easy to be eaten; on the contrary, if the queen mother planted, the first zombie may not have stepped on it.
The second one comes out from the back of the same row. The two zombies are not long enough, which will make me very passive. The same logic for dealing with the ground-digging zombies, but this time, the slit pod shooter is planted in a relatively front position. If the sun is abundant and the demand for sunflowers is reduced, I will replace the two rows of sunflowers and leave the middle one. Then make corresponding adjustments according to the specific configuration style. The striking zombies of the three-million zombies [breaking] is to ensure that no matter what accident occurs, no matter where the zombies fall, I can fully cover the firepower. If the zombies accidentally break through the formation? It is easy to deal with, I will immediately add the striking thorns of the three-million zombies to block the front line with nuts and ground thorns for a short time, and then plant the slit pods behind the zombies. The poor zombies are equivalent to entering the encirclement directly and immediately feeling the malice from all directions.
Another advantage of this is insurance. If I happen to be that the pumpkin is not cooled well? Then plant ordinary nuts first. If the ground thorns are not cooled well? The crack pod can also output some firepower forward. If the zombie breaks through the siege and eats the firepower behind it? Then it cannot withstand the crack pods repeatedly. The so-called formation is not only powerful, but also flexible in changes, multiple insurances, and can deal with emergencies. If you want to see more similar content, please follow my WeChat official account: (No: (I won't tell you) You can also scan the QR code to enter my fan stream: (No fan group) (I would say I just don't know how to finish it, so I just imitate the other answerer's skin?)”
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First of all, just look at the adventure mode, judging from the words used by the questioner, this is the situation in the early and mid-term period.
In the later stage, especially if this happens, it is possible that only a few plants will be placed and the machine will be hung up.
The walking speed of ordinary roadblock iron bucket is about 4.7 seconds per grid. It takes 3 seconds to eat plants such as nuts and pumpkins. The pea shooter fires at 1.4 seconds. If you walk the full range at the speed of a zombie, the pea shooter can fire 26.85 peas. The limit of ordinary zombies can withstand 10 peas, and the 10th round will cause the zombie to fall. After the zombie falls, the blood loss speed is about 1 peas per second, and the blood volume after the zombie falls is about 3.5 peas. Therefore, the zombie can also resist 1 peas after the falls. That is to say, a zombie can withstand 11 bullets. The roadblock can be regarded as a general zombie who dies directly after 1.5 dead heads and dies directly after the dead head, 5.5. That is to say,
A roadblock can withstand 26 peas and iron buckets, which is 66 peas. For a pea shooter, the iron bucket's health is too high and you only look at the data of the roadblock. Looking at the 26 pea, do you feel familiar? Yes, a pea shooter can hit 26.85 pea shooter, which can be killed just by just killing. Knowing this, you can start inference. If the player has not done any operation on the road. (In case of operation, the problem will become complicated, so we will not consider it here) Situation 1. A roadblock zombie takes 3 seconds to eat sunflowers, and it takes 4.7 seconds to complete the last road. According to the above data, it can be introduced that the pea shooter can kill the roadblock 1.2 seconds before it touches it.
In other words, the roadblock that was originally able to be secured by the Pea Sagittarius has survived for 0.5 seconds after taking away a sunflower. The sunflower is being gnawed. (Considering that the zombies need to walk another 0.3 to 0.5 seconds when they step into the far right, they can still take away the sunflower.) The situation is 2 and 3 general zombies. After losing the threat, the first two general zombies resisted one pea and regarded it as resisting 11 pea. The third general zombies lose the threat after resisting 10 pea and regarded it as resisting 10 pea. The pea Sagittarius needs to shoot 32 pea to solve the threat. In other words, the pea Sagittarius needs to shoot 5.15 pea on the basis of the original 26.85 pea.
It takes another 7.21 seconds. The zombie has 4.21 seconds when it finishes gnawing the sunflower and contacts the pea shooter. As mentioned above, it only takes 3 seconds for zombies to chew the pea shooter, so there is still 1.21 seconds after he finishes gnawing, which is only 1 round of damage to pea. If there is no sunflower, there is still 3 rounds of damage to pea. The final result is that the zombies destroy the defense line. No matter what, it is all sunflower, which makes no sense. If the sunflower is placed on the far left side, it is 7.7 seconds away. It seems a lot, but what you do on this path, such as putting ice, is enough time. In the situation where you use pea shooter to deal with zombies, 7.7 seconds is really not very meaningful. The second is endless.
In many cases, you need to have a view of the overall situation, that is, what you want to put the formation into. Because the fun of fighting endless lies in the formation, which takes into account both practicality and beauty, and see what the formation can be put into. If you just want endless. Eight guns and two ices, you can basically carry it away in nine seconds. Many times, the plants need to move along the formation. According to the exploration of the predecessors, the endless formation can be divided into a no cannon, few cannons, and more cannons.
The picture above is a typical ten-cannon formation. There is a ladder to prevent the ghost from gnawing on pumpkins. The location of these ten-cannons is not able to hit the ghost, and the corals in the right half can be ice-eliminated or cannon-eliminated. These are some formations I randomly selected. You can see that on land, ice-eliminated plants such as ice-eliminated plants will generally be placed from 2 to 4 grids to the right. In other words, if sunflowers are placed in front, they often have to be shoveled out and given way. Because considering the miners and catapults, the leftmost side is more dangerous than the 2 to 3 roads.
Considering that most of the formations are not in demand for sunlight after forming, the sunflower is placed on the left side, and then the miner trenches it and basically doesn't have to worry about it. Why not? 1.1 Update recently conducted some tests and found that some game details may affect the results of the two situations above the adventure mode. 1. When a plant enters the range, the forward shaking of the bullet is not a standard value, but a range of 0~ its standard forward shaking*2 (approximate value, not further tested) (I think I can call it reaction time), so it may cause the zombie killing point to be not the calculated place. 2. The zombie will pass a short distance before entering the lawn, causing the killing point to move backward. However, due to the reaction time of the plant (pea shooter), it is still possible that the calculated situation before (has been tested and proved).
"In the past, I always planted sunflowers on the left, but later I saw sunflowers in the comic book, and I was deeply thinking. If my pea shooter was eaten, the zombies would be one shot, but the sunflowers would still be over. But if the zombies ate the sunflowers first, it would be different! (Later, I left a few lattice seeds in the first row of sunflowers, leaving a few lattice seeds and nuts hahaha)~_(:τ》∠)_Turn the cart~"
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To be continued...