关于eclise阳光系统更改讲解(未汉化)
alright so I read all the comments and people seem generally clueless to how the changes actually are so here we go. keep in mind gp2 will release a fully detailed video about the changes later and he will probably explain better than me but here are my thoughts as the first ever person to playtest the new system.
- sun falling in the sky is changed: it will give more sun in the early game, but it will give less sun in the late game. this means during the late game (3-flaggers and upper), you ONLY have your sun producers to rely on.
- 3 main sun producers (sunflower, primal sun, twin sun) will now produce sun faster: 34s to 24s. this means that the new sun is slightly weaker than the current primal sun, the new primal sun is slightly stronger than the current twin sun I, and the new twin is now massive.
- as a result of the sun production buff: all sun producers are nerfed in terms of cost and recharge. the new sun falling in the sky system is made to help players plant their sunflowers.
the direct results of these changes (and the reason why we chose to do this) are:
- the late game is now HARDER. you'll need space for the sunflowers even in the late game and protect them (and not constantly throw them onto Gargs as smash baits). all ambushes are now stronger if they manage to wipe your sun field - and in this case, you'll need to learn how to manage your sun bank to not die.
- all the zombies/gimmicks that rely on you having no strong sun field are tougher to deal with and you'll need to be very careful, or use another slot for fast recharge plants to use as bait instead (indirect buff to pea I probably). especially Gargs, who will now become a very big threat.
- all the wall/melee plants are indirectly stronger: putting sun at the back and not spamming them is now a valid option. therefore melee will have a bit more viability.
the things I see people got wrong:
- the game is now slower paced: NO. the early game sun dropper is buffed -> faster early game. the zombies late game will remain the same (very heavy and such) -> you still need a defense late game to not die. the sunflowers are STRONG (unlike GT000, where sunflowers are WEAK) and therefore you don't need too many of them to survive (1 or 2 columns are enough).
- the game is more difficult: it's subjective, but for the most part the early game is EASIER. the late game is HARDER (not for careful people, it remains about the same).
- night levels: you have sun-shroom. use it. or run sun-shroom + primal sun.
- levels getting massively impacted: also FALSE. I tested quite a few levels and for the most part it remains about the same - it just shifts the focus from sun spamming to instant and sun management instead. the levels that DO require a sun field to survive (17-5 for example; not 17-10 or S-14 surprisingly) will need to be looked into and will be changed appropriately - but for the most part, we will have to rework fewer levels than the overhaul 1.6 update.