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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Nightcap Upgrades!

Say hi to the upgrade discussion post for Nightcap!

Unique Upgrades

Piercing Power (2 upgrade points): When you deal damage to multiple enemies using the piercing ability of Spore Strike, you gain 10 ammo. You can actually increase your maximum ammo capacity this way, up to 60 total ammo at once. The maximum ammo boost is temporary and does not carry over reloads, until you trigger it again with the piercing effect. This is great for continuous fire without the need to reload at all, and you can deal damage much more efficiency with piercing and constant ammo resupply.

Parkour (3 upgrade points): Your second jump has a faster movement speed, depending on which direction you are travelling. It does not affect the movement speed of going forwards, but you gain a movement speed of 20% when moving backwards or 40% when moving sideways, and this only applies to your second jump. This upgrade is useful for dodging attacks, becoming more agile, confusing your enemies in where you are and for getting around more easily.

Spore-ratic (3 upgrade points): The velocity or projectile speed of your Spore Strike is increased by about 100% (or double). Your attacks will travel much faster, so your enemies will have less time to react to your shots and will more likely get hit by them. If you can get close to your enemies, your shots will land on your enemies almost instantly. Use this to your advantage by constantly attacking your enemies with these high velocity Spore Strikes, and try to change directions frequently to confuse your enemies even more about where you are.

Clear Coating (3 upgrade points): You gain 50% armor when you are invisible, meaning you will actually take half damage while invisible. This can be done with your Casting Shadows, a different Casting Shadows, or your Shadow Sneak. This is very useful for escaping with minimal damage taken, especially if enemies had noticed you and know which kind of area you are in, or to sneak around and attack your enemies by surprise while trying to avoid taking as much damage as possible from random enemy attacks.

Unique Ability Upgrades

Casting Shadows

Incubate (2 upgrade points): If you revive allies inside of your Casting Shadows, you revive them twice as fast, or in other words, it only takes half as long to successfully revive them. This is really useful if you wish to revive allies as the Casting Shadows already hides you from enemies, and the faster revive will leave you vulnerable for even less time. Your ally will have temporary protection from the Casting Shadows once you have revived them as well. You may also be able to revive multiple allies quickly if you throw your Casting Shadows over multiple fallen allies, making this upgrade even more useful in that situation.

Corrode (3 upgrade points): Any enemy that is trapped by Casting Shadows are further restricted in other ways. Enemies in the Casting Shadows suffer additional penalties while caught in it, such as losing ammo or overheating faster, increasing the time it takes for their attacks to charge up and stopping the refresh timer of their abilities completely while trapped. This will make it even harder for those enemies to escape and will not be able to attack as often, rendering your enemies close to useless and will make it even easier for you and your allies to vanquish those affected enemies. 

Fung Fu

Fleet Footed (3 upgrade points): You are able to jump and move about 40% faster while you are using your Fung Fu, meaning that you are more mobile during your Fung Fu. You can use this to chase enemies who are trying to escape your Fung Fu or you can jump to make yourself even harder to hit again and hit enemies that are currently in the air. This should make you less vulnerable during your Fung Fu start up time and when it ends as well. You normally have reduced movement speed while using this ability and cannot jump, but you can mitigate these effects with this upgrade.

Uppercut (3 upgrade points): Dealing damage to your enemies with Fung Fu knocks your enemies up into the air and deals slight knockback to them as well, but you should be able to continue dealing damage to them. This actually makes it much harder for the enemies to escape your Fung Fu and the slight knockback can be really useful in particular situations. This should leave enemies more vulnerable while in the air as they can more easily be shot by your allies and they mostly lose control of their movement for a short time as well, so these extra effects can really prove to be useful.

Shadow Sneak

Shadow Tribute (3 upgrade points): When you vanquish an enemy, you immediately gain a slot of Shadow Sneak, which is great as this can be used to vanquish an enemy and then escape, even if you did not have a charge of Shadow Sneak available before. This allows you to deal sneak attacks more effectively, as you can keep changing positions and confusing your enemies as to where you are. Getting multiple vanquishes will give you all your stacks of Shadow Sneak back, so this upgrade is great in keeping you cloaked for longer and allowing for more frequent sneak attacks.

Shadow Sling (4 upgrade points): You teleport a short distance in front of you when you activate Shadow Sneak, which can be massively helpful as the distance will make it much easier for you to escape, as you have travelled much further in a much shorter amount of time. This can actually allow you to escape certain enemy abilities that would trap you in place, so this upgrade can really prove to be useful. This can be used to become even more unpredictable with your movement, as you cannot normally teleport by default, and the teleport allows you to dodge lots of enemy attacks quickly and for a much quicker escape as well. When you have this upgrade, you can revive your allies while you are in Shadow Sneak.

That is all of the upgrades covered for Nightcap! The upgrades allow you to become more agile, stealthy, escape more easily in tough situations or to deal higher damage to your enemies. Some of these upgrades will prove to be really effective in particular situations or when you play in PvE modes, although generally the more powerful upgrades will be worth a higher amount of points, so these upgrades seem relatively balanced. You have choices of plenty of different upgrades, allowing you to customise your upgrades for your particular style.

3 Replies

  • @TheSprinter85 Piercing power: what did ops do to deserve this? Why do so many minor upgrades just trivialize this mode? How am I suppose to know when a nightcap has this? I mean 60 ammo is a lot to have no indicator.

    Parkour: situationally useful but once again how's a zombie to know.

    Spore-ratic: rapid fire but for nightcap. I can imagine the power in ops when cokbined with piercing power.

    Clear coating: better chance to escape at low health.

    Incubate: situationally useful.

    Corrode: when you have a better gravity grenade in every way. Once again this upgrade seems entirely to powerful to have no signal from the nightcap or dome before it is cast on you. Especially since it affects abilities and is much bigger which is the main advantage over gravity grenade.

    Fleet footed: makes Fung Fu better.

    Uppercut: decent if you can get an enemy trapped in Fung Fu.

    Shadow tribute: effective if you can get multiple vanquishes.

    Shadow sling: I get the point but how is a zombie ever meant to tell when it's a teleporting nightcap? I know nightcaps don't like getting gunned down in shadow sneak but why should a zombie also be punished for paying attention? Wouldn't reviving reveal your position? Kinda counterproductive?

  • Zack Scott always wanted a mushroom character in the shooters and he finally got it in BfN! 

    Piercing Power: This is one of those abilities that is extremely effective in Ops for obvious reasons. Not as effective in multiplayer, although it can be good if enemy players are bunched up like on objectives.

    Parkour: This one is widely hated by a chunk of the population as it makes BfN's wonky shooting/dodging even worse, and on one the smallest characters in the game to boot. Personally, I don't hate it but I see why many do, and it's certainly not fun to deal with as a zombie.

    Spore-atic: This is one is interesting as fast shot velocity is almost always good to have, and one reason why Rose isn't one of my favorites is that her shot velocity is low (she's my least favorite character to get the target range quest with in GW2 due to that low shot speed). Due to Nightcap's ranged attack cutoff, this isn't as annoying as it otherwise could be, although the shot cutoff itself is. Another reason to give damage drop off with range instead, and I'd be curious to see how this one would work with damage drop off instead of the sudden end to Nightcap's shots that we have now.

    Clear Coating: I wonder how many Nightcaps wouldn't get accidentally one-shotted by Deadbeards sniping when they get between the target and the Deadbeard. I've done that as a Deadbeard many times, not even realizing the Nightcap was there while trying to snipe a more distant plant! It would still hurt of course, but at least you'd survive. Not a bad one here as it only works while cloaked so is useful but not too strong.

    Incubate: Great idea but casting shadows attracts fire, especially if a zombie saw you and/or teammates go into the area and not come out, so they will blindly blanket the area with fire and Nightcap's are low health so it's actual use isn't that good.

    Corrode: This one is very effective and especially after they buffed casting shadows to be a black hole that sucks the zombies in. Very annoying to fight against to be sure.

    Fleet Footed: A common choice to be sure as it means zombies have a much more difficult time escaping Fung Fu's AoE with this upgrade. Imagine how powerful this would be if they left Fung Fu like it was in Founders!

    Uppercut: Combine this with casting Shadows and zombies will really have a hard time with your Fung Fu. Very powerful if used well as the knockback isn't as high as it is on some other characters, where the knockback is more counterproductive.

    Shadow Tribute: This one is deadly in the hands of a good Nightcap player. BfN has a few of these upgrades that make such a powerful feedback loop, and this would explain the very few really good Nightcap's I've seen being able to wreak havoc in the zombie back lines, most Nightcaps that try this are BfN's version of the GW game's suicide Chompers.

    Shadow Sling: Makes shadow sneak so much better as it's not too hard to predict where a cloaked nightcap is right when they first use this ability, even when you don't see exactly where they are as while even cloaked you can see a faint image of the Nightcap, the battlefield has a lot of visual 'noise' but it can be fairly obvious where you are when you first cloak. Adding this teleport to it means you add a little extra bit of confusion to the formula and that can really help you survive.

  • My official thoughts on the upgrades:

    Piercing Power: Really useful in most cases, as you have piercing capabilites by default without any additional abilities or upgrades. Simply line your shots up against multiple enemies or attack from behind and you can attack for ages.

    Parkour: Are you ready to never get hit ever again? Well, you cannot quite achieve that effect, but this will allow you to survive in battle for longer and dance around your enemies, although it may require practice. I should try out this upgrade!

    Spore-ratic: When you attack from long range or even from close range, you will likely hit your enemies with your shots before they can dodge them. Effectively reduces your chance of missing shots which is great for surprise attacks.

    Clear Coating: Super rad, as you can effectively double your health when you take damage during your invisibility. When you go to escape battle, contest the objective, or approach your enemies, you are less likely to get vanquished.

    Incubate: Amazing for reviving, although if you are not big on reviving, may not be worth using. Move around inside the shadows to not get hit as much. If you use this, combo it with Refreshing Revive for best results so you can use this ability often. 

    Corrode: If you want to go on the offensive with your abilities, this upgrade is super effective. Enemies caught in this will essentially be crippled and it will be so easy for you and allies to finish your enemies that are trapped in it. Tell your team!

    Fleet Footed: The ability to jump and move faster makes your Fung Fu a whole lot better. You are less likely to get vanquished as you can take less damage and avoid enemy attacks, and to chase enemies who try to escape you.

    Uppercut: Knock your enemies up and around which will be fun. Your enemies will have much less control while in the air, so your allies can vanquish your enemies more easily and your enemies have less chance to escape as well.

    Shadow Tribute: This is great as your Shadow Sneak can be used for many situations and giving yourself another charge each time you vanquish an enemy is greatly useful for escape or to silently approach another enemy. 

    Shadow Sling: Teleporting away while using Shadow Sneak will get you out of situations where you normally cannot escape, confuse your enemies, and this upgrade gives you the ability to revive allies when using Shadow Sneak. Cool!

    I normally use the Clear Coating, Incubate and Refreshing Revive upgrades, and sometimes use Shadow Tribute.

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