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stukapooka's avatar
4 years ago

80s action hero ability discussion

80s action hero

Dynamite dodge

Bfn description:

Evade in any direction while a dropped explosive covers your tracks.

80s Action Hero drops dynamite and dashes/rolls forward in any direction.

Deals 70 damage at max and 15 at minimum. 9 second cooldown.

Leg day: Action Hero Zombie jumps farther and higher when activating Dynamite Dodge.

Track star:

Earn a tag on an enemy when dealing damage with Dynamite Dodge.

Rocket ride

Bfn description:

Fly into the air and launch a large volley of explosive missiles.

80s rides a rocket shooting machine into the air that lasts 4 seconds. Can move in the air. 18 second cooldown.

Deals 8 projectile damage, 12 blast damage, and 5 shockwave damage.

Free ride:

Fire additional rockets by earning a vanquish with Rocket Ride.

Vanquishing enemies with Rocket Ride extends its duration by 3 second.

Remarkable rockets:

Earn a tag on an enemy by dealing damage with Rocket Ride.

Can't-Miss-ile

Bfn description: Deploy homing rockets that track the nearest target if no lock-on targets are provided.

80s turns his bow into a shoulder fired rocket launcher that launches homing rockets that will home in on a target that he has tagged or the nearest target if the aforementioned condition has not been reached. Lasts 2 seconds with a 9 second cooldown.

Level 1 tag deals 10 damage per rocket while level 2 does 25 damage. 4 rockets total.

Improved tracking: Earn a tag on an enemy by dealing damage with Can't-Miss-ile.

Super payload: Fire

two additional missiles with Can't-Miss-ile.

Can't-Miss-ile fires 4 additional missiles per lock-on target in range.

80's action hero is a character where my opinion of him has only really dropped the more i think of it. His visual design and audio is great but than there's his actual gameplay.

Dynamite dosge has a really janku hitbox and you more or less use it in long range engagements to get to cover or a vantage point rather than hurt and an enemy. I remember how the camera died in founders anytime 80s did anything.

Rocket ride is ok. The spread was increased because it was far too accurate and was 80s win button in group engagements and now it can slowly move. I love the jingle that plays. Why the bot 80s have zero spread on their missiles and can shoot them as straight as an arrow?

Can't-Miss-ile is too good at times, especially with upgrades that improve tags or your rockets llike the huntsman as you can than just flick off a shot and than delete someone. Reminder that 80s with this method can easily deal above 175 damage (over 200 with upgrades) in 2 shots which the same deadbeard would need yet 80s has much better survivability and direct combat potential in every way.

Healing does remove tags but the game never really makes this clear and is the only real time healing has a secondary benefit in bfn.





3 Replies

  • One of the things that I liked from my first impressions of BfN was the 80s Action Hero's rocket ride ability, complete with theme song! Love this guy's concept and look, but yeah, game play wise, he's a bit off.

    Dynamite Dodge isn't a bad idea, and I love the whole jump away and leave a present idea, but it's another movement ability in BfN that is very janky. Never jump and then use this as the dynamite explodes up in the air instead of dropping first, and often causes no damage to any nearby plants. I found that out the hard way.

    Rocket Ride is so fun but again, buggy, and you can go more or less indefinitely with the free ride ability and ever since a patch, drive it around too, which was going to be a legendary upgrade at one point, making it very easy to abuse. This is an ability I love when it works though. It mostly just needs to be fixed so it won't activate with you remaining at ground level, making it kind of useless at times. Make it useful, keep it from being too good, and keep it fun, because even when it doesn't work that well, it is a fun ability.

    Can't-Miss-ile may be the buggiest ability in the entire series of shooters. Even ignoring how easy it is to get rid of your tags, making the ability subpar when a lot of Sunflowers are around, but even when the tags aren't being removed for no real effort, the missiles indeed can miss and often do, even with a target that's quite literally in your face, the missiles going all over, seemingly at random. I've had bosses that were were fully tagged and no other plants had any tags, and every missile still missed! It can be a bit too good as you say, but it's hard to judge when it's all over the map with how it works out. Get it working and balance it's damage as needed, because again, it's a fun power to use. As for the cleansing, I really don't think this should be cleansed so easily, but that healing should be more like in GW2 with its cleansing style instead. If the missiles had reduced damage and were more accurate but the tags weren't so easy to get rid of, the ability would work out better in general.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Dynamite dodge would be better if the hitbox and duration of the dynamite in the air was better as like you say it doesn't last long enough.

    Agreed on everything about Rocket ride. Ai 80s also need to be fair and not shooting straight. The bots in general need to be improved.

    Can't-miss-ile is in that niche of too good when it works but is otherwise garbage. I remember rockets never firing, going straight up into the air, or clipping into objects.

    Healing needs to be entirely reverted and have tags to down over time or entirely reworked.

    Removing the variant and pots/bots with status effects really hurt the reasons to apply healing and overheal works too well in the combat loop; overwatch had ults to easily wipe out health and tf2 overheal started draining the moment a medic deattaches although it had the ubers with different benefits.

  • 80s really has that swagger and power, right?

    The abilities are as follows of course:

    Dynamite Dodge: Guess what? You get to escape your enemies and give them an early Christmas present. Awesome! When using this ability, you will be launched in any direction that you choose, and you will leave dynamite that can deal up to 70 damage to your enemies. Why dynamite, you ask, and not like fertiliser for your plants? Well, the problem is that the Plants and Zombies are enemies and do not really like to work together, so 80's Action Hero's idea of a present is not a particularly nice present. You can use this ability to escape a tough situation, move around the map more freely, give your enemies their present or disorient your enemies as you change position.

    Rocket Ride: I believe I can fly, or more to the point, 80s Action Hero thinks he can fly. And he can, for a limited time only, on a rocket. Is that cool or what? This ability places 80s Action Hero on a rocket in the air, which can rain down missiles that deal splash or direct damage to your enemies. You can move during this ability, although really slowly, so you are quite a vulnerable target. Move around as much as you can during this ability to reduce your chances of being hit, and you can use Dynamite Dodge during this ability to cancel it if you need to. Use the rocket to show that you are really cool and that you have an effective way of vanquishing your enemies.

    Can't-Miss-ile: I'm sorry to say this, but Can't-Miss-ile can miss! 😞 However, do not be disheartened, as attacking enemies with your primary weapon will place tags on your enemies, which will power up this ability. More tags equal more missiles on those enemies, better homing and extra damage output, technically making it much less likely to miss so this ability can truly live up to its name. Better yet, you can target multiple enemies at a time if those enemies are tagged. You cannot move while you are activating this ability, but you could sing with your beatiful zombie voice while you are waiting if you so wish. 

    Anyway, that is all of 80s Action Hero's abilities.

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