Forum Discussion
I'll be general as usual, but I doubt we'll have that many differences, although I will bring those up as needed.
Browncoats: has never been all that great since GW, and I mostly summon them simply because I tend to summon the AI I have the most of, and with these guys being common, I end up with a lot of them. Ok speed for a summoned AI, but very easy to take out.
Exploding Imps: These guys aren't that great in any of the games either. They do hurt when they can detonate, but low their low health makes them vulnerable to even small amounts of splash damage. Not useless, but not very effective expect in large numbers (like some Ops waves).
Miner Problems: Love these guys and would love to see more of them and more flying enemies for sure. We already have other flying zombies in other games, so more AI that fly would also be a good opportunity for a tie-in.
Sasquatch Imps: Makes me miss boss hunts more than ever, and even more than that, makes me miss the days when GW2 was going at full force and we got dev videos, the progress-o-meter, and so much more. We really, really need a shooter that has as much support and community engagement as we did in those days. Like you say, rare and only slightly more useful than the base exploding imps, due to the fire effect.
Coneheads: Almost as common as the basic browncoats and slightly tougher. Not a lot better, but at least they can survive random splash damage that takes their less healthy cousins out.
Zomturkeys: Don't use these much back in GW as they haven't been available in a long time, and don't want to burn through my limited supply.
Zomtrees: These actually pop up in the backyard in GW2 and since those backs come back every year I also use them a bit.
Jack-o-Coats: Seasonal again and in packs in GW2. Fits Halloween but the plants must be horrified that zombies use their dead friends as armor!
Future Imps: Agreed. love these guys, love their little saucers, and would love to see them more often!
Bucketheads: The only basic zombie that has real survivability. Decent health and can used for great support in attacks when used in tandem with players, although it's always hard to coordinate that kind of thing as the AI just does what it does.
Vampire Zombies: I miss these guys from GW1. We still have them in GW2, but I miss being able to summon them. Them not even appearing at all in BfN is a crying shame as it takes away that extra immersion when we're fighting Baron Von Bats. Their survivability is indeed high unless you really pour on the damage. That Rose mission in GW2 where you have to get the wand of sweet spells has a ton of these guys.
Newspaper Zombies: Classic guys for sure, although they still have that bug in GW2 where their newspaper isn't in their hands but they still have it. Since the original PvZ, love that they have that armor the paper provides and how they are much faster and deadlier once the paper is gone.
Backup Dancers: They exist in GW2, but I think only as a quest NPC (correct me if they appear elsewhere). I don't use them too often in GW as I don't have too many of them either, but they can hit pretty hard and can be nasty in Ops in GW. Their lack in BfN is partially made up with Electric Slides being common with Disco Zombie bosses, but having them around as well would only make the theme even better.
Karate Zombies: Were a nice new addition to GW2. I don't have a ton of them, so don't use them a lot. Their champion versions can do a lot of damage too. Great companions for the Zen Sensei, which is another problem with BfN, as we don't have them.
Heal Zombies: I've rarely gotten heal master with these guys which I find amusing when I'm playing something like an Engineer; it means that either we lack Scientists and Sunflowers or they aren't really doing much healing! Very handy as they seek out wounded zombies to heal. Love these guys, although they are uncommon from my experience.
Screen Door Zombies: This guy is a big reason we have fume shrooms. Not the most powerful shielded AI, but pretty good despite that. Chompers being able to take their shields away in GW and GW2 is a nice touch, although in BfN, they just take them out. Chomper does need some changes to make them less prone to suicide runs, but the BfN version isn't the best solution to the issue.
Flag Zombies: Is definitely better in GW2 than GW, and I love how they will hang with you in the backyard; I've left the PC for various reasons and come back to having 1 or 2 just hanging around me back at the base! I only saw your ranking for the GW1 version, @stukapooka although you mention it's better in GW2 (and BfN?) in your GW entry. I also love the whole idea that a flag with a brain makes the other zombies faster.
Outhouse Zombies: These Guys and the Coffin versions are the ones that can cause issues in TT matches as they are summoned by people like me that have hundreds of them. They aren't invincible, and if you can get uninterrupted shots at their eyes they go down pretty easily, but when summoned in groups and when players attack with them, they can be rough. Also rough in large numbers in Ops waves.
Yeti Imps: Pretty rare for me in GW, and we won't discuss the one the TV Head character uses since they shouldn't exist. The champion versions are pretty nasty in the Elite Boss waves for the Yeti King in BfN ops, and in large groups they are extremely nasty. Individually they are the best exploding AI thanks to the freezing, but they still lack health, and be taken down pretty easily.
TV Heads: While they should not even exist at all, they are very effective and a common summons in TT mode in BfN. The buckethead versions are by far the most annoying to deal with, but even the regular ones, while easily vanquished, are a problem as we've discussed many times. I welcome a new shooter with some ideas and AI to fight with and against, but these guys need to go.
Coffin Zombie: Not too different from the outhouse version. Can be very nasty in large groups or when they have support.
Berserkers/Blitzers: Super annoying when they knock you away from stuff, especially the Sasquatch boss hunt where it's critical to get under those shields, and you tend to get several at once. They do look cool though, with the horns on their helmets and their spiked shoulder pads.
Robo-Zombie: Can you swallow them in BfN? I can't recall for sure and at work so can't check. Would love these to be a soldier variant, although would need some balancing to make them work as a player. Very powerful AI and lots of abilities combine to make them tough foes to deal with.
I didn't see the pirates in your list, although they are essentially just different appearing versions of the base zombies. I do like the 'yar! brainz!' voice lines though. Pirate barrel zombies are one of my faves in GW, and we get some of them as regular AI (not ones we can summon) in GW2.
- stukapooka4 years agoLegend
@Iron_Guard8Browncoats best buff would just be making them more common than coneheads which is where they really seem redundant.
More unique AI that change up strategies for fighting them are really fun and should be used more often.
The way the devs handled gw2 in the end is a shame, it couldn't have even been that hard to create a good rotation but instead we got this and it looks like it will never be fixed. Its one thing to end a games service but its another thing entirely to practically sabotage it before you do.
Backup dancers appear in disco zombie waves in gw2 and in the fight against super bean.
I feel like if chomper stunned armored zombies after eating their shields or had no digestion period so they dont immediatly clobber him could be a good change rather than him just oneshotting them.
I forgot gw2 flag zombie. He'll go in A. I feel like they should keep the defense buff but maybe add speed back in or make it a new character. Hes not in bfn which is the first game where he's not present.
Outhouse is a weird case. I dont think he's that bad in gw1 imo but thats because he barely exists in packs and has several counters. Its ridiculous in gw2 though where I feel like the numbers between them and karate zombies should practically swap.
The Tv head yeti imp is a menace to society.
Going back to gw1 and i was in shock when I saw a berserker jump a building. Glad gw2 took that out otherwise they'd be far too oppressive.
Robo zombie can be affected by things in bfn that didnt harm him in gw2. He just stands on you and chuckles when you try and burrow him in gw2 and i loved that detail.
I didn't include the pirates due to them being re skins unlike the holiday ones that do have stat differences. I do love them though even if sharkbite shores and port Scallywag were my least favorite gw1 maps (not bad just not as good as the others) and they really made them stand out more. I think it would be fun if they made every Spawnable you summon have a 50% chance of being a pirate skin. I really dislike how bfn dropped every single aspect of the pirate aesthetic outside of deadbeard but they also dropped the ball on aesthetic and enemy variety in general so it doesnt sting as badly as everything else.