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stukapooka's avatar
4 years ago

Ability discussion: zpg and mutli rocket

Zpg and multi rocket

Zpg-default (gw and bfn)

Gw description: In

order to launch a devastating strike against the Plants the Soldier Zombie must simply bend over & aim... When the little chime ends it's rockets away!

Bfn description: Launch a highly explosive rocket. Why are the bfn descriptions so lame and uninformative?

Soldier bends over and activates a rocket launcher on his back and it starts beeping for 3 seconds before a rocket shoots out at high speeds. 24 second recharge in all games. Soldier suffers a -50% movement speed when prepping. Deals 300 damage on a direct source but very little on splash in the gw games. It can one shot every plant in both gw games.

Zpg visual design changes every variant. On november 1, 2015 it was the most used zombie ability in gw1.

Skytrooper in gw1 had it physically reload on his back.

In bfn the damage is much lower but the splash was increased.

Has two upgrades.

Shockwave:

ZPG explosion knocks enemies away.

ZPG explosion knocks enemies 10m (32.80 ft) upward and 10m (32.80 ft) backward

.

Propellant:

Faster flight speed of ZPG.

Increases ZPG's projectile speed to 500 m/s (1640.42 ft/s)

.

Multi rocket-super rare

Gw description:

What's better than launching a ZPG? Launching MANY ZPGs! While smaller than standard issue ZPG, these Zomboss rockets still pack a mighty punch

!

Soldier launches four small rockets to the target. It takes 1.25 seconds to deploy, has a 24 second cooldown time, a projectile speed of 60, and fires a rocket every 0.8 seconds. Each rocket deals 50 damage for a direct hit, and 15 splash damage with a blast radius of 7, and an inner blast radius of 0.5. Much better splash than stock.

Due to damage resistance in gw2 it can't kill a full health peashooter in turret form. Regular zpg can't kill full health Rock pea either.

Has little shark like faces on the rockets.

You can charge both rockets in midair however only in bfn will you slow down in the air while aiming.

The ultimate anti turret weapon. Every variant changes the way the zpg worked like supremo and tank commanders. I kinda wish they never acknowledged the air shots as I actually find it harder to pull off with the slowdown. I'm also not a fan of how the direct damage was reduced but the splash was increased.

Multi rocket is actually pretty good as you trade a instakill for aoe damage witg its larger splash and can hit more targets.

2 Replies

  • Big fan of these as while very powerful, they do have a countdown and the foot soldier bends over as an obvious indication that it's about to launch!

    Sky Trooper is my favorite variant and I've mentioned we lost the reloading animation in GW2, but was it just Sky Trooper, or did some of the others have that too? It was a nice touch for sure.

    I use the multi-rocket the most in GW and GW2 as it can lay waste to packed AI in Ops, and can take out a lot of spikeweeds and potato mines in a large area. I'm happy to trade off the smaller warheads for a much larger AoE, but the base rocket is perfectly fine!

    In BfN, I do have the shockwave on one of my foot soldier builds but not my main one. I do rather like that slow fall when aiming, as it makes it easier to use but also makes you more vulnerable as a slower moving target so it works out.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Only sky trooper lost his zpg gimmick I believe. All the other soldiers kept theirs like supremos cannon flipping around and producing smoke when going back or park rangers grill top flying off and landing back down when he stands back up.

    I don't think the slowdown is bad but it doesn't seem to allow me to fly as far before shooting.

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