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stukapooka's avatar
4 years ago

Acorn ability discussion

Sap trap

Bfn description:

Launch a sticky knockback explosive. Press [left button] to detonate.

15 second cooldown. Acorn launches a ball of sap and his head forms a detonator pushbutton. Deals 65 damage. Can be used as a small jump. Used when riding Oak.

2 upgrades. Slap back:

Knock enemies farther away with Acorn's Sap Trap.

Sap Trap and Super Sap Trap knocks enemies 10m (32.80 ft) backwards and 10m (32.80 ft) upward.

Rewind:

Sap Trap refreshes faster if it doesn't deal any damage.

Reduces the cooldown duration of Sap Trap to 1 second if it does not hit an enemy.

Invoke oak

Bfn description:

Transform into an Oak. Joinable by up to 3 additional Acorns.

Acorn starts yodeling and becomes Oak. Yodeling lasts 4 seconds and has a 20 second cooldown.

Acorn dash

Bfn description: Quickly spin in the direction you're moving.

Acorn dashes in the direction he's moving, whether that be forwards, to the side, or backwards. Has two uses and has a ten second cooldown.

Has 1 upgrade. Quickdraw:

Gain ammo for Shell Shot weapon by using Acorn Dash ability.

Adds 22 rounds to Shell Shot upon using the Acorn Dash ability.

Treeject

Bfn description: Leave Oak

Acorn jumps out of Oak.

Lumber support

Bfn description:

Heal yourself and Oak rapidly

Acorn riders heal themselves and Oak and can even provide Overheal.  3 second duration. 14 second cooldown.

Has 1 upgrade.

Party supplies:

Heal yourself and the Oak at faster rate with Lumber Support.

Heals yourself at a rate of 16.667 HP per 0.1 seconds for 0.8 seconds and the Oak at a rate of 40 HP per 0.1 seconds for 0.5 seconds, armor duration is increased by 4 seconds.

Sap traps hit detection is uttter garbage. It can send enemies flying and show the damage numbers yet deals no damage. The jump also isn't really useful as you don't go high, which is a shame as a tf2 sticky jump strat would be amazing. For example:

E

This is not my video and I take no credit. Please support the creator if you feel like it. The map in the video was also meant for rocket jumping which any tf2 player can tell you are vastly different yet this madman pulled it off.

Acorn needed a duration on invoke oak and it's good he got one.

Lumber support is good but its no match compared to stations more useful shields.

2 Replies

  • Acorn/Oak is my favorite plant added to BfN, and as usual, a great concept with delightful voice acting, but the execution is lacking.

    Sap Trap and Super Sap Trap actually used to work better before they patched it to reduce the instant vanquish super sap trap was causing; which was bad, but it's still doing that at times, and if they're going to fix that, Imp Punt also needs to be addressed, as it should have been back in GW or at least by GW2. They can still randomly injure other plants, do no damage to zombies, and other serious issues. I still contend that it should be a 'trap' instead of a direct fire bomb that most people use it for; give it an arm time and encourage it being used for actual traps or, like you point out, to send ourselves flying like the demoman or soldier in TF2 and some other games like Quake, it's so unreliable as it is right now.

    Oak could be the plant's mech to counter the Imp, which is what I thought it was until we also got the team play idea and the Space Cadet/Station. I give the team credit for the idea of the acorn turning into an Oak and acting very much like a mech, and enjoy Oak a lot. The main issue with this idea is that the station benefits far more from other Cadets linking up than an Oak gets from treetop riding acorns, especially after they took the armor for being up there away, and you're pretty easy to snipe, while also taking full AoE damage. Being able to heal the Oak is nice, and they added overheal, but having shields, adding more health, and also having the generally effective torpedo and normal laser attack makes the station far more powerful, especially when full and overhealed! The station also lacks the activation timer that the Oak needs so they are out of whack, even if stations aren't the terrors they once were. I still love that they came up with the team play character idea, but I'd say to get rid of it for a new game and have Acorn/Oak be more of a direct opposite to Imp/Mechs, and drop the treetop riders altogether. While your treetop shot has no need to reload, it can overheat pretty quickly, and with sap trap being unreliable (and can fly at wonky angles if you're riding on an Oak), it's just not that great to be up there.

    Acorn Dash getting a 2nd charge never bothered me, but didn't really see the need either, but it should likely be kept to balance them against Imps as they should be distinct and they lack the Imp's double jump. This is built on the idea of them making the classes direct opposites for the next shooter.

  • Acorn and Oak can really be fun to play.

    Time to cover the abilities:

    Sap Trap and Super Sap Trap: Have you ever felt like you want to place a trap made of sap to damage your enemies? Well, you can now! Acorn has the ability to deploy a regular Sap Trap on enemies and Oak has the ability to deploy a Super Sap Trap variant on enemies. When you deploy a Sap Trap variant, it will stick to the surface, ally or enemy that it connects to, and you can activate the ability again to detonate it, which deals damage to any enemies close to the explosion as well as dealing knockback. The regular Sap Trap can deal up to 65 damage and the Super Sap Trap can deal up to 125 damage. Hide it around corners for best results. The best ending after all, for your team, is a sappy ending, for the enemies!

    Acorn Dash: Did you know Acorns can dash? Well, they can now. Use Acorn Dash to get a burst of mobility, which is useful in a variety of situations, such as when avoiding enemy attacks during a fight, disorienting your enemies during a fight, getting around the map, escaping a tough situation or to get back to your allies. Now that's a lotta uses! Not only that with its versatility and its uses, but if you purchase it today, you will get 2 uses of this ability! 2 uses I tell you! Well, actually you always have up to 2 charges of this ability at once, with a 1 second cooldown between each use, making this ability more effective. Try to save at least a single charge for escaping battle when you need it, and then the other can be used for basically anything.

    Roll for Damage: Alright, roll for damage! You done that? Good, because that is what this ability does. You roll logs at your enemies to determine how much damage you will be dealing to them. The log you deploy has several section and each section can hit up to a single enemy before it will be consumed, and will deal 60 damage to each enemy hit by a log. Enemies can simply jump over these logs, but use it in areas with a low roof or close to your enemies so they cannot react as easily to your surprise. Small corridors work well too! Well, what are you waiting for? Roll for your damage check, roll those logs and aim to deal some serious damage and log treemendous vanquishes.

    Lumber Support: When you have been on an Oak, have you ever felt like keeping you and your Oak healthy so you can stay in battle for longer? GOOD! Why? Because you can use your Lumber Support ability as an Acorn passenger to heal yourself and your Oak, and not only that, but you and the Oak will gain damage reduction while you are healing, giving you semi-immunity to enemy attacks while healing, and on top of all that, you and the Oak can gain overhealth this way, so you could use it before you even enter a fight for improved tankiness. Other Acorn Passengers will not heal when you use this ability, but they can use it to heal themselves and heal the Oak again as well. Healing has never been so easy! Heal up and enjoy!

    Yep!

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