Anonymous
8 years agoall star for n00bs
as their the only class I still have at prestige 1 lvl 1-7
was wondering how you guys play them?
as far as seeing people play him it was back in the gw days where you could mod his gun so it ne...
The variants in the All Star class have varied weaponry with different characteristics so how you use your weapon may need to be tuned to what kind of All Star you are playing.
Generally speaking the faster the rate of fire that your primary weapon has, the less damage each projectile will actually do to your target but you'll have a little less damage fall-off and generally speaking the farther away your target the less accurate you'll be.
The key to successful use of an All Star will be in how you use your primary weapon and your abilities.
For your primary weapon, regardless of which variant you are using, pay attention to the noise and be aware of how it changes as you reach overheat; use that audio cue to time your burst fire- when you hear the weapon tone indicate that it's going to overheat release the trigger for just a second or two before resuming. Burst firing in this manner will allow your overheat timer to cool a bit and your voluntary pauses are definitely shorter than the overheat penalty so get in the habit of not constantly firing until overheat occurs.
You should also get in the habit of "Priming" when you expect to encounter Plants within the next couple of seconds. "Priming" is what occurs when you use your Zoom; your movement will slow down but your weapon's engine will rev up and that revving up allows you instantly start firing when you pull the trigger as opposed to having that short pause before firing that you experience from a 'cold" start.
Other than that take notice of the more "specialty" weapons available and the effects that they grant you; Fire, Ice, Explosions and Mud all do a little something extra for you.
The Tackle Dummy is also your Best Friend. Don't frivolously toss them around to just block the advance of the Plants; save them for strategic use.
Their primary focus is to provide cover and you should use them for this purpose when you find yourself at about half Health and unable to take cover behind a map terrain feature. I seldom put one down immediately when I see the Plants advancing because you usually won't know if you'll need to maneuver or abandon your position but once I've exchanged enough fire to lose about half my Health then I'll drop one and then fire around the side of it or use it to shield a retreat.
The Tackle Dummy can also protect you from other damage. My favorite tactics are to watch for when a Citron in Ball form revs up for a Spin Dash, a Corn begins to fire their Shuck Shot or when a Peashooter drops a Chili Bean Bomb. In all of those cases you have short couple of seconds to react and what you'll want to do is drop your Tackle Dummy between you and the threat; the Tackle Dummy will block the Citron Spin Dash (and probably survive) , will take the hit of the Shuck Shot for you (and be destroyed) and if you have a Dummy directly between you and the Bean Bomb explosion you'll be protected from damage.
Your Sprint Tackle and Ultra Tackle are useful not only for close quarters attacks but also for emergency movement to dash behind cover, counter a Chomper Burrow, or to get out of range of a Bean Bomb before it goes off.
When using it as an attack bear in mind that a normal Sprint Tackle may not be enough to vanquish a Plant which is at full Health so it's sometimes better to rely on your primary weapon to start damaging your opponent as you close with him or he closes with you and then use it as a finishing move when you are in range or a last ditch effort to survive if you're taking a lot of damage from them. It's also useful if you can flank or come up from the rear of a group of Plants who are engaged with your teammates.
When using a Sprint Tackle for Burrowed Chomper evasion it is best to wait until the Chomper seems committed to its charge at you so don't immediately Sprint Tackle unless he's close and you know that you can hit him before he's completely Burrowed and knock him out of it. When faced with a Chomper Burrowing at a distance you should wait until he commits to his charge before flashing past him in the opposite direction with your Sprint Tackle, but don't wait too long because there is a pause before your Sprint Tackle launches and any "tie" will generally go the the Chomper and you'll be lunch.
The only real tricks for Imp Punt are to just send it at the Plants, the more the merrier, and don't be afraid to use it if you have a target within range and your Health is about to run out- getting vanquished is made a little more enjoyable by a From the Grave counter-vanquish. If you are positioned near a wall, Tackle Dummy or other terrain feature and you have an incoming Chomper that you can't avoid kicking an Imp Punt into the wall or obstacle so that it doesn't really go anywhere is a great way to try to save yourself during that second or two "grab and swallow" animation as the Chomper tries to eat you, or to get a revenge From the Grave vanquish.
but when do these unlocks occur? my highest is tennis at prestige 2 but he only has health n zoom
This is the best list I know of:
https://www.reddit.com/r/PvZGardenWarfare/comments/4bx592/upgrades_list/?st=j1hfu5o3&sh=7110c889
The really useful upgrades come starting at advanced level 5, generally speaking.
Most of the great color commentary has already been stated but leveling up your intended (favorite) All Star(s) is crucially important. Make sure you complete enough quests for max XP in order to gain extra traction on the process of leveling up. You can level up outside of direct multiplayer (live player) games too. For instance, open a game of solo Ops on normal with all Scientists...mix and match your team and opposing team to your advantage...then just grind it out until your tired or at your level. At least you won't get vanquished as often as if you were in a game of multiplayer Tuff Turf.
The All Star has always come natural to me since day one and it is an incredibly rewarding, and often times goofy, character class. I typically use the following upgrades: speed, damage and overheat upgrade (ability to fire longer before overhead). To avoid overheat I've become a master at identifying at which point I release the fire control. I exclusively use the ultra sprint tackle too particularity in tight plant quarters as you can take out many plants in your tackle stream...this works well for overtaking gardens on TT...I immediately follow up with the short kick imp punt and I typically get 4-5 plant vanquishes right there. He takes time to get into the groove and you may end of favoring one All Star over the others. I focus on Cricket, Tennis, and Goalie All Stars. The Goalie can fire the longest once upgraded and can stun plants if you reach for the head.
The things I discussed in my post are all default abilities; no unlocking is necessary. For the All Star however there are several alternate abilities which can be swapped out and those alternate abilities will come randomly from Sticker Packs which you purchase in the Shop.
The Imp Punt has the alternate Long Bomb which is essentially a long range version of the default ability.
The Sprint Tackle has the alternate Ultra Tackle which inflicts greater damage but has a longer recharge time.
The Tackle Dummy has two Alternates; the Shield Decoy, which is a flimsier version which you can deploy a little more often, and the Future Dummy which seems to have the same durability as the default Tackle Dummy but which explode violently when destroyed inflicting 75 damage to nearby Plants.
The various Character Upgrades are typically rewarded at Level 5 and 9 of each Promotion level, with the more useful or powerful ones coming after you reach Advanced.
I meant when do you get his gun unlocks
my tennis star is all most priestege 3 n i just got his regen rate +