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Iron_Guard8's avatar
4 years ago

Class Discussion: Foot Soldier

Last of the original characters, as they are going to be the most controversial for various reasons, we look at Foot Soldier here, Peashooter will be last of the founding 8 characters.

Foot Soldiers are popular for various reasons, but one reason is because they are jack-of-all-trades, and master of all. I know a lot were unhappy with how the character got nerfed in BfN, but let’s be honest, the character has been too good since day one, especially certain variants. Not the most popular opinion I know, and he’s often my go to character in all 3 games for the character’s power and flexibility, but considering how often you see them in the GW games, and especially GW1, I’d say that they needed some adjustments. Even today you’ll see matches in GW1 where half or more of the zombie team are foot soldiers, and half or more of them are Super Commandos, especially with the upgrades. GW2 did some work to fix the most egregious example of this; the Super Commando, and adjusted some of the others, possibly overnerfing the camo ranger, but overall bringing the Foot Soldier closer in line to the other characters. You still see it a lot in GW2, but not to the same extreme and not so many super commandos. One can point out that GW2 adds 3 new zombie characters and many new variants, so many more choices, but some balance work also helped here. BfN Kept the kit the same overall but also brought their damage down, keeping in line with other general DPS changes in the game. Still a good character, but now you don’t see quite as many as you used to per team.

The basic weapon is a typical assault rifle style weapon you see in most shooters. Easy to use and high fire rate, it’s a perennial favorite for obvious reasons. As far as variants, Sky Trooper is still my all time favorite, I love how that gun sounds as it fires off its clip so rapidly. In BfN, my only real complaint here, beyond maybe giving its damage a slight uptick as I feel they might have overnerfed it, is that with the rapid-fire upgrade that many consider essential, it has an uneven fire rate. You’ll notice this when in the heavy helper’s aura too, regardless of character, something I forgot about in the Engineer post. It must be a common netcode problem in BfN and seems to be related to the hit registration issues that plague the game, especially the Super Brainz and Chomper in melee. This does exist in GW2 (not sure about GW, I don’t recall seeing it, so it’s rarer if it does happen), especially for burrowing chompers, but it’s worse in BfN. These various main weapons would need to be balanced for a new game and that netcode has to be fixed!

ZPG and Multi-Rocket work out pretty well against each other, unlike shuck shot and multi shuck (multi shuck may well be the worst alternate ability in any of the games). I actually love multi-rocket as it can be so good against tightly packed plants and can take out potato mines while also bombarding an area in smaller, but still dangerous rockets. ZPG has always been a solid ability and still is in BFN, and it’s great at taking out Gatling Peas and Sunbeam Sunflowers as they can’t dodge if they don’t see or hear you using it in time. Part of what makes it a great but also not oppressive ability, unlike Imp Punt, is that it takes time to fire and the soldier bends over to use it, with specific audio cues as well. This is honestly one of the best designed abilities in the three games.

Stink cloud and super stink cloud. I used to use the super version almost exclusively once I got it out of packs back in the GW1 days, but I swapped back to normal most of the time now. BfN really made this power so much more useful since zombies can actually see through the effect. Before BfN it was often a detriment as your own team can’t see what’s going on in/through the cloud and the damage isn’t particularly powerful. Being able to use this ability to obscure your teammates, even from butter beacon effects, but your team isn’t affected by it, is one of BfN’s best changes. Not a lot to say here, useful without feeling too good, and BfN has a couple interesting upgrades for it; like sticky and smelling salts. I’ve seen complaints about sticky but I haven’t had any serious issues when it’s being used against me.

Rocket Jump/Rocket Leap. I used to use jump exclusively for the height but leap is just so much better as having 2 charges is so much better than less forward movement but higher vertical movement. A few places can’t be reached with leap, but I find that jumping first and then using the ability mitigates that most of the time and having a 2nd charge really helps with Chompers and multiple obstacles. In BfN, it really needs work as even though they did fix it somewhat early on, it still has a janky camera and the motion is very jerky. Other than that, a solid ability.

As for the model, I feel this character does well in all 3 games. I like them in GW2 the most, but even between GW2 and BfN, they don’t change much. Some have complained about the reload animation as in GW and GW2 the basic character uses his head as part of the cycle, and doesn’t in BfN, but it’s never bothered me much. His sprint animation is rather amusing.

For a new game then, not a lot really needs to change. Figure out where the damage should be and adjust it accordingly. A lot of people were unhappy with the main weapon’s damage reduction, but I’d like to see what parses where and how to balance the variants and upgrades for a new game. I’ve not personally sat down and calculated this situation and I hate to try to balance by ‘feel’. Definitely keep the translucency of the stink cloud(s) for the zombies from BfN, a great change to be sure! Foot Soldier can stay a solid all-rounder without the class dominating like it often does in GW1. 

5 Replies

  • @Iron_Guard8Everyone during founders: "look how they massacred my boy".

    Gw1 to 2 definetly brought the soldier down a peg but not in a bad way. He was spammed way too much in the gw1 meta with super commando. Artic seems popular and tends to get overplayed but not to the oppresive gw1 super commando standards and he's not overpowered, he's just a vary viable alternative to stock soldier.

    I wanted to like his redesign, heck I like his helmets Vietnam era inspirations but the oversaturated lighting of his uniforms colors and the zpg visual changes alongside it being slightly tilted bothers me. Not too mention how every zombies face looks in bfn with the green, fish eyes, and jawline.

    I hate how they changed his reload from a bonk on the head to a generic reload it feels like it lacks soul.

    Supremo was my favorite but I like scuba commander due to his uniqueness. I like how different all his variants feel honestly switching from longe to close range, automatic to burst, and all the little details like artic going brrr when he reloads and his being trapped in ice.

    Zpg is a great ability. Fun fact: a full health rock pea in gatling mode armor can survive.

    I dislike how they made shooting it in the air actually slows your descent as it feels more skillful using it in gw.

    Rocket jump and leap feel good for different situations and it forces soldiers to sacrifice verticality or mobility.

    Never had a need for smoke to be transparent as I just swept it until my crosshair turned red and let em have it. In a comparison video I noticed it's actually smaller than the gw iteration.

    Sticky is pain because it's a win for the soldier due to how long it lasts on a damaged opponent and that you can have the stuck plant walk around his teamates and hurt them too.

    His weapon damage is only one higher than corn but he got the much better rapid fire upgrade and doesn't need to work for its activation. On top of having a much better kit than corns in bfn. Still pathetic compared to his old self though.

    Incoming rant: artstyle/visual downgrade. HOW do his paintballs look WORSE than they do in gw1! In both garden warfares he shoots an actual ball with a streak as it flies through the air and when it lands it leaves a paint splat. EVERY Variant with a paintball weapon for him left a different colored splat .
    Artic:ice blue
    Supremo: orange and a tiny bit bigger than the regular
    Camo ranger: darker green and small.
    Super commando: light green
    Sky trooper: regular but it comes out with a lighter color.
    And what do we get in bfn? A yellow line, that leaves bullet holes indistuinguishable from everything else! This is the third shooter with foot soldier! THERE IS NO EXCUSE FOR THIS BASIC DETAIL TO BE SKIMPED OTHER THAN PURE LAZINESS OR RUSHED DEVELOPMENT AND YOU CAN'T CONVINCE ME OTHERWISE!!!

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapooka Ice trooper is pretty powerful, and can be really annoying in GW2, I hate getting frozen when running from cover to cover and get stuck out in the open! >.<

    The translucent cloud is so helpful as I can actually see what's going on instead of guessing what I'm shooting at. I love that aspect. As far as size, you may well be right, I haven't really checked on that, it's not as obvious as the Imp's gravity grenade.

    Movement in BfN is just off so often, thanks for pointing out that shooting in the air thing. I've noticed that with ZPG and it throws me off as it doesn't even feel right to slow down like that. 

    I don't see sticky all that often, as 90%+ of soldiers use rapid fire as it's THE upgrade to use. I love the idea and system of BfN's upgrades, but they really need to fix how so many upgrades feel essential and others are just to fill up the 7 points. 

    DPS in BfN in general is a little too low, and combined with sprinting and most fights at longer ranges, means more people escape which is very frustrating in general. Part of why I like GW2 the most is that you don't have shared vanquishes in GW1 so even if you do a massive amount of damage to an opponent but someone else finished them off, you get an assist and they get the vanquish which is maddening, while in BfN, while I feel it has some nice XP incentives, people run away too often and jump like loons while doing so. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 Yeah but he doesn't completely stomp the roster like super commando did in gw1.

    I get why people like the transparent cloud but its just one of those things I've never really had a use for as I got use to just looking for the red crosshairs.

    Thats the flaw of the upgrade system in that the best ones are the only ones used, than the other spaces are filler. You also have no way of knowing when a soldier has it due to how the upgrades are presented.

    Sprinting just gave every one a "screw it I'll run policy". In most games with sprinting the ttk is appropriate in killing you in seconds. It doesn't work nor does it belong in class/hero based shooters.
  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapooka The only character I can think of that is as oppressive as GW1 Super Commando is GW1 Toxic Pea, and for BfN Brainium Basher. Toxic Brainz in GW2 ticks a lot of people off and could use a nerf but I don't see that many of them, and they tend to get ganged up a lot when you do. Also in GW2 when the zombie team has like 3+ Imps and they all get their mechs out at once can be rough, although that corn vs. Imp portal event saw Imps getting stomped hard, I never saw Imps do well in that matchup at all.

    A couple others could use looking at like Astronaut, but part of why GW1 is my least played of the 3, is the proliferation of Toxic Peas and Super Commandos. I still love GW1 of course, but that's one reason I play it less.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Toxic brainz is kinda overrated at times as he's very lackluster without his overload. Chomper can also easily dispose of him, even in overload. He could use a slight nerf but I don't think he needs as big a one as the community wants to give him.

    Astronaut can be a bit much but how can we forget when marine biologist was a pain.

    Gw1 is a mixed bag for me nowadays. Its got the best maps in the series and i really like a lot of the aesthetic and design but its balancing, lack of pve, and leveling up system (it locked abilities behind this as well) aged like milk in the sun. I also found plants pretty underwhelming outside of g&g. Shame as I'd take any gw1 remaster with bots over a bfn map.

    The spam of peashooter and foot soldier as a class gets pretty old really fast.

    Wallnut hills especially highlights this with the lack of new characters in the map in gw2 as the balance changes really skewer it and you can tell its just not suited for the og8 anymore, alongside bringing back the class spam from gw1.

    I feel like gw2 hit that sweet middle ground between having too little classes that they become overused like gw1 or having too many to the point they are underused like bfn.

    Tbf any game where three mechs get called at once is gonna feel overwhelming but thats kinda the point of the mech.

    Imp is not corns equal in gw2 at all and even the mech has a big hitbox that he can abuse with his abilities and chew through them at a surprisingly fast pace with regular weapons when hitting the glass.

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