Gameplay discussion: armored variants and health upgrades
These posts will go over variants and the series unique status effects like ice. Specific Pots and bots will be included. Related upgrades will be used.
Armor variants are a strange group. They trade the stock characters fast movement and fire rates for a tankier but slower character with a slower rate of fire.
Armor chomper
215 health in gw2. Deals 45 damage per chomp but has a slower fire rate ( slightly higher than half of the stock rate). Makes creaking noises.
Iron citron
250 health.
It fires a one round projectile that deals 50 - 15 impact damage (note that any direct hit with the projectile is a critical hit) depending on range. His splash damage also experiences dropoff, as it will deal 25 - 7.5 splash damage decided by range.
Iron Mode activates when you vanquish 5 zombies in a row. Upon activation, Iron Citron's entire body glows orange, and he instantly regenerates to half of his HP if below that amount. While Iron mode is active, Iron Citron's ammo clip is increased by 4, he moves 50% faster and has 25% damage resistance.
Makes creaking sounds and moves slower than stock counterpart even when in ball form.
Jade cactus
150 health
Shatter shot deals 22-27 critical damage and 21-25 non-critical damage depending on distance, with her splash dealing 15 damage. If her shots hit a surface other than a zombie, they have a delayed explosion which activates after 1 second, dealing 15 damage.
Slower health with a jade green body. Makes much crunchier footstep sounds.
Metal petal
Has 160 health
Metal Blast seals 9-11 critical damage and 7-8 non-critical damage depending on the distance with the damage upgrade. It also has a slightly lower rate of fire compared to that of default Sunflower's primary weapon but has 60 ammo.
Is made of metal and creaks when moving with slower movement speed.
Petrified cactus
150 health
Egg Blast is a single explosive shot that deals 30-45 impact and critical damage and 16-30 splash damage. Deto character.
Is made of hardened wood that slows her down.
Rock pea
150 health
Rock Shot with the damage upgrade deals 23-34 impact and critical damage depending on the distance. It also deals slightly higher splash damage than default Peashooter, but fires at a slower rate.
Is made of rocks and produces heavier footsteps.
Roadie Z
150 health
Trades concrete launcher for Ear-radicator, which is a close-ranged weapon that deals 9 damage. Its ammo capacity is infinite but with an overheating system that after the weapon has been used for 6 seconds straight needs to cool down. When a player is attacked with the Ear-radicator, their screen begins to blur. Enemies are also slightly pushed back.
Only zombie with extra health. Produces slight noise constantly from speakers on his back, though it is much easier to hear when you are playing as him rather than against him.
Gw1 health upgrades added a set amount of gealtg to a character such as 25 to chomper variants. Not every class had them.
Gw2 health upgrade: adds 10 health to a character. Every class.
Bfn upgrades.
Rough Patch 1: Spawn with more health after suffering multiple vanquishes in a row. Welcome mat in an upgrade.
Fallback 3: Move faster when at low health.
Hardened 3: Increased max health. Acorn only.
The consistent factor across the board is that all armored variants have bodies made of unnatural material like metal, stone, and wood which makes them stand out with different sound designs in walking and attacking audio, they have more health, less ammo or a slower fire rate in the their primaries, and move much slower.
The only one these rules don't entirely apply to is roadie Z but that's beacuse his weapon is arguably the most unique as he trades engineer's dominance at mid-long range for complete dependence on close range.
Upgrades can add to a classes health but not as much as a full on armored variant does.
Now on hardened. Why is acorn the only that gets an upgrade that boosts his health so significantly? Before it was nerfed he reached foot soldier levels of health for no real reason on top of the fact that he can be overhealed as well. Unlike the armored variants he lost nothing in exchange for this massive power gain and gained now real visual change besides his healthbar getting bigger, which isn't instantly noticeable. Why does it exist this way.
Charge characters are next.