Gameplay discussion: charge up variants
Charge up variants have the ability to charge up their primary attacks, increasing their damage and oftentimes adding in other benefits to the charged shot. Charging up a shot will prevent the player from jumping with some characters. Gw1 charged shots use up one unit of ammo when fired while in gw2 charging up a shot will increase the amount of ammunition it uses, resulting in a charged shot using up multiple units of ammo when fired. Once fully charged, a charged shot can only be retained for a limited amount of time before it is automatically fired in the crosshair direction. 3 charge levels.
Plasma Pea
125 health.
Plasmic Disruptor. 14 ammo. 20 to 70 impact and critical damage depending on the charge rate. It will also deal 10 to 30 splash damage depending on the charge rate. Fully charges shots stay in ground than explode in a big bang esque effect. Charging produces noise and a blueish orb at the peashooters snout.
Mystic Flower
110 health.
Mysterious energy. 20 ammo. Deals 11 to 60 impact damage and 12 to 68 critical damage depending on the charge rate and distance. Becomes noticeably brighter and her petals have energy surronding them.
Future Cactus
125 health.
17 to 85 impact damage and 20 to 96 critical damage, both depending on the charge rate. The fully charged shot will also deal 30 splash damage. Very little recoil. Makes robotic noises and glows bright when charging.
Electro Citron
200 health. Electro charger 8 ammo, which is 1/3 of the maximum 24-ammo supply of the
First Charge Shot
3.5 (4 crit)-7 (8 crit)
Second Charge Shot:
50 (60 crit)-22 (26 crit)
Blast Damage: 15
Third Charge Shot:
Close-range Direct Hit: 75 (90 crit)-37 (44 crit). Blast Damage: 25
Makes static noises and glows blueish while charging.
Fire Rose
Scorching Scepter. It is a chargeable, single shot weapon that deals 5-50 impact and critical damage depending on the charge rate but will also temporarily deal 4 fire damage per second. 18 ammo. Produces differing flame colors per charge on projectile.
Frost Rose
100 health. Wand of Freezing is a chargeable, single shot weapon that deals 7-50 impact and critical damage depending on the charge rate. 20 ammo. Glows and makes ice cracking noises when charging.
Nec'Rose
100 health. 30 ammo. Staff of jinxing deals 6.5 damage if uncharged and 15 damage if charged. A charged shot takes away four ammo from her clip. If the zombie is hit with a charged shot, the zombie will be "jinxed," causing it to take 75% extra damage. Glows purple and shoots purple projectiles.
Cozmic Brainz
200 health. Cozmic fists uncharged punch deals 22 damage, and a half-charged punch will deal 49.5 damage. If he charges up a punch to level 3, which deals 77 damage, he will, if the enemy is defeated by the punch, cause a wormhole to momentarily appear behind the defeated enemy which the enemy then flies into a black hole before disappearing, making them unrevivable. It glows yellow, hums, and even creates a small gravity well that sucks in small rocks. He and breakfast brainz are the only one with automatic lasers.
These guys are simple in gw1 but I think they are better in 2. There ammo count is more balanced and we see that the new charge variants are more unique utilizing other effects like fire, ice, and electrical. Cozmic is easily the winner in this category as he is the only non chomper that can permantely vanquish a character.
In bfn 80s tried to utilize a charge attack but it was also tied to his abilities and made him rely on them for an entire attack. My main problem with him is that this attack is inconsistent and his uncharged attack is too easy to flick off. He also has infinite ammo.
Vampires are next.