Gameplay discussion: Remaining corn, deadbeard, and imp variants
Mob cob
Almanac:
Folks, meet the crusher himself, Mr. Mob Cob. Always the snappiest of dressers, Mr. Cob is a simple businessman who's looking to stop the Zombie force from encroaching on his hard-earned territory.
150 health.
Uses the Corn Crusher, a fully automatic weapon that deals 7-8 base damage and 8-10 critical damage depending on range.
It has a slower rate of fire than stock, but it can shoot through multiple zombie if they are standing in the line of fire. 45 ammo.
Stalk is made to look like a 1930s american ganster and his weapons resemble tommy guns with a drum mag a common weapon associated with the era.
Most of his AI bot names reference real-life gangsters from the 20th century: Jimmy the Husk references Jimmy the Gent, while Crusher Cobs may reference Pistol Pete.
Only super rare corn.
Captain sharkbite
Almanac: "Captain Sharkbite is crusty, even by Deadbeard's standard. I mean, come on! He's covered in seaweed! You're embarrassing yourself, Sharkbite."
125 health.
Has Snappy Shark, which is used when hip firing, and the Shark Laser, which is used when aiming down the sights.
Each weapon only uses 1 ammo when fired. The Shark Laser fires slower than the Spyglass Shot, but deals more damage and has less recoil. The Snappy Shark does small amounts of damage, but can be fired much faster than other deadbeards.
S.H.R.imp
Almanac:
The S.H.R.Imp, or Ol' Shrimpy Boy as his friends call him, is actually the first (and only) member of Dr. Zomboss' Special Hydro Response Imp, or "S.H.R.Imp". Designed to combat all aquatic Plant life, this little guy may look ridiculous, but he means business.
75 health. 350 mech health.
Uses the shrimpy lasers. fire slower than the Imp Blasters, but are more damaging (4-6 for impact damage and 6-7 for critical damage) and have less recoil. 30 ammo.
Mech uses the shrimpy laser.
The beam does 5-9 impact damage and 9-14 critical damage based on distance
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Eats blasters and burps up new ones to reload.
Z7 imp
Almanac:
I'm the Z7 Imp, and this is my favorite Imp costume on the Citade
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75 health. 350 mech health.
Uses semi auto z-11 suppressors 6-12 Body Damage and 7-14 Head (Critical) Damage.
Mech uses Z-8 Avenger. It deals 7-12 Body Damage and 8-13 Head (Critical) Damage.
Mech lasts the longest at 1:30 minutes.
Obvious mass effect reference and theirs an easter egg of him in mass effect Andromeda.
Bfn upgrades: Mob Cobs 3: Cob Busters pierce through enemies.
Mob cob is hands down my favorite corn. The visuals, the design, and the sound effects all make me love him and with his power and damage can surpass almost every other corn if played right.
The upgrade bfn just feels kinda trash? Once again there's no visual or audio design that tells you this is in effect and corn in Bfn only deals have the damage mob cob does even with butter beacon.
Captain sharkbite is the inverse of deadbeard with a fast primary and slow laser but that makes him work. Most pro deadbeard players I see use him due to his arguably better sniping and close quarters capabilities.
Shrimp is fun and his lasers are argubaly the most effective at longer ranges. His mech is also fun.
Z7 needs a nerf but overall a fun character and reference.
Well that's all the variants. It really is sad to see how they became more complex over the series only to be entirely kicked out while only a few cherry picked features return as very ineffective upgrades that miss what made them so fun. The removal of them almanac and their backstories suck as it really trims down the universe (some of those backstories could have made interesting campaigns imo like robbing the train as bandit cactus or the party characters getting trapped in infinity and fighting gnomes)
Next few posts are gonna be about the announcers and how they changed game to game. It's not gonna be kind due to certain aspects (did they run out of budget to even animate them?)