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stukapooka's avatar
3 years ago

Gameplay discussion: spray variants

Spray variants

Currently represented mostly by a variety of Chompers, spray characters' primary weapons fire a large spray particles, inflicting contact damage to everything caught within range of the attack. Spray characters have little to no damage fall-off at range but outside of their (limited range) they are unable to deal any damage except through abilities.

Toxic chomper

Almanac: The Toxic Chomper is, well.... Toxic! He enjoys getting in close to Zombies and damaging them with his toxic aura.

175 health.

Uses toxic spray. It continually deals 8 damage to any player getting hit by it, deals damage over a wide area, and has a longer range than the regular chomp

.

Fire Chomper

Almanac: The Fire Chomper enjoys chasing the Zombies around, using his intimidating flames to make them flee."

175 health.

Flame spray deals ten damage continuously and five damage (4 in gw2) for every second for four seconds

.

Power Chomper

Almanac: The Power Chomper studied battle tactics from the Fire Chomper. He charges in on Zombies as well, but instead utilizes an electric spray.

Uses the electric spray which fires close range electricity which deals six to ten major damage continuously as long as it is active. The electricity arcs from zombie to a zombie. If used for too long, it will fizzle out, and you will need to wait for two seconds for it to recharge

.

Chomp Thing

Almanac:

Chomp Thing might seem kind of gross to you and me. After all, what kind of Plant spews mud and dirt and bugs? Well Chomp Thing doesn't care what you think! He thinks he's the best

!

135 health.

Swamp Spray. It deals 7.5 damage, and hits much more rapidly than other spray attacks.

His main ability is to regenerate health slightly faster than normal (in Garden Warfare) but in gw2 his regenerating health activates almost immediately after taking damage and it also has a slightly increased regeneration speed.

Based off of man thing and swamp thing two comic characters from marvel and dc who can tank extremely powerful damage through sheer regeneration.

Roadie Z

Almanac: "Roadie Z's been on tour for so long, he can't even remember. He would've joined the battle of Zomburbia earlier, but he couldn't hear what anyone was telling him."

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

.

Chemist

Almanac:

The Chemist Zombie spends his time taste-testing unstable chemical concoctions. Despite his appearance, he insists he's no worse for wear

.

100 health.

Uses beaker blaster. The spread splash damage from the weapon deals 40 damage (Gw1), 35 damage (Gw2).

The ammo in a clip is 8 (6 in Gw2).

Unlocked by reaching Level 10 with the Scientist in gw1.

Dr. Chester

Almanac:

Most Zombie Scientists choose to specialize in Neurology. They’re not really good at it, but it means they don’t have to pack a lunch when they go to work. Dr. Chester is different. He has a PhD in Cheeseology. How delicious is that?

!

100 health.

Uses cheese blaster. It has a very limited range and is fully automatic. It has an 8 ammo clip and deals 30 damage for every shot.

Zoologist

Almanac:

The Zoologist and the Marine Biologist were fierce rivals growing up. After dropping out of Zomboss' Marine Biology and Fish Sticks Academy, the Zoologist turned to mind control. Now he's ready to show the Plant forces and the rest of Zomburbia... well, we're not really sure.

100 health.

Fires the porcupine's revenge. 6 ammo, 2.7 second reload, and deals 30 damage. It is a close range weapon like chemist. Fully automatic.

Captain Squawk

Almanac:

: "One starry night when gazing from the crow's nest, Captain Squawk heard the coughing of a seagull ill of scurvy. The disheveled bird offered to join the crew in exchange for a lifetime supply of spoiled fish. They've been best mates ever since."

125 health.

Has a flamethrower like flem thrower which deals 7 damage constantly before overheating.

His Gull Blaster does 39 upon impact and 46 for a critical, but he only has 1 bullet.

Drake mech

A large mechanical dragon that has 400 health. It is equipped with a flamethrower, the Drake Flame, a flamethrower that deals 13 damage per second burning plants for an increased amount of fire damage compared to the Basilisk Blasters. It can jump three times as opposed to one. The Drake Mech lasts for 1 minute.

Wing flap-drake mech

When used, the Drake Mech will fly a small aerial loop, creating a shield of smoke that blocks all damage taken in front of Drake Mech until it is destroyed.

Lasts 17 seconds and has a 3 second cooldown.

Dragon swoop-drake mech

Drake Mech charges forward a short distance and dealing up to 75 damage.

Toxic chomper is nice but there isn't much to say about him.

Due to chomper ignoring armor in gw1 fire was extremely op in ops and his overall damage can make him a pain to fight in one.

Power chomper is nice and good against groups but mot much to say about other that he looks visually better in 2.

Chomp thing in gw1 was hot garbage. Faster regen sounds nice Intel you remember that it's gw1 and you can only regen half health which means chomp thing unupgraded can only heal to 50 health. In gw2 he is infinetly better as he has more health and his regen got buffedbto the point he can heal immediately after taking damage which can make him quite in non direct combat fights. He's honestly the best chomper to flank with due to the regen and increased hit frequency. Sad to see him reduced to a pretty pointless upgrade in Bfn.

Roadie z is fun but he often relies on his jackhammer to close the distance. Solid character.

Chemist can be a pain to fight but his lack of range easilly works against him when he runs out of warps.

Dr Chester and zoologist are basically the smae character but with cheese and ammo differences.

Squawk could use a flem thrower buff.

The drake mech is fun to play and a really solid alt.

3 Replies

  • Toxic Chomper is solid. Most toxic variants are at least good, and he's quite good indeed.

    Fire Chomper is just better balanced in GW2 than it was in GW, but still a good variant and great against AI in Ops.

    Power Chomper is fine in multiiplayer, but due to the way electrical attacks work in the GW games, he's excellent in Ops as the AI not only cluster, but come in large groups.

    Chomp Thing is definitely more useful in GW2. His power to regen quickly isn't the best, but it's far more effective partly due to the regen changes in GW2, but other changes he got as well. I've always liked it, even though it's not great in GW.

    Roadie Z is fine, he has decent tradeoffs and is easier to deal with as a plant once he's recently used his jackhammer.

    Chemist is an odd mix of too good with his super short range. He has a nasty reputation but not one I personally like all that much.

    Dr. Chester is fine, I like his abilities more than his main weapon, especially cheesy warp.

    Zoologist, as we discussed earlier, feels kind of like it lacks a niche with both Chemist and Marine Biologist being things. I feel they'd be more interesting if they had something to call their own. This isn't the only variant like that of course.

    Captain Squawk's flem thrower is not that hot. It needs a buff of some kind.

    Drake mech is excellent and trades the range of the other mechs for more health and a pretty nasty flamethrowing breath.

    I'd add Snapdragon in BfN to this. His main attack still has that finishing damage issue, but they did fix it actually healing zombies at least.

    I had suggested the idea of a fire Space Cadet whose main weapon was a flamethrower if they keep the BfN characters but add variants for the next game.

  • stukapooka's avatar
    stukapooka
    Legend
    3 years ago
    @Iron_Guard8 I don't get why Snapdragon s flames don't kill. It just feels unsastisfying.

    I've seen suggestions of a fire super brainz variant whose laser is replaced with a incredibly damaging flamethrower.

    The dr chester abilities were really good and im sad that we never got replacements for them.
  • Time to spray your shots everywhere now, I suppose! These characters use attacks that have limited range, however these attacks have more range compared to other close range attacks and deal damage to every enemy that is currently caught in it. Most of these attacks are a spray, although there are some different forms of attacks that work in a similar way.

    These characters can autofire their attacks and can deal consistent damage to any enemy that is caught in the spray, although the damage compared to other close range attacks are reduced and you will overheat if you fire these attacks for too long.

    Power Chomper: You use a spray attack instead of a Chomp, dealing continuous damage to any enemy while caught in it. It will deal 10 damage at a constant rate to enemies while they are caught in it. The spray can deal 6 additional damage to enemies that are nearby but were not caught in your spray, as he is an electric variant character, making him even more useful against enemies that are grouping. If you can catch multiple enemies in your spray at a time, you can improve your damage even further.

    Toxic Chomper: You use a spray attack instead of a Chomp, dealing continuous damage to any enemy while caught in it. It will deal 8 damage at a constant rate to enemies while they are caught in it. Whenever you successfully deal damage to an enemy, they will be inflicted with the toxic effect, which will deal 2 damage per second to affected enemies for a few seconds, and affected enemies can spread the toxic effect to their allies if they get too close.

    Fire Chomper: You use a spray attack instead of a Chomp, dealing continuous damage to any enemy while caught in it. It will deal 10 damage at a constant rate to enemies while they are caught in it. Whenever you successfully deal damage to an enemy, they will be inflicted with fire damage, which will deal 4 damage per second to affected enemies for 5 seconds (for a total of 20 fire damage). 

    Chomp Thing: You use a spray attack instead of a Chomp, dealing continuous damage to any enemy while caught in it. It will deal about 7-8 damage at a constant rate to enemies while they are caught in it. This spray deals damage to enemies at a quicker rate than other spray attacks. This character variant will heal much more quickly and will begin to heal much faster after taking damage, but only has 135 health (instead of the default 175).

    Chemist: You use a limited range weapon that has good spread, which deals 35 damage to any enemy caught in it per blast, however you do not have the ability to autofire. This weapon is useful against grouped enemies as you can deal damage to multiple enemies at once. Your attack rate is quite slow, although you can even vanquish tough enemies with relative ease. You have 6 maximum ammo, so try and get a reload in before you engage up close with enemies as you will be vulnerable during this time.

    Zoologist: You use a limited range weapon, and it deals frequent damage, which deals 30 damage per hit to any enemy that you hit. The weapon is not that well suited to enemy groups, however you deal damage at a fast rate and can vanquish an enemy quite quickly, especially if they were unaware of your presence before you attacked. You have 6 maximum ammo, so try and reload before you engage your enemies up close as you will be vulnerable during this time.

    Roadie Z: You use a limited range weapon that acts like a spray. It shoots out soundwaves which deals continuous damage to any enemies while they are caught in it. It will deal 9 damage at a constant rate to enemies while in its range. Any enemies that are hit by this spray like weapon will have a blurry sort of effect applied to them while taking damage and will be inflicted with some knockback. You have 150 health (instead of the default 125), which is more health than normal for an Engineer. 

    Captain Squawk: You use a spray attack as your close range attack, dealing continuous damage to any enemy while they are caught in it. It will deal 7 damage at a constant rate to enemies while caught in it. You have a ranged attack as well, which only has 1 maximum ammo, meaning you will need to reload after every shot. That attack will deal 39 damage for each hit or 46 damage for each critical hit. Dealing damage with either of your attacks will inflict the toxic effect on affected enemies, dealing 2 damage to that enemy per second for a few seconds, and any affected enemies will spread the toxic effect to their allies if they get too close to each other.

    Drake Imp's Mech: Only the Drake Imp's Mech has this attack, not the Imp. It has a flamethrower spray attack, dealing continuous damage to any enemy while caught in it. It will deal 13 damage at a constant rate to enemies while caught in it. Successfully dealing damage to an enemy will inflict fire damage on them, although the fire damage works differently with this Mech's attack. It deals 5 damage per second for 4 seconds, which essentially equals the same damage. 

    Basic Notes

    • You may benefit from using the Overheat upgrade, as all of these character variants, unless you use ammo instead of an overheat system, will overheat if you attack for too long, which could be a problem when you are up close. Use this upgrade to continue pressuring your enemies with your attacks for longer and stop yourself from becoming vulnerable.
    • Using the Speed upgrade could benefit these characters, as it improves the movement speed of these characters, allowing you to close the gap between you and enemies more quickly or to chase down fleeing enemies. Do note that it only improves your movement speed, not your attack speed, but it can still be really useful for the characters.
    • Getting up close to your enemies can be difficult, so use the map terrain to help you flank or to take cover from enemy attacks. Your abilities may be able to get you close to your enemies as well, so use them well if you are able to. It may be a good time to attack enemies if they are distracted by your allies.
    • These characters will become more effective if you can deal damage to multiple enemies at once. Most of these characters will have spray attacks which can deal damage to any amount  of enemies caught in the spray, so aiming for grouped enemies will improve your damage and effectiveness.
    • Your spray attacks generally have good spread, so you might want to move around while attacking to evade some enemy attacks, and you should find it easy to track your enemies and continue moving around them while continuing to deal damage.

    Spray characters can be difficult to get use out of, but they have the potential to deal plenty of damage!

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