9 years ago
Let's talk about scientist
In the middle of the current "zombie are better then plant". Scientist is a name that often come up during those discussion. It not hard to see why, terrifying at close range, a self-heal and good ap...
Paleontologist is a primary suspect as well, don't let him sneak under the radar.
You know what they say, if you can't beat em...join em! I don't want to see any of them nerfed, I want plants to all get shotguns and warps too so they can seek revenge of all this bloodshed.
Zoologist and Marine Biologist are my pick of the bunch because they have the highest ammo clips and allow for more kills 😉
@Zaheen1337 wrote:
Paleontologist is a primary suspect as well, don't let him sneak under the radar.
Good point,Paleontologist isn't as dominant right now because of the others scientist variant I cited,but he clearly have some imbalance too,mainly is VERY high clip by scientist standard (12 ammo,and that without ammo upgrade) as well as having a splash in his projectile for some reason which make the fire DOT a tad too easy to spread, His close range fighting capacity is actually rather "meh" due to the small radius of his splash though.
The thing is that of course,scientist was and is still mainly a assassin class with a self-heal ; a combat medic, Heck like, you can already go for a full support build with astronaut, heal beam, Mega heal bomb and either warp. Although like you said,why do that when you're better off just going assassin. The only way to go right now is indeed encouraging his support playstyle for now.
@jiponwheels wrote:
Its simple give the sunflower the same capabilities as the scientist 🙂 lol
Completely reworking sunflower to be like scientist is just too much work and it not really worth it just to get a cloned class... However I wouldn't mind a shotgun sunflower variant just for the heck of it.
You got good point here,but like Zaheen said,cactus is kinda outclassed by deadboard right now. The only cactus that is viable for that is future cactus. Mostly for that One shot at fully charged headshot.
Chomper also can't really hope to do anything against a scientist expect the goop + burrow combo that work against everyone. Scientist barely care for goop due to his shotgun splash and can escape from burrow alone with warp,as for spikeweed. Most scientist want to stay out of chomp range,so it rather hard to bait into them.
At close range Deadbeard's definitely got the Cactus beat. Which is why I'd LOVE to see her Needles get stronger at close ranges. Her hip firing feels a little awkward at close range thanks to the new engine, but hey, she was designed to be a defensive character, killing things before they got close.
The only thing holding the Cactus back right now is primarily team balance. (and maybe low sensitivity, but that can be fixed) It's hard to get fast kills on Scientists and Deadbeards because of the "Bullet Sponge" spam. Future Cactus works wonders on unsuspecting 125 hp or less classes. Zen Cactus, although not as overwhelmingly powerful since the patch - is still strong, hitting attacks that can stack up to 55 with splash. Jade works well against groups, and the splash can make it easier to hit - plus you can outlast deadbeards with your superior hp.
Compared to the many Cacti variants, Deadbeard only has two (barring the party captain) that are viable currently. (Stock, Sharkbite) The others are useless because of their hilariously bad ammo count/close range damage. Deadbeard also has a MUCH clunkier reload than the Cactus as it's two weapons in one - and this kinda forces you to spam reload to stay in some fights. Sharkbite's also probably gonna get an ammo count/fire rate nerf because he's just far less clunky than the Camo Cactus, which is supposed to be his harder hitting equivalent.
Part of why I brought up the Chomper at all is that his presence alone is a Scientist deterrent, especially on defense. (Mind games, you know?) If they try diving in with a warp, the other won't guarantee they escape - since you can catch up to a warping scientist if they have one left. Armor Chompers are especially scary on defense because of that 50 damage bite. (even if they're slow, but that doesn't matter if they manage to goop you) Even if you play completely obvious, chomping a Scientist is a win because they're unrevivable and you're denying healing and full revives. He's also great at killing/countering the "bullet sponge" classes.
I'd like to see Super Brainz get nerfed first (175 hp or less, nerfing electro's beam), maybe a Z-Mech CD increase too, and see how things fall into place.
@DawnOfNoob wrote:
Close range Deadbeard's definitely got the Cactus beat. I'd LOVE to see her Needles get stronger at close ranges. Her Hip firing feels a little awkward at close range thanks to the new engine, but hey, she was designed to be a defensive character, killing things before they got close.
Elemental cactus variant actually have some drop off making them a tad better at closer range,but yeah you're true,cactus is just a plain defensive char.
@DawnOfNoob wrote:
The only thing holding the Cactus back right now is primarily team balance. (and maybe low sensitivity, but that can be fixed) It's hard to get fast kills on Scientists and Deadbeards because of the beefcake spam.
Not sure if you mean superbrainz or ally corn here by "beefcake"
@DawnOfNoob wrote:
Compared to the many Cacti variants, Deadbeard only has two (barring the party captain) that are viable currently. (Stock, Sharkbite) The others are useless because of their hilariously bad ammo count/close range damage.
Actually Captain cannon is kinda underrated, 30 damage splash you can explode wharever you want do well wonder against groups. Although it work better at mid-range due to the rather slow projectile speed. Rather hilarously too,you're better off aiming at close range to abuse his cannon splash instead of using his horrible shotgun.
@DawnOfNoob wrote:
Part of why I brought up the chomper at all is that his presence alone is a Scientist deterrent, especially on defense. (Mind games, you know?) If they try diving in with a warp, the other won't guarantee they escape - you can catch up to a warping scientist if they have one left. Armor Chompers are especially scary on defense because of that 50 damage bite. (even if they're slow, but that doesn't matter if they manage to goop you) Even if you play completely obvious, chomping a Scientist is a win because they're unrevivable and you're denying healing and full revives. He's also great at killing/countering the "bullet sponge" classes.
Not really,unless the chomper just burrowed or was conveniently very close to you after the first warp. Scientist would eventually get out with his second warp,although probably without doing much damage. Armor chomper is actually pretty decent against scientist yeah. Forgot about those. And of course that unrevivable kill is always a plus if you can pull it off.
@DawnOfNoob wrote:
I'd like to see Super Brainz get nerfed first (175 hp or less, nerfing electro's beam), maybe a Z-Mech CD increase too, and see how things fall into place. If the Scientist is still spammed all to hell after, reduce his damage to around a middle between how he is now and how much he was in GW1. I'd like to see the other variants still do more - rather than seeing Zoologists, Chemists, and Marine Biologists dominate.
Scientist didn't got any damage buff in general,just damage upgrade for his two currently best variant. But yeah,in that point it would be better for scientist to not be changed or to just get a small nerf right now and see how it go.
(Also Imp Phone call cooldown start once he get in the Z-mech instead of when he get out compared to pre-patch. It might explain why they're more common right now)