Anonymous
9 years agoRe: How to Chomper
good hints. But I feel that 1-1 trade is a good choice when defending in turf takeover in a lot of situations
good hints. But I feel that 1-1 trade is a good choice when defending in turf takeover in a lot of situations
Best hint i have on how to play Chomper is: DO NOT USE THE BURROW.
Pretty simple.
Find a way to stay alive, to be sneaky. Even a Chomper that simply disappears around a corner can cause an enemy to back off and go another way.
The Burrow is ineffective against experienced players anyways. And why waste a Burrow on an unsuspecting foe?
And you don't even need to bite Imps. Just regular Goop + Spikey Spikeweed. Done.
Meanwhile inexperienced Chompers will just Burrow towards an Engineer and die. And then try it again...
So if you ever get annoyed by Burrow Chompers, just switch to Engineer and teach them a lesson with the stun weaponry.
LOL what do you mean "you dont have to bite imps? its far more effective then using up two abilities for something that can get done in a few bites. Just goop, approach, bite, easy.
everyone know the best chomper ability is chomp cannon. Just sit way back and shoot it and you'll get like 1-2 kills every turf takeover map.
@Spongeslob168 wrote:
LOL what do you mean "you dont have to bite imps? its far more effective then using up two abilities for something that can get done in a few bites. Just goop, approach, bite, easy.
And you don't even need to bite Imps. Just regular Goop + Spikey Spikeweed. Done.
lol ok ok, i KNOW you can just spiky spikeweed and goop, but in the long run, its smarter to goop and bite, as not only is it faster, but you dont have to waste an ability, as spikey spikeweed takes a long time to recharge.
I have to disagree with "DO NOT USE THE BURROW".
The Burrow is a useful tool, and while I completely agree that the best Chomper is a sneaky Chomper ignoring the ability to Burrow is basically throwing away a very useful tool.
The key is to use your ability to burrow intelligently. Yes; any experienced player is going to recognize the telltale sound of a Burrowed Chomper in their vicinity and react with whatever countermeasure they might have, whether it's a Sonic Grenade, a Rocket Jump or Sprint Tackle but that just means that you reserve it for timing.
The time to use the Burrow is best when you have a target who is aware of you but who has either just used the ability that could counter you or doesn't have one in the first place. I see a large number of players who use their Rocket Jump or Sprint Tackle to just travel through empty map to reach the fighting and if you're alert the Burrow can carry you under their oncoming fire and score you a Vanquish. I've watched my stepson waste his Rocket Jumps just getting to where the fighting is in a hurry only to then watch him not be able to get away from a Burrowed Chomper that he saw coming right at him because his ability was still in Cool Down.
If you're using a Chomper with some sort of spray the Burrow can also be used to carry you into the middle of a Group of Zombies, not to swallow one but to pop up and either spray the group from behind or to come up in the middle and spray in a circle for a Multi-Vanquish. I've done it and either gotten out alive myself or at least traded my own KO for 3 or 4 of the opposing team.
Hiding around corners or getting up high to drop down directly behind an unsuspecting foe has it's place- the best Chomper is absolutely one who is sneaky but the ability to Burrow shouldn't be ignored. You play them right there's no reason why you can't be one of the top scoring players during the game session in Multiplayer.
Yes I agree, burrow should be used, but only tactically. And like i mentioned earlier, a good chomper is a sneaky chomper, so thank you for the good advice for the burrow, i kinda forgot to add more to the burrow part of my guide xD
As for chomp cannon, just don't even bother with it, even if you manage a few lucky kills here and there, its not worth it to get rid of the longevity the goop provides, as well as the goops team support.
I personally don't care for the Chomp Cannon. The slow speed of it means that scoring a direct hit is almost impossible on a moving target and it lacks the splash effect of the more liquid Goop so you need that direct hit.
I'll gladly trade off a couple of lucky hits with Chomp Cannon for being able to Goop a zombie or multiple Zombies who have bunched up together.
Well said
@realitysquared wrote:
I have to disagree with "DO NOT USE THE BURROW".
The point is not to never use it. The point is to not use is for easy vanquishes all the time and learn the character. As that is what plagues the game when people play Chomper.
Moving behind the front line to get one vanquish and then die to oncoming enemies just demonstrates how much the Chomper has to rely on positioning. A Sniper can easily open fire at a group from a distance - a Chomper cannot. So the key is to understand how to move. And constant Burrow to get 1 vanquish in a suicide attack does not help there.
And it is completely possible to eat an entire group of zombies from behind - one after another - and come up victorious without a single use of Burrow. But only when the Chomper himself does not have another enemy in his neck.
So again: in order to understand the Chomper, you need to learn how to move. And burrow does not teach you that. So do not rely on burrow to get vanquishes. Do not use it. You will reach a point where you don't need advice anymore.
That's something I was wondering myself, why it was easier to play chomper in the first than second. Maybe players weren't that good in the first? Maybe less threats to chomper? I cant really pin it down, but I feel like doing better with chomper now is not only more difficult, but kinda more.....rewarding? What do you think? I feel like doing really good with chomper is a real show of skill now in this game
At the point where I am now I don't see a lot of difference between playing the Chomper in GW1 vs GW2.
But I may have learned the Chomper backwards compared to you; I absolutely hated playing the Chomper in GW1. The game was new then and I was already a big fan of the franchise up this mutation of it into a third person shooter so I picked it up and I think I was unnecessarily distracted by the unorthodox, nontraditional, and sometimes fiendishly difficult, Star Challenges required to level up and trying to accomplish some them while having a fun time on the game turned out to be mutually exclusive and I left the game after only about 40 hours of play and hitting Player Rank 34.
Quite frankly at that time I was terrible as a Chomper, or any other class for that matter.
When GW2 came out I had forgotten how miserable playing the first game made me sometimes so I picked it up. With a more traditional leveling up system I was able to get into the game much more and GW2 was where I really learned how to play as a Chomper and the class became my favorite to play and where I get my largest vanquish total along side the Scientist on the Zombies team.
I went back to GW1 after unlocking every other character to be able to add the Unicorn Chomper to my roster so I went back to GW1 with considerable skill as a Chomper and honed my survival skills with it's harsher Health regeneration system and I'm seeing higher vanquish totals now than I did before in GW2 (30-40 average per game of Gardens and Graveyards vs 20-30 previously in GW2) but I haven't exactly returned to GW2 yet since I'm only at Player Rank 242 and I need a couple more weeks to max out at 313 for the Unicorn Chomper.
Once I return for good to GW2 I'll have an extra couple hundred nonstop hours of gameplay on the original so I'll be able to make a better comparison for multiplayer.
What I can say for certain is that at least half the players you meet in GW1 currently are highly skilled at the game at this point so you definitely notice when the opposite team has lucked into having most of those players.
I can completely agree with how the harsher punishments in the first game (like regenerating to half) can hone skills, but i feel like because of how the first was vastly less forgiving than its predecessor, I feel that also made it..... easier. Here me out, because of the less forgiving system in the first game affected not only you, but of course every other player, I feel i was able to adjust rather easily, and be number one almost every time. The reason I feel was not because i was just better than everyone else (ok maybe that), but i adjusted to the games ways to the point it just felt natural. In GW2, the game feels almost.... padded. Because of this, I was actually doing worse than in GW1, BECAUSE everyone's experience was made easier. Using the same survival skills from GW1 to GW2 just......doesn't work. Chomper is a perfect example for me. In the first game, I could go on flawless games with him all the time, but in this game, I still struggle to pull off K/Ds of like.... FIVE! Like I said, part of less chomper success in this game could have come from lots of more powerful chomper counter weapons and abilities, or just better players. I do feel like I am slowly progressing towards chomper perfection once more, I just had to start over again.
I totally agree that the games offer two different experiences and it may be when I hit Rank 313 and switch back to GW2 I very well might have the same adjustment issues that you did.
GW2 is much more forgiving in the health regeneration so I would strongly suspect that part of any Chomper difficulty will be coming from trying to do take downs which involve Spraying or Biting the target. In GW1 you could count on at least a chunk of the Zombies to be below maximum health once they started engaging if a Scientist wasn't nearby taking care of the team so it could be argued that at least a portion of the Zombies which you try to take out without resorting to swallowing them whole would be vanquished quicker because the game doesn't allow you to shrug off all of your damage without help.
On the other hand GW2 allows anyone to charge off with a "Lone Wolf" mentality because you can fully regenerate your health without assistance and your regeneration isn't paused simply because you're firing your weapon or making use of an ability so chances are an opponent that you square off against with Spray or Biting is going to be at full health and consequently take longer to eliminate. It also means that the effects of the Toxic Chomper will give you fewer incidental kills which you get just by being near enemies who are really damaged to begin with and setting your opponent on Fire with the Fire Chomper breath is less likely to finish him off if you get KO'ed or otherwise retreat.
Add in the fact that the Zombies have an expanded arsenal of easy to use stuff which tends to explode violently and I think we do have an environment which makes like more difficult for the Chomper. If you aren't swallowing someone whole you likely need to spend more time taking the out with Bites or Spray which means that you are exposed to both taking more return fire from them as well as from their nearby teammates.
While you can build a good vanquish streak from Chomping alone that period of time when your digesting and helpless means that you need to take more care with your targets since a quick escape is denied and you can't count on a quick non-swallowing vanquish to pad your streak.
Agreed, and adding to this, the lone wolf strat in the first game was so easy for me. I could just pick targets off one by one on my own. But in this game, at times its very difficult to do that. I need the constant help of my team much more so than in GW!. Yes I can easily go 1v1 with a player, but when it goes to a 1v2, it gets pretty dicey, and pretty much comes down to who has what abilities on cool down, skill level, etc.
@Spongeslob168 wrote:
That's something I was wondering myself, why it was easier to play chomper in the first than second. Maybe players weren't that good in the first? Maybe less threats to chomper? I cant really pin it down, but I feel like doing better with chomper now is not only more difficult, but kinda more.....rewarding? What do you think? I feel like doing really good with chomper is a real show of skill now in this game
I think in gw2 there is lot more of casual fire and more explosions. The game is actually faster and less tactic. Also (and this is a bad design) several spot are too short and there is no need to build a teleporter. So there are more people in few space.
In gw1 I had 2 goals when playing chomper. 1) defend teleport point, if possible. 2) otherwise defend the side with no teleport, preventing the team to be caught on the back side.
Now it's really more difficult to play like that. I usually defend the weak side but really depends on zombie behaviour
@Spongeslob168 wrote:
I can completely agree with how the harsher punishments in the first game (like regenerating to half) can hone skills, but i feel like because of how the first was vastly less forgiving than its predecessor, I feel that also made it..... easier. Here me out, because of the less forgiving system in the first game affected not only you, but of course every other player, I feel i was able to adjust rather easily, and be number one almost every time. The reason I feel was not because i was just better than everyone else (ok maybe that), but i adjusted to the games ways to the point it just felt natural. In GW2, the game feels almost.... padded. Because of this, I was actually doing worse than in GW1, BECAUSE everyone's experience was made easier. Using the same survival skills from GW1 to GW2 just......doesn't work. Chomper is a perfect example for me. In the first game, I could go on flawless games with him all the time, but in this game, I still struggle to pull off K/Ds of like.... FIVE! Like I said, part of less chomper success in this game could have come from lots of more powerful chomper counter weapons and abilities, or just better players. I do feel like I am slowly progressing towards chomper perfection once more, I just had to start over again.
There was less chaos. I agree, we have to learn a different way to play chomper to reach the top 🙂
Exactly, I just wish it was a little, less hectic xD
So I earned my Unicorn Chomper and returned to GW2 and played around with him a bit in Garden Ops to adapt to having a Warp rather than a Burrow to use and when I was comfortable with that I reentered Multiplayer to actually use him.
Granted, my preferred Chomper is one with a Spray rather than a Bite and I was deliberately not using the Burrow ability in favor of the Rainbow Warp so I didn't expect to do well but on Turf Takeover I managed to hit my average of 30-40 vanquishes per session, which is about what I was getting in GW1, despite using what I was considering to be a less desirable Chomper at the time.
The on thing I can say for certain so far is that in comparison to GW1 you are more likely to encounter Zombies in GW2 who are more "bunched up"; either grouping together on purpose or forced into close proximity by the map design. While I was able to achieve about my average total vanquishes during the game I couldn't really get a vanquish streak of more than 3 going because it was actually difficult to get individuals isolated so that I could vanquish and make a get away to finish digesting and select a new target.
With GW1 the Zombies seemed to spread out more so I had more opportunities for a safe Chomp and swallow and in GW2 I am noticing, as expected, that the more generous Health regeneration means I'm taking more time to put down an opponent.
But again, I was using the Unicorn Chomper rather than one of my preferred variations so it remains to be seen how I do when I switch back when the attraction of using the Unicorn Chomper wears off.
On the subject of the Rainbow Warp ability, I find it inferior in some ways to the Burrow and superior in others. The Burrow, of course, means that your opponent can see you coming if they aren't distracted so there is time for countermeasures or escape.
The Rainbow Warp is instantaneous movement like the Scientist's Warp so the opponent has almost no time to react and you can move completely past any countermeasure, but you move a set distance each time so you are very likely to move completely past your target unless an obstruction, like a rock tree or wall, halts you. Towards the end of my Multiplayer time with him I started to be able to gauge the distance the Warp would take me better so I started to be able to simply appear directly behind my target more often, spin around and Chomp them reasonably quickly before they even knew what had happened- it definitely carries a big "Surprise!" factor since most players aren't expecting a Chomper to teleport. It definitely requires more finesse to use and you really need your Goop since you can't easily overtake a target with the extra speed that Burrow imparts.
Well congrats on the the unicorn chomper! :D And yes, I think the biggest difference from GW1 to GW2 is that zombies use to be spread out, now they are much more conformed.