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IronCatFish47's avatar
9 years ago

Unlocking the Secrets of Cosmic Brainz

https://www.youtube.com/watch?v=amVLQjGGrps

I would like the ROF (punch speed) of his uncharged attacks to be a little faster so that he has versatility and has a slim chance to win with melee if he engages a target without a charged punch.  Engaging a plant with a charge punch is not easy to do as you will see in the video and takes a lot of practice and patience.  Right now the punch is too slow which almost makes it impossible to win without landing a charged punch first. Some players prefer his normal punches have increased damage, but I think increased punch speed would be better.

Even after you land the punch, you need to follow up with 3-4 weak and slow punches to finish off heavy targets like corns and chompers.  Corns can actually husk hop before landing the final blow and beat you.  The other problem is the charge punch is hard to carry because you can't hold it for too long and you lose it if you use your kick to close distance between you and the target.  I would like for him to be able to maintain his charge while kicking. Not sure if its doable or not, but it would help.  I managed fine in this video for the most part and had a lot of success landing charged punches.

6 Replies

  • Anonymous's avatar
    Anonymous
    9 years ago

    Personally, I don't think he needs it. Why would you go in swinging with uncharged punches, anyway?

    Sure, his fists may be pathetic in speed, but he has something other Superheroes lack: An effective ranged attack.

    The Cozmic Beam deals massive damage at any range and doesn't overheat for quite a while. It should be your main weapon in most situations, even up at close range.

    The fists, on the other hand, are usually situational. Their main use should be making important enemies unrevivable. These usually include Sunflowers, Citrons, Corns, Roses (in an Herbal Assault game), and maybe the occasional Torchwood.

    A fully charged punch is not enough to vanquish anyone from full health with the exception of a Vampire Flower (given you have the damage upgrade and they don't have the health upgrade). You would need to weaken the target first, or have a teammate do it for you. It is definitely worth it to "banish" an important foe for several seconds, especially if the Plant team has some Sunflowers who focus on revival and healing. If your target isn't weak enough to banish, but you have your Heroic Kick, you can always hit them with a fully charged punch and follow up with a kick, instantly vanquishing lower health classes, and severely damaging most others.

    It's dangerous to head into a firefight, expecting to vanquish multiple enemies. You should either stay back and use your laser from at least a medium distance for spam, or be sneaky, weaken unsuspecting enemies with your laser, use the Heroic Kick to close any distance between you and your target, then banish them with a fully charged punch when they're low enough.

    You could also get risky, heading straight for some enemies while charging a punch and jumping around to make yourself hard to hit, throwing your powerful punch when you get close enough. From there, you can use the Turbo Twister, which is usually enough to finish them off. I highly don't recommend trying that, though.

    Cozmic Brainz is by far my favorite character in the game. Not my most played character, but definitely my favorite. And as much as I would like to see him throw some stronger punches, I really don't think he absolutely needs anything at the moment, given the powerful range his galactic bracelets give him.

  • No cosmic brainz user goes in uncharged intentionally. The reason I suggested this is because corns and chompers can survive and actually counter even if you hit with a charged punch.  Not because I want to go in swinging uncharged.  Going into a swarm of plants for multiple vanquishes with uncharged punches no matter how fast they are is a bad idea anyways. 

    I'm more interested in increased movement speed and the ability to maintain charge while kicking though.

  • I'm currently ranking up my Super Brainz characters and right now I'm actually working on Cosmic Brainz and while I was playing him I couldn't help but remember reading this thread so I paid more attention to analyzing Cosmic Brainz' punching pattern and was immediately struck by the fact that he really didn't have one. I had noticed this before but hadn't been concerned with analyzing it because I was just playing my favorite characters at the time rather than cycling through all of them.

    Where all the other Super Brainz variants have a pattern of followup combo punches which make up a particular attack pattern Cosmic Brainz will simply throw a single right punch with no follow up combo punches and I thought that was really odd and awkward until I remembered that I was mentioning to someone else the other day that you can't expect to play every class the same way, and you can't even expect to play all the variants in that class the same way all the time either for that matter. So with that in mind I experimented in Multiplayer.

    The conclusion that I reached was that Cosmic Brainz isn't really intended to be primarily a close quarters fighter- yes, moving  undetected and getting in close with a punch charged to maximum you can knock a weakened Plant right out of our universe and you can take out one of the lower Health Plants with that punch and a couple of followup punches but I didn't find that to be the most rewarding play style for him.

    I had far greater success playing him as a mid-to long range combatant using his Cosmic Beam and only engaging Plants at close quarters when I could get first strike with a Level 3 Punch as the lead in. In your video it seems that you prefer to close for punches and only use the Cosmic Beam when you can't and the tactic I settled on as most effective (for me) was the opposite; use the Cosmic Beam preferably and only close for punches when the Beam is inconvenient or you have the drop on your opponent, reserving the Super Ultra Ball, Turbo Twister and Heroic Kick for situational use much as you did, and once I stopped trying to be a primarily melee oriented combatant I was able to put together some very good Vanquish Streaks each game with a really decent K/D ratio in my favor.

    In my opinion he represents the one variant in his class, much like Yeti Chomper and Tank Commander, who breaks the standard of their class and needs to be approached from a different angle.

  • I'd rather they removed the charge altogether and his punches automatically vaporized the plant when landing a killing blow. 

  • realitysquared's avatar
    realitysquared
    9 years ago

    @IronCatFish47

    Sorry if I buried my point a bit in my last post.

    What I was trying to state was that I think the slower punch speed on Cosmic Brainz is intentional, much in the same way that Tank Commander has a single shot and comparatively long reload time or Captain Squawk has a delayed reticle focus when aiming, in order to force a different play style with him.

    As opposed to being a melee style close combat brawler like the other Super Brainz I am of the opinion that perhaps he was intended to be more of a medium to long range combatant with a powerful close range option and the slow punch speed and lack of any real "followup combo" punch animation was intended to make him a little awkward and difficult to use exclusively as a melee opponent.

    The developers have shown that they did have intentions of certain variant characters being more effective in certain specific combat roles or at specific ranges so I think Cosmic Brainz is simply one of those characters which was designed with the intention of filling a different role than others in the same class.

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