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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.
What does any of this have to do with the flaw that I am addressing in his punch spd...?
- 9 years ago
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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