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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Captain Deadbeard Upgrades!

You have arrived at the upgrade discussion post for Captain Deadbeard!

Unique Upgrades

Scuttle Shot (2 upgrade points): When you are close to an enemy and you successfully deal damage to your enemies with the Scurvy Scattershot, which is your weapon when not zoomed in, you knock them back and upwards. Your enemy needs to be close to you for this effect to work against them, however this is good as an easy countermeasure of keeping enemies away from you. It does not matter how many of the scattered projectiles hit the enemy, and the spread will be greatly reduced at close ranges, meaning that once close up with your enemies, you can easily make use of this upgrade, and the added knockback you recieve against your enemies can make it easier for your allies to take out those enemies as well.

Aye Spy (2 upgrade points): While zooming in, your vision is improved by about 50%. Your vision is normally impaired when you are zooming in, although it allows you to attack from longer distances with greater precision, however when you use this upgrade, you can significantly reduce this impaired vision weakness and you will be able to see enemies that are approaching more easily when zoomed. You would normally be vulnerable to surprise enemy attacks when you zoom in as they can attack in your blind spot, but using this upgrade means that you are more likely to notice them coming toward you. Higher sense results in a less chance of being surprised by attacks.

Long Barrel (3 upgrade points): The spread of your Scurvy Scattershot, which is your weapon when not zoomed in, is reduced by about 50%. Your projectiles will not spread as much when you attack with it, which is really useful especially if you want to attack with it at medium range, although perhaps not at long range. This will not particularly improve your weapon when close to enemies as the spread is quite redundant at that range, although at further ranges, the lower spread will allow you to still hit your enemies more consistently with more projectiles. This upgrade will make it easier to hit an enemy with more of your projectiles at a time, and each of your projectiles will be less likely to miss an enemy.

Freebie (3 upgrade points): When you get a vanquish with a fully charged Spyglass Shot, which is your weapon when zoomed in, you restore 7 ammo, which can allow you to keep attacking for longer before you need to reload. The additional ammo can reduce your demand to reload, or you may not have to reload for a long time if you can continue getting vanquishes frequently. To get better use out of this upgrade, you can aim for attacking your enemies that are low on health or enemies that have less health, and critical hits will improve your damage and chance of getting vanquishes, so aim for those where you can. If you can keep landing your shots as well, this will produce even better results.

Unique Ability Upgrades

Barrel Blast

Powder Keg (1 upgrade point): You get launched even higher than normal when your Barrel Blast explodes, which could be useful in some situations. The extra height can allow you to use Barrel Blast as a way to get to high vantage points, or to possibly avoid enemy attacks and abilities more often. This requires you to successfully enter your barrel and to light the fuse, and then you need to wait to get blasted up before you get this additional launch height, so enter your barrel and light the fuse quickly when you directly want to get use out of this effect.

Incoming Keg (3 upgrade points): Your movement speed is increased by about 40% when you are in Barrel Blast, allowing you to travel around faster. This allows you to chase enemies that are running and to prevent their escape, or to escape even more quickly if you are trying to retreat. When you light the fuse of your barrel, you will move even faster again, so this speed is great for making sure that your enemies will not escape. While moving in the barrel, before you light the fuse, you will still move significantly quickly, which can be used to close distance between you and your enemies. 

Parrot Pal

Wind Chilled (3 upgrade points): The overheat for your Parrot Pulse, which is the primary weapon of your Parrot Pal, is reduced, allowing you to shoot for longer before overheating. You can shoot continuously before you overheat, which is useful as otherwise, the overheating will leave you vulnerable for a while as you will not be able to attack temporarily. Making use of this upgrade should help you to take down an enemy before you overheat and they possibly escape your Parrot Pal. If you do not shoot when there is nothing to shoot at and you take small breaks from shooting every so often, overheat should almost not be a problem at all. 

Plunder (3 upgrade points): The cooldown for your Eggsplosion ability for your Parrot Pal is reduced by about 4 seconds every time you land 4 critical hits on enemies with your Parrot Pal. This allows you to make use of your Eggsplosion ability more often, which has the capability of dealing significant damage to enemy groups. You are able to land plenty of critical hits by attacking your enemies from above and aiming your attacks to get more precise shots and a higher chance of landing critical hits each time you shoot your enemies. You can be sneaky and attack your enemies when they do not know of your presence to land some additional critical hits before they can react.

Anchor's Away

Heavy Metal (2 upgrade points): When you have used your Anchor's Away, you immediately gain a fully charged attack for your Spyglass Shot, which is the attack you use when zoomed in. You can use Anchor's Away quickly to earn a fully charged Spyglass Shot quickly without needing to charge up and suffer a speed penalty. You can use the Anchor's Away to change your positioning before firing the shot. This gives your Anchor's Away an additional use, and an efficient way to charge an attack for when a good opportunity strikes against an enemy and you want to attack quickly. You want to use the Anchor's Away quickly when making use of this effect, as it takes a moment to resolve this ability.

Shore Leave (2 upgrade points): When you have used your Anchor's Away, you gain a 30% increase in movement speed for 5 seconds. You can use your Anchor's Away to get a burst of mobility, and then gain a speed boost that allows you to travel around even faster, allowing you to get away quickly, get back into a fight or to travel around the map faster. The Anchor's Away will gain an additional effect this way, and you will want to use this ability quickly for when you want the burst of speed, as this ability takes a moment to resolve. You can first use the Anchor's Away to change your positioning before the speed boost triggers.

So these are the upgrades for Captain Deadbeard! There are a handful of upgrades that improve your sniping capabilities and some that improve your mobility, as well as providing additional uses and effects for your primary weapon and Anchor's Away ability. You may even find some of these upgrades useful for changing position or escaping a terrible situation if you find yourself in a pickle or something.

2 Replies

  • @TheSprinter85 Scutttle shot: how is a plant suppose to know they'll suddenly go back flying because of deadbeard?

    Aye spy: good fov upgrade.

    Long barrel: makes the scattershot better which deadbeard needs. Decent upgrade.

    Freebie: great in ops but meh in multiplayer depending on the enemy.

    Powder keg: this is kinda useless since you have anchors away and the kangaroo jump height of bfn. Using it as a jump tech in gw2 was actually viable on certain maps but there's no real purpose to it in bfn.

    Incoming keg: needed because the low health the barrel has allows plants to easily destroy it.

    Windchilled: how is an enemy team suppose to know that a parrot can shoot longer than normal.

    Plunder: another cooldown upgrade that can be so oppressive if done well.

    Heavy metal: situationally useful but it's better than cactus' since anchors away doesn't slow him to the point he's defenseless.

    Shore leave: make a running away option even stronger because bfn.
  • Much like the Cactus we just discussed, not a big fan of them making the snipers like OW's Widowmaker. I'm not a huge sniper player in general, but do enjoy it from time to time, as long as the team isn't flooded with them like you sometimes see in TF2.

    Scuttle Shot: This one I do use on a build as it's somewhat hilarious and good at keeping swarms of weeds off you in Ops. On certain maps like Z-Tech Factory near the point for Ops in fact, can push them off the edge with this.

    Aye Spy: Like Mirage for Cactus, I do like this a lot as being able to see more when zoomed in is a huge help.

    Long Barrel: I don't use it as I tend to only use the scatter gun when very close and the scoped weapon at medium to longer ranges. So, can't say much about it.

    Freebie: BfN has a lot of these get ammo back things and this one is slightly different from the Cactus version, requiring fully charged vanquishes over crit vanquishes, they use a different, but similar mechanism to work. Not sure which I prefer here to be honest, and getting ammo back without reloading is good, but neither version really sings to me. Also, side rant here, why is it looting for the cactus and freebie for the pirate? Shouldn't the pirate get the looting upgrade since they're you know, pirates?!

    Powder Keg: It's only 1 point so can be a filler in your build. We already have anchors away so don't feel a need to get height from the barrel blast though.

    Incoming Keg: This one is why you see so many aggressive users of barrel blast in BfN, even though you can be shot out of it, unlike in GW2. I actually like the idea of being able to use a nominally defensive ability in a different way, but this is a bit much. A nasty surprise if you don't see the pirate coming due to terrain and certainly effective.

    Wind Chilled: I use this in my parrot build to keep it shooting for longer although I don't use that build that much as the parrot has the same issues with movement and speed as the garlic drone does. 

    Plunder: Let's be honest here, while I do like them making the 2 sides drones be different, the eggplosion is far better than the garlic drone's corn strike and getting this powerful bomb back faster is extremely potent. I use this with wind chilled on that build to have as a nasty a drone as I can in BfN, even if I don't use it all that much.

    Heavy Metal: Much like alacrity for Cacti, although I don't recall the same outrage and calls for nerf for this as the cactus version, they did nerf this too correct? At least the anchor, for all its issues, works better than petal propeller does, so it is overall more useful even after the nerf.

    Shore Leave: Nothing wrong with this one really. I use this to get to roofs quickly and you can use extra speed to get into position or avoid enemy shots. At 2 points I feel it's a ok for cost, but perhaps it should be one given it's limited activation window and parameters.

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