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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Foot Soldier Upgrades!

Hello and welcome to the Foot Soldier upgrade discussion!

Unique Upgrades

Ranger (2 upgrade points): When you are aiming your weapon, you get increased zoom, which means you are more effective in aiming and hitting enemies that are further away. However, you may have some more trouble attacking enemies at closer ranges, if you use the aim your weapon. When in close range, do not bother to aim.

Ammo Thing-A-Ma-Bob! (2 upgrade points): You gain 18 maximum ammo for your primary weapon, meaning that you have a 58 ammo capacity, insetad of the 40 ammo default. This means you can shoot for longer without the need to reload. You are less likely to enter situations where you need to reload during a fight. It is best to reload out of fights still, to make use of your enhanced maximum ammo.

Bottomless (3 upgrade points): Whenever you vanquish an enemy, you gain 22 ammo for your primary weapon. This can allow you to keep firing if you get a vanquish, and you can hopefully get more vanquishes without the need to keep reloading. You can potentially have infinite ammo if you continue to frequently vanquish enemies. Effectively, this upgrade provides an ammo increase, but only on vanquishes.

Rapid Fire (4 upgrade points): When firing your primary weapon in succession, you slowly gain an increased rate of fire until it caps at about a 20-25% fire rate bonus, you stop firing your primary weapon, or need to reload. This can essentially give you a higher damage per second, but shooting in short bursts will not really help as you need to constantly fire your weapon to gradually raise the speed. This upgrade is more effective if you have increased ammo capacity or if you can keep gaining more ammo.

Unique Ability Upgrades

Super Stink Cloud

Smelling Salts (2 upgrade points): When you revive an ally inside of your Super Stink Cloud, the time it takes in order to revive them is reduced by half, or in other words, you revive them twice as fast. Awesome! This means you can use the Super Stink Cloud to revive allies more easily, as well as giving yourself some form of cover during the revive. 

Sticky! (3 upgrade points): The Super Stink Cloud sticks to enemies and surfaces now, meaning you can blind enemies to potentially give you and your team a free vanquish, or you can stick it to walls for some interesting bonus uses. This does require some skill though, such as hitting the target directly, and not missing with it.

Rocket Jump

Liftoff (2 upgrade points): When you use your Rocket Jump, it creates an explosion, which damages nearby enemies. Enemies in the inner blast radius take 50 damage, if they are close enough to be hit. If they are close enough to take damage from the blast but are not in the inner blast radius, they will take less damage than this. This is good for finishing weakened enemies or as another way to deal damage with your weapons.

Rocket Leap (2 upgrade points): When you use your Rocket Jump, you travel a further distance forward, meaning you can use your Rocket Jump as a fairly reliable way of movement. It can help when going vertically upwards, but even when heading forward. It will become a useful form of mobility as you can use it often and can use it to enter or exit fights if you feel the need to do either of those.

ZPG

Propellant (2 upgrade points): Your ZPG's projectile speed is increased, meaning it flies through the air faster and can hit your enemies more quickly, and to give your enemies less time to react to it. This can be good for surprise attacks with your ZPG, or if you find a good situation to use it where you would need to quickly utilise it for maximum results. This will be useful when using it from far ranges, or even if you are close.

Shockwave (2 upgrade points): When an enemy is hit by your ZPG, it knocks them away, both backwards and upwards, meaning you can knock them away from you, cancel some abilities or to push enemies around or away from an area. If your enemies are getting too close to you or your team, use this effect to provide distance between you and your enemy. You can do the same to your ally as well.

All the upgrades have now been covered for Foot Soldier! The upgrades are handy for providing additional effects, including damage, on your primary weapon and abilities or for movement. You will find some of these upgrades to be handy during combat as you could restore ammo without reloading, improve your ammo or get more use out of your abilities. You have different effects to choose from that you could add to your primary weapon or abilities.

3 Replies

  • @TheSprinter85 Ranger: zoom upgrade

    Ammo thing a ma bob: kinda ridicoulos how soldier gets 58. Once again how is a plant ever suppose to know this? I mean 58 amd 40 are quite different numbers.

    Bottomless: do you hate reloading in ops? How is any plant suppose to know this is happeneing rushing a soldier is known very random especially with the ammo upgrade.

    Rapid fire: *sigh* this thing, this freaking thing. Corn has to actually vanquish 3 people to even reach the base level soldier gets just by holding a button. This upgrade can also be comboed with the previous ammo ones because a 58 round soldier with a blatant advantage you can never see coming is "perfectly balanced"

    Smelling salts: useful if your not being to blatant about your intentions when throwing.

    Sticky: *starts quietly reciting a tapestry of profanity* this upgrade be one of the least fun to fight in the entire game since it deals solid damage, can be spread afound the group, and bypasses shields. The only positive it gives is that as soldier it allows you to tell shield spamming citrons to stuff it.

    Liftoff: very specific and situational. How is a plant suppose to know that this will deal damage this time and not just be a regular jump.

    Rocket leap: taking an ability with out understanding why it works with its checks and balances, yet again I doubt the bfn maps would really change if you couldn't go that high anyway.

    Propellant: decent.

    Shockwave: depends on how the plant team is arranged.

    Why are soldier damage abilities and weapon upgrades so good? Seriously who thought soldier are corn are equal when it pretty clear soldier holds so many advantages in his primary over corn?
  • Ah Foot Solider, the workhorse zombie since GW launched back in 2014.

    Ranger: Essentially discount camo ranger, but with the regular weapon. 

    Ammo thing-a-ma-bob: Extra ammo, never bad. Works well with the next one.

    Bottomless: Getting 22 ammo every time you vanquish an enemy is a great upgrade and as usual, even better in PvE where there are lots of low health targets to vanquish in rapid succession.

    Rapid Fire: This is straight up extra DPS and it also doesn't work right as it doesn't maintain a constant fire rate and instead accelerates its RoF and then slows back down again. This is one of the most busted upgrades in BfN as it is too good to not use, even if I only have it on 1 of my 3 soldier builds since I like to mix things up.

    Smelling Salts: Like the nightcap version of this, it's a great idea but again, if plants know or even just suspect you're in the cloud, they're going to fire into it. Now foot soldiers have significantly more health than Nightcaps but they can't use stealth to throw the enemy team off as to if you ran into the cloud or not.

    Sticky!: I rather like the idea of this one, but I see a lot of complaints about it to. I don't actually see it all that often in the game, but I've definitely been on the receiving end. It makes the stink cloud far more effective at damaging plants if you get a direct hit on one, and it is difficult to deal with as you can't see very well as the targeted plant!

    Liftoff: Decent damage when using it near plants, especially against weeds for obvious reasons. It is a rocket blast so it makes sense it hurts nearby plants as well. Nothing bad to say about this one really.

    Rocket Leap: Interesting that they use the alternate ability name from GW and GW2 but you don't lose vertical height and don't get a 2nd use of it unlike the GW games. 

    Propellant: Faster projectile means less time to react to getting hit by it. Since the time it takes to actually launch it hasn't changed, I don't mind this one. Had it shortened activation time it could be a problem as part of makes ZPG powerful but not oppressive is that it's obvious when a foot solider is launching it, something Imp Punt needs in the next game.

    Shockwave: Is alright. Nothing amazing although nothing to be too worried about as a plant either. Useful to knock plants you don't vanquish with it off of objectives.

    Biggest problem I have with these is that even with its firing rate issue, rapid fire is so good that it feels essential and you can feel its lack on other builds. Any time you have an ability that good it behooves you to use it more or less all the time.

  • TheSprinter85's avatar
    TheSprinter85
    Hero
    4 years ago

    These will be my thoughts for the upgrades:

    Ranger: The increased zoom will be useful if you want to play somewhat like a sniper or when you attack at long range, although to get full effect of the upgrade, keep a distance from you and your enemies. 

    Ammo-Thing-A-Ma-Bob: The name is cool and I enjoy it, having extra maximum ammo is always useful in combat as you can keep firing without taking a break for longer. I have managed to vanquish enemies just before needing to reload because of this.

    Bottomless: This is a useful way to gain ammo quickly while in combat. As it does not matter how you vanquish enemies, you can use your primary weapon or abilities to get a vanquish and restore ammo during combat. Great for maintaining Trigger Discipline.

    Rapid Fire: Can be sort of annoying to set up, but once you get it going, the additional fire rate will allow you to deal damage much more rapidly, along with more efficient vanquishes. This is even more useful if you can increase your maximum ammo or restore ammo in a fight.

    Smelling Salts: Super rad when you revive allies, although if reviving is not your thing, not really worthwhile. Move around when reviving an ally inside your Super Stink Cloud to make enemies think no one is in there if they miss their shots on you. Combo this with Refreshing Revive for improved results.

    Sticky!: When you are affected by this as an enemy, it is super annoying. When you use this upgrade, it will become much easier to vanquish an affected enemy, or you can use this time to attack their allies while they cannot see and attack them after. Sticking it to surfaces can be useful near objectives or where enemies group.

    Rocket Jump: Your Rocket Jump now becomes an effective form of mobility at no additional cost, so it is great when you need to get out of a battle or to get back more quickly. It is useful and can be utilised in many different situations that you could find yourself in.

    Liftoff: Giving your Rocket Jump the ability to deal damage is useful and your enemies would not expect it. Use this when you are surrounded by enemies to escape and deal lots of damage, or it could be hiarlious if you vanquish an enemy with this when at low health.

    Propellant: This is great, especially when your enemies do not see you activating your ZPG. Your enemies will have less time to react to it and it is more likely that you will get vanquishes with it. Your enemies probably will not know you have this upgrade so that can be useful.

    Shockwave: The knockback on your ZPG could prove to be useful in some cases, although may be redundant as you will either vanquish the enemy or the knockback will be unnecessary. You could use it to keep enemies away from you or to scatter enemy groups when you deal splash damage.

    Some of these upgrades combo great with each other, such as having extra ammo capacity and the ability to restore ammo. Trigger Discipline is an event that triggers when you vanquish multiple enemies without reloading, and it can give you great XP, so use ammo buff upgrades to assist with earning this additional XP.

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