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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Scientist Upgrades!

This is the upgrade discussion post for Scientist!

Unique Upgrades

Evolution (2 upgrade points): You always start with overhealth when you spawn or respawn, which you can use to survive in during combat more easily if you only recently spawned. The overhealth from this effect will begin to decay after 20 seconds (instead of the regular 10 seconds) so you will be able to get back into battle and retain your overhealth, and it will be more likely that you will lose your overhealth from enemy attacks, instead of the regular decay. You can use this effect on a respawn to improve your chances of survival in the next battle and can do this every time you respawn. As you effectively spawn with additional maximum health, you can use this during many forms of combat to your advantage.

Reflexive (3 upgrade points): You gain health while healing allies, at a rate of around 10 health per second, which will heal you at the same time that you heal allies. You can make use of this healing to keep yourself in combat without being vanquished, which allows you to continue healing allies and recieve self healing as a reward for your efforts. You can use this upgrade to heal yourself constantly on demand when you need it, as long as you have allies nearby. If your allies are at maximum overhealth, you will not get any healing, so heal at least a single ally at a time that is not at maximum overhealth to recieve the healing from this effect. Try to always have at least a single ally near you, or you will not be able to trigger this effect.

Precision (3 upgrade points): Your Goo Blaster has less spread when you are aiming it, which will give you greater precision when attacking at longer ranges. Your Goo Blaster normally has a lot of spread with each shot, which makes it fine at close range, although it will be much less effective at longer ranges, although with this upgrade, you can aim while attacking to deal much greater damage to your enemies at further ranges and improve your accuracy, as aiming normally helps to do that anyway. Keeping your distance from enemies should allow you to survive more easily while getting use out of your Goo Blaster as well. You can probably get away with shooting your weapon without aiming, as the spread will still be significantly reduced.

Dolphin Blasting (4 points): The rate of fire of your Goo Blaster will be increased for 15 seconds every time you vanquish an enemy. This effect can stack up to 3 times, with each additional vanquish resetting the duration back to 15 seconds and improving the speed further, although any further triggers will reset the duration, but not continue to increase fire rate. The rate of fire will be improved by 15% for first vanquish, 28% for second vanquish and 51% for third vanquish. This upgrade will allow you to fire faster and attack enemies for much more damage, making it even easier to get more vanquishes. For simpler vanquishes to trigger this effect, fight enemies with low health, aim for critical hits and aim the weapon at further ranges to improve your accuracy. 

Unique Ability Upgrades

Sticky Healy Thingy

Reanimate (2 upgrade points): Any ally that you revive is revived twice as fast, so it will only take half as long to revive them, when you are in range of your Sticky Healy Thingy, even if you were already at full health and you did not get healed with it. This effect will additionally last for 10 seconds on allies that were in contact with your Sticky Healy Thingy at any point. Not only will you get constant healing during a revive if you deploy this, but you will revive your allies insanely fast meaning you will not be as vulnerable for as long. This effect is only useful when reviving allies, but is greatly effective, and the added benefit of providing this effect to affected allies can make this effect much more useful, especially when multiple allies are around or have been vanquished.

Diffusion (3 upgrade points): Your Sticky Healy Thingy has a larger heal area if you stick it to an ally or enemy. Aim for using this ability on allies, especially if they do not have much health, to benefit from this effect. You could stick it on an enemy if an ally is near that enemy as well, for a different approach to this effect. The improved healing range is great for affecting more allies at a time and making it easier for you and your allies to access this healing. You will generally stick this ability to an ally if you throw it in their general direction, and are relatively unlikely to miss. This effect will not trigger if it sticks to a surface. Throwing it on an enemy is fine as well, as your Sticky Healy Thingy will not heal your enemies for any reason. No health for them.

Warp

Materialize (2 upgrade points): You restore 5 ammo for your Goo Blaster, which is actually half of your ammo, whenever you use a Warp, which can be really handy for a fight as you can Warp around to restore ammo efficiently and without much hassle. You can use your Warp to attack your enemies from different angles while restoring ammo so you do not need to reload in the middle of a fight. As your Warps are available on demand and can be used frequently due to the multiple charges, it is such a convenient way to restore ammo, which is great during a fight or you could even activate a Warp randomly if you have lost ammo, as well as retaining all the beneficial purposes of Warp. If you use Steam Blaster, you get 2 ammo instead each time you Warp.

Wormhole (2 upgrade points): Your Warps travel much further than normal, making them even more efficient for travelling around. You can use your Warps to travel huge distances quickly, which is especially noticed if you use multiple in quick succession. As well as this, the additional distance can be used as a way to conserve your usage of Warps, as you should be able to approach your enemies with less Warps needed, as well as escaping easily. It can be used for easily catching your allies for healing, setting up a flank or catching an enemy that is trying to escape. If you see an enemy that is low on health trying to escape, you may be able to use your enchanced distance Warps to chase them down, vanquish them and then get back to allies.

Healing Hose

Power Wash (2 upgrade points): When you are aiming while using the Healing Hose, you gain a 25% heal rate increase, as well as improving the range and size of your Healing Hose area of effect. These additional effects will make it easier to heal your allies while you are aiming, as the additional heal rate can bring them back into a fight more quickly and the improved heal range and size of your Healing Hose will make it easier to heal multiple allies at a time, and to reach allies at further distances. You only benefit from these effects when you aim the Healing Hose, which makes you move slower and slightly reduces your vision, although this is not much of an issue as you are generally healing allies, and you do not always need to make use of this effect.

CPR (2 upgrade points): Any ally that you heal that has critical health will be healed more quickly than normal, which is great for bringing them back into a fight more quickly and to save them from being vanquished at all, hopefully. This bonus will only apply while your allies have critical health, although you will be able to heal them into an amount of health where they will be able to survive more easily before your enemies have a chance to vanquish your enemies at critical health. Get more use from this upgrade by healing allies that are on critical health first, and then heal allies that have not lost as much health after that. You should still try to make use of the fact that you can heal multiple allies at a time first though, especially if a critical ally is there.

Those are the upgrades for Scientist! The upgrades are useful at improving your surviability, making it easier to heal yourself and your allies and improving the amount of mobility that you have, along with giving your abilities added effects. You have many upgrades to choose from which can actually benefit you in certain situations. As you cannot attack and heal at the same time, decide which upgrades you wish to use accordingly to create the playstyle you want.

2 Replies

  • @TheSprinter85 Evolution: this is pretty situational as it can dissapate when you get to the front lines.

    Reflexive: this can be broken as it allows you to tunnel your heal target rather than break off to save yourself.

    Precision: allows for better ranged combat which is solid for scientist.

    Dolphin blasting: how dare you stand where he once stood. No dolphin and treat reloads 0/10.

    Reanimate: the sticky healy thing is already powerful and scientist has a faster revive rate and combining this to together is a pain to fight.

    Diffusion: makes a greatly powerful ability even better.

    Materialize: restoring ammo with instant activation warps is ops as scientist can panic spam his stupidly effective warps and regain all his ammo by the time he reaches you.

    Wormhole: ah yes because bfn's stupidly powerful warps deserve to be even more powerful. They were even going to give him a 4th warp because screw it!

    Power wash: This actually gives a purpose to aiming while using healing hose.

    Cpr: helps critically injured teammates which is actually a decent strategy but why isnt this some kind of base mechaninc like in tf2 where injured teammates after a set time get "crit healed" where it's momentarily boosted by 3 times if they haven't been touched since.
  • BfN Scientist is a bit of a mixed bag. Healing hose is not as fun as the heal station or heal beam of science since you lose the ability to fight and heal that you had in the GW games, which means most scientists either don't heal much so they can attack, or have to focus on healing which isn't as fun as it was. BfN's warp is too good as well as we've discussed before; instant activation and 3 of them is crazy powerful. Also, sticky healy thingy is a bit too good with its instant activation and rapid healing pulses. The mega heal ball always felt fine in the GW games as while it gives a large burst of health (50), it takes time to activate and it's really obvious.

    Evolution: Not a big fan as I focus on TT since I play PC and you often lose the overhealth before you can get into battle. It's better on other, smaller maps.

    Reflexive: Love this one as I am one of the apparently rare support scientist players. Healing my team and myself at the same time is great, and one of my main builds uses this.

    Precision: Due to the way the Scientist's weapon works in BfN, this is possibly too good, but it may be fine at 3 points, I don't really use it so not 100% sure. One of the things that helped balance the character in the GW games was that most Scientists were very nasty at close range, but not so great at longer ranges, with some obvious exceptions like the Astronaut, who is too good, period. Not a fan of this one.

    Dolphin Blasting: And this is an upgrade where the name really irks me as Marine Biologist has been my favorite Scientist since I got the original game on PC and unlocked them. BfN trying to simulate variants with upgrades is very much a mess since there is no dolphin blaster, no dolphin noise, and no aquarium ammo backpack! While it costs 4 points which is a lot, so many players play assault scientists so getting vanquishes for more faster fire rate to get more vanquishes faster for more fire rate is a popular choice, and even at 4 is probably too good when one considers the scientist's kit.

    Reanimate: Helping your team get back into the fight is good stuff. This one requires the sticky healy thingy, so it's a limited window which justifies the cost. I have this on one of my builds.

    Diffusion: Seems a bit expensive for it's limited bonus at 3 points. It's a powerful ability normally, and this does make its healing effect twice the normal size, but only if it sticks to a character, and then only useful if that character is near allies so it takes effect, so it's not actually bad but it is very situational.

    Materialize: This one is OP at 2 points, but considering how OP warp is in BfN in the first place, this one may be OP at 4 points. Warp is already used by assault scientists like it's going out of style, but then getting so much ammo back as well? Pretty much a must have if you use that playstyle. 

    Wormhole: Again, with warp being so good in BfN, anything that makes it even better is going to be powerful. So now not only 3 instant warps, but 3 instant warps that go even further. Combine that with materialize and you are a wrecking machine that can get out of dodge in a hurry. I imagine using these 2 together is a very common build in BfN.

    Power Wash: This one I really like as it lets me support my team and keep them up even more efficiently when in a big group, like capture points. That being said, the ability is very strong for healing, so making it even better if you aim is likely OP. If I'm aiming the hose, I'm not attacking anyway and not trying to evade so the lower speed and vision aren't that big of a disadvantage. 

    CPR: More healing when allies are more wounded. On my main build for obvious reasons!

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