Forum Discussion

FIameCaster's avatar
8 years ago

What Party variants should be like

Party Time Meter:

  • Shared vanquishes should charge the meter by 10%
  • Add ability to activate meter whenever the player wants to

Why: Party Time is a powerful ability, and if it's activated at the correct time

can turn an engagement into your teams favor. Not having to ability to activate

it whenever you want, will make you waste the ability quite often. It is also a bit

too punishing to not get the vanquish.

Party Citron:

  • Increase close/far impact damage from 3.5/2.5 to 5/2.5
  • Increase splash damage from 4 to 4.25

 Why: Party Citrons damage is pretty good at range, but it's really bad up close

comapred to ''Citron''. I also found his splash damage to be a bit to much lower.

Party Rose:

  • Increase impact damage from 7.5 to 8
  • Increase ammo capacity from 18 to 30
  • Increase time in ''Party Time'' from 25-30s

Why: I think that Party variants should have the same amount of ammo as the base

character of that class. Also some of the Party varaints' Party Time meters last for

25s while some others have meters lasting for 30s and I want them all to last for 30s.

Party Corn:

  • Increase close/far damage from 6/5 to 6.5/5.5
  • Decrease damage upgrade from 1.2x to 1.15x (It then matches Kernel Corn's upgrade)
  • Increase ammo capacity from 35 to 45

Why: I think that Party variants should have the same damage upgrade multipliers

as the base character of that class.

Party Imp:

  • Increase close/far damage from 4/3 to 4.25/3.4
  • Decrease ammo capacity from 40 to 35
  • Increase accurarcy slightly
  • Reduce reticle bloom slightly

Why: Party Imps close range damage is slight bit lower than i would like, but his long

range damage is quite a bit lower than i would like. Imp also got some accuracy and

reticle bloom buffs, but Party Imp didn't get the same buff.

Party Brains:

  • Increase close/far laser damage from 3.5/2.5 to 3.75/3
  • Increase punch damage from 5 to12.5
  • Increase 2nd punch damage from 15 to 21
  • Increase 3rd punch damage from 35 to 38
  • Increase time In Party Time from 25-30s

Why: His damage is really bad especially his punches and his beam at long range.

Captain Partyman:

  • Increase Party Spyglass damage from 18 to 19
  • Increase Party Scattershot damage from 25 to 30
  • Increase damage upgrade from 1.1x to 1.11x (It then matches Captain Deadbeard's upgrade)
  • Increase ammo capacity from 8 to 12
  • Increase time in Party Time from 25-30s

Why: His sniper is just a slight bit weaker than I would like, but his shotgun is just

terrible.

Put your opinions down below if there is anything you disagree with.

7 Replies

  • Party characters are designed for advanced player so Popcap make it under perform on initial phase then after start collecting kills, it will over-performed.

    The most frustrating part of collecting kill is shared vanquished doesn't count ???   I think it should count 50%. I don't agree with 0% as of today.

    Regarding activation party mode when you want to, that is pretty good idea. Some people want to get it started as soon as possible and scare of dying since it's hard to go to party mode. Sometimes you go to party but no body coming (there). So for advanced player, I see the point to start the party when a lot of "people" (plants/zombies) are coming.


  • @asukojo wrote:

    Party characters are designed for advanced player so Popcap make it under perform on initial phase then after start collecting kills, it will over-performed.

    The most frustrating part of collecting kill is shared vanquished doesn't count ???   I think it should count 50%. I don't agree with 0% as of today. 


    I agree, the party time is not like other legendary meters,  it does not have an upgrade to make filling faster also it is a bit slower than others to fill showing that if you can get Party time while in this mode, in multiplayer, you are someone to steer clear of (on a usual basis with or without party mode). 

  • Screion's avatar
    Screion
    8 years ago

    Party Citron and Corn are actually fine. The Imp needs better accuracy with his hits and Rose needs a larger clip. I wouldn't go up to 30. 25 should be fine with her splash.

    Brainz is really weak considering his reliance on short range and his punches. Those need a damage buff. But don't buff beams, ever. If anything the others need a nerf.

    But the biggest problem i have with party variants is Partyman. And its not even his damage. It's those damn particles that block your vision. After a couple shots you have so much confetti moving in front of you that it is very hard to visually identify and track a moving target. Which renders his whole class void.

  • pandareno1999's avatar
    pandareno1999
    Hero+
    8 years ago

    Being only a so-so player, I have found absolutely no use for these characters in multiplayer.  Even should I get the meter filled (not very likely with my average k/d ratio), how likely is it that I will be positioned to make effective use of the buff?  Not very.  They are fun for ops, though once again one finds the matter of timing the filling of the meter so that the buff does not go to waste difficult.  Even with the better ones, I find myself wondering why I'm using this character when the base character is more effective overall.  I do enjoy getting another variant to level up in these classes, regardless.

  • ShavedThronel0's avatar
    ShavedThronel0
    8 years ago

    I remember my experience with the party characters. The party imp is strong but very inaccurate and the mech is the normal imps mech so it was easy. The corn was hell because I suck with the corn also his accuracy was bad back then. The party brainz was easy because I would get a streak easily and fill the meter and it was very easy to kill in party mode. The party citron was bad and I gotten party mode a few times because I kept getting shared vanquish. Party captain was fine, his rate of fire is good and abilities really help to get kills but cancels his party mode. And the party rose was the worst of all, 18 bullets and 8 damage was very bad, I gave up playing in multiplayer and sticked to garden ops.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    8 years ago

    The biggest issue I find with party characters is simply as Zero and Wolfy point out; make shared vanquishes count for the party meter. This alone would make them far more viable in multiplayer, they are quite solid in Ops already. I also find the Party Rose's ammo clip is too small compared to the regular variant, but in general the shared vanquish would really help the situation.

  • NerdBunker_Sam's avatar
    NerdBunker_Sam
    8 years ago

    when it comes to the imp, it is actually very decent, when using his weapons, everyone (i hope) knows that his weapons are meant to be wild and craaaazzy, but there is actually some skill required, the skill being that you need to and I quote "stay on target" able to adjust at a moments notice. (not bragging) I am one of these people with this skill, it is usually something people who have had terrible accuracy learn (basically) without realizing it for it is a mix of determination to hit the player and to improve their accuracy. so yeah I think the imp is actually pretty well balanced. 

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