Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-30790899-20170315161458/@comment-26488146-20170327222241

Foot Soldier's variants:

Future Soldier: Electrical variant. Primary Weapon (Z-87 Assault Blaster) has 30 ammo (instead of 35), shoot energy bolts rapidly instead of bullets that do the same damage as regular Foot Soldier's Z-1 Assault Blaster and have the electrical arching effect. Same projectile speed, same reload time, but this has a smaller reticle bloom (aimer growers larger at a slower rate). Appearance (should I do appearance?): Wearing a green jumpsuit with military symbols on it (like the regular Foot Soldier, has a metallic visor over his eyes with a single blue stripe running lengthwise across it and a solid blue helmet covering his entire head (except for his face) He has a white rubber boot on his right foot, the other boot is attached to the back of his glowing blue and gray metal gun. The tube on his back is similar to Jetpack Zombie's jetpack, and the top flips off when he bend over to fire his rocket.

Swamp Soldier: A true Toxic variant, unlike Park Ranger. Primary Weapon (Toxic Zhotgun) had three ammo, and is like the Scientist's gun, because each shot fires a burst at very close range that does 27 damage and a small projectile (moves at speed of regular Foot Soldier's bullets) that does 7 damage, as well as giving enemies the Toxic effect. Gun can fire once a second, and it takes three seconds to reload (vs the Foot Soldier's two), as well as having no reticle bloom. Appearance: wearing an outfit similar to the regular Foot Soldier's, except the outfit is a darker shade of green, the helmet has a camo pattern, and it is covered with leaves, slime, mud, vines and stuff like that. He has both of his large, holeless dark brown boots on his feet, instead of having one on the back of his brown and gray foil age-adorned Toxic Zhotgun. The tube on his back looks like an actual Rocket Launcher covered with leaves and dirt, with the tip of his ZPG sticking out of the front (top) of it.

Notes: Future Soldier could be a legendary, and after he vanquishes 7 plants, he glows blue, gets his damage multiplied by 1.5, and his bullets lock on and home in on any Plant that is close to his aimer at the center of the screen, as well as moving at 1.5 his regular speed and (maybe) firing slightly faster than usual.

Imp's variants:

Super-Fan Imp: I got the idea from Exploding Imp Fan, who, yes, is a zombie already. But this guy would look more like the actual Super-Fan Imp (with half-red and half-white face paint, and he would have two small guns with lit sticks of dynamite in them that it would fire. Also, these guns would have 6 ammo, and would be called the Dual Dynamite Duelers, and take 3 seconds to reload, as well as firing two sticks of dynamite (one from each gun) per second. They would be sort of like the Pylon Punishers (Pylon Imp's weapon), except affected by gravity, heading in a downwards arc at about the same rate as the Yeti Chomper's Artic Belch snowballs. They would do 40 damage for a critical hit, 35 damage for a direct hit, and 20 for a splash hit. They would have the splash of a pea from Peashooter's Pea Cannon. Unlike his fellow Bomb variants, instead of being slower, he about 1.35 times as fast as the regular Imp, but he would have only 50 health. This would be very useful for dashing around without being hit while firing off a constant stream of high splash high-damage projectiles, and when you got low on your already-lower health, you could use your speed to get in close to a plant or a group of plants so that way you could explode when you are vanquished in a short while and take several of them out.

Mech: Super-Fan Mech.



 Looks like the Mecha-Football Zombie, except having large sticks of dynamite glued on the top round area, and the skull is much larger and angrier looking. Also, has a large red-and-white cannon on the side with a string of dynamite hanging out of the side. This is the Bomb-Ball Blitzer, which has 20 ammo and a five second reload. It can fire two of it's ammo per second, and each projectile (which is a hollowed-out football with a stick of dynamite stuck lengthwise through the ball, by the way) does 56 damage for a critical, 48 for a direct, and 30 for a splash damage hit. Each shot has the splash of a Shuck Shot. This Mech has 400 health, and moves at the speed of the Drake mech. All three of it's abilities are relatively unique also.

 Abilities:

Left Ability:

 Turbo Tackle: Rockets and the bottom of it's feet activate, it's leg tilt back, and it flies forwards at double the speed that it regularly moves, but you can barely control at what angle it goes, and you cannot stop it or slow it. Any plant that you come in contact with when you are moving forwards takes 12 damage, is stunned, and is pinned on the front of your Mech. You will continue to fly forwards either until you hit a wall (or a plant barricade) or for twelve seconds. If you hit a wall, you will come to a sudden stop, and all plants pinned to the front of your mech take 75 damage, and are stunned for 3 seconds after you hit the wall, making them easy targets for your Bomb-Ball Blitzer. If you stop your charge after 12 seconds, you will just stop, and the plants will take no damage or be stunned, and instead will just fly backwards in the direction that you were just charging (knockback effect). This takes 25 seconds to recharge.

Right Ability:

 Defensive Line: If you press once and let go of the button immediately, the metal thing on the front of your mech (the thing that it uses to push stuff forwards in PVZ2) pushes forwards, and shoots out a transparent gray 2D wall (about the size of the metal thing, if you want to use that as reference) that reflects all plant projectiles and knocks back very close plants, as well as dealing 15 damage to them. All reflected projectiles will move in the opposite direction (away from the Mech) and CAN vanquish plants. They have all of the same properties as they normally would have, including same speed, splash, and damage. If a plant is vanquished by one of the projectiles, it will give the Mech 20 XP for "Reflected Projectile Vanquish", and to the vanquished plant it will say that they were vanquished by the "Reflected _____ (whatever plant projectile that they were killed by)". This wall dissipates after moving on full Mech's length forward. If the player using the Mech quickly presses this button, it will shoot the wall after you let go of the button, and it takes 7 seconds to recharge. However, if they hold the button, a larger gray wall appears in front of you, big enough to shield the entire Mech. This wall will last for as long as you hold the button down for, and after 12 seconds of holding the wall in front of you, it will vanish, and take 20 seconds to recharge. If you let go of the button to hold the shield up before twelve seconds, the cooldown will be however long you had the shield up, plus 8 seconds. Also, this shield will absorb any plant projectile, and take the due damage for it. If it absorbs enough damage to completely drain it's 450 Health, it will disappear, and take 20 seconds to recharge.

Middle Ability:

Super Self-Destruct: You eject from your Super-Fan Mech, and it plays a longer animation, for 7 seconds, but then it explodes with the radius of a Sombrero Bean Bomb, dealing 100 damage to all plants caught in the explosion. A special thing about this ability is that if you are vanquished in the Super-Fan Mech before you can eject, you will be vanquished, but the Mech will still explode in the radius of a Chili Bean Bomb (not a Sombrero Bean Bomb, like if you manually eject), dealing 100 damage to all plants close enough. Same thing happens (smaller radius) if you run out of fuel (called Pumped-Up Power), except, the mech will take 7 seconds to explode if you run out of Pumper-Up Power, but instantly if you are vanquished.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Possible Nerfs (if you find Super-Fan Imp and/or Super-Fan Mech overpowered): Mech Bomb-Ball Cannon does the same damage and has the same splash, but only has 6 ammo (down from 20). Dual Dynamite Duelers now have only two ammo (so you can only fire one stick from each gun), down from six. Same reload for both guns, same splash, same damage. No other changes to either character.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Possible Buffs for Nerfed Super-Fan Imp and Mech (if you find them to be underpowered now):

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Super-Fan Imp Buffs: 4 Ammo (up from 2)

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Mech Buffs: Super Self-Destruct now does 250 damage. Enough to severely hurt Torchwood and vanquish the others.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Notes: Low ammo, high damage. Neither can be revived, although they explode and may do damage when vanquished. Imp is fast and explosive, but has lower health, and is not a threat at a distance (projectiles are heavily affected by gravity, and you have no risk of having them blow up and deal damage to you if you drain their lower health at a distance, and then they will be unrevivable). Mech is very slow and has a huge hitbox, has a charge ability (damage, stun, and movement), and a defensive ability, which can be used for both reflecting and a high-health holdable shield, and both abilities take forever to recharge. Also, explosive ability is very powerful, but it ejects you from your strong mech, and a team of plants can reduce your danger by actually vanquishing you before you can eject (then your explosion is smaller).