Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-30790899-20170315161458/@comment-30790899-20170326114617

Zombiecrab wrote: Since this is dying, here is my Imitater class idea:

Imitater (V2) YpCZ82H.png
Imitater Class Idea:





100, health, looks like that image. Moves as fast as the Sunflower.





Primary weapon: Spud Shooter. Has 5 ammo, can fire once per second, and has no splash. 20 damage for a body shot, 40 damage for a critical hit. 3 second reload.





Abilities:





Right Ability:





Potato Eye: Tosses a small brown spud that will stick to walls and is affected by gravity (as much as the Sticky Explody Ball). Any zombie that moves within it's line of sight (that means that they could see it too, if they noticed it) will be tagged and given a effect exactly the same as what happens when a Scuba Soldier's projectile tags them (they will be visible through walls to you and will be highlighted in red). They will remain highlighted in red for five seconds after they have moved out of it's range of sight. This will stick to any spot and do this for 45 seconds, and then it will disappear, unless it is destroyed by zombies first. It has 50 health, and can be destroyed prematurely by zombies, who will be rewarded with 15 XP for "destroyed spying potato". This takes 35 seconds to recharge (yes, ten seconds less than it takes to disappear, I did that on purpose, so that if you put it somewhere useless or you no longer need it in a certain spot, you can place it somewhere else, and the first one will disappear. Also, so that you can also have one of these spying somewhere if you want.)

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Middle Ability

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Escape Root: Imitater freezes for a second, and the roots on his bottom side shoot into the ground and create a hole. Then, out of the hole comes the pile of roots that looks like this Escape Root. Imitater can move again, but the Escape Root will remain in its spot, looking around and occasionally wiggling or moving from side to side. The Escape Root will remain in the same spot while the Imitater goes elsewhere and does other things until it is either destroyed or until Imitater uses his middle ability again. If Imitater presses the middle button again, he will freeze in place for two seconds while his bottom roots shoot back into the ground and larger, reddish-brown roots (like the Escape Root’s) burst upwards out of the ground and cover him completely, then pulling Imitater into the ground and vanishing back into it with him. The player’s perspective will switch back to where the Escape Root was left originally, and they will start to unravel, with Imitater being in the spot in the center that has been exposed after the one second that the roots take to unravel. Then he will chuckle, or laugh once, and be able to move again. Escape Root’s roots will disappear into the ground. However, the Escape Root that you leave behind can also be destroyed by zombies. It will absorb 50 damage and then it will explode into pieces of roots, awarding 10 XP to the Zombie for having “Destroyed Escape Root”. The Imitator will have an icon of his Escape Root and what direction it is in if he has laid one down, and if it is damaged it will gain a red flashing outline for two seconds, and if it is destroyed it will turn solid red for a second, and the word ‘DESTROYED’ will appear underneath it, and then the icon will vanish. After the Imitater lays an Escape Root down, it will take 30 seconds to recharge, but if an Imitator uses the Escape Root button after Escape Root has recharged (if it has not been destroyed yet), instead of laying down another, he will play the same animation as before, and teleport to where the Escape Root was, and then he will have to wait 5 seconds before he can lay down another. If Imitater is vanquished, when he respawns, he will be able to use the Escape Root and travel instantly to where it has been the entire time, but he will still have to wait five seconds to lay down another, and if the Imitater player changes classes or switches team (or leaves the game) the Escape Root will be destroyed (it will vanish), and will not reappear if they start playing as Imitater again. Just like with Potato Mine, Imitater can only create an Escape Root on spaces where it fits (not against a wall), not on destroyable objects, or in water, or in midair, and unlike Potato Mines, they cannot be set down if they will hang off the edge of a ledge. When an Imitater is using the Escape Root to teleport, both the Imitater and the Escape Root are invincible until the animation ends (although the Escape Root will be destroyed after teleportation), unless something in the Environment of a Map (Zombot steps on you, Gnome Bomb explodes, anything to do with the Trials of Gnomus, including time running out) would knock you out, in which case, if the Imitater has already traveled, both he and the Escape Root will be destroyed, and if he hasn’t traveled yet, you will just stop traveling and playing the animation, be able to move and shoot again, and you will see ‘DESTROYED’ under your all-red Escape Root icon.

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Left Ability:

<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Imitation Beam: Attaches a brown link to any zombie that would be close enough to heal if you were a zombie Scientist. The zombie that this is attached to moves at half the speed that he usually would and turns at 0.25 times the speed, as well as not being able to use any abilities. This beam also drains health from them at a rate of seven health per second, and if you actually vanquish a zombie with this beam, they disappear in a cloud of gray smoke, and they are unrevivable. You freeze, and then plays an animation that lasts for three seconds where he jumps and floats, while brownish gray thread-sized lines spin rapidly around him, and brown smoke begins to appear around him. Then he transforms into whatever the player that you just vanquished was playing as. You will be the same variant of the same class, with the same alternate abilities, and the same customizations, upgrades, and gestures. You will appear as friendly to all zombie players, and zombie AI will not attack you, but they will not heal you or boost you. However, zombie players can boost you and heal you. To plant players you will appear as an Imitater with a faint, transparent, featureless gray figure of whatever zombie that you are imitating, and plant AI will simply ignore you. You CANNOT be healed by any plants when you look like a zombie, and you will not auto heal. You will have the abilities of the zombie that you are impersonating, and the same weapon, as well as the max health that they would have. You can damage and vanquish other zombies, and they can do the same to you, but you will still appear friendly to any zombie (green aimer, green nametag of the player that you are impersonating). Your image will not flicker if you are damaged, but if you are vanquished in this mode, your fake zombie disguise will explode into grayish brown smoke, and the Imitater's corpse will be left lying on the ground. You also will not be stunned by any zombie ability. After 27 seconds, your zombie appearance will start to release puffs of brown smoke, and then after three more seconds, your disguise will burst into (brownish-gray smoke), and you will be an Imitater again, at your top health (100). If you vanquish a zombie with the abilities or weapon of the zombie that you are imitating, it will say your true Gamertag, and that they vanquished with the "Imitated ______ (name of the zombie ability or weapon that you vanquished them with)". The Imitation Beam has no cooldown, and can be used as frequently as you like.

Phew! Do you think you can make Snapdragon a class?