FINE... I'll Use the Plank! | Brotato: Early Access

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Retromation

Retromation

Жыл бұрын

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Brotato is a top-down arena shooter roguelite where you play a potato wielding up to 6 weapons at a time to fight off hordes of aliens. Choose from a variety of traits and items to create unique builds and survive until help arrives.
The Let's Try series is a way to preview / review games in order to get my first impressions through the first moments of gameplay.
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A spaceship from Potato World crashes onto an alien planet. The sole survivor: Brotato, the only potato capable of handling 6 weapons at the same time. Waiting to be rescued by his mates, Brotato must survive in this hostile environment.
#Brotato #Part86

Пікірлер: 58
@dillon8124
@dillon8124 Жыл бұрын
plank should have a 100% chance to explode from the start or at least scale up to it, legendary plank having only a 40% chance to explode is criminal
@KatieGimple
@KatieGimple Жыл бұрын
100% chance to explode from beginning, 5% more damage scaling at base, an additional 5% when combining into legendary, a small attack speed buff, and an increase in explosion size might make it pretty good on artificer, and not suicide on other characters.
@colinmetzger6755
@colinmetzger6755 Жыл бұрын
It's interesting... to see the power fist pop up as an epic dealing 30% more damage than the plank, while attacking twice as fast and when only a third of the flat damage pickups apply to it is pretty damn telling.
@alexsawicki
@alexsawicki Жыл бұрын
When a weapon doesn't work well for the character that it works the best with... That weapon needs a *serious* buff and probably even redesign. Hot take: I think Plank needs a pretty massive attack speed buff... And, I think that it should get explosion size scaling; either as you upgrade it, or even using a stat to scale explosion size, like the Artificer's ability. I think this video pretty conclusively demonstrates that Plank is *by far* the worst weapon in the game.
@alexsawicki
@alexsawicki Жыл бұрын
@@MetalMockingjay I'm about 90% sure the melee attack of the plank, even when the explosions don't trigger, are still considered explosive damage. So, it has a flat 75% damage increase overall. From the character. And... Even in that case, there still really isn't another character that can use the weapon well. It needs the explosion size increase from the Artificer, and no other character really has any synergy with explosions. The Engineer can't really use the weapon... I mean... They could, but why? The Mage could scale it with elemental damage... But, I can't see that working any better then the Artificer. There's maybe something weird with the Gladiator? Maybe one of the economy characters like the Entrepreneur, Explorer, Lucky, Farmer or Mutant could make it work? But, at that point, it would just be the fact that economy effects are strong... And each of those characters would be better off with some other weapon. Also, that's kinda my point: From a design perspective, the Plank should be strongest on the Artificer. It's an explosive weapon that also scales with Elemental damage... *Exactly* the type of weapon that the Artificer wants to use. But, it's still not good.
@jordangerding4336
@jordangerding4336 Жыл бұрын
It feels like plank at the very least should have the elemental & engineering % ratios doubled to make those equal value stats compared to melee. It just feels bad focusing damage on and getting to the point where a legendary plank does as much damage as any other blue/rare weapon.
@theshadowswithin9896
@theshadowswithin9896 Жыл бұрын
Plank should have a special ability called splinter, where it has a chance to break off into smaller pieces that pierce and explode. Base could be 1 exploding splinter. Blue 2 exploding splinters. Purple 3 exploding splinters, and Red 4 exploding splinters. Kind of like cactus club, but with small explosions.
@Phriedah
@Phriedah Жыл бұрын
What you are talking about is the recursive cluster bomb tower from bloons TD6
@Clumbob
@Clumbob Жыл бұрын
My first plank run on the new patch was incredibly easy, but that largely came down to being lucky enough to find both the item that converts elemental damage to engineering and the legendary turret, which is explosive. That one turret accounted for half my damage.
@Retromation
@Retromation Жыл бұрын
To be fair, if the turret carried it is hardly anything plank helped with haha
@cyanideytandcuriousseadogg4160
@cyanideytandcuriousseadogg4160 Жыл бұрын
How I would buff plank: engineering damage 50% and melee and elemental scaling are now 100% +25% more damage and attack speed Explosion chance at each level goes up by 25% and starts at 25%
@jonathanblair5920
@jonathanblair5920 Жыл бұрын
It makes a lot more sense why the soldier/plank video broke you. Being new to the channel, I watched that one first. It is so weird seeing how bad plank is in this one even though you had 4 times more damage.
@drive_6665
@drive_6665 Жыл бұрын
On the bright side, maybe the dev will buff the plank now that Reto showed it again xD
@cyanideytandcuriousseadogg4160
@cyanideytandcuriousseadogg4160 Жыл бұрын
Plank would be more effective if the character threw the attached pipebomb.
@natanoj16
@natanoj16 Жыл бұрын
For these runs focused on a secondary attribute could you show the secondary attribute screen more often so we can follow the scaling of Explosion size and damage in this case?
@geraintdavid3014
@geraintdavid3014 Жыл бұрын
You can actually think of this as having less than 25% scaling by thinking of it like smg. Smg has low scaling aswell (although it is more) but is still a very strong item. Now imagine if smg got worse but having low melee dmg. Most times trade one damage for another and that's good because you just sack those stats since you aren't using them. But plank gets the downsides... Not great unless they add more items with cross scaling
@qazzzy121212
@qazzzy121212 Жыл бұрын
Nice run. Looking forward to the new changes to this weapon
@kidicoris9512
@kidicoris9512 Жыл бұрын
Yeah! Plank time! Make a boat and walk the plank Reto!
@robgamer3073
@robgamer3073 Жыл бұрын
Plank needs a buffed base explosion radius so it at least can go past its own melee hit on classes which arent artificer
@TCupGent
@TCupGent Жыл бұрын
This has me thinking a screwdriver artificer would be interesting
@colinmetzger6755
@colinmetzger6755 Жыл бұрын
A plank run into a mines (screwdriver) pivot if you find the book would be pretty sick.
@NatePrawdzik
@NatePrawdzik Жыл бұрын
I lost in round 20 with this build for about 8 hours straight, and then decided "never again". Slow AOE damage (in melee range) with an armor penalty means you have the wrong damage to kill the boss, and the wrong defensives to avoid the boss. It's just hopeless. On another note, Round 15+ I'll often lock handcuffs and buy them in round 19 for round 15 prices. It costs a slot, but the stats on it are often worth the tradeoff.
@fren111
@fren111 Жыл бұрын
I think plank can work in an elemental build, the explosion serving only to propagate damage
@zaclittlejohn2701
@zaclittlejohn2701 Жыл бұрын
The only thing worse than a plank is no weapon at all. And that's debatable because no weapon means you can more easily roll into non-plank weapons.
@adamr6621
@adamr6621 Жыл бұрын
Would an engineering build with the 12 weapon slot character work well?
@Retromation
@Retromation Жыл бұрын
It is fine, it is easy to think it would be good due to the damage down penalty but is largely bait. The character is just better if you take 12 normal weapons and stack damage %.
@strategieswithsasquatch
@strategieswithsasquatch Жыл бұрын
Thank you for turning the explosive flashes off
@BevinEG
@BevinEG Жыл бұрын
Plank 'em, John.
@gumbarius
@gumbarius Жыл бұрын
Plank should get rid of Engineering damage and ramp up the physical and elemental scaling a bit and also increase the chance for explosions to happen Or it should make it a purely melee weapon at base and make the explosions scale with either elemental, engineering or both seperately, especially with such a low explosion rate
@pauldaley7597
@pauldaley7597 Жыл бұрын
patato does all of them
@Teagrex
@Teagrex Жыл бұрын
Hey Retro! How do you have your weapons glowing like that in game? I've been playing it on Steam Deck and I haven't seen them do that. Thanks! :)
@DuckNatic
@DuckNatic Жыл бұрын
Its an in game setting. Cant remember what it is called
@Teagrex
@Teagrex Жыл бұрын
@@DuckNatic I actually decided to check the settings right after making this comment and I found it lol. I should’ve checked before making the comment for sure
@omnirico
@omnirico Жыл бұрын
Yay plank All hail plank!!
@DemonKing19951
@DemonKing19951 Жыл бұрын
I will admit, there's still a part of me that doesn't want to call plank 'bad' so much as a weapon that needs to be carried. Considering how easy melee damage and elemental damage are to stack to together, combined with the book, percentage damage, explosion damage, and explosion size it actually has some amazing scaling for damage with the right combination of items. Combine that with landmines, rip and tear, and high crit and you're looking at a weapon that's causing massive chain reactions throughout groups of enemies. It's just, it exists in the same library of weapons as the SMG, which is flatly just good from the start and gets better at rate that keeps you on top. To be it honestly feels like the only reason it's bad is because your really don't feel stronger than other weapons by the end of the game, and this is after spending all your cash to maximize this item's damage potential rather than actually get tankiness or any other fun options. Not to mention, by the time you have the cash to do all of this it's likely at the minimum wave 18 and you don't really have time to enjoy it. In that regard I think the honest to god greatest buff they do plank is to introduce a hunting trophy style item for explosive weapons, and make it so that way you're more likely to get if you have planks. That way you can get the build going a little faster and actually to enjoy popping off around wave 13-14 instead of only seeing the really fun stuff after you're 100% focused on killing the bosses.
@Retromation
@Retromation Жыл бұрын
In this game, if a weapon needs to be carried, it is bad. No other weapon truly needs to be carried in the same way. In a game of relativity, it is the only outlier.
@falverinscott
@falverinscott Жыл бұрын
Why does the plant scale off engineering anyways? when the screwdriver and wrench are obviously better weapons to take for engineering scaling builds anyways? Seems the plank would be better with even 30/30 scaling to start split between melee and elemental...
@deyrek
@deyrek Жыл бұрын
I’d rather have 6 epic screwdrivers. That’s 6 mines every 6 seconds. Way more value than the plank.
@OmegaZX-kd8sm
@OmegaZX-kd8sm Жыл бұрын
Maybe make plank's explosions make shrapnel thingies flew around and deal extra damage ? Dunno, he just sucks
@kristianpettersen3962
@kristianpettersen3962 Жыл бұрын
Trigonometry says you want more range.
@robertlinke2666
@robertlinke2666 Жыл бұрын
that would make the weapon even slower due to the cooldown mechanic of the game. the longer a melee weapon in in flight, the longer it takes to come back, the longer it takes for the cooldown to start, the longer it takes for you to make a second attack.
@Darnelj1
@Darnelj1 Жыл бұрын
Do it again!
@spooder__dooder
@spooder__dooder Жыл бұрын
Screwdriver artificer pog?
@SirScrewloose
@SirScrewloose Жыл бұрын
The screwdrivers themselves only do 1 damage though.
@maselox740
@maselox740 Жыл бұрын
Or plank just get 5%scaling on everythnikg on the start and 0.05s attack speed for every new tier and 5% more chanse of esploding from start.But I don't this is not enouch.
@GoesGoingToGoGo
@GoesGoingToGoGo Жыл бұрын
I’ve no clever comment, I just hate the plank
@dfunited1
@dfunited1 Жыл бұрын
Didn't Ed Edd and Eddy have a plank friend?
@NemoA90
@NemoA90 Жыл бұрын
plank is possibly the most well balanced item in the game. problem is that its not balanced for this game XD
@Retromation
@Retromation Жыл бұрын
lol
@deyrek
@deyrek Жыл бұрын
#redesignPlank
@ShinMajin
@ShinMajin Жыл бұрын
I don't understand...how does the Artificer still do damage at -100 damage?
@ZeroEdge69
@ZeroEdge69 Жыл бұрын
It's -100% damage with anything that does not have the "Explosive" tag (or mines and turrets, as they don't care bout % Damage). As long as the weapon is tagged "Explosive" (so Plank, Shredder, Rocket Launcher, Power Fist, Nuclear Launcher, Plasma Sledgehammer... and I think that is it?), they are technically at +75% Damage. And as a note, Shredder is absolutely the best starting weapon for Artificer: Explodes more frequently, is ranged (less danger with the poor Armour scaling), and scales well on a single stat.
@drduskbunny
@drduskbunny Жыл бұрын
Ed edd n eddy fans be like
@kidicoris9512
@kidicoris9512 Жыл бұрын
Scaling at wave 15.
@jackcristo1628
@jackcristo1628 Жыл бұрын
I agree plank is bad, but IMO the worst weapon is Hatchet. A laughable 5 base damage, shorter than short 125 range, and its apparent upside (low CD) is undermined by a long windup on its hits.
@Retromation
@Retromation Жыл бұрын
Counterpoint, 100% melee damage scaling. Hatchet isn't great, but it is infinitely more usable than plank.
@jackcristo1628
@jackcristo1628 Жыл бұрын
​@@Retromation I did some test runs and technically you are correct. The caveat is that a ridiculously small number of characters can start with Hatchet: Wildling, Multitasker, One-Armed, and Loud. Hatchet is a poor fit for Wildling and Multitasker because it is one of those weapons that doubles in base power with every tier. It's extra bad on Wildling where his -3 melee damage means Hatchet starts with a laughable 2 damage. This is a surmountable problem in theory, but it is a struggle to accomplish while getting the other stats that a 125 range melee character tends to need. I'm not even going to talk about One-Armed. I tried 3 runs: plank artificer, hatchet loud, and hatchet wildling. Of these, hatchet loud was the most pleasant and hatchet wildling was the least pleasant. So yes, hatchet is better in theory... but in practice, only if you're playing on Loud.
@jackcristo1628
@jackcristo1628 Жыл бұрын
@@Retromation So I've played a lot more Plank runs and Hatchet runs since this comment to try and get to the bottom of why Plank feels better than Hatchet to me. Here's some things I found: Plank functions kinda like Community Support in that it does a great job of scaling damage based on need. When you're against more enemies, you get more overlapping explosions, allowing you damage the same enemy potentially several times per weapon per swing. Additionally, against elites, with a little finesse you can have regular enemies running into range as you're attacking the elite to damage the elite with overlapping explosions, too. Because of these mechanics, you can avoid flat damage on Planks entirely, and you should, because it's terrible. Instead scale defenses, plank upgrades, explosion damage, attack speed, damage%, and you could even toss in crit. In the last 1/3 or so of a run, you can start tossing in some flat damage. I find this strat completely consistent and pretty comfy to play. Now for Hatchet, I've come across a couple more shortcomings that weren't obvious to me at first. For one, Hatchet is the *only* melee weapon to gain neither cooldown nor scaling per upgrade. It only gets flat damage. At Tier 2 it goes from 5 to 10, which hey, double damage right? But since Melee Damage can scale it, too, it really only like gaining 0.8 Melee Damage... which, uh, is questionable to ever be worth spending money on. Tier 3 goes from 10 to 20 for twice the money, so essentially the same. Tier 4 does finally gain a bit of a cooldown reduction, but you have to waste a bunch of money first to even get to that point. Secondly, Hatchet is the only swinging melee weapon besides Hammer with no special properties. The special properties of the other weapons tend to mask that swinging melee weapons are actually awful. They start out better than thrusting melee weapons, but once you have 6 of them, it's impossible to hit the same enemy with more than 4 swinging weapons at the same time. This results in miserable damage against elites, or in any case where all of the enemies are on one side of you, which also makes them bad any time you're attempting to play safe. This is all on top of Hatchet's low damage and uniquely low range (somehow even shorter range than unarmed!)
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