Smart Spikes (BTD6): Difference between revisions

→Strategy: reword. 1. It's confusing to write both "short term production" and "long periods". 2. i don't think it's easy to confuse Long Reach to make spikes carry over rounds ... nowhere in description is that claimed. 3. You can also roughly determine health of a pile with the other targetings, albeit slightly harder but is it worth the tradeoff? keeping it anyway
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'''Smart Spikes''' ('''Directed Spikes''' prior to {{BTD6 version|14.0}}) is the [[Spike Factory (BTD6)|Spike Factory]]'s path 3 tier 2 [[upgrade]] in ''[[Bloons TD 6]]''. It gains a [[tower buff]] at the start of each [[round]] that quadruples its [[attack speed]] for 3 seconds. If [[crosspath]]ed with [[Spike Storm (BTD6)|Spike Storm]] and [[Carpet of Spikes (BTD6)|Carpet of Spikes]], their abilities will only dispense spikes on paths that currently have Bloons on them, and their abilities will dispense more spikes if they're triggered while the buff is still active. The buff can be absorbed by [[Lych]]. The Spike Factory also gains four new [[targeting]] options in addition to the default random behavior, which is labeled as Normal in the options:
'''Smart Spikes''' ('''Directed Spikes''' prior to {{BTD6 version|14.0}}) is the [[Spike Factory (BTD6)|Spike Factory]]'s path 3 tier 2 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede" />This upgrade gains a [[tower buff]] at the start of each [[round]] that quadruples its [[attack speed]] for 3 seconds. If [[crosspath]]ed with [[Spike Storm (BTD6)|Spike Storm]] and [[Carpet of Spikes (BTD6)|Carpet of Spikes]], their abilities will only dispense spikes on paths that currently have Bloons on them, and their abilities will dispense more spikes if they're triggered while the buff is still active. The buff can be absorbed by [[Lych]]. The Spike Factory also gains four new [[targeting]] options in addition to the default random behavior, which is labeled as Normal in the options:
*Close — Dispenses spikes on the nearest section of track within range.
*Close — Dispenses spikes on the nearest section of track within range.
*Smart — Targets whichever track has the Bloons that are closest to reaching the exit (or has Bloons at all), and dispenses spikes on the point closest to the end of that track. If it cannot reach any paths that have Bloons on them, it will dispense spikes on the points closest to the ends of each track within its range, keeping their coverage roughly even.
*Smart — Targets whichever track has the Bloons that are closest to reaching the exit (or has Bloons at all), and dispenses spikes on the point closest to the end of that track. If it cannot reach any paths that have Bloons on them, it will dispense spikes on the points closest to the ends of each track within its range, keeping their coverage roughly even.
*Set Target — Dispenses spikes to any location within range, the target point can be selected by clicking the Set Target button on the tower's menu and it can be set outside the track.
*Set Target — Dispenses spikes to any location within range, the target point can be selected by clicking the Set Target button on the tower's menu and it can be set outside the track.
*Automatic — Changes behavior depending if there are Bloons in range, if there are, the Spike Factory will target its spikes towards the Bloon that is closest to the exit ("First" targeting). Otherwise it will drop the spikes in the closest point to the front of the track within range, also, if there is more than one track in range, the spikes will be divided in a similar way to the Smart targeting.
*Automatic — Changes behavior depending if there are Bloons in range, if there are, the Spike Factory will target its spikes towards the Bloon that is closest to the exit ("First" targeting). Otherwise it will drop the spikes in the closest point to the front of the track within range, also, if there is more than one track in range, the spikes will be divided in a similar way to the Smart targeting.<section end="lede" />


==Stats==
==Stats==
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Use cases for each [[targeting option]] are as follows:
Use cases for each [[targeting option]] are as follows:
* Normal: Spikes are randomized thus losing consistency, but may be easier to determine the health of a stockpile.
* Normal: Spikes are randomized thus losing consistency, but may be easier to determine the health of a stockpile.
* Close: Focusing near the Spike Factory without needing to modify a reticle (unlike Set Target).
* Close: Focusing in one location manually.
* Smart: Allows auto-switching between active lanes to target towards the exit(s).
* Smart: Automatically switches between active lanes to target towards the exit(s).
* Set Target: Allows for any specific location in range. Can be placed off the track to specifically hit only MOAB-Class Bloons, or to micromanage different locations of spikes. Care should be taken when a temporary range buff (e.g. [[Berserker Brew (BTD6)|Berserker Brew]]) is active, as setting the Spike Factory's targeting too far may cancel its set targeting due to gaining only temporary range.
* Set Target: Can be set onto an intersection. Can be placed off the track to specifically hit only MOAB-Class Bloons. Care should be taken when a temporary range buff (e.g. [[Berserker Brew (BTD6)|Berserker Brew]]) is active, as setting the Spike Factory's targeting too far may cancel its set targeting due to gaining only temporary range.
* Automatic: Anti-stalling. It can also be used as a less micro-intensive option (compared to Set Target) to chase MOAB-Class Bloons.
* Automatic: Anti-stalling. It can also be used as a less micro-intensive option (compared to Set Target) to chase MOAB-Class Bloons.