Strategy:Half Cash: Difference between revisions
adding Fighter Plane and Dart Storm. Because they are more efficient than Hydra Rocket/RS or Laser Cannon/ PA. |
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==Mid-game (rounds 41-70)== | ==Mid-game (rounds 41-70)== | ||
* The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54). Therefore, the defense is required to have both single-target and grouped-target popping powers. | * The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54, 57). Therefore, the defense is required to have both single-target and grouped-target popping powers. | ||
* As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game (and late-game), and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone and Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics and +1 Pierce at Level 8). | * As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game (and late-game), and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone and Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics and +1 Pierce at Level 8). | ||
* Berserker Brew and Stronger Stimulant are worth it in almost all cases for the most expensive and powerful towers in the mid-game. | * Berserker Brew and Stronger Stimulant are worth it in almost all cases for the most expensive and powerful towers in the mid-game. | ||
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==Late game (rounds 71+)== | ==Late game (rounds 71+)== | ||
* Carefully manage the abilities of towers/heroes, especially at the end of Rounds | * Carefully manage the abilities of towers/heroes, especially at the end of Rounds 74, 75, and 77. Dangerous rushes of Bloons/blimps occur at the start of the round after each of them. | ||
* The rounds after 64 and before 75 are relatively simple, so some light farming can be done in these rounds. | * The rounds after 64 and before 75 are relatively simple, so some light farming can be done in these rounds. | ||
* If not going for an expensive tower to carry the load for the remainder of the game, continue building the recommended late-mid-game towers listed in the section above. | * If not going for an expensive tower to carry the load for the remainder of the game, continue building the recommended late-mid-game towers listed in the section above. | ||