Update history:Bloons TD Battles (mobile)/Version 4.3: Difference between revisions

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Qwertyxp2000 (talk | contribs)
Unless I'm mistaken, it's a communitymade map by some winner of a map competition, watch some old ISAB videos for context
Pymonkibot (talk | contribs)
m Pymonkibot moved page Bloons TD Battles (mobile) v4.3 to Update history:Bloons TD Battles (mobile)/Version 4.3: Text replacement - "Bloons TD Battles \(mobile\) v(.*)" to "Update history:Bloons TD Battles (mobile)/Version $1"
 
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|version=4.3
|version=4.3
|changes 1 tiers=x1+
|changes 1 tiers=x1+
|changes 1=*{{buff|Fireball: explosion radius increased|60 units|72 units}}
|changes 1=*{{buff|Fireball attack: explosion radius increased|60 units|72 units}}
|quote 1=The Apprentice’s Fireball upgrade is really useful in earlier rounds (especially if your opponent is piling on the pressure with tightly-grouped eco bloons) but it currently gets overwhelmed a little faster than we’d like it to. Buffing the explosion radius should help with that.
|quote 1=The Apprentice’s Fireball upgrade is really useful in earlier rounds (especially if your opponent is piling on the pressure with tightly-grouped eco bloons) but it currently gets overwhelmed a little faster than we’d like it to. Buffing the explosion radius should help with that.
|quote 1 tiers=x1+
|quote 1 tiers=x1+
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|version=4.3
|version=4.3
|changes 1 tiers=3x;4x
|changes 1 tiers=3x;4x
|changes 1=*{{buff|Rotors: attack cooldown reduced|0.3s|0.2s}}
|changes 1=*{{buff|Rotors attack: cooldown reduced|0.3s|0.2s}}
|quote 1=Placing and upgrading a Heli-Pilot{{sic}} to its third tier isn’t cheap, so we think it should be a little more reliable when it comes to stopping lead bloons. Increasing the attack speed of Razor Rotors should help it achieve that.  
|quote 1=Placing and upgrading a Heli-Pilot{{sic}} to its third tier isn’t cheap, so we think it should be a little more reliable when it comes to stopping lead bloons. Increasing the attack speed of Razor Rotors should help it achieve that.  
|quote 1 tiers=3x;4x
|quote 1 tiers=3x;4x
}}
===[[Tack Shooter (Battles)|Tack Shooter]]===
{{BTDBM tower changes
|tower=Tack Shooter
|version=4.3
|path 2 tier 1 cost before=100
|path 2 tier 1 cost after=75
|path 2 tier 2 cost before=225
|path 2 tier 2 cost after=175
|path 2 tier 3 cost before=680
|path 2 tier 3 cost after=600
|path 2 tier 4 cost before=2700
|path 2 tier 4 cost after=2800
|quote 1=The Tack Shooter’s second upgrade path is rarely seen in arenas, especially in Ceramic Crucible and above. We’ve reduced the prices of the first three upgrades on that side to help make the tower more worthy of that valuable space in your loadout.
|quote 1 tiers=x1;x2;x3;x4
}}
}}


===[[Bloon send]]s===
===[[Bloon send]]s===
{{BTDBM changes|name=Bloon send|version=4.3|quote=In the 4.1 update, we reduced the eco penalty all the way from -$1000 to -$600. It seems that this change was perhaps a little too drastic and we’ve noticed that bloon eco is currently outweighing Banana Farm strategies, especially when you consider that eco players have a 4th attacking tower. Increasing the eco penalty of fast cooldown ZOMGs should help make both strategies just as viable as each other.|changes=
{{BTDBM changes|name=Bloon send|version=4.3|quote=In the 4.1 update, we reduced the eco penalty all the way from -$1000 to -$600. It seems that this change was perhaps a little too drastic and we’ve noticed that bloon eco is currently outweighing Banana Farm strategies, especially when you consider that eco players have a 4th attacking tower. Increasing the eco penalty of fast cooldown ZOMGs should help make both strategies just as viable as each other.|changes=*{{neutral|Grouped ZOMG: income penalty increased|-600|-900}}
*{{neutral|Grouped ZOMG: income penalty increased|-600|-900}}
}}
}}


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|changes 1 tiers=x4
|changes 1 tiers=x4
|changes 1=*{{buff|Ability: damage increased|350|400}}
|changes 1=*{{buff|Ability: damage increased|350|400}}
|path 2 tier 2 cost before=400
|path 2 tier 2 cost after=400
|quote 1=These changes are corrections to the ones which should have been made in the 4.3 upgrade. The Ace is now balanced as intended.
|quote 1=These changes are corrections to the ones which should have been made in the 4.3 upgrade. The Ace is now balanced as intended.
|quote 1 tiers=x2;x4
|quote 1 tiers=x2;x4
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|path 1 tier 2 cost before=1500
|path 1 tier 2 cost before=1500
|path 1 tier 2 cost after=1300
|path 1 tier 2 cost after=1300
|path 1 tier 1 cost before=900
|path 2 tier 1 cost before=900
|path 1 tier 1 cost after=600
|path 2 tier 1 cost after=600
|path 1 tier 3 cost before=4300
|path 2 tier 3 cost before=4300
|path 1 tier 3 cost after=4000
|path 2 tier 3 cost after=4000
|changes 1 tiers=x4
|changes 1 tiers=x4
|changes 1=*{{nerf|Ability: no longer stacks with itself}}
|changes 1=*{{nerf|Ability: no longer stacks with itself (affected towers only gain the buffs from one ability use at a time)}}
|quote 1=The Monkey Village rarely gets an outing in the higher arenas and we tend to only see it in certain Club rulesets. We've lowered a whole bunch of prices across the board to make it a little less of a commitment for players to place and upgrade. As well as that, the MIB ability has been changed so that it no longer stacks. We found that it was easy to exploit and simply too powerful!
|quote 1=The Monkey Village rarely gets an outing in the higher arenas and we tend to only see it in certain Club rulesets. We've lowered a whole bunch of prices across the board to make it a little less of a commitment for players to place and upgrade. As well as that, the MIB ability has been changed so that it no longer stacks. We found that it was easy to exploit and simply too powerful!
|quote 2=The Monkey Village rarely gets an outing in the higher arenas and we tend to only see it in certain Club rulesets. We've lowered a whole bunch of prices across the board to make it a little less of a commitment for players to place and upgrade.
|quote 2=The Monkey Village rarely gets an outing in the higher arenas and we tend to only see it in certain Club rulesets. We've lowered a whole bunch of prices across the board to make it a little less of a commitment for players to place and upgrade.

Latest revision as of 17:30, 21 April 2026

Version 4.3
Artwork representing version 4.3
Steam28 April 2017[1]

Version 4.3 is the third major update to the mobile version of Bloons TD Battles of 2017. It introduced the community-made map Wattle Resorts and the first wave of Tower Skins.

Changes

[edit | edit source]
At the same price as Triple Darts, the Spike-O-Pult was simply a much less powerful upgrade than its opposite number. We’ve increased its pierce by over 100% which should bring the two third tiers more on par with each other. The slight reduction in price to Triple Darts will hopefully make the decision on which upgrade path to take that little bit tougher!
— Update notes
Tiers Changes
3-X Spike-O-Pult
  • Buff Pierce increased ― 18 → 40
X-3 Triple Darts
  • Buff Upgrade cost reduced ― $500 → $475
The Apprentice’s Fireball upgrade is really useful in earlier rounds (especially if your opponent is piling on the pressure with tightly-grouped eco bloons) but it currently gets overwhelmed a little faster than we’d like it to. Buffing the explosion radius should help with that.
— Update notes
Tiers Changes
X-1 Fireball and further upgrades
  • Buff Fireball attack: explosion radius increased ― 60 units → 72 units
Much like the Ace, the good old Buccaneer hasn’t seen any balance changes for quite some time and still has relatively low use-rates. We’ve slightly reduced its base cost and taken quite a chunk off the Destroyer upgrade which should make it more viable in the early to mid-game.
— Update notes
Tiers Changes
0-0 base tower
  • Buff Cost reduced ― $525 → $450
3-X Destroyer
  • Buff Upgrade cost reduced ― $2,200 → $1,500
The poor Monkey Ace has been neglected in recent updates and we don’t see it flying around the battlefield as often as we’d like. We’ve reduced the prices of two of it’s more popular upgrades as well as bumped up the damage dealt by its activated ability. This will hopefully make it more useful in the later rounds when MOAB health starts to scale!
— Update notes
Tiers Changes
3-X Neva-Miss Targeting
  • Buff Upgrade cost reduced ― $2,200 → $1,800
4-X Spectre
  • Buff Upgrade cost reduced ― $18,000 → $17,000
Placing and upgrading a Heli-Pilot[sic] to its third tier isn’t cheap, so we think it should be a little more reliable when it comes to stopping lead bloons. Increasing the attack speed of Razor Rotors should help it achieve that.
— Update notes
Tiers Changes
3-X Razor Rotors
4-X Apache Dartship
  • Buff Rotors attack: cooldown reduced ― 0.3s → 0.2s
The Tack Shooter’s second upgrade path is rarely seen in arenas, especially in Ceramic Crucible and above. We’ve reduced the prices of the first three upgrades on that side to help make the tower more worthy of that valuable space in your loadout.
— Update notes
Tiers Changes
X-1 Extra Range Tacks
  • Buff Upgrade cost reduced ― $100 → $75
X-2 Super Range Tacks
  • Buff Upgrade cost reduced ― $225 → $175
X-3 Blade Shooter
  • Buff Upgrade cost reduced ― $680 → $600
X-4 Blade Maelstrom
  • Nerf Upgrade cost increased ― $2,700 → $2,800
In the 4.1 update, we reduced the eco penalty all the way from -$1000 to -$600. It seems that this change was perhaps a little too drastic and we’ve noticed that bloon eco is currently outweighing Banana Farm strategies, especially when you consider that eco players have a 4th attacking tower. Increasing the eco penalty of fast cooldown ZOMGs should help make both strategies just as viable as each other.
— Update notes
  • Neutral Grouped ZOMG: income penalty increased ― -600 → -900

Version 4.3.1

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Version 4.3.1 released on 30 May 2017.[2] It introduces even more balance changes and Tower Skins.

Other than to use the Blade Maelstrom ability, the Tack Shooter's second upgrade epath is rarely wandered down by Battles players. The feeling here is that the Tack Sprayer is, currently, more reliable than its opposite number, so we hope this increase in pierce will correct that and give players more of a choice when it comes to picking which path to take.
— Update notes
Tiers Changes
X-3 Blade Shooter
X-4 Blade Maelstrom
  • Buff Pierce increased ― 2 → 3
Tiers Changes
3-X Glaive Riccochet
4-X Glaive Lord
  • Nerf No longer spawns multiple ricocheting glaives if given a pierce buff (bug fix)
These changes are corrections to the ones which should have been made in the 4.3 upgrade. The Ace is now balanced as intended.
— Update notes
Tiers Changes
X-4 Ground Zero
  • Buff Ability: damage increased ― 350 → 400
Since the last round of balance changes, the Mortar has become much more popular recently and crept its way into the heart of the meta. Whilst we're currently quite happy with how it's balanced, the Big One upgrade is a little too powerful for the cost, so this increase will bring that more in line.
— Update notes
Tiers Changes
4-X The Big One
  • Nerf Upgrade cost increased ― $6,000 → $7,500
The Monkey Village rarely gets an outing in the higher arenas and we tend to only see it in certain Club rulesets. We've lowered a whole bunch of prices across the board to make it a little less of a commitment for players to place and upgrade. As well as that, the MIB ability has been changed so that it no longer stacks. We found that it was easy to exploit and simply too powerful!
— Update notes
Tiers Changes
0-0 base tower
  • Buff Cost reduced ― $1,500 → $1,250
2-X Jungle Drums
  • Buff Upgrade cost reduced ― $1,500 → $1,300
X-1 Monkey Fort
  • Buff Upgrade cost reduced ― $900 → $600
X-3 Monkey Intelligence Bureau
  • Buff Upgrade cost reduced ― $4,300 → $4,000
X-4 MIB Call To Arms
  • Nerf Ability: no longer stacks with itself (affected towers only gain the buffs from one ability use at a time)
We don't see the Dartling Gunner[sic] out on the battlefield as much as we'd like and this could be down to it's[sic] relatively expensive placement cost. We've lowered this slightly and increased the pierce of its Powerful Darts upgrade to hopefully make it a more worthwhile tower to include in your loadout.
— Update notes
Tiers Changes
0-0 base tower
  • Buff Cost reduced ― $950 → $850
X-1 Powerful Darts
X-2 Depleted Bloontonium
  • Buff Pierce increased ― 3 → 4
As it stands, the cooldown timer starts as soon as you tap the ability icon, meaning you're not required to wait the full period before using the ability again. This change corrects that and it now works as intended.
— Update notes
Tiers Changes
X-4 Support Chinook
  • Nerf Redeploy ability: cooldown now starts after selecting a tower instead of upon activation
Much like the Heli-Pilot,[sic] this change means that you'll now need to wait the full cooldown period before using the ability again.
— Update notes
Tiers Changes
X-4 Overclock
  • Nerf Ability: cooldown now starts after selecting a tower instead of upon activation
The COBRA has always been a popular tower, but we've seen an increase in use-rates over the past few weeks, with its Bloon Adjustment upgrade being an extremely popular win condition. This price bump should make it a little more difficult for players to spam 2-0 COBRAs. We've also increased the cost of the Misdirection upgrade to make stacking the ability a little more difficult.
— Update notes
Tiers Changes
2-X Bloon Adjustment
  • Nerf Upgrade cost increased ― $500 → $550
X-4 Misdirection
  • Nerf Upgrade cost increased ― $3,250 → $3,500
  • Players can now choose which badge to display on their profile

Bug fixes

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  • "Fixed an issue with getting opponents profile in the lobby"
  • "Fixed an issue where Clans could be created with names that could not be searched for"
  • "Fixed an issue where players could be temporarily removed from their Clan"
  • "Added Monkey Boost button to the Defensive mode income menu"
  • "Fixed an issue where owned decals could be hidden in the Store"

References

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