Update history:Bloons TD Battles (mobile)/Version 4.3: Difference between revisions
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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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|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 | |||
}} | }} | ||
| Line 101: | Line 117: | ||
|changes 1 tiers=x4 | |changes 1 tiers=x4 | ||
|changes 1=*{{buff|Ability: damage increased|350|400}} | |changes 1=*{{buff|Ability: damage increased|350|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 | ||
| Line 125: | Line 139: | ||
|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 | |path 2 tier 1 cost before=900 | ||
|path | |path 2 tier 1 cost after=600 | ||
|path | |path 2 tier 3 cost before=4300 | ||
|path | |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. | ||