User:Qwertyxp2000/Sandbox/Strategy sections for upgrades/BTD6: Difference between revisions

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===4-x-x===
===4-x-x===
===5-x-x===
===5-x-x===
At a total cost of $30,000 or less, the Blazing Sun serves a similar role to the 2-0-5 [[Elite Defender (BTD6)|Elite Defender]], lacking pierce with high attack speed and damage. Comparitively, it trades off unlimited range of a Sniper for more DPS and the capability to one-shot [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s before round 81, allowing the player to easily save up to an expensive tier 5. As a result, it excels at carrying the mid-game<!--2-0-5 edef can't just clean up--> and reaching higher rounds on maps that it fits on. However, it falls off starting from round 81, due to Super Ceramics blocking multiple shots. As such, cleanup towers should be used alongside it, such as [[Etienne (BTD6)|Etienne]] for the UCAV to assist with cleanup and grouped popping power, or [[The Bloon Solver (BTD6)|The Bloon Solver]] for its immense Ceramic Bloon stopping power. On later rounds, dense groups of blimps become a problem for The Blazing Sun, but it can provide solid supporting fire for rounds with high health single targets, such as 97 or 100.
The Blazing Sun is generally unreceptive to buffs from common support towers like [[Berserker Brew (BTD6)|Berserker Brew]], but more range effectively improves its speed due to the [[Quickdraw (BTD6)|Quickdraw]] upgrade, so a [[Primary Training (BTD6)|Primary Training]] can be considered. Additionally, its damage-over-time is high enough to consider pairing the upgrade with [[The Final Harmonic]] to amplify its effect and stall groups of BFBs. Like with all Desperados, [[Captain Churchill (BTD6)|Captain Churchill]] is a strong pick to cover its weaknesses.
Its best crosspath is 5-2-0, as a [[Bullseye (BTD6)|Bullseye]] critical hit directly multiplies its damage and the critical shot chances are much more common when one is already encouraged to place as far away from the track as possible. Speed buffs don't contribute much to the Blazing Sun's DPS,<!--fixed gun pewpew rate of 0.05s--> and neither [[Wanderer]] nor [[Nomad]] give enough attack speed combined to offer greater average DPS, even under perfect conditions.
===x-1-x===
===x-1-x===
===x-2-x===
===x-2-x===
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===x-5-x===
===x-5-x===
something long line slow, looks cool but sceramic struggle consistency, must targets be slow for effect is can.
===x-x-1===
===x-x-1===
===x-x-2===
===x-x-2===
Nomad's speed buff per nearby Bloon is small compared to top path benefits, and doesn't offset enough compared to [[Standoff]]'s penalty. It's still an okay upgrade if there's many bloons in range. The life loss trigger and its cash per leaked bloon can temporarily assist in DPS, but should never be entirely relied on for income since patching the ability to stack the cash generation of multiple Nomads.
done
===x-x-3===
===x-x-3===
For its price, Enforcer has decent amount of single-target and bloon control for its cost, and its multiple projectiles per shot make it a decent candidate with external buffs. However, it has low pierce without gaining pierce buffs. Unlike middle path, bottom path prefers gaining extra range to utilize its shotgun attack.
done


Both crosspaths are helpful. 2-0-3 is better for single-target, due to [[Quickdraw (BTD6)|Quickdraw]] and [[Standoff]], while 0-2-3 performs better for general damage via crits and naturally detects Camo.
===x-x-4===
===x-x-4===
A decent method of controlling blimps, and its many shrapnel makes it have great buffability with external buffs such as Alchemist. It's a great stepping stone to [[The Desert Phantom]]. The improved life loss trigger can be useful in case clumps of non-Ceramics leak, but should be a last resort and never for making income.


Due to [[Quickdraw (BTD6)|Quickdraw]] and [[Standoff]], the extra speed from 2-0-4 is more significant on single-target rounds. 0-2-4 is helpful for general damage via crits and for natural camo detection.


===x-x-5===
===x-x-5===