Mega Massive Munitions Factory: Difference between revisions

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Qwertyxp2000 (talk | contribs)
Strategy: thanks Jakkilip: https://www.reddit.com/r/btd6/comments/1td8lqe/freeplay_towers_performance_graphs_v54_226_tower/
 
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==Mechanics==
==Mechanics==
===Main attack===
===Main attack===
The Mega Massive Munitions Factory's main [[attack]] deploys giant spiked mines in its radius. Like [[Super Mines (BTD6)|Super Mines]], they generate small explosions each time a Bloon touches them, which deal extra damage to [[Fortified Bloon (BTD6)|Fortified Bloon]]s and [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s (but not [[Dreadbloon (BTD6)|Dreadbloon]]'s Ceramic Armor Shell). When they expire, by running out of [[pierce]], after 5 minutes, or after 5 [[round]]s (whichever comes first), they spawn a storm of 10 spike piles that each last for 9 to 11 seconds at random and can carry over one round. All [[projectile]]s deal [[Damage type|Normal-type]] [[damage]] and can hit [[Camo Bloon (BTD6)|Camo Bloon]]s. The mines, explosions, and spike piles all benefit from {{BTD6 mk|One More Spike}}, but not {{BTD6 mk|Very Shreddy}}.
{{screenshot needed|Munitions Factory with Giant Mines}}
The Mega Massive Munitions Factory's main [[attack]] deploys giant spike-storming mines in its radius. Like [[Super Mines (BTD6)|Super Mines]], they generate small explosions with 30 radius each time a Bloon touches them, which deal extra damage to [[Fortified Bloon (BTD6)|Fortified Bloon]]s and [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s (but not [[Dreadbloon (BTD6)|Dreadbloon]]'s Ceramic Armor Shell). When they expire, by running out of [[pierce]], after 5 minutes,<!--300s--> after 5 [[round]]s, or before a [[Boss Bloon]] starts spawning (whichever comes first), they spawn a storm of 10 spike piles that each last for 9 to 11 seconds at random and can carry over one round. All [[projectile]]s deal [[Damage type|Normal-type]] [[damage]] and can hit [[Camo Bloon (BTD6)|Camo Bloon]]s. The mines, explosions, and spike piles all benefit from {{BTD6 mk|One More Spike}}, but not {{BTD6 mk|Very Shreddy}}.


This attack has the same [[targeting option]]s as [[Smart Spikes (BTD6)|Smart Spikes]], except ordered Normal, Set Target, Automatic, and Close instead of Normal, Close, Smart, Set Target, and Automatic.
This attack has the same [[targeting option]]s as [[Smart Spikes (BTD6)|Smart Spikes]], except ordered Normal, Set Target, Automatic, and Close instead of Normal, Close, Smart, Set Target, and Automatic.
At Degree 1:
*The Giant Mine attack has a cooldown of 11 seconds.
*Each Giant Mine spike does 100 damage, +480 MOAB-class damage, and has 50 pierce.
*Each mini-explosion has does 120 damage, +240 Ceramic damage, +240 Fortified damage, and has 30 pierce.
*Each mini-spike does 40 damage, +100 MOAB-class damage, and has 10 pierce.


===Carpet of Spikes===
===Carpet of Spikes===
Immediately upon upgrading to a Mega Massive Munitions Factory (even before it finishes transforming), the Spike Factory creates a damaging area of effect around itself that works very similarly to the track vines from [[Spirit of the Forest (BTD6)|Spirit of the Forest]]. It grows in size at a rate of ~16.667 units per second (50 units every 3 seconds) and deals Normal-type damage to Bloons inside it, including Camo Bloons, every 0.5 seconds (regardless of attack speed modifiers). It visually creates purple spikes on the ground, but these are purely an indicator of the area's radius; it affects Bloons within the radius even while they are not on top of the spikes (i.e., displaced by [[blowback]]). It disappears immediately upon [[sell]]ing the tower.
Immediately upon upgrading to a Mega Massive Munitions Factory (even before it finishes transforming), the Spike Factory creates a damaging area of effect around itself that works very similarly to the track vines from [[Spirit of the Forest (BTD6)|Spirit of the Forest]]. It grows in size at a rate of ~16.667 units per second (50 units every 3 seconds) and deals Normal-type damage to Bloons inside it, including Camo Bloons, every 0.5 seconds (regardless of attack speed modifiers). It visually creates purple spikes on the ground, but these are purely an indicator of the area's radius; it affects Bloons within the radius even while they are not on top of the spikes (i.e. displaced by an effect such as [[blowback]]).<!--also bird grab and merm trance--> It disappears immediately upon [[sell]]ing the tower. These Carpet of Spikes deal extra damage to MOAB-class and Bosses.
 
At Degree 1:
*Carpet of Spikes deal 30 damage, +300 MOAB-class damage, and +800 Boss damage.
 
===Monkey Knowledge===
{{empty|section=y|Add all MK that apply (though other sections already have SOME mention of what MK applies and not)}}


==Abilities==
==Abilities==
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===Spikeageddon===
===Spikeageddon===
[[File:BTD6 SpikeFactory SpikeFactoryParagonSpikeageddonAA.png|50px|right]]
[[File:BTD6 SpikeFactory SpikeFactoryParagonSpikeageddonAA.png|50px|right]]
'''Spikeageddon'''<ref name="48.0 preview">{{cite|url=https://www.reddit.com/r/btd6/comments/1jllnb3/bloons_td_6_v480_update_preview/|title=Bloons TD 6 v48.0 - Update Preview!|publisher=Reddit|retrieved=27 mar 2025}}</ref> causes the Mega Massive Munitions Factory to launch land mines (resembling [[Perma-Spike (BTD6)|Perma-Spike]] spikes, but rounded and smaller) into the air that land on roughly equally spaced intervals across each path, starting at the exit and moving towards the entrance (reversed on [[Reverse (BTD6)|Reverse]] mode). It attempts to place up to 25 mines across each path and spread them at least 100 units apart from each other (before they are randomly spread by up to 15 units in either direction), but will place less than 25 mines if the track is not long enough.
'''Spikeageddon'''<ref name="48.0 preview">{{cite|url=https://www.reddit.com/r/btd6/comments/1jllnb3/bloons_td_6_v480_update_preview/|title=Bloons TD 6 v48.0 - Update Preview!|publisher=Reddit|retrieved=27 mar 2025}}</ref> causes the Mega Massive Munitions Factory to launch land mines (resembling [[Perma-Spike (BTD6)|Perma-Spike]] spikes every 0.6s, but rounded and smaller) into the air that land on roughly equally spaced intervals across each path, starting at the exit and moving towards the entrance (reversed on [[Reverse (BTD6)|Reverse]] mode). It attempts to place up to 25 mines across each path and spread them at least 60 units apart from each other (before they are randomly spread by up to 15 units in either direction), but will place fewer than 25 mines if the track is not long enough. The rate of making land mines is not affected by degrees or external speed buffs.


Each land mine explodes on contact with the first Bloon, after 6 minutes and 40 seconds, or after 5 rounds, whichever comes first. It generates an explosion and spawns three spikes (resembling [[Deadly Spikes (BTD6)|Deadly Spikes]]) that each last for up to 5 minutes or 5 rounds. The explosion and spikes both benefit from {{BTD6 mk|One More Spike}}, but not {{BTD6 mk|Very Shreddy}}.
Each land mine explodes on contact with the first Bloon, after 6 minutes and 40 seconds, or after 5 rounds, whichever comes first. It generates an explosion and spawns three spikes (resembling [[Deadly Spikes (BTD6)|Deadly Spikes]]) that each last for up to 5 minutes or 5 rounds. The explosion and spikes both benefit from {{BTD6 mk|One More Spike}}, but not {{BTD6 mk|Very Shreddy}}.


Activating the ability while there are still any mines on the screen from the previous activation (not counting spikes spawned from detonated mines) detonates all the mines instantly instead of spawning more mines. It has a base cooldown of 75 seconds.
Activating the ability while there are still any mines on the screen from the previous activation (not counting spikes spawned from detonated mines) detonates all the mines instantly instead of spawning more mines. It has a base cooldown of 75 seconds.
At Degree 1:
*Each mini-spike does 100 damage, +250 MOAB-class damage, +50 Fortified damage, and has 10 pierce.
*Each mini-explosion does 10,000 damage, +25,000 MOAB-class damage, +5,000 Fortified damage, and has 120 pierce.


==Stats==
==Stats==
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==Strategy==
==Strategy==
{{strategy needed|Possibility to discuss specific locations, paragon degree thresholds optimals, targeting options, and also when to buy it before bosses (like 4 rounds before, depending on T4 or T5 boss?), also how do you use each ability optimally}}
{{strategy needed|Possibility to discuss specific locations, optimal paragon degree thresholds , targeting options, and also when to buy it before bosses (like 4 rounds before, depending on T4 or T5 boss?), also how do you use each ability optimally? What about Iceagon strip Dreadbloon Support Category with timing?}}
{{BTD6 last updated|49.2|section=true}}
{{BTD6 last updated|52.1|section=true}}
Mega Munitions is one of the strongest Paragons if allowed to stockpile enough mines, though somewhat more map-dependent than [[Goliath Doomship]] due to reliance on placement. The main strength comes from the mines, which last many rounds, in addition to well-timed Spikeageddon abilities. The carpet can clear many weakened bloons without trouble. It is the best option for Timed Boss Events, as a stockpile can do immense damage in a very short time. Versus Bosses, its worst matchups are [[Vortex (BTD6)|Vortex]] and [[Phayze]], particularly the former which deletes stockpiles consistently,<!--you could use exit protection for mmmf, but dunno if it's the most viable way--> while its best matchup is [[Bloonarius (BTD6)|Bloonarius]].<!--lych eat spikeboost, dread support bug gone-->
Mega Munitions is one of the strongest Paragons if allowed to stockpile enough mines, though somewhat more map-dependent than [[Goliath Doomship]] due to reliance on placement. The main strength comes from the mines, which last many rounds, in addition to well-timed Spikeageddon abilities. The carpet can clear many weakened bloons without trouble. It is the best option for Timed Boss Events, as a stockpile can do immense damage in a very short time. Versus Bosses, its worst matchups are [[Vortex (BTD6)|Vortex]] and [[Phayze]], particularly the former which deletes stockpiles consistently,<!--you could use exit protection for mmmf, but dunno if it's the most viable way--> while its best matchup is [[Bloonarius (BTD6)|Bloonarius]].<!--lych eat spikeboost, dread support with iceagon?-->


High degrees should be a priority with Mega Munitions, due to its high damage potential from both its mines and abilities. Unlike most Paragons, flat pierce bonuses are very important for its DPS (every 10n+1 degrees increases flat pierce by 1), because each spike does high damage.
High degrees should be a priority with Mega Munitions, due to its high damage potential from both its mines and abilities. Unlike most Paragons, flat pierce bonuses are very important for its DPS (every 10n+1 degrees increases flat pierce by 1), because each spike does high damage.


For maximum pops, [[Super Mines (BTD6)|Super Mines]], [[Carpet of Spikes (BTD6)|Carpet of Spikes]], and [[Perma-Spike (BTD6)|Perma-Spike]] output the majority of pops, and ensure that all Spike Factories target all of the entrance(s) of the map so other towers don't steal pops.<!--That being said, it may be preferable to prioritize pops on other Paragons first, such as for [[XXXL Trap (BTD6)|]] into [[Master Builder]]--> For the cheapest T2 and T3 crosspaths for the most tiers, use 0-2-2 and 0-2-3,<!--well... 2-0-x same cost as 0-2-x--> and 4-2-0 for the most expensive. 2-4-0 can be kept if they've already got high pops versus a Boss and if planning to go for Mega Munitions with already high income generation.
For maximum pops, [[Super Mines (BTD6)|Super Mines]], [[Carpet of Spikes (BTD6)|Carpet of Spikes]], and [[Perma-Spike (BTD6)|Perma-Spike]] output the majority of pops, and ensure that all Spike Factories target all of the entrance(s) of the map so other towers don't steal pops. For the cheapest T2 and T3 crosspaths for the most tiers, use 0-2-2 and 0-2-3,<!--well... 2-0-x same cost as 0-2-x--> and 4-2-0 for the most expensive. 2-4-0 can be kept if they've already got high pops versus a Boss and if planning to go for Mega Munitions with already high income generation. Bear in mind that it may be preferable to prioritize pops on other Paragons first, such as for [[XXXL Trap (BTD6)|XXXL Trap]] into [[Master Builder]].


To set up maximum stockpiles, build it in advance so it has time to pile up spikes and charge the Spikeageddon ability. For Boss Events, buy it on Round 96<!--estimate; r99 way too short--> for T4, and Round 117 for T5. Use the Set Target priority to focus the mines on a specific region, as the other targeting priorities aren't as effective for stockpiling.
To set up maximum stockpiles, build it in advance so it has time to pile up spikes and charge the Spikeageddon ability. For Boss Events, buy it on Round 96<!--estimate; r99 way too short--> for T4, and Round 117 for T5. Use the Set Target priority to focus the mines on a specific region, as the other targeting priorities aren't as effective for stockpiling.


In Freeplay, the paragon should be placed at the back, as a full spike pile can tank even some of the fortified BADs of later rounds. However, the main strength comes from the Spikeaggeddon ability, which can turn the tide of rounds that would otherwise be very difficult to pass.
In Freeplay, this Paragon should be placed at the back, as a full spike pile can tank even some of the fortified BADs of later rounds. However, the main strength comes from the Spikeageddon ability, which can turn the tide of rounds that would otherwise be very difficult to pass. With all of the possible buffs on long maps such as [[Logs]], it is one of the highest DPS towers in the entire game, not including percentage damage such as [[Ascended Shadow]].


== Update history ==
== Update history ==
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==Gallery==
==Gallery==
===Screenshots===
===Screenshots===
{{screenshot needed}}
{{screenshot needed|
*Spikeagon degrees
*Controlled Burst ability activated with the GIF animation of attacking faster compared to normal
*Spikeageddon ability video on a long map, then a video on a short map, and then a video for a map with multiple lanes (try Cubism, Blons, and Ouch)
*Exploding mini-spikes produced
*Carpet of Spikes chipping blimps and Fortified Super Ceramics}}


===Assets===
===Assets===
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==Trivia==
==Trivia==
*Before the Mega Massive Munitions Factory was revealed, the update notes for {{BTD6 version|46.0}} contained a joke change saying "xx6 Alwaysspike doesn't exist".<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=29 mar 2025}}</ref>
*Before the Mega Massive Munitions Factory was revealed, the update notes for {{BTD6 version|46.0}} contained a joke change saying "xx6 Alwaysspike doesn't exist".<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=29 mar 2025}}</ref>
*Internally, the main attack's explosions are supposed to deal +240 damage to [[MOAB-Class Bloon]]s, but due to an error, it only applies this to Bloons with the ID <code>MOAB</code>, which does nothing (MOAB-Class Bloons have the tag <code>Moabs</code> and the [[MOAB (BTD6)|MOAB]] has the ID <code>Moab</code>, both with different capitalization). This amount was buffed in {{BTD6 version|50.0}} from +140 to +240, even though it continues to do nothing.
*Internally, before Version 52.0, the main attack's explosions are supposed to deal +480 damage to [[MOAB-Class Bloon]]s, but due to an error, it only applies this to Bloons with the ID <code>MOAB</code>, which does nothing (MOAB-Class Bloons have the tag <code>Moabs</code> and the [[MOAB (BTD6)|MOAB]] has the ID <code>Moab</code>, both with different capitalization). This amount was buffed in {{BTD6 version|50.0}} from +140 to +240 and again in {{BTD6 version|51.0}} to +480, even though it continued to do nothing. This has now been patched.


==In other languages==
==In other languages==