User:Bastion Horde/Sandbox: Difference between revisions

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Path 3 focuses on taking out Bloon rushes.
Path 3 focuses on taking out Bloon rushes.


Oversized Nails increase the pierce of all weapons, also allowing the Engineer and Sentries to pop frozen bloons. This allows a 1-0-1 Engineer to be a cheap option for very quickly detonating bloons frozen by Ice Shards, making the section of track that the Ice Monkey is covering very hazardous.
[[Oversize Nails (BTD6)|Oversize Nails]] increase the pierce of all weapons, also allowing the Engineer and Sentries to pop frozen bloons. This allows a 1-0-1 Engineer to be a cheap option for very quickly detonating bloons frozen by [[Ice Shards (BTD6)|Ice Shards]], making the section of track that the Ice Shards is covering very hazardous.


Pin allows the Engineer (and Sentries, if Sprockets is purchased) to stun below-ceramic bloons while still leaving them poppable to monkeys that can’t pop frozen bloons. It also makes Cleansing Foam, if purchased, temporarily slow down all non-blimps that pass through it to half-speed, allowing for more time for towers to eliminate rushes. Pin is counted as a stun, so towers that do more damage to stunned bloons, such as Flash Bomb Ninjas and Sauda, can be paired with Pin Engineers to further increase their potential.
[[Pin (BTD6)|Pin]] allows the Engineer (and Sentries, if Sprockets is purchased) to stun below-ceramic bloons while still leaving them poppable to monkeys that can’t pop frozen bloons. It also makes Cleansing Foam, if purchased, temporarily slow down all non-blimps that pass through it to half-speed, allowing for more time for towers to eliminate rushes. Pin is counted as a stun, so towers that do more damage to stunned bloons, such as [[Flash Bomb (BTD6)|Flash Bomb]] [[Ninja Monkey (BTD6)|Ninjas]] and [[Sauda (BTD6)|Sauda]], can be paired with Pin Engineers to further increase their potential.


Double Gun doubles the Engineer’s attack speed, and makes Sentries shoot two nails per shot instead of one, doubling their damage. This can carry the early game provided it has anti-lead and -camo support, and can more reliably bring bloon rushes to a halt.  
[[Double Gun (BTD6)|Double Gun]] doubles the Engineer’s attack speed, and makes Sentries shoot two nails per shot instead of one, doubling their damage. This can carry the early game provided it has anti-lead and -camo support, and can more reliably bring bloon rushes to a halt.  


Bloon Trap makes the Engineer create an on-track trap that can instakill up to 5 ceramics (6 with Bigger Traps MK), and collect double the money after it is full compared to what you would get for popping them normally. The value of this is heavily boosted when near Monkey Town/City Villages or when trapping bloons affected by a Rubber to Gold Alchemist. Banana Farmers can autocollect full traps, so if one is on screen, you can place the Engineer nearby if you don’t want to micromanage it. Otherwise, place it near the beginning of the track so that other monkeys don’t steal bloons that would otherwise feed income.
Bloon Trap makes the Engineer create an on-track trap that can instakill up to 5 ceramics, or 6 with {{BTD6 mk|Bigger Traps}}, and collect double the money after it is full compared to what you would get for popping them normally. The value of this is heavily boosted when near [[Monkey Town (BTD6)|Monkey Town]]/[[Monkey City (BTD6)|City]] Villages or when trapping bloons affected by a [[Rubber to Gold (BTD6)|Rubber to Gold]] [[Alchemist (BTD6)|Alchemist]]. [[Banana Farmer (BTD6)|Banana Farmers]] can autocollect full traps, so if one is on screen, you can place the Engineer nearby if you don’t want to micromanage it. Otherwise, place it near the beginning of the track so that other monkeys don’t steal bloons that would otherwise feed income.


XXXL Traps fulfill even more uses, instakilling up to a ZOMG (DDTs can only be trapped if visible), immensely increasing the number of bloons the trap can hold, and giving Triple the amount of cash compared to regularly popping it. While using it to get rid of slow-moving blimps is the most common use, it can also be used mid-to-late track to tank thick rushes that get through, having a comparable reliability of doing this to Perma Spike, as the spikes must be built up one at a time, while the trap can instantly be replaced to take on another rush.
XXXL Traps fulfill even more uses, instakilling up to a [[ZOMG (BTD6)|ZOMG]] (DDTs can only be trapped if visible), immensely increasing the number of bloons the trap can hold, and giving triple the amount of cash compared to regularly popping it. While using it to get rid of slow-moving blimps is the most common use, it can also be used mid-to-late track to tank thick rushes that get through, having an almost comparable reliability of doing this to [[Perma-Spike (BTD6)|Perma-Spike]].


Crosspathing generally depends on preference: Path 1 allows for quicker deployment of traps, but the Sentries may undermine the traps’ income generation by stealing pops. Path 2 is usually preferred thanks to the custom positioning of traps and ability to handle fortified rushes, but suffers against constant rushes due to being unable to replace the traps quickly enough.
Crosspathing generally depends on preference: Path 1 allows for quicker deployment of traps, but the Sentries may undermine the traps’ income generation by stealing pops. Path 2 is usually preferred thanks to the custom positioning of traps and ability to handle fortified rushes, but suffers against constant rushes due to being unable to replace the traps quickly enough.