User:Bastion Horde/Sandbox: Difference between revisions

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[[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.  
[[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, 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.
Bloon Trap makes the Engineer create an on-track trap that can instakill up to 5 ceramics, or 6 with {{BTD6 mk|Big 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 (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]].
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.