Double Gun (BTD6): Difference between revisions
Qwertyxp2000 (talk | contribs) →Strategy: some bits didn't make sense but i did some improvements i reckon |
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|52.1|section=y}} | |||
Double Gun's faster rate lets it reliably carry early-game on single-lane-per-round maps, holding into the 20s without issue due to the consistent stun and good pierce. This makes it useful for affording expensive early purchases like {{BTD6|Captain Churchill}}, but it falls off hard going into mid-game due to its weakness to Ceramics and its pierce becoming insufficient. | Double Gun's faster rate lets it reliably carry early-game on single-lane-per-round maps, holding into the 20s without issue due to the consistent stun and good pierce. This makes it useful for affording expensive early purchases like {{BTD6|Captain Churchill}}, but it falls off hard going into mid-game due to its weakness to Ceramics and its pierce becoming insufficient. | ||
0-0-3 is the best crosspath for early game saveup due to its low price. 2-0-3 gets the most damage output | 0-0-3 is the best crosspath for early game saveup due to its low price. 2-0-3 gets the most damage output, thanks to its double-shot sentries,<!--"when buffed" but what buffs?--> and the middle crosspath is more powerful for [[Bloon Trap (BTD6)|Bloon Trap]] and [[XXXL Trap (BTD6)|XXXL Trap]], but neither really matter for its main function. | ||
==Update history== | ==Update history== | ||