Smart Spikes (BTD6): Difference between revisions
→Strategy: reword. 1. It's confusing to write both "short term production" and "long periods". 2. i don't think it's easy to confuse Long Reach to make spikes carry over rounds ... nowhere in description is that claimed. 3. You can also roughly determine health of a pile with the other targetings, albeit slightly harder but is it worth the tradeoff? keeping it anyway |
→Strategy: removed repetition of game mechanics. probably write more use cases for the targetings. |
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Use cases for each [[targeting option]] are as follows: | Use cases for each [[targeting option]] are as follows: | ||
* Normal: Spikes are randomized thus losing consistency, but may be easier to determine the health of a stockpile. | * Normal: Spikes are randomized thus losing consistency, but may be easier to determine the health of a stockpile. | ||
* Close: Focusing | * Close: Focusing in one location manually. | ||
* Smart: | * Smart: Automatically switches between active lanes to target towards the exit(s). | ||
* Set Target: | * Set Target: Can be set onto an intersection. Can be placed off the track to specifically hit only MOAB-Class Bloons. Care should be taken when a temporary range buff (e.g. [[Berserker Brew (BTD6)|Berserker Brew]]) is active, as setting the Spike Factory's targeting too far may cancel its set targeting due to gaining only temporary range. | ||
* Automatic: Anti-stalling. It can also be used as a less micro-intensive option (compared to Set Target) to chase MOAB-Class Bloons. | * Automatic: Anti-stalling. It can also be used as a less micro-intensive option (compared to Set Target) to chase MOAB-Class Bloons. | ||