Bloontonium Reactor (BMC): Difference between revisions
Qwertyxp2000 (talk | contribs) You could also mention this mechanics distinction |
Qwertyxp2000 (talk | contribs) →Strategy: it's still more consistent decamo than its predecessor (submerge might miss camo pinks but reactor doesnt). No, Ballistic is not enough lead damage for monkey teams |
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==Strategy== | ==Strategy== | ||
Similar to its previous upgrade, the Bloontonium Reactor struggles to find a proper placement on many tracks due to lack of water placement. | Similar to its previous upgrade, the Bloontonium Reactor struggles to find a proper placement on many tracks due to lack of water placement. Despite its faster decamo and damaging pulses, it often doesn't fully pop Bloons stronger than a [[Pink Bloon (BMC)|Pink Bloon]] on most tracks. Even on its most optimal spots, it fails to pop [[Ceramic Bloon (BMC)|Ceramic Bloon]]s. As a result, this upgrade is difficult to justify using outside of [[Contested Territory (BMC)|Contested Territory]], or [[Monkey Teams (BMC)|Monkey Teams]] in Lead-deficient loadouts.<!--sub heli chipper, where chipper banned in lake, for instance, and pineapples are bad--> | ||
Due to the ability cooldown stacking bug, it can be used in CT on maps with a lot of water to reduce the cooldown of some [[First Strike Capability (BMC)|First Strike Capability]] subs to almost nothing, and deliver its massive damage missile multiple times per turn. Due to the limited amount of Subs per city, a ratio of about 1:2 First Strikes and Reactors should maximize the rate of abilities. | Due to the ability cooldown stacking bug, it can be used in CT on maps with a lot of water to reduce the cooldown of some [[First Strike Capability (BMC)|First Strike Capability]] subs to almost nothing, and deliver its massive damage missile multiple times per turn. Due to the limited amount of Subs per city, a ratio of about 1:2 First Strikes and Reactors should maximize the rate of abilities. | ||