Sentry Expert (BTD6): Difference between revisions

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When an Engineer Monkey with Sentry Expert is about to deploy a Sentry, it determines the Sentry type using a system that evaluates the types of all Bloons and Sentries on the map at that moment, then assigns a score to each Sentry type based on that. Only the outer layers of Bloons are taken into consideration, and [[Camo Bloon (BTD6)|Camo Bloon]]s count even if the Engineer Monkey doesn't have [[Camo detection]], though it ignores Bloon types that aren't part of the default roundset (such as [[Boss Bloon]]s and ''[[Frontier Legends]]'' Bloons). Sentries placed by other Sentry Expert Engineer Monkeys affect its scores in the same way as its own Sentries. It calculates the score of each Sentry type in the following steps:
When an Engineer Monkey with Sentry Expert is about to deploy a Sentry, it determines the Sentry type using a system that evaluates the types of all Bloons and Sentries on the map at that moment, then assigns a score to each Sentry type based on that. Only the outer layers of Bloons are taken into consideration, and [[Camo Bloon (BTD6)|Camo Bloon]]s count even if the Engineer Monkey doesn't have [[Camo detection]], though it ignores Bloon types that aren't part of the default roundset (such as [[Boss Bloon]]s and ''[[Frontier Legends]]'' Bloons). Sentries placed by other Sentry Expert Engineer Monkeys affect its scores in the same way as its own Sentries. It calculates the score of each Sentry type in the following steps:


#The Sentry type's score changes based on the proportions of Bloons currently on the map (the percentage of Bloons of each type, not the actual amounts). This works by applying a multiplier (positive or negative, depending on the Sentry type) to the proportions of specific Bloon types, then adding those to its score modifiers.
#The Sentry type's score changes based on the proportions of Bloons currently on the map (the percentage of Bloons of each type out of the total number of Bloons). This works by applying a multiplier to the proportions of Bloon types, then adding those to its score modifiers. Each Sentry type has its own score multipliers for specific Bloon types, which can be positive or negative; it ignores Bloon types it doesn't have a multiplier for, but they still count towards the total number of Bloons when determining proportions.
#*For example, Boom Sentry applies 1× score to [[Lead Bloon (BTD6)|Lead Bloon]]s, -1× score to [[Black Bloon (BTD6)|Black Bloon]]s, and -0.5× score to [[MOAB (BTD6)|MOAB]]s; if there are 60 Lead Bloons, 20 Black Bloons, 20 MOABs, and no other Bloons of any type on-screen, Boom Sentry has +0.6 score from Lead Bloons, -0.2 score from Black Bloons, and -0.1 score from MOABs.
#*For example, Boom Sentry applies 1× score to [[Lead Bloon (BTD6)|Lead Bloon]]s, -1× score to [[Black Bloon (BTD6)|Black Bloon]]s, and -0.5× score to [[MOAB (BTD6)|MOAB]]s; if there are 60 Lead Bloons, 20 Black Bloons, 20 MOABs, and no other Bloons of any type on-screen, Boom Sentry has +0.6 score from Lead Bloons, -0.2 score from Black Bloons, and -0.1 score from MOABs.
#*In this scenario, if there are also 100 [[Purple Bloon (BTD6)|Purple Bloon]]s on-screen, it effectively halves all of these score modifiers, since half of the proportion of Bloons on the map are ones that don't affect the score of Boom Sentry.
#*In this scenario, if there are also 100 [[Purple Bloon (BTD6)|Purple Bloon]]s on-screen, it effectively halves all of these score modifiers, since half of the proportion of Bloons on the map are ones that don't affect the score of Boom Sentry.
#An extra score modifier applies if the Sentry type's special condition is met:
#Each Sentry type has a special condition that applies another score modifier if met:
#*Crushing Sentry: +1.5 if there are no Crushing Sentries and at least 15 Ceramics
#*Crushing Sentry: +1.5 if there are no Crushing Sentries and at least 15 Ceramics
#*Boom Sentry: +1.5 if there are fewer Boom Sentries than Cold Sentries and at least 20 Pinks
#*Boom Sentry: +1.5 if there are fewer Boom Sentries than Cold Sentries and at least 20 Pinks
#*Cold Sentry: +1.5 if there are fewer Cold Sentries than Boom Sentries and at least 20 Pinks
#*Cold Sentry: +1.5 if there are fewer Cold Sentries than Boom Sentries and at least 20 Pinks
#*Energy Sentry: -4 if there are no Crushing Sentries, no Cold Sentries, and at least 10 MOABs
#*Energy Sentry: -4 if there are no Crushing Sentries, no Cold Sentries, and at least 10 MOABs
#The base score becomes the average of all the Sentry type's score modifiers, not factoring in Bloons that don't have score multipliers for that Sentry, and only factoring in the special case if its conditions are met.
#The average of all the Sentry type's score modifiers up until this point becomes the base score.
#*For example, if the Boom Sentry's score modifiers are +0.6 from Leads, -0.2 from Blacks, -0.1 from MOABs, and +1.5 from its special condition, its base score is 0.6. Without the special condition, its base score is 0.1.
#*For example, if the Boom Sentry's score modifiers are +0.6 from Leads, -0.2 from Blacks, -0.1 from MOABs, and +1.5 from its special condition, its base score is 0.6. If the special condition is not met, its score modifier doesn't factor into the average, so the base score becomes 0.1 instead.
#Finally, the base score lowers by 1% per Sentry of that type that currently exists on the map. For example, if Boom Sentry has a base score of 0.6 and there are already three Boom Sentries on the map, its score becomes 0.582.
#Finally, the base score lowers by 1% per Sentry of that type that currently exists on the map. For example, if Boom Sentry has a base score of 0.6 and there are already three Boom Sentries on the map, its score becomes 0.582.


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===Takeaways===
===Takeaways===
*Crushing Sentry gains priority from Purples and Ceramics, and gains extra priority if there are no Crushing Sentries and at least 15 Ceramics.
*Each Sentry type bases its priority on the proportions of specific Bloon types that are on the map, and any other Bloon types only matter for the total number of Bloons.
*Boom Sentry gains priority from Leads, loses priority from Blacks and MOABs, and gains extra priority if there are less Boom Sentries than Cold Sentries and at least 20 Pinks.
**Crushing Sentry gains priority from Purples and Ceramics, and gains extra priority if there are no Crushing Sentries and at least 15 Ceramics.
*Cold Sentry gains priority from Pinks, Purples, and Ceramics, loses priority from Whites and Leads, and gains extra priority if there are less Cold Sentries than Boom Sentries and at least 20 Pinks.
**Boom Sentry gains priority from Leads, loses priority from Blacks and MOABs, and gains extra priority if there are fewer Boom Sentries than Cold Sentries and at least 20 Pinks.
**Effectively, if there are at least 20 Pinks and there aren't enough other Bloon types for other Sentry types to take priority, it attempts to balance the number of Boom Sentries and Cold Sentries evenly instead of going all-in on Cold Sentries.
**Cold Sentry gains priority from Pinks, Purples, and Ceramics, loses priority from Whites and Leads, and gains extra priority if there are fewer Cold Sentries than Boom Sentries and at least 20 Pinks.
*Energy Sentry gains priority from all MOAB-Class Bloons (including DDTs, even if it can't detect them), loses priority from Purples, and loses extra priority if there are at least 10 MOABs and no Crushing Sentries or Cold Sentries.
***Effectively, if there are at least 20 Pinks and there aren't enough other Bloon types for other Sentry types to take priority, it attempts to balance the number of Boom Sentries and Cold Sentries evenly instead of going all-in on Cold Sentries.
**Effectively, if there are at least 10 MOABs and not enough other Sentries to handle their Ceramic children, it pre-emptively de-prioritizes Energy Sentries until at least one Crushing Sentry and one Cold Sentry are up.
**Energy Sentry gains priority from all MOAB-Class Bloons (including DDTs, even if it can't detect them), loses priority from Purples, and loses extra priority if there are at least 10 MOABs and no Crushing Sentries or Cold Sentries.
*All Sentry types slightly lose priority relative to how many of them already exist on the map.
***Effectively, if there are at least 10 MOABs and not enough other Sentries to handle their Ceramic children, it pre-emptively de-prioritizes Energy Sentries until at least one Crushing Sentry and one Cold Sentry are up.
*If the highest score is tied, it prioritizes Crushing Sentry, Boom Sentry, Cold Sentry, or Energy Sentry, in that order.
*All Sentry types slightly lose priority based on how many of them already exist on the map.
**Because of this and the previous point, if there are no Bloons on-screen that can modify score, it cycles through each Sentry type in order.
**Because of this and that it prioritizes Crushing Sentry, Boom Sentry, Cold Sentry, or Energy Sentry, in that order, if there are no Bloons on-screen that can modify scores, it cycles through each Sentry type in order.


==Sentries==
==Sentries==