Bloons TD Battles 2: Difference between revisions
rewrote and expanded the gameplay section, and updated for 4.6 |
m round timer mechanics (i hope this wording isn't too confusing) |
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Before a match begins, the game selects a random [[map]] and each player selects their [[Hero]]. Each player has the option to reroll the map one time; if a map was selected on a previous roll, it cannot be re-rolled for that match again. Next, each player chooses three towers to add to their loadout. Once both players have created their loadout, the match begins. | Before a match begins, the game selects a random [[map]] and each player selects their [[Hero]]. Each player has the option to reroll the map one time; if a map was selected on a previous roll, it cannot be re-rolled for that match again. Next, each player chooses three towers to add to their loadout. Once both players have created their loadout, the match begins. | ||
When a match begins, there is a 6-second grace period for players to place towers before the first [[round]] starts. On each round, both sides spawn the same "natural Bloons", which are roughly equivalent to the even-numbered rounds | When a match begins, there is a 6-second grace period for players to place towers before the first [[round]] starts. On each round, both sides spawn the same "natural Bloons", which are roughly equivalent to the Bloons on the even-numbered rounds in ''Bloons TD 6''. Normally, the next round starts <math>8.5+(1.5\times\text{round})</math> seconds after all natural Bloons from the previous round have spawned, but if one player pops all natural Bloons, the delay is reduced to 4 seconds, and if both players pop all natural Bloons, the delay is reduced to 2 seconds (though the delay will be extended if the round lasts for less than the minimum of 5.5 seconds overall). As the rounds progress, the natural Bloons become stronger and both sides unlock stronger Bloon sends. Some rounds also unlock [[Bloon Mod]]s that can be applied to Bloon sends. There are multiple ways for the match to end: | ||
*The first player to run out of lives loses the match. | *The first player to run out of lives loses the match. | ||
**If both players run out of lives on the exact same [[frame]], the match ends in a "draw", but it is considered a loss for both players. | **If both players run out of lives on the exact same [[frame]], the match ends in a "draw", but it is considered a loss for both players. | ||