Projectile: Difference between revisions
Created page with "==Projectile mechanics== ===Radius=== '''Projectile radius''' determines the size of a projectile's hitbox. If a projectile has a radius of 0, it can only collide with Bloons if its center-point overlaps the Bloon. Some text, particularly upgrade descriptions, refers to the radius of certain projectiles as the "'''blast radius'''", especially for explosions. This refers to the same thing as projectile radius, though explosions and splashes typically have very large radi..." |
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{{stub|This is generally very short for how many different mechanics projectiles have, and doesn't cover things like how they interact with line of sight blockers, how they can't rehit Bloons normally, how projectile count and spread works, etc}} | |||
{{lede image|BTD6 quincy shooting arrows.png|size=200px|[[Quincy (BTD6)|Quincy]] in ''[[Bloons TD 6]]'' firing an arrow projectile}} | |||
A '''projectile''' is a type of object created by an action from another entity in the {{series|Bloons TD}}, {{series|Bloons Supermonkey}}, and ''[[Bloons Pop!]]''. They are typically created by [[attack]]s, by other projectiles, or, in ''Bloons TD'', [[Activated Ability|Activated Abilities]], though they can also be created by other game mechanics. Most projectiles are weapons that inflict some kind of effect on [[Bloon]]s on contact, such as dealing [[damage]] or inflicting a debuff, but they have a wide range of mechanics and uses and are not always used as such. Depending on the game, [[area of effect|areas of effect]], [[collectable]]s, and objects placed on the track are also considered projectiles. | |||
==Projectile mechanics== | ==Projectile mechanics== | ||
===Radius=== | ===Radius=== | ||
''' | The '''radius''' of a projectile determines the size of its collision detection area. If a projectile has a radius of 0, it can only collide with Bloons if its center-point overlaps the Bloon. In the Flash games prior to ''[[Bloons TD 5]]'', each projectile had an invisible shape attached to it (internally referred to as a <code>hitbit</code>) that determined its collision detection instead of a radius. | ||
Some text, particularly upgrade descriptions, refers to the radius of certain projectiles as the "'''blast radius'''", especially for explosions. This refers to the same | Some text, particularly upgrade descriptions, refers to the radius of certain projectiles as the "'''blast radius'''", especially for explosions. This refers to the same mechanic as projectile radius, though explosions and other areas of effect typically have very large radii relative to other projectiles. | ||
===Lifespan=== | |||
The '''lifespan''' of a projectile determines how long it lasts before expiring on its own. Usually, projectiles have a lifespan of less than a second, limiting the distance they can travel (often only slightly more than the attacking tower's [[range]]). Some projectiles have very long lifespans, such as the projectiles placed on the track by [[Spike Factory|Spike Factories]] or shot by [[Spike-o-pult]]s, and others have very short lifespans, such as most explosions. | |||
===Speed=== | ===Speed=== | ||
''' | The '''speed''' of a moving projectile is how fast it travels through the air. Along with lifespan, this determines the overall distance that moving projectiles can travel before expiring. Stationary projectiles, such as explosions or those placed on the track, do not have a speed stat. | ||
===Pierce=== | |||
{{main|Pierce}} | |||
Pierce is the number of [[Bloon]]s a single projectile is able to collide with. Typically, a projectile consumes one pierce per collision and expires upon consuming all pierce, though some projectiles consume additional pierce (typically when colliding with specific Bloon types). Some projectiles do not expire upon running out of pierce, but they cannot collide with any more Bloons if their pierce is exhausted. | |||
=== | ===Damage=== | ||
{{main|Damage}} | |||
Many projectiles deal damage to Bloons that they collide with. Some projectiles deal additional damage to Bloons under certain conditions, such as if the projectile deals extra damage to [[MOAB-Class Bloon]]s. Some Bloons are immune to projectiles with certain [[damage type]]s, such as [[Lead Bloon]]s being immune to projectiles that deal sharp-type damage. Most projectiles expire instantly upon colliding with a Bloon that is immune to it. | |||
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[[Category:Game mechanics in BTD4]][[Category:Game mechanics in BTD5]][[Category:Game mechanics in BTD6]][[Category:Game mechanics in Battles]][[Category:Game mechanics in Battles 2]][[Category:Game mechanics in BMC]][[Category:Game mechanics in BATTD]][[Category:Bloons Super Monkey]][[Category:Game mechanics in BSM2]][[Category:Game mechanics in Bloons Pop!]] | |||
Revision as of 05:07, 28 March 2025
| This article is a stub. You can help out by expanding it. The editor who added this notice elaborates: This is generally very short for how many different mechanics projectiles have, and doesn't cover things like how they interact with line of sight blockers, how they can't rehit Bloons normally, how projectile count and spread works, etc |

A projectile is a type of object created by an action from another entity in the Bloons TD series, Bloons Supermonkey series, and Bloons Pop!. They are typically created by attacks, by other projectiles, or, in Bloons TD, Activated Abilities, though they can also be created by other game mechanics. Most projectiles are weapons that inflict some kind of effect on Bloons on contact, such as dealing damage or inflicting a debuff, but they have a wide range of mechanics and uses and are not always used as such. Depending on the game, areas of effect, collectables, and objects placed on the track are also considered projectiles.
Projectile mechanics
Radius
The radius of a projectile determines the size of its collision detection area. If a projectile has a radius of 0, it can only collide with Bloons if its center-point overlaps the Bloon. In the Flash games prior to Bloons TD 5, each projectile had an invisible shape attached to it (internally referred to as a hitbit) that determined its collision detection instead of a radius.
Some text, particularly upgrade descriptions, refers to the radius of certain projectiles as the "blast radius", especially for explosions. This refers to the same mechanic as projectile radius, though explosions and other areas of effect typically have very large radii relative to other projectiles.
Lifespan
The lifespan of a projectile determines how long it lasts before expiring on its own. Usually, projectiles have a lifespan of less than a second, limiting the distance they can travel (often only slightly more than the attacking tower's range). Some projectiles have very long lifespans, such as the projectiles placed on the track by Spike Factories or shot by Spike-o-pults, and others have very short lifespans, such as most explosions.
Speed
The speed of a moving projectile is how fast it travels through the air. Along with lifespan, this determines the overall distance that moving projectiles can travel before expiring. Stationary projectiles, such as explosions or those placed on the track, do not have a speed stat.
Pierce
Pierce is the number of Bloons a single projectile is able to collide with. Typically, a projectile consumes one pierce per collision and expires upon consuming all pierce, though some projectiles consume additional pierce (typically when colliding with specific Bloon types). Some projectiles do not expire upon running out of pierce, but they cannot collide with any more Bloons if their pierce is exhausted.
Damage
Many projectiles deal damage to Bloons that they collide with. Some projectiles deal additional damage to Bloons under certain conditions, such as if the projectile deals extra damage to MOAB-Class Bloons. Some Bloons are immune to projectiles with certain damage types, such as Lead Bloons being immune to projectiles that deal sharp-type damage. Most projectiles expire instantly upon colliding with a Bloon that is immune to it.
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