Triple Guns (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
Like [[Airburst Darts (BTD6)|Airburst Darts]], Triple Darts is a versatile tower for the early-game to mid-game. Uncrosspathed, it is underperforms due to costing more per DPS than Airburst Darts<!--(325+450+1000+1100)/3 - (325+450+1000)/2 > 0, hence RHS is cheaper-->, but its space-saving aspect and greater efficiency when crosspathed make it remain worthwhile. Like Airburst Darts, Triple Guns benefits greatly from {{B|Berserker Brew|BTD6}} and buffing in general, thanks to its low pierce, 1 damage, and splitting darts. Spamming buffed Triple Guns is a strong choice for Least Cash ranked settings on Normal [[Boss Bloon]]s, especially [[Phayze]]. | |||
2-0-3 is the generally superior crosspath, especially for maps with alternating lanes, granting [[Advanced Intel (BTD6)|Intel]] that can also be used for {{B|Camo Bloon|BTD6}}s. In [[Sub Commander (BTD6)|Sub Commander]] armies, the 2-0-3 Triple Guns is ideal if long range is important, as this Sub crosspath maximizes the bonus damage and pierce from the Sub Commander for a relatively low cost. However, 0-3-2 {{B|Ballistic Missile|BTD6}} missiles are preferred on compact maps with all lanes intersecting, and upgrading to 2-0-4 {{B|Armor Piercing Darts|BTD6}} is recommended if space is limited. | |||
==Update history== | ==Update history== | ||