Echosense Network is the Mermonkey's path 3 tier 2 upgrade in Bloons TD 6. It provides a tower buff to all Mermonkeys with the Echosense Network upgrade and above (including itself) that increases their range by 10%. The buff stacks additively with other Mermonkeys with the Echosense upgrade up to 10 times, reaching +100% range at maximum.
The Mermonkey gains the Echosense Network buff to all x-x-2+ Mermonkeys, including itself, with this buff stacking up to 10 times. Note that all x-x-3+ automatically have at least one Echosense Network buff, and x-x-4 and x-x-5 both separately gain more base range.
This article or section is outdated and needs to be updated to reflect recent updates or newly available information. You can help out by editing this article. The editor who added this notice elaborates:v52.0 buffs to xx2 and v51.0 water placement buffs
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Table with range stuff? add tier, land, water. Also unsure how the tables should be formatted in a neat manner...
Echosense Network's range buff is insignificant if the stackable extra range isn't used, but with enough of Mermonkeys with this upgrade, the range bonus is significant. This matters more on maps that have range issues and no intrusive obstacles, such as Tricky Tracks.
The Final Harmonic benefits the most, since it needs to cover a wide amount of track to catch many BFBs and ZOMGs at once.
For the Abyss Dweller and above, this range bonus for the percentage pierce buff is only significant after about 3+ x-x-2's, which would be enough to reliably fit another small-to-medium tower within its range.
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While we’re not jumping into any full on balance changes, there’s a few corrections that we wanted to make for type-fixes and other intended play. — Update notes
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"Should no longer break when selling any of the first 5 placed"
Echosense Network hasn’t felt like it is doing all that it could, so we have increased the maximum number of stacks to raise the ceiling of use here as it is meant to be slow ramping with a high space & cost investment to build heavily into. — Update notes
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Overall cost reduced by $125 (due to cost changes for previous tiers)
Echosense: maximum stack count increased ― 5 → 10
Note: This means the maximum range buff has increased from +30% to +60%
Description changed ― "Increases range for all Echosense Mermonkeys. Stacks up to 5 times." → "Increases range for all Echosense Mermonkeys. Stacks up to 10 times."
Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero.
This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths. — Update notes
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Upgrade cost reduced ― $380 → $280
Overall cost reduced by $200 (due to cost changes for previous tiers)
Range bonus per stack increased ― +6% → +10%
Note: Maximum range bonus increased from +60% to +100%
Echosense's previous change was quite an overbuff and many players felt this invalidated the water placement bonuses so we are lowering this again but not all the way back. — Update notes
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Range bonus per stack reduced ― +10% → +7.5%
Note: Maximum range bonus decreased from +100% to +75%
Mermonkey ended up somewhat underrated and overbuffed, mid tiers for top and middle paths have really stood out here lately and need to be reigned back in line. — Update notes
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Overall cost increased by $25 (due to cost changes for previous tiers)
Splash: Radius reduced ― 6 units → 3 units
Note: Stacks with X-2-X Tidal Chill ― 9 units → 4.5 units