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    Tuesday, August 4, 2020

    Bloons TD 6 Daily Challenge - August 04, 2020

    Bloons TD 6 Daily Challenge - August 04, 2020


    Daily Challenge - August 04, 2020

    Posted: 04 Aug 2020 12:52 AM PDT

    Discussion about the today's daily challenge in Bloons TD 6.

    Please keep all discussion, question and strategies about the daily challenge and advanced challenge to this post to keep subreddit clutter low.

    Make sure to distinguish whether you are posting about the daily challenge or the advanced challenge clearly in your comment.

    Click here to see previous daily challenge posts

    Happy popping!

    submitted by /u/AutoModerator
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    How can a monkey use a computer? I'm gonna play devil's advocate and say that's literally impossible

    Posted: 03 Aug 2020 08:49 PM PDT

    TIL whoever named this skin needs a raise

    Posted: 04 Aug 2020 06:28 AM PDT

    Quincy's eyebrow gameplay

    Posted: 04 Aug 2020 07:39 AM PDT

    Give me money

    Posted: 04 Aug 2020 07:17 AM PDT

    This is not stonks at all

    Posted: 04 Aug 2020 07:22 AM PDT

    Bottom path exists and it is COmINg fOR YoU

    Posted: 03 Aug 2020 06:28 PM PDT

    How dare you. Ninja Kiwi

    Posted: 04 Aug 2020 07:27 AM PDT

    Disabling a certain MK

    Posted: 04 Aug 2020 04:54 AM PDT

    We should be able to disable certain MKs but not all of them. For example, if we wanted to use a bottom path druid strat, we should be able to strategically disable the free road spikes and mana shield. This could also be implemented in challenges, where some MKs are allowed but others are not. That would spice up gameplay.

    submitted by /u/EaterOfYourSOUL
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    ya know NK you could have just called it hot tacks

    Posted: 04 Aug 2020 05:26 AM PDT

    2mpc Archmage on spring spring!

    Posted: 04 Aug 2020 06:44 AM PDT

    I hope this is accurate

    Posted: 04 Aug 2020 08:54 AM PDT

    when you accidentally overclock a sentry

    Posted: 04 Aug 2020 06:12 AM PDT

    High Finance Half Cash without MK

    Posted: 04 Aug 2020 06:33 AM PDT

    Cargo CHIMPS With Sub-Commando and 28 Moab Maulers.

    Posted: 04 Aug 2020 07:22 AM PDT

    Gwen Burns down Obyns Home Trees

    Posted: 04 Aug 2020 08:38 AM PDT

    dame dame daneyo

    Posted: 04 Aug 2020 08:12 AM PDT

    Jason selling bananas

    Posted: 03 Aug 2020 07:05 PM PDT

    Striker Jones but he shoots sticks

    Posted: 04 Aug 2020 07:30 AM PDT

    The first time a 2/x/x sub shoots at camo bloons it does not hit them.

    Posted: 04 Aug 2020 01:36 AM PDT

    Thank you, Player 1, for convincing me to buy the “Why?!” emote.

    Posted: 03 Aug 2020 08:57 PM PDT

    Don't know why we have the bloon trending but go off America

    Posted: 04 Aug 2020 10:13 AM PDT

    So close yet so far

    Posted: 03 Aug 2020 07:24 PM PDT

    Benjamin Lemonade Stand Skin :D

    Posted: 03 Aug 2020 09:36 PM PDT

    I can't really draw up the concept for this but I feel like this is such a good idea :). Like he would start off with like just typical summer type clothing and maybe holding a pitcher of lemonade and a paper cup. As he progresses with levels his surroundings would improve, lets say he starts with a cardboard box or something as his stand, but then it develops, say through multiple stages until its a organized lemonade storefront. I know the lack of pictures doesn't do this idea justice but I just think its such a neat concept :D.

    submitted by /u/masterwean
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    Off-Meta Strategies #1: Comanche Commander

    Posted: 04 Aug 2020 02:03 AM PDT

    https://i.imgur.com/iKuhvdO.png

    This comprehensive guide is meant to give an overview on the optimal ways to properly use Comanche, the xx5 Heli. This upgrade in particular has a ton of historical baggage to it, often considered the tower whose viability has swung the most of any upgrade in the game. Post-nerfs it's been called one of the worst towers in the game despite undoubtedly being a usable fifth tier. Sadly, part of the reason for this is the fact that Apache Prime outclasses it in most aspects. While this is true, I still believe that Comanche's true value is significantly understated as a result of this perception. I hope this guide will help some players discover this fun tower's true potential.

    Stats

    • Mini Heli dart attack
      • 3 damage
      • 3 pierce
      • fires every 0.3 seconds
      • 3 projectiles (5 with 1xx)
      • sharp type (can't pop lead or frozen)
    • Mini Heli rocket attack
      • 2 damage
      • +2 ceramic/blimp damage
      • 100 pierce
      • fires every 3.0 seconds
      • explosive type (can't pop black)

    Balancing History

    • Version 1.0 - 2.0
      • Mini Helis from Comanche could not be buffed by Radar Scanner if placed in the wrong order. All other buffs were inherited properly.
    • Version 3.0 - 4.0
      • Mini Helis could inherit all buffs. However, the effect from all buffs was bugged to stack multiple times, making this Comanche arguably the strongest DPS tower in the history of the game.
    • Version 5.0
      • Buff stacking was patched for Alch only.
    • Version 6.0
      • Alch was nerfed globally, significantly hampering Comanche's viability when used normally as the main Heli could not sustain 100% uptime on 4xx Alch. However, a new technique involving lock-in-place targeting (first found here) helped restore almost all of its previous strength, leaving it the undisputed best tower in the game as almost every other contender had its Alch synergy nerfed to the ground.
    • Version 7.0
      • Comanche Defense's internal cooldown was reduced from 45 to 25 seconds. This arguably made #ouch CHIMPS possible.
    • Version 8.0 - 9.0
      • 3+xx Alch's buff was used up properly by each individual Heli, drastically reducing its uptime. However, the 2xx Alch buff was not fixed, meaning that much of Comanche's old strength persisted along with continued MIB redundancy when the lock-in-place technique was applied.
    • Version 10.0 - 11.0
      • 2xx Alch's buff was fixed to be used up properly as well. Comanche was now only barely viable.
    • Version 12.0 - 13.0
      • Mini Helis no longer could receive any benefit from Alch at all, or even the newly-added Overclock buff. In addition, buff stacking from all other sources (notably Pat, Call to Arms, and even Jungle Drums) was fixed. This along with the reintroduction of the 1.0 Radar Scanner bug left Comanche in its weakest state ever.
    • Version 14.0 - present
      • Radar Scanner bug fixed.

    Setup

    • Common to both map types:
      • Gwen near entrance to activate Heat it up as much as possible
      • Double discount Villages to offer both attack speed and camo detection
      • MOAB Glue and Press near entrance, Glue closer due to Press's increased range
      • Double Sabo for safety against r95
      • Shattering Shells aimed at entrance
    • Comanche setup template on land maps:
      • Three Darts to start
      • Ninja to cover as much track as possible
      • Alch initially buffs Ninja, but transitions to Sun Avatar as its main buff later
      • Spike Storm with Alch priority for r100 only
    • Comanche setup template on water maps:
      • Sub + Dart to start
      • Alch initially buffs Sub, but transitions to Sun Avatar as its main buff later
      • First Strike for r100

    Heroes

    • Gwen
      • Gwen at lvl17 specifically gives +1 pierce, +1 damage, and +1 lead damage as her buff. Mini Comanches have dozens of projectiles, but each one has both low pierce and damage. As a result, despite her buff generally being seen as weaker than Pat's when both are up, Gwen's extra pierce leaves Comanche buffed by her barely weaker in total DPS than when buffed by Pat. Her massive uptime when properly managed with lvl10 even allows for relatively trivial MIB skip for DDT rounds. As a result, she is by far the best hero to use with Comanche.
    • Pat
      • Pat offers a very large damage buff at lvl14 with a low uptime of about 22%. He's certainly the second best hero to run with Comanche but is several tiers lower than Gwen since his uptime is magnitudes lower than Gwen and his buff isn't much stronger.
    • Every other hero
      • Not worth mentioning. Stick to Gwen.

    Early-game

    The cheaper you make your early-game, the more Comanche benefits since you get the fifth tier earlier in the 80s. Assuming that you run Sun Avatar, Alch-buffed 201+ Super is oftentimes strong enough to mostly solo. As a result, it's possible to get away with even a 202 Sub for early-game if you're careful. Of course, on easier maps, it's absolutely viable to run the classic Bloonjitsu to effortlessly reach Sun Avatar. Note that in this build only one 4xx Alch should be run since it should be shared with the early-game tower and the Sun Avatar later. One relevant tech to keep in mind is that, with careful planning, placing your towers such that the Alch ends up closer to the Sun Avatar than the other tower will bolster your defense by granting Sun Avatar much higher uptime.

    Mid-game

    Sun Avatar (301+ Super) is the uncontested best tower to run for mid-game. In particular, it has great synergy with Gwen for dense ceramic rounds and, later on, helps shut down super ceramics that Comanche otherwise can struggle with. Its slow to DDTs cushions in complement with Comanche's built in MOAB Shove to further accommodate the MIB skip for r95 and r99. Comanche Defense of course is too weak to really contribute much however. Sun Avatar should always be discounted with at least one Village and preferably two. If running two Villages, make one of them 302 and the other 022 (or 032 if you're new to the concept of MIB skipping).

    Late-game

    Comanche's low but sustained DPS over time makes it especially reliant on powerful support, more-so than towers like Avatar of Wrath with huge burst potential.

    • MOAB Glue (01+3 Glue)
      • Cheap price tag, buys a ton of time against ZOMGs whose enormous RBE pools take Comanche a while to burn through. Set on Strong.
    • MOAB Press (024 Boomer)
      • Arguably the most potent support tower in the game in terms of raw performance. When combined with MOAB Glue (never run Press without Glue), even the densest rounds can be juggled around for eternity while Comanche slowly works its way through. Also highly effective against the ZOMGs in the BAD if First Strike can't be used. Set on Strong.
    • Shattering Shells (0+04 Mortar)
      • By far the best counter in the game against r98, also the most problematic round for Comanche. Fortified super ceramics at times can see indestructible to Comanche as they force the mini Helis to chase and lose pierce. Remember to micro it to defortify the r97 fZOMG children.
    • Bloon Sabotage (040 Ninja)
      • Facilitates the MIB skip by effectively shutting down all DDTs for a reasonable price tag. Can also be used for dense rounds if done carefully.
    • First Strike (040 Sub)
      • On any map with water, this tower should always be run. Comanche's low DPS will struggle to the ZOMG children on r100, especially if the BAD pops out of range of the rest of your support. First Strike when properly timed removes this weakness entirely.
    • Glue Storm (250 Glue)
      • Highly underrated yet highly effective pick for Comanche. It partially restores the effect of Alch with its near-permanent damage debuff. Importantly, both its main attack and its ability contribute significant super ceramic control, helping the mini Helis properly use up their pierce.
    submitted by /u/RandyZ524
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