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    Bloons TD 6 Daily Challenge - April 12, 2021

    Bloons TD 6 Daily Challenge - April 12, 2021


    Daily Challenge - April 12, 2021

    Posted: 12 Apr 2021 01:00 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/BloonsBot
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    The great camo regrow red decided to end my CHIMPS run

    Posted: 12 Apr 2021 06:12 AM PDT

    Are YOU Making This Common Mistake? A Beginner's Guide to Tower Positioning in CHIMPS Mode

    Posted: 11 Apr 2021 04:44 PM PDT

    Cover image

    Bloons TD 6 is unique from other tower defense games in that you have a nearly unlimited number of locations for your towers. You aren't confined to a grid, but instead have every pixel as an option for placement. It's always great to have more options, but this also means more effort is needed to get rid of the bad options and find the good ones. This is not an easy skill for most new players.

    I'm here to help. In this guide, I will be discussing several important concepts about tower positioning, as well as reviewing some traps that new players fall into, so that you can train your intuition to find the best tower placements.

    Note that while this guide is geared for CHIMPS, it also applies to any other game mode. You can use this advice even if you aren't yet playing CHIMPS.

    If you don't want to read so much, there is a TL;DR at the end that gives a one-sentence summary of each section.

    The Litmus Test: Which Spot Is Better?

    First, take this quick test to assess your instincts. We're going to play a game of In the Loop on CHIMPS mode.

    The full In the Loop map, for reference.

    In this scenario, you are placing Dart Monkeys to get through the first few rounds of CHIMPS mode. Look at these two possible spots for darts--which one looks like a better spot to you? We'll call the first spot A and the second spot B.

    Spot A

    Spot B

    The way a player answers this question tells a lot about how much they know about the game. I think most players--perhaps you included--would quickly choose A. I mean, look at how the Dart Monkey perfectly maximizes its range on that curve! B, on the other hand, looks clumsy and silly. The Dart doesn't make use of all its range, and there are straight lines cutting through it; straight lines take a shorter time to traverse than curved lines. Spot A, easy choice. Right?

    Well, let's put it to the test. I recorded both spot A and spot B to show how they do against round 6, the first round of CHIMPS mode. Take a moment to watch both videos and see the results.

    How peculiar--against all intuition, it is actually B that does better than A. And in truth, despite A looking so good with its perfectly used range, B is the superior position and the correct answer for this question.

    If you took this litmus test and chose the wrong spot, don't feel bad. It makes sense, according to intuition, that you would think A is better than B. However, keep reading this guide. You will learn several factors that explain why B is the better position. With study and practice, you'll be able to rewire your intuition and become that much better at playing BTD6. Let's jump into it.

    Chances to Attack > Length of Track

    The first crucial concept is that the number of zones a tower sees is more important than the total track distance it sees. A zone is any length of track the tower sees, no matter how small, and zones should be separated by a large length of track outside of the tower's range. What does this look like? Well, recall spot B. It has two track zones, one at the very beginning and one at the very end. These zones are separated by the entire rest of the track.

    Spot B has two track zones--the first in green, the second in blue.

    This means the Dart gets two chances to attack. On the first pass, the Dart dishes out damage to bloons that enter. The Dart does not pop every bloon in its entirety, but it weakens the stronger, faster Blues and Greens into Reds. Then, the extra distance between each zone gives the Dart time to stop attacking so that it can then focus on the second pass. The Dart cleans up the various Reds and Blues that it left behind on the first pass, popping them into nothing.

    Spot A has only one big track zone.

    The big difference between B and A is that A consists of only one zone in which to attack. Yes, the zone spans a larger portion of the track, but that doesn't mean anything once the bloons inevitably fill the Dart's range. The Dart can only attack one bloon at a time, making the extra track coverage go to waste. And after the bloons escape the Dart's range, the Dart doesn't get a second chance to clean them up.

    This is a major reason why the best tower spots are often the ones that cover two or three zones of the track, even if these zones are very small. As a general rule, your zones should be larger at the back than at the front. The frontmost zones don't require much accuracy, since the tower only needs to fire into the crowd and hit something. But you'll want more track coverage on the back to ensure that you clean up 100% of the remaining bloons.

    A crucial Dart spot on Ravine, capable of hitting three different paths at once.

    As a side note, this concept still applies once you reach harder maps. Even though individual paths will stop overlapping, good practice is to find tower spots that cover multiple different paths. This way, the tower can help out with one path and then still have time to shift its attention to the other path, if need be. This especially applies if not all paths are active at the same time.

    Maximizing Pierce with Straight Lines

    Another concept, perhaps more important than the first, is the importance of maximizing every shot's pierce. Spot A is terrible for this. Since the darts are thrown perpendicular to the circle's perimeter, the dart rarely gets the chance to hit more than one bloon before exiting the circle. Spot B, being closer to the track, allows the darts to be thrown along a line and almost always hit two bloons per shot.

    Bazaar showcases the importance of making every shot count. Consider this Dart spot:

    https://preview.redd.it/k5927fjlqms61.jpg?width=449&format=pjpg&auto=webp&s=c404046c8ae1076687fc49b5323aaa3dd1fe32fa

    You might be thinking, why not just move the Dart to the right so that you aren't wasting all that range? Again, intuition dictates that this spot isn't optimal, but the facts don't lie--the Dart on the far left proves to be better than the Dart in the center. This is because the Dart, when set to Last, is more likely to shoot down a straight line and consistently hit two bloons instead of one. Take advantage of straight lines so that your towers can shoot down the line and hit multiple bloons along the way.

    Even expensive towers will often benefit from straight lines. For example, here's a great spot for a Crossbow Master or Churchill. It gets a straight line in the beginning when set to Last, and the path redoubles over this line so often that you'll get tons of collateral damage. 025 Elite Defender and any bottom path Sub also benefit from shooting into the crowd in a straight line to maximize sub-projectile pierce.

    https://preview.redd.it/34lh0otnqms61.jpg?width=608&format=pjpg&auto=webp&s=dad911d9af0c23b833d088d8fae4051dd9e62112

    Tack Positions: The "Kill Zone"

    Tack Shooters are different from most other towers, as they don't aim and don't hit down a straight line. Instead, they spray many projectiles in a radial burst. Now, for Darts, the center of a loop may not be so hot, but surely for Tacks it's a great idea. Let's test it out.

    Take a look at this map, Candy Falls.

    The full Candy Falls map, for reference.

    We're going to use a 205 Tack Zone to beat the later rounds in CHIMPS mode. (The Tack Zone rapidly fires volleys of 32 projectiles around itself. It's exactly what you'd expect from a Tack Shooter, but on a much larger scale.) This Tack Zone will be buffed by a 420 Alchemist, a 300 Village, a 040 Engineer, and Pat level 16. Where would you put it?

    You're probably foaming at the mouth just dying to place your Tack Zone smack dab in the middle of one of those two circular loops. This makes enough sense. We'll call this spot A.

    Spot A

    Now what do I think is the best Tack Zone spot on this map? I claim that I have a better spot than the one in the middle of the loop. This will be spot B.

    Spot B

    Wait, there? Has this guy lost his mind? This Tack spot is outside of the loop! How does it make any sense whatsoever?

    Time for another experiment. I ran several tests against round 98, the hardest round in the game, for each spot. Then I chose the run that performed the best out of them all. Here are the results for spot A and for spot B.

    Once again, the strange-looking B blows the intuitive A out of the water. Why is that? This is because of a weird quirk about the way Tack Shooters attack.

    Firstly, you may think that Tack Shooters fire out of the holes on their sides, the way one would expect them to. This is not actually the case; Ninja Kiwi simply made all tacks originate at the tower's midpoint. Secondly, the tilt due to the game's pseudo-3D means that the midpoint is slightly above the tower's hitbox. What this means is that wherever you place a Tack Shooter, its tacks will all originate slightly above where you placed it.

    The \"Kill Zone\" of this Tack Shooter, the origin point of all tacks, is located roughly in the green area.

    An incredible realization follows: If you place your Tack Shooter slightly below the track, all of its tacks will spawn right on top of bloons passing over it. This interaction, or what I refer to as the "Kill Zone," is what makes B so good; bloons pass over the kill zone twice. A, on the other hand, only takes advantage of the kill zone once.

    This same thing applies to using the Blade Maelstrom ability. If you want to eliminate ceramic waves on round 63, 76, 78, etc., you will pop many more bloons if your Tack is placed just below the track.

    Buffing the Correct Towers with Alchemist

    Alchemists buff the tower(s) closest to them first, so if there is a certain tower you want to be buffed the most, you can force it to happen with proper placement. Whatever towers you want to be buffed by Stronger Stimulant should be placed closest to the Alchemist.

    Despite there being so many towers in this Alchemist's range, you can see that the Avatar of Wrath receives the Stim buff first, indicated by the glowing aura at its feet. (The Acidic Mixture Dip is then applied to a random target.)

    A bit of an advanced trick is to save a space for the tower that you are going to main buff once you get it. Take the above image as an example. Using this defense, you would beat the early game with Obyn, the 402 Ninja, and the 401 Alchemist. You have to place the Alch first, but you can try to leave space between the Alch and the Ninja so that when you place the Druid, the Druid will now be the closest tower and therefore the one that receives the Stim buff first. This takes practice, but it is highly effective once you can master it.

    Unlike the main buff, Acidic Mixture Dip (AMD) targets a random tower. The only way to control where AMD goes is to keep other towers out of the Alchemist's range. If you are using a Permaspike, you will want to isolate your Alchemist from other towers so that it can focus its AMD solely on the Permaspike. This is important because AMD provides Permaspike's only lead popping power for DDTs. (It is not required to isolate Alch for Permaspike, but DDTs will be much more dangerous if you don't.)

    An isolated Alchemist applying its Stim buff and AMD solely on the Permaspike.

    Clump Towers in the Back

    As the game progresses, you will eventually build an entire defense. A key question, though, is where to put it all.

    Villages are very important towers for CHIMPS, as they give crucial buffs: attack speed, discounts, camo detection, DDT popping power, etc. You will generally want all towers in Village range, meaning that inevitably, your towers will be clumped into this range. Scattering your towers is generally not as good, since you don't get as much benefit out of your towers.

    Now, you can have some arrangement within this small area--for instance, your MOAB hitters and stalls can sit towards the front, and your ceramic stalls can sit towards the rear. But where on the map do you place your entire defense: towards the front, near the center, or towards the end?

    An example CHIMPS defense on Off the Coast. Clumping near the back makes for a much easier game than clumping near the front.

    Obviously, it depends on the map, but in most cases, your defense should be clumped either near the back of the track, or in a central location. DO NOT PUT YOUR DEFENSE AT THE VERY FRONT, unless it can also see the back. There are several reasons for this, and some of them relate to concepts discussed earlier in the guide.

    • Towers in a rear defense will be more concentrated at the exit, which means better cleanup.
    • A rear defense tends to fire attacks in lines towards the front, which can allow you to rack up collateral damage.
    • A front defense shooting towards the exit will often get blocked by other bloons pouring in at the same time, resulting in a failure to hit the first bloons. A rear defense hits the bloons in front first.
    • Blimps have larger hitboxes than ceramics, so towers in a rear defense will still be able to reach most blimps even if they are further away.
    • A rear defense has more time to recharge abilities before the bloons reach it.

    I set up a rudimentary Sub Commander defense on round 95. Take a look at the rear defense and notice how the Subs are able to clean up the entire round, though barely. Then shift over to the front defense and watch as an absolute disaster unfolds. Yes, the front defense is missing a 031 Ice, but that's not going to help against entire MOABs and DDTs that are cruising by the defense even while Brickell's Naval Tactics is active.

    Note that there are exceptions to this rule. The aforementioned Tack Zone, for instance, concentrates all of its firepower onto a single point, so you don't need to worry as much about moving it near the back. However, I would still suggest finding a spot that places its kill zone over ceramics while its other projectiles do damage to blimps.

    Two Halves of Symmetrical Maps--Is There a Difference?

    Haunted, Bazaar, and Pat's Pond are examples of maps that have reflectional or rotational symmetry. You may think it doesn't matter on which side you build your defense--for instance, the left side vs. the right side of Pat's Pond. This is not the case.

    Rounds 40, 60, 80, and 100 send a single MOAB, BFB, ZOMG, and BAD, respectively. This bloon will always emerge from the same path. If you don't know which path, take some time to go into Sandbox and find out. Whichever path this is, you should place your defense on the side that is further away from this path's entrance. For example: On Pat's Pond, the first MOAB emerges from the left path and exits at the right. You should place your defense on the right side. This applies the ideas about a rear defense, though they only come into play on these single-bloon rounds. Nonetheless, it's better than nothing.

    An example CHIMPS defense on Pat's Pond, set up on the opposite side from where rounds 40, 60, 80, and 100 emerge.

    Conclusion

    If you've read through even one of the sections in this guide, you've learned a crucial tip that will aid you greatly in your future gameplay. However, take note that this guide is not dogma. Although these concepts provide a solid foundation for your gameplay, there may be instances where these concepts do not fit perfectly in practice. Harder maps, especially experts, may need some weird placements in order to work, and that's something that you need to learn from experience.

    Thank you for taking the time to read.

    If you'd like to learn more valuable information about the game, feel free to check out my Beginner's Guide to Support Towers!

    TL;DR

    • Just because a tower can see more of the track does not mean the spot is better.
    • A good tower spot usually has two or more "zones" (separate sections of the track) that the tower can see.
    • Try to use the maximum pierce on every shot by aiming it down a line.
    • Place your Tack Shooters right up against the track, slightly below it.
    • If you want to buff a specific tower with Alchemist, place it either as close to the tower as possible or in such a way that it cannot reach any other tower.
    • Clump all your towers near the exit of the map.
    • If the map has two paths that are symmetrical to each other, place your defense such that it is near the exit of the path that sends rounds 40, 60, 80, and 100.

    Special Thanks

    My inspiration for this guide came primarily from an old video by Superjombombo and a Best Strategies video by Legendary Mop. I would also like to thank the various people on Discord and Reddit who offered me feedback and suggestions for this guide.

    submitted by /u/Me_Is_Smart
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    Ben players when everyone has donated money to purchase him but doesn’t donate back when others request to place their hero

    Posted: 12 Apr 2021 07:15 AM PDT

    Good Brothers (Gloo and Smolchemist)

    Posted: 12 Apr 2021 08:37 AM PDT

    My take on the Bloonchipper, plus a new map I made called Totem pole

    Posted: 12 Apr 2021 06:56 AM PDT

    Merge Highlights, Weeks 20-21

    Posted: 11 Apr 2021 12:39 PM PDT

    Monke-o-Pult

    Posted: 11 Apr 2021 06:26 PM PDT

    I got my mother to play bloons today. This was her defense.

    Posted: 11 Apr 2021 08:04 PM PDT

    i just had to be spittin

    Posted: 11 Apr 2021 02:52 PM PDT

    Same Energy

    Posted: 11 Apr 2021 08:56 PM PDT

    praise be the lord [oc]

    Posted: 12 Apr 2021 07:38 AM PDT

    The Biggest One Fan Club / Grenade Factory

    Posted: 12 Apr 2021 12:46 AM PDT

    Apache Dartship, ComCom and Flying Fortress out of Lego!

    Posted: 11 Apr 2021 08:59 AM PDT

    Legion of Alchemists vs B.A.D

    Posted: 12 Apr 2021 08:19 AM PDT

    Credit to mega man fan and death on discord

    Posted: 12 Apr 2021 04:19 AM PDT

    Team Bloons TD 62 (made by a friend)

    Posted: 11 Apr 2021 04:15 AM PDT

    Ezili art

    Posted: 11 Apr 2021 03:24 PM PDT

    Wow thanks

    Posted: 11 Apr 2021 07:37 PM PDT

    Throwback to when MOABs looked like this...

    Posted: 12 Apr 2021 08:30 AM PDT

    Zap zap (tower merge)

    Posted: 11 Apr 2021 12:53 PM PDT

    I realised that there is still no angry emote in co-op, so here's one. Useful when one of your teammates is doing P3 type stuff.

    Posted: 11 Apr 2021 07:48 PM PDT

    RAVINE CHIMPS BB COMPELETED JESUS CHRIST I HATE THIS MAP BY FAR THE HARDEST MAP IN THE GAMEP

    Posted: 11 Apr 2021 09:50 PM PDT

    Main Screen in MC. :)

    Posted: 11 Apr 2021 07:11 PM PDT

    All coop games

    Posted: 11 Apr 2021 04:33 AM PDT

    For god's sake please add a READY button in Coop

    Posted: 12 Apr 2021 12:12 AM PDT

    The amount of times player 4 quits because he doesn't like the chosen map is too damn high.

    submitted by /u/Sneezes
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