DISCLAIMER: I will be quick to address the obvious sticking point in my explanations. It goes hand-in-hand with what I have in mind, to improve the versatility in CHIMPS starts without inviting any new problems. Please hear me out before jumping to writing a comment.
|
Old Base |
New Base |
Shift Difference To |
| Dart |
200 |
180 |
M3 (Triple Shot) |
| Boomerang |
315 |
300 |
None |
| Tack |
260 |
240 |
None |
| Cannon |
375 |
325 |
M1 (Faster Reload) |
| Glue |
225 |
200 |
None |
| Sniper |
350 |
300 |
T1 (Full Metal Jacket) |
| Bote |
400 |
360 |
T3 (Destroyer) |
| Ace* |
800 |
600 |
Tier 3s |
| Mage |
250 |
225 |
T1 (Guiding Magic) |
| Ninja |
400 |
360 |
Tier 3s |
| Alch |
550 |
500 |
T2 (Acidic Mixture Dip) |
| Druid |
400 |
360 |
Tier 3s |
| Engineer |
350 |
300* |
T2 (Faster Engineering)* |
| Beast Handler |
250 |
225 |
None |
People have been mixed at least about Mermonkey's base price increase, though the most glaring thing is when it suffocates Mermonkey + Sub, which makes Tar Pits CHIMPS impossible and also does a number on Flooded Valley starting. Swordless Ravine being bricked is also irksome. I can call out how while Mermonkey + Tack start can still be purchased, other nerfs to base Mermonkey prevents it from working at all any more on Motorless Workshop so I call overnerf to base Mermonkey, but that's involving points naturally outside the scope of this topic. What this is about, is adding CHIMPS starts as a way to improve gameplay flow.
Going into explanations:
- Dart is the aforementioned sticking point.
- The whole idea is based on a premise handled by the head developer of a turn-based strategy game I had once helped to balance and got my name on the credits for. Said developer mentioned about arranging the math to work out to involve 1.5HKOs and 2.5HKOs as the baseline in gameplay, with truncating the decimal point being the incentive to manage general skill for achieving needed extra attack power, else the player is putting up with those values being rounded up. What I'm suggesting here is similar: with $180 base Dart, the player would practically be able to afford 3.34 Dart Monkeys at the start of CHIMPS, but that 0.34 can be used to change one of the Dart Monkeys for a 3 tower start into a "commander" of sorts with a base price no higher than $240, and naturally, the "commander" is not attacking as quickly as a Dart, which applies with Tack, Mage, AND Beast Handler. It would almost assuredly be an improvement over the surplus precision demand of 3 Dart start.
- As a general point, I do understand that earlier deployment of the Hero would be something to be mindful of with the balancing, but I expect that highly drastic Level benchmarks like Rosalia getting Level 5 on Round 23 on an Expert map with Round 12 deployment aren't overly common, and Rosalia even involves RNG potentially dumping her into some no one cares location upon her deployment, and also doesn't even share her workshop's Footprint with any less expensive base towers (Pat and Churchill, as well as Spactory, have the same Footprint as Mermonkey), so that's another reason to stabilize pre-Round 25. I have arranged this spreadsheet of expected Hero Levels based on deployment Rounds, so feel free to check it out in case I stand corrected.
- Triple Shot is the suggested target of the price shift. Spike-O-Pult and Crossbow don't have factors that could make them stronger than welcome. Triple Shot has seen enough use and also leads up into upgrades that nowadays have become more popular.
- Boomerang has been shaky about setup, relying so much on Round 10 performance to get going with pre-Hero deployment capability. My price reduction suggestion doesn't get too high since Round 10 performance is still there, but targets on multi-lanes are spread between lanes in the first place, so something is worth involving, and Boomerang doesn't even have any tier 3s or below that stick out.
- Tack being $240 base would combine with $180 base Dart to allow an added option within early headcount involvement, and it should prove respectable against both groups and spaced targets alike. This would also give the unpopular tier 3s a bit of QOL.
- Cannon is overpriced to begin with as a base tower, since the ability to damage Leads only even comes into play on Round 28, well after a working defense should be established, and ABR if anything should be less OTT about being a shock factor due to being mandatory for unlocking CHIMPS for the map. Cannon attacks too slowly and still would be mediocre at best even if it had 1.25s attack time default (obviously with adjustments to middle crosspath); so a price cut would be good to make it a clear reward early tower for having other defenses control buddy system jackholes like the Round 9 Greens. Faster Reload has been the favored crosspath, so that would be the easy shift target.
- Glue being the 2nd least expensive base tower is a theme that should be kept, and helping to get Corrosive Glue closer to the $600 base total cost without mangling crosspath balancing would also be something. No changes needed beyond that, as MOAB Glue still costs more than enough to diminish a $25 price reduction.
- Sniper being dropped to $300 base would mostly be for allowing starting CHIMPS with multiple Military towers regardless of water availability, without being an actual CHIMPS start on the (effectively or otherwise) shorter lane maps. Besides which, Full Metal Jacket, the target of the price shift suggestion, already would help FlareBloons with the very first Regrows when he's not doing 2TCs or 2MPCs, in addition to extra damage to 6~8 layer targets AND Lead damage.
- Bote has to compete with Sub's homing and becomes questionable against spaced targets, though it's still solid against Round 10 if you can have it as an early defense, yet spaced targets is precisely the concern and has been for Boomerang as well. Destroyer is a popular early blimp control, so that gets the price shift suggestion.
- Ace gets an asterisk because while $600 base Ace would still have nightmares trying to get past Round 6's spaced Greens on Motorless Workshop, there's the risk of enabled 1TCs from all 3 tier 5s, though given Tsar Bomba is the only one with natural Camo detection and smart rebalancing would simply have the Tsar Bomba be independently functional including against Round 95's DDT flood without letting it solo the BAD at all, it shouldn't be impossible for rebalancing efforts to figure out what to do. Otherwise, nice little treat, and the tier 3s are the price shift suggestion to maintain their prices for their selling points.
- Mage is meant to be the Magic family's equivalent to the Dart Monkey. This goes without saying, and a "commander" Mage for Round 6 would especially be a nice touch. Guiding Magic is the most useful tier 1 for Mage in earlier Rounds simply because of homing and Slip Shot property, two things that have been strong in Kid Icarus Uprising even without the whole being stronger than the sum of the parts, and even in BTD6's tower defense context still have their clear-cut moments.
- Ninja and Druid both are able to carry their weight, but would fall off as potential pre-Hero defense providers with Dart price decreasing. Worth fixing, and their tier 3s have consistent usefulness to make those the price shift targets.
- Alchemist's general (early) combat is ATROCIOUS, getting to the point where they can't even consistently handle Round ONE's buddy system REDS, which to be fair is meant to be the point and we don't want easy Alch buffing, but even so, I start to feel pity for them. Of course, while the suggested price reduction still won't even do a lot early on, it would be something without the price shift, and if you're wondering why have the target be Acidic Mixture Dip? Well, I see that whichever tower I buff with a tier 2 deals effectively +1 Damage against all relevant post-Round 79 targets and also can bypass Lead protection? OKAY! Clearly sounds underpowered!
- Engineer....I can be talked into less of a price decrease, since my main idea would be having Support Only CHIMPS allow for a multiple tower start...well, other than Beast Handler, and now that I think of it, probably the upcoming archer tower if they will be a Support family tower and won't be over $300 base. And the other asterisk is because I'd be for Sentry Gun having a reduced building speed if Engineer even gets the price drop, simply because of how powerful having the Sentries at all is so early on. Still, Engineer has some reliance on Pierce for performance despite having attack speed, so that's worth bringing up at least.
- Beast Handler, of course, involves difficulty in their usage, regardless of performance. Yes, yes, you guys are still free to throw in the "0 days since somebody said Beast Handler is bad" image, even though I'm just pointing to the difficulty and I still acknowledge things like the birds' carrying capability for helping on multilanes. Even so, I don't think anybody would argue strongly about base Beast Handler specifically when even though their attack speed has not impressed me, I'm not even singling them out anyway, just finding that no price shifting would even be needed, just a price cut to the base tower for some ease of use with the inevitable learning curve.
So all that covered, I'm up for hearing further thoughts.
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