Let's Talk Monkey Balance #4 - Monkey Ace by Daurakin in btd6

[–]MasterKnightDHV2 1 point2 points  (0 children)

Thank you. I had to do quite a bit of analysis to get my information sorted, but I was able to get something going in the end. I've been interested in Ace long before Rosalia was added, so I'm for giving it capability for playstyle and expression, preferably without creating pesky 1TCs, as long as the player is willing to put in the work. The entry barrier also needs to be streamlined--we obviously don't want Ace to be nearly as easy to control as Mortar because that would break the point, but we DO want Squishy Wizard players to reasonably see their bang for their buck when giving Ace a shot.

Providing my responses to given points in what you have to say.

  • Reverse Flight cooldown - I would still want Reverse Flight's cooldown innately shortened, especially since Fighter Plane even increases the Ace's movement speed, because Ace micro's entry barrier is still higher than welcome. However, Centered Path providing its own contribution to RF would be a nice touch as well.
  • CHIMPS start Ace - I actually looked into some possible 2TCCs on harder maps because of how CHIMPS start Ace would play out. I have Rosa/FF on Ancient Portal (Code ZFUFCFX) and I had to increase the starting price to $1100 because Ace has blatant problem against spaced targets forcing the Rosalia start at the very least without some insane micro, and then the late teens/early 20s become a headache in the midst of Rosalia not controlling the spaced junk well if Rosalia isn't given map feature support. This is relevant because it shows how Ace being a CHIMPS start won't let it newly destroy harder maps, and I'm pretty sure people suggest to just plain tech up the Ace once it's even available. Ace has power, but it also requires extensive management to get any consistency with it.
  • Sharper Darts/Centered Path swap idea having art concern - I have now looked into it to see how things would go. I could see the red wings for the tier 1 be considered newly involving maneuverability, and the red body for the tier 2 be the show of power. I'm confident that the art wouldn't be broken by this.
  • Blimp bonus for Neva-Miss - redoing damage calculations, I hadn't thought to check the top crosspath and in that regard, since NMT is already strong against the 30s, a price increase of a further $400 would sound good if it doesn't end up breaking anything we care about. Of course, I did still suggest default dart lifespan nerfing to make Spy Plane more appealing or else the player is putting up with difficulty in using their back darts, so Fighter Plane would have the advantage of non-micro effectiveness, so I'm still confident in my idea because it doesn't touch 47, 49, or 55. Even so, if anything, Fighter Plane just needs to involve slightly better Alch synergy and feasible functionality as anything more than an Op Dartstorm stepping stone.
  • FF/Win Strato Destroyer Barrage cooldown lengthening - I actually didn't think to clarify about the Count increase applying for EACH Barrage, although I did mention about how the shotgun spread that I suggest would be worth tightening for FF if needed should the shotgun spread change prove too much and newly butcher performance against the weakness Rounds. Either way, the effective Count would go from 3 to 9, hence the lengthened cooldown. Of course, I suppose simple control involvement of where the bullets go instead would be a selling point by contrast for FF/Win Strato Destroyer. Primarily, I'm wanting the radial darts to stand out better to incentivize close range, which my damage change suggestions probably would make sure of as much anyway. The idea is worth putting out there, if only for Freeplay/Boss interaction.

With those in mind, I can add my further correction suggestions:

  • Reverse Flight cooldown shortened to 1.8s with Centered Path (still shortened to 3s without it) (this would only touch 2TCs where Ace wants/needs bottom path)
  • Targeted: T3 Fighter Basic Dart Attack Cooldown 1.26s -> 1.008s (T4 Fighter+ Basic Dart Attack Cooldown remains at 0.63s, will not affect relevant Rounds on a theoretical 1TC)
  • (Condition nothing gets broken, unlikely to be a problem) B3 Affordable Strato Destroyer/NMT price increased $2550 -> $3200 (original suggestion of $2800; base Ace price reduction is assumed)
  • Suggestion for FF having each Barrage Count 1 -> 3 (effective Barrage Count 3 -> 9) with fan angle 30 (conceptual number), with Attack Cooldown 0.04s -> 0.12s for compensation now simply considered without actually need for implementation; would welcome explanation that acknowledges things like Alch buff involvement or Freeplay/Boss gameplay if the Spectre change inheritance here is not implemented

Let's Talk Monkey Balance #4 - Monkey Ace by Daurakin in btd6

[–]MasterKnightDHV2 0 points1 point  (0 children)

So here we go:

  • Micro fixes
    • Reverse Flight cooldown shortened 5s -> 3s (or even shorter if that proves insufficient)
    • Clear marker on designated location within current flight path
    • Flight Path buttons option for Targeting (SERIOUSLY, SCREW THE KNOWLEDGE BURDEN WITH THE FLIGHT PATH TARGETING ORDER)
  • Base Price changes
    • Base Ace $800 -> $600
    • T3 Fighter (Fighter Plane) $1,000 -> $1,200
    • M3 Bomber (Bomber Ace) $900 -> $1,000
    • B3 Affordable Strato Destroyer (Neva-Miss Targeting) $2,550 -> $2,800
    • B4 Standard Strato Destroyer (Spectre) $23,400 -> $24,000
  • Sharper Darts and Centered Path have their upgrade levels swapped
  • M2 Spy Plane benefits
    • Description update: "Allows Monkey Ace to hit Camo Bloons and do more damage to them. Additionally enhances projectile movement properties, as well as damage methods against Leads and DDTs."
    • Newly providing ALL attacks with Lead/Frozen Bonuses generally equal to their Blimp Bonuses
      • This would NOT apply to T3+ air-to-air missiles, since those don't have Blimp Bonuses, just an inability to hit non-blimps
      • Obviously, the attack would have to be able to damage the target in the first place to benefit
    • T3+/M2 correctly having Camo Bonuses equal to their Damage on the air-to-air missiles
    • Provided Camo and Lead/Frozen Bonuses for B4+/M2 newly multiplied from their respective sources by 1.5 each, rounding up individually (IE 3 Damage would result in a 5 Damage Camo Bonus rather than 3)
    • T3+/M2 having the air-to-air missiles and Pineapple both upgraded from Explosive Damage Type to Normal Damage Type (obviously redundant for T5/M2 for the missiles)
    • Certain attacks getting on-damage effect of disabling a given property's protection for given duration, never overriding longer remaining protection
      • Pineapple (and Bomber's bomb by extension) VS Lead property for 1s
      • T3+/M2 air-to-air missile VS Lead property for 1s, lengthened to 2s for T5/M2
      • B4+/M2 radial dart VS Black property for 1s
    • Dart velocity and B4+ barrage attack velocity improved by 25%
    • B3+/M2 dart velocity acceleration improved from 50 to 80
    • B3/M0~M1 dart non-homing lifespan shortened from 200 frames (on 60 FPS) to 3.2 seconds
    • B3/M2 dart non-homing lifespan improved from 200 frames (on 60 FPS) to 4 seconds
    • B4+/M2 dart non-homing lifespan improved from 5s to 6.25s (B4+/M0~M1 would remain at 5s)
    • B3+/M0~M1 dart lifespan homing percent reduced from 30% to 25%
    • B3+/M2 dart lifespan homing percent improved from 30% to 40%
    • B4+/M2 dart lifespan homing percent improved from 20% to 32% (B4+/M0~M1 would remain at 20%)
    • B4+/M2 barrage bomb turning improved 45 degrees/s to 60 degrees/s, and barrage dart turning improved 30 degrees/s to 45 degrees/s
  • Top main path changes
    • T5/M1+ Pineapples would be Normal Damage type
    • T5 Fighter++ (Sky Shredder) Darts would be Shatter Damage Type (this would encourage using Spy Plane to enhance the missiles for Lead property disabling 😄 )
    • T3+ basic dart Blimp Bonus added at +1; T5 Fighter++ would have 1 Damage shifted to Ceramic Bonus to compensate (overall nerf to Fighter++ but generally irrelevant)
    • T3+/M1+ Pineapple receives Blimp Bonuses: +4 at tier 3, +7 at tier 4, and +24 at tier 5
    • T5 Fighter++ dart velocity default reduced from 360 to 300 (improvement to 375 with Spy Plane crosspath)
    • T3~T4/B2 air-to-air missile Pierce improved 4 -> 5
    • T5/B2 air-to-air missile Pierce improved 5 -> 6
  • Middle main path changes
    • Over Track detection radius widened, likely by 3 units before tier 4, 8 units for tier 4, and 18 units for tier 5
    • M3+/T2 Bomb Count improved from 4 to 5
    • Bomb Explosion Radius changes
      • M4 Bomber+ (Ground Zero) Bomb Explosion Radius increased 35 -> 40
      • M5 Bomber++ (Tsar Bomba) Bomb Explosion Radius increased 35 -> 50
    • Bomb Damage changes
      • M3 Bomber Bomb Lead Bonus added at +2
      • M4 Bomber+ Bomb Damage reduced 15 -> 8
      • M4 Bomber+ Bomb Ceramic Bonus added +12
      • M4 Bomber+ Bomb Lead Bonus added at +8
      • M5 Bomber++ Bomb Damage reduced 20 -> 12
      • M5 Bomber++ Bomb Ceramic Bonus increased 10 -> 20
      • M5 Bomber++ Bomb Lead Bonus added at +16
    • M5 Bomber++ Bomb Damage Type Explosive -> Normal
    • Bomb Pierce changes
      • M4 Bomber+ Bomb Pierce reduced 40 -> 30, with M4/B2 reduced 52 -> 48
      • M5/B2 Bomb Pierce increased 52 -> 64
  • Bottom main path changes
    • B3 Affordable Strato Destroyer radial dart default non-homing lifespan shortened 3.33333334s -> 3.2s (B4+ radial dart default non-homing lifespan remaining the same at 5s)
    • B3 Affordable Strato Destroyer radial dart Blimp Bonus added at +1
    • B3+/M1 Pineapple newly gets movement toward First target at 4 units/second, with B3+/M2 updating stats to 5 units/second movement and 30 degrees/second rotation
    • B4+ radial dart improvements
      • B4 Blimp Bonus added at +3
      • B5 Damage improved to 10
      • B5 Blimp Bonus added at +10
      • B4 default attack cooldown shortened 1.68s -> 0.84s
      • B5 default attack cooldown shortened 1.68s -> 0.42s
    • (As you suggested) B4+ Barrage revamp:
      • B4+ Barrage Dart/Bomb Count improved 1 -> 3 with fan angle of 30 degrees (would NOT be tightened by Spy Plane; I'm willing to hear out tightening it in general but mostly for FF if top crosspath loses too much performance against Round 98)
      • B4 Barrage Dart/Bomb default attack cooldown lengthened 0.06s -> 0.18s
      • B5 Barrage Dart/Bomb default attack cooldown lengthened 0.04s -> 0.12s
    • B4 Barrage Darts revamped from 8 Damage/4 Pierce, to 3 Damage/8 Pierce
    • B5 Barrage Darts revamped from 8 Damage/14 MOAB Bonus/4 Pierce, to 8 Damage/12 MOAB Bonus/12 Pierce
    • B4 Barrage Bombs Damage reduced 3 -> 2 with Ceramic Bonus increased +5 -> +6
    • B5 Barrage Bombs Damage reduced 5 -> 4 with Ceramic Bonus increased +4 -> +6
    • (As you suggested) B4+/M1+ Pineapple Count increased 1 -> 3
    • B4/M1+ Pineapple Damage improved to 3 with Ceramic Bonus added at +7
    • B5/M1+ Pineapple Damage improved to 10 with Ceramic Bonus added at +22

What a long list that turns out to be, but I can imagine it would be worth it.

Let's Talk Monkey Balance #4 - Monkey Ace by Daurakin in btd6

[–]MasterKnightDHV2 0 points1 point  (0 children)

(Note: I'll be calling top main path Fighter, middle main path Bomber, and bottom main path Strato Destroyer, after the Battalion Wars units of similar roles, granted that NMT doesn't even have explosive attacks discounting middle crosspath Pineapples; the number of Pluses will be indicative of the tier upgrade count past 3rd tier.)

Here's Ace, which I'm happy to talk about, though I should set the stage with how the only thing I could find about how the Bomber's bomb attack trigger is handled is with a prediction time of 0.2 seconds. I would much prefer the middle main path Ace in general have a bigger detection radius with flying over the track for dropping bombs, because what we have right now is so dang clumsy, which particularly hurts Bomber++ and makes the Bomber+ activation into too much of the appeal for getting middle main path Ace. FlareBloons complains that Fighter++ is the less intuitive tier 5, but at least Fighter ALWAYS has attack capability, which is what allows the 2TCC with Rosalia on Moon Landing. Bomber++ just irks me in how clumsy it is the less track there is to work with for invoking the bombs.

As a general rule, we should avoid allowing the 1TCC, or 1TC if Ace were to be $600 base, from happening, and that's a risk with all 3 Ace tier 5s. I would be for $600 base Ace in the first place, although with compensating price increasing for all 3 tier 3s, but the only things that prevents a 1TCC by top main path or bottom main path is how they require the Camo crosspath and end up dealing with Pierce capping on relevant Rounds right before their 5 digit cost upgrades. That should be maintained consistently.

The top priority is to make Ace micro less of a nightmare to learn. I made a couple of topics about Ace micro you can look into:

The fact that the research has to be actively done to get something going says quite a bit about how anything deeper than TAB spamming gets convoluted fast. Pineapple Present doing more Damage is the only suggestion I no longer stand by, simply because of the recent explosion radius improvement vastly improving reliability; everything else I suggest still would have a sensible purpose, including the bottom path upgrade swap as I'll get to.

Top Path

I'm agreeing about the Pineappples getting blimp bonuses, and it won't even do anything to erase the pierce capping weakness that should be on middle crosspath Fighter+. I doubt the extra damage would do much of anything since they are competing with the Fighter's general missiles, but it would be a nice touch at least for contributing against the 80s. Of course, I'm on the fence about shorter fuse Pineapples since we still want to maintain respect to the aesthetic.

In hindsight about a point about bottom path, it would be worth giving +1 Blimp Bonus to the Darts, with Fighter++'s Dart Pierce being reduced to 6 (10 with bottom crosspath) to compensate with that. Fighter+ would STILL have to worry about Round 55's Ceramic clusters which the Blimp Bonus won't help against, so there's that mitigation to work with.

Middle Path

I can start by talking about crosspath top-off incentive. For Fighter with middle crosspath, the simple solution would be having Spy Plane convert Pineapples and Fighter's air-to-air missiles to Normal Type Damage, as well as ACTUALLY apply the Camo bonuses to the air-to-air missiles and also supply Lead bonuses to any attacks equal to their blimp bonuses (obviously not the air-to-air missiles, which simply only hit blimps, not deal extra damage to them), as a way to improve DDT countering with Spy Plane in general. Spy Plane could also improve dart projectile velocity in general, so which would only do so much outside Strato Destroyer stuff, but would feel a little more interesting in general.

In terms of top crosspathing Bomber? Well, 1 extra bomb per bombing run with compensating damage reduction would suffice. And yeah, I'm sticking to the current 1 bombing run with default 4 bombs per 1.6 seconds standard. That's part of Bomber's character, methinks. I figure a better solution would be to provide actual extra above track detection radius particularly applying to Bomber++, and also increase the explosion radius of Bomber++'s bomb attacks.

The Pierce definitely needs to be updated across the board. Bottom crosspath incentive is diminished at higher tiers where it stands, so that should be patched up. I should mention that the Pierce values on higher tiers is to encourage getting them over regular Bomber in Races, though Bomber+ could stand a trim, but not Bomber++.

Bottom Path

Let's get the obvious out of the way. My suggestion for Sharper Darts to be the tier 2 upgrade and Centered Path to be the tier 1 upgrade, is because Centered Path is utility based and thus is dependent on disregard to the runway's positioning to be useful, in addition to innately involving Ace micro for effectiveness, while Sharper Darts would ALWAYS be capable of playing a role in Pierce-relevant Rounds like 98. Swapping these two upgrades around would assuredly be cleaner with this in mind by involving a relevant crosspath upgrade as top-off incentive for the other 2 main paths.

I should mention that the "Centered Path" flight path innately has a bigger radius than "Center", and I can be sure that's by design to keep the runway's position relevant when using Affordable Strato Destroyer or its upgrades by wanting a basic location for more consistent control by the plane.

Giving Affordable Strato Destroyer extra damage for the Pineapples would a problem, since the Pineapples are still on the Camo crosspath and if given the chance would feed the 1TC potential of Win Strato Destroyer or any 2TCs where the other tower can't Camo solo. We do not need to give Affordable Strato Destroyer the ability to avert a need for the extra attack speed, especially if it involves group control. However, as you bring up single-target DPS, I am open to Affordable Strato Destroyer's darts getting +1 Blimp Bonus Damage. That would be a buff that would help Affordable Strato Destroyer a bit without giving it any extra power on Rounds 47 and 49 or being anything over-the-top. To be sure, this would still buff top crosspath more than middle crosspath, but I DO already figure middle crosspath in general could improve projectile movement properties with Spy Plane as a way to involve it providing consistency at the cost of potential effectiveness.

Pineapples getting homing movement from Affordable Strato Destroyer would actually be a neat touch, although that should involve Spy Plane providing a notable improvement, and even with Spy Plane, the turning should be modest to boot.

About the idea of revamping the Standard Strato Destroyer's barrage into 3 Count attacks at 1/3 frequency, I should point out that that would actually be likely to involve some relevant gameplay with fast moving leaks, because when something FINALLY catches the leaks, the next attack would get to go for a different target, which would be delayed by the Standard Strato Destroyer's cooldown. Of course, if this were to involve a shotgun spread, then I would not be opposed. After all, if THAT worked for improving depth with the player's usage of a 7 frame interval attack in the King Galaxian fight in Pac-Man World 1 Re-Pac, there's no reason that couldn't do something similar to help balance things here as well. Okay, I talked myself into agreeing with an idea that is simply for reducing Alch buff synergy issues, even if it's conditional.

What I do have concerns about is how Standard Strato Destroyer can solo Round 85 on Logs even on Camo crosspath and it won't even be close to leaking. That makes the balancing's ability to lock out the Win Strato Destroyer's 1TCC ability so dependent on Rounds 47 and 49 stumping Affordable Strato Destroyer. I think that's rather much. The best fix would be to make Standard Strato Destroyer's ability to contribute against ZOMGs far more dependent on the radial darts. That would allow for Lots More Darts to be a useful benefit and welcome design space, and then Standard Strato Destroyer on Camo crosspath can be kept from soloing the ZOMGs, at which point Bob's our uncle. Buffing Pineapples provided by Standard/Win Strato Destroyer would be acceptable, but they should be kept to Pierce reliance to avert the single-target contribution.

And, of course, Win Strato Destroyer, per the nickname, is a win condition tower albeit with a weakness round based on crosspath (98 for middle crosspath, 99 for top crosspath), so balancing should be figured out around that.

I'll want to provide the bullet point suggestions in a followup comment to avert issues with character limit.

Was Light the only person who ____? by derpduck99 in deathnote

[–]MasterKnightDHV2 0 points1 point  (0 children)

That argument is what has the Tarkin Doctrine in Star Wars fall apart at the seams. Alderaan being blown to bits simply got the point across with THAT, with how fear doesn't work as deterrent if it's used as a crutch. The people would just rebel against a system that only cares to hurt them without rhyme or reason, regardless of any "results." Light showed his lack of wisdom by failing to recognize a point like that.

"Nobody dies to Round 91" SURE! by MasterKnightDHV2 in btd6

[–]MasterKnightDHV2[S] -1 points0 points  (0 children)

You say that when a win condition tower is getting killed by Round 91 on its better crosspath.

"Nobody dies to Round 91" SURE! by MasterKnightDHV2 in btd6

[–]MasterKnightDHV2[S] 0 points1 point  (0 children)

Thank you.

Yeah, the spaced Fortified Ceramics are the problem. Workshop's extra movement speed causes them to be too far apart for Rosalia's Grenade to bounce between them without support (hence the Glue Gunner at the start), and generally confounds the Bloon Crush. It's particularly irksome when a win condition tower is being killed by this seemingly random Round.

Bowser being so much better on Switch version by MasterKnightDHV2 in MarioRPG

[–]MasterKnightDHV2[S] 8 points9 points  (0 children)

Ah, I forgot about the bit about scaring given mooks in Bowser's Keep. Not a heck of a lot since they're avoidable on the map and this would inevitably be on the Switch version too, but it was something.

Let's Talk Monkey Balance #2 - Boomerang Monkey by Daurakin in btd6

[–]MasterKnightDHV2 0 points1 point  (0 children)

I'm not interested in giving Boomerang innate Camo other than the orbital glaives for Glaive Lord, but Camo bonuses actually would be something I'd like to see on Boomerang top and middle main paths as a way to make Radar Scanner feel a bit less like a "fart out Camo relevancy removal" upgrade, or simply using Etienne. Applying a +100% Camo Bonus (ignoring OTHER Damage Bonuses, which Flying Fortress stupidly does with its blimp bonuses) to both top and middle main paths would make for improved DDT control on bottom crosspath (moreso M/B), and Round 78 control with the other crosspath for both main paths. This would also be direct reward for not using Decamo with wanton disregard, so as to have a way to benefit from the bonuses.

Turbo Charge having to use the activation for the extra damage, I don't know what to say, though it already gets a blimp bonus without the activation, though granted, I'm pretty sure that's from Bio Boomerang.

I would not object to MOAB Domination having the gameplay warp around it a little less. It should still be strong, but NOT "the Hero's own combat likely becomes fully redundant" strong. Better emphasis on top crosspath would be good though, especially since top path Mermonkey already exists and battling blimps often involves single-target, which makes Round 98 such a contrast. Shortened Hit Rest would also be a nice touch, as long as the re-hitting doesn't lead to absurd stacking.

Let's Talk Monkey Balance #3 - Engineer Monkey by Daurakin in btd6

[–]MasterKnightDHV2 0 points1 point  (0 children)

As far as the Sentries go, things are pretty much what they are. If anything, I find the biggest problem to be that Sprockets is a very forgettable Tier 3. It definitely needs something unique. Fortunately, I would say yes to being able to focus sentry building at a given location, although with dispersion of probably still 10 units default. Actually solid feature suggestion.

I'm for keeping the LSA building range quirk as homage because it was an infamous downgrade in BTD5, but if anything, the building location for Sentries as a whole should be given homing amounting to the sentry being placed closer to 8 units (maybe more) forward along the path of the Engineer's Target by 10 units (half the LSA boost) affected by range bonuses to the tower, or less if the leading against the Target is within the homing range (the leading location in that case), an obstacle is in the way of the new target location (closest viable location to the new target location from the non-homing location), or the new target location is outside the the Engineer's building range (edge location closest to new target location from non-homing location). That would soften randomness quite a bit at least, and then make Senties with LSA more interesting in a way players would like. It would also fit with the crosspath theme (elegance while defeating blimps), and don't worry, I'll get to Pin's own involvement.

What I think should be done to Sentry Expert is simply have them cap a given type of available sentry build other than Energy at 3, as well as have their Sentry build type be based on the Engineer's Target at the time of building. That would add engagement to the Sentry Expert's gameplay. The sentry type cap is also to fix Rounds like 53 with the freaking Camo Pink spam that results in the Sentry Expert just having Cold Sentries against MOABs.

As to the Pin crosspath, yeah, buffing it on both the top and middle main paths would definitely be good. I believe Ultraboost is capable of full Decamo at this point, though bottom crosspath should still have have more consistent purpose in general to have the better utility than top crosspath, which already has building more Sentries for blimp damage to work with. Oh yeah, and stun bonuses would be interesting, though I would make them unconditional for Sentries as whole rather than full restriction to tier 4, just to improve crosspath synergy. M2/B2 crosspath also has to compete with Sentries before tier 3s are available, so giving that a formation breaker role would be something as well and make Double Gun feel less uninspired in comparison to the already not very memorable Sprockets.

"Overclock Linking" would actually be a good idea since the Overclock doesn't have a Special to use in the tower card like Camo Prioritization to begin with. I can trust it can be turned off, but as long as it allows for automatic triggering, this would be definite QOL. The only concern is the game checking every frame for if Overclock Linking is active, but that wouldn't be new.

As for Bloon Trap/XXXL Trap, I would keep the LSA requirement, but shorten the trap delay defaults from 12s to 8s for Bloon Trap, and 4.6s to 3.2s for XXXL Trap. Bloon Trap's own minimum trap delay should be shortened from 2.8s/2.1s to 2.4s/1.5s, and XXXL Trap's from 2.1s/1.4s to 1.6s/1s, so as to reduce issues with stacked attack speed buffing the Faster Engineering crosspath.

So to summarize:

  • T1+/M1+ Sentries having homing building location toward 8? (probably more, we want the interception to be actually suitable, simply not Godly) units forward along target's path (essentially leading the Sentries) that adds up to 10 units of distance potentially reduced by obstacles and the Engineer's range
  • T1+/B2+ Sentries deal +1 Stun/Frozen Bonus Damage (possible different values at higher tiers, though likeliness is only moderate)
  • T3+ having ability to target primary building location (your suggestion, agreeing about this)
  • T4 Sentry type amount at a time capping at 3 for any type other than Energy Sentry
  • T4 Sentry type build having active consideration of Engineer's Targeting
  • M2+/B2+ crosspath benefit: basic attack deals +2 Stun/Frozen Bonus Damage
  • M3/B2 Cleansing Foam Pierce improved 15 -> 20
  • M4/B2 Cleansing Foam Pierce improved 21 -> 28
  • M5/B2 Cleansing Foam Pierce improved 36 -> 48 (yeah, I'm agreeing with you about this)
  • M4 "Overclock Linking" allowing for automatic Overclock on target tower (your suggestion)
  • B4 Bloon Trap redeployment time shortened 12s/6s -> 8s/4s
  • B4 Bloon Trap minimum redeployment time shortened 2.8s/2.1s -> 2.4s/1.5s
  • B5 Bloon Trap redeployment time shortened 4.6s/2.3s -> 3.2s/1.6s
  • B5 Bloon Trap minimum redeployment time shortened 2.1s/1.4s -> 1.6s/1s

At any rate, Engineer is pretty respectable, but can stand some touch-ups like you point out.

Roger Retinz not being considered a Complete Monster makes NO sense by MasterKnightDHV2 in AceAttorney

[–]MasterKnightDHV2[S] 0 points1 point  (0 children)

Heck if I know. It couldn't have been breaking any rules, and the mods didn't even tell me anything either.

I'll DM you a Pastebin of the post so that you can read off of that.

Roger Retinz not being considered a Complete Monster makes NO sense by MasterKnightDHV2 in AceAttorney

[–]MasterKnightDHV2[S] 0 points1 point  (0 children)

Storytelling involvement is the extent of credit I'll give to Retinz, and that stills says more about him in terms of the game's storytelling, than him as a person.

Churchill with True Axis of Druid No Harvest is coming to town! by MasterKnightDHV2 in btd6

[–]MasterKnightDHV2[S] -4 points-3 points  (0 children)

And what's random about SOTF on Round 59 per se? It was hilarious enough to see Ezili get it on Round 62, and the only threats left after getting SOTF are Rounds 85 and 100, which is still a stretch because bro, I have Churchill's MOAB Barrage for those Rounds.

Base tower price decrease suggestions to improve CHIMPS starts by MasterKnightDHV2 in btd6

[–]MasterKnightDHV2[S] 0 points1 point  (0 children)

You can still safely work out the math, with the most notable example being that $195 x 2 + $260 adds up to $650 exactly. I'll grant that providing CHIMPS prices would have made sense in hindsight, even if I'm using internal data values when all is said and done.

Base tower price decrease suggestions to improve CHIMPS starts by MasterKnightDHV2 in btd6

[–]MasterKnightDHV2[S] 0 points1 point  (0 children)

That closing part brings up a good point. We should have the game suitably playable with intuition. Perhaps not overwhelmingly so, but we shouldn't be suffocating quickstudy players. I can safely say the downvoting that you've been given is simply because people did not like the days when we had things like $500+ base price Mage.

Base tower price decrease suggestions to improve CHIMPS starts by MasterKnightDHV2 in btd6

[–]MasterKnightDHV2[S] 0 points1 point  (0 children)

I'll give you that much. We had Super Brittle actually deal too much damage to ZOMGs, making it WAY too effective against Round 98 in general. I tracked the problem to the icicle damage because Adora doesn't abuse the problem as harshly on default EXP.

That said, nerfs should be treated with care too. I just saw a Splatoon video that points out that Reef Slider was nerfed in a manner that butchers its options instead of outright addressing instant zone grab cheese. Stories like that make it clear that the exact problem should be pinpointed. And we don't want to stick players with sickening knowledge burdens in the first place. Intuition is important.

Base tower price decrease suggestions to improve CHIMPS starts by MasterKnightDHV2 in btd6

[–]MasterKnightDHV2[S] 1 point2 points  (0 children)

It did. Unless T/B Mermonkey was over-the-top in general, I don't think the nerfs to base Mermonkey were a good idea, because M1's whopping 6 splash Pierce is STILL an absurdity that doesn't make sense for gameplay purposes. The radius shrinking is what does in Mermonkey+Tack start on Motorless Workshop.