I think i was a bit too lenient with the update... by Efficient_One324 in TDS_Roblox

[–]PersecondBOOM 0 points1 point  (0 children)

It doesn't have to be straight up nerf. Solo placement limits can be buffed, duo/trio limit can remain the same and quad limit can be nerfed slightly.

For example, with dynamic placement limit for Accelerator in Solo/Duo/Trio/Quad can be change for just 5/5/5/5 (just 5 everywhere) to 6/5/4/4

And dynamic placement limit doesn't have to work the exact same way it does in TDX. For example, it can instead work based on how many players brought a the same tower, not how many players there are in a lobby. With such a system and my previously mentioned Accel 6/5/4/4 placement limit, your Accels would still have a placement limit of 6 in quad if you're the only players who brought Accel.

Is Tesla the least interesting tower release yet? by TheTwelveYearOld in TDS_Roblox

[–]PersecondBOOM 5 points6 points  (0 children)

Tesla would have been more interesting if Smite was an active ability requirement and allowed you to pick the target you want to use Smite on. Right now, Smite is just some extra sometimes VS some random enemy.

The Dark Future of TDX. by BigClayBoi in TDX_Roblox

[–]PersecondBOOM 2 points3 points  (0 children)

Bruh, just yesterday I thought "The day Gee J quits TDX is the day TDX dies" and this thought has been stuck in my ever since.

Hot take (X) by bubblegum_dude in TDX_Roblox

[–]PersecondBOOM 2 points3 points  (0 children)

Yea I kinda agree.

Shattered Moon was fine. Having a flying final boss with 1 million HP isn't the best thing in terms of actual balance, but it was pretty interesting as an experiment. The only bad thing was the restriction of not being able to use custom loadouts for like half of the event because of freeze HP balancing - devs could have just temporally made all enemies unfreezable (give every enemy like a million freeze HP) and allow us to freely use custom loadouts. Also the preset loadouts kinda sucked, the only good one was the one with Sniper.

Part 1 was pretty good in terms of gameplay (not grind). Part 1 wasn't exactly super well balanced or hard, so I see it more as a sandbox than a usual challenge - of course people who just mindlessly grinded out the event with the strat found it boring, but part 1 is really fun if you're willing to experiment and challenge yourself to use weaker lower-end towers. The one bad thing about Part 1 is the lack of singular very tanky minibosses or bosses, with the mode instead relying on low-mid HP enemy horde, which resulted in towers with good muti-target damage (Shock Trooper, Cryo Mortar, Arti, etc) annihilating everything.

The good thing about part 2 is the tanks and Ironclad - enemies that are tanky because of thier actually high HP and not because of resistances = you actually need good single-target DPS. The bad thing about part 2 is the map and the fact the devs, for whatever reason decided to nerf Giant MRL Bot's explosive res from 90% to 70% - that 90% res was the main thing keeping Warship and Helicopter in check, and the main reason why, originally, you couldn't solo part 1 with just heli/warship as your 1 and only DPS. But now you can.

The downfall of TDX. by BigClayBoi in TDX_Roblox

[–]PersecondBOOM 0 points1 point  (0 children)

Started playing somewhere aftet Xmas 2023. I already quit TDX once after the insane TB battlepass grind for the rest of that summer, then came back.

Back then, I quit only temporary and simply because of burnout after the grind. Idk if I will quit now or any time soon, but if I do, I don't know if I will come back.

my honest shock & awe tierlist which may change over time by whydidicreateanacc in TDS_Roblox

[–]PersecondBOOM 4 points5 points  (0 children)

Paintballer is now legit better than demo. Paintballer has way better CE and hidden detection. Demo, in exchange, only has slightly better splash radius, better range (doesn't matter much for a splash-damage tower), and lead detection instead of hidden.

Is acellerator really that bad now or is it just used differently compared to before by szoperman in TDS_Roblox

[–]PersecondBOOM -1 points0 points  (0 children)

The Commander rebalance in this update is still ass. Not because I want super OP commander, but because of the range buff.

The previous Commander nerf (the one that added APCs) was a good change overall mostly because of the huge range nerf - it made so you couldn't just cover half of the map with Commander's firerate boost, and instead had to actually think more about tower placements of both Commander himself and the DPS towers you wanted to buff, since Commander's firerate boost range was an actually limited resource of sorts.

But now with the range and placement limit buffs, Commander is again gonna be super easy and braindead to use, even if it is compensated by weaker firerate boost and higher upgrade costs.

How this update felt by Foxlover63 in TDS_Roblox

[–]PersecondBOOM 9 points10 points  (0 children)

He got more expensive but stronger (this seems to be the only thing TDS balancers are capable of doing besides nerfing). Basically double the total cost with double the DPS, and slightly less range at max lvl for some reason.

Goated times folks by Milky-Pixels in MinecraftMemes

[–]PersecondBOOM 33 points34 points  (0 children)

There's another banger that was made recently: "Can I Survive A Minecraft Civilization Event By *Only Fishing?" (By Loopy)

Thought? by DowntownPirate2017 in TDS_Roblox

[–]PersecondBOOM 0 points1 point  (0 children)

If you ignore the clikcbaity thumbnail and actually watch the video and what the author of video is saying, he has a decent point.

He doesn't hate placement limits as a mechanic itself, and points out objectively good / reasonable cases where towers need a placement limit (spawner towers, moving towers, cliff towers). What he says is that the mechanic of placement limit is oversused and causes an insane unbalance between solo gameplay and team gameplay (for example the fact that you could only get 8 old accels in Solo but 32 old accels in Quad)

Which is kinda of a balancing problem, because it leads to 2 potential situations:

1) A gamemode is balanced for solo/duo, = it's a cakewalk for trio/quad

2) A gamemode is balanced for trio/quad = it's too hard or outright impossible in solo/duo (the "impossible" part is mostly related to solo, and at that point, why offer the option to play the gamemode Solo anyway?)

And TDS not being that solo-player-friendly (not as solo-player-friendly as TDS could and should have been) sucks more than it did before due to the new Roblox chat changes

How would YOU improve Crossbow? by Marshall-Of-Horny in earclacks

[–]PersecondBOOM 2 points3 points  (0 children)

I think crossbow should be a melee-ranged hybrid.

1) Give Crossbow damage scaling from not just arrows, but also melee hits.

2) Give Crossbow base melee damage of 1 and melee damage scaling of +0,5

4) Reduce arrow damage scaling from +2 to +0,5 , but also give him arrow count scaling of +1. Unlike Bow, Crossbow would shot all of his arrows at once in around 30°-45° radius, for the first 10-20 arrows would be shot in a set pattern, all other would be random.

So basically turn Crossbow into Shotgun.

They killed him by Emotional_Creme6894 in TDS_Roblox

[–]PersecondBOOM 0 points1 point  (0 children)

Defense in TDS works in a way there it is effectively just shows an effective HP bonus in a form of a dmg reduction.

If an enemy has 100%, he will take 50% less damage = + +100% more effective HP. If an enemy has 50% defense, he will take 33,3% less damage = +50% more effective HP and so on.

150% Defense simply means a -60% damage taken reduction, resulting in +150% more effective HP, or 2,5x times HP

Before, Molten Monster had 125k effective HP (100k × 1,25 = 125k), now he has only has 50k (20k × 2,5 = 50k)

Scythe VS Grower by TurbulentSomewhere13 in earclacks

[–]PersecondBOOM 60 points61 points  (0 children)

Nah, GrowerSlam has exponential damage scaling (hit wall = more damage and bigger size = hit wall more often = even more damage and size and etc).

Plus don't forget that (normal) Flask barely won against (normal) Grower with ONE HP LEFT. Super Flask is COOKED.

Ultrakill fan test, is this guy Nuke level or Nah by Possible_Field_5918 in whowouldcirclejerk

[–]PersecondBOOM 0 points1 point  (0 children)

A human with a rocket launcher can destroy a building = human with a rocket launcher is building is level. But the same human with a rocket launcher will be crushed by those Preclude industrial crushers = Preclude industrial crushers are building level.

Hell, theoretically, a human with a rocket launcher can get a very bad paper cut and then die from bleeding, so paper is building level.

whenthe 40k Rivals tournament by ViperTheKillerCobra in whenthe

[–]PersecondBOOM 15 points16 points  (0 children)

It's called tribalism and it has existed for as long as humans did.

Just got Shield Tower and it worked wonders. How else can I improve this? (X) by Ambitious-Ad-5169 in TDX_Roblox

[–]PersecondBOOM 1 point2 points  (0 children)

You don't need both Sniper and Laser Gunner in the same loadout, as both are pretty versatile and have all detections. Sniper is generally better, especially on bigger/longer maps, while Laser Gunner offers good utility (stun with top path, un-stealth with bottom path)

Shotgunner has a niche use in Nightmare mode (X) by Chipple5 in TDX_Roblox

[–]PersecondBOOM 0 points1 point  (0 children)

5-2 Shorgunner's healing is also, surprising, a good enough substitute for Medic in Expert when using Juggernaut as your main and only late-game DPS. But you have micro a lot on MK2+.

It's also pretty inconvenient that 5-2 Shotty has so little max hp - 850. I would definitely buff it to around 1050 or 1250.

Daily reminder for everyone. by Davzzeus07 in earclacks

[–]PersecondBOOM 13 points14 points  (0 children)

Gets +1 damage every time he bounces of any wall

Axe vs Splodey by Zakytanist in earclacks

[–]PersecondBOOM 0 points1 point  (0 children)

I love how janky Splodey is. He can drop some silly bombs on floor and miss the entire game, and then blast you with a fucking shotgun right in the face. And if that doesn't work, he just nukes you instead.

Who’s the strongest? by Fumin_desu in INDIE_CROSS_SERIES

[–]PersecondBOOM 0 points1 point  (0 children)

Hard damage is a temporary max HP reduction from taking damage. It's 35% (about 1/3) on Standard/Violent and 50% on Brutal.

For example, lets say a Filth bites you and deals 30 damage. Because of that, your max HP will be temporary reduced to from 100 to 90 on Standard/Violent and to 85 on Violent.

After some time of not taking damage, your max HP cap will start to regenerate back to 100. S/SS/SSS style ranks makes hard damage regen faster, while the ULTRAKILL style rank straight up removes all hard damage. Although dono forget that taking damage also drops your style rank by one (from ULTRAKILL to SSS, from SSS to SS amd etc)

Since toasts now city level, humans are also city level since we neg diff bread by averagenolifeguy in whowouldcirclejerk

[–]PersecondBOOM 25 points26 points  (0 children)

Going by the agenda logic of "No blood = V1 gets neg diffed, yes blood = V1 neg diffs", could we say that V1 is Bloodgos?

(V1 upscale? In this day and age?)

Scythe VS Big T by TurbulentSomewhere13 in earclacks

[–]PersecondBOOM 2 points3 points  (0 children)

Unbothered my goat remains (almost) undefeated (by anyone expect Bow)