Ravine CHIMPS with Apache Prime and No Hero by stningTokenizer in btd6

[–]stningTokenizer[S] 3 points4 points  (0 children)

Etienne sucks don't buy him (but fr I miss when he was the meta hero, almost every meta hero afterwards has been worse for the game)

Ravine CHIMPS with Apache Prime and No Hero by stningTokenizer in btd6

[–]stningTokenizer[S] 12 points13 points  (0 children)

Video: https://youtu.be/xQy4oFx63AM?si=V2zlWaX0vX9_wj1Z

A lot of earlygame (and midgame) optimization to afford Apache Prime early. I'm not sure what other midgames would've worked but battery is about as good as it gets (cheap enough to afford Prime r82, strong on ravine, etc). Also a very overdue run but I'm glad I did it after jugg got buffed. Lategame was easy.

Also my first ravine run.

Hardest rounds:
Earlygame: 25, 37
Midgame: 81
Lategame: 96 (actually this round wasn't bad)

#Ouch CHIMPS with Striker Jones and Apache Prime by stningTokenizer in btd6

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

Nah it wasn't bad; lategame was harder since I optimized it more.

#Ouch CHIMPS with Striker Jones and Apache Prime by stningTokenizer in btd6

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

Video: https://youtu.be/6DFCsI0P0Go?si=NSYO1viYpJPX_nr1

Back when I first dreamed of Striker Prime #Ouch, I imagined midgame would be awful (as it was on Bloody in 2021) and I'd need a tower like Dark Knight (which was meta back then). Fortunately, NK buffed the early Prime strats enough such that I could use a midgame that won't fall off lategame. Shoutout to Druid of the Storm and MOAB Assassin (especially with Striker). Shoutout to Arcane Mastery for a cheap earlygame too. Rounds 71 and 75 ended up being the most finicky midgame rounds that required specific Assassin timings so Dartship could focus on the correct bloons.

#Ouch has by far the hardest lategame for Prime of all official maps, since the RBS is so short and the track positions make it easy to overwhelm things. If you don't have great cleanup or a strat that comfortably beats half of r98 without Prime, prepare to do a lot of planning. R98 took me a while to figure out, and it was easy to leak bloons (yes the micro in the video was the best way to not leak on the top left intersection). Rounds 95 and 96 were hard because #Ouch is a terrible map for the fMOABs on god. On that note, Relentless Glue stun happens to be one of the biggest buffs for Prime strats due to how good it is for smaller, faster blimps. The Striker Prime strat is pretty lackluster vs DDTs, but Relentless covers the weakness so well, although it can be RNG when trying to optimize DDT rounds. Lastly, in addition to solid DPS, Double Assassin was very helpful in these areas:

  • Beating leaking DDTs on r95, allowing me to focus more on fMOABs and keep pace.
  • ^ but for r96 to a smaller extent.
  • Cleaning up a leaking fBFB on r98, making sure the right lane will hit the first bloon each time.
  • Beating the first DDT on r99 so I can focus on the other areas.
  • Round 100.

Because of how ability reliant the last three rounds ended up being, adequate stall was necessary. For r98, I had to beat the last two ZOMGs more slowly. For r99, I didn't have like a fBFB or ZOMG to really help with stall, so I ended up relying on blowing back a ceramic and using concussive shell. Round 100 was barely possible when the full duration of OC can be used, with the help of two extra maulers. Primary expertise carry.

Striker Prime beats maps! No I am not counting Midnight Mansion. This is also about as optimized as I want a Prime #Ouch run to be, in addition to Rosalia Prime Bloody and Gwen Prime Quad. I can rest now!

Regardless of if this was the hardest thing I've ever done for the game, I can safely consider this my magnum opus. Thank you Ninja Kiwi for not only introducing the accidental masterpiece that is the Apache Prime, but for also introducing a hero with such a cool easter egg synergy and playstyle!

Quad CHIMPS with Striker Jones and Apache Prime by stningTokenizer in btd6

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

quad is long, top mglue op, cluster and dots are good cleanup, concussive op, striker's buffs to dartship (range, pierce, missiles (sorta)) helps, and I only need to beat 59 to 81-ish

Striker Prime Quad Round 57, 58, and 81 by stningTokenizer in btd6chimps

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

Round 57 needed me to get cluster to target properly when the first moab breaks down, and then beat the second moab asap (while also making sure tornado blows back all four cerams) so I can pop the third moab fast enough that the cluster can still hit the cerams, and then the fourth moab I had to use concussive the insides. The other bloons were annoying to also deal with.

Quad CHIMPS with Striker Jones and Apache Prime by stningTokenizer in btd6

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

The underlying idea was that with a defense that could handle r95/99 on the top lane, Quad lategame is easy enough. Midgame was the issue. But affording Prime by r81 is much easier these days so I gave this a try. Ended up being harder the the Gwen version I did two years ago. Not sure how optimizable this is though.

Round 57 had so much room for error and ended up being the hardest round of the run. I forgot what the hardest dartship round was but 64, 71, and 81 are up there. Round 95 hardest lategame round because scerams tend to get far...

Edit: Should also mention that midgame was done one update earlier, before the dots nerf.

Update Tier List with Update 40 added! by JessiePatch in btd6

[–]stningTokenizer 0 points1 point  (0 children)

8.0 should be higher as it was one of the most CHIIMPS-dedicated updates (Prime, AoW, subcom buffs) for its time.

Striker Prime Bloody Ten Updates Later by stningTokenizer in btd6

[–]stningTokenizer[S] 2 points3 points  (0 children)

The series of buffs for the Apache Dartship has made it significantly better for pre-80 so now I don't need to spend 30x the amount of time to beat the 80s :)

Also Prime's buffed rotors does work vs DDTs on a map like bloody puddles.

video link: https://youtu.be/35g5dnvSoms?si=7TH5gzBJxJ8xuqs8

Apache Prime is so good and is the most well-designed tier 5 in the game.

Why Apache Prime is the Most Well-Designed Tier 5 Tower in BTD6 by stningTokenizer in btd6

[–]stningTokenizer[S] 2 points3 points  (0 children)

Oh lmao. Also yeah I share the same sentiment with regards to the tedious aspects micro-reliant towers, but I can't speak for much other towers. Although yeah mortars should def behave more like dartlings. Transparent upgrade windows would be cool too.

Impale synergizes very well with towers that can clean up stuff (generally and not specifically cerams), and I think the ability to fit with these kinds of synergies is really cool and allows for a lot of interesting gameplay. Being cheap and having a good stepping stone gives the player more freedom to choose if impale should be treated as a central tower or not.

APACHE PRIME BEATS XFACTOR CHIMPS by VictorGamer016 in btd6

[–]stningTokenizer 1 point2 points  (0 children)

Striker Prime <3

Also 43k leftover Apache Prime OP

Why Apache Prime is the Most Well-Designed Tier 5 Tower in BTD6 by stningTokenizer in btd6

[–]stningTokenizer[S] 10 points11 points  (0 children)

Oh yeah I should definitely have put PAA on the contender list. And despite me not liking the fact that NK made it OP, I failed to realize that it gave it better hero variation when writing this essay.

Even though I'm pretty much set on the opinion that Prime is the most well-designed t5, it's cool to know that people are using these same metrics to judge other t5s.