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The major role of Admiral is to deal a burst amount of damage in a short path, which is designed for the latest Expert map, Flooded Valley. Where instead of 1 Alchemist, she will rely on Buccaneers and Submarines in order to deal massive damage in short section during R40.
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[Admiral makes any map with water easier]
With Alchemist, the quality shot from Pistol is very scary, which makes majority of non-CHIMPS modes easier with only 1 Dart, Alchemist and herself, while spending extra cash to build economy.
(A "solution" to those ppl keep spamming "MK needs Money", which just happened today)
An alternative to Benjamin as long as there are water.
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[Military is about teamwork, not solo]
The inability for Super Mine to damage inside and slow normal mine spawn speed are to justify that she is not designed to solo and getting further broken by well known "Overclocking".
(Obyn's Level 2 pierce bonus rework also explains how they want balance the game)
The pistol itself is basically the bread and butter to the major weakness of naval strategy: Lack of quality shot.
Submarine and Buccaneer are designed to be high piercing towers. Which the Admiral and her naval armies work together to cover each other's weaknesses:
- If Buccaneer and Submarine can't defend a rush, a well placed Admiral stockpiled mines will do the job. Leave the low rank military for the usual cleanup! No need to call airforce for everything.
- Not enough early damage to MOAB and need to purchase expensive upgrade? No problem, just ask Admiral send her love and respect for motivation, along with her gun!
- Carrier Flagship not fast enough to deal with DDT rush? Just pop a Super Mine! Let the Flasghip do the cleanup instead of taking salary for nothing :P
- There are speedy Rainbows and Ceramics for naval armies to catch up? Just use her gun!
Still I have to spend time to play couple of more serious games before I can tell more.
Her normal mines aren't suitable to be a high pierce attack due to those said issues.
She is best to be used on "Strong" targeting option, and as I said, use other water towers such as revised Double Grapeshots Bucaneer or just typical Advanced Intel + Airburst Dart Submarine to deal with lesser bloons. Carrier Flagship is a very good tier 5 choice.
What makes her different from Pat are:
1) She can detect camo.
2) She has longer range.
3) Her buff can affect all water towers, which explains why her cooldown is longer.
4) She deal high layering damage instead of stunning area and knockbacking MOABs.
5) She can't affect land towers, and can't be placed on land without Power.
okay thanks. can you tell me her abilities? cant find anything on fandom.
If you think 5000 is very hard to get, here you go:
https://bloons.fandom.com/wiki/Admiral_Brickell
this and the fact that she has a slow firing rate makes her less desireable for me.
the only things i like about her are design, spawns in water, and incredible buffs for other water towers
https://www.youtube.com/watch?v=7Kr-AGFVOQY&t=14m
I had intended to input for Naval Tactics with my power-boasting fleet against the Camo Ceramic cluster, ended up spacing out about it, and oh look, the convenient L15 benefits I just got simply trivialized the Camo Ceramic cluster. Pat by contrast requires his tower support has Camo detection already because he definitely can't do anything directly against Camos, so his Boats can find themselves gimped in their power if you don't want to resort to Submarine missile h4x.
Brickell is absolutely NOT weak. If anything, she shows signs of being OP where she stands.
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I want to provide some involved math, BTW. Brickell's Pistol deals 3 Damage at base, 5 Damage at L6, and 7 Damage at L12, while her Mines deal 1 Damage at base, 2 Damage at L6, 7 Damage at L9, and 12 Damage at L12. I don't know her L17 Mines' Damage, but I can be sure it clears 18. I don't think there are any bonuses against MOABs or Ceramics, but I am unsure.
I can see that Brickell's Pistol is meant to give her an option away from being a more unique take on the Spike Factory, simply by letting her want to be closer to the entrance when she can poke at Rainbows and whatnot, though that notion gets weakened by the Mines FAR outgrowing the Pistol. That's definitely worth ticketing in the interest of relative balance, even if the Mines themselves do overfocus on wrecking clusters to the expense of being good against anything else and then don't have non-viable locations exempt for deployment.