Bloons TD 6
Good strategy for beating hard difficulty?
For the current collection event I am trying to get a diamond crate for the achievement and the best way I know is beating stages with bonus rewards on hard difficulty but on the advanced & expert tracks I keep dying. I don't really have a strategy I just make sure I can pop camo bloons and lead bloons pretty fast and then I make sure I can pop moabs but on some maps I don't have enough space or money to get a good defense. What are some tips to beat hard mode and stuff after that?
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Показані коментарі 115 із 16
It depends on the track, specially on expert, but I mainly use subs, boats, wizards and snipers, ocasionally aces, helis, and dart monkey (of course other towers if needed), if the track is fast like workshop for instance glue is a option. Generally the water towers can pretty much do all the work on most maps. But if you're trying to get the achievement, I believe the best way is to win the hard/expert tracks on easy because although the reward is worse than on hard difficulty, the games are faster to finish and in that way you get more rewards in the end by playing more games (and beating easy difficulty is way simpler, so no risk to keep dying and get no rewards)
if ur trying to farm the collections just do expert maps on easy its 12 each and they take barely any effort

{just use buckaneers and dart monkeys}
Автор останньої редакції: imag2OOO; 17 серп. 2020 о 16:56
If there is even a tiny amout of water. Use two or three 204 sub with 402 alchem support. Of course you use 002 dart monkey so subs can see camo.
Wow I really underestimated the water towers. I usually don't use boats or subs unless I play on a map that has a lot of water but a few boats and subs can get you up to round 40 and further easily. I'm doing expert maps on easy so I don't know how much further it gets after round 40.
Цитата допису Mike9090:
Wow I really underestimated the water towers. I usually don't use boats or subs unless I play on a map that has a lot of water but a few boats and subs can get you up to round 40 and further easily. I'm doing expert maps on easy so I don't know how much further it gets after round 40.
Try to get a sub commander before round 63 and you should be able to beat most maps.
Цитата допису Mike9090:
Wow I really underestimated the water towers. I usually don't use boats or subs unless I play on a map that has a lot of water but a few boats and subs can get you up to round 40 and further easily. I'm doing expert maps on easy so I don't know how much further it gets after round 40.

As I said from my last reply.
Use two 204 sub supported by 402 alchem.
A 002 dart to increase range and camo detection.

Those 4 alone can take you as far as r62.

If you didnt buy anything else. You should have about 32K, enough to buy sub commander.
expert maps with bonus rewards are the best but dont play easy. as far as efficency goes (money for the win and time spend for the run) impoppable is the best, hard on 2nd place, then easy and then medium (easy was more efficient some months ago, but rewards got changed at the last collection event)
Цитата допису DarkMatter:
Цитата допису Mike9090:
Wow I really underestimated the water towers. I usually don't use boats or subs unless I play on a map that has a lot of water but a few boats and subs can get you up to round 40 and further easily. I'm doing expert maps on easy so I don't know how much further it gets after round 40.

As I said from my last reply.
Use two 204 sub supported by 402 alchem.
A 002 dart to increase range and camo detection.

Those 4 alone can take you as far as r62.

If you didnt buy anything else. You should have about 32K, enough to buy sub commander.
I am trying out this strategy but what do you do against leads? You say "Don't buy anything and you'll be able to get to round 62, and then you have enough to buy sub commander" but if I place 002 dart monkey, two 204 subs and a 402 alchemist the lead popping power is basically 0. I've had to buy a bomb tower/magic tower every time to not die to leads
Цитата допису Mike9090:
Цитата допису DarkMatter:

As I said from my last reply.
Use two 204 sub supported by 402 alchem.
A 002 dart to increase range and camo detection.

Those 4 alone can take you as far as r62.

If you didnt buy anything else. You should have about 32K, enough to buy sub commander.
I am trying out this strategy but what do you do against leads? You say "Don't buy anything and you'll be able to get to round 62, and then you have enough to buy sub commander" but if I place 002 dart monkey, two 204 subs and a 402 alchemist the lead popping power is basically 0. I've had to buy a bomb tower/magic tower every time to not die to leads
And this isn't even on hard yet, so once I do that I might not even have the money to not leak 125 lives
use brickell and use naval tactics for leads. and amd gives lead popping power to subs and on a longer track it should be pretty reliable as lead defense
Цитата допису Mike9090:
Цитата допису DarkMatter:

As I said from my last reply.
Use two 204 sub supported by 402 alchem.
A 002 dart to increase range and camo detection.

Those 4 alone can take you as far as r62.

If you didnt buy anything else. You should have about 32K, enough to buy sub commander.
I am trying out this strategy but what do you do against leads? You say "Don't buy anything and you'll be able to get to round 62, and then you have enough to buy sub commander" but if I place 002 dart monkey, two 204 subs and a 402 alchemist the lead popping power is basically 0. I've had to buy a bomb tower/magic tower every time to not die to leads
The alchemist give lead popping power bro
You can use one 2-2-0 sub, set on strong. It will be able to pop leads on short tracks more reliably than the alchemist effect on subs. It is an option if you don't want to use a sniper.

Also, it can hit camo leads, if you have any tower with camo detection on the track.
4xx alch buff on subs makes them around 5x stronger than they are, are 220 sub cant do that
There are two different buffs from alchemists. One make the monkey pop leads (green potion). Other makes the monkey stronger. Even if you are under the effect of the strenght potion you are unable to pop leads, unless the green potion is active.

I agree that the buffed 2-0-x sub can be stronger, but the 2-2-0 sub has the native ability to pop leads. For short tracks it can be much more reliable than the random cast of the potion.
the acidic mixture dip (green potion) not only gives lead popping power, but also more damage against ceramics and moabs. but it only lasts for 50 attacks from the tower. for example if you have it on a monkey which never attacks, its basically permanent, on fast attacking towers like apache prime, tack zone or sub commander it only lasts a secount or less. the alchemist throws the amd buff on towers randomly in its radius

the other buff (berserker brew) gives the tower more damage, attack speed and range. unlike the amd buff, this buff lasts an (always same) specific amount of time. and this is what makes your towers so much stronger and makes the top path alchemist by far the strongest tower in the game. it throws this buff always to the closest tower he is standing to that currently doesnt have the buff. stronger stimulant works like berserker brew, but the effects are stronger and it lasts longer.

and im not saying amd if a reliable lead popping power. it may be for a tower like permaspike (0-2-5) but for subs its not completely reliable, but as long as the track isnt that short (like expert maps are) and there are no other towers except the subs in range of the alchemist, it should be the needed lead popping power for hard mode (not for ddts tho). you should be pairing subs with brickell tho and her lvl3 abilitiy lets the subs pop lead, and this is enough for the whole game except round 95. and you should be using triple guns (2-0-3 sub), 2-0-4 is only really worth it after you have a sub commander (2-0-5)
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Показані коментарі 115 із 16
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Опубліковано: 17 серп. 2020 о 16:10
Дописів: 16