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40 (easy) = moab
60 (medium) = bfb
80 (hard) = zomg
100 (certain hard modes) = BAD
DDTs start appearing at r90, and 1 spawns as a child from every BAD.
DDTs have the following properties:
Camo - requires camo
Lead - requires attacks that can pop lead
black (sharp) - requires attacks that can pop black
Pink - fast boi
aka, its fast, camo, and can't be damage by most lead / sharp attacks unless they are given a buff (2xx alch, x3x village, striker jones) that allows them to damage both lead and black.
They do, in fact, have a level completed message, at the end of the rounds I mentioned above.
Ask about mechanics before making a fool of yourself with stupid claims, lies, and baseless rage.
502 = tier 5 top path with tier 2 bottom crosspath
xx5 = tier 5 bottom path with any crosspath
xx5 ice and 250 sub are my preference for DDT
502 heli with a x2x village and 2xx alch is strong
I go with T5/B2 in that regard, for Top 5th Tier, Bottom 2nd Tier. Or for that Sub example, M5/T2 for Middle 5th Tier, Top 2nd Tier.
The towers are basically your character choices more or less, hence Version 43's recent base tower price decreases. They're good and bad at different things.
As for DDTs, they're basically evolved armored enemies. Bloons Monkey City, where they originated from, didn't want you buying an inexpensive tower for destroying Leads or even Camo Leads and calling it a day with a threat designed to stop people from just spamming Dart Monkeys like what happened in BTD1. Armored enemies in plenty of games typically lack speed, stealth, or resistance. DDTs break convention in that regard, but they're still (if slightly) bigger than MOABs and not as durable as BFBs, so it IS worthwhile. One thing I like to do is have Wizard Lord Phoenix (M5 Mage, preferably with M5/B2 crosspath) by Round 90, trigger his activation, and just say "hi, DDTs! Bye, DDTs!"
I'll provide the summary about DDTs: armored, stealthy, fast, and resistant.
That said, a help message warning about DDTs during the late 80s, preferably 87 or 88, would have been nice. Round 89 isn't always pleasant if you need to save activation ability usage for DDTs, and DDTs are intent on catching you not caring about using activation abilities. Oh, and as a word of warning, Quincy can't do anything to DDTs on his own, so if you're using him, you better have something that can cover for that or the DDTs will get past his bow.
By the time they arrive, just have a 025 Ice Monkey within range of a tower that can smash frozen Bloons (520 Dart Monkey is very cost effective, or a 520 Ice Monkey if it's CHIMPS as you'll need him for the B.A.D at 100).
The DDT's stop moving regardless as soon as they meet the range of the Ice Monkey, and while frozen they take huge damage from the other towers.
Well can't all towers target frozen balloons? if not that sucks ass because thats kinda the point of freezing them!
increases range of towers within the village's range
2xx upgrade increases their attack speed
x2x upgrade gives them camo sight
x3x (which includes x2x) gives their attacks a buff that makes them bypass immunities. In other words, dart monkey can pop a lead, cannon can pop black, wizard can pop purple, etc.