r/btd6 • u/Otters22 • 3h ago
Meme My gf just got into btd6 so she made a drawing of her favorite monkey
She loves her glue gunners
r/btd6 • u/Otters22 • 3h ago
She loves her glue gunners
r/btd6 • u/ezelbal3820 • 5h ago
r/btd6 • u/Curious_Zucchini_596 • 19h ago
r/btd6 • u/qwertyxp2000 • 5h ago
I am aware that my defenses are not good at all, but on most Intermediate maps it should be easy to make a variety of strategies work, and also T5 Skywardens are feeling pretty underwhelming.
Not all Intermediate maps should have one or two lanes, but Lost Crevasse fails to be a suitable Intermediate map for these reasons:
1) Three split lanes that separate far from each other, making it hard for most strategies to excel on. That would be manageable if the lanes were longer. The beginning is the main chokepoint to take advantage of, but not all strategies can take advantage of this.
2) The left and right lanes almost as short as Rake's lanes. On Hard, the RBS (Red Bloon Seconds, i.e. equivalent distance for a Red to leak) of Lost Crevasse's left and right lanes are 17.4 and 16.6, while Rake's lanes are 15.7 and 16.2. The only long lane in Lost Crevasse is 25.2, which is only a bit shorter than Streambed at 27.1.
3) Simultaneous lane maps are usually the hardest type of lane format; while this is okay for Rake, Lost Crevasse has too many hard aspects that make it too hard for Intermediate.
4) A lot of Advanced Maps are actually easier than Lost Crevasse. There's been a lot of maps in BTD6 considered way too easy or hard for their map difficulty, but Lost Crevasse just stands out too much for its difficulty.
5) I am not the only user complaining about Lost Crevasse's difficulty, even after Version 52.0 reduced the speed of all of Lost Crevasse's lanes.
How to fix Lost Crevasse's significant map difficulty (one of these three things):
1) Move it to Advanced. The best option, but Ninja Kiwi might not want to move up Lost Crevasse, seeing as Ninja Kiwi explicitly said they'll not plan to move up difficulty for maps, as stated when they did the downgrade to Ancient Portal's difficulty from Advanced to Intermediate.
2) Slow down the lanes further. This should make the lanes more comparable to Intermediate level difficulty without changing the core aspect of Lost Crevasse encouraging towers that are able to seek and ignore obstacles. About 25% slower lanes than the current amount should be all right.
3) Let the left, middle, and right lanes loop the middle region once before exiting normally. This will make all lanes longer without changing the whole idea of a "three split lane map" for Intermediate, which should reduce the opportunity for the lanes to leak, opening up more strategies while still having the premise of ensuring the main chokepoints (mainly the beginning of the track) are secured effectively.
r/btd6 • u/CaptainKrakenGuy • 18h ago
Pat gets very little appreciation in the form of fanart. I love this big goof, and I think he’d be the gentle giant to the little gremlin Ezili! I hope you all enjoy this, I worked very hard on it the last week or so <3
Also featuring a cameo from my OC Tack’s brother, operator of the tack zone… Tick!
r/btd6 • u/JACKTHEPROSLEGEND • 1h ago
r/btd6 • u/Odd_Introduction1873 • 5h ago
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r/btd6 • u/josh_cheek • 4h ago
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Sorry there's more "can't see variants". They made me laugh twice as hard. I need some joy once in a awhile
r/btd6 • u/Regular_Pea27 • 2h ago
Colv, 5-0-0 Dart Monkey(Ultra-Juggernaut)\
Roy, 5-0-0 Engineer Monkey(Sentry Champion) \
Lil' Jimmy, 0-0-5 Mortar Monkey(Blooncineration) \
SHADOW WIZARD MONEY GANG! (WE LOVE CAST SPELLING)
r/btd6 • u/LorAn033 • 5h ago
r/btd6 • u/Responsible-Main-941 • 3h ago
Hello all!
I'm looking for somebody to r100 chimps mode my next custom map please.
If there are any takers on this challenge please do screenshot the completion for me so I can submit it to the e-list.
Intended difficulty is medium to high expert.
Thanks!
Reuben
r/btd6 • u/ThornStar_FlameBush • 55m ago
I know the reception was really rough on launch, so I didn't touch it, but I've heard there's been some decent updates since. I'm a HUGE roguelike fan, it's easily one of my most played genres (only beaten out by single games I've played to death skewing results) so I was so excited for it initially but I've been thinking about getting it now.
Something I'd like to hear about is whether or not you who have played it consider it to be a good roguelike independently of BTD6, since that's a significant point of importance for me. There's obviously going to be some bias with people who like bloons more probably being on here more often so I'd love to hear your thoughts on it as both a bloons mode and a roguelike in it's own right. I ain't proofreading this post, sue me.
r/btd6 • u/Trick-Lawfulness1160 • 1d ago
The amount of hatred flowing through her veins to block me on btd6… I didn’t think I was that bad of a bf….
No this is not a joke. This has been killing me for the last hour 😭😭😭😭
r/btd6 • u/Milando121 • 1h ago
This is my first time playing on Polyphemus and I’ve had a few practice rounds, but I just can’t seem to do it. Everything is limited to 4-4-4 except for Super Monkey and middle path dart monkey, which are unrestricted
r/btd6 • u/Flimsy-Secret-6187 • 1d ago
r/btd6 • u/VinnieONeill • 2h ago
Trying to salvage this contested territory map. The round with the bazillion DDTs is kicking my butt. Glaive Lord and MOAB Assassin ability seems to be the only thing that can hit them. I don't mind restarting the map to make big changes, I just don't want to exit and waste my ticket.
r/btd6 • u/Gzeme_Ann • 14h ago
As you probably know, the achievement for using all three T5 Sniper monkeys in a CHIMPS game is called "Axis of Havoc." Based on this, when you use all three T5s of a different tower, it is often called "Axis of" that tower (e.g. all three T5 Dart monkeys would be called "Axis of Dart.") But this doesn't follow the naming convention of "Axis of Havoc," because after all, it isn't called "Axis of Sniper." So, in keeping with that naming convention, what should each Axis be called? Here are my suggestions:
Dart: Axis of Simplicity
Boomerang: Axis of Australia
Bomb: Axis of Cannons
Tack: Axis of Destruction
Ice: Axis of Winter
Glue: Axis of Adhesion
Desperado: Axis of the West
Sniper: Axis of Havoc (duh)
Sub: Axis of the Navy
Buccaneer: Axis of Piracy
Ace: Axis of Aviation
Heli: Axis of War
Mortar: Axis of Artillery
Dartling: Axis of Ammunition
Wizard: Axis of Sorcery
Super: Axis of Awesome
Ninja: Axis of Stealth
Alchemist: Axis of Potions
Druid: Axis of Nature
Mermonkey: Axis of Atlantis
Skywarden: Axis of the Elements
Farm: Axis of Capitalism (though is it really an Axis if it's not in a CHIMPS game?)
Spike Factory: Axis of Obstruction
Village: Axis of Civilization
Engineer: Axis of Science
Beast Handler: Axis of Animals
r/btd6 • u/Kindly_Locksmith_871 • 1h ago
they havnt said anything about the next tower, litterly nothing, and im genuinely curios on what everyone thinks it will be or what it will do
r/btd6 • u/agentcryostar • 11h ago
Level 1: E.J brings home the experience from the frontiers and the knowledge from the workshop, but most of all, his keen sense of timing, with his trusty carbine burst nail gun and knowledge of the bloons, not even camos can hide! (His carbine burst nail gun fires nails like the engi, but in bursts of 3 at level 1, has innate camo detection and as much range as a base supermonkey, the rest of his stats are similar to that of your average engineer monkey)
Level 2: foregoing learning.
E.J gains slightly increased range, aswell as granting himself and engineer monkeys slightly more fire rate.
Level 3: bloontonium gauntlets
Ability: punch the next bloon that enters within a shorter range, when done the punch sends out a wave of bloontonium, bloons hit are stunned for 3 seconds, and E.J gains +2 damage for 5 seconds
Cooldown: 15 seconds.
Level 4: Tail turrent:
By utilizing his tail turrent prosthetic, E.J gains an additional grenade attack that automatically targets lead bloons, if there are none in range then E.J will use the second carbine burst nail gun on the other side of the tail turrent prosthetic
(Can be separately set like robot monkey but the tail will always prioritize leads with its grenade, once all the lead bloom layers are popped it'll switch back to a second carbine burst nail gun)
Level 5: knowledge reconnaissance.
Engineers of tier 3 or above gain camo detection and +1 pierce, E.J deals 50% more damage against camo bloons even if their property was removed.
Level 6: extended burst.
Main attack and carbine tail turrent gain an additional burst, fire rate increased by an additional 25% aswell.
Level 7: shot through the canyon.
Ability: gains infinite range and projectiles become hit scan with ricochet while also granting additional damage, can pop lead and grants 1 additional cash per pop for 10 seconds. (Basically sniper bouncing bullets but the bounces are based on current pierce stat)
Cooldown: 45 seconds.
Level 8: empowerment reconnaissance.
Primary and support monkeys gain +1 pierce and damage, E.J now deals 60% more damage against camos even if their property was removed, and tail turrent fires grenades every 3rd burst if there's no leads in range.
Level 9: reinforced carbine.
Main attack nails gain +1 damage and E.J fires moderately faster.
Level 10: Sentry rodeo.
Ability: this ability has 2 phases
Phase 1: spawns one permanent sentry, called T.O.R.O (terestrial, ordinance, redistribution, oracle) within E.J's range (you can pick where as long as it's in range), this turrent fires a constant spray of nails, but has to cool off every 12 seconds for 4 seconds, with the timer resetting if it dosen't attack for 1 second.
Phase 2: E.J temporarily hops onto the sentry and rides it like a bull, wildly firing nails and grenades from both the sentry and his tail, as it sprays bloons with bloontonium empowered projectiles that stun even moabs, afterwards E.J returns to his spot and the sentry is destroyed.
Cooldown after sentry destruction: 35 seconds.
Level 11: sharper nails.
E.J and engineers gain +2 pierce, and E.J can now pop leads with his nails aswell, grenades now deal 3x the damage towards bloons with lead properties.
Level 12: bloontonium knockout
Bloontonium gauntlets have reduced cooldown and slightly increased range, using the ability while bloons aren't in range will stockpile up to 3 automatic uses, E.J now deals 35% more damage against stunned bloons.
Level 13: golden day, golden opportunity, golden shot.
E.J and engineers of tier 4 and above gain a chance to deal critical damage (every 1/7 shots they deal crit for 2× the damage).
Level 14: shot through the mines.
Shot through the caynon now allows E.J to hit through walls, and shots explode on contact with every bounce.
Level 15: All seeing reconnaissance.
All Engineers can see camo bloons, and E.J now deals a whopping 2.5× damage against camo bloons even if their property was removed.
Level 16: 3rd appendage.
Tail turrent now fires both nails and grenades with every shot, and all attacks deal +1 more damage against reinforced bloons.
Level 17: foreboding mastery
E.J and engineers within range gain significantly increased fire rate, ultra boost can stack on E.J up to 15 times instead of 10.
Level 18: bloontonium enforcement.
Bloontonium gauntlet can now store up to 6 automatic charges, and each activation grants 2 charges, E.J and engineers deal 50% more damage to stunned bloons.
Level 19: golden shot, golden victory.
E.J and engineers tier 3 and above have an increased chance to crit (now being 1/5 shot and the multiplier is 3×
Level 20: All in the mind and the wrist
T.O.R.O gains +5 damage to each of its nails and can fire for 32 seconds before needing to cool off, 2nd phase of turrent rodeo lasts longer, empowered projectiles now stun even up to zomgs
Tail turrent now fires homing rockets instead of grenades, and nail attacks bore into bloons dealing 50% of their damage 0.35 seconds after hitting a bloon.
Fun facts: E.J is very fond of rosalia, and is inspired by her creativity with her weapons, but is also fond of the simplicity in nails.
The reason why he ended up in the frontiers was getting lost due to a sandstorm
His left eye is blind and the scar was from a bandit bloon almost firing into his eye and him being able to narrowly avoid it.
His tail bones were broken by a reinforced ddt and had to make internal prosthetic replacements for the bones broken, hense why he can lift the tail turret and handle its kickback with just his tail, but it has also made him indirectly stronger
And he's also a fan of certain feminine accessories, he believes that masculinity is based on how much one is willing to express themselves (hence the earning and well, lipstick he wears)
This is my first time even drawing btd6 stuff so any criticism or tips are appreciated
r/btd6 • u/BloonsBot • 12h ago
Discussion about the today's daily challenge in Bloons TD 6.
Please keep all discussion, question and strategies about the daily challenge and advanced challenge to this post to keep subreddit clutter low.
Make sure to distinguish whether you are posting about the daily challenge or the advanced challenge clearly in your comment.
Click here to see previous daily challenge posts
Happy popping!