Bloons TD 6 - "Instructions Unclear" Another Brick with Striker Jones, effective CHIMPS, no Subs
(Also no DPS crosspath Spectre, for reasons I'll outline.)
I figured that Striker Jones would prove to be the least adept of the base 4. How right I was, given how this was just a miserable. The Cornfield with Double HP MOABs map was nothing in comparison because of the Easy difficulty prices particularly when it starts you off with 900G. How bad was this? Here's the summary: Striker Jones absolutely SUCKS against spaced targets. I would try to open with him if it wasn't to the point where Round 6's starting Greens are easily too much. I am instead having to focus on my other defenses to be able to thwart the earlier rounds, and that's where things get complicated.
The most obnoxious factor by far is how much my Glue Gunner would keep missing freaking Greens of all things, with practically no excuse when I'd have him on Close AND right next to the track to marginalize shot angle issues. I swear to God the shot velocity is off, and it's enough reason why I wouldn't want him past my Ice Tower because the Ice Tower isn't going to do anything to Round 22's Whites unless those get popped early enough, and you see how much of a threat that nightmare is. Round 15 was bad enough, and it contributes to why I have to write up a build/action order to Round 23. I'm surprised a misclick upgrade didn't cause me a failure, but at least I could even get past this, though that isn't an excuse for Glue Gunner having accuracy issues that should be reduced just enough to make him more viable against singular targets.
At least doing this general run is enlightening about how Striker Jones really works, namely that his Concussive Shell activation is tactical rather than strategic, since it can be used to stun whatever targets you don't want running around, providing they'd be attack by Strong Targeting on full map range. Still, the most important handling of this is on Rounds 22 and 23: here, I'm needing to make sure I hit Whites on Round 22 when they're around the Ice Tower to stop them from bypassing it with the immunity shenanigans, and then Pinks on Round 23 to make sure that my Dart Monkey at the bottom doesn't get overwhelmed.
Thankfully, after that mess is cleared, the map is a LOT more freeform, even if I do want to be actively gimping the Round 40 MOAB with the T3/M2 Spike Factory, but this being more of me setting myself up for a challenge, I do a ban on the DPS crosspath for the Spectre, and this is significant because it means that during the wait time, my Ace that is waiting to be the Spectre is doing less damage to all the potential threats. Ultimately, I get the T4/M2 Mage since I do have plenty of Camo busting and it lets me hold out to the Spectre since Jones can also Concussive Shell all 3 of the Round 63 Ceramic clusters without issue, but GOSH does this still punctuate how Spy Plane could stand some sort of nuanced buffing, maybe something like faster plane speed. And for those wondering, I'd be for Centered Path being a potential candy store of path options. As long as the Ace crosspaths all have functionality.
As for Striker Jones and why I think he's the weakest of the Base 4? Again, it comes back to his cost for a guy who has problems with spaced, fast, and Camo targets. I've seen Etienne get bashed as inept with the early game, but at least his drones can actually combat spaced bloons on Another Brick, and Drone Swarm actually can be used to rip through Rounds 22 and 23 like wet tissue paper, and that's not getting into the full Camo provision, which would eliminate DPS Spectre's only attempt at a blind spot. Striker Jones only has so much, whereas Quincy and Obyn cost less making them significantly easier to use, and Gwendolin actually does consistently competent damage across the board and would still come out on Round 18 here, although at the tail end, so this all leads to Jones having questionable reward for his demand.
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