Bloons TD 6 - Pat Fusty's Unsung Monkeys on Monkey Meadow CHIMPS, no Overclock/Permaspike
Yep, the Unsung Heroes achievement on a map other than Logs. I also disallowed Overclock and Permaspike because of their significant use.
I have to confess: those little guides do make a good point about backlining allowing for sniping blimps repeatedly. At the same time, I still wouldn't exactly object to buffs that would still encourage frontlining for more innovative, faster, and kinetic gameplay. I have for example been thinking for a while of a buff idea for Pat Fusty to have him deal +2 Damage to Leads with each of his attacks, a nudge to have him compliment Etienne a bit better but nothing that would be gamebreaking. You might notice that I never had problems here with the DDT Rounds.
You can see, for reference, that the track has convenient ability to shoot down a line with Engineer without losing too much attack ability, at least with Larger Service Area to reduce issues with angling, so the M1 Engineer holds out long enough for Pat Fusty to come on out.
The killer was Round 98. I recall doing this, although unrecorded, before Version 22.0's nerf to Spike Factory's spike lifespan outside getting the bottom path, which by the way still is underwhelming except for (what else) Permaspike; unfortunately, the lifespan nerf is big enough and one of the Versions toned up Spiked Mines's damage output which may have made a difference here. Round 98 is more than enough reason why I wouldn't get Radar Village, simply because RV wouldn't even help anyway. Maybe M4's activation would help? I wouldn't know; you see how the Castle's Ceramic wiping catapult barely clutches the whole thing so well that I'm rewatching the part where that happened and I STILL can say how I'd easily be confused how I lived if I didn't know better. In general? Round 98's blimp bloat is flagrant, and the particularly aggravating thing is when you can't focus fire so easily at all on the MOAB layer to keep the blimp count low enough, because First will be guaranteed to to hit the Ceramics you'd want to leave to the Castle, but Strong is bound to have the tower go for the ZOMGs that should be given to Pat Fusty's Big Squeeze.
Oh, speaking of Pat Fusty, I actually have him in that lower position so that he can boost the Spiked Mines, in addition to everything else. It does at least help for having him do his usual James Bond impression on the MOABs as well, just that I personally prefer him to be in front and center instead of having him be glorified buff bot. At least having the 2 Engineers on the right be the attackers be the attackers had them able to wear down MOABs via convenient sniping range and bolster the Ceramic to blimp ratio.
Really, though, couldn't Engineer T3+ at least be less RNG dependent? Also, what's the point of the Engineer B2 upgrade past Round 80, seriously?
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