About the monkeys not hitting the track, its actually important to fill all of it up because moabs have way bigger hitboxes than regular balloons and it would help in the later rounds
ehh not really most of em died to 63 and 76 with no moabs and the towers that got above it had either infinite range or the max required range required to hit the track from the max distance
11:10 I can explain why the quality dropped for the Ace and the Heli runs. It has to do with how video compression works. When a video is recorded, it captures all the pixels on the screen, but storing each frame in its entirety would require a ton of memory. So to save space, video compression algorithms only record the changes between frames rather than every single pixel. For example, if the grass in the background stays the same, the video compression won't re record it, and instead will just re use the first capture of it. However, when there are a lot of things moving on the screen at once (say, a large group of Aces firing a ton of darts), almost every pixel is changing from frame to frame. This makes it difficult for the compression algorithm to efficiently compress the video, leading to a lower bitrate. That's why the bitrate dropped a ton for the aces and helis. You can see other examples of this in basically any video that uses a lot of confetti, since it faces the same problem.
It's not the bitrate that drops, but the same amount of bitrate is being stretched thinner to try to describe an abnormal amount of movement, leaving less room to use that bitrate for quality and sharp images
The bitrate doesn't drop it stays the same but since your trying to fit too much information without enough space to store it the quality drops and you get smudges. TH-cam also makes it worse since it compress videos further server side
For the mortar monkeys, it might take a lot longer to set up, but if each time you placed one, you adjusted it's targeting to certain different zones that would get cross sections from overlap in the track, then you could have basically the whole track exploding every time they fire, versus a singular blobby spot
The whole track getting blasted only matters on waves where there are targets present on the whole map. Ideally you want zero idling/useless towers and doing that would create an entire track of pointless damage. Sure would look cool though.
The WIzard Monkey losing at Round 63 was unsurprising because a 0-0-0 Wizard Monkey is IDENTICAL to a 0-0-0 Dart Monkey, with the only difference being that it can't pop purple bloons. So, yeah, a 0-0-0 Wizard Monkey is literally a worse Dart Monkey for a higher price.
Wizard: 1 dmg 3 pierce 40 range 1.1s atk speed (higher number is worse) Dart: 1 dmg 2 pierce 32 range 0.95s atk speed I agree that they’re functionally identical though 😅
the snipers shuold have been on first, the ones you set on strong just popped the ceramic layer on 76 and then let them regrow. if you put all on first they would have completly popped most of the bloons
Setting them to first would still create a regrow farm since plenty of the newly spawned bloons would be slower than the first one. Setting them all to *last* would probably do a decent job
@@wandsofpage true, last should do the best. when set to fist its only going to be a small regrow farm tho, since only very few bloons would survive, as all snipers shoot at the same time
actually if he has monkey knoweledge he should put like half of em on last so they shoot 10% faster. plus on 76 it would just nuke a bunch of cerams simultaneously
'i just want to beat it so bad' 'hey, its me from.. i dont know how long its been, maybe like, 3 hours or so' ( 13:06 ) we did not need to know that neo
16:45 you can be able to constantly turn on the striker jones ability by editing a challenge, there's a option that can modify the ability recharge of every tower. So yeah, there's a way to make that 😊
Putting some snipers on strong not only makes it unfair (and useless at the same time), but you actively screwed yourself on 76 because strong targeting is the WORST targeting for regen bloons. Keeping them as ceramics for longer would prevent them from multiplying
@@jeffe2267well it kinda ruins the fun if they do something unfair. When you played pretend on the playground it stopped being fun when someone used the ultra death unblockable laser even though it’s not a sanctioned event.
The song that everyone is asking for that starts at around 24:00 minutes is called "IKEIKE/Fashionable/Karaoke", it seems to be labeled as some super generic sound (which is crazy because it sounds nice as hell), took me a while to find it
16:10 I'm pretty sure the mortar can't beat round 81 even with perfect micro. What makes round 81 so different from round 80 is that that's the start of freeplay (or at least... the point ninjakiwi decided to implement anti-lag features...), and so you have Super Ceramics that have WAY more hp, but don't spawn children. you notice in the video they just glide past without getting popped.
for the mortar monkeys, in order to have striker's ability have full uptime you could have gone into challenge editor and reduced ability cool down that way you would also not need an Energizer
The pixelation from the airplane monkeys is related to the way video compression works. Most common forms of such compression work better when frames are "sufficiently similar" to one another. The airplane monkeys and their projectiles make the relationship too "chaotic" and so artifacts of the compression build up.
There would be no way to play Mortars without Jones though, the micro would be impossible to do for a human. Like he said, maybe with a mod that makes mortars follow touch like Dartlings, it would be different.
I’m so glad I found a BTD6 TH-camr that isn’t annoying. This game is interesting to watch but a lot of the TH-camrs act so childish. Thanks for being an actually entertaining person 🙏
For camo ballons maybe Etienne couldve been a good option because of Lvl 8 Anyways, nice content, i stumbled upon your channel recently and i really like your commentary and you're really honest about "skipping rounds and being lazy", i find it kinda funny
Its nice that you actually did 0-0-0 and not cheese it like most youtubers. Istg most of them are just like "erm ill upgrade the helicopter for pursuit!" Like that isnt 0-0-0..so i appreciate you actually doing the challenge
First, let me say this: I liked the video and the testing, and find it done well enough despite obvious limitations (water towers on a land map, but nothing we can do about that), though I do have some things to suggest or consider below, as well as a suggestion for another video: - Sniper could go way further. With the sheer number of them, you don't want to have them on "strong" because of the regrow issue, on top of being able to stall out lagerer MOAB-class for longer. I believe Sniper is a top contender, after watching the video probably 2nd or 3rd place. - The Mortar Test with Striker was interesting, but also kinda against the spirit of the challenge a little (not complaining though, it's cool to watch, but if you want to compare results, some ground rules for comparison are required imo). I would have liked if the quirk of the mortar (targeting an area only or requiring micromanagement) would have been the thing stopping it from reaching high rounds, similar to how tack got demolished early or how Ace and Heli had their own quirks to deal with. You could have focused most of them in the best overlapping areas, with some at the last corner for example. In the same way, I dislike the use of Camo Traps just for Super Monkey alone. If you allow him that, you have to allow it for all other tests too, otherwise the round 91 result is invalid for comparison and just a theoretical, the true death was then round 78. Overall, before the test, I would have assumed the Top 5 towers in the following ranking: 5. Ace (Wingmonkey) -> actually died on round 78 4. Heli (good micro) -> actually died on round 78 3. Sniper (all first) -> actually died on round 76 (strong targeting = rip) 2. Dartling Gunner (good micro) -> actually died on round 94 1. Super Monkey (all first) -> actually died on round 78 without camo traps, much later at round 91 with camo traps (I myself didn't consider the footprint of SM, if I considered that too, I would have placed it in 4, just behind Heli but better than Ace) Alchemist got the most surprising result imo, actually reaching round 80. He is a better footprint bomb shooter with a DoT effect, though probably has less but enough pierce per throw, and the lower attack speed was made up with higher range and numbers! The ZOMG was the obvious worst matchup though. Finally, here a suggestion for a new video with a similar theme, maybe better comparable: "How far can a full map of each 0-0-0 tower go in their best map?" Suggestions for best maps could be voted on in community posts, or you can just try multiple maps you believe best suited per tower type and show them all. In my opinion (haven't played in ages), these maps may be of the most interest: - "Logs" can fit less towers and has some minor obstacles, but more intersections over the full span of the map, so if a tower has limited range, it has an advantage on Logs. Obviously, it is one of the longest maps available, just behind Resort if I remember correctly. - On the outstandingly long "Resort", longer or full range towers benefit from the extra space the map provides, on top of having a hot spot intersection to target. - "Cubism" is arguably worse than Logs or Resort, but provides both a lot of tower space AND intersections that are all relatively close to one another, so it is like an in-between that benefits medium-ranged towers the most, but is shorter than the other options. - "Spice Islands" for water towers provides the best space to place most water towers (land mass used only for MIB's, Pontoons allowed for extra MIB's at your leisure), but has the shortcoming of not being very long, so it may just perform worse than using Portable Lakes on any of the options above... Recommended Rules: - Only X number of MIB's allowed - Camo Traps allowed if towers otherwise die to a round - NO Heroes or extra buffs, 0-0-0 means solely the power of the base tower, in essence at least (MIB for obvious flaw in this thinking)
Seeing this made me wish we had an actual alchemist path that focused on their main attack. Why did their attack path have go just be a temporary super monkey? Their attack is so good but completely falls off
Honestly what I'd be interested in is how far a map full of tier 3's can get. The reason i picked tier 3 instead of any other tier is 1. Most tier 3's are moderately powerful but also specialized in some way, leading to what i think would be a more interesting video 2. Only one tier 3 has an ability and the dark Champions ability is pretty useless in this scenario so you don't have to worry about how using the abilities would impact the results 3. I feel like a lot of thir 3's are underappreciated
Absolutely start a series and each video is just this but tower specific and go through every single upgrade and see how long it lasts that would be the best content of all time
ok listen man imma be fr, i cant get enough of your videos. they are so fuckin good! if you do end up doing this next time, you might wanna try a longer map, but then youd be spending 4 years setting it all up (you have the patience of a saint i swear). PLEASE continue these types of videos, i love them
great video! honestly im also kinda surprised by the alchymist :D round 80 is great achievement. it was fun to watch and i would love to see a video with path 1-0-1, 1-1-0 or 0-1-1, as you choose!
If you don't mind using mods, there's one called Super Monkey Knowledge or something like that. It has auto-targeting for dartling gunners and mortars as an option. It could be used to determine how far one could get through near-optimal micro.
I'd be super curious to see how the results would be different if there was like, a mod that would provide MIB to the whole map without taking up space.
If you’re allowing striker for mortar targeting, I’d argue you should allow geraldo with infinite cash to convert a dart monkey army into your super monkeys, so that you can place more of them
I think a fun challenge is using ultimate crosspathing to do 3-3-3 towers specifically. 5-5-5 challenges are cool and so are 0-0-0s, but I never see 2-2-2 or 3-3-3. Also in this challenge I feel like allowing the MIBs to be 2-3-0s may have helped against 63. Idk though. As for Mortars, there's probably a mod to give them Dartling targeting, or alternatively you can use challenge editor to make ability cool down nonexistent to have Striker up psuedo-permanently.
Great video, I’m sure this took forever. I would like to see snipers with elite targeting prio though. If striker jones and the sub are fair game, than hiding a T5 sniper behind a tree should be too. I’d also be interested in seeing if all elite, elite mixed with strong, or a mix of all types of targeting is best.
Ooooh, next I'd love to see this for tier 1 2 and 3, maybe you can choose with all of them, it'd be neat I think, or just use a mod to let you have all
One thing you could have done for Super Monkeys is get a bunch of regular Dart Monkeys down, place a Geraldo, spam as many Hero's Capes on the Monkeys to turn them into Super Monkeys (and you can hit Ability Reset in Sandbox mode to refresh his stock), and then try to shoot for Round 100. Potential for wayyyyy more Super Monkeys than normal due to the smaller hitbox of Dart Monkeys, and converting one to Super Monkey won't auto-sell the towers nearby them.
I think there's a mod that lets you set your own timer for abilities, maybe this mod could help for the mortars with Striker's ability. Or maybe a mod that gives the follow mouse target to mortars
"That was the worst one we had so far" (in reference to Beast tamer) Ice Monkey: Couldn't get passed the first MOAB bloon Glue Gunner: Couldn't get passed round 6 because of lives
Snipers probably didn't do too well on 76 because you set them on strong, they kept shooting the biggest bloons, letting the lower tier ones regen before the other snipers could kill them Also, the copy paste towers mod lets you copy targetting, so you could have copied a wingmonkey ace and pasted that instead of placing base ones so they all had the targetting already One more thing, Etienne could work to give them all camo detection, with the MIB giving the Lead/purple popping, replacing Etienne when he gets to level 19 so he doesn't steal pops through level 20 (If the monkeys even get there, which they shouldn't be able to anyway)
The towers will actually shoot at the bombs IF they're big enough to be in range even if they can't reach the track, so technicalities it could still be helpful but probably not enough to make sure big difference
someone has probably already mentioned this, but you can modify ability cooldowns when creating a challenge which could help you use Striker Jones' ability with 100% uptime.
27:45 "Well what do you know? Could you have guessed it? probably not, because it never fricking happens" bro i started dying and when i saw him speaking and then saw 63 im like rip engineer
11:10 its because of bit compression. The more unpredictable stuff on screen, the more TH-cam struggles to predict where the next pixel will be. Same thing happens with confetti and such
I love the snipers as they know not to all shoot at a single enemy, most games don’t have turrets that do that so they waste an entire volley of attacks on 1 enemy.
About the monkeys not hitting the track, its actually important to fill all of it up because moabs have way bigger hitboxes than regular balloons and it would help in the later rounds
so true my guy
i won’t even matter because of round 63😭
ehh not really most of em died to 63 and 76 with no moabs and the towers that got above it had either infinite range or the max required range required to hit the track from the max distance
literally would of only helped the alch i think
@@TheNeoGod-do one with heros only
now do how far can a map of every 5-5-5 tower go
Yeah more 555s
Zero fps
spactory 1 fps
dam it i was gonna say that
Don't give him any ideas
This opens up a very dangerous road for future videos.
Are you sure you want to do this
😂
I think he's fully aware of what he's gotten himself into lol.
Playing the algorithm.
555 spactory would actually lose to round 1 because the computer would explode
@@tbush6657 since when were 555s a thing
11:10 I can explain why the quality dropped for the Ace and the Heli runs. It has to do with how video compression works. When a video is recorded, it captures all the pixels on the screen, but storing each frame in its entirety would require a ton of memory. So to save space, video compression algorithms only record the changes between frames rather than every single pixel. For example, if the grass in the background stays the same, the video compression won't re record it, and instead will just re use the first capture of it.
However, when there are a lot of things moving on the screen at once (say, a large group of Aces firing a ton of darts), almost every pixel is changing from frame to frame. This makes it difficult for the compression algorithm to efficiently compress the video, leading to a lower bitrate. That's why the bitrate dropped a ton for the aces and helis. You can see other examples of this in basically any video that uses a lot of confetti, since it faces the same problem.
Was gonna say the same thing but I'm not gonna retype what someone else already said
Tom scott litteraly did a video about this lmao
It's not the bitrate that drops, but the same amount of bitrate is being stretched thinner to try to describe an abnormal amount of movement, leaving less room to use that bitrate for quality and sharp images
The bitrate doesn't drop it stays the same but since your trying to fit too much information without enough space to store it the quality drops and you get smudges. TH-cam also makes it worse since it compress videos further server side
Thank you for teaching that! 🙏👍
For the mortar monkeys, it might take a lot longer to set up, but if each time you placed one, you adjusted it's targeting to certain different zones that would get cross sections from overlap in the track, then you could have basically the whole track exploding every time they fire, versus a singular blobby spot
that's what I was thinking while watching this video
Make them hit the part that is most efficient for tack shooters, aka, not even on the track, the part with three sides
Ok
The whole track getting blasted only matters on waves where there are targets present on the whole map. Ideally you want zero idling/useless towers and doing that would create an entire track of pointless damage.
Sure would look cool though.
or just make a challenge and set ability cooldown very low (although i think striker was still buffing them?)
The WIzard Monkey losing at Round 63 was unsurprising because a 0-0-0 Wizard Monkey is IDENTICAL to a 0-0-0 Dart Monkey, with the only difference being that it can't pop purple bloons. So, yeah, a 0-0-0 Wizard Monkey is literally a worse Dart Monkey for a higher price.
Wizard monkey has higher pierce than dart
@@massiveidiot77that’s what he said
Wizard: 1 dmg
3 pierce
40 range
1.1s atk speed (higher number is worse)
Dart: 1 dmg
2 pierce
32 range
0.95s atk speed
I agree that they’re functionally identical though 😅
@@pat9353 This was with monkey knowledge, dart monkeys have 3 pierce.
Smth had to be off with them everytime i played them they felt like shit.
the snipers shuold have been on first, the ones you set on strong just popped the ceramic layer on 76 and then let them regrow. if you put all on first they would have completly popped most of the bloons
Setting them to first would still create a regrow farm since plenty of the newly spawned bloons would be slower than the first one. Setting them all to *last* would probably do a decent job
@@wandsofpage true, last should do the best. when set to fist its only going to be a small regrow farm tho, since only very few bloons would survive, as all snipers shoot at the same time
Reading the replies first thing that comes to me is that mixing them up is probably best?
@@Echinacae no, last is just better. but only for that round, for all the other rounds you want them to be first
actually if he has monkey knoweledge he should put like half of em on last so they shoot 10% faster. plus on 76 it would just nuke a bunch of cerams simultaneously
I love that all towers turn to hit bloons,but ice monkey just looks into your soul
Tack shooter and Spactory:
@@lightningdragon809 I mean what eyes😭😭
@@Isntevo_Ferrera Um... underneath them
Lore wise inside tack shooter, there is a monkey operating it
@@eeehen5-0-0 tack shooter?
0:12 average bloons TD 1 strategy
I did this when I was getting the paragon for it😂
Its not average, monke spam is the meta of bt1
If monke don't work, use more monke
gotta say mad respect for putting all those glue gunners down knowing they werent gonna get any pops
'i just want to beat it so bad'
'hey, its me from.. i dont know how long its been, maybe like, 3 hours or so'
( 13:06 )
we did not need to know that neo
that sounds wrong out of context lol
That's wild💀
😭😭
@@TheNeoGod- lol
The blue pill, or the freaky pill
those dart monkeys at the beginning is what my monkey city wants from me
Same they need you to place down so dart huts
But in six they're goated, not in five though 😭😭😭
Same
16:45 you can be able to constantly turn on the striker jones ability by editing a challenge, there's a option that can modify the ability recharge of every tower. So yeah, there's a way to make that 😊
Putting some snipers on strong not only makes it unfair (and useless at the same time), but you actively screwed yourself on 76 because strong targeting is the WORST targeting for regen bloons. Keeping them as ceramics for longer would prevent them from multiplying
Bros hating so bad it isn’t cheating btw
"unfair" lol like it's gotta be some sanctioned competition between towers or something. it's just for fun.
Unoptimal is likely a better word then.
@@jeffe2267well it kinda ruins the fun if they do something unfair. When you played pretend on the playground it stopped being fun when someone used the ultra death unblockable laser even though it’s not a sanctioned event.
Literally what is “unfair” about switching targeting, a perfectly valid game strategy?
The song that everyone is asking for that starts at around 24:00 minutes is called "IKEIKE/Fashionable/Karaoke", it seems to be labeled as some super generic sound (which is crazy because it sounds nice as hell), took me a while to find it
THANK U BRUH IVE BEEN LOOKIN FOR THIS
@justsomeholycrusader780 no problem, took me like an hour of just listening to random songs on capcut
do you know the one at 10:00?
@@Mimiiii_VEV0 lol
Nice pfp
16:10 I'm pretty sure the mortar can't beat round 81 even with perfect micro. What makes round 81 so different from round 80 is that that's the start of freeplay (or at least... the point ninjakiwi decided to implement anti-lag features...), and so you have Super Ceramics that have WAY more hp, but don't spawn children. you notice in the video they just glide past without getting popped.
Striker also gives each one 10% attack, so it wouldn't even get past 80 without it.
"Some bloons think they can outsmart me, hmh... Maybe... Maybe... I've yet to meet one that can outsmart, bullet." ~ 0-0-0 Dartling Gunner
for the mortar monkeys, in order to have striker's ability have full uptime you could have gone into challenge editor and reduced ability cool down that way you would also not need an Energizer
Yup.
The pixelation from the airplane monkeys is related to the way video compression works. Most common forms of such compression work better when frames are "sufficiently similar" to one another. The airplane monkeys and their projectiles make the relationship too "chaotic" and so artifacts of the compression build up.
I turned my bitrate way up so I think it’ll be nice and smooth now
Just so you know, the mortars were being buffed by Jones. They were way stronger than they should have been.
hu
@@destroythinghu
@@justacoolguy5296hu
@@justacoolguy5296hu
There would be no way to play Mortars without Jones though, the micro would be impossible to do for a human. Like he said, maybe with a mod that makes mortars follow touch like Dartlings, it would be different.
I’m so glad I found a BTD6 TH-camr that isn’t annoying. This game is interesting to watch but a lot of the TH-camrs act so childish. Thanks for being an actually entertaining person 🙏
"Only one that could do it was the bomb towers"
*Snipers in the background, in 6th place:* "Are we nothing to you?"
For camo ballons maybe Etienne couldve been a good option because of Lvl 8
Anyways, nice content, i stumbled upon your channel recently and i really like your commentary and you're really honest about "skipping rounds and being lazy", i find it kinda funny
Honestly, seeing it, heli pilots could have gone much further if they could hit 78's camo ceramic rush with global camo detection
8:11 beautiful heartfelt moment
bro got the whole jungle on his side
Also dartling gunner was surprising to me but then again it has one pierce on each hit but it's firing so many that it adds up quick as hell
Its nice that you actually did 0-0-0 and not cheese it like most youtubers. Istg most of them are just like "erm ill upgrade the helicopter for pursuit!" Like that isnt 0-0-0..so i appreciate you actually doing the challenge
Keep in mind the hit box for moabs goes over the track, so even if the tower isn’t touching the track it’ll help out with moabs
First, let me say this: I liked the video and the testing, and find it done well enough despite obvious limitations (water towers on a land map, but nothing we can do about that), though I do have some things to suggest or consider below, as well as a suggestion for another video:
- Sniper could go way further. With the sheer number of them, you don't want to have them on "strong" because of the regrow issue, on top of being able to stall out lagerer MOAB-class for longer. I believe Sniper is a top contender, after watching the video probably 2nd or 3rd place.
- The Mortar Test with Striker was interesting, but also kinda against the spirit of the challenge a little (not complaining though, it's cool to watch, but if you want to compare results, some ground rules for comparison are required imo). I would have liked if the quirk of the mortar (targeting an area only or requiring micromanagement) would have been the thing stopping it from reaching high rounds, similar to how tack got demolished early or how Ace and Heli had their own quirks to deal with. You could have focused most of them in the best overlapping areas, with some at the last corner for example.
In the same way, I dislike the use of Camo Traps just for Super Monkey alone. If you allow him that, you have to allow it for all other tests too, otherwise the round 91 result is invalid for comparison and just a theoretical, the true death was then round 78.
Overall, before the test, I would have assumed the Top 5 towers in the following ranking:
5. Ace (Wingmonkey) -> actually died on round 78
4. Heli (good micro) -> actually died on round 78
3. Sniper (all first) -> actually died on round 76 (strong targeting = rip)
2. Dartling Gunner (good micro) -> actually died on round 94
1. Super Monkey (all first) -> actually died on round 78 without camo traps, much later at round 91 with camo traps (I myself didn't consider the footprint of SM, if I considered that too, I would have placed it in 4, just behind Heli but better than Ace)
Alchemist got the most surprising result imo, actually reaching round 80. He is a better footprint bomb shooter with a DoT effect, though probably has less but enough pierce per throw, and the lower attack speed was made up with higher range and numbers! The ZOMG was the obvious worst matchup though.
Finally, here a suggestion for a new video with a similar theme, maybe better comparable: "How far can a full map of each 0-0-0 tower go in their best map?"
Suggestions for best maps could be voted on in community posts, or you can just try multiple maps you believe best suited per tower type and show them all. In my opinion (haven't played in ages), these maps may be of the most interest:
- "Logs" can fit less towers and has some minor obstacles, but more intersections over the full span of the map, so if a tower has limited range, it has an advantage on Logs. Obviously, it is one of the longest maps available, just behind Resort if I remember correctly.
- On the outstandingly long "Resort", longer or full range towers benefit from the extra space the map provides, on top of having a hot spot intersection to target.
- "Cubism" is arguably worse than Logs or Resort, but provides both a lot of tower space AND intersections that are all relatively close to one another, so it is like an in-between that benefits medium-ranged towers the most, but is shorter than the other options.
- "Spice Islands" for water towers provides the best space to place most water towers (land mass used only for MIB's, Pontoons allowed for extra MIB's at your leisure), but has the shortcoming of not being very long, so it may just perform worse than using Portable Lakes on any of the options above...
Recommended Rules:
- Only X number of MIB's allowed
- Camo Traps allowed if towers otherwise die to a round
- NO Heroes or extra buffs, 0-0-0 means solely the power of the base tower, in essence at least (MIB for obvious flaw in this thinking)
Something that helped a lot on round 76 is the villages stopping the regrow
Seeing this made me wish we had an actual alchemist path that focused on their main attack. Why did their attack path have go just be a temporary super monkey? Their attack is so good but completely falls off
Similar to glue solver
7:16 I think you forgot to place the towers, it’s just an empty map…
Honestly what I'd be interested in is how far a map full of tier 3's can get. The reason i picked tier 3 instead of any other tier is
1. Most tier 3's are moderately powerful but also specialized in some way, leading to what i think would be a more interesting video
2. Only one tier 3 has an ability and the dark Champions ability is pretty useless in this scenario so you don't have to worry about how using the abilities would impact the results
3. I feel like a lot of thir 3's are underappreciated
This song is such a vibe! I'm a saxophonist and I love it, it has such good groove in it. 🔥🔥
do you know what the sonmg was called that he used during the alchemist monkeys?
Absolutely start a series and each video is just this but tower specific and go through every single upgrade and see how long it lasts that would be the best content of all time
28:16
Carpet of spikes: Look what they need to mimic a fraction of my power
ok listen man imma be fr, i cant get enough of your videos. they are so fuckin good! if you do end up doing this next time, you might wanna try a longer map, but then youd be spending 4 years setting it all up (you have the patience of a saint i swear). PLEASE continue these types of videos, i love them
great video! honestly im also kinda surprised by the alchymist :D round 80 is great achievement. it was fun to watch and i would love to see a video with path 1-0-1, 1-1-0 or 0-1-1, as you choose!
I had this exact video idea several months ago and never took the time to do it. But it is quite the task to do one map like this.
If you don't mind using mods, there's one called Super Monkey Knowledge or something like that. It has auto-targeting for dartling gunners and mortars as an option. It could be used to determine how far one could get through near-optimal micro.
18:38 Bro actually rediscovered how first targeting works
I'd be super curious to see how the results would be different if there was like, a mod that would provide MIB to the whole map without taking up space.
5:11 was personal 💀💀💀
If you’re allowing striker for mortar targeting, I’d argue you should allow geraldo with infinite cash to convert a dart monkey army into your super monkeys, so that you can place more of them
For anyone who’s wondering what the background music is its Coffee by Aruma
For the first part of
Ty
I think a fun challenge is using ultimate crosspathing to do 3-3-3 towers specifically. 5-5-5 challenges are cool and so are 0-0-0s, but I never see 2-2-2 or 3-3-3.
Also in this challenge I feel like allowing the MIBs to be 2-3-0s may have helped against 63. Idk though.
As for Mortars, there's probably a mod to give them Dartling targeting, or alternatively you can use challenge editor to make ability cool down nonexistent to have Striker up psuedo-permanently.
Now cover the map with all heroes. Imagine a full map of Benjamin. How much cash that could make lol
Good idea, would it be better to max them out or try to stay at a low level?
@@TheNeoGod- try both
Your idea became a video lol. Congrats
The dedication is insane! Great video!
How far can a map full of each hero get?
Oh not that take forever for some
HOW DA FOOT WOULD THAT BE POSSIBLE
@@scottmeyer4192 mods
@@fireshade1014 oh
If it’s Quincy he would get to round 1000 because nothing gets past his bow 😂😂😂
I really appreciated giving the glue monkey a chance. But the sniper monkey fan cam was a thing a beauty
I love how alchemist got further than super monkey
This shows how op pierce is in this challange
It didnt but yeah peirce is really helpful in this
S (90+): Dartling Gunner (94), Super Monkey (w/ camo traps) (91)
A (80+): Mortar Monkey (81), Alchemist (80)
B (75+): Monkey Ace (78), Heli Pilot (78), Super Monkey (78), Sniper Monkey (76), Spike Factory (76), Bomb Shooter (75)
C (63): Dart Monkey, Boomerang Monkey, Monkey Sub, Monkey Buccaneer, Wizard Monkey, Ninja Monkey, Druid, Engineer Monkey
D (
Ugh fine ill do it
Dart monkey 63
Boomerang 63
Bomb shooter 75
Tack shooter 55
Ice monkey 40
Glue gunner skipped
sniper monkey 76
Monkey sub 63
Monkey Buccaneer 63
Monkey ace 78
Heli monkey 78
Mortar monkey 81
Dartling gunner 94
Wizard monkey 63
Super monkey 91
Ninja monkey 63
Alchemist monkey 80
Druid 63
Beast handler 55
Engineer monkey 63
Spike factory 76
Great video, I’m sure this took forever. I would like to see snipers with elite targeting prio though. If striker jones and the sub are fair game, than hiding a T5 sniper behind a tree should be too. I’d also be interested in seeing if all elite, elite mixed with strong, or a mix of all types of targeting is best.
Deadass thought the thumbnail was Minecraft XP 💀
Same
I actually thought that
You look like: @@jwm3238
That was fun & nostalgic to watch! Thank you
@@jaemin-ko no thank YOU for watching
How far can a full map of 5-0-0 villages get
Ooooh, next I'd love to see this for tier 1 2 and 3, maybe you can choose with all of them, it'd be neat I think, or just use a mod to let you have all
9:15 jojo reference trust
One thing you could have done for Super Monkeys is get a bunch of regular Dart Monkeys down, place a Geraldo, spam as many Hero's Capes on the Monkeys to turn them into Super Monkeys (and you can hit Ability Reset in Sandbox mode to refresh his stock), and then try to shoot for Round 100. Potential for wayyyyy more Super Monkeys than normal due to the smaller hitbox of Dart Monkeys, and converting one to Super Monkey won't auto-sell the towers nearby them.
Even if towers can't see the track, that still means they can see MOABS
Edit: you gave the mortar monkey, striker jones but not the bomb shooter?
he gave the mortar Striker for the ability that lets the mortar target the mouse for a bit
@@vanillajellyfish I obviously already know that because "TheNeoGod" is lazy
Would you want to micro that many mortars at once?@@Puppygaming1024
@@Puppygaming1024shit bruh you go and micro all of them 1 by 1 then
@@mrchickinman9984 If i was doing it i would use strikers ability, but all I'm saying is that he should do it for the bomb shooter too.
Range is the biggest factor here. Which is why the turret fella did the best, all of the working at the same time is too OP
2:14 MY EYESSSS
I found your channel through a random poll that popped up while i was scrolling through my video feed 😂 im glad i found it, this was entertaining
Dart monkey best tower🐵👑
Did you mean the free dart monkey?
Yes I’m sorry the free dart monkey op
I think there's a mod that lets you set your own timer for abilities, maybe this mod could help for the mortars with Striker's ability. Or maybe a mod that gives the follow mouse target to mortars
They're not going to reach normal bloons but they ARE going to reach MOABS and higher!!!!!!!!!!!!
for the subs and boats, you could make a custom map that mirrors monkey meadow and just replaces all the grass with water
You forgot the money village and banana farm
kek
💀
LOL
"That was the worst one we had so far" (in reference to Beast tamer)
Ice Monkey: Couldn't get passed the first MOAB bloon
Glue Gunner: Couldn't get passed round 6 because of lives
Yo wbt 1-1-1 for all towers
common sense
can we talk about the patience you had to do this?
HOW TO PUT THE MONKEYS SO CLOSE TO EACH OTHER LIKE IN 0:23 IS IT A MOD OR SOMTHING???
Nope, I have a picture of a ton of aircraft carriers super close together, you can do stuff like that in the normal game
Yeah that's pretty normal strats. Especially on BTD battles
The thumbnail is cracking me up like you wouldn't believe
6:50 Tf did my boy glue gunner do
Im shocked that mortar did so well. That 0-0-0 buff was so good.
Who knew that you can double tap a comment to like it
I was the first one to find out
Take my like
Cool, I liked
@@TheMarz372 thanks dude
Me
Snipers probably didn't do too well on 76 because you set them on strong, they kept shooting the biggest bloons, letting the lower tier ones regen before the other snipers could kill them
Also, the copy paste towers mod lets you copy targetting, so you could have copied a wingmonkey ace and pasted that instead of placing base ones so they all had the targetting already
One more thing, Etienne could work to give them all camo detection, with the MIB giving the Lead/purple popping, replacing Etienne when he gets to level 19 so he doesn't steal pops through level 20 (If the monkeys even get there, which they shouldn't be able to anyway)
you cheated, you didnt use free dart monkey🤬🤬
Free glue gunner supremacy
i appreciate these types of videos a lot, and i dont know why
Fun fact: if you double tap a comment you like it
Imagine like begging 😂
Fun fact: if you triple tap a comment, it likes it and opens the replies!
u a doofus my boy
@@Tryh4rd3rrYOOO
13:06 "I just wanna beat it so bad" too relatable
Cool video and all but the real amazing thing is the dedication to it, good on you man, keep up the good work.
The towers will actually shoot at the bombs IF they're big enough to be in range even if they can't reach the track, so technicalities it could still be helpful but probably not enough to make sure big difference
11:12 “Idk why the quality dropped so much” hmmm I wonder what it could be🤔 I guess we’ll never know😂
Dang, here right before 1 million views. Congrats!
“I guess I’ll hop on TF2 after a long time.”
TF2: 7:32
To be fair, about the camo rush on 78 you could have Etienne.
Love to see a run of 3 towers of a kind, all maxed on different paths
someone has probably already mentioned this, but you can modify ability cooldowns when creating a challenge which could help you use Striker Jones' ability with 100% uptime.
27:45 "Well what do you know? Could you have guessed it? probably not, because it never fricking happens" bro i started dying and when i saw him speaking and then saw 63 im like rip engineer
I think you should've started with the camo traps, would've allowed for more room for monkeys
I was NOT expecting alch to get top 5, crazy
11:10 its because of bit compression.
The more unpredictable stuff on screen, the more TH-cam struggles to predict where the next pixel will be.
Same thing happens with confetti and such
I don't even know of this game but enjoyed watching you test your different towers.
i hate how barely anybody notices how much these content creators spend to make this videos. gl getting 1 mil bro!
should have done a map full of 0-0-0 villages powered by MIB‘s
I love how genuine his pain is when the towers fail
I don’t think super monkey should be at number 2 because technically it failed before that
I love the snipers as they know not to all shoot at a single enemy, most games don’t have turrets that do that so they waste an entire volley of attacks on 1 enemy.