reminder to like and subscribe also join the dank discord discord.gg/xpW63gMKEa it took alot of locking in to make this video day 1 - stream, 7 hours day 2 - script, voiceover, clipping voiceover together, 7 hours day 3 - editing, 8 hours
Can you spam turkey legs so u dont leak the first round, then use supply drops so u can get money for the other towers that are too expensive? or this is just a stupid idea
How Event Towers Outshine the Scout in Tower Defense Simulator In Tower Defense Simulator (TDS), the goal is to defend against waves of enemies by placing a range of towers, each with different abilities and upgrades. One of the most accessible towers is the Scout, an early-game option favored by beginners due to its low cost and ease of use. However, the Scout pales in comparison to event towers-limited-time towers that can only be obtained during special events. Event towers, such as the Executioner, Toxic Gunner, and Accelerator, come with powerful abilities, higher damage, and unique features that make them highly desirable for players. This essay explores why event towers are superior to the Scout, examining their enhanced damage, special abilities, effective upgrade paths, and broader utility in mid-to-late-game stages. First of all, one of the defining advantages of event towers is their higher damage output. The Scout is a reliable choice for the early game due to its fast fire rate and low placement cost. However, as players progress into higher waves, the Scout’s low base damage becomes increasingly ineffective against stronger, high-health enemies. Event towers, on the other hand, often have high base damage combined with abilities that allow them to handle multiple enemies at once or deal damage in an area of effect (AoE). For example, the Executioner tower offers a unique AoE attack that can hit multiple enemies in one shot, making it ideal for clearing out large groups of weaker units. The Scout, with its single-target attack, can only target one enemy at a time, leading to slower wave clears and an increased risk of being overrun by enemy hordes. In later stages, having event towers with powerful AoE attacks is crucial, as these towers can handle complex waves more effectively than Scouts can. Additionally, another key advantage of event towers is their special abilities, which go far beyond the capabilities of standard towers like the Scout. Event towers are equipped with unique powers that allow them to apply effects such as slowing enemies, dealing continuous damage, or even amplifying damage dealt by other towers. The Toxic Gunner, for instance, has a poison effect that damages enemies over time while also slowing them, which helps control the pace of each wave. By reducing enemy speed, the Toxic Gunner gives players more time to manage waves and provides other towers with additional opportunities to eliminate foes before they reach the base. The Scout lacks any sort of crowd control or damage-over-time effect, making it significantly less effective against clusters of enemies or fast-moving units. Towers like the Turret and Accelerator, both event-exclusive towers, are capable of dealing massive amounts of consistent damage to high-health enemies. The Turret’s high fire rate and the Accelerator’s charged laser attack make them effective at handling late-game boss enemies, which are much tougher than the standard enemies the Scout can handle. Furthermore, range is another important factor that enhances the effectiveness of event towers. The Scout has a relatively limited range, requiring it to be placed close to enemy paths to be effective. Event towers, however, often come with a larger range and can be positioned strategically on the battlefield to cover wide areas or assist in controlling key choke points. This ability to cover more ground is particularly advantageous when dealing with faster or more elusive enemies. For instance, the Accelerator has both a powerful continuous attack and a substantial range, making it highly versatile and effective at eliminating threats from a distance. Also, event towers also benefit from stronger and more impactful upgrades. While the Scout’s upgrades improve its damage, range, and fire rate slightly, they do not significantly alter its playstyle or effectiveness. In contrast, upgrading an event tower like the Accelerator can drastically improve its rate of fire, range, and charge time, turning it into a powerful asset capable of handling the toughest enemies in the game. This contrast in upgrade effectiveness means that, although both the Scout and event towers benefit from in-game currency investments, players get a much better return on their investment with event towers. Event towers are also not only advantageous in terms of combat capabilities but also offer a unique aesthetic appeal. These towers often come with distinct skins, animations, or effects that differentiate them from the base-game towers, making them visually appealing and exclusive. For players who appreciate rare or unique items, owning event towers becomes a mark of accomplishment, and these cosmetic differences also make them easy to identify on the battlefield. This exclusivity is appealing to players who enjoy displaying their achievements, as event towers are only available for limited times, making them rare and sought-after. In contrast, the Scout has a more standard design that lacks the unique aesthetics of event towers. While this doesn’t affect gameplay directly, the cosmetic appeal of event towers contributes to a richer and more rewarding experience for players who value customization and exclusivity. Event towers symbolize achievement and time invested, while the Scout remains an entry-level tower for new players. Although the Scout is valuable for early waves, but it quickly becomes outclassed as waves grow harder and enemies become more resilient. In later stages, enemies often have higher health or special abilities, and the Scout’s lack of crowd control, damage-over-time, or multi-target capabilities make it difficult to remain effective. Event towers are specifically designed to handle these challenges in later stages, where specialized abilities become crucial. Towers like the Golden Mini-Gunner (an event variant of the standard Mini-Gunner) and the Accelerator can sustain high damage outputs against tougher enemies, ensuring continued support throughout the game’s progression. Event towers also allow for synergy with other towers. For instance, the Toxic Gunner’s slowing effect can pair well with towers that deal high single-target damage, allowing them to focus on enemies for longer periods. These types of synergies make event towers incredibly valuable for complex strategies that require coordination between different towers. The Scout’s basic attack mechanics do not provide the same flexibility, making it less compatible with high-level strategies in cooperative modes. Finally, the exclusivity of event towers serves as a skill incentive for players. These towers are usually only obtainable by completing specific challenges or by participating in events, which requires players to actively engage with the game and develop their skills. The Scout, being readily available to all players, does not provide the same motivation or sense of achievement. In this way, event towers not only enhance gameplay but also encourage players to develop strategies and improve their in-game skills to unlock these powerful, exclusive assets. Ultimatly, event towers in Tower Defense Simulator offer a significant advantage over the basic Scout in terms of damage output, special abilities, range, upgrade potential, and aesthetic appeal. While the Scout serves as a practical introduction for new players, it lacks the versatility and power needed for high-level gameplay, especially in mid-to-late-game stages. Event towers, with their superior stats and unique abilities, allow players to approach each wave with strategic depth, making them invaluable assets. These towers also offer a rewarding experience for players who engage in events and enjoy showcasing their accomplishments. Ultimately, event towers are an essential part of Tower Defense Simulator, delivering a richer and more satisfying gameplay experience than the Scout can offer.
Why Scout is better than all event towers (to rebut anyone that tries to think event towers are better) ~1000 words By Adel3 In Tower Defense Simulator, "Scout" is one of the game’s most iconic and accessible towers. While often seen as a beginner-friendly tower, Scout has unique qualities that make it competitive with, and in some ways superior to, some of the most powerful event towers in the game. Through a mix of consistent performance, ease of use, versatility, and cost-effectiveness, Scout has proven its worth and even excels in areas where high-cost or event-exclusive towers might fall short. One of the standout aspects of Scout is its accessibility. Unlike event towers, which are only obtainable during limited-time events, Scout is available to all players from the very beginning. Many event towers require players to complete difficult challenges or spend a significant amount of time grinding, and once the event is over, these towers are often unobtainable until they are re-released, if at all. In contrast, Scout is always available to every player, and its low placement and upgrade costs make it a viable choice in almost any game mode. This accessibility is a major advantage, as it allows players of all skill levels and backgrounds to benefit from a solid tower without being forced to rely on potentially out-of-reach event towers. Moreover, Scout’s low cost makes it highly efficient in early-game situations, which are critical in setting up defenses for the tougher rounds. In comparison, many event towers are high-cost and slow to place, making them less effective in the early waves. Scout’s affordability allows players to place multiple Scouts early in the game and create a robust defense that can help secure the initial rounds. By providing consistent firepower for low cash, Scout creates a strong foundation upon which players can build more complex defenses as the game progresses. In terms of cost-to-performance ratio, Scout outshines many event towers by a significant margin. Scout provides steady, reliable damage that scales effectively throughout a match. Event towers are often known for their burst damage or high DPS capabilities, but they are also known for their longer cooldowns or placement limitations. Scout, on the other hand, offers a straightforward, no-frills approach to damage. With steady, targeted shots and no need for excessive recharging, it can be relied upon to continuously contribute damage throughout each wave. This consistency can be especially valuable when dealing with large swarms of lower-health enemies, as Scout can target and eliminate them without delay. In addition, the Scout’s damage output increases as it is upgraded. With each tier, its range, fire rate, and damage per shot are improved, allowing it to keep up with stronger enemies that appear in later waves. While event towers may have superior stats on paper, their high costs often limit the number that players can place, while Scouts can be placed in greater numbers. This high availability means players can create an extensive defense setup with Scouts that deliver consistent damage from multiple angles, ensuring enemies are continuously attacked without significant downtime. Scout’s early-game viability is unparalleled due to its affordability, but its usefulness doesn’t stop there. When upgraded, Scout becomes a highly effective mid-to-late-game tower that can complement stronger, more specialized towers. For example, in a setup that includes long-range snipers or splash-damage towers, Scouts can help clear out enemies that slip through the cracks, ensuring no target escapes unscathed. This versatility makes Scout an invaluable part of any team composition, as it can adapt to various roles and continue to provide value even as the game progresses. Event towers often require careful positioning and specific timing to achieve optimal damage output, but Scouts can be spread across the map to provide seamless coverage. This flexibility is a significant advantage over many event towers that, while powerful, are often limited in their placement options and may not be able to cover the entire battlefield. Furthermore, Scout can synergize with other towers that provide buffs, such as Commander, to enhance its fire rate and overall damage output, making it a valuable part of any team composition even into the late game. Another key advantage of Scout is its dependability. Event towers, while powerful, are not always consistent in their performance. Many event towers rely on complex mechanics such as charge times, area-of-effect attacks, or special abilities with cooldowns, which can make them situational. Scout, by contrast, is straightforward: it shoots at enemies, dealing consistent damage without relying on abilities or special mechanics. This makes it easy to incorporate into almost any strategy, as it will perform reliably regardless of the game mode, map layout, or specific enemies being faced. Because Scout does not depend on any special mechanics, players can accurately predict its performance in any given situation. This predictability is a huge benefit for players looking to devise efficient, streamlined strategies. Rather than having to account for the idiosyncrasies of various event towers, players can rely on Scouts to perform their role without any added complexity. In high-pressure situations or difficult game modes, this simplicity is often preferable to more complicated towers that might not perform as expected. One of Scout’s best qualities is its low-maintenance nature. Once placed, it performs reliably without the need for frequent upgrades or repositioning, unlike some event towers that require players to manage their special abilities or reposition them for optimal coverage. This simplicity allows players to focus on managing other aspects of their defense while Scout quietly takes care of its job. The low cost of upgrading Scout also means players can efficiently increase their firepower without having to invest an excessive amount of resources, which is especially useful in longer matches where managing cash flow is essential. The Scout’s placement flexibility is also a crucial advantage. Due to its small footprint and lack of placement restrictions, it can be positioned in almost any location on the map. This allows players to create comprehensive defenses by placing Scouts in strategic spots to cover weak areas or reinforce stronger sections of the defense. In comparison, many event towers have specific placement requirements or limitations that can make it difficult to position them in the most effective locations. The ability to easily place Scouts wherever they are needed ensures that no part of the map is left undefended. While the Scout initially lacks the ability to target hidden enemies, it gains this capability through upgrades, making it an effective counter to stealthier foes. Many event towers require specific upgrades or abilities to detect hidden enemies, often at a high cost. The Scout’s hidden detection upgrade is relatively affordable, allowing players to quickly adapt to waves with hidden enemies without spending excessive resources. This adaptability enhances Scout’s versatility and makes it an excellent choice for dealing with a wide range of enemy types, especially in mixed waves where both visible and hidden enemies may be present. The Scout’s compatibility with towers like Commander and DJ Booth further elevates its effectiveness. Commander’s fire rate boost allows Scouts to achieve faster attack speeds, increasing their DPS and enabling them to handle tougher waves more efficiently. DJ Booth’s range boost is also highly beneficial, as it extends the range of Scouts, allowing them to cover more area and attack enemies from a greater distance. This synergy enables Scouts to scale their performance as the game progresses, making them an invaluable asset even in higher difficulty levels. Event towers, though powerful in their own right, may not benefit as significantly from these boosts due to their inherent mechanics or placement restrictions. In conclusion, while event towers in Tower Defense Simulator are undeniably powerful, the Scout stands out as a versatile, reliable, and accessible tower that can compete with the best. Its affordability, consistent damage output, and adaptability across early, mid, and late-game scenarios make it a valuable asset in any defense setup. Additionally, its synergy with Commander and DJ Booth enhances its effectiveness, allowing it to keep pace with more expensive and complex towers. For players seeking a dependable and cost-effective option that can be incorporated into any strategy, Scout remains an unbeatable choice that outshines even the most coveted event towers in certain respects. In many ways, Scout’s simplicity and reliability make it the ultimate tower, embodying a balance of power and efficiency that even event-exclusive towers struggle to match.
10:00 reason why merc base is ranked lower than electroshocker is because its a level tower. If you look at the left, you can see the rest of the level towers. Reason being is that level towers are "free" in terms of achieving so they are automatically sent to the left of the shop order.
I will not lie, most event units have their uses Sledger being overpriced but does his job Frost Blaster having good crowd freeze *Commando* Slasher being good early and shredding at max Gladiator good at early, not like he used to do but still does Necromancer is an actual support crowd controler, hes not good alone and he quite needs other dps towers, but in resume Necro is quite usable on teams of more than 2 of people Cryomancer being an pyro but ice, probally the best slow debuffer Jester... I dont even need to say what he/she does, if you know an certain bomb that creature has you know why Elf Camp weaker Merc Base Toxic Gunner good slowdown and dot Archer, hes just an pierce tower, nothing much to say about him
Here is coming my 1000-word essay. First of all, let's speak about the Commando. Commando was achieved during the Area 51 event. It used to be really good, but then Below threw it into a black hole never to be seen again. This is depressing, because Commando had some cool abilities, but now he is felt really forgotten. I hope at least developers would consider bringing him back or giving him at least a buff. Now let's do, idk, Slasher. Slasher used to have the same story, but it actually got better. I really think that if you played it better with Slasher, you could have gotten further. Instead of getting lower-level Slashers, get higher-level ones. I know they made Night 2 give you less than minimum wage, but at least try your best. I believe the key is to strategize and use the higher level Slashers effectively. Next is Elf Camp. I think you could have won it if you had played it better, going for level 3's for the Bomber Elves. As a matter of fact, I really think it's possible to get max level Elf Camps and you might get past the Wave 7 Scout barrier; it just takes some planning and patience to manage your resources. Now, let's do Frost Blaster and Necromancer side by side in one. First of all, during the last Christmas event, they made Frost Blaster really OP. I saw in that video that you got really bad value Frost Blasters, and the same goes for Necromancer. Although, there isn't any excuse for Necromancer because of its DPS-like parents-non-existent. It's hard to believe how a character can be that weak when others are so strong. Gladiator too, super cheap to spam, does insane DPS . Im pretty sure its possible to get a few maxxed gladiators which is a GAME CHANGER. like it does 100 dps and if you spam idk 15 of them, along with a few low level galdiators, you can dish out some SERIOUS dps. also not to forget, it has the warriors call ability. i think it does like 45% more fireate which can make a huge difference if you are trying to get furthr. So i think gladiator is just atleast a bit better then scout. You just spammed level 0s and 1s; that is why it did so poorly. In that situation, I would recommend going for level 4's, since they do good damage and aren't too expensive; the higher-level units you invest in, the huge difference you will notice in your gameplay. Now let's get to Cryomancer. Again, the same thing with all of them-cheap, with good DPS. Seriously getting to level 4, where it's actually goated, is pretty easy. I once used only a Cryomancer and a regular Cowboy and got to Wave 13, breaking the Wave 7 barrier. Just saying, I did use Normal Cowboy, but I spammed level 3's, which I then realized are very bad value. I think Cryomancer would be able to break the Wave 7 barrier with Scout. On to Swarmer, think getting lower levels would be better since, yeah, they have trash fire rate, but as it goes: Strength in Numbers! ???? Anyway, I think you would be able to get to idk Wave 10-ish with it, again breaking the Wave 7 barrier. Now let's bring in Sledger. Sledger does a lot of damage and can freeze enemies; it's perfect for stopping them in their tracks and giving you total control over the battlefield. If one pairs Sledger with high DPS-dealing characters, a really strong combo that dominates waves can be created. I feel that Sledger is very handy, particularly in later waves when the enemy starts to get tougher and freezing them buys you some time to clear them off before they overwhelm you. Then there is Toxic Gunner: the damage this character does is out of this world, as it slows enemies while at the same time dealing damage over time. Toxic Gunner is the best choice if one wants to wear out the enemies while keeping them at bay. I have seen players effectively use Toxic Gunner in crowded maps where his poison effects can reach several enemies at once. This character is all about strategy; you have to place him at the right spot so that he may work to the fullest of his potential. Paired with crowd-control characters, you are basically unstoppable. Finally, Executioner is excellent for crowds and has flying detection, adding to his uniqueness. Executioner can handle waves where there are a lot of enemies, especially when they come in big groups. He's super useful against flying enemies that can be such a big pain if you do not have the right counters. I believe that Executioner, combined with other characters like Toxic Gunner or Sledger, can become unbeatable. Having a big variety of characters helps to cover every aspect and be able to overcome any kind of situation. So, all characters have their positive and negative sides. Knowing the proper use makes a whole lot of difference in game-playing. Everything from Commando to Executioner requires an adaptation for strategy regarding the situation one is in. Characters like Sledger and Toxic Gunner can help you control the battlefield, while Executioner shines brightly in chaotic environments. Whether grinding waves or sitting around planning that next big battle, remember teamwork and smart character choices spell win. Now lets do Jester, Jester is incredible for early game. I suggest getting the poison bombs and ice bombs. poison bombs to do extra damage, and ice bombs to keep them there, as max level is to expensive. Let’s not forget about Archer. Archer can pierce enemies, has flying detection, and fires bows, making it a decet tower better then scout. The piercing ability allows Archer to hit multiple enemies in a line, which can be particularly effective against tightly packed foes. It’s also excellent for taking down flying enemies, so it can complement characters like Executioner perfectly. Edit: exactly 1k words
In the realm of Tower Defense Simulator (TDS), players are often tasked with strategically deploying various units to fend off waves of enemies. Among the many options available, two of the most prominent units are the Golden Minigunner and the Golden Scout. While both units have their merits, a closer examination reveals that the Golden Minigunner is the superior choice for players looking to optimize their defenses. This essay will explore the various attributes and advantages of the Golden Minigunner over the Golden Scout, including damage output, range, versatility, and overall effectiveness in different game scenarios. Damage Output One of the most critical factors in determining the effectiveness of any tower in TDS is its damage output. The Golden Minigunner excels in this aspect, boasting a higher damage per second (DPS) than the Golden Scout. While the Golden Scout may have a respectable rate of fire, it simply cannot match the sheer volume of bullets unleashed by the Golden Minigunner. With its rapid-fire capability, the Minigunner can decimate large waves of enemies, particularly when facing fast-moving foes. This high DPS not only makes it more efficient at eliminating individual enemies but also helps in crowd control situations where multiple enemies are approaching simultaneously. Moreover, the Golden Minigunner's ability to upgrade allows it to further increase its damage potential. Players can invest in upgrades that enhance both the damage and range of the Minigunner, making it an even more formidable unit as the game progresses. In contrast, while the Golden Scout offers some upgrades, its overall damage output remains significantly lower than that of the Minigunner. This discrepancy makes the Minigunner a more appealing choice for players who prioritize damage efficiency and effectiveness in handling various enemy types. Range and Coverage Another crucial factor in evaluating the effectiveness of defensive units in TDS is their range and coverage on the battlefield. The Golden Minigunner possesses a superior range compared to the Golden Scout. This extended range allows the Minigunner to engage enemies from a greater distance, effectively covering more ground and preventing enemies from reaching the player’s defenses. The ability to target enemies earlier in their approach gives the Minigunner a strategic advantage, allowing it to weaken or eliminate threats before they can inflict damage on the player’s base. Furthermore, the Minigunner’s broader coverage area enables it to handle multiple lanes of enemies simultaneously. In contrast, the Golden Scout, while capable of attacking multiple enemies, does so at a much shorter range, limiting its effectiveness against clustered groups of enemies. This limitation can lead to scenarios where enemies breach the defenses due to inadequate firepower, a situation that is far less likely when employing the Golden Minigunner. The combination of superior range and area coverage makes the Minigunner a crucial asset in high-stakes situations where multiple enemy waves converge. Versatility and Adaptability Versatility is another key aspect that sets the Golden Minigunner apart from the Golden Scout. In TDS, players face various enemy types, each with unique attributes, such as speed, health, and special abilities. The Golden Minigunner is better equipped to handle diverse threats due to its rapid-fire capabilities and high damage output. Whether facing armored units, flying enemies, or fast-moving adversaries, the Minigunner can adapt its strategy accordingly. In contrast, the Golden Scout, while useful in the early game for dealing with weaker enemies, often struggles against more powerful foes. Its lower DPS and range may leave players vulnerable during crucial stages of the game when stronger enemies begin to emerge. The Minigunner’s ability to consistently deal high damage ensures that players can maintain control over the battlefield, regardless of the enemy composition. This adaptability makes the Golden Minigunner a more reliable choice for players looking to create a balanced and effective defense. Cost Efficiency When evaluating units in TDS, cost efficiency is a significant consideration. The Golden Minigunner, while more expensive to deploy than the Golden Scout, offers a far greater return on investment. Given its higher damage output and versatility, players will find that the Minigunner pays off quickly by eliminating threats that the Scout may struggle against. In high-pressure scenarios, the Minigunner can save players from overwhelming enemy waves, potentially preventing costly defeats. Moreover, the Minigunner's upgrades provide additional value over time. Investing in upgrades enhances its performance, allowing it to keep pace with increasingly difficult levels. This scalability is essential in TDS, where enemy difficulty escalates rapidly as players progress through the game. The Golden Scout, while a cost-effective option in the early game, tends to fall off in utility as stronger enemies are introduced. This makes the Golden Minigunner not only a better initial investment but also a more sustainable choice for long-term success. Conclusion In conclusion, while both the Golden Minigunner and Golden Scout have their respective roles within Tower Defense Simulator, the Golden Minigunner emerges as the superior choice for players seeking to optimize their defenses. With its higher damage output, greater range, versatility against various enemy types, and overall cost efficiency, the Minigunner stands out as a more effective unit in handling the diverse challenges that players encounter. As TDS continues to evolve and present players with increasingly difficult scenarios, the importance of having robust and adaptable defense strategies cannot be overstated. By choosing the Golden Minigunner, players can ensure a higher likelihood of success in their tower defense endeavors, making it an indispensable asset in any player's arsenal.
Im sad my boy elf camp flopped :( still a really good tower and a great concept! I would love a liberator elf camp so i could have more democracy soldiers!
Within the hit game Tower Defense Simulator, there are multiple tower classes. These range from Beginner to Hardcore. Another category within TDS is the "exclusive" category. Within this category, are towers which could only have been gotten through completing an event (for example, Frost Invasion). They can also be achieved through limited time game passes. While it may be difficult to spot, event towers are indeed better than the regular scout. Here are some reasons as to why it is the case. The normal Scout is one of the most basic towers available in TDS. It is given automatically to new players (along with the sniper tower). It's DPS (Max level) is 20 damage, it also wields two pistols instead of one. **Unique Abilities of Event Towers** The Jester: One of the standout event towers is the Jester, which could be obtained from the Lunar Overture event. It is mostly known for it's confusion bomb ability. This ability causes affected enemies to go back in the path for 3 seconds. The confusion bomb can significantly stall enemies, making it an amazing crowd control tower for game modes such as intermediate. It also used to be able to affect bosses, once being an essential asset towards soloing Hardcore Mode. This was nerfed however. Although, this proves that the Jester was such a good event tower that they had to nerf it due to how overpowered it was. The Slasher (OG): The slasher (before the rework) once had a knife throw ability. This would be used mostly for crowd control. On max level, it would throw three knives. It was possible to solo intermediate mode with the slasher tower. It also used to cost $450, being a great early game tower. The Slasher (REWORK): The slasher now has an ability to cause 'bleed' damage towards enemies. Being able to stack to 24, it causes enemies to loose health overtime. Hence, making the slasher be able to do damage outside of it's range. The slasher now costs $1500, being a good mid/late game tower. The Gladiator: The Gladiator has the rage ability, which temporarily boosts its damage output and attack speed. This ability transforms the Gladiator into a high-powered DPS machine, making it useful within speedruns of the game. Event towers often offer greater versatility compared to the normal Scout. The unique abilities of towers like the Jester and Executioner provide players with more strategic options. For instance, the Jester’s Confusion Bomb can be used to delay enemies, while the Executioner’s Axe Throw is perfect for dealing with large groups. This versatility allows players to adapt their strategies to different enemy compositions and wave patterns. The unique abilities of event towers can also synergize with other towers to create powerful combinations. For example, the Gladiator’s Rage Mode can be complemented by the Commander’s Call to Arms ability, further boosting its attack speed and damage. These synergies enhance the overall effectiveness of a player’s defense, making event towers an integral part of any advanced strategy. While event towers may have higher initial costs compared to the normal Scout, their superior performance often translates to better economic efficiency in the long run. The ability to handle waves more effectively means that players can conserve resources and invest in crucial upgrades at the right time. This economic efficiency is essential for managing the increasingly demanding gameplay in TDS, especially due to the gamemodes increasing difficulty as towers become better. Event towers also look very cool, such as the gladiators multiple skins or the "COOL GOLD ARMOR" on the commando. The normal scout, however, doesn't have cool gold armour, now does he? In conclusion, event towers in Tower Defense Simulator offer distinct advantages over the normal Scout. Their unique abilities, such as the Jester’s Confusion Bomb and the Executioner’s Axe Throw, provide strategic value and versatility that the normal Scout cannot match. Furthermore, event towers possess superior damage output at higher levels, making them essential for handling the toughest challenges in the game. The strategic value and economic efficiency of event towers underscore their importance in any successful TDS strategy. As players continue to face increasingly difficult waves, the choice of towers becomes paramount, and event towers undoubtedly stand out as the superior option.
21:07 which unsurprisingly died to wave five boos oh wait nevermind i survived on 15 hp. then i died to these flying skulls oh wait nevermind i survived on 12 hp then i died to this boss for reall this time. for no reason at all i started laughing so much
In the realm of Tower Defense Simulator (TDS), players face a plethora of tower options, each with unique strengths and weaknesses. Among these towers, the Scout is often discussed for its accessibility and early-game utility. However, a deeper examination reveals that the Scout is not the best tower available in TDS. Factors such as damage output, versatility, upgrade potential, and overall strategic effectiveness demonstrate that while the Scout can be useful, it ultimately falls short compared to other tower options. One of the primary metrics for evaluating a tower's effectiveness in TDS is its damage output. The Scout is designed as an entry-level tower, boasting moderate damage that is suitable for early waves. However, as players progress through levels, the increasing difficulty and more robust enemy types demand higher damage capabilities. In comparison, towers like the Soldier or the Sniper provide significantly higher damage per second (DPS), especially when upgraded. The Soldier has a rapid-fire rate and can be positioned in multiple locations to cover different lanes effectively. Similarly, the Sniper excels in long-range engagements, delivering high damage against stronger enemies. When facing tougher foes, the limited damage output of the Scout can become a liability, leading to potential failure in later rounds. The effectiveness of a tower in TDS is often linked to its upgrade potential. While the Scout can be upgraded, the benefits do not scale as effectively as those of other towers. The initial upgrades may improve damage and range, but the enhancements are incremental and do not provide the substantial boosts necessary to deal with late-game challenges. In contrast, other towers like the Minigunner or the Ace Pilot offer dramatic improvements upon upgrading. The Minigunner, for instance, increases its rate of fire significantly, turning it into a devastating force against waves of enemies. The Ace Pilot not only deals high damage but also provides the ability to attack air units, which is crucial in many levels. These towers provide a far more significant return on investment when upgraded, making them more appealing choices for players. The Scout is often lauded for its versatility and ease of use, particularly in the early game. However, this versatility comes at the expense of specialized capabilities. While the Scout can target both ground and air units, its effectiveness against tougher enemies or specialized threats is limited. In later levels, where enemy compositions become more diverse and challenging, players must deploy towers that can effectively counter specific threats. Towers like the Turret or the Farm provide not only higher DPS but also unique advantages such as slowing down enemies or generating additional resources. The ability to specialize and adapt to enemy types is crucial in TDS, and the Scout's all-around nature may hinder strategic gameplay, making it less effective compared to more specialized towers. Cost management is a vital aspect of TDS strategy. The Scout is relatively inexpensive to deploy, making it an appealing option in the early game. However, as waves progress and players require stronger defenses, the cost-effectiveness of relying on Scouts diminishes. Investing in multiple Scouts to keep pace with the increasing enemy strength can lead to resource mismanagement, as funds could be better spent on more powerful towers. In contrast, towers like the Commander or the DJ Booth not only provide strong DPS but also enhance the overall performance of nearby towers. The Commander can buff allied towers, increasing their effectiveness, while the DJ Booth reduces the cost of abilities, making it easier to deploy powerful strategies. These towers demonstrate a higher degree of cost-effectiveness, as they provide greater strategic value per resource spent. In TDS, players often focus on long-term strategies that will carry them through multiple waves of increasingly difficult enemies. The Scout, while viable in the early stages, quickly loses its relevance as the game progresses. Players who rely solely on Scouts may find themselves overwhelmed by tougher enemy types and unable to adapt their defenses effectively. Other towers, such as the Accelerator or the Farm, offer long-term benefits that are critical for success in later stages. The Accelerator provides rapid-fire capabilities with significant damage output, making it a formidable choice for dealing with late-game threats. Similarly, the Farm helps players manage their economy, enabling them to invest in more powerful towers later on. Another important aspect of TDS is the engagement and enjoyment derived from gameplay. While the Scout offers a straightforward and easy-to-understand mechanic for beginners, it can lead to a repetitive and less engaging experience over time. Players may find themselves relying on the same strategies, which can become monotonous. Towers like the Turret or the Minigunner provide a more dynamic experience, encouraging players to experiment with different strategies and tower placements. The ability to engage with the game on a deeper level enhances the enjoyment factor and promotes a more immersive experience. Relying heavily on the Scout can detract from this engagement, limiting the potential for strategic experimentation. In conclusion while the Scout tower has its place in Tower Defense Simulator, particularly for new players or in early waves, it is clear that it is not the best tower option available. Its limitations in damage output, upgrade potential, versatility, and long-term viability become evident as the game progresses. Players who rely solely on Scouts may find themselves struggling in later rounds, underscoring the importance of diversifying tower choices. In contrast, towers such as the Soldier, Sniper, and Minigunner offer superior capabilities that enhance both gameplay strategy and overall enjoyment. The ability to adapt to different enemy types and develop more complex strategies is crucial in TDS, making specialized towers a better choice for players seeking success. Ultimately, while the Scout may serve a purpose in the early game, it cannot compete with the effectiveness of other towers in the ever-evolving landscape of Tower Defense Simulator.
Explanation on Why scout is not a good tower and why its less good than most/80% of the event tower In 1000 words or less idk *STAT* *PRICE* and *COMMENT* Starting with the stat The stat isn't good especially for the DPS Scout At lvl 0 the base cost is 200 dollars the firerate is 1.208 It has 12 range it does 1 DMG And it has 0.83 DPS With that bad of a stat at lvl 0. It's gonna take about 4.832 seconds to k1ll 1 singular normal zombie if we to k1ll fallen king its gonna take about 2 days almost 3 days to k1ll 1 fallen king Scout At lvl 1 cost 25 dollars / total 225 the firerate is 1.008 It has 12 range It does 1 DMG And it has 0.99 DPS Scout lvl 1 still not that good and it doesn't even do 1 DPS. Scout At lvl 2 cost 250 dollars / total 475 The firerate is 1.008 It has 14 range It does 2 DMG And it has 1.98 DPS For scout lvl 2 to k1ll 1 normal zombie its gonna take 2.016 second. With 475 dollars which is the cost to upgrade scout to lvl 2 I can put 1 gladiator (event tower) for 300 dollars for the same DPS as the LVL 2 scout which is an absolute ripoff Scout at lvl 3 cost 750 dollar/ total 1225 The firerate is 0.608 It has 14 range It does 4 DMG And it has 6.58 DPS Scout lvl 3 is decent but its still not very good because i can put lvl 2 jester which the total cost is 1150 dollars that has a fire bomb that deals 4 DMG/5.98DPS with an explosion range of 3 it also has a burn DMG of 2 and a burn time of 3 secs and jester also has ice bomb that deals 2 DMG and it can slow enemy down by 60% Scout at lvl 4 cost 2250/ total 3475 The firerate is 0.308 It has 16 range It range 5 DMG And it has 16.23 DPS Scout lvl 4 is pretty good not gonna lie but i could place lvl 1 slasher that does 25 DPS, has 15 crit DMG,2.5 crit multiplier and has 3 crit swing. the total cost from the base cost to lvl 1 is 2300 dollars, 1175 dollars lower than base lvl scout to lvl 4 scout *CONCLUSION* Scout is good but the event tower is much better than scout some is much better and cheaper too while some might have low DPS they do have some cool ability. Exsept commando and frostblaster they are dog water
I feel like the reason event towers were good then and bad now is because the game has changed alot and its meta changed along with new towers coming in, Making them outclassed
I honestly think the event towers not doing well is a good thing, since it makes the whole thing of gatekeeping a tower kind of not important since it isn't even a good tower anyway.
I'm ngl I really wish they just focused on buffing the usability for event towers this time around because having only like under 4 just making it past or at decent towers out of 13 unique excluding the new 2 coming out, being really bad just in general is sad so everyday I'm hoping for buffs on that
Here is the reason why the event tower is objectively better than scout. Every event tower has their own unique attribute. Some have freezing effects, some have great splash damage, etc. Some examples of this include executioner, cryomancer, frost blaster, etc. The scout does not have any of these attributes to it. Most event towers also have a greater dps than scout in the early game, middle game, and late game. The splash damage attribute to some event towers make it better than scout, because it can deal with hordes of enemies and make for a faster speed run. Evidence of this is from the executioner where in gameodes such as badlands. In badlands, there are huge hordes of enemies where executioner can destroy all of them, but scout cannot deal enough damage to kill the hordes, therefore leaking. Because of this, you will either need to get more scouts to defend, which will cost extra money, or you can’t even get the money in time, therefore leading to your demise. The attribute that some event towers include is the freezing attribute, because it can slow down enemies, leading to being able to get greater damage on them in a more expandable time, or being able to stall the enemies. An example of this is on badlands, you have a low amount of dps, its wave 30, and the tank is steam rolling by. With the use of cryomancer, you can stall the tank, letting your main dps get greater damage onto the tank. This can also be used in other game odes as well which can be very useful. Don’t believe me? Watch Elite’s video called “I used EVERY freeze tower in the game..” Some may say that there are enemies with no stun, and single target high health enemies. This is a problem for these towers, because they cannot effectively use their special attribute to their advantage. However, there are stronger towers to deal with single target high health such as necromancies. This tower is more effective than scout due to it being able to spawn graves and deal 84 dps. Other towers such as toxic gunner can also solve this problem. Because of the no stun enemies, the freezing towers are less effective against it, but there are other towers that can deal with that such as high dps towers like necromancer, better middle game towers such as toxic gunner, or early game towers such as slasher after its rework. In conclusion, event towers are a better option than scout, because of its different attributes. These attributes include high dps, stalling, crowd control, cost efficiency, etc. Next time you play tds, instead of using scout, use event towers. If you don’t have an event tower or have a trash one (such as archer) then womp womp. Get the tower that’s going to come out in night 3. (I don’t know why I wrote this, but I did)
bro wrote a whole essay to prove his point. Dedication man. needs to protect his only ability of flexing with being og with old event towers and writing a nearly 500 word essay. Props for dedication
Electro is an amazing support and dps tower It's just that it gets the "forgotten" treatment (it's the reason I was able to solo revamp fallen on winter abyss)
In the complex realm of tower defense games, where strategy and foresight coalesce, the assertion that the "normal scout surpasses all event towers" is, at best, a fallacious oversimplification. This proposition, despite its apparent endorsement of simplicity over sophistication, fails to acknowledge the nuanced dynamism that event towers bring to gameplay. The statement is not only erroneous but also displays an alarming lack of appreciation for the strategic depth that exclusive, event-driven towers provide. In examining the flaws in this argument, one must delve into the multifaceted characteristics that differentiate event towers from a standard scout, illuminating the numerous advantages that ultimately render event towers superior within most tactical frameworks. The Strategic Myopia of the Scout’s Efficacy The assertion that the scout can outperform all event towers reflects a reductive understanding of tower utility in a game genre predicated on adaptability. The normal scout, albeit a reliable choice in early gameplay stages, is fundamentally limited by its elementary design and functionality. Its attacks are modestly damaging, its range is limited, and it lacks any form of crowd control, elemental affinity, or enhanced targeting capabilities. These limitations circumscribe the scout’s versatility, rendering it essentially obsolete once more sophisticated, highly specialized towers are available. Advocating for the scout as superior, therefore, overlooks the considerable advantages that event towers bring in their varied capabilities, ranging from area-of-effect (AoE) attacks to unique elemental attributes that fundamentally alter game dynamics. In stark contrast, event towers are designed with specific contingencies and challenges in mind, offering a degree of precision and adaptability that a normal scout simply cannot replicate. Event towers are frequently imbued with attributes tailored to address particular threats that arise during the gameplay-features such as fire damage, stun capabilities, or piercing armor. The scout’s rudimentary damage output and lack of versatility preclude it from serving as an optimal choice against more formidable adversaries encountered in mid-to-late-game stages. Event Towers as Exemplars of Tactical Specificity Event towers, unlike the scout, are often engineered to counterbalance specific in-game challenges, thus introducing a layer of strategic depth that enriches gameplay. These towers manifest unique attributes and abilities that can decimate specialized enemy types, circumventing the rigid limitations imposed by generalist towers like the scout. Event towers may possess distinct advantages in terms of range, damage, targeting priority, and AoE capabilities, each enhancing their effectiveness in particular tactical scenarios. For instance, consider an event tower that features an AoE mechanic-an attribute conspicuously absent from the scout. AoE capabilities are invaluable when combating clusters of enemies or waves where sheer numbers threaten to overwhelm the player's defenses. By striking multiple foes simultaneously, event towers with AoE properties generate a more significant impact per attack cycle than the scout ever could, reducing the number of threats before they reach critical points within the player's territory. The scout’s single-target focus and limited range render it incapable of managing such complex scenarios efficiently, making it a liability in high-intensity waves where overwhelming numbers would compromise its effectiveness. The Imperative of Adaptability and Progressive Scaling A hallmark of event towers is their progressive scaling potential, a factor which starkly contrasts with the scout’s static utility. Many event towers are designed with tiered upgrade paths that allow for increased damage output, expanded range, and additional abilities, each stage introducing a greater degree of power and versatility. Event towers can evolve to meet escalating threats, making them indispensable as the game advances and adversaries grow in both strength and numbers. In juxtaposition, the scout remains mired in simplicity, lacking any meaningful progression that might enhance its viability in later stages of gameplay. It does not offer any elemental upgrades, defensive augmentations, or ancillary abilities that could elevate its tactical worth. When faced with heavily armored or high-health adversaries, the scout’s modest damage output fails to deliver an effective defense, highlighting the necessity of more sophisticated event towers with advanced scaling mechanisms. Relying solely on scouts would necessitate an unsustainable volume of deployments, consuming valuable resources and map space while simultaneously compromising overall defensive integrity. The Role of Event Towers in Fostering Strategic Synergies Another critical dimension that the proponent of the scout-centric view overlooks is the role of synergy within tower defense games. Event towers are often meticulously designed to work in conjunction with other towers, fostering synergistic interactions that amplify their efficacy. Certain event towers might possess debuffing capabilities, reducing enemy speed, weakening their armor, or inflicting sustained damage over time. Such attributes complement the strengths of adjacent towers, enhancing the collective defense in ways that a homogeneous scout deployment cannot replicate. The scout, devoid of any complementary abilities, exists as an isolated unit within the player’s defenses. It neither strengthens nor supplements the capacities of other towers, limiting its efficacy to singular, isolated engagements with enemies. Event towers, on the other hand, can be deployed strategically to maximize the overall defensive impact by synchronizing their abilities with the strengths of other towers. The synergy between a slowing event tower and a high-damage tower, for example, would allow players to decimate enemies before they penetrate deeper into the defense perimeter, a tactical advantage that a scout-centric defense utterly lacks. Event Towers as Catalysts for Enhanced Player Engagement Finally, the emphasis on the scout as the superior tower disregards the broader thematic and experiential value that event towers bring to the game. Event towers, often unlocked through unique in-game events or special achievements, serve as a reward mechanism that incentivizes continued engagement and adds layers of narrative depth. These towers often carry distinct aesthetic designs, rare abilities, and an aura of exclusivity, providing players with an aspirational objective that enhances their immersion and enjoyment of the game. In comparison, reliance on the normal scout as the primary tower undercuts the experiential richness that event towers contribute. Without the allure of unique, powerful towers that can be unlocked through skillful gameplay or participation in special events, the game risks devolving into a monotony of repetitive strategies. Event towers engender a sense of progression, personalization, and mastery, qualities that an overreliance on scouts would stifle, reducing the game to an uninspired grind devoid of variety. Conclusion: A Comprehensive Refutation In summary, the claim that the normal scout is “better than all event towers” is fundamentally misguided. While the scout may serve as a dependable tower in the early game, its utility is constrained by its inability to adapt to increasingly complex threats. Event towers provide a plethora of specialized abilities and strategic options that a scout simply cannot emulate. From AoE capabilities and progressive scaling to synergistic potential and engagement enrichment, event towers offer an array of advantages that enhance the strategic depth and enjoyment of the game. The insistence on the scout as superior disregards the sophistication that event towers bring, reducing gameplay to a narrow, uninspired paradigm that fails to challenge or engage the player fully. Thus, while the scout has its place within the tower defense landscape, it cannot-and should not-be considered superior to the multifaceted, strategically enriched event towers that form the backbone of advanced, high-level play.
Kinda obvious that gimmiky Event towers die rather quickly, they arent meant to do Gatling gun levels of DPS, just a way to make your game a little bit spicier. Yk what that means, unnerf Jester back.
DanksPlatter: Demoman is... HORRIBLE garbage! Demoman: *Gets a nuke.* *Dps increases to 500* DanksPlatter: *Exploades* (Don't take this seriously this is a stupid, joke comment and i know it.)
Can you look under the map with the freecam feature please? I'm talking about the place where the 3 statues are not the normal map. We loaded slowly and we saw a big monster under the map and we'd wish for a content creator to look under the statues part of the map.
Bet lil bro first things first let’s start with the necromancer the thing is with the necromancer if you probably don’t know how to use it necromancer is a very very underrated tower necromancer could last until wave 17 with my experience and you hating on necromancer makes me very mad grrr, now let’s talk about slasher slasher is a very very good tower and you probably don’t need to use it you should spam max level slashers because that’s the most useful upgrade and if you did that you would probably get to wave 20, now let’s go to my boy commando commando is shit so idk what to say now let’s get into the real stuff gladiator gladiator got done so dirty from my personal experience gladiator could go to wave 12 with Micro but I guess you don’t know how to do micro and let’s get to jester you DONT know how to use it jester is very underrated and from my experience it’s could go onto wave 14 you didn’t use the jester ability right and that’s why you did so horrible now Archer is very good so uhh it could beat act 2 (trust) And last but not least elf camp is a very good tower and with my skills elf camp could’ve got into wave 16 Fr Fr.
Bro did you hate Executioner? He is literally the best tower in the entire game?! First of all you HAVE to put it ALWAYS on fartherst. Then on lvl 5 he does so much damage its insane (Also get Umbra skin, way cooler). Like i did exactly night 2 with accel and executioner and every maxed accel had like 30k damage at the end. The executioner on the other hand had 120 THOUSAND damage. And that for cheaper price