

5 Billion visits on TDS soon!
Genuinely, redeeming a 4 billion visits code felt like it was yesterday, what do you think devs will gift us on 5 Billion?
Share your combination of Tag + Flair!
I'll go first, mine is Spirits + Death Touched.
Making this post because I want to see some interesting combinations I haven't seen before
Enforcer Tower review, stats and guide how to use him.
So, Enforcer is here, so, as promised, I'll explain his's stats and we'll find out the best way to use it.
First of all, I would say that Enforcer is classified as a "mid game tower", however the point is that at current state mid game in TDS is not that hard (maybe except for Hardcore and Voidcore, I'm not sure about his potential in there) to make players bring a tower just for it, so until devs buff mid game Enforcer might feel underwhelming for some players (on pictures 1-2 you can see that bottom path Enforcer seems to be able to deal more damage than the top path, but we'll get to this later). Enforcers can be buffed by all support towers, like commander, DJ, and medic. However, if you are planning to use bottom path I'd suggest you to switch medic for a different support.
So, basic stats. Flashbang that Enforcer throws after dealing enough damage, lead detection on level 0+, hidden detection on level 2+, stun immunity on bottom path, Small footprint, pacement limit of 5, placement cost is 3000, which doesn't allows you to use it in early game, however you can afford it at about wave 10 in frost mode, but you can't rely on it as your main defense in there, so forget about it.
Now let's figure out the stats and how to place Enforcer the right way!
So, the correct way to place him depends on the path you are going to choose. On levels 0-4 and on the bottom path Enforcer has piercing bullets, which can hit up to 2 enemies. On top path Enforcer loses his ability to pierce enemies. So, that means that if you are using top path you can don't care much about the placement, and just make sure that Enforcer's range is enough to cover the entrance of the map to maximize it's damage.
Bottom path, on the other hand, keeps the ability to hit 2 enemies per each shot. That means that bottom path Enforcer, just like the Shotgunner, should be placed the way that would allow him to pierce 2 enemies with each shot (image 3). That forces Bottom path Enforcer to rely on the map, which makes him much less efficient in many different maps.
So, let's get into numbers and firstly get into Top path.
Top path Enforcer (level 7) costs 81.750 cash to max, 0.2 Firerate, firing 6 pellets each dealing 18 damage and a huge range for a melee(?) tower of 19.5. Combined, all of his pellets deal 108 damage 5 times per second, which seems to be 540 DPS, however top path also has a reload time of 1 second; Enforcer reloads after firing 60 ammo. Considering his recharge time, Enforcer has a DPS of 498.46. With the placement limit of 5 all Top Path Enforcers have a combined DPS of 2,492.3, having a combined price of 408,750 cash. If you'd ask me, 2.5k DPS per 332 cash spend is a really good cost efficiency. I was pretty surprised when I found out that top path cost efficiency on max level is 164$. If some of you still haven't realized why this tower has such a huge cost efficiency, then the reason is it's small range, which doesn't allows you to use this tower as your main DPS in harder gamemodes. Only as a sub DPS (yes, that's also the reason why Ranger has such an awful cost efficiency of 334.4). Flashbang has a radius of 4.5, stunning enemies for 1.5 seconds, requiring Enforcer to deal 2.700 damage to throw it. The Helicopter Reposition ability costs 2.500 cash to use and can reposition one of your towers (you can't reposition your teammate's towers) to a different location. This ability has a cooldown of 90 seconds, but what's even worse is the fact that ability has an initial cooldown of 90 second ls as well! Also due to the placement limit you can only reposition 5 towers! Such a trash! A lot of people complain about this ability, and so do I, because if you really need to reposition your tower, then it's most likely the final wave, and boss got away from your DPS tower. But why would you need this ability, if you can just replace your tower? On the last wave you are going to have enough cash to replace your towers anyways!
With the awful Top Path Ability that devs will inevitably buff in the nearest future, just like what they did to the Kingpin's Bounty, we're moving onto the Bottom path.
Bottom path Enforcer (level 7) costs 65,250 to max, having a Firerate of 0.7, firing 10 pellets, each dealing 45 damage, range of 14. Combined, all of his pellets deal 450 damage, however, due to much slower Firerate his DPS only 321.43 (maximum is 642.86, if each shot hits 2 enemies at once, check image 3). Combined price to max all Bottom path Enforcers is 326,250, which is cheaper than the top path. On max level Enforcer also gains stun immunity. His cost efficiency is worse than the to path, only being 203. However, if Enforcer maximize his potential by hitting 2 enemies every single shot his cost efficiency drastically increases to a whole 101.5, which is genuinely insane. Just to compare, level 1 and 2 G scout's cost efficiency is 100. Flashbang, unlike top path, stuns for 1 second, has a raduis of 6.5 and triggers on every 3k damage dealt. But even more, Bottom path Enforcer has a SWAT van ability. The ability is free, unlike the Support Caravan, meaning that you can just spam it 24/7. The ability has 45 seconds cooldown. On level 7 this ability spawns 2 Vans, each having 1500 hp, 15% defense, a huge speed of 7 and a gunner, that deals 10 damage every 0.15 seconds with a range of 25, having a DPS of 66.67. The van also deals 550 damage with an explosion raduis of 6, dealing 550 damage. SWAT van spawns at the exit, making them a good decision to catch up leaks. It's hard to calculate SWAT van's DPS, so we'll skip this for now.
Now that we know the stats and placement strategy for each path, let's get to the most important part: in which scenarios and where should you use this tower, important tips and which levels are best!
To begin with, in my opinion the best way to use enforcer are Speedruns, like Molten or Frost Modes. I suppose that Enforcer can even be used in Hardcore Speedruns. Mark my words, in the nearest future strategy creators will make Speedruns on Hardcore with the Enforcer! The least cost efficient level is bottom path level 7, with cost efficiency of 203, if hitting only 1 enemy! The most cost efficient level of the Enforcer is level 0, where he has a cost efficiency of 50, if each shot is hitting 2 enemies! This could mean, that the best way to use enforcer is to spam level 0, but I'd suggest to instead save up to upgrade him to higher levels. On level 1 Enforcer gets +2 range, which means that you can place Enforcer a little further from the path and immediately upgrade him. On level 2 Enforcer has a significant DPS increase, going up from 70.59 to 112.94, gaining a hidden detection in addition and unlocking a flashbang. A Firerate of 0.85 does not make Enforcer a solid defense for hidden enemies at this level, if placed alone. If you upgrade all of your Enforcers to bottom path and make all of them spawn SWAT vans you'll get a total of 10 vans. Considering all of them have 1500 HP and deal 550 damage upon being defeated, this brings us to the line of vans that can deal a total of 20.500 damage upon bumping into enemies. It's impossible to calculate how much damage SWAT van's gunners will deal until the SWAT vans will be destroyed. However, we know that all 10 gunners have a total DPS of 666.7. Once again, you can spawn SWAT vans every 45 seconds.
And now, I'll explain the most important question: which path do you choose?
The answer is pretty simple, it depends on the map! If you can't place all 5 Enforcers the way they all will be able to hit 2 enemies at once (just like golden Pyromancer, set them on last of fartherest targeting), then instead use top path and find a place where they'll have a bigger coverage of the map (remember to make sure all Enforcers can see the entrance to maximize their damage output), keeping in mind their 19.5 range.
To conclude, in easy words:
Top path can be used on any map, as it doesn't relies on map that much. This is the main advantage of this path. Top path is more expensive, has more range, better DPS and cost efficiency (if there is only 1 target), worse at catching up leaks, better flashbang stun time but less radius, worse ability, no stun immunity, strong against bosses.
Bottom path heavily relies on the map, because to maximize it's DPS it should be placed the way all Enforcers will be able to hit 2 enemies with each shot (image 3), It's the main disadvantage of this tower. Cheaper than top path, less range, worse DPS and cost efficiency (if there is only 1 target), better at catching up leaks, worse flashbang stun time but bigger radius, better ability, stun immunity, weaker against bosses but stronger if there are multiple enemies. More fun to use due to SWAT vans.
P.S. "worse DPS and cost efficiency (if there is only 1 target)" means, that if Top and Bottom path Enforcers would be put up against only 1 enemy, Top path would deal more damage, but if there would be 2 or more enemies, then Bottom path would deal more damage (if hitting 2 enemies at once).
P.P.S. I think it's a little too late to explain, but the less cost efficiency - the better it is.
P.P.P.S. if you have any questions - feel free to ask them in the comments, I'll explain everything I can!
Couldn't wait to see the new bugs in this update ππ
Why does this even happening? Genuinely what could cause this?
SWAT vans can't be micro'ed
After Merc Base micro was gone I decided to test if the new SWAT vans can be micro'ed, since this ability has no initial cooldown, but it turns out that SWAT vans get destroyed immediately after you sell Enforcer.
Oh well, no 177 thousand SWAT vans solo hardcore strat then, I guess Β―β \β _β (β γβ )β _β /β Β―
Enforcer's top path can't replace towers of my teammates? AND HE CAN'T REPLACE FARMS? Boi to path is useless π
Genuinely what's the point of this ability if I can't replace towers of my teammates? Did devs really think that "hmmm if Enforcer user will be able to replace towers of his teammates then trolls will appear and try to ruin people's matches, if he WON'T be able to replace towers of his teammates than the ability will be USELESS. Hmmm, yeah let's make him not being able to interact with teammate's towers, trolls would be such a big problem, sure" π€¦ββοΈπ€¦ββοΈπ€¦ββοΈ
Edit: after using Enforcer a little bit more it turns out top path has more DPS and range, bottom path is only better at catching up leaks with SWAT van. However I don't feel like I'll be using this tower much after Iax it out because I feel like I'll always be confused if should I use bottom or to path.
So, with the upcoming Gladiator Rework, what towers are left to be reworked?
I'm speaking of towers that are unusable at their current state, who's model should be reworked e.t.c.
Ig the only towers left are Executioner and Paintballer?
How should devs change these towers, in your opinion? Any ideas for their rework?
500k coins, congratulate me.
Managed to round up it to be PERFECTLY 500, k. Btw it's a message for all thefs that complain that "grinding is difficult". Grinding in TDS is literally the easiest it had ever been, players from 2021 wouldn't believe you if you'd tell them you can now get 950 coins from a single Molten Mode triumph (not considering all the ways to increase the rewards).
Also yeah before the HC rework I had 7.5 k coins βοΈ
And another showtime crate today. In total I got 5 showtime crates for the last 3 days
Just thought that I should remind you guys that originally skill tree costed 1.5 million coins to Max
Out of nowhere my phone can now display field medic's beams.
You read the title (blue beams that indicates which unit field medic is supporting). I've never had it before, it just didn't display, didn't show up. But today my phone can suddenly display it. Is this a result of Roblox's update, TDS update, or did something happen to my phone in particular?
I can also see more visual effects I haven't seen before. HQ explosions and effects are still off, graphics quality is on 1, I haven't changed my settings in any way, no idea why it happened.
Got 2 showtime crates in a row
I didn't even change my loadout. AND I DON'T NEED THEM ANYMORE
It turns out devs had MASSIVELY buffed Fallen Tank.
So fallen tank now has 22.5k HP. BLOATED ONE HAS 45K HP. Since I don't play fallen mode that often I didn't even notice it, so I guess it doesn't appear that often, maybe just 3-4 times.
But then I decided to check wiki to check the wave structure of the hidden wave and see if there are still 4 nimble bloated fallen tanks... AND THERE ARE STILL THERE.
A total of 16 FALLEN TANKS. 10 of them have BOTH nimble and bloated. This is genuinely impossible without any stuns or stalling π₯
Please tell me that wave structure shown on wiki is outdated ππ
I had 7.5 k coins before the HC rework btw ಑β Νβ β Κβ β ಑
πππ
Frost mode became a permanent Gamemode because of Operation I.C.E., so which Gamemode can we expect to come the same way?
To make myself clear what I meant by saying "Frost mode became a permanent Gamemode because of Operation I.C.E.", I must say that all the enemies from the first mode came from the operation I.C.E., having the same animations, models etc. I am unaware, but I can suggest that devs just said "hey, we already have models of the enemies and their animations as well laying in game files. Why don't we turn them into an Evergreen Gamemode which anyone can play anytime?"
So if the entire community would ask devs to make a Gamemode from the enemies that already have been introduced in the past, devs wouldn't have to do that much, compared to creating a whole new game mode from nothing, they would just need to make soundtracks and scale enemies HP a little (we are not talking about the wave structure it's nearly the same in every gamemode). Surely, this would also take a while but I think we all would be happy to meet not-so-old enemies once again.
So, allow me to introduce you to my idea: THE NULL MODE. Yes, it's going to use the enemies from the Halloween 2025 event nights 1-3. Some players weren't able to experience night three, maybe because they did not have good enough towers by that point, maybe they were underleveled, or maybe they just couldn't beat night 2, which is a pretty solid reason. So being able to experience this event once again would be a great experience for everyone. Hope you get my idea, like, Gamemode having 45 waves (yes it might feel a little too long, but since it's going to be more difficult than the frost mode) players will need to have more time to upgrade their farms/set up defenses. It can she decreased to 40 waves if devs make the economy more generous, they are better at balancing than I am after all), like Null Scout will be a 1k HP boss on wave 7-9, Null Warden could be a 3k HP boss being a boss on wave 18 with Lead modifier (that would require players to get a solid lead detection pretty early on), Null Pursuit as a Flying boss having 12.5k HP, being REALLY fast and appearing on wave 20-31 or so. The is a lot of room for experimenting, and personally I would really love to see all of these enemies once again.
Honestly, the main reason why I want these enemies to appear again in a new Null Mode is pretty simple and I think a lot of you had it as well. That being the fact that back then I simply couldn't pay ANY attention to the enemies' design, animations or their sounds, like Null Pursuit, Null Brawler, Null Engineer, Null Necromancer and Null Accelerator. The reason is that all of these enemies appeared on the night 3 and I simply did not have any time to pay attention to them because I was focused only on surviving, setting up my defenses.
Obviously, there are a few downsides of this Gamemode. The first one, but not really a solid one, is that some people might say "well if you did not pay much attention to the enemies, then just spawn them again in the sandbox, duh" (by the way I tried spawning some of them, but I could not figure out how does the Null Necromancer works, considering that his graves are a separate enemy that I can spawn but it does nothing). Also some people might say that "The concept of our towers turning into enemies and fighting against us has already been used in Pizza Party, but my argument is that "Plushie towers and Null towers are two completely different things, you just don't get it π ". And of course, another downside could become the fact that it would still take developers a lot of time to make this game mode and implement it into the game. But the main argument about the Null Gamemode coming into TDS and being harder than the Frost mode would be "man, are you seriously asking to add a harder gamemode than a frost mode? Why would anybody play it if we have Frost Mode, which is much easier to triumph with randoms, rather than a gamemode, that sends out a 3k HP Lead Boss on us on wave 17?" The answer is Rewards. For 45 waves we could pretty much ask for 2k coins and 75 gems as a reward. Again, this should be left to the balancing team.
The question is, would you like to see Null Mode in TDS, using enemies from Halloween 2025?
B-but I don't have a spiky ball...
I would like to report this bug, because it's literally impossible for me to complete this quest.
Also please tell me if I'm supposed to use another flair.
Here's how it should be done, Corso.
The only question I got is how could you have literally any problems besides wave 28? Were you using default Scout instead of the Golden one or smth
Kingpin's "Bounty" ability can be used on Hacker's holograms π₯
Title speaks for itself. You don't get any money if the Hologram dies btw π€§