the cutting room mirror

Unused Weapons

This is a sub-page of Bloons Tower Defense 5 (Adobe Flash).

"Weapons" are behaviors that towers use to determine how they attack. There are many of them in the tower files that don't get used by any tower.

Bloonchipper and Monkey Engineer#

Unused weapons for the Monkey Engineer and the Bloonchipper, towers exclusive to the deluxe and portable versions, are present in the files. They have been in the files since the 170812 (August 17, 2012) update, and seem to be an earlier version of their stats. Bloons TD 5 Deluxe was built from this game, so it is not odd for them to be here.

Engineer#

Differences between Flash and Deluxe

Seems that the engineer was buffed all over the place, as with these stats, the Monkey Engineer would be worse in most areas compared to Bloons TD 5 Deluxe, due to all upgrades having slower attack speed. Only the Cleansing Foam upgrade's stats were better than the final stats, having infinite pierce. And even then, its foam radius was smaller, its foam time to reload was double, and it used the Spike Factory's process, making the foam even slower. Some stats are simpler, like the weapons that use the default class name Single instead of the unique SingleNailGun. Other stats seem to be placeholders, like Cleansing Foam using Spike Factory's Friction process rather than the CleansingFoamProcess process built for it.

This list goes from Deluxe to Flash in terms of changes.

  • - Base Engineer attacks slower (reload time 0.645 --> 0.71)
  • Most nail weapons use default class name (SingleNailGun to Single)
  • - Sprockets upgrade attacks slower (reload time 0.516 --> 0.53)
  • + The Sprockets upgrade reduces sentry creation time without the Fast Engineering (2-0) upgrade (reload time 10 --> 7)
    • - The creation time is still more than the final Fast Engineering upgrade (reload time 6 --> 7)
  • "Index ()" method is not included.
  • - Sentries attack slower (reload time 0.8 --> 0.94)
  • - Sprockets upgrade sentries attack slower (reload time 0.53 --> 0.705)
  • - Sentries fire darts instead of nail pins, which have less pierce (2 --> 1)
  • - Sentries use Timer function instead of InRoundTimer for despawning, meaning that it won't stop when a round is not currently ongoing.
  • + Cleansing Foam's foam pierce is infinite (30 --> int.MAX_Value)
  • - Cleansing Foam's foam radius reduced (25 --> 15)
  • - Sentries have a quicker expiration time. (28 --> 25)
  • Cleansing Foam upgrade uses a different projectile, which resembles glue more than foam and is not animated (Bubbles1 --> FoamSplat)

Early

Final (Deluxe)

  • - 9-inch nails evidently doesn't pop frozen bloons, as Sprockets' weapon at _loc13_ can't. Further proof that these stats are early, as in earlier Deluxe update versions, 9-inch nails could not pop frozen bloons.
  • Cleansing Foam uses a different process (CleansingFoamProcess --> Friction)
  • - Cleansing Foam's foam creation time increased (reload time 2.5 --> 5)

Bloonchipper#

ID(s)

Projectile

Stats

Damage Type

Notes

_loc122_

N/A

Damage: 1
Speed: 0.29

Can't pop Camo, Lead, or MOAB-class bloons.

Used by base Bloonchippers.

_loc123_

N/A

Damage: 1
Speed: 0.29 / 0.75

Can't pop Camo bloons. Super Wide Funnel can pop MOAB-class bloons, but not Dual Layer Blades.

Used by the Dual Layer Blades (3-0) and Super Wide Funnel (4-0) upgrades.

_loc124_

N/A

Damage: 1
Speed: 0.29 / 3

Can't pop Camo, Lead, or MOAB-class bloons.

Used by Triple Barrel (0-3) upgrade Bloonchippers, and by extension the Supa-Vac (0-4) upgrade.

Differences between Flash and Deluxe

Like the Engineer, the Bloonchipper would be worse compared to Bloons TD 5 Deluxe, but to a much lesser extent.

Again, this difference goes from Deluxe to Flash in terms of changes.

  • - Triple Barrel attacks slower from 4x as fast to 3x as fast (reload time 0.29 / 4 --> 0.29 / 3)

Monkey Fort Duplicate#

ID(s)

Projectile

Stats

Damage Type

Notes

_loc10_

N/A

Pierce Amount Applied: 1

N/A

ID Test8 internally.

A duplicate of the 0-1 Monkey Village (Monkey Fort) upgrade's weapon with the same stats.

Monkey Apprentice Sequence Attacks#

ID(s)

Projectile

Stats

Damage Type

Notes

_loc98_
_loc190_

Pierce: 2
Damage: 1
Speed: 1.1

Can pop all non-Camo bloons.

Used by lower tier Apprentice towers.

_loc99_
_loc103_
_loc105_
_loc187_
_loc191_
_loc194_

MagicBolt LightningEffect* Tornado
"*" Weapon does not have a proper graphic internally and uses code or similar to spawn.

Speed (for all): 1.1
Bolt: (Pierce: 7 Damage: 1 )
Lightning: (Pierce: 30 Damage: 1)
Tornado: (Pierce: 20 Move Speed: 300 Lifespan: 1.5)

Bolt and Lightning projectiles can pop all non-Camo bloons.

Used by the Summon Whirlwind (3-0) Apprentice upgrade.

_loc99_
_loc103_
_loc106_
_loc187_
_loc191_
_loc193_
_loc195_

MagicBolt LightningEffect* Tempest
"*" Weapon does not have a proper graphic internally and uses code or similar to spawn.

Speed (for all): 1.1
Bolt: (Pierce: 7 Damage: 1 )
Lightning: (Pierce: 30 Damage: 1)
Tempest: (Pierce: 70 Damage: 1 Move Speed: 300 Lifespan: 2)

Bolt, Lightning, and Tempest projectiles can pop all non-Camo bloons.

Used by the Tempest Tornado (4-0) Apprentice upgrade.

Sequence weapons for Monkey Apprentice's upgrades, used in earlier versions. Similar to Bloons Tower Defense 4, the Apprentice originally attacked in a set sequence, every attack coming after the other, all with the same cooldown.