Board Thread:Game Suggestions/@comment-25404524-20180612072645/@comment-36229211-20180727141047

MikpinRYB wrote: Engineer-Support (Bloon Trap income, sentries, overclock so it should be support)

Path 2 (overclock)

1. 9 inch nails (More popping power for nails, up to 10 bloons can be popped by one nail) -$450

2. Stable sentries (sentries last twice as long) -$750

3. Influential sentries (Give towers close to the sentries 3% attack speed, can stack up to 5 times) -$5440

4. Overclock (Give one tower much more attack speed) -$20000

5. Hyperclock (All towers on screen have doubled attack speed forever as long as the tower is there and can be overclocked by the engineer up to 3 times to increase the lethality. Or give other towers an overclock!) -$246500

Path 3 (Track Hazards)

1. larger Support Area (Increases range greatly) -$550

2. Cleansing foam (Places foam that pops and removes modifications from bloons except for fortified) -$550

3. Mines (Plants explosive mines that do great damage to Ceramics, fortified bloons, and M.O.A.B. class bloons. To other types, it does 5 layers, and weaknesses can stack) -$3500

4. Bloon Trap (Traps normal bloons, camo, regen, and fortified (Up to ceramic)) -$5400

5. Super Traps (All traps are buffed- Mines do 10 layers and do even more damage to ceramics, fortified bloons, and M.O.A.B. class bloons. Foam is more stable and removes fortified for bloons up to Z.O.M.G.. Traps can take down M.O.A.B. class bloons up to Z.O.M.G. and give more cash, and can hold far more bloons. However, only one Z.O.M.G, 5 B.F.B.s, 20 D.D.T.s or 25 M.O.A.B.s can be held by one trap in terms of M.O.A.B. destruction power.) -$110900 I apologize if some of these are heavily overpowered.