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This article is about EeTheGlitcher/Golden Soldier Rework. You may be looking for other uses of Gold or Undead Solider, a Mission Quest.

A cheap and effective burst tower. Great for beginners!
―Store Description

Description

The issue with Golden Soldier is that it completely outclasses 2 towers; Soldier and Militant. After getting Golden Soldier there is no point or use of these towers.

I'm under the opinion that Golden Towers in general shouldn't be an direct upgrade, but rather a side-grade or alternative version of the tower.

This rework aims to make Golden Soldier a long-range tower that scales DPS depending on how far the enemy is, much like how people use burst-based weapons.

Upgrades

  1. I WILL UPDATE THIS LATER, PLEASE LOOK AT STATS TABLE FOR NOW.
Trigger Finger
Level 1 • Cost: Trigger Finger - Cash$250

0.108 > 0.088 Firerate Firerate

0.75 > 0.5 Cooldown Firerate

4 > 5 Burst Burst


Sell Price changes to Cash$250

Field Training
Level 2 • Cost: Field Training - Cash$800

+1 Damage Damage

+2 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$516

Gilded Gear
Level 3 • Cost: Gilded Gear - Cash$5,750

+2 Damage Damage

0.6 > 0 Cooldown Firerate


Sell Price changes to Cash$2,433

Maximum Potential
Level 4 • Cost: Maximum Potential - Cash$14,500

+4 Range Range

+6 Damage Damage


Sell Price changes to Cash$7,266

Stats Table

To see all the previous statistics of this tower, see the history page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.

Level Total Price Damage Burst Count Firerate[1] Close Cooldown Mid Cooldown Far Cooldown Close Range Mid Range Far Range CloseDPS MidDPS FarDPS[2] Cost Efficiency
0 Cash$500 2 5 0.108 .8 1.7 2 3 6 12 3.73 2.23 1.97 Cash$147.93
1 Cash$750 2 5 0.108 .8 1.5 2 5 10 15 7.46 4.9 3.94 Cash$140.98
2 Cash$1,550 2 5 0.108 .25 1.2 1.5 5 10 20 12.66 5.75 4.9 Cash$145.68
3 Cash$7,300 6 10 0.108 0 .7 1 6 12 24 55.56 33.71 28.85 Cash$160.62
4 Cash$21,800 10 10 0.108 0 .5 .75 10 15 30 136.36 72.46 61.35 Cash$191.83
  1. ↑ Firerate only applies to the burst and is not the time between bursts.
  2. ↑ From Levels 0–2, DPS is calculated as (Damage × Burst Count) ÷ (Cooldown + (Firerate × Burst Count)).
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