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War Machine Rework

A one man army. Has the most powerful Mark II armor. An amazing all-rounder.
―Inventory Description
A one man army. Utilizes an exoskeleton to shoot 2 miniguns and launch missiles.
―Former Inventory Description
...and so he left, with everything but his humanity..
―Former Inventory Description
Collaboration with Skushie

Description

The War Machine is a hardcore tower that has 3 special modes. Base Mode is similar to the original version before the rework. Although it cannot be healed by Medic's ability. Support Mode is gained at Level 2. It is where War Machine gives range and firerate buffs but, in return of lesser DPS. It is the only mode where it can be buffed by other support towers except other War Machine Support Mode. Power Mode is gained at Level 4. It is the most offensive mode. It switches its attack to only shoot Missiles, but it has lower range and cannot be buffed by other forms of support. Gives towers flat out damage buff.

The War Machine Power and Support Mode are only limited to 2 towers. After putting 2 towers at their respective modes, it is only available at Base Mode. Also, it cannot change in between modes while its in Power or Support mode.

The War Machine is considered an all-round tower because of it's somewhat cheap placement cost. Balanced DPS throughout all stages of the game. It gives a bunch of buffs that can synergize on other towers with it's Support Mode. Also buffs towers with flat damage buff and insane high DPS on Power Mode.

The War Machine has different upgrade costs with Support and Power Mode.

The War Machine has a placement limit of three per player, and a global limit of nine.

Upgrades

Upgraded Machinery
Level 1 • Cost: Upgraded Machinery - Cash$400

+3 Range Range

0.158 > 0.148 Firerate Firerate

Sell Price changes to Cash$466

High
Level 2 • Cost: High-Grade Missile - Cash$1,250

+1 Damage Damage

+1 Range Range

•20 Damage Damage

•4 Missile Reload Missile Reload

•5 Explosion Range Explosion Range


Sell Price changes to Cash$883

War Support
Level 3 • Cost: War Support - Cash$4,750

+3 Damage Damage

+1 Range Range

0.148 > 0.128 Firerate Firerate

+Hidden Detection Hidden Detection

+10 Damage Damage

• Grants the ability to switch to Support Mode, with cheaper upgrades in return with better buffs but less offensive power.

• Cannot switch back at any time.


Sell Price changes to Cash$2,466

Enraged Bloodthirst
Level 4 • Cost: Enraged Bloodthirst - Cash$9,000

+7 Damage Damage

+1 Range Range

•30x4 Damage Damage

•4 Missile Reload Missile Reload

•6 Explosion Range Explosion Range

• Grants the ability to switch to Power Mode, with expensive costs but, only shoots missiles and gives flat damage buffs.

• Cannot switch back at any time.


Sell Price changes to Cash$5,466

Enhanced Weaponry
Level 5 • Cost: Enhanced Weaponry - Cash$12,000

+10 Damage Damage

+1 Range Range

•4 > 3.5 Missile Reload Missile Reload


Sell Price changes to Cash$31,800

Missile Bombardment
Level 6 • Cost: Missile Bombardment - Cash$16,000

+2 Range Range

0.128 > 0.108 Firerate Firerate

•35x4 Damage Damage


•3.5 > 2.5 Missile Reload Missile Reload


Sell Price changes to Cash$31,800

Amplified Retaliator Mech Armor
Level 7 • Cost: Amplified Retaliator Mech Armor - Cash$25,600

+2 Damage Damage

+2 Range Range

•40x4 Damage Damage

•2.5 > 2 Missile Reload Missile Reload

•6 Explosion Range Explosion Range


Sell Price changes to Cash$31,800

Better Support
Level 4 • Cost: Better Support - Cash$6,500

+3 Damage Damage

0.128 > 0.108 Firerate Firerate

•25x4 Damage Damage

•4.5 Missile Reload Missile Reload

•6 Explosion Range Explosion Range

•+2 Range Range given to towers inside the Buff Range.


Sell Price changes to Cash$4,633

Ally Help
Level 5 • Cost: Ally Help - Cash$8,000

+4 Damage Damage

+2 Range Range

+2 Buff Range Buff Range

•+10% Firerate Firerate given to towers inside the Buff Range.

•+1 Range > +2 Range Range


Sell Price changes to Cash$7,300

Support Empowerment
Level 6 • Cost: Support Empowerment - Cash$10,000

+3 Damage Damage

+2 Range Range

•30x4 Damage Damage


•4.5 > 3 Missile Reload Missile Reload

•+10% > +15% Firerate Firerate

•+2 Range > +3 Range Range


Sell Price changes to Cash$10,633

Tactical Coordination Exoskeleton
Level 7 • Cost: Tactical Coordination Exoskeleton- Cash$13,000

+3 Damage Damage

0.108 > 0.088 Firerate Firerate

+3 Range Range

•3 > 2.5 Missile Reload Missile Reload

•+15% > -0.025s Firerate Firerate

•+3 Range > +4 Range Range


Sell Price changes to Cash$17,300

Full Power
Level 5 • Cost: Full Power - Cash$18,600

Removed Normal Damage Damage

•75x4 Damage Damage

0.128 > 0.158 Firerate Burst Firerate

+2 Explosion Range Explosion Range

•4.5 > 1 Missile Reload Missile Reload

+3 Damage Damage Buff given to towers inside the Buff Range.


Sell Price changes to Cash$10,333

Double The Trouble
Level 6 • Cost: Double The Trouble - Cash$30,000

+2 Range Range

•90x8 Damage Damage

+2 Explosion Range Explosion Range

0.158 > 0.128 Firerate Burst Firerate

+3 > +4 Damage Damage Buff


Sell Price changes to Cash$17,666

Mark Obliterator 5000
Level 7 • Cost: Mark Obliterator 5000 - Cash$70,000

+4 Buff Range Buff Range

•125x8 Damage Damage

•1 > 0.45 Missile Reload Missile Reload

+2 Explosion Range Explosion Range

+4 Range > +5 Damage Damage Buff


Sell Price changes to Cash$50,000

Stats Table

Base Mode Stats
Level Total Price Normal Damage Splash Damage[2] Firerate Missile Reload Range Explosion Range DPS[3]
0 Cash$1,000 1 N/A 0.158 N/A 12 N/A 6.32
1 Cash$1,400 1 N/A 0.148 N/A 15 N/A 6.75
2 Cash$2,650 2 20 0.148 4 16 5 18.51[4]
3 Cash$7,400 5 30 0.128 4 17 5 46.56[5]
4 Cash$16,400 12 30x4 0.128 4 18 6 123.75[6]
5 Cash$28,400 22 30x4 0.128 3.5 19 6 206.15[7]
6 Cash$44,400 22 35x4 0.108 2.5 21 6 259.7[8]
7 Cash$70,000 24 40x4 0.108 2 23 7.5 302.22[9]
Support Mode Stats
Level Total Price Firerate Buff Range Buff Normal Damage Splash Damage[10] Firerate Missile Reload Range Explosion Range Buff Range DPS[11]
4 Cash$13,900 N/A +1 8 25x4 0.108 4.5 17 6 8 96.29[12]
5 Cash$21,900 10% +2 12 25x4 0.108 4.5 19 6 10 133.33[13]
6 Cash$31,900 15% +3 15 30x4 0.108 3 19 6 10 178.88[14]
7 Cash$44,900 -0.025 +4 18 30x4 0.088 2.5 22 6 14 241.18[15]
Power Mode Stats
Level Total Price Damage Buff Splash Damage[16] Firerate[17] Missile Reload Range Explosion Range Buff Range DPS[18]
5 Cash$35,000 +3 75x4 0.158 1 18 8 10 183.82
6 Cash$65,000 +4 90x8 0.128 1 20 8 10 355.73
7 Cash$135,000 +5 125x8 0.128 0.45 20 12 14 678.42

Strategy

  • War Machine can be an extremely powerful asset to your loadout throughout the entire game, being able to work well in all stages of the game.
    • The War Machine cost efficiency is above average all around, so it mostly does not matter which level you are going for.
  • War Machine is extremely expensive, so it is recommended you bring either Farm, Cowboy, or bring both to afford it alongside other expensive towers you may have on your loadout.
    • While supports like Commander and DJ Booth can heavily benefit Base and Support Mode, remember that Power Mode is completely unaffected by every buff, and can also not be cleansed by Medic's ability.
  • Base Mode is the most consistent out all the forms, having the highest range compared to the other modes, but does not benefit your towers in any way.
  • Support Mode has the least amount of DPS but can give your towers a firerate and flat range buff. This works well when paired with DJ Booth and Commander.
    • Support Mode can also heavily benefit towers who struggle with their low range, like Gladiator and Warden, and towers who can fire slowly like Ranger. Unfortunately, Support mode is partially useless with Ranger, as the range of the tower is already massive it can cover most of the map, although it can buff its firerate.
    • There are multiple towers that cannot be affected by its firerate buff:
Firerate Buff [19]
Tower Status
Scout Affected
Sniper Affected
Paintballer Affected
Demoman Affected
Hunter Affected
Soldier Unaffected
Militant Affected
Medic Affected
Freezer Affected
Farm N/A
Shotgunner Affected
Military Base Partial[20]
Rocketeer Affected
Trapper Unaffected
Ace Pilot Unaffected
Pyromancer Unaffected
Crook Boss Partial[21]
Electroshocker Affected
Commander Partial[22]
Warden Affected
Cowboy Affected
DJ Booth Unaffected
Minigunner Unaffected
Ranger Affected
Turret Unaffected
Mortar Affected
Pursuit Affected
Mercenary Base Partial[23]
Brawler Affected
Accelerator Unaffected
Engineer Partial[24]
Gladiator Affected
Commando Affected
Slasher Affected
Frost Blaster Affected
Archer Partial[25]
Swarmer Partial[26]
Toxic Gunner Partial[27]
Sledger Affected
Executioner Affected
Elf Camp Unaffected
Necromancer Partial[28]
Jester Partial[29]
Cryomancer Unaffected
War Machine Unaffected
Mecha Base Unaffected
  • Power Mode has the highest DPS and splash radius, making it a great option when dealing with hordes or high HP enemies. However, do keep in mind that Power mode lacks consistency thanks to it's much shorter range along with the lack of hidden detection, and being unable to be buffed.
    • Power Mode also gives out a flat damage buff, and like Support mode, heavily benefits towers like Minigunner, Turret and Accelerator, you can also further buff the damage of these towers heavily with Mercenary Base, DJ Booth and Damage Flags.
    • There are multiple towers that cannot be affected by its damage buff:
Damage Buff
Tower Status
Scout Affected
Sniper Affected
Paintballer Affected
Demoman Affected
Hunter Affected
Soldier Affected
Militant Affected
Medic Affected
Freezer Affected
Farm N/A
Shotgunner Affected
Military Base Partial[30]
Rocketeer Affected
Trapper Unaffected
Ace Pilot Affected
Pyromancer Partial[31]
Crook Boss Partial[32]
Electroshocker Affected
Commander Partial[33]
Warden Partial[34]
Cowboy Affected
DJ Booth Unaffected
Minigunner Partial[35]
Ranger Affected
Turret Partial[36]
Mortar Affected
Pursuit Affected
Mercenary Base Partial[37]
Brawler Partial[38]
Accelerator Partial[39]
Engineer Partial[40]
Gladiator Affected
Commando Affected
Slasher Affected
Frost Blaster Affected
Archer Partial[41]
Swarmer Partial[42]
Toxic Gunner Partial[43]
Sledger Partial[44]
Executioner Affected
Elf Camp Unaffected
Necromancer Partial[45]
Jester Partial[46]
Cryomancer Partial[47]
War Machine Unaffected
Mecha Base Unaffected

Statistical Overview

Pro

  • High DPS on all forms.
  • Able to heavily benefit most of your towers.
  • Amazing synergy with the already existing support towers (DJ and Commander).
  • Can handle hordes and single target scenarios.
  • Relatively cheap early on.
  • Good utility and is very versatile.

Mid

  • Cost efficiency is moderately at best.

Con

  • Has low DPS when totaled up compared to other DPS towers such Engineer and Accelerator.
  • Highly expensive outside of Support mode.
  • Both Support and Power mode's benefits are useless on towers like Minigunner, Turret, Accelerator, and many others.
  • Needs to adapt to weird tower synergies in order to make the buffs worth.
  • Each mode has a large disadvantage.
  • Obtainment costs a kidney and a liver.

Trivia

  • The War Machine's appearance and some of its mechanics appear to have been based on an Exoskeleton tower suggestion from the Tower Defense Simulator Discord server.
    • However, the name of the War Machine and its Level 2 upgrade are references to the War Machine from Marvel.
  • The War Machine's original description was a reference to Risk of Rain 2, specifically the Commando's old ending phrase.
  • Currently, the War Machine has the most expensive upgrade cost in the game.
    • If you exclude exclusive towers, the Turret both has the highest upgrade cost and is the most expensive tower to fully upgrade.
  • After the Overhaul Update, the War Machine gained 12 damage on Level 2, giving it 13 damage, thus giving it an absurd 104 DPS for just Cash$2,900.
  • The Level 5 Power Mode upgrade icon is stolen from one of the creators past work. Which is from Fallen Obliterator in TDS Fanmade Wiki.
    • The Level 5 Upgrade name is also a nod to the past work of Mosquito.
  • War Machine's modes are considered as an "early version" of split paths.

Other Reworks

Notes

  1. ↑ Through splash damage, flying enemies may be hit indirectly if another detectable enemy is nearby, but War Machine from this tower can never directly target flying enemies.
  2. ↑ Number is the damage dealt in the inner explosion sphere. Splash damage is decreased linearly if the enemy is in the outer explosion sphere.
  3. ↑ Total DPS is calculated as Normal DPS + Missile DPS.
    Missile DPS assumes only one enemy is hit with all missiles and it receives full splash damage.
  4. ↑ 13.51 Normal DPS + 5 Missile DPS
  5. ↑ 39.06 Normal DPS + 7.5 Missile DPS
  6. ↑ 93.75 Normal DPS + 30 Missile DPS
  7. ↑ 171.87 Normal DPS + 34.28 Missile DPS
  8. ↑ 203.7 Normal DPS + 56 Missile DPS
  9. ↑ 222.22 Normal DPS + 80 Missile DPS
  10. ↑ Number is the damage dealt in the inner explosion sphere. Splash damage is decreased linearly if the enemy is in the outer explosion sphere.
  11. ↑ Total DPS is calculated as Normal DPS + Missile DPS.
    Missile DPS assumes only one enemy is hit with all missiles and it receives full splash damage.
  12. ↑ 74.07 Normal DPS + 22.22 Missile DPS
  13. ↑ 111.11 Normal DPS + 22.22 Missile DPS
  14. ↑ 138.88 Normal DPS + 40 Missile DPS
  15. ↑ 193.18 Normal DPS + 48 Missile DPS
  16. ↑ Number is the damage dealt in the inner explosion sphere. Splash damage is decreased linearly if the enemy is in the outer explosion sphere.
  17. ↑ Firerate only applies to the burst and is not the time between bursts.
  18. ↑ DPS is calculated as (Splash Damage × Missile Count) ÷ (Missile Cooldown + (Firerate × Missile Count)).
  19. ↑ Only applies to the Max Level (Support Mode)
  20. ↑ Only the Mounted Gun is decreased.
  21. ↑ Unit firerate is not affected.
  22. ↑ Gunner APC firerate is not affected.
  23. ↑ Only Rifleman has decreased firerate.
  24. ↑ Unit firerate is not affected.
  25. ↑ Burn tick is not increased.
  26. ↑ Bee tick is not increased.
  27. ↑ Poison tick is not increased.
  28. ↑ Unit firerate is not affected.
  29. ↑ Poison and burn tick is not increased.
  30. ↑ Only splash damage damage is increased.
  31. ↑ Burn damage is not affected.
  32. ↑ Unit damage is not affected.
  33. ↑ Gunner APC damage is not affected.
  34. ↑ Increase for the crit damage is the same as regular damage.
  35. ↑ Buff is halved to combat consistent fast-firing towers
  36. ↑ Buff is halved to combat consistent fast-firing towers
  37. ↑ Only Grenadier has increased damage.
  38. ↑ Final hit damage is only increased by the same amount as regular damage. Reposition damage is not affected.
  39. ↑ Buff is halved to combat consistent fast-firing towers
  40. ↑ Regular unit damage is not affected.
  41. ↑ Burn damage is not increased.
  42. ↑ Bee damage is not increased.
  43. ↑ Poison damage is not increased.
  44. ↑ Increase for the freeze bonus damage is the same as regular damage.
  45. ↑ Unit damage is not affected.
  46. ↑ Poison and burn damage is not increased.
  47. ↑ Chillness damage is not increased.
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