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Old Yo genius: leave your small magnets at home!

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Old 10-02-2006, 02:23 AM
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Yo genius: leave your small magnets at home!

I don't care if it's home grown - just don't be packing the small magnet to the VP.

Even if it works, it lasts two rounds at most. Then what?

NOOOOO THANKS!
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Old 10-02-2006, 04:17 AM
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My friends did a experiment with the lures, and the lure points (as in number of rounds) adds up when used with other lures. Keep that in mind.
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Old 10-02-2006, 04:37 AM
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Yikes, I agree. I was trying to bring one of my smaller toons (DG level) through the factory and I ended up with a 106 with the hypnos that refused to use anything but puny magnets.

Needless to say, one round later the cogs came unlured and now my poor mouse is in the playground staring at his knees.

In the VP it's a definite NO.
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Old 10-02-2006, 05:12 AM
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don't use small ones
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Old 10-02-2006, 06:54 AM
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It kills the accuracy.

I seriously don't like it when people bring bad gags to a serious battle. That and of course the one dollar, is no good.

Sound is the worst though in noobish hands.
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Old 10-02-2006, 08:20 AM
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Quote:
Originally Posted by Tracy Snifflefudd View Post
I seriously don't like it when people bring bad gags to a serious battle. That and of course the one dollar, is no good.

Sound is the worst though in noobish hands.
I like using the bike horn in VP... Only when the cogs are low levels and the others are choosing sound that will get rid of them anyway. Something amusing about the squeak of the bike horn...
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Old 10-02-2006, 08:32 AM
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I always pack small gags regardless of the fact I won't use the lure. I always bring puny magnet and will continue to do so whether you like it or not. I think you should repharse what you said to don't use puny magnets in v.p. not don't bring puny magnets.
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Old 10-02-2006, 08:39 AM
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Quote:
Originally Posted by Wolfeh View Post
I like using the bike horn in VP... Only when the cogs are low levels and the others are choosing sound that will get rid of them anyway. Something amusing about the squeak of the bike horn...
LOL too funny...though I usually like to do the opposite. Level 1 cold caller is the last one to walk out, and throw him a nice 'ol TNT. BOOOOM! -180....he had no chance...


But yea..small magnets= NO!
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Old 10-02-2006, 09:01 AM
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Originally Posted by Lady Mo Mo Sparkletoes View Post
LOL too funny...though I usually like to do the opposite. Level 1 cold caller is the last one to walk out, and throw him a nice 'ol TNT. BOOOOM! -180....he had no chance...


But yea..small magnets= NO!
I like the humor of using a small gag during a big battle.

I'm not the only one either. During a vp, someone whipped out a cupcake and said "Hee hee".

Of course, to use a cupcake against a lured level 12 (while others are using 3 cream pies or 2 and 1 cake) would also work. The amusement factor is awesome.



Recently in a bullion run with randoms...
Hit the supervisor. We were all about to fog (even had selected it) and suddenly the invasion stopped. You'd never seen players cancel their gags soooo fast. One insisted on fogging while the other lured (and 2 passed).

Ok so 50pt damage all across (I think, but may have been less, you'll see why). Ok so we relured and did toonups. Then invasion started again and somehow I recall there being enough sound that it should finish the 4 cogs off. But it didn't (I think it was 3 fog or 2 fog and 2 trunks).. Anyways, level 12 is left standing with a bright red chest.. (E.T., eat your heart out) So the one who used fog chose to use drop. Being that we all had strong gags, no one wanted to squirt, so that the drop would have a chance to hit. So I chose the bike horn. "If it hits, it'll stun the level 12, increasing the chances of the safe hitting." Boy was I wrong. It didn't stun the 12 at all. It destroyed it. Imagine that, a simple bike horn, finishing off the 12.



The idea of overkill on a 1 is funny too. Especially if doing like 4 maxed (and now, over maxed) pianos. 187 x 4 = 748 + 20% (150) = 898 damage. Which is 892 more than necessary. Talk about extreme overkill.
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Old 10-02-2006, 12:26 PM
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Originally Posted by Speedway Master View Post
My friends did a experiment with the lures, and the lure points (as in number of rounds) adds up when used with other lures. Keep that in mind.
That's not what I've seen, and I've seen this a few times to prompt my posting.

$1 and small magnets should be PURGED for VPs, the $5 will wear off in three rounds and under. Cogs waking up means no gag credit anyway, which in itself should be a deterrent for gag workers.

To use even a blue magnet on four cogs without any guarantee that two at a time will be taken out at some point welcomes a wakeup call. Growing the trees JUST reduces the miss factor and that's ALL. I can do that just by buying my gags from SOS toons in shops.

Keep in mind that planting a gag track is in some cases to enhance the level 6 and work towards that level 7.

Bike horn? Someone mention bike horn? Unlike the lure, this adds to a sound line and doesn't bring down the effectiveness with rounding. If anything above the gag is overkill, and you're packing a bike horn, there's certainly nothing wrong with it.

CCGers know I pack organic banana peels and cupcakes to VPs and CFOs. (They don't know it but as lil ol wabbit, my fruit pies can take down a lured 5)

Lure NEVER adds up.
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Last edited by Flippers; 10-02-2006 at 04:56 PM.
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Old 10-02-2006, 06:08 PM
B. K.
 
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wait, you can buy gags from sos toons in their shops?!!! and it increases their accuracy?!!I had no clue that you could do this where are their shops located? Oh and by the way i totally agree with not using small magnets,if you're going to use lure at all you should have at least big magnet if not the $10 bill.
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Old 10-02-2006, 07:57 PM
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Home grown small magnet rocks!!!

I always bring my small magnet now., and I'll tell you why.

My garden has up to level 6 throw and level 2 magnet. When I got my organic bonus I decided to test out the small magnet in the Bullion mints. Here are my numbers....

Without trap - small magnet hit 22 of 28 times. For comparison the large magnet hit 21 of 35 times, and the goggles hit 16 of 18 times. Not a big difference. (remember also that these are all 10s 11s and 12s.)

With trap - small magnet hit 31 of 32 times, large magnet hit 23 of 29 times, and goggles hit 14 of 15 times.

The small magnet was the only with the organic bonus that increases accuracy to "medium". The reason I bring it now is that with trap in front of the small magnet it works just as well as the goggles. So why waste a goggle when you can use small magnet. And you're right, they do wake faster, but if you trap two or 3 of the cogs, then you won't need more than 2 rounds to kill the others.

Finally, the small magnet will not dillute the accuracy of larger magnets, since it actually has greater accuract. At any rate, why would you ever use two lures to begin with? That only happens when folks don't know what they are doing, people get delayed, or communication breaks down.
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Old 10-02-2006, 08:22 PM
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Thanks for the info about the small mag with traps etc. I will test that out too!

What is the thinking on buying lure from SOS toons? Flippers thinks it improves accuracy. What do you think?

My lureless bunny has been in vps with folks with only small lure. When playing with ubers, the small lure is better than no lure.
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Old 10-02-2006, 10:59 PM
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Actually I have only see this happen when they insist on putting small magnet out when someone is trying to blue magnet, $10, or goggle.

This isnt about one better than nothing but one sabotaging the other.

I was tipped off that a certain shop sold better lure and found that those sold by SOS toons do tend to miss less. Only DG and DDL have gag shops without an SOS toon clerk.

Prof Graham you aren't listening. So what if it works? It doesn't if it cannot hold 3-4 cogs more than two rounds.
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Old 10-02-2006, 11:25 PM
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Originally Posted by Flippers McGurgle View Post
Prof Graham you aren't listening. So what if it works? It doesn't if it cannot hold 3-4 cogs more than two rounds.
If it holds for 2 rounds (round they are lured and the next round), then that can be up to 8 attacks not made by the cogs. If the first one is used to toon everyone up (1 lures, the other 3 do toon ups), then the second one is to take out a cog (all toons hit the same one), then the third round, they can get rid of another cog. Then only suffer attacks from 2 cogs (3 if another one joined). Sometimes the idea isn't to lure forever until you can get around to each one, it's to use the extra time an advantage to win in the end.

If the first is used for toonup, then a new cog comes out and a single is used to lure it, and the other 3 can take out a cog by themselves (2nd round), then another single to lure another new cog while a second cog it destroyed, there are 2 that will wake and do damage while 2 others are lured. Sure, not as effective as luring for 3 or 4 rounds, but even lured for 2 rounds can make the difference between survival and counting ants on the ground.
 

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