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| Anchorage Branch Office The bottom of the corporate ladder Archive for Cog HQ |
Kickback Bonus in the mints
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I have found that the rightmost cog and the last cog standing get the kickback every time......did not discover this on my own found it elsewhere on the web Thanks! |
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If anyone wants a good strategy for working the mint NOT using sound check out Cool Corny ELectrofoot's DA Strategy in the Law HQ forum. Same principals outlined there will work great for a mint bearing in mind that you are going to want to touch a 10 to start the battle. This way one person can take out the 10 with a birthday cake while another lures and the last 2 go for one of the 11's. If someone is using tnt, NEVER throw it at the right cog unless you have 3 people using tnt, then it doesn't matter. This is my BIG pet peeve and makes me crazy lol! Yes though, the right cog always jumps, and the last cog standing always jumps.
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its not im telling you.
i soled a fac th eother day and a few times it didnt work and in the mints it didnt ALWAYS work. i gota take a pic next time and post it. seriously unless im going crazy or something it doesnt 100% work. |
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It does always work but I think I know where you might be getting confused. Use the factory for example. Say you are soloing and you get to the silos. You tag a 6 and they line up with a 6 on each end and the 7 in the middle. The cog you toughed is going to be the cog on the right and the one that will have the lure bonus. He WILL jump.Now after you have killed the right 6 with a cream pie, the 7 is on the right and the other 6 on the left. That 7 "could" jump but most likely will not. It is not every cog on the right, it is only the cog you touch that is guaranteed to jump. Cloud that 7 then you can safely use a cream pie on the last 6. He will jump.
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hmmmmm. i sort of see what you are saying but if there are 3 cogs lined up and i hit the far left or right (whatever one i didnt tag) it doesnt always kickback. I will usually go for the cogs in a certain order.
so if theres 3 cogs lined up: 6* - 7^ - 6" firstly i will hit * then if kick back works the cogs will look like this: 7^ - 6" so then i will hit 6" because that always on the far right unlike the 7^ becasue that was originally in the middle. IF kickback works, which in theory it should, then theres 7^ left by itslef and it should get kicked back. But when i soled the fac the other day this didnt work especially on the lowwer cogs before the silos. It usually happens for me about once or twice throughout a whole fac. Normally i wouldnt mind but my blue magnet is only luring for 3 turns, so after i destroy 2 cogs (one not recieving the kickback bonus) the last wakes up and i get hit (which isnt a problem its just annoying) if what i said then made any sence then but if the tagging thing you said is write then that will actually help. off topic: anyone who is lagging and wants to do a CJ dont risk it. Its so not fun. Especialy those darn hammers. off topic: can i just say that i really like your signature (aka gail) and umm. when i make my black cat next year can i use your idea of calling it .... shadow so in my case nutmegs shadow?? Obviously i undertsand if you say no because you made up the name (which is sooo cool) but anyway...... Last edited by soppycat; 02-04-2007 at 11:30 AM. Reason: another off topic |
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The way to get knock back in the mints is to touch the rightmost cog in each group first. At the same time trap the second from the right after they line up. The remaining 3 hit from right to left and they all get knockback. I'm not sure if it works 100% of the time buts it's pretty close to 100% if not.
Last edited by doc quackenheimer; 02-05-2007 at 01:29 PM. |
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