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| Anchorage Branch Office The bottom of the corporate ladder Archive for Cog HQ |
Version 2.0 Cog "Health"-wassup with that?
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That is weird for sure! Perhaps....they took the TOTAL HEALTH POINTS FOR (2) level 11 cogs, but did NOT split it right down the middle! here is an example..
(NOTE- The health I will use is 180 points, I made up that number for my example) Lets pretend a UNHARMED lev. 11 Big Cheese has 180 health points. therefore, the version 2.0 cog will have 360 TOTAL HEALTH POINTS to be destroyed. I ASSUMED the point where the "normal" cog is killed is 180, BUT.....WHAT IF EVERY VERSION 2.0 HAS A DIFFERENT AMOUNT TO KILL THE "normal" cog? For example....maybe the "normal" cog will die at 210 damage done...but another version 2.0 might change to Skelecog at 170 points of damage! That would explain why ONLY the version 2.0's have weird damage amounts and the regular cogs do not. It would also explain why "some" of the version 2.0's "seem" to take FOREVER TO DESTROY! It would also be more challenging and force toons do do "more" damage than is needed, just to be sure it explodes! Did you understand my point about different levels of damage PER version 2.0? Let me know what ya'll think! -Matt P.S.- Have you noticed in the "golf courses", toons are using like (2) storm clouds, or (2) B-Day cakes on REGULAR "in the red" level 10 cogs? I find myself treating EVERY COG like a version 2.0.Too funny! Last edited by bugaboodan2002; 03-08-2008 at 11:36 PM. Reason: Forgot this part.. |
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Lets say there's a level 12 v2 cog. You know that both cogs will have 200 hp. If you do 400 damage or more at the cog with one gag type, the extra damage will count for the skelecog self, so the V2 will be defeated completely. The animation of it turning into a skelecog still plays, but it disappears after the gag was used.
Strange, isn't it? I'd recommend using 4 fogs at the end of the golf courses if you all have them still. |
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i just noticed that if you kill a big cheese lvl 12 and the -30 after the red like the yellow or orange that is over kill amount and it goes over to the skelecog and if you drop a piano on it that is -170 it will kill it(i think that is just what i noticed)
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Yes... I knew that the extra damage done "carried over" to the Skelecog, I was just baffled by the damage amounts to kill the normal portion of a ver. 2.0!
The reason is this...using SOUND for the first attack takes out the "normal cogs" and ver.2.0's Then, someone can Toon-up and the other toons can attack the Skelecogs that remain because after the Skelecogs appear....they just stand there!(I think the ver. 2.0's should be able to attack instead of toons getting 2 attacks in a row) If you are doing a Back nine and trying to conserve gags (like in a CJ fight), then "knowing" when the Skelecogs appear would be very helpful. That is why I was wondering about the odd damages and stuff! Good reply though! Not everyone knows about the damage "carry-over"! Thanks for the post! -Matt |
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You are probably correct. Where we were in the course isn't really important, but the circumstances of the battle, gags, damage and weird result is accurate.
Maybe the "yellow gag track" damage was rounded down instead of up by 1 point, but that isn't a biggee either. Now that we have all that out of the way, I would like your comments on the point of the thread. Have you noticed these discreprancies in damage? Lemme know....Thanks! -Matt |
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