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The Cog Golf Course Strategy Guide
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The Cog Golf Course Strategy Guide Introduction: The Cog Golf Courses (CGCs) are located within Bossbot Hq. There are 3 different CGCs: Front 3, Middle 6 and the Back 9, with the Front 3 being the easiest. Since CGCs do take lots of time to complete, it is advisable to have fully maxed gags. CGCs: Front 3 - 3 Golfing Holes that require approximately 20-25* minutes for completion. Middle 6 - 6 Golfing Holes that require approximately 40-50* minutes for completion. Back 9 - 9 Golfing Holes that require approximately 70-85* minutes for completion. *All toons using sound Each course offers different amounts of stock options. Since many stock options are needed to move from promotion to promotion in higher cogsuit disguises, it is always advisable to wait for an invasion, especially after completing a Back 9. Stock Options with no Cog invasion: Front 3: 386 Middle 6: 953 Back 9: 1,685 Stock Options with Cog invasion: Front 3: 764 Middle 6: 1,874 Back 9: 3,350 Gag Strategies: The strategies employed in this guide assume that maxed sound will be used by each toon. Since there are many gag combinations possible by doing a soundless run, this guide will have limited information on running a soundless CGC. The minimum sound gags that toons should bring for the quickest CGCs are: 3 fog horns, 7 elephant trunks and 5 aoogahs. Members that are planning on using fog horns will usually say out loud: “I’ll get this one,” “I got it,” or “It’s mine.” Cogs: There are 2 sets of cogs for each golfing hole. There are also numerous amounts of V2.0 cogs in CGCs. It is always best to make sure and initiate the battle with the V2.0 Cog, because should you come to a situation where you have to defeat the cogs by gags other than sound, you would want that skelecog that spawns from the V2.0 cog to be fully susceptible to lure bonus (right-most position). Also, since the Front 3 has the same exact repetitive cog sets as a Middle 6 or the Back 9 (just different in the amount of total cogs), the strategies discussed below will all be the same. Although there are many combinations of gags that can be utilized, using the least amount of fog horns on each set of cogs is the best strategy for the fastest completion time. Front 3: Contains a total of 6 sets of 4 Cogs (a total of 34 cogs including skelecogs). Middle 6: Contains a total of 12 sets of 4 Cogs (a total of 67 cogs including skelecogs). Back 9: Contains a total of 18 sets of 4 Cogs (a total of 100 cogs including skelecogs). The Back 9 and Middle 6 Strategies 1st Set of cogs - Level 10s: The first set of cogs is made up of 4 level 10s, one being a V2.0 cog (Fig. 1, Red Arrow). Initiate the battle with the V2.0 cog, so that the skelecog will be susceptible to lure bonus. It is best to use: 1 fog horn and 3 elephant trunks on this initial set of cogs. This will ensure that all 4 cogs are destroyed in one gag round. Once the skelecog emerges, it is best to lure with a $10 bill and use small gags such as 3 fruit pies or 3 fire hoses. Don’t worry about toon-up because each of the obstacles come with toon-up rewards after completing the puzzle, so it is unnecessary to toon-up a toon after every battle (unless they are very low). ![]() Fig 1: First set of cogs 2nd set of cogs – Level 11s The second set of cogs is at the far end of the course (Fig. 2). This set is made up of 4 level 11s, two being V2.0 cogs (Fig 2, Red Arrows). The battle should be initiated with one of the V2.0 cogs, so that after the outer shell of the cogs is destroyed, both skelecogs will be susceptible to lure bonus once they emerge. ![]() Fig 2: Second set of cogs It is best to use 2 fog horns and 2 aoogahs on the second set of cogs. Once the cogs are destroyed, both skelecogs will be susceptible to lure bonus (if the battle was initiated with one of the V2.0 cogs). Since both cogs are fully susceptible to lure bonus any combination of gags will work: hypno-goggles followed by an organic birthday cake or two, a rain cloud with a fire hose, or 3 fire hoses. Trappers can use TNT on the left skelecog. If the left skelecog is not destroyed with a secong organic birthday cake or TNT, this cog is also fully susceptible to lure bonus and 4 fire hoses can be used to destroy it. The reason for incorporating 2 aoogahs is because you want to be able to utilize as many small gags as possible, especially once you begin doing lots of Back 9s. These strategies can be used in a Front 3, which may be a benefit because learning these strategies early and applying them to higher CGCs is a great asset. By the time you begin doing Middle 6s or Back 9s, picking gags comes second hand. Alternative methods (outlined below) can be used in a Front 3 because there are no worries of running out of gags. Regardless what CGC you are in, each cog hole has the same repititous levels of cogs: first set will be level 10s, while the second set will be level 11s. There is only one instance when there are 3 V2.0 cogs in the second set, and that is when you are battling the Club President (the last set of cogs). It is still advisable to use the strategies outlined above when battling the Club President. The Back 9 and Middle 6 Overall Strategies:There are many gag combinations that may be used in defeating the remaining skelecogs. For further information on gag usage, please look at the wonderful table created by Lady Googlebrains of Recommended Gag Combinations.First Set of Cogs The Front 3 Strategies Since the Front 3 only has 3 golfing holes, the group can use 2 fog horns on each set of cogs. It is best for the group to use: 2 fog horns and 1 elephant trunk on the 1st set of cogs (level 10s), while the 4th toon uses a piano on the V2.0 cog. The sound gags, including combo bonus, will destroy the level 10 cogs, while the piano destroyes the skelecog once it emerges. The same strategies can be used for the second set of cogs as outlined above (The Back 9 and Middle 6 Strategies). The Front 3 Overall StrategiesFirst Set of Cogs One Soundless Toon: Should there be one soundless toon in the group, it is best to use a similar strategy as outlined in the Front 3, regardless what CGC the group is in: 2 fog horns and 1 elephant trunk on the 1st set of cogs (level 10s), while the soundless toon uses a piano on the V2.0 cog. The second set of cogs can be eliminated by using many different gag combinations. Again it is best to initiate the battle with any one of the V2.0 cogs that are present. This will make that V2.0 cog line up on the right. A good strategy to use is, 1 fog horn, 2 elephant trunks, while the soundless uses lure. The cogs will not get destroyed and will retaliate for one round. On the second round of gag choices, 2 toons can use elephant trunks, while the other two toons drop on the V2.0 cogs. Strategies with one soundless toonFirst Set of Cogs Sound Gags in The Back 9: Since the Back 9 has a total of 9 holes to complete, this CGC consumes the most amount of gags and time. It is very advisable to follow the above strategies of 1 fog horn and 3 elephant trunks on the first set of cogs, followed by 2 fog horns and 2 aoogahs on the second set so as to preserve the amount of larger sound gags. Should these strategies be used, the full group (assuming all have maxed sound, and all took turns using fog horns, elephant trunks and aoogahs accordingly) should be able to get to 4th golf hole without the need to restock sound. Because cog golf rewards you with random gags for completing puzzles, reaching the 6th or 7th hole with only sound is attainable. Below is a list of the number of sound gags that are required for a hypothetical fully sounded CGC course (Table 1). ![]() Table 1: Number of sound gags required for each golfing hole. As you can see from the table listed above, CGCs (especially the Back 9) require a lot of sound gags. It is best to follow a strategy and work in a coordinated fashion so that these long CGC may run as smoothly as possible. Running multiple Middle 6s vs. Back 9s: When trying to achieve 23,300 stock options for the next promotion, it would seem evident that running multiple Back 9 courses is the best strategy. However, running multiple Middle 6s has some benefits considering: 1. The group will run low on gags by the last few golfing holes in a Back 9.For a total of 23,300 stock options: Running groups of Middle 6 courses does cost some time as compared to running only Back 9 courses, but running multiple Middle 6 courses over multiple Back 9 actually saves you some some frustration, especially if an invasion ends just as the cogs are being defeated (easier to lose out in 937 stock options in a Middle 6 over losing 1,675 in a single Back 9). Plus, the little break you get from running multiple Middle 6 courses can help relieve the burnout of running Back 9s. For further reading on the comparative analysis of Middle 6s vs. Back 9 times, please read Report your Middle 6 and Back 9 run times Obstacles: There are 3 major obstacles within each course: Whack-A-Mole, Maze, and Cog Golf puzzles. Each of these puzzles/games has its own objective. Successful completion of any puzzle/game gives automatic toon-up (so there is no need to toon-up someone in every cog round unless they are very low). In contrast, failure to complete any of the puzzles results in a reduction of 20 laff. Whack-A-Mole The main objective of this obstacle is to try and catch (stomp) the red mole. You are given a time limit to try and stomp a total of 8, 12, or 16 red moles in Front 3, Middle 6 or Back 9, respectively. If the group fails to find the minimum amount of red moles results in a reduction of 20 laff. For further information on whack-a-mole, please read CSC's guide to the Cog Golf Courses; ver2.0! ![]() Maze: The mazes are the only part of the CGCs that require complete understanding of direction. Should you lose your directionality, you will find yourself running around in circles. The main purpose is to go into the entrance and find the cogs at the end of the maze. You are given a time limit to find the cogs. Failing to find the cogs, your toon will automatically teleport to the cogs and will lose 20 laff. For further information on the mazes, please read Maze Guide w/ Solutions and Maps for solutions to each maze, the Maze Guide and CSC's guide to the Cog Golf Courses; ver2.0!. Cog Golf: This is the most interesting and stimulating game of them all in the CGCs. After approaching the green, each toon is given a puzzle to solve. The main objective is to try and knock the Cog Ball off the playing area. Usually the Cog Ball is located at the end of the playing field and you have to use strategy to reach it by exploding each of the colored golf balls in front of it. This is achieved by matching 3 of the same colors together. There are a certain number of puzzles that must be won within a specified time-frame. Completing these puzzles also results in random gag rewards. For further information on Cog Golf, please read CSC's guide to the Cog Golf Courses; ver2.0! ![]() The Dogfather Last edited by The Dogfather; 04-17-2008 at 11:56 PM. |
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The Dogfather |
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A mistake?
One mistake that I saw was in the table, you said that only 2 elephants were used per floor, while in the strategy you had said 3. I don't know if this purposeful or not (this could mean that you were taking the 2 fogs and one elephant strategy).
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.The Dogfather |
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I've read other posts about people preferring two Middle 6 courses over a single Back 9. I have not needed a Back 9 yet (in the middle of my Micromanager suit), so I was hoping you could elaborate on the 6 vs. 9 issue. I understand points 1, 2, and 4, but I'm a little confused about point 3 - doing two sixes in about the same time as it takes to do a nine. What makes up for the the fact that you're doing 3 more holes (at least 20 minutes) and having to get gags in between? Is it because you typically can't sound through the cogs on the last few floors of the 9 so the cog battles are slower? Is there something else that makes the per-hole time on the Back 9 slower than the per-hole time in the Middle 6? CraigC |
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