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Old CCG : Cashbot CFO Strategy Guide

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  #46 (permalink)  
Old 06-15-2005, 03:37 PM
SLPedalhopper's Avatar
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Hmm. That was probably too strongly worded. Of course everyone likes running with their friends. I like running with my friends. It should probably be fine as long as we arent specifically excluding folks or "refusing to load with (short changes)". I doubt anyones doing that. It was just something I was thinking about. Waiting past runtime for a friend to teleport to you should be fine. Waiting till you have 7 or 8 awesome players that you usually run with may be taking things a bit too far tho.
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  #47 (permalink)  
Old 06-15-2005, 03:52 PM
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Quote:
Originally Posted by Cool Spike
Yes, if we would all be experienced CFO players than there wouldn't be a problem. On the other hand, we wouldn't need a CCG in the first place. But the truth is, at the runs I saw recently, the number of SC is much higher than the number of higher suits. And we as SC still have to learn how to stomp without getting hit. I'm not an "Ouchie Stomper" on purpose, but because for some reason I just miss the goons in many cases. It will get better and it is getting better already for me, but this is an unavoidable problem with any new toon.

LOL, Spike - I am still an Ouchie Stomper I totally understand!!! I did not mean to imply that there was something "wrong" with these kinds of stompers, just that these were things that I saw that could cause a run to go bad. It's not the Ouchie Stompers that are the biggest trouble - at least they NEED the toonups and are making them on their own as much as they can.

As for the large number of SC in the elevator. I do think that is caused by early loads. I wait. I wait because at 5 minutes to run time, I watch most of the toons run in and I know that if I don't wait, than there might not be anyone left to load with those who show up on time. The five minute rule was put in place because toons were arriving on time and finding the elevator empty. If we all rush at five minutes til and load on, there still will be no on left at run time. So I wait. Once time arrives, I go in and get on. If there are toons that are still waiting, I go with them, if there are not then I go with those that also waited until run time. At this point in my toon "life" I could run with just SF, but the CCG got me where I am and I will continue to work within this organization to help others reach their goals too.
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  #48 (permalink)  
Old 09-07-2005, 02:39 PM
Sheriff Fireball Megazapper's Avatar
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CCG: Strategy Question

The published strategy is excellent and works extremely well. I just wonder if anyone has considered a strategy of preserving the 1s. Especially on the CFO runs where you see the first wave of cogs come out 1 12 1 1 or 1 11 1 1. Fight only the high cog. It would not even really matter if the 1s were lured. This would take longer but I think it could prove to be an even safer strategy. Too boring, already tried ?

Just curious. I greatly appreciate what the CCG does and as I get promoted I hope to help lower toons as much as you all have helped me.

Thanks
  #49 (permalink)  
Old 09-07-2005, 03:07 PM
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Leaving the Low Cogs..

Actually we do use the strategy of leaving the smaller cogs standing especially when sided with lower laff toons in the VP. This does make the battle take a little longer and you use more gags that way but it is worth it. The uber runs use this practice more than others and it works well. In the VP if you are faced with 4 low level cogs it is best IMO to have the highest laff toon take out one cog and let the rest pass. What usually happens though is that 2 or more usually get taken out which leaves you to face that many new cogs.

As for using this strategy in the CFO I really haven't seen it done that much. What usually happens is everyone sounds and then drops on the big cog. Or on some instances I have seen the big cog trapped and then the reamining ones sounded. Just so many cogs to deal with that it seems that all feel it is best to knock them out as fast as possible and toon-up when you can.

Oops! Just realized that you were talking about the CFO and not VP.
Would like to recommend that one of the Mods move this over to the strategy thread though because this is a great subject.


Quote:
Originally Posted by Sheriff Fireball Megazapper
The published strategy is excellent and works extremely well. I just wonder if anyone has considered a strategy of preserving the 1s. Especially on the CFO runs where you see the first wave of cogs come out 1 12 1 1 or 1 11 1 1. Fight only the high cog. It would not even really matter if the 1s were lured. This would take longer but I think it could prove to be an even safer strategy. Too boring, already tried ?

Just curious. I greatly appreciate what the CCG does and as I get promoted I hope to help lower toons as much as you all have helped me.

Thanks
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  #50 (permalink)  
Old 09-07-2005, 03:42 PM
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Leaving the low level cogs works great, with one caveat...

If both sides are not doing this, the other side has a harder job.

This was a popular strategy when the VP first came out. My oldest toon, the only one I had at the time, is soundless, so I used the lure left kill right strategy and encouraged my side to do the same if their sound wasn't enough to kill. Meanwhile, often I would hear the other side having someone instructing their side to "follow me" and other instructions to leave the small cogs. What usually happened was that they would get very few high level cogs, while our side got double.

If you have noticed, if one side is taking longer in a boss battle, the other side takes up the flak.

So if both sides do this, it ends up even and extremely safe. But if only one side is doing it, the side not doing it gets extra cogs, most of them the higher levels.

As with many things in toontown, it's a balancing act.
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  #51 (permalink)  
Old 09-07-2005, 04:07 PM
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Quote:
Originally Posted by Kehawin
So if both sides do this, it ends up even and extremely safe. But if only one side is doing it, the side not doing it gets extra cogs, most of them the higher levels.

As with many things in toontown, it's a balancing act.
I've seen this done and have also done this in CFO when shorthanded. Kehawin in correct about the other side getting more cogs (and usually higher level cogs).

The times I've employed this strategy is when doing 4 man CFOs (or getting ditched and stranded) with a lower laff toon. This strategy is not doubt safer but is also very time consuming. However, the drawback is that the other side WILL be saddled with taking up the slack. They will have more cogs to fight and usually those extra cogs are the higher level ones. I think that if you are in a situation where you only have 2 toons and the other side has more toons (or more capable of handling the extra, not to mention larger cogs), then by all means deploy this method to insure your survival.

I personally would not use this strategy unless that were the case.
  #52 (permalink)  
Old 09-07-2005, 04:11 PM
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Dianne and I did this as the 2-man side of a 5-man CFO and it worked beautifully. (Her strategy, I can't take credit.) We were able to double team all the big cogs, and were never in any danger for the entire battle. And we still finished just as fast as the 3-man side.

I don't think I've been on a 2-man side since then, and while I've occasionally tried I've never convinced anyone else to go along in any other battles since then. There's always someone who can't resist taking out 3 small cogs at once with an aoogah, or using a pie on a small cog instead of passing. Then suddenly near the end of the battle, there's a bunch of "good luck" and "phew" and "that was exciting" as someone is forced to use a magnet on a bunch of 11s and 12s.

Probably the closest thing to this strategy that does work in practice with some regularity is when multiple cogs are entering, using a $10 lure on a big cog and leaving small cog(s) unlured instead of using up a pair of goggles or trying a magnet.
  #53 (permalink)  
Old 09-07-2005, 05:15 PM
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This strategy works beautifully for CFO runs with less than the full load of toons - I've used it on 2 man and 4 man runs, and runs when someone disco'd or something happened and we ended with 4 on one side and two on the other. It does take longer, uses more gags, but with teamwork it's well worth it.

I agree with Kehawin and Dawggie that it does force more cogs on to the other side but if you know that they are capable of handling it or you are able to sf with them, it's worth saving the smaller cogs. If things go well on the other side, sometimes a couple of them can make it over to help you out with the last few on your side.

Quote:
I personally would not use this strategy unless that were the case.
Quote:
As with many things in toontown, it's a balancing act.
Quotes from Dawggie and Kehawin pretty much sum it up - you have to judge the situation and use the best strategy to fit the circumstances.
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  #54 (permalink)  
Old 09-07-2005, 06:07 PM
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merged this with the strategy thread
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  #55 (permalink)  
Old 09-07-2005, 08:03 PM
Sheriff Fireball Megazapper's Avatar
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Thanks for the replies. I had not thought about the impact on the other 4 toons.
 

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