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| Hang Up! Archive for the Cold Callers Guild |
CCG : Cashbot CFO Strategy Guide
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Stupid but important question. Once your on the crane how do you get off? Im sure Matta Harry or whatever his name is explained this but he talks so fast I dont remember any of what he said.
Got stuck on an unmanned crane while trying to stomp a goon the other night. The goon fried me 2 or 3 times before I somehow managed to step away from the crane.
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Chii - 112 laff Mr. Hollywood 50, Robber Baron 19Penny Mizzenmuffin - 106 laff Mr Hollywood 12, Money Bags 8 Lady Cricket - 107 laff Mr Hollywood 17, Penny Pincher 3 Strangely Brown - 79 laff Mr. Hollywood 12, Money Bags 10 Clarence FeatherNugget - 49 laff Mr Hollywood 9 Strangely Brown II - 47 laff Mingler 11 [DELETED] Silly Lily Pedalhopper - 105 laff Telemarketer 4 Test Toons: Miss Pinky, Oddly Orange, Sour Apple, Pink E. Dinky. Proud member of the Cold Callers Guild.
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There is an X on the lower right hand side that says Leave Crane. Click it and you are free to roam around.
I'm not so sure if the CFO picks up safes to put on his head or not. I've only seen them come from the ceiling. I agree with the system as I've used it and seen it used before. Seems to be the best strategy so far. When the wife and I play with one of our friends, who is a goonie stomper extrodinare, we use this system or a version like it. We are usually on Ventrilo at the time and this seems to help alot. I'll be on a crane and so will the wife. Our friend will be stunning goonies and we can call on her to help if they are starting to swarm one area. One more TIP: IF YOU RELEASE A SAFE NOT MEANING TO, QUICKLY PRESS CONTROL KEY YOU WILL GET THE SAFE BACK. Works also if you hit him with the safe to do damage. Just use the same safe again. HEE HEE Last edited by Super Thundercrash; 02-21-2005 at 09:18 PM. |
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This system works well for GROUPS and is not meant for toons to employ on random runs with strangers. It is flexable enough to allow 2-4 random strangers on the run and still have some effect.
The more I do the CFO (Robber 50 on test, Tightwad on open) the more I'm convinced that it is the role of the stompers that make the difference between win and loss. Even if you have toons that keep on tossing safes on the CFO's head, you only make the run longer if the stompers are still protecting the cranes and farming treasures. The crane is easy to learn and master, stomping can be much more difficult to master.
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Better to keep your mouth shut and be thought a fool than to open your mouth and remove all doubt... My Toons: Baron Tricky McKlunk 115LP - Maxed(no trap), HW 50, 66 species, RB 28 Sam O. Rye 83LP - Maxed(no drop), HW 25, 60 species, PP2 Tricky Mcklunk JR (test) 113lp -HW 25, RB 50 Cat A. Tonic (test) 82lp - CC3, PP 4 Chimpo (test) noob |
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Do we want this added to our strategy (mostly for those CCG Elder members who have test)...?
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A word about safes - my 2 cents
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1st - Eash to pick up on a back swing after hitting the CFO with a goonie and allows for a quicker attack with a safe on a newly stunned CFO. 2nd - Keeps the area behind the crane operator free of goonies which can land there if tossed by other crane operators. Allows the crane operator to focus on area in front and to the side of them. 3rd - It is less likely to accidently pick up a safe when trying to get a stunned goonie if the safe is behind you and out of the way. |
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One of the reasons I like the safes in front is toward the end game when swarms happen, it is nice to have barriers that can force them to turn around and leave your area. It is also quicker to pick and drop to kill goons around the front of your zone. Sounds like you at least manage your zone so hats off to you. Quote:
Having clearly defined roles is what allowed us to master this fight and I am passing on to you what we did to get there. Knowing to stay in your zone, protect the crane at all costs, stepping into lights is ok because you become immune for a few seconds, and the other ideas for the newer CFO'er will greatly enhance the likelyhood of victory. If not THIS strategy, then I still suggest you need to adopt SOME strategy so that the majority of people on your runs are on the same page. Otherwise you will find more losses then wins. You have a formulated strategy for the Sell VP (such as lure left/kill right to protect smaller toons) and this fight is no different. The more knowledge people have going into it, the more the chance of winning goes up. Ask anyone here who has been on a losing run. You will hear that it appeared to be an every-toon-for-themself kind of thing with toons running around trying to toon themselves at all costs and no one really working on getting the CFO finished. All it takes is for a couple of stompers to stay with their crane at the end, and a couple of crane operators that can knock off a helmet and get a stunned goon in to win. Learning these roles will set that up. Good Luck either way. I intend on joining some CCG runs in the CFO when I have a chance. I have enjoyed the runs I have been on with brand new CFO'ers and look forward to helping any of you.
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Better to keep your mouth shut and be thought a fool than to open your mouth and remove all doubt... My Toons: Baron Tricky McKlunk 115LP - Maxed(no trap), HW 50, 66 species, RB 28 Sam O. Rye 83LP - Maxed(no drop), HW 25, 60 species, PP2 Tricky Mcklunk JR (test) 113lp -HW 25, RB 50 Cat A. Tonic (test) 82lp - CC3, PP 4 Chimpo (test) noob |
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KBB
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King Beany Beaniebumper - 117 Laff ~ Maxxed - No Drop / HW50 RB20's ~ 63/70 ~ 10 Trophies ~ 20 Flowers Lady Beany Beaniebumper - 49 Laff ~ No Drop / Telemarketer / 18/70 Queen Beany Beaniebumper - 110 Laff ~ Maxxed - No trap / HW30's PP ~ 65/70 ~ 10 Trophies Prince Beany Beaniebumper - 69 Laff ~ No Trap / Glad Hander / 50/70 - Retired CCG Runtimes - CCG Website |
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Better to keep your mouth shut and be thought a fool than to open your mouth and remove all doubt... My Toons: Baron Tricky McKlunk 115LP - Maxed(no trap), HW 50, 66 species, RB 28 Sam O. Rye 83LP - Maxed(no drop), HW 25, 60 species, PP2 Tricky Mcklunk JR (test) 113lp -HW 25, RB 50 Cat A. Tonic (test) 82lp - CC3, PP 4 Chimpo (test) noob |
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Stomper swarming offense and left/right defense
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I've found that defending both crane operators allows for the occasional stomper to float over and help out the other side without leaving any particular crane operator completely defenseless. Also, I've found that if the stompers swarm and disable the goonies as soon as they come out of the CFO, the whole fight goes much easier and quicker with less damage being done. My last few CFO fights employed this strategy and it worked extremely well and the CFO was dispatched quickly with minimal damage, lots of treasures still sitting around, and very few red goonies roaming around. |
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Most of the time you can expect the stompers in the zone defense to be group jumping on the goons at the door. Ever since Disney made it so that you are immune to lights once hit by one, there is little danger in creating such clusters. Again, the only difference is that you should still keep an eye for goons that wind up being thrown behind your crane, and goons that may be wondering from the other side of your zone. Its just another way to make sure that nothing gets through without someone being responsible for taking it out.
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Better to keep your mouth shut and be thought a fool than to open your mouth and remove all doubt... My Toons: Baron Tricky McKlunk 115LP - Maxed(no trap), HW 50, 66 species, RB 28 Sam O. Rye 83LP - Maxed(no drop), HW 25, 60 species, PP2 Tricky Mcklunk JR (test) 113lp -HW 25, RB 50 Cat A. Tonic (test) 82lp - CC3, PP 4 Chimpo (test) noob |
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Let the stomping begin....
Regarding stomping goonies - high on my list of TT fun lately!
![]() If we go in with 8 to the battle, I find my stomping spot and try to stomp them as soon as I can. At the start, when less goons are coming out, and more slowly, I tend to scan left and right to check for 'tossed' goons. When they land at the side they can get to a crane operator quickly. After dealing with one of the strays I try to go back to my area, but keep an eye out for areas that look troublesome, and keep scanning for strays. On Test sometimes, we would have success with the goons when two of us were on either side of the door and we would stomp and switch - basically, when you get to the other side, turn around and stay there. This, of course, works best in the early stages. If we are in with less than 8, I try to keep an eye on both sides - often one side will have more goons coming out than the other. This is when you may need to do more moving around. (Has anyone noticed any reason why more come from one side - maybe more hits on that side? Just wondering...) When things start to get really fast at the end, I often find myself aiming for any moving goon. Trouble is, I sometimes end up hitting the CFO, which I know makes him sit down, but it 'stuns' the stomper, so be careful if your laff is low, as the goon lights can get you as you 'come to'. Also, that fast pace chasing down the goons sometimes makes me dizzy - I have to stop for a second and refocus. I do think that sometimes the lag makes it hard to hit the goons - somedays it seems as if you never miss, and other days, even the smallest yellow hat eludes you. Mostly, I try to have fun with it - those final battle moments are the best, waiting for that one hit to finish him off. And if I end up sad in the playground, it's just Jellies to restock, grab some laff and try again....
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Lady Freckles Featherbee - 126/HW50/RB50/BW50/67 Fish/- Chauffeur Driven Cat! Miss Sqweaky Klean - 121/Hollywood50/RB50/BW14/68 Fish - Mouse scared of cars! Quackly Duzzitt - 110/HW/RB/BS/60 Fish - Why drive when you can fly? Catto Clysmic Cat - 119/HW50/RB50/AC/61 Fish - License revoked! Britannia - 94/MNG/BC/20 Fish - Too busy chasing the cars to race! Test Toons: Lady Freckles and Catto Strophic Cat |
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Open Toons: Deputy Monty, Nicky Nuttycorn, Marigold Megazapper, Duke Joby Doggenhoffer (soundless), Midnight Rose (cash uber), Milky (Sell Uber). Test: Deputy Monty, Problem Pink Mouse |
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These 'rules' are designed to help newer cfo'ers to know what is most important to victory while they are learning the skills needed to win. That one rule (#4) was very important to us in the early development of test. At that time, EVERY run ended in failure until we worked out what each team member really needed to do.
That rule is hard to lay out in detail since the end game is not exactly the same every run. Some have major swarms and others are quite spread out. The point is that it is better to abandon a zone or two then to take a bunch of damage trying to work it back to a usable state. Since it only takes one or two zones to win it is most important to work as a team long enough to get that last hit in and to be smart enough to know where that last stand should take place. Several times in the last week we have won with only one crane at the end and here is how we do it. It does help if there are at least 3 or 4 toons left so that there are other targets for the CFO. First, pick a zone with a few safes in it. You can take a few rounds to move them into formations you like and toon up before you make that last attack. Second, the stompers can make this MUCH, MUCH easier if you attempt to stomp just one goon in line between the crane and the cfo. Third, after stomping that goon its time for your end crane operator to take the crane. Have one or more run into his treads to attempt to give the crane time to toss the safe to remove the helmet. Since they already have a disabled goon lined up it doesn't take long to get that last hit in and in fact they even have enough time to step back from a gear attack if needed. As DM said in the complete guide to the cfo thread (cog HQ forum), it is also quite important at this time to not stand near the crane. Doing so doubles the chances that the crane operator will take a gear attack. Stand off toward the door to try and have the CFO target you.
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Better to keep your mouth shut and be thought a fool than to open your mouth and remove all doubt... My Toons: Baron Tricky McKlunk 115LP - Maxed(no trap), HW 50, 66 species, RB 28 Sam O. Rye 83LP - Maxed(no drop), HW 25, 60 species, PP2 Tricky Mcklunk JR (test) 113lp -HW 25, RB 50 Cat A. Tonic (test) 82lp - CC3, PP 4 Chimpo (test) noob |
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Effective crane operation
Question: I tried CFO for the first time this AM with a pick up group in Looneyville... I offered to stomp, and I did pretty well. Suddenly all the cranes were abandoned, so I gave one a try... OMG! It is so confusing. Mata Hairy may have explained it in the room there, but it might help to have it spelled out here.
I think it was "ctrl" to activate magnet, and arrow keys to move magnet, and let go of "ctrl" to throw, but I could be wrong... and what do you do about all that swinging? I never connected once, and no one was defending me well, so I kept getting knocked off. I went sad first, looking for toon ups. In other words: I tanked. KBB offered me some advice about the crane, in game, but it is much easier to digest advice here in the forum. Any takers? Or should I say, "givers"? |