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| Hang Up! Archive for the Cold Callers Guild |
CCG/CFO- Leaving CCG
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I'm not sure what happened to you but at most you had 7 CCG members with you, if that. You are judging everyone in the group by those toons???? Maybe some more elaboration would help. 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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All this is godd and fine. You're welcome to leave if you so wish.
However, given that the runtime is still 45 minutes away as I post this I'm wondering how a random run somewhere in TTO can equate to this "CCG *****" attitude you're exhibiting? I checked the unscheduled runs thread, don't see any for today in there... so I'm just at a complete loss to understand precisely from where this comes. Anyhow, if you don't want to stick it out that's fine... I merely ask you to reconsider your comments regarding the guild.
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I can fully understand your frustration. I for one will be going with sf's and other friends on CFO runs for my better than average wins. I will be going with the CCG on CFO runs because "I want it to be fun, and to help others" with the FULL expectation that I have a VERY high chance of going sad. I went on a CFO run with Pink & about 5 other CCG members last night and I went sad. It was very close to a win. I went sad while on a crane trying to get what I thought would be the last hit for the win, but it was not to be. We had one toon disco & one go sad a little early, so we were down to 6 when the reds came out. But you know what EVERYONE that went in with us were smiling and saying thanks in the PG while they were trying to get their laff restored It will take a few weeks for people to get it figured out (just like sellbot vp), but believe me - THEY WILL FIGURE OUT HOW TO WIN!!!!! And a lot of toons will have fun and lose and be grateful that they got to go in with a chance at winning. And once you get gags and laff, you can turn around and go right back in - NO PARTS!!!!! KBB ![]() Don't forget - It's still a game
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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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I've lost track of what day it is and am officially full of dog pucky.
Yep I'm only looking at wednesday and 2 days off. My apologies for that aspect of my commentary... actually changes the tone I would have used but since I can't take that back... CFO is 1 or 2 weeks into open. I haven't even been in yet. I'd say give it more time or don't run with us. Either way it's your choice. |
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No worries
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Somewhere around trying to play a game with my toons |
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I find that one of the things that is the most difficult when playing TT is that I sometimes expect other toons to "see" what I see and "know" the consequences of what I see. This is a hugely unrealistic expectation. There are so many things that can affect what toons do, that it may certainly seem like they are being uncooperative, unwilling to learn, or whatever. However, from long experience, I can assure you that most of the time, these toons are trying their best even when is doesn't look like it.
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zman "Am I new here?" |
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Dee, I wouldn't enjoy going in with a bunch of toons unwilling to listen and clearly not educated on the basics of the fight either. I'm not sure that actually quitting right now isn't rushing a bit. I have only proposed the strategy guide for this guild within the last few days and as of yet, no one has made any public comments about whether they will actually use it or not.
The guild CLEARLY needs some strategy/guidelines for runs. Let's give them a chance to see what they do before giving up. I too will not run until they adopt SOME kind of basic strategy but I'll give them another week to see what way they go with it. Either way, I'll see you around open and/or test.
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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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I feel like I'm up against a deadline. WH, that is an awesome guide you have provided us, and I for one plan on using it. We have always been open to all kinds of ideas, and we tried many different types of strategies until we came up with what worked best for the SB HQ and the CCG. Until enough of us get a decent number of runs under our belt to see what works with our basic ideals, it will be tough for us to completely endorse any strategy. Giving us one week to have all this ironed out was unreasonable, and I don't see two weeks as being any better. With that being said, if some of the members who have made multiple runs could chime in with their thoughts on the current strategies, that would be helpful.
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zman "Am I new here?" |
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If you can PM me a link to these threads with incorrect info, there may be something that can be done about them. Although we have nothing in the rules against posting what might be wrong, I'm sure something can be done about the threads.
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Retired. |
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Will do what I can to help
Just have fun playing Toon town.
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Somewhere around trying to play a game with my toons Last edited by DLite; 02-24-2005 at 01:05 AM. |
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a nice CFO Strategy Guild
I have to admit, this is a very nicely said with CFO strategies, however a few additions I am sure.
1. If you throw safes at the goons because to many are on the floor, think twice, this only produces more goons to come out of the CFO. Yikes. If you need to destroy some goons, throw the goons from the magnet at the CFO even when the helmet it on and it will distroy the goon. Dlite Cash HQ Strategies (by Master Chip Wonderslam) The purpose of this thread is to formulate a strategic plan of action when going into the second phase of the Cash HQ fight. These are some observations of mine that I feel will help us win this battle. Let me also say that this is a battle of patients, determination, and most of all TEAM WORK! Rules of Engagement - Second Battle Phase. 1. CFO attacks with sprockets and goonie minons. 2. CFO defends with Safe Helmet. 3. Toons attack with Back Jump on goonies and by tossing goonies and safes onto head of CFO. 4. Toons defend by running, dodging attacks, and jumping on back of goonies. 5. Toons defend by picking up the 3 LP boost ice cream cones left behind when a goonie is stunned. Strategic Plan of Attack My observations for the best chance of winning is by using 8 toons to battle. Anything below 6 toons will greatly reduce the chances of a victory at this point. (Most CVP battles at this point will almost certainly have 8 in it so I will reference that model.) 1. Four Toons jump onto the Magnet Controls - Offensive Toons 2. Four Toons choose a different toon on the controls to defend from goonies - Defensive Toons 3. If there is NO safe helmet on the CFO, the offensive toons must pick up a stunned goonie and toss it at the CFO's head to stun him. 4. If the CFO has a safe helmet on, the offensive toons must pick up a safe, toss it at the head of the CFO to knock his helmet off, then do step 3. 5. Defensive Toons must continue to guard their self assigned offensive toon and continue to stun goonies for that toon to use. 6 If an offensive toon needs a toon up, switch places with the defensive toon and start stunning goonies for ice cream cones. Notes and Warnings 1. Do not toss a safe on the head of the CFO if he is NOT wearing a safe helmet. Doing so will allow the CFO to wear that safe as a helmet. 2. A safe helmet will automatically be generated for the CFO to wear after a minute or two goes by with him not being stunned. 3. After a certain amount of damage is done to the CFO, he releases Orange Hat goonies that can cause more damage to toons. 4. A Stunned CFO (stars circling around the head) can be hit with a goonie or a safe to damage the CFO even further. 5. Toons operating the magnets will get knocked off of the controls by either a sprocket attack or light beam from goonies. 6. The only way to Toon-Up is by stunning goonies and getting the ice cream cone left behind. 7. Do not let yourself go sad! It does no good to the team. Toon-up early and as often as necessary. 8. If your having problems with the controls of the Magnets, let someone else have a turn, but defend that toon! 9. Goonies can be obliterated by dropping a safe on them. Not something I'd do if we need the goonies stunned to toss at the CFO. - Snickerdoodle Dog 10. Unstunned goonies can be relocated by picking them up and tossing them. It didn't always stun them when I did it...and does not kill them. -Snickerdoodle Dog 11. Picking up a "live" goonie with the magnet temporarily disables the light. This allows for safe disabling of the goon and you still get a cone. - Bun Bun 12. Toss a few safes out of your area when you get too many. - WizardHawk
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Somewhere around trying to play a game with my toons |
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