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Old April 11, 2007 [sv1.0.27.3.test] (MERGED)

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Old 04-11-2007, 01:42 PM
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April 11, 2007 [sv1.0.27.3.test] (MERGED)

April 11, 2007 [sv1.0.27.3.test]
  • Made adjustments to Laff limits to CogHQ elevators, new limits as follows:
  • Sellbot HQ: Side Elevator - 31
  • Cashbot HQ: Dollar Mint Elevator - 66
  • Cashbot HQ: Bullion Mint Elevator - 71
  • Fixed rare crash bugs in Jungle Vines game and Toon Memory Game.
  • Adjusted elevator timer some more.
  • In the C.F.O. battle, the magnetic crane will no longer be able to catch safes or goons in mid-air when dropped, they have to hit the ground before they can be picked up again.
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Old 04-11-2007, 01:52 PM
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"In the C.F.O. battle, the magnetic crane will no longer be able to catch safes or goons in mid-air when dropped, they have to hit the ground before they can be picked up again."
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Old 04-11-2007, 01:56 PM
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We are already discussing over here: April 11, 2007 [sv1.0.27.3.test] (Test Update)
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Old 04-11-2007, 02:13 PM
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Quote:
Originally Posted by varmint View Post
We are already discussing over here: April 11, 2007 [sv1.0.27.3.test] (Test Update)
Oh sorry, I didn't know. Mods can delete this thread if needed.
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Old 04-11-2007, 04:41 PM
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i like the CogHQ limits...no more noobs
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Old 04-11-2007, 06:39 PM
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Test Update April 11,2007 [sv1.0.27.3.test]

April 11, 2007 [sv1.0.27.3.test]
  • Made adjustments to Laff limits to CogHQ elevators, new limits as follows:
    • Sellbot HQ: Side Elevator - 31
    • Cashbot HQ: Dollar Mint Elevator - 66
    • Cashbot HQ: Bullion Mint Elevator - 71
  • Fixed rare crash bugs in Jungle Vines game and Toon Memory Game.
  • Adjusted elevator timer some more.
  • In the C.F.O. battle, the magnetic crane will no longer be able to catch safes or goons in mid-air when dropped, they have to hit the ground before they can be picked up again.
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Old 04-11-2007, 07:44 PM
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Who came up with this brilliant idea?

Quote:
Originally Posted by Flame Gun View Post
April 11, 2007 [sv1.0.27.3.test]
  • In the C.F.O. battle, the magnetic crane will no longer be able to catch safes or goons in mid-air when dropped, they have to hit the ground before they can be picked up again.
WHY???

Where did this come from? What craner out there thinks this is a good idea?? Have they lost their minds???????????????

Do they want us to die in cfo when no one can goon and protect you??? Live goons are often the only thing that keeps a craner on the crane when mayhem is ensuing on the opposite side. I can tell you that the hardest CFO's I have ever done, and the only ones I go sad in are the ones with 8 toons all picking up treasures on the opposite side and letting goons roam free on an unprotected crane. Only way to even battle the cfo here is with live goons.

I'm really at a loss as to what could have possibly made them focus on THIS aspect of the game when there's plenty other slight changes they could make that would make a whole lot more sense.


Edit: I understand now why this happened, for us regular craners it's just live goons. But they are fixing a much bigger *glitch* which allowed a craner to hit the cfo with one goon or safe multiple times. Called "Flailing". I knew about this but didn't think of it when I posted. See test thread for more info. I'm still mad though!
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Last edited by frogabog; 04-11-2007 at 09:38 PM. Reason: duh, I get it now.
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Old 04-11-2007, 07:46 PM
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I'd imagine they changed it because they never intended it to work this way.
So they are fixing a bug.
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Old 04-11-2007, 08:05 PM
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Owooo! i need to max cash on shadow before that goes into open! Darn me being grounded! lol
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Old 04-11-2007, 08:10 PM
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Quote:
Originally Posted by frogabog View Post
WHY???

Where did this come from? What craner out there thinks this is a good idea?? Have they lost their minds???????????????

Do they want us to die in cfo when no one can goon and protect you??? Live goons are often the only thing that keeps a craner on the crane when mayhem is ensuing on the opposite side. I can tell you that the hardest CFO's I have ever done, and the only ones I go sad in are the ones with 8 toons all picking up treasures on the opposite side and letting goons roam free on an unprotected crane. Only way to even battle the cfo here is with live goons.

I'm really at a loss as to what could have possibly made them focus on THIS aspect of the game when there's plenty other slight changes they could make that would make a whole lot more sense.

Uhh, Disney?
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Old 04-11-2007, 08:28 PM
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Quote:
Originally Posted by Flame Gun View Post
In the C.F.O. battle, the magnetic crane will no longer be able to catch safes or goons in mid-air when dropped, they have to hit the ground before they can be picked up again.[/list]
This is going to make soloing nearly impossible. Besides that, think about all the random runs and how people start to run around and panic when orange or red goons come out. Being able to swing a goon or a safe more than once without dropping it makes it possible for a lone craner to get a win. CJ is long and boring enough, now CFO will be long too. I hope they change that before they bring to open.
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Old 04-11-2007, 08:52 PM
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The elevator limits don't bother me...but it's a shame about the cfo magnets.
It's going to make the battle a bit longer....with no multiple hits now.
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Old 04-11-2007, 09:16 PM
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cfo magnets :(

I think not being able to multiple grab something is bad. Yes there are times I wish I couldn't regrab something but most of that time is a safe that is on the ground when I'm trying to get the goon.

If you need to get a live goon out of your way you have to either grab it and try to throw it at cfo which requires multiple grabs or jump off crane and stun it and most of the time by the time you are allowed back on the crane it is waking up again.

That is a bad update and I hope the testers complain about it big time in bug reports because you sometimes need to throw a live goon at the cfo to save yourself or others and this is the only way to do it.
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Old 04-11-2007, 11:07 PM
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SO much for ubers in the factory lol.
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Old 04-12-2007, 03:18 AM
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Thumbs down

Quote:
In the C.F.O. battle, the magnetic crane will no longer be able to catch safes or goons in mid-air when dropped, they have to hit the ground before they can be picked up again.
This thread is fine to keep open, I don't have access to post in the Test area of this forum, so I can leave my opinions on this here

Anyways, I am really surprised they decided to disallow the ability to re-grab safes or goons while in mid-air. This will definitely slow down the fighting process, maybe too much and let those Red Goons run wild. Since each toon is given two safes to throw, that means when the CFO is dizzy we can only get a max of 8 hits assuming everyone gets their two safes off. Then, we have to hope we can grab a new safe. This might be the first time that I finally decide not to run CFO as much as I used to, and start working my Lawbot.
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