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Old Gag hit/miss changed?

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Old 11-10-2002, 01:10 PM
Waiting for Oldman
 
Join Date: Aug 2002
Posts: 33
Question Gag hit/miss changed?

It sure seems like the hit / miss of gags has changed from beta -- most notably with Lure & Drop gags -- I definitely miss more with Piano & Goggles than during Beta 2.

Anyone else notice this?

~ Skip ~
"fears a nerf"
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Old 11-10-2002, 05:37 PM
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Location: TX
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hmmm...

I'ma ctually doing better with throw and squirt - don't have drop yet, but luckier with lure and on same level I was at end of beta 2 - lure seems a BIT better to me.


-Iggie
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Old 11-10-2002, 05:39 PM
Playing Golf
 
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Location: Michigan USA
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i know toonup fails more than it used to.
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Old 11-12-2002, 04:43 AM
Noobie Toon
 
Join Date: Aug 2002
Location: Soon to be Las Vegas
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Question

Quote:
Originally posted by Kraker
i know toonup fails more than it used to.
I agree! I personally have had it fail 4 or 5 times in a row since the Beta ended. Pies seem to be hitting a little less often as well. And I can't even begin to describe the pain that is trying to level up lure...
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Old 11-12-2002, 04:58 AM
Noobie Toon
 
Join Date: Aug 2002
Posts: 12
Throw and toonup seem to miss more. Drop has improved if anything. I can enter a building and hit with 4 of my 5 drop gags! Lure misses a lot, but it always has in my observation. (It is the only gag track I have never had in Beta 1, Beta 2, or now)
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Old 11-12-2002, 09:24 AM
Playing Golf
 
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Location: Michigan USA
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Im glad someones drop is hitting.
  #7 (permalink)  
Old 11-12-2002, 07:00 PM
P l a t o o n L e a d e r
 
Join Date: Aug 2002
Location: Maryland
Posts: 551
someone

Someone had suggested that once you had more than half the XP required to get to the next level of gag, your current gag's success rate is higher. That seems to be correct, as I have had some incredible luck with big magnet pulls as I neared the $10 bill. However, with groups that include a level 10+ cog, I usually don't even try - success is usually very low.

Someone should spend some time testing the level of cogs and percentage success with lure. 10+ seems like a big break point for big magnet. I'd imagine Hypno past 8000 total XP would be great.
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Old 11-12-2002, 07:09 PM
Thread-Killer!!!
 
Join Date: Oct 2002
Location: Minnesota/Texas
Posts: 28
On another thread I commented on this, but I think it bears repeating:

I believe that your skill with a gag is compared to the minimum skill required for that gag to determine it's effect (TO HIT & DAMAGE).

Your newly acquired gag will fail often, your established gag will seem reliable, and your mastered gag will seem nigh-infallible at times. This supports the 1/2xp observation without there being an arbitrary cut-off.

As far as Throw/Toonup failing more often, it's quite possible. I think it's reasonable for Disney to have balanced the Medium Accuracy gags to a more normal distribution. By observation, throw was pretty much the staple of the game in Beta 1 & 2 being the most efficient gag. Without any real fear of missing, Squirt is pretty toothless as a gag compared to Throw and Toons pursue individual goals rather than cooperating and layering their heals to protect their allies.

Layering Heals bears explanation. Knowing that lower level toonups go off before higher level toonups and that they progress from right to left (from the Toon's point of view) is important to structuring heals. Also knowing that your megaphone will only heal up to 6 points in a group of 4, but will do 18 when paired is helpful. example: A teammate is down 20 laff and another party throws up lipstick. If they succeed, it can hit for +30, but if they fail, it might be 6. If you throw up a megaphone, you can add 6 and score a toonup possibly even helping another toon. If you both fail, though, the hurt toon scores a couple more laff points that might make the difference. Likewise, if someone throws up Pixie Dust on a toon down 32, go ahead and put up lipstick. Better safe than stupid - that's my motto.

Oh... and getting 8000+ Hypno IS great
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Last edited by Hannibal; 11-12-2002 at 07:55 PM.
 

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