Friday, December 19

Gag combos

There are certain common "gag combos" or "gambits" that are good to know and use during battles. Some are good for solo battles, some are better with two, three or four toon teams. Some are good for low-level cogs, some are good for high-level cogs and some are good for a mix of cogs. Keeping in mind that for each round, you have 20 seconds or less to choose - once the last toon has chosen a gag, the round commences immediately. So within that 20 seconds, you must go through a series of "calculations."

1. Assess the cog threat - that is, know what level and states the cogs are in - thus, determine what kinds of gags will defeat them in one round. Cogs in full health will usually require different strategies than cogs that already have been damaged.

2. Assess the state of your fellow team mates. If one or more toon is at risk of going sad, toon-up might take precendence over attack gags. (See also "Buying Time for Toon-up")

3. Assess the gag strength of your fellow team mates. The success of gag combos depends on gag levels being adequate for the cog threat. This part is usually the most challenging because you can't see the gag inventory of your team mates - you don't know what gags they have on hand (unless you have been able to keep track of what gags they have been using). So that means that often you have to rely on what gags they have chosen within that 20 second window. Sometimes, the situation may require a toon to make up for an inadequate gag or even a missing gag (a toon chooses a different gag or fails to choose one at all).

4. Select the gag you will deploy. This part, in combination with step 3 - can be the most critical in the success of a battle. You must be able to recognize what gag combo the team is agreeing upon - assuming there is agreement, and you might need to also determine if that gag combo is appropriate given the cog threat or health of the toons.

This is a lot of calculations to do within 20 seconds or less. Knowing and memorizing the common gag combos and gambits helps response time and selection of an appropriate gag. Over a series of battles inside multi-story buildings and cog HQs, you have the opportunity to assess the gag strength and inventory of team mates - you can figure out what types of gags (toon-up, sound, drop, trap, lure) each toon has (either by usage or by looking at their profile), and you can assess whether they understand gag combos and battle strategies.

Also, when limited to speedchat - which in itself can be cumbersome and slows down your response time - you have to determine and/or communicate what strategy or gambit the team will use. It is not uncommon for either one or more toons to not "get it" - especially less experienced toons (not necessarily by laff level) - or simply, because of delays, time runs out to change or select gags for one or more toons.

Usually, the first toon to select a gag chooses the gambit and the other toons will follow. However, there can also be "seniority" - the highest laff level toon gets to choose the strategy, regardless of who chooses gags first. This is often true when there is a choice between lure or sound - and usually lure has precendence over sound. (Sometimes, a stubborn toon will insist on using whatever gags they are "working on" - regardless of whatever strategy the team has chosen - and spoils the team effort)

Sound combos
Sound combos are an often used gambit for teams facing two or more cogs. In cog HQs - and the occasional street battle - where toons face waves of 4 cogs at once, sound is often the gambit of choice. It is quick and simple to understand - everyone selects a sound gag that collectively, will defeat the cogs in one round, and therefore, minimizes the number of gags required and more importantly, the risk of cog attacks. It does not require dependency on a sequence of gags working. However, in order for a sound gambit to work, the toons must have high enough level sound gags. For level 10 cogs (i.e. the highest level cog in the group is a level 10) - four elephant gags will be adequate, while a level 11 will require two fog horns and two elephants. A level 12 cog will require three fog horns and an elephant. Since toons can carry only 3 fog horns, judicious use of fog horns will help prolong the sound combo option in long campaigns. In the factory, mint and DA office, there are sometimes sound barrels to restock during a campaign.


Trap-Lure-Drop combos
The trap-lure-drop combo is the second most often used combo because trap is less common gag track and the combo depends on the relatively low accuracy lure and drop gags. Also, this combo usually is limited to the successful defeat of only one cog, at most, two. But if the lure is successful, the remaining cogs, if any, will be unable to attack in the next round(s). This combo can be successfully used to defeat level 12 and v2.0 cogs in one round with as few as 3 toons. It is also interesting to note that this combo works more often than the lure or drop gags alone. This is due to the increase in accuracy that the trap gag has on lure and drop. A successfully trapped cog is stunned if it survives, and the subsequent drop gag will usually hit. This combo is good for toons needing to work on their drop track. With four toons, two of the toons can both use drop.


Squirt combos
Squirt, being highly accurate, should be used in more risky situations - such as when laff levels are low, or other gags have been missing. While squirt gags are less powerful individually, squirt combos can be very effective for even level 12 cogs - especially if they have been lured. Two rain clouds or even two seltzer and a rain cloud can defeat a lured level 12 cog.


Level 7 combos
Level 7 gags are unique in that they all work on all the cogs at once, and are very powerful. The rarity and animation of level 7 gags also make them a delight to watch in action. Also, unlike the lower level gags, level 7 gags are maxxed from the moment you earn them. However, as powerful as they are, combos are sometimes required to defeat full-health level 12 cogs. The wedding cake requires level 12 cogs to be lured in order to defeat them in one round. The opera sound gag needs the help of a fog horn or two elephants. The geyser can't defeat even lured full-health level 12 cogs, so it needs to be helped with throw, squirt or drop gags on each level 12. The Toontanic drop gag can defeat full health level 12 cogs by itself. The train trap gag requires lure, and a follow-up of sound, throw, squirt or drop on a level 12 cog.

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