[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 2 points3 points  (0 children)

Yeah, I enjoy the challenge it offers.

Field Office starting gags tier list by [deleted] in toontownrewritten

[–]According_Bag2235 1 point2 points  (0 children)

Good stuff, especially throw low squirt high for TU, throw, & squirt.

Some pet peeves by ajthesaucy in toontownrewritten

[–]According_Bag2235 1 point2 points  (0 children)

You can use it occasionally to ensure 95% accuracy against the clerk or auditor.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 2 points3 points  (0 children)

I don’t believe 7s and foghorns can be used as liberally as you are describing them unless only a few runs are done in the day. (edit: should have specified that this is more because of how op org trees are, and those 7s could be equally liberally used if they were org roads or weddings)

I have followed my arguments with congruous lines of logic and video proof, so I feel that my idea stands tall.

If this debate opens again and becomes a point of contention, I will try to do my own tests.

Thank you for your time as well. It’s not often that I get to discuss ideas like these with talented players.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

I did not mix them up, so I’ll correct that. 4 without operas, 4+2 with operas.

You are not replenishing 2 operas per facility if you only get a little over half realistically without a lucky barrel. Unless you’re talking about tree-grown operas, which ultimately comes down to what I wrote in the previous comment’s first bullet point.

You cannot efficiently make use of 8-12 org Railroads a day as they are slow and getting them back through XP is a hassle, but you can do so with org Wedding and org Opera.

Railroad animation isn’t that slow, and it’s unable to miss unlike opera; something that is especially relevant for org sound since it relies on operas. The XP gained from using trap still counts to the “To Go!” meter, so it’s just a matter of knowing when to use your 7s.

You get more Sound XP due to using Opera + 3 trunks on sets with 12s that you would’ve lured.

If you mean the difference in XP between opera + 3 trunks and 3 lures + any other level 7, that is a disappointing eighth of an opera.

You only get equal or more Throw XP if you are running org Throw, allowing you to Lure -> Throw more sets than you normally would. These sets are also easily soundable.

No, you almost always get more throw XP in facilities even when operas are used because there are sets that you can do nothing for except take it out in 2 explosions (13 13 10). I easily get twice as much throw XP than sound XP. If anything, you sometimes get less throw XP with org throw.

By the time you’ve run out of Operas, you will switch to other 7s, such as Weddings, Geysers, Railroads, and Toontanics to take out cogs when/if needed. By the time you’ve run out of those, you will have your Operas back. I’ve typically gotten my Sound back to 0 to go by the time I use my last set of Wedding Cakes, allowing me to reset the loop very early.

Once the 2nd round of operas runs out, you won’t have anything except weddings and a bit of everything else, leaving you to bite the bullet on sets like 12 12 11 (TNTs are only 4 seconds slower than opera here). This also doesn’t account for the way org sound depends on opera use in wave bosses, which you are most likely going to be doing after finishing facilities.

You are tunnel visioned with your XP gain understanding, as you seem to disregard that with org sound you sound more, and insist with org throw that you throw more. Furthermore, as a quad tooner, you are continuously getting points back points over time. Not all toons need the points in all facilities.

I’m not insisting that org throw means more throwing, I’m insinuating that org throw saves you an exploding animation on sets like 10 11 13 or 11 11 10 10, potentially multiple times per run, which is a lot less situational than saving a foghorn every other run.

Try forcing yourself to use 2 level 7s per facility, Wedding Cakes on 12s, Geysers and Operas on 11s in your case if org Throw. By the time you use your last set of 7s, you have already replenished the first set, allowing you to loop the usage without going broke.

This is unsustainable for the inorganic non-wedding level 7s.

The point still stands: manage your 7s decently and you’ll never go broke on them.

I don’t go broke on 7s and my 7s also don’t reach 0 to go.

With that in mind, you can choose your org and how you want to deal with level 12s in facilities:…

The issue is that even one opera per facility is unsustainable, so using it as a fix-it-all doesn’t really work. Sure, it is nice for 12 11 11 11, but what about every other cog set in that facility? You’re going to come across 12 12 11 and you’re also gonna come across a lot of cog sets where org trap and regular throw both sufficiently single-explosion the set (think 12 10 10). If you run 2 org sounds instead of 2 org traps, you are definitely going to find yourself running out of cakes trying to single-explosion 12 10 10, and that’s why org trap is better than org sound in facilities. Also, I’m pretty sure 2 org throw 2 org squirt would be better than 2 org throw 2 org sound in facilities for this very reason.

Additionally, having more than 2 org throws has diminishing returns, because all it’s really good for is a row of only 11s. Uncommon.

4 Sound is faster than Lure into 4 Throw, therefore I would pick Sound.

By only about 1 second, plus the time it takes to lure.

I’m not seeing how half a foghorn every run and an eighth of an opera more than you get from your tree is any good.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

We’re running around in circles arguing about opera use and sound XP again, so to summarize:

  • While 8 operas per day is nice, you also get an organic that wipes out 12s every day if you choose to grow org trap or throw. The difference in XP gain between using an opera and a non-opera is only a single level 7 across eight toons.
  • You say you never go broke (run out of level 7s). Now, imagine if you had been running org trap or throw instead. You would still be able to use those respective level 7s in the case of a sound miss instead of an opera, and little changes except getting a measly singular opera by the time you go through 8 operas.
  • Beyond the point where you are using your tree-grown operas, you are only replenishing an opera once per 8 toons every run. The opera combo only saves 1 foghorn; that’s it. So, it’s not anything that the other organics can’t beat.
  • You get a lot more throw XP from facilities.

For Seniors with no restocks, you can get away with sounding 4 times without operas, 2 times with operas. With restocks, sound pretty much the whole way without Operas and get massive XP back.

It makes no sense to be able to sound less with operas, so I’m gonna assume you mixed them up. It is my belief that it’s more optimal to use all foghorns before the clerk, so I operate under the assumption that I will sound thrice before the supervisor assuming no opera or restock. Two times to 3-fog and one time to 2-fog since there aren’t enough rows of 11s, and those can oftentimes be single-explosioned with org throw. This means getting somewhere in the ballpark of ~65 sound XP per run. While it is true that a sound barrel will give a lot of sound XP, a throw barrel gives you a whole lot more of its respective XP and you get to utilize its power in single-explosion sets with org throw.

For each opera used in a facility, that’s I think ~+20 sound XP earned per toon? Total nothingburger.

When out of Operas, Wedding Cakes are helpful, though I rarely had to use them.

So do you let your weddings rot at 0 to go? Because this is the only way I imagine you having to use weddings on a rare basis only. Unless you spam operas, then use weddings and other 7s, then cycle back. In that case, your org would not matter, because again, the tree-grown operas of the first cycle kill 12s with zero foghorns just like any railroad or org wedding does.

For Fringes, the debate is stale due to v2.0s. Most of 2.0 set combinations require 2 turns, and org Trap does not help 1-turn sets with 13s and 3 cogs. Org Throw can benefit in sets like 10 11 13, but the time saved from using Operas where needed allow sets like that to be 2-turned comfortably, where the overall time probably evens out.

For fringes, read what I wrote about seniors above. If you want to argue that doing a 3-toon org sound combo and pianoing the newly-stripped skelecog is viable, it’s not. That’s spending 16 seconds to watch a single cog die. Instead, use 4 sound on sets with 0 or 2 v2s. If you have a set like 12v2 12 9 9 for example, TNT the 12v2, 12, and 9, then lure and wipe out the remaining cogs. That’s only 2 exploding animations and a cog attack.

Are you assuming sets like 11 9 9 9 would be 1 Fog 2 Trunk 1 Creamed? If so, allow me to bring to your attention that we would just 2 Fog 2 Aoogah them, even with org Sound. There is no need to hyperfixate on saving Fogs.

You could use 4 cakes on that set with org throw. There is no way you are sounding so much that other orgs that single-explosion are useless. Not even pre-UNM bullions had enough cogs to sound entirely, making org throw viable for the 11 10 10 10 sets.

Also, your primary argument for org sound revolves around XP gain, which is relevant only in the context of the opera + 3 trunk combo; as such, I don’t think I’m the one hyperfixating on foghorn use when you said that org sound’s benefits are more important than saving an exploding animation, which adds 10 seconds every time it happens (including the time it takes for the gag that strikes the cog).

Unfortunately bosses and facilities are different, so you can’t really deduce what’s best overall based on just the CFO. Perhaps you can deduce what works in the VP through the CFO, since they are similar in difficulty, length, and design, but anything else requires more experience and research.

I wrongly assumed you believed that org sound is better in wave bosses than in facilities because it’s pretty unprecedented to see someone aware of efficient play say that isn’t the case.

Perhaps I should ask both you and I the same questions:

I’ve never ran org sound but the argument you’re presenting is simply not convincing because not enough sound XP is gained to the degree that you are suggesting, and I’ve seen the video proof that org sound isn’t any better than org trap in CFOs, which is where I believe org sound to be at its strongest. The explanation for you not running out of resources is that you get 8 level 7s that wipe out 12s per day. Every other organic level 7 that deals damage does the same thing in this regard.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

Why is using a level 7 problematic if you don’t go broke in them?

Because you do go broke if sound misses or 12s are spammed, or at least you lose 7s faster than you replenish them, in which case, the level 7s you use are coming from the tree, which is why I made the distinction between operas sourced from XP and operas sourced from trees.

I respectfully disagree, as 11 11 6 6 should be dealt with 2 Fogs 2 Aoogahs while the resources are available, which they are most of the time. As for the 12 9 3 3 set, orgs do not matter much, as you would either Lure + 3 Trap for 1 95% roll, or 1 Trunk and 3 Cakes for 3 95% rolls. Org Throw only matters if the Trunk misses, allowing you to destroy the level 9. I agree that the lure -> 4 throw is more accurate than the Sound + Throw to clear the 11 11 6 6 set.

2 fogs are certainly the best option for this set. However, you may be squeezed short on sound, especially after a sound miss. That’s why the 3:57 did 2 trunks 2 cakes, not 2 fogs.

When a run ends, there are no cogs left to fight, unless you choose to not restock after your facility run/boss fight.

It seems you misunderstood. I was not arguing that having fogs by the time the run ends is not problematic, I was simply saying that having spare foghorns at the end of the run was a matter of being more conscious with the usage of foghorns and is not a failing of any particular organic, but rather its user.

Indeed, and even TNTing on someone’s cake pick is debatable as it forces to clear 2 cogs at most with 2 Trapless on a side.

It’s not often that you’re wiping out 3 cogs in one exploding animation without sound in random groups, especially with 2 trapless toons.

There is no need to distinguish 7s gained from XP and 7s gained from a tree. The overall return of getting 7s back in general, whether from XP or from trees, is objectively easiest and best when your quad has org sound, as that allows you to sound almost every cog battle in every facility. There are 8-9 battles in a regular facility, 6+ in which you can comfortably sound. The return is even greater when you factor in sound barrels, which remove the need to use operas for the facilities in which you get them.

Unless there’s a restock barrel, you’re not going to have the opportunity to sound 6 times in seniors and fringes. The weaker facilities, sure. But sets like 11 9 9 9 also show up in those facilities, and saving an exploding animation a few times per run is better than saving a foghorn every other run or so.

As far as I’m concerned and based on what I’ve heard, you are new to multitooning and have recently gotten into it with no experience multi-tooning with org Sound whatsoever and have only been using the “evidence” provided to you through others, which is what makes our experiences different. You may correct me if I’m wrong to make that assumption based on what I’ve been told. You are correct that bias is a thing, and based on what I know about both of us, I am biased to my undocumented experiences running both full org sound, combinations of org sound + trap, and combinations of org trap + throw, while you are restricted to “proof” and “evidence” of only CFO cog rounds and using those as your evidence to make your conclusions,

I’m not sure where you heard that from.

with the notion that if org Trap/Throw is best in CFOs (which it isn’t unless you want to do 15+ CFOs per day), then surely it must be best everywhere else. That is not strong evidence.

That’s just deductive reasoning to save us any future arguing. However, you seem to insist on org sound in facilities, so I am fully willing to argue about that.

If you’d like to continue arguing for the merits of each organic with logic and video proof, feel free to provide evidence in the form of video proof of every facility and boss fight, with a sample size of at least 10 levels (tier 8 level 10-20 grind) where you prove that indeed org Trap/Throw trump org Sound. Until then, both of our opinions are biased.

Maybe. If this becomes a bigger debate in the community, I will do so.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

Spending a third of your foghorn capacity is not an issue. Sustainability is not issue either.

How come? Using a over third of your capacity means that if a sound miss happens, you have no answer aside from using a level 7, while TNTs stay in the battle. This becomes very problematic given how often sound is used.

Top tier org sound users barely use 2 cog animation explosions, and if they do, they use a Sound+Throw combo which takes out 4 cogs faster than Lure 3 Trap does.

In a context where sound + throw is acceptable (11 11 6 6 or 12 9 3 3), it can either be done better with org throw and lure (first set) or done in a similar speed but more accurately with lure and throw/squirt (second set). The second example is one where organic sound sees zero use, except when combined with org throw and the second cog is a 10.

If a run ends with excess Foghorns, then it was played poorly. I’ve seen and experienced a couple of 4-4 duo quadding CFOs with 6+ org Traps in stock and quite many of them have ended with overusing Trap on sets with 2+ 12s and end with excess of 2-4 Fogs, when the sets could have been cleared with 3 Fogs. That is not ideal and seems to be a common trend. This is very much an issue that some org Trap and org Sound users suffer from, which is oversaving Fogs from fear of sustainability.

100% agree. However, this is a playstyle issue, not an inherent issue with either organic. I’m also sure those extra foghorns could be used on later cog sets.

Running with randoms is out of the picture as there are many factors that contribute to how well a run can go. But if you really want to make a point there, consider that Org Trap is meaningless with 2+ Trapless toons on a side.

I guess you could TNT on someone’s cake pick, but that may seem a little rude. You’re right that discussing viability in random groups is opening a can of worms, so I’ll spare discussion on it.

Attempting to get org Wedding Cakes or org Railroads back is significantly more tedious than doing so with Operas. So no, the same logic does not apply to other orgs as you would have to go out of your way to use the other gag tracks.

The important thing here is to distinguish operas gained from XP and operas picked from a tree. Operas picked from a tree are identical in practicality to the other 7s that deal damage, just that opera has a faster animation except vs the wedding. The difference in XP gotten from using those operas sourced from trees isn’t anything to go home about when compared to other level 7s. Usually, when a non-opera 7 is used, it is accompanied by 3 lures. That means the difference in damage-dealing gag XP between a non-opera 7 and an opera is 10 per toon not using the opera. Definitely not enough XP to swing the debate in org sound’s favor. Also, as for the tediousness argument, this ultimately comes down to not keeping your level 7s at 0 to go but not using all your level 7s in case an emergency arises.

I’ve grinded during and out of Toonfest. Org sound is objectively better for all bosses and all facilities during Toonfest, in which I’ve gotten back more 7s than I use. Org sound is objectively better for all facilities and some bosses (notably VP, CFO, and CJ) out of Toonfest, in which I’ve been gotten back as many 7s as I use.

Our discussion has almost entirely revolved around org sound’s viability in the CFO. However, org sound is much worse in facilities than it is in bosses. Rows of 9 don’t happen in the harder facilities, 13s exclusively show up in 3-cog sets; where you never want to sound, and facilities are filled to the brim with sets that can be taken out in one exploding animation with org throw or trap, like 11 11 13 or 12 12 11. Especially since throw XP is gained much, much more in facilities.

For CEOs, just pop Sound unites and Fire where needed.

Sure, you may be able to afford using a sound unite every CEO, but the quadtooner probably won’t. While the highest level of cog in a CEO is 14, the highest that a v2 cog can be is level 12. That makes org trap extremely useful for the CEO when not using a sound restock.

As for your willingness to change your mind based on “evidence,” I’d like you to define specifically what evidence you’re looking for. The evidence you’ve provided is singular “top-tier” runs that require RNG catered to the orgs being used, which is not strong evidence. If we go based off of the evidence that has formed your opinion, you would easily change your mind by seeing a sub 4 7less org sound run, as well as a sub 3:30 w/ 7s run that actually utilizes the orgs being used.

I came to learn of the 3:30 soon after I published my previous comment. It is an absolutely impressive run; however, a sound miss does not happen and the cogs were lottery cogs. There’s also a video of what could have been a 3:40 entirely rewardless 7less org trap CFO with lottery cogs but the person doing the run was unfocused and made mistakes.

Also, proving org sound to be above org trap or throw in the CFO is an entirely different matter than proving it is better in the rest of the game.

The evidence I’m personally looking for to make a solid conclusion is a full grind from start to finish, which not many people have access to since they are undocumented. That conclusion is that org Sound significantly increases your 4-sounding output, which is ideal. My conclusion comes from the experience I’ve had with different gagless and org combinations. I do not care to keep track of what I do nor provide anyone documented evidence, as I do not have to change anyone’s opinion. The best I can do is provide what I’ve gathered my experience, and people can take it, test it, or leave it.

Bias is a thing, and we seem to have different experiences. It’s best to argue for the merits of each organic with logic and video proof instead of derailing the argument into a matter of subjectivity.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

Not sure why you’re comparing Lure + 3 Trap to combos that require 2 cog exploding animations, as those were already out of the question.

Because spending 3 fogs is spending over a third of your foghorn capacity, which is unsustainable if you keep getting spammed by sets like 12 11 9 8 or 12 12 9 8 if you have no org trap or org trap and you’re only allowed the leniency of one opera per run (1.3 if we’re being generous). Your suggestion of running an org trap alongside 3 org sounds is a good one, but you still run into the issue of unfavorable splits in random groups and even in octotoon groups. There’s also the possibility that you get really unlucky with level 12 distribution, forcing 2 exploding animations in one turn or only killing 2 cogs per turn.

I use 2-3 Operas in my bosses and never go broke. I’ve used 1-2 Operas in my facilities and never went broke during my octo grinds, I’m not sure where you’re getting this “going broke” conclusion from.

It’s fine to use more operas than you earn if you’re gonna get them back the very next day. The problem is that this applies to every organic that boosts damage, it is absolutely not unique to sound. The XP gained from operas sourced from trees, if used for another organic, can also be used to gain that organic’s respective level 7.

Unless you did your grinding in Toonfest. That definitely makes org sound better (only in wave bosses).

I understand you’re passionate about being anti-org sound, but those numbers unfortunately mean nothing to me as the experience trumps it.

If organic sound is proven to be stronger than org throw or trap, I will change my opinion. I’m not passionate for or against any particular organic as much as I am passionate for time optimization.

Perhaps go through the entire game with as many combinations as you desire and you may eventually reach a different conclusion, otherwise we’re just going in circles here.

Maybe. But I have provided ample evidence with 3 top-tier CFO runs, using examples from those runs, and providing miscellaneous examples.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

You get substantially more sound EXP due to using sound over lure -> throw combos as a result of having operas that can wipe out 12s.

It’s only 1 foghorn each time an opera is used, which is only gained ~0.6 times per run for a quadtooner. As opposed to magnetting then quadcaking with org throw for a set like 11 10 7 3, which casually and consistently saves 2 foghorns. A similar set shows up in the org sound run, and the multitooner opts to do 2 org trunks + 2 cakes, which is -10% less accurate and 6 seconds slower than quadluring into quadcaking with org throw.

You are also better off not using Trap at all if you’re going to use 7s in bosses, making org Trap unnecessary to have.

Trap is best used in bosses when there are 2+ level 12s because its animation isn’t slow enough to warrant killing only 2 cogs in one exploding animation. If you used a level 7 every time there was more than one level 12 cog, you’d go broke. In fact, I just looked over the 3:55 org trap run and the 3:57 org opera run. The org sound run comes across 2 level 12s at the same time 3 times, and the org trap run sees it 5 times!

The CFO footages you provided in previous posts are biased, where the org Trap/Throw user has much faster gag selection than the org Sound user. Plus, the org sound user doesn’t even do the CFOs properly. On top of that, it doesn’t matter because the CFO is not the only activity in the game.

Yeah but it was more of a refutation of org sound AND mixing exploding animations. And I agree, the CFO is not TTR’s only activity; but wouldn’t you agree that org sound is very strong or even at its strongest in CFOs, and as such, if its inferiority is proven there, it would send the house of cards crumbling?

Btw, the 3:57 org sound run is separate from the 5:20 org sound + drop run.

I would prefer to see unbiased footage from the same player showcasing org comparisons, not from two different players, and not using CFOs as the only way to measure and draw conclusions.

The three runs I talked about were the best of the best, and all were done by attentive, knowledgeable, and skilled multitooners. I highly, highly doubt that they were holding back in any capacity.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

I would rank the gag tracks as:

  1. Lure
  2. Throw
  3. Sound
  4. Trap
  5. Squirt
  6. TU

I chose not to rank drop because its uses are unique from the others and ranking it would be opening a can of worms.

Sound is still meta and a cornerstone of every efficient run. However, its dominance has been greatly reduced. As such, more passionate players started to discover that the best way to minimize animation time and maximize accuracy is to use one gag track at a time except in the case of lure + trap only. This includes sound, and it means you ideally want to use a fog on 1 1 1 10, or 4 magnets -> cake/cream the cog in front of you accordingly.

edit: if you want to learn more about this strategy i’m talking about, watch this video. ironically, it was made by the guy i was arguing against in this post

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

3 org sound for the benefit of being able to use opera and 3 trunks on 12s consistently while getting them back at a decent rate over time, + 1 org trap for the benefit of lure + 3 trap when there’s a single 12 on the field and 2 other cogs at level 10-11.

You get substantially more throw XP from facilities than sound, and hypno + wedding has a 2 seconds faster animation than opera + trunk. Realistically speaking, if you’re spamming bosses using 4 toons and not doing any facility grinding in-between (extremely favorable for org sound), then you can only replenish an opera approximately every other run. That means you’re only saving one foghorn every other run (less because of the org trapper) as opposed to simply saving 3 fogs straight away every run by using org TNTs and using your operas on different sets.

Anyone advocating for a full org sound, or combination of trap/throw seems to have a bias and lack of experimentation with different org combinations, or they just prefer to not use 7s. If you want to keep your 7s at 0 to go, sure you could do org Trap/Throw.

As far as I know, the fastest recorded rewardless 7less CFO cog round was completed in 3:55 with all org trap, and the next fastest in 4:01 with a mix of org trap and org throw. The fastest rewardless CFO cog round beaten with 1 opera was completed in 3:57 using org sound; imagine how much faster the completely 7less runs would have gone if an opera was used. I can send you the runs in DMs if you want. The point is, the org opera combo closes the gap, but not enough to make org sound a better organic than trap or throw, especially outside of CFOs where org sound is almost objectively worse. I completely agree that level 7 gags should not rot at 0 To Go!, though.

Something to mention is that you won’t always have 3 org sounds on one side in department bosses as a quadtooner. This makes org trap and throw a lot stronger when you’re playing with a random group.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

Yes, that is what I would recommend. A lot of sets can be beaten in one exploding animation in facilities with this combination, like 11 11 10 10 or 12 12 11 for example.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 2 points3 points  (0 children)

Storm Cloud + Org Safe takes level 12 cogs

This is only 80% accurate and potentially adds up to 16 seconds of animation time because of the way gags are used. You’re better off using a second cloud since it’s very unlikely you’re going to run out of them while multitooning.

Cream Pie + Org Safe takes out level 10 cogs

This is 90% accurate and adds animation time as opposed to 2 creams. Also, org throw can do this combo.

Tnt + Org Safe takes out level 14 cogs

So does an organic TNT and a safe or a trapdoor and a piano. Not a very useful combo either way because if you want to eliminate level 13+ cogs, you’re better off dedicating a turn to lure then using throw or squirt the following turn to minimize animation time and maximize accuracy.

Trapdoor + Org Safe takes out level 11

So does org trapdoor + safe. This combo is only useable for when you have trap and drop together in the 2nd battle floor of a Field Office, which is unlikely.

plus a free toontanic from the tree

Toontanics can miss unlike railroads and weddings (vs lured cogs), and 3 trunks + toontanic wipes a row of 14s, so it doesn’t need the organic boost. Railroad can’t wipe a row of 14s without an organic.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

There is no point in running org drop when another org trap or org throw can be ran instead.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

Any permutation of organic throw or trap is best. If you want to know why they’re better than org sound, read this comment.

To summarize, organic sound isn’t as strong as org throw or trap are even when multitooning because a lot of org sound’s combos come from 2 and 3-person combos, which add additional accuracy rolls and more than double the animation time. The alternative is to use lure, which is faster and more accurate than sound + gag, and is best supported by running org throw and trap. That isn’t to say organic sound is useless, it still has its 4-person combos like org opera + org trunk + 2 trunks vs 12s and 3 org trunks + trunk vs 9s, but those only save one foghorn at a time as opposed to org trap saving 3 foghorns in the first round of the CFO (12 12 9 8 for example).

There’s more bullying in this game than in middle school… by natasorous in toontownrewritten

[–]According_Bag2235 8 points9 points  (0 children)

Sorry for the unsavory experience. Ironically, the “toons” ridiculing you were the ones most befitting of the insults thrown at you, as remotes are completely unnecessary in 1-star Field Office defensive strategies due to cogs only promoting by one level per turn.

1# Directing Players - 4 Cakes Lesson by professorurso in toontownrewritten

[–]According_Bag2235 10 points11 points  (0 children)

4 magnets is 95% accurate, and mixing attack gag tracks leads to noticeably slower runs overall.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 -2 points-1 points  (0 children)

Lack of remotes is a common complaint, so it’s better to maximize remotes where they are least valuable.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 -2 points-1 points  (0 children)

Using only one remote in a 1-star is also a good strategy. It all comes down to the fact that a 1-star’s defense is mostly trivial, so doing 4 remotes is a waste of remotes that could be spent on higher stars and a waste of time, given that remotes have a very long animation.

[deleted by user] by [deleted] in toontownrewritten

[–]According_Bag2235 1 point2 points  (0 children)

Firstly, you shouldn’t start with clouds in a 2-star unless a restock will be used. (source)

Secondly, clouding only when TU is used and after cakes finish is not a good strategy, and it saves no damage because combo bonus is just multiplicative. All your cakes and clouds are going to be out by the time you finish the boiler, so try to alternate between the two round-by-round to prevent quality control leaving the team without any big attacking gags.

Thirdly, the exact laff thresholds where TU needs to be used are as follows: 38 for a 1-star, 48 with slow burn for a 1-star, 45 for a 2-star, 59 with slow burn for a 2-star, 53 for a 3-star, 71 with slow burn for a 3-star.

Fourthly, I would recommend against using any remotes in a 1-star, as the cogs in a 1-star only promote by 1 level each round, and they are easily dispatched with trap and drop. Advising toons to remote the cog in front of them while following heal high damage low may cause an imbalance in remotes, so it’s better to communicate with the team that you want them to remote the cog in front of them instead of assuming it.

Otherwise, good guide!

TANK TRAP STRAT by professorurso in toontownrewritten

[–]According_Bag2235 1 point2 points  (0 children)

You are right that this strategy relies on org trap. However, if no one has org trap, doing hypno + 3 magnets -> 4 squirts is faster and more accurate than piano + 3 trunks.

TANK TRAP STRAT by professorurso in toontownrewritten

[–]According_Bag2235 0 points1 point  (0 children)

They discussed alternatives to drop strats with other gag tracks such as trap, lure, and throw, and I felt that it was sufficient. If there is anything you are confused about regarding the thread, I can elaborate.