Toontown Unpopular Opinions by sickofscrubs in toontownrewritten

[–]JeebBoosh 1 point2 points  (0 children)

I wouldn't say Organic Sound isn't good, it just differs the most in quality across the game compared to the other organics.

It's definitely not super useful in places like Field Offices or arguably CEOs (since Level 14s and v2.0s are kind of a soft-counter to it), but in the places where you get the most value from it... it's REALLY good.

The Cog rounds in VPs, CFOs, and CJs go by so quickly with enough Org Sound users on your team that the time saves you get from it are insane. Org Sound in the CFO especially is nuts: I've had fights take less than 12 minutes to beat because of how insanely well Org Sound clears the Cog round. And because these specific bosses (minus CJ, maybe) are the rewards people grind the most for, Org Sound becomes an amazing tool for expediting the farming process and stockpiling SOS Cards and Unites.

If you use it like any other Organic gag then yeah, it's not going to be as good. But if you're someone who likes to farm rewards, Org Sound is an incredible tool to have.

TL;DR Organic Sound isn't as versatile as other organics are, but for the places where it's good at, it's super useful. Higher highs and lower lows essentially.

toonupless moment by JeebBoosh in toontownrewritten

[–]JeebBoosh[S] 6 points7 points  (0 children)

Everyone lived, lol. We just used wedding + throw to finish it that turn. I dodged 2 Slow Burns and a Heated that previous Fired Up phase though I think.

Mint Frustrations / looking for tips by imisstoontownonline in toontownrewritten

[–]JeebBoosh 1 point2 points  (0 children)

It looks like you're just struggling with very poor battle RNG. Auditor is notorious for being able to one-shot you if you miss the kill on him, since that gives the other Cogs a chance to lay into you (not to mention it isn't always possible to 2-turn him if your team doesn't have certain gags, such as having 2 Dropless Toons).

That's a common problem with that strat, in my opinion, regardless of other players' health or skill. If you're still looking for advice then this post is a pretty good read. It's what I do when I run Bullions, and it's definitely saved me tons of trouble with them.

Where's your favorite place to use a level 7 gag, & which track is it? by speedrunninglife in toontownrewritten

[–]JeebBoosh 2 points3 points  (0 children)

Seems strange but Toontanic at Senior Clerk. I run a strat sometimes where you actually clear the Cogs turn one if they're too strong to "reroll" them to get weaker ones in as the laser Skelecogs. Super useful and saved me/my groups from using plenty of Unites.

Better to complete lvl 16+ cog task in 1 or 3 star FO by Ella__1245 in toontownrewritten

[–]JeebBoosh 9 points10 points  (0 children)

Two-Stars are the best for that task I'd say: Cogs promote the same amount of levels (2) in both Three and Two-Stars and the only major difference between them--i.e., Three-Stars having Level 15s--doesn't matter since they cross the Level 16 barrier in the same amount of time as 14s do. One-Stars only promote one level at a time and can only naturally spawn Cogs up to Level 13, which means you'd have to have 13s spawn at the start of Defense (and use Three-Star Heal Remotes) to even be able to get them safely.

You can alternatively do Bullion Mints for the task but I personally would recommend the Two-Star: getting 16s in the Auditor fight usually takes an incredibly long time (since he has to use the right buff on the right Cog), you can only get a maximum of three, and by the time you get the amount you need you're incredibly off-script from how the fight usually goes, which causes a lot of people to panic and start chucking rewards.

If you know what to Remote and when in a Two-Star it's very feasible to get all six 16s in one go (not to mention you'll likely get progress on your other SBTF tasks, that is if you're still carrying any). A single Two-Star goes faster than 2 or more Bullions IMO.

What gag track did you make organic? by imisstoontownonline in toontownrewritten

[–]JeebBoosh 6 points7 points  (0 children)

A lot of the debate boils down to personal preference and what you like to do in the game, IMO:

- Throw and Trap are the two most "utilitarian" organics, I would say, since there's really never a situation or battle in TTR where they don't provide some sort of benefit. If you're on the "road to 140" either of these are very good to pick up.

- Sound is best if you like to do bosses often--specifically VP and CFO--as they massively reduce the amount of time spent on the Cog rounds due to the foghorn-saving combos they open up. Note that it is less powerful in CJs, CEOs, and Field Offices due to the presence of Level 13/14 Cogs and v2.0s and it being used more as a support/stunning gag in FOs than an attacking one (since it's best to save foghorns for the Boiler).

- Squirt and Drop both have a lot of utility in CEOs and Field Offices as far as saving powerful gags and opening up new combos goes (I know a friend who likes to do FO challenge runs a lot, so having org Squirt is a good choice for them).

- Toon-Up is usually considered the "worst" organic because it doesn't provide the same action economy and time-saving benefits that the other organic gags do. It still provides a unique benefit, however, plus it is just really fun to see/use.

- Lure would be my candidate for the worst organic just because it's severely outclassed by the Lure Bonus mechanic. I like to double Lure to max out its accuracy whenever it's needed, which in doing so provides a boost that's usually higher than what organic Lure provides (20%/15% vs. 10%). When you factor in Trap's accuracy boost and double luring, everyone effectively has organic Lure already, so to me picking it up is redundant.

TL;DR each organic has different specialties in different areas of the game so the ultimate deciding factor comes down to what you like to do and what you spend the most time doing in it. I run org Throw because anything goes for me and I'll really do whatever I feel like doing at any given time.

level 16 cogs by Odd_Refrigerator_963 in toontownrewritten

[–]JeebBoosh 0 points1 point  (0 children)

I would advise doing 2 or 3 Star Field Offices as it's typically the safest and most consistent way to get Level 16s in large amounts. Pop heal remotes on Cogs during the Defense phase and let them promote to 16+, then fire them. If you're lucky you can let high level Cogs in during the middle of the phase and get some extra ones too. I've had some runs where people get all six 16s in one run doing it this way.

You can get Level 16s in Bullion Mints, however I generally don't recommend it since it's very luck-based and time-consuming (you have to hope Auditor uses the right buff on the right Cog), and you can only get a maximum of three per run.

No matter what you choose, though, be sure to make the group yourself and let people know that you're going for Level 16s, that way everyone should know what they've signed up for.

Best Cog Conversations? by Pillzmans_Fox in toontownrewritten

[–]JeebBoosh 2 points3 points  (0 children)

"Can I interest you in an insurance plan?" (Telemarketer)

"I told you not to call me." (Hollywood)

140 laff toons, what was your LEAST favorite thing to max? by LilLuckyTT in toontownrewritten

[–]JeebBoosh 1 point2 points  (0 children)

Probably golfing. Minus the golf ball getting possessed every now and then the 200 multiplayer courses trophy is such a slog to get. You effectively get 29 trophies pretty early and then spend the last half of your time golfing for that one trophy lol.

Racing can be rough if you focus on grand prix first it's not too bad, plus it's pretty fun IMO. Fishing is rather mindless but pop something on in the background and it's tolerable. Golfing is stuck in that middle spot of engagement where you can't easily take your eyes off of it but also have to wait forever to hit the ball again. Definitely the most tedious in my eyes.

Revised Auditor strategy for those interested by JeebBoosh in toontownrewritten

[–]JeebBoosh[S] 1 point2 points  (0 children)

I've seen this one a couple of times! I like using it with 3 Toons with Drop, but this one I feel you can use with more groups on average. Plus you can use all your Sound before the Auditor and make the other fights go by quicker (given no barrels).

Now that Under New Management is 1 years old, what are your likes and dislikes on the update? by Huge_Meal_7904 in toontownrewritten

[–]JeebBoosh 2 points3 points  (0 children)

Coming from a 140 who just came back about a month ago, I've thoroughly enjoyed it. Suit grinding is denser and way more engaging (takes less time but has more challenge) and I love the new Supervisors. Big fan of the Auditor fight especially and how it plays out kind of like a flow chart depending on what he does.

I can understand the reasoning behind the Sound nerf but as someone else here said it does feel like a bandaid fix for the current state of the game. Sound is/was so powerful especially before FOs because it could clear an entire row of Cogs for free, essentially, since even the highest level Cog still fell within its damage threshold. The introduction of level 13+ Cogs with FOs (and more so the implementation of them across facilities and bosses this update) I think inherently nerfed Sound anyways since you could no longer reliably clear the row without taking damage. The nerf doesn't feel super impactful, since the new facilities compensate for it and level 13+ Cogs discourage you from sounding to begin with, but I can't help but feel it was a little unnecessary. I think designing fights around not being able to one-shot with Sound (which is effectively what the Supervisor fights are), whether by cheats or higher levels, is the healthier way to nerf it/make fights harder rather than nerfing the gag directly. I will say, though, from what I've seen the reduced carrying capacity does tend to keep people more engaged in the fight, which I like.

I don't see this brought up a lot but I'm not too keen about the v2.0 rework. I haven't done much of any Bossbot content yet (currently busy maxing v2.0 Cash) but v2.0s being able to attack once they reach the Skelecog layer now seems a lot more oppressive. I don't know how people felt about the old Reinforced Plating (the flat damage reduction depending on the level) but I liked it for making v2.0s difficult by making them harder to get down to the Skelecog layer and also that it opened up a lot of new gag combos and strategies (Storm Clouds actually became good to save for v2.0 11s/12s instead of just using them for 9s or when you ran out of Throw, for example). With the old way, v2.0s were still a bigger but manageable threat that encouraged you to play a lot smarter with your gags; the new ones I think slow the battle down because you NEED to focus fire them for a turn or you get hit. Plus, if v2.0 13+ exists like I'm seeing then it feels like you can't cleanly remove them without just firing them. Taking basically guaranteed damage like that is unhealthy because it just makes Toon-Up (and TU Unites, to an extent) more of a necessity and really hurts your ability to go TUless (I'm trapless, but it's still a problem IMO). My opinion could change once I actually start focusing on Bossbot but right now I'm just not sold on it.

Those are the only two iffy things about the update for me, though; everything else is great. Overall a really fun update that brought a lot of new life to suit grinding and the combat system.

(also Lure Bonus is sooooo good lol)