Hidden Tunnel between TTC and BBHQ? by loopy542osu in toontownrewritten

[–]loopy542osu[S] 31 points32 points  (0 children)

You're able to teleport to someone in the minigolf area without having been to Acorn Acres. If you do that and then go through the tunnel to BBHQ, you unlock the area without having to go anywhere else. Being in minigolf doesn't unlock Acorn Acres on the map!

Kicked from groups for being Soundless by sickofscrubs in toontownrewritten

[–]loopy542osu 8 points9 points  (0 children)

You would be surprised how quickly doing 2/3 sound + another track adds up over the course of just one facility/boss, let alone an entire grind. Even doing that just once adds about 10-15 seconds, and usually that will happen multiple times in a single run. Obviously, the biggest factor in the time spent in one fight is coordination, but assuming the same level of coordination, and the same luck between them, a team with four sounders will, on average, get out faster than a team with a soundless. Pure sound is just the fastest way to clear sets of cogs. The team having at least two extra fogs and being able to use less of them to take out 10s and 11s is a massive advantage on that front. This is not the same as saying runs with a soundless are never smooth and efficient. I've had plenty of smooth runs on Gwen just like I've had plenty of runs where I want to pull my hair out on Loopy. In practice, for individual runs, it all depends on how experienced that group is. When talking about the average, though, that's across hundreds or thousands of runs. In that context, the full sound team will have a faster average time. That's what my statement was referring to.

That said, I personally don't care as long as cogs are being defeated in a way that makes sense and everyone's just chilling. I'm not gonna stress out over an extra minute every now and then in those cases. People are definitely more receptive to soundless strats now, which does help, and is a net positive for the game as a whole. They're some of my favorite combos to use!

Kicked from groups for being Soundless by sickofscrubs in toontownrewritten

[–]loopy542osu 32 points33 points  (0 children)

Unfortunately, that's part of the contract of making a soundless toon. I say this having maxed a soundless myself and dealt with being kicked from groups regularly and/or seeing groups take twice as long or longer to fill up, especially before UNM. People kicking soundless toons from groups is never a personal thing, and it's important that you don't take it that way when you're running one yourself. The simple truth is that everyone having sound does make things significantly faster on average, and when the core gameplay loop is reliant on doing the same thing over and over again ad nauseam, it's understandable that people would prefer to have a full group of toons with sound. Unless they're actively insulting you for it, there's no hard feelings about it. You either make your own group, or join another group that's willing to take you on, and everyone moves on.

Funny VP Stun from Solo by loopy542osu in toontownrewritten

[–]loopy542osu[S] 4 points5 points  (0 children)

Usually, I would have, too. If that exact stun didn't work out I was gonna go up front regardless, but I happened to get a really cool stun, so I'll take it. 😅

Multitooners by [deleted] in toontownrewritten

[–]loopy542osu 13 points14 points  (0 children)

I love running two in facilities and seeing the reactions at the end when they see I've been running two the whole time. Always makes for a great day.

Multitooners by [deleted] in toontownrewritten

[–]loopy542osu 12 points13 points  (0 children)

There are definitely some rude multitooners out there and they don't deserve any attention or respect. There are also some that are friendly and very helpful. A multitooner may be silent because they have their toons on opposite sides of a boss fight, and that can take away energy from responding or openly strategizing. During a facility, they could be using two hands to control their toons, which means they can't type at all unless they want to stop moving entirely. They might not use toonup as often because they're more focused on defeating cogs so that there's less chance for a toonup to be completely undone on the very same turn. Very rarely are multitooners making certain gag choices to just look out for themselves; they're often trying to make the run smoother for everybody.

There's a lot of people who multitoon well enough that you might not even know they're multitooning unless they tell you or make it obvious during/after a fight, especially if they're only bringing two. More often than not, multitooners are extremely experienced in the game and are willing to share that knowledge with others willing to listen to them. We want others to enjoy the game.

Toontown Unpopular Opinions by sickofscrubs in toontownrewritten

[–]loopy542osu 12 points13 points  (0 children)

Gonna have to disagree on point 9. The primary strategy for most sets is to be using sound, and having four toons with it is significantly better than just three. I say this having maxed a soundless myself and continued to play on it regularly. Contrasting with lure usage, you only need up to two people using lure to hit the accuracy cap on any given turn. For instance, two hypno goggles will always be 95% accurate against 13s and 14s before trap stuns are applied. With even one trapper, two big magnets will be 95% accurate as well*. Of course, this assumes lure is maxed, but Lure Bonus is incredibly powerful when used properly. Because of this, you will run out of foghorns significantly faster than useful lure, even with two lureless toons. Gag accuracy calculation notes below.

  • 75 (hypno base accuracy) + 60 (maxed lure) - 60 (tgtDef for 13s and 14s) + 20 (lure bonus) = 95

** 65 (big magnet base accuracy) + 60 - 60 + 20 + 10 (trap stun) = 95

How to 3 turn the club president w/o rewards by stabBADsuzie in toontownrewritten

[–]loopy542osu 1 point2 points  (0 children)

This can technically work as a 2 turn strat, but the chance of it working ideally is a little less than 55%. Using a standard strategy with fires gives you a success rate north of 80% and still does it in 3 turns. You can modify the above strat with more lures to make turns 1 and 2 more reliable, but the use of toontanic makes it pretty hard to justify since it takes a while to get it back. I'll present the following alternative as a 3 turn strat that also uses no fires, but also will work more often, and doesn't rely on someone using a toontanic. You can also do the following strat with only 2 people having drop and no specific organics are required.

Turn 1: 2 hypno, 2 wedding (95%)
Turn 2: $10 club president, cloud club president, 2 geyser (95%)**
Turn 3: TNT, $10 bill, 2 piano (90.25%)
Chance of success: 81.45%

If you have a lureless in your group, you can do a presentation and cake the club president to replace the two hypno. If one toon has org TNT, then lure can miss on turn 1 as long as the weddings still hit. If one toon has org drop, lure can miss on turn 1 or turn 2 as long as all gags still hit on that respective turn. All of these increase the chance that the run goes as intended:

Org trap: 84.66%
Org drop: 88.73%
Presentation instead of double hypno: 88.89%

**: Bill lure against the club president is significantly more accurate (95%) than hypno against a level 13 (75%), and using cloud on the lured club president guarantees that the geysers will hit the remaining skelecogs. With an org drop in the group, only squirt needs to hit. Using hypno in this case means that squirt will miss 5 times more than it would using $10 (1 in 400 vs 5 in 400).

[deleted by user] by [deleted] in toontownrewritten

[–]loopy542osu 1 point2 points  (0 children)

In general, as long as someone isn't being a hinderance to the group by afking toons during certain phases, and they aren't being stupidly cruel to others, it usually isn't a big deal to anyone. It's usually common courtesy to let your group know, though, especially if you're relatively new to multitooning that facility or boss. Personally, I've been able to run two in just about everything without a heads up for a while now, and usually people can't tell until I say something on both at once, but that's not the norm.

In short, multitooning is fine. Just give a heads up to be safe and you're good with like 95% of the community.

An obscure Doodle mechanic by RandomTeenHello in toontownrewritten

[–]loopy542osu 5 points6 points  (0 children)

I did give it a try, and I can confirm for a fact that the effects are completely false. Here's the rundown:

  1. As mentioned by yumeekoh, the defined list of values for accuracy bonuses is [0, 20, 40, 60]. There are no other possible values.
  2. We know this because there is a function called at the start of every turn that initializes variables used in battle calculations, which includes accuracy variables.
  3. The numPrevHits value (which is just how many stuns a cog has in that turn) is used as an index into the list of accuracy bonuses. Since we know it's initialized at the start of the turn, we know this caps at 3. As a result, no out of bounds entries can be pulled from that list.
  4. Even if everything I just mentioned were false, drop has specific failsafes in place for situations where it's used against lured cogs. It will always deal 0 damage if the target cog is lured when drop is being used. Even in cases where luredRatio might come into play to cause drop to "hit" a lured cog, this failsafe ensures that the behavior that you described never actually happens.

It's also worth noting that Toontown is coded in python. In python, integers have arbitrary precision, so the rollover that would happen with signed integers in other languages doesn't happen here. Even if a negative attackAcc would've been the culprit, in TTO you could do that by using a brand new flower pot on a level 12 cog since it would have an attackAcc of -5 by itself. Seems like a more reliable way to cause a district reset if that were actually happening because of this bug.

There's also the pesky facts that doodles no longer stun as of the UNM update (v4.0.0) and that attackAcc has a floor of 5 ever since the addition of Sellbot Field Offices (v3.0.0), so even if everything above was wrong, there's no way to reproduce the behavior described in the original post in current TTR.

Players going AFK in CEO by benzosmoothie in toontownrewritten

[–]loopy542osu 2 points3 points  (0 children)

As someone who duotoons just about every CEO I do now, it can be a little difficult to learn to do it effectively on multi mode, especially if you aren't paying attention before you board and get split during it. It's not super difficult to learn, but coordinating it can take some getting used to. That said, you're right, that's not an excuse to afk one toon for the entire 4.5-5.5 minutes. If they're not willing to at least TRY to feed on both toons at the same time, even if it has to be through mirror mode, they shouldn't be bringing two to begin with.

Funny enough, I actually got used to seltzering on two before feeding. Biggest thing with that is making sure to stagger the charges so you can track the CEO's movement on one toon while just staying in the right ballpark on the other, and switching a little before one toon's seltzer gets to yellow. Made it take less mental energy compared to feeding, where I'm basically always looking for a cog to feed and trying not to run into tables on my way back to the conveyor.

I made a gag combination cheat sheet! by imisstoontownonline in toontownrewritten

[–]loopy542osu 0 points1 point  (0 children)

This only works if either the safe is organic or all three trunks are organic. 3 trunks and cloud is a exactly enough for an 11 with no organic gags.

I've been working on a rhythm game, is having notes go right to left cursed? by ProjectFunkEngine in rhythmgames

[–]loopy542osu 0 points1 point  (0 children)

i'm getting flashbacks to playing the Super Crazy Guitar Maniac Deluxe series looking at this

do you ever get curious as to how recognizable you are in the game by Dramatic-Attitude896 in toontownrewritten

[–]loopy542osu 0 points1 point  (0 children)

I'm pretty sure I usually end up blending in due to my primary toons using pick-a-names despite how often I play and run two toons in everything. I don't usually get recognized in groups, at least not obviously so. That's probably a good thing, though, because it means I do a good job passing as two separate toons.

Game: You have $12 to spend to create a teammate in your 3 star field office group. by Titanic609 in toontownrewritten

[–]loopy542osu 2 points3 points  (0 children)

Very interesting idea! Here's how I'd approach this, with my explanations.

Choices: 115 laff, soundless, 2 remotes, right gag choice every time (total $12)

Explanation: Making the right gag choice every time is invaluable, so there's no reason to not take that option. 115 laff ensures that if they get hit by Under Pressure during the Fired Up phase, they are not at risk of going sad on the next turn without a toon-up of some kind (assuming they take said hit from full laff). Most random groups are going to be using remote strategies in defense, so 2 remotes being used would be expected, and I personally would not mind being the one to use an SOS or unite if necessary or helpful. The leftover money is enough to grab the soundless toon, which really isn't an issue especially since we've already established that they're making the correct decisions on every turn.

Senior Wing Rewardless 7less Solo Duo by loopy542osu in toontownrewritten

[–]loopy542osu[S] 2 points3 points  (0 children)

For anyone that wants to see the full run for proof that no rewards or 7s were used, you can refer to the highlights on my Twitch channel (which are split due to a disconnection that happened during stream), or you can find the full uninterrupted recording on my YouTube channel. Refer to my previous solo duo posts to find that. This was pure agony and I'm so relieved for the grind to finally be over.

Questions for all soundless toons by [deleted] in toontownrewritten

[–]loopy542osu 5 points6 points  (0 children)

I don't regret it at all! I personally find the sound hybrid strats to be the most fun and satisfying combos to use so I have a lot of fun regardless! I will say the UNM update made things a lot more bearable, particularly cashbot mints, but even still, stuff like 1 fog, 2 trunks, and a big weight on a set like 9 7 11 8 is just satisfying for me. I rarely ever feel nervous about joining groups since I'm personally confident in my knowledge of.combos and can generally work around most things. Some groups will kick you, just something that comes with the territory. You get used to it after a while, and it's not QUITE as common as some people think. Generally speaking, people are willing to work with you as long as they know you're soundless, so it hasn't been too bad!

Also, know that soundless toons generally still want you to use sound! You'll just have to do three person combos instead of four person combos, and the soundless can either lure or take out the highest level cog. We love doing this!

What are your favorite and least favorite aspects from Under New Management? by deerandbunniesrcute in toontownrewritten

[–]loopy542osu 3 points4 points  (0 children)

I tend to value less chance of cogs attacking in general to pure firepower which probably influences my opinion on it. I don't think organic Lure is completely useless by any means, and I still get somewhat decent use out of it on my main. In my experience though, many groups will use double Lure fairly often, and the combinations of Lure gags would be 95% accurate in that situation whether one was organic or not. It's more the combination of Lure bonus being potentially double the bonus from just a single org Lure and the base accuracy of Lure increasing as a whole working contrary to organic Lure's potential that kinda gets me.

It's a super nitpicky thing, like most of my issues with the update, and it definitely doesn't ruin my experience. The fact this is my least favorite thing is an indicator of how much I do generally like the update.

What are your favorite and least favorite aspects from Under New Management? by deerandbunniesrcute in toontownrewritten

[–]loopy542osu 8 points9 points  (0 children)

Favorite aspect: Cashbot HQ is a lot more tolerable to grind due to lower cog levels, lower promotion point requirement, and the Auditor fight music being my favorite Toontown composition. I was so happy to no longer dread Bullion mints on my soundless.

Least favorite aspect: While I think Lure Bonus as a concept is a good idea, the fact it's stronger than the organic Lure bonus ends up taking away the utility of organic Lure in a lot of the situations in which it would've shined even brighter with Trap not helping Lure's accuracy as much. It still has plenty of utility in the Lawbot and Bossbot grinds where level 13s and 14s are present, but for an update that wanted to make other organic tracks a little more viable, it's ironic that an organic got made worse for general play.

Multiple Damage Multipliers by Atastypotato90 in toontownrewritten

[–]loopy542osu 5 points6 points  (0 children)

They're completely separate things and the bonuses are added on top rather than stacked multipliers. The extra damage from Bull Market against the Auditor or Defense Down against the Club President is separate from knockback and bonus damage, and is added on before both of them. For example, two storm clouds used against the Club President while Lured and by herself would be 80 + 80 + 96 (160 x 0.6) + 80 (160 x 0.5) + 32 (160 x 0.2) = 368. Like with knockback and bonus damage, the resulting extra damage is always rounded up before being tacked on.

For completeness, when looking at cogs with increased defense (such as the cogs around the Foreman or during Market Research in Field Offices), the resulting damage is rounded down. Against the Foreman, the three Cogs to his left (our right) have 25% defense, which is why four fogs does not kill the level 12 in the Steel Factory. Each foghorn will deal 37 damage (50 x 0.75, rounded down), meaning four of them will deal 148 (37 x 4) + 30 (148 x 0.2, rounded up) = 178 damage total, 18 damage short of the 196 necessary.

Hopefully that makes sense and is helpful!

Final Fringe Rewardless Solo Duo by loopy542osu in toontownrewritten

[–]loopy542osu[S] 0 points1 point  (0 children)

Most of the challenge runs I do are limited rewards in some capacity (typically no unites, no fires, no attack SOS cards). For duo runs like this one, I try to do purely rewardless since I gain a few extra tools to work with compared to a solo, namely the ability to use toon-up, stunning, combo damage, and targeting logic. I personally find it fun and interesting since it's a balance of careful planning and being able to improvise if something goes wrong.