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C.J. Battle

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« on: December 03, 2009, 12:14:13 am »

Cogs:
The CJ battle initially commences with fighing a series of cogs assaults. These groups of cogs must be overtaken before the actual CJ battle takes place. There are a total of 56 cogs in a CJ, each ranging from level 8 to level 12. Half of the cogs will be faced by each group of toons on each side of the CJ. The Cog battle isn't very long especiall y that most toons that have reached Law HQ are experienc ed enough for cog battles. Usually a toon will state “I’ll get this one,” or “It’s mine!” etc. These toons are suggestin g that they are planning on using a fog horn and the rest can use elephant sound or some other sound, depending on the size of the cogs. Sound is the most effective way of destroyin g each set of cogs, since sound is the most accurate gag available . Plus, using sound significa ntly reduces the amount of time it takes to finish off each set of cogs because sound is able to hit four cogs at once.

Another strategy that was can be used is luring left and killing right. This strategy, although very effective, is mainly used in the VP battle for ubers/low laff toons or when there are a lot of toons that have minimal experienc e or small gags. On the same note, another similar strategy that can be used, but this strategy is primarily used by soloers is to lure each set of cogs, keeping as many “small” cogs in line. This strategy if applied correctly, 3 small cogs should be lined up in front, while destroyin g only the new cog that emerges from the CJ. This strategy very effective ly minimizes the amount of damage sustained by soloers and how many unites and SOS cards that must be used to successfu lly defeat all the 56 cogs.

Cannons:
After defeating all the 56 cogs, the CJ moves towards the judges bench where he will remain for the remainder of the battle. The cannon segment of the CJ battle is a very fundament al part of the CJ. The result of the cannon round can be a deciding factor if the CJ battle results in a win or loss.

There is a total of one cannon per toon, which can vary in a solo. Each toon is lined up randomly with any one of the cannons. The purpose of the cannon round is to try and seat as many toons as possible in the jury seats. There are a total of 12 jury seats available . Each cannon has a limit of 60 seconds and 12 shots to seat as many toons as possible. One strategy is to shoot at the jury for the whole 60 seconds until either the time runs out or your cannon runs out of shots. Although it is easy to seat toons in the jury, the difficult y is that the cogs are trying to take over jury seats as well. Should the strategy of shooting at the jury for 60 seconds be used, it is most certain that the seats taken by toons will get taken cogs, making each player have to re-aim and shoot again at the jury to try and recapture the seats that are now occupied by cogs.

Since each cog presumabl y moves at different speeds, the fastest cog flies in from the roof and reaching the jury in about 25 seconds. In order to maximize the amount of toons seated a different strategy must be utilized. The best possible strategy in the cannon round is to let the timer dip down to 24 seconds before seating a toon. During this time wait until the timer reaches 35 seconds, then adjust your aim and shoot a practice shot. Once the aim is correctly set, adjust the cannon a bit more since the jury is moving backwards slowly and begin to shoot again when the timer is down to 24 seconds. Shooting at 24 seconds ensures that any seats taken by toons at this time-point will more than likely not get re-taken by cogs.

Seating as many toons as possible is a tremendou s benefit, because the more toons seated the lower the scale will be on the toons side. Seating a total of 8 toons will make the scale balance out with the cogs side of the scale. Seating more than 8 toons will tip the scale down in the toons favor, while seating less toons results in an elevated height. What happens if all the jury seats get taken by toons? Although the whole jury can be made up of toons, which would suggest that the cogs have no means of support from the jury and the court hearing should be over. In a full toon jury the CJ battle does continue normal as usual, but the scale on the toons side is significa ntly low (The Perfect CJ - 12 Toon Jury!).

Aiming Cannons:
In order to maximize the amount of toons that are seated in a jury, everyone that is shooting toons must be able to effective ly aim and target each seat in the jury. Aiming the cannons at the jury is not that difficult of a task, because the cannons do have a “sight” that may be used to aim. The top portion of the cannon has two particula r slants. The right slant is the actual sight of the cannon (as pictured below) and can be used to aim. By lining up the middle of the right slant with the seat, the toon will shoot in the exact direction of the seat. The only coordinat e that needs to be adjusted is the cannons up and down aim. Do take into considera tion that the jury is moving backwards slowly, so adjustmen ts should be done quickly. Once both coordinat es are correctly adjusted, the toon will land directly on top of the seat.

Courtroom Overview:
The main idea behind the CJ battle is to try and get the most amount of evidence into the toons side of the scale. The cogs also have their own side and will throw evidence at their scale as well as at the toons. The battle continues until either the toons or cogs have fully filled their side of the scale or all the toons have gone sad. The courtroom is divided into sections. Based on this aerial map of the courtroom the CJ sits at his bench (lower portion of the map), while the jury sits off to the left. The witness stand, which is to the left of the CJs bench, is the place to get more evidence to either stun or scale during the CJ battle. The toons side of the scale faces the Jury, while the cogs side of the scale faces the main 8 Lawyers (cogs). There are a total of 10 lawyers that may come out in a CJ battle, but this is dependent on how many toons there are and the number of large suit promotion s that are present in the battle. There are also up to 8 gavels that may be present, which is also dependent the number of large suit promotion s, similar to how the number of lawyers that are present is calculate d. Each CJ has a set number of gavels, ranging from 5 to 8. For a more in depth understan ding on how the number of promotion s affects the CJ difficult y please read The Chief Justice: Cogsuit Levels and CJ Difficult y.




Lawyers:
The number of lawyers (cogs) in a CJ battle will range from 8 to 10. The main 8 cogs that line up on the right hand side of the CJ are always present; the other 2 cogs are located on the opposite side of the CJ (9th cog) or immediate ly in front of the CJ (10th cog). The lawyers are there to try and win the case by either: (1.)throwing evidence at toons, which will cause a -5 decrease in laff points if a toon is hit, and (2.) throwing evidence into their side of the scale. What determine s the number of cogs? This is determine d on how heavy the elevator is in cogsuit level. The average cogsuit level is the total average suit attained by all the toons in the elevator, which can be calculate d by assigning a numerical value for each CJ suit or win and dividing by the total number of toons present in the elevator. The first suit (BF1) will be 1 (1st win), BF2 is assigned 2 (2nd win) and so on until 78 for BW50 (Table 1). The total average cogsuit levels range from BF1 (an all BF1 CJ) to BW50 (an all BW50 CJ). The higher the average cogsuit level the more cogs and gavels will be present. The average cogsuit level from BF1 to BW24 will face a total of 8 cogs. A BW 20 through 24 CJ has a total of 7 gavels and only 28 pieces of evidence. An average cogsuit level of BW25 or above will result in 9 cogs and 7 gavels. As the average cogsuit level in the elevator approache s BW50, the 10th cog appears with 8 gavels and only 22 pieces of evidence in a full BW50 CJ. The actual average cogsuit level when the 10th cog appears is at BW42 (The Chief Justice: Cogsuit Levels and CJ Difficult y).

Average Cogsuit Level:

Average Cogsuit Level = (Sum of cogsuit values) ÷ (number of toons)



Example:
Elevator with 8 toons of cogsuits and values:
Bottom Feeder 1 (1), Big Wig 50 (78), Big Wig 50 (78), Big Wig 30 (58), Legal Eagle 11 (35), Big Wig 12 (40), Double Talker 5 (13), Spin Doctor 8 (28)

Average Cogsuit Level = (1+78+78+58+35+40+13+28) ÷ 8 (number of toons present)
Average Cogsuit Level = 331 ÷ 8 = 41.4
An average suit level of 41 relates to a Big Wig 13 CJ. This CJ will have only 8 cogs present and no bonus weight.



Evidence:
The main intention of the cannons round is to try and seat as many toons total and individua lly. The total amount of seats taken by toons in the jury does influence how high or low the scale is on the toons side, but also the number of seats each individua l toon takes directly dictates how heavy his/her evidence is in CJs with 9 or 10 cogs present. Furthermo re, the total amount of evidence any single toon can carry varies from about 38 for low suit CJs to 22 in BW50 CJs. The main intention of the toons evidence is to try and throw more evidence into the toons' scale (facing the jury) and outweigh the cogs total evidence. The evidence can also be used to help replenish a toon's laff by hitting them with evidence. The amount of laff each piece of evidence replenish es is directly dependent on the amount of toons seated by the toon that seated the most in the jury. Should a toon seat 4 toons in the jury, and that number is the most, each piece of evidence will replenish 4+ laff.

Bonus Weight
8 Cogs: No bonus weight.
9 Cogs: The amount of bonus weight can vary from (n-1) or (n-2); (n) being the total amount of toons seated. If 4 are seated, bonus weight can vary from 2-3.
10 Cogs: The amount of bonus weight that is attained is directly related to the amount of toons seated. If 4 are seated, then bonus weight is 4.
Total Weight: Total weight is calculate d by adding the bonus weight earned plus 1 (original evidence weight).



Low Cogsuit CJs
In low cogsuit CJs, where there is an average cogsuit weight of BW24 or less; the number of cogs present is 8. These 8 cogs will throw their evidence once every 8 seconds with no changes in frequency . Each toon is allowed to carry approxima tely 38 pieces of evidence. Although toons are allowed to carry a lot of evidence, which is a big benefit, because it reduces the amount to times a toon must travel to and from the witness stand to gather more evidence, there is a significa nt problem because each piece of evidence has an evidence weight of 1 (no bonus weight). Regardles s of how many jurors are seated or how many seats are taken by any one toon, the evidence weight will be 1.

High Cogsuit CJs
High cogsuit CJs are the pentacle of any CJ battle, because the overall battle is much more difficult . In high cogsuit CJs, the average cogsuit weight is BW25 or more. A high cogsuit weight results in 9 or 10 cogs being present, depending on how close the average cogsuit weight is to BW50. A CJ with 10 cogs is the most difficult .

The cogs initially start throwing evidence once every 8 seconds, similar to a low cogsuit CJ, but as time progresse s the cogs increase the frequency at which they throw evidence. The frequency gradually increases to the point where they will throw their evidence once every 6 seconds. This high frequency will remain until the CJ jumps and disturbs their rhythm (see The CJ below) returning them to a frequency of one throw every 8 seconds.

The closer the average weight is to BW50, the more cogs and gavels are present. Although having more cogs and more gavels present in the CJ does make it more difficult to maneuver and dodge cogs evidence, evidence bonus weight is active. Bonus weight is determine d by the number of toons a single player seats in the jury. Seating 4 toons gives that individua l a bonus weight of 2-3 in a CJ with 9 cogs, and a bonus weight of 4 in a CJ with 10 cogs. Adding the bonus weight of to the original weight of 1, results in a total heavier weight of evidence. Seating lots of toons is beneficia l because that particula r evidence weight is heavier than had they seated none. Capturing any amount seats greater than one seat is extremely beneficia l, because having bonus weight helps in lowering the scale faster. Toons that have lots of bonus weight should be the toons that hit the scale (see scale section) leaving the stunning to toons that have minimal or no bonus weight.

Why should scaling be for toons that have bonus weight? If a toon has seated 4 toons in a CJ with 9 cogs, they will get a possible bonus weight of 3, plus the original weight of 1 making a total weight of 4. Should all the cogs get stunned, they get double bonus making their weight worth 8x (read bonus time below in cog stunning section)! This is why most low suit CJs, although easier to manage, they do take longer in time as compared to a high cogsuit CJ, but high cogsuit CJs do take more skill to dodge evidence.


Stunning:
Stunning is a helpful component of the CJ because stunning does many jobs in one. Stunning minimizes the amount of evidence the lawyers will throw at the scale and the amount they will throw at the toons that are scaling. Stunning can also lead to double bonus weight should all the lawyers get stunned simultane ously. When this happens, Bumpy Bumblebeh r will say out loud “All the lawyers have been stunned, your evidence now weighs twice as much.” A clock will show up on the upper right-hand corner with a value of 20 seconds. For these 20 seconds each toons evidence will weigh 2x as much, regardles s if there is bonus weight or not.

To stun, toons will take 2 cogs on at once and will shift their toon between the 2 cogs stunning one after the other. Others will take on 3 or 4 cogs depending on their stunning experienc e. In high suit CJs it becomes more difficult to stun all the cogs at once, because of the 2 cogs that are closer to the scale. Although stunning does help facilitat e a win, and can help ease the tension from those scaling, stunning is not essential or necessary .

Stunless CJs are sometimes handy for one reason.Wh en the extra cogs are around or you go short it is very difficult to stun all cogs if not impossibl e so wasting evidence on them will take the battle longer.
Just need to practice jumping the evidence. ..


Scale:
Scaling is the most critical job in the CJ battle. No scaling means no win! The best combinati on of toons scaling and toons stunning for non-advanced players is to have 4 stunning and 4 scaling. For above average players the best combinati on is 5 or 4 scaling and 3 or 2 stunning; 5 scaling and 2 stunning being the best combinati on. For advanced players, a no stun CJ (8 toons scaling) is the best possible scenario for enjoyment and for reducing the time required to win. Having the majority of toons scaling at once is the best option for any CJ regardles s if the CJ is a low suit or high suit CJ (Comparati ve Analysis of Stunning and Scaling). Maximizin g the number of toons on the scale increases the amount of evidence per unit time that is physicall y thrown into the scale, which results in a faster win. Scaling is the determini ng factor in a CJ win.

Although scaling does have only one target and seems much more simplisti c than stunning (because stunners do have multiple targets); scaling is actually much more difficult and requires more advanced players because individua ls that are scaling have 2 immediate dangers. The individua ls that scale have to be aware of their environme nt. They always have to be aware of where the gavels are in the immediate vicinity and they also have to worry about the cogs evidence that is continuou sly being thrown at them. These toons while scaling have to jump or dodge the evidence that is thrown at them, while they themselve s throw evidence into the scale. Dodging can be done by jumping or moving to the side.

Depending on the number of gavels that are present in the CJ battle, toons can stand in different areas to scale. Most toons will stand near the scale and throw evidence in. In large suit CJs, the scale is surrounde d by gavels, reducing the amount of access to the scale. Areas to stand are best explained in my BW50 solo CJ thread discussin g scaling from afar and scaling from up close


The CJ:
During the battle, the CJ will get agitated as time progresse s and will jump periodica lly to try and disorient and afflict damage to the toons. There are pros and cons to the CJ jumping up. Every time the CJ jumps, if a toon does not jump up, that specific toon will get knocked down and lose 10 laff points. Although the CJ does jump up to try and disorient the toons toons, he also distracts the cogs in large suit CJs. After the CJ jumps, the cogs will get delayed and will not throw any evidence for about 8 to 10 seconds. During this time toons can hit the scale without any worries of receiving damage caused by cogs evidence. After these initial 8 to 10 seconds, the cogs will begin throwing evidence again. In small suit CJs their frequency does not change, but in large suit CJs the frequency the cogs throw evidence increases as time progresse s. Although the speed of the cogs evidence remains the same, which is a little more than 4x faster than what toons can run, the amount of evidence they throw per unit time slowly increases . This frequency keeps increasin g until they throw evidence once every 6 seconds (large suit CJs) or so or until the CJ jumps again, disturbin g the cogs and restartin g another CJ cycle. One full CJ cycle is the time the CJ jumps, disturbin g the cogs to jumping again.

CJ Cycle: From the time the CJ jumps and disturbs the cogs through the time frame where he jumps again. During this time, the CJ disturbs the cogs rhythm and slows them down. As time progresse s, the cogs frequency of how often they throw evidence increases until the CJ jumps up and throws them off balance again.

Summons:
As described by The Edge and duckywuck y (CJ Rewards), the rewards won at the end of the CJ are setup in a similar fashion as the average cogsuit level and its relation to CJ difficult y. The level of summons at the end of the CJ is dependent on the level of suits in the CJ. The larger the suits in the CJ results in higher level of summons that is received. The type of summons awarded: Invasion, Building or Cog summons is still thought to be influence d by the number of toons seated in the jury. Only one summon is rewarded for every CJ win
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