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TL Mafia XLVII - Page 105

Forum Index > TL Mafia
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Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 27 2011 19:35 GMT
#2081
Hey Steve, random question (since I don't get to talk to the noobs in this game :D)

Who did you vote for in the elections?
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Steveling
Profile Blog Joined January 2011
Greece10806 Posts
November 27 2011 19:42 GMT
#2082
I didn't, I was subbed really late and I didn't know there's a vote yet.
My dick has shrunk to the point where it looks like I have 3 balls.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 27 2011 19:42 GMT
#2083
Ah ok, fair enough
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
vaderseven
Profile Joined September 2008
United States2556 Posts
November 27 2011 19:43 GMT
#2084
On November 28 2011 04:29 xtfftc wrote:
Show nested quote +
For an active player that keeps notes there is disadvantages to posting deep analysis during the night vs the day.

What disadvantages? Examples, please.


The only 'decisions' to be made during the night are power role and mafia kills. During the day there is the lynch. Nothing about the town's purposes are furthered by having good posts during the night instead of day minus the case of a player being silenced by a night kill that has something important to say.

At least this talk we are having is productive, it doen't really help anyone choose targets (mafia or power roles) and helps to futher the town's chances because we are talking abstract strats. That is good night posting.

Bad night posting is a list of people for power roles to focus or a large mega post looking in depth at one player. Save those megaposts for when discussion leads to a lynch instead of night actions. The only reason to post huge things at night is if you for some reason won't do so during the day.
xtfftc
Profile Blog Joined April 2010
United Kingdom2343 Posts
November 27 2011 19:59 GMT
#2085
You have been repeatedly saying that it is bad for town to provide proper analysis during the night.

I have been repeatedly asking you to explain to me why it's bad. I am specifically interested in this bit:

Things said during the night are not leading to a lynch but instead towards night targets.


So, I'll repeat my question:

How exactly? If mafia can figure out who to hit because of what we say during the night (which somehow differs from what we would say during the day), then medics can use the same information when choosing who to protect.


I think that you don't have an answer to this.
vaderseven
Profile Joined September 2008
United States2556 Posts
November 27 2011 20:14 GMT
#2086
You are WIFOMing my point and I understand and agree in principal.

I just understand that wifom is a 2nd tier type of thinking and you should always weigh the benefits of actions.

If I have a large post about that I am wanting to make (I don't or do I? wifom'd!) it will not help at all in any way more so than if I posted that same post after the day started. They both contribute to the next lynch. The only you 'gain' by posting during night over day is to influence night actions. Thats the heart of my point.

I *am* trying to be clear lol.
vaderseven
Profile Joined September 2008
United States2556 Posts
November 27 2011 20:16 GMT
#2087
If this was a game of 9 people that had played with each other for the longest time then it might be different because the wifom mind games would go out to so many levels (and they would all be relevant instead of an eye roll) that you might be able to have a strat that has posting in the night as a great tactic.

As it is there is alot of newbs (either to mafia, forum mafia, or TL forum mafia) in this game and as such the direct goals of posting are much more basic. We post analysis to get to a lynch. We do not post in order to direct the power roles.
vaderseven
Profile Joined September 2008
United States2556 Posts
November 27 2011 20:23 GMT
#2088
I guess you could say I am nit picking a subtle thing that helps to give the town a .5% boost or something. I find doing things like that is always the best way to limit the scum.
tnkted
Profile Blog Joined September 2010
United States1359 Posts
November 27 2011 20:30 GMT
#2089
On November 27 2011 03:52 tnkted wrote:
Show nested quote +
On November 26 2011 20:32 intrigue wrote:
On November 26 2011 19:32 supersoft wrote:
On November 26 2011 19:28 tree.hugger wrote:
Hey hey everyone, this is awkward timing, I'm in Sweden for Dreamhack (this is easily verifiable) and I'm having to run everywhere all day. I'll be back tomorrow probably, but I obviously need to explain my inactivity.


vote yourself, dont get modkilled. We will take care of you tomorrow. ;-)

who's "we"? and by "take care" do you mean you'll keep him safe? (if so why?) or is it a euphemism for killing him, because you're mafia?


since this is my first game, i'm gonna ask some stupid questions, esp because this game is so big. i've read some of the linked guides and the proportions should be similar but still, so many people makes my head spin.

here's what i think i "know" at this moment in time:
- optimal town play right now for vanilla townies and people with roles is to pick a trustworthy leader. picking a scum is not an autoloss, and an active/straight up analytical leader will generate the most discussion. even if he is scum, from live experience i think most forms of discussion are good for town anyway (true or false?). that's why i voted for palmar, though i only discovered his posts because he was already a frontrunner.

- optimal mafia play right now... well i have no idea. try to get themselves or another mafia member into the position of mayor and/or sheriff without looking suspicious? nominate incompetent townie leaders? discredit good choices for mayor? i have to consider that someone like palmar could be going through all this effort in his posts to get into a position of power as mafia, but as i stated before he generates discussion and is thorough in his arguments. we can watch for deterioration of that over the course of the game to monitor how consistent he is. mafia right now would REALLY want palmar to not get the mayor position if he is indeed a townie. if he's mafia, he's in a position of constant scrutiny and he has an established posting pattern that may reveal his role if it deviates.

- only people that should act on night one are mafia, and the town's detective (different from sheriff, right?) and medic. right? vigilante and blah blah blah don't have enough information to act... and umm. detective should check someone unlikely to die (does that mean checking the mayor would be a good choice then?) and medic should save someone... randomly? just for information, to know if somebody was targeted or not.

anyhow, sorry if this is all dumb and elementary, i wanted to get my bearings in my first TL mafia game!


This is optimal town play for all of the roles. Other people can correct me if they think I'm wrong.

1. Detectives should check whoever they find scummy. On the first day they should check people who are very polarized and likely to die if they aren't mafia (ie, palmar if he isn't elected, bc, etc). This can be vets or newer players who are making a lot of sense. They check people who are likely to die at first because they want to know their alignment. Acceptable choices also include people who are likely to get lynched the next day, After they've confirmed their alignment, they can start making real checks. Dts SHOULD NOT reveal who they are. They should crumb all their checks in their posts somewhere (breadcrumb = saying things like "I think jackal is scummy" and then writing up some sort of analysis, or dropping subtle clues). That way, when the DT dies, (because blues are usually detected by mafia at some point) there will be all of the information town needs, cleverly hidden in the filter. Just don't be obvious about your crumbs, and make sure you are careful how you record sanity. Rather than use words like 'paranoid' or 'naive' which mafia are looking for, just record every check and let town figure it out for themselves.

2. Veterans should be trying to PULL BULLETS. We want ALL of the veterans to get shot once. Why? Because mafia has limited KP and every bullet that a veteran soaks up is one less that can be used on a detective or medic. This means that veterans have, perhaps, one of the most difficult townie jobs in the game: they have to appear to be not only town (so they dont get lynched), but also BLUE, and trying to hide what their role is. They have to act like they are in the shadows so that they can get hit. The other alternative is for them to post a fuckload because they feel safe being a major town analyist because they know they have two lives. Either way is good. Does it make sense now why Siani's plan, if he really is vet, is stupid? We needed him to soak up a bullet. Now mafia isn't going to bother shooting him at all if they had been thinking he was a dt or something; they dont want to waste two shots on one townie.

On the other hand it kind of guarrentees he'll be around for awhile, because town isn't going to want to waste a lynch on him either. So go figure.

3. Medics nobody has talked about yet. Personally, I am a big believer in 'wifom coordinating' by which I mean, town provides a small list of targets for medics to protect, and then the medics decide for themselves whether to protect on that list or not. Mafia doesn't want to shoot into the list because they don't know who is protected, and are forced to shoot elsewhere, and the medics have a strong possibilty of having decided to ignore the list and therefore are able to save elsewhere.

But thats just me. Generally speaking, medics should try to save high-piority targets. Medics should not be crumbing their roles; IIRC the medic and their target are both informed if a safe is successful. Therefore it is up to the saved target to post that they were saved. Medics should just breathe a sigh of relief with the rest of town, safe in their anonymity. Just try to avoid attracting too much unwanted attention, but WHATEVER YOU DO: DO NOT GET SHOT BY A LURKER BULLET.

4. Vigilantes are pretty simple: Kill whoever you think is scum. Go ahead and claim afterwards so we don't waste time tracking down your clue. But be VERY careful, and don't claim or breadcrumb until after you end a life. For newer players, Vig can be a very scary role, but don't worry: Town probably won't lynch you for killing the detective if you own up to it and explain your reasons truthfully.

5, Lurker Banes are a new role for me! And nobodys discussed them yet. So lets do some theorycrafting.

LBs seem to be designed to wittle off inactive players. But as I read closer, I think I'm starting to realize that LB are actually an asset to mafia late game. Why? Its a role thats only purpose is to kill off useless players. Early game, thats fine: people that don't post a lot in the beginning are probably either shy, away from their computer alot, or scummy lurkey mafia. But in the later game, the entire mafia is actively participating in the thread, and town is left with a smaller pool of people to shoot. Since mafia, late game, are more likely to shoot into the active playerbase, and lurker bane is likely to shoot into the inactive playerbase, this essentially adds an extra KP into the mix that is unlikely to hit mafia.

Therefore I propose, for this new mechanic, the following rule: SHOOT EARLY, NOT LATE. Do not shoot when we are less than, say, 25 players. Let mafia use all their KP, and save it for yourself. I think also at that point its probably safe to claim, since you won't be shooting anymore and it will help town to have those clues explained. Claiming is up for debate, however, I'd like to hear what other people think about it.

6. Mad Hatters is a tricky role. If you're new to mafia, go look up dreamflower. She is well known for having precision scumsense and remarkable mad hatter skills. She has, in previous games, put her two bombs onto two mafia, posted very detailed, AND CORRECT analysis, gotten killed by mafia, and taken two of them down with her. She has preformed some of the best mafia play I've ever seen; in one game I played with her in which I was mafia, she absolutely nailed Ace, the mafia godfather, on day 2 with a very detailed and spot on analysis. I was very impressed, although it caused a lot of worry amoung my team (Kurumi, IIRC, was with me in that game).

The reason I bring dreamflower up is because I believe that she exemplifies the mad hatter role to perfection. Mad hatters should be town analysts. Why? Simple: as mad hatter, you need to KNOW who is scum. Then you need to put a bomb on that person. Then you need to start posting analysis. Its a win-win for town: town gets the benefit of your analysis, and when you get shot by mafia you take two of them down with you.

The trick is that you need to be very good, and very careful at who you think scum is. A lot of this really comes down to experience; not only in your targets meta, but more importantly in how scum behaves in general, what sort of thoughts they have to suppress while in thread, stuff like that. But newer players aren't completely shut out. Just pick someone you have a gut feeling is scummy, read ALL of their posts, meticulously analyze them, post your results in thread, get some feedback, and place a bomb. If someone you analyzed is likely to get lynched, place that bomb somewhere else so you don't lose it. And for the love of all things holy: Don't claim. Just act like a competent town analyst.

7. Rolecops are generally speaking, a role that works better for more experienced players. I'm not entirely sure how to play one, to be honest, I've never gotten this role before, nor played in many games in which one was present. I imagine that rolecop's true purpose is for checking whether people's claims are true or not. Again, like the detective above, crumb your posts, but don't be obvious about it and don't claim. If anyone has any ideas about how to play this particular role, please post them.

8. Town Roleblockers should be pretty obvious: Block shit! Try to block people who you think are scummy. Even if they don't have roles, if they are scum they will be unable to shoot anyone, which is what you want. Roleblockers should be very careful when they read the thread to look for mafia; they should be blocking the high-priority scumtargets and participating in town discussions. DO NOT LURK WITH ROLEBLOCKER.

Thoughts?


Hi! I'm tnkted. I've been doing theorycrafting before it was cool. Some of you apparently never read this because you're proposing incredibly stupid DT suggestions.

I'd like some thoughts on the lurkerbane, rolecops, and medic stuff i lay out above here.
'I think "tnkted" may have justified this entire thread.' - Mjolnir
xtfftc
Profile Blog Joined April 2010
United Kingdom2343 Posts
November 27 2011 20:37 GMT
#2090
+ Show Spoiler +
You are WIFOMing my point and I understand and agree in principal.


what

I just understand that wifom is a 2nd tier type of thinking and you should always weigh the benefits of actions.


the

(I don't or do I? wifom'd!)


hell?

the wifom mind games would go out to so many levels


If I have a large post about that I am wanting to make it will not help at all in any way more so than if I posted that same post after the day started. They both contribute to the next lynch. The only you 'gain' by posting during night over day is to influence night actions. Thats the heart of my point.


Okay, it's simple then. There are 16 mafia players to catch. That's a lot of work. The earlier we get on with it, the better. The more we discuss, the harder it becomes for mafia to make sense. So not discussing during the night is simply a waste of time. Even if we have two lynch candidates we are 99.999999999% sure of for tomorrow, we have to catch 14 more. 48 hours will not be enough, especially when there are clues to be discussed as well.

I am done with trying to explain this to you.... Hope that the newbies didn't actually believe you that discussing things during the night is somehow bad for town.
vaderseven
Profile Joined September 2008
United States2556 Posts
November 27 2011 20:40 GMT
#2091
Lurker bane doesnt just help the mafia late game, Ive played on forums before where lurking as scum was a dominate strat that won games.

It basically means that BOTH sides must be active as part of their strat or risk being killed by someone that only cares to kill lurkers. I am fine with that and will be stealing that role to take to other forums.

Rolecops most certainly help to catch people in lies as you say.

I 100% disagree with your ideas about medic and wifom coordinating. WIFOM becomes stronger and more real the better every one knows each other and so many players no 0 about everyone in this game. I think meds should, in the early stages of the game, protect those that they feel will be targeted or might be power roles and in the later stages should protect those that either become 'confirmed town' or seem the likely target of scum. The best thing for a med to do is to protect a cop or what not but that can't be done as a sure thing.
vaderseven
Profile Joined September 2008
United States2556 Posts
November 27 2011 20:44 GMT
#2092
I am done with trying to explain this to you.... Hope that the newbies didn't actually believe you that discussing things during the night is somehow bad for town.


You basically ignore the fact that I am clearly stating that if you have something to say about a player or who we should lynch that it is a much stronger move to hold your cards till the lynch is what is coming up instead of night choices.

Nights are simply more about people with information or those that can gather information vs those that can kill people.

The day is about finding the best reasons to eliminate a player as a group.

Nights are not about group choices and days are (unless you are scum).

I agree with the principal behind posting all analysis all the time is going to be good because it gives everyone more to go off of and that is why alot of games do not allow night posting.

The reasons that support your side are based on real life time constraints and alot of people not playing the game at an active rate.

My reasons are based on pure game theory.
syllogism
Profile Joined September 2010
Finland5948 Posts
November 27 2011 20:49 GMT
#2093
I don't really care who gets protected other than the obvious townie sandroba, who might even get double stacked depending on who is on the scum team.

Palmar since you are basically untouchable until day 5, I'm just going to ignore all the little issues I've with your play so far. Of course, it's very unlikely I will be around by that point, but just letting you know.
xtfftc
Profile Blog Joined April 2010
United Kingdom2343 Posts
November 27 2011 20:54 GMT
#2094
8. Town Roleblockers should be pretty obvious: Block shit! Try to block people who you think are scummy. Even if they don't have roles, if they are scum they will be unable to shoot anyone, which is what you want. Roleblockers should be very careful when they read the thread to look for mafia; they should be blocking the high-priority scumtargets and participating in town discussions. DO NOT LURK WITH ROLEBLOCKER.

Thoughts?

I'm curious about that last bit. It sounds as if for some reason it is not okay to lurk if you're a roleblocker, which means that it's okay to lurk if you are some other role? What makes RBs special in that aspect?
vaderseven
Profile Joined September 2008
United States2556 Posts
November 27 2011 20:57 GMT
#2095
On November 28 2011 05:54 xtfftc wrote:
Show nested quote +
8. Town Roleblockers should be pretty obvious: Block shit! Try to block people who you think are scummy. Even if they don't have roles, if they are scum they will be unable to shoot anyone, which is what you want. Roleblockers should be very careful when they read the thread to look for mafia; they should be blocking the high-priority scumtargets and participating in town discussions. DO NOT LURK WITH ROLEBLOCKER.

Thoughts?

I'm curious about that last bit. It sounds as if for some reason it is not okay to lurk if you're a roleblocker, which means that it's okay to lurk if you are some other role? What makes RBs special in that aspect?


This is a good point. I don't get the reason for this instruction to roleblockers.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 27 2011 21:02 GMT
#2096
In all honestly, I don't understand the point of the instructions in total. Anyone who gave a damn about this game are either vets who know what the abilities do, or newbies who read up a fair bit. The only ones who would need such info are newbies who didn't bother reading up before
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
November 27 2011 21:09 GMT
#2097
On November 27 2011 23:37 Jackal58 wrote:
Show nested quote +
On November 27 2011 23:02 wherebugsgo wrote:
On November 27 2011 22:49 sandroba wrote:
WBG is suspicious as fuck. He wants to flip 10 people by day 3, but somehow was against day 2 double lynch. Go figure.
Annul made off my list of suspects.


Read again, sandro.

I said I'm fine with the double lynch if we lynch into the list of 10.

I was mostly against double lynching day 2 because it's sub optimal, particularly when you're lynching outside of your best scumreads. If we lynch into that list of 10 before day 3 it kinda defeats the purpose of the plan.

However since I doubt lynching outside those 10 would be very productive, I said I'd support the double lynch.

Bullshit.

+ Show Spoiler +
On November 27 2011 21:22 wherebugsgo wrote:
Show nested quote +
On November 27 2011 21:15 deconduo wrote:
Every single one of our vigs should be shooting WhereBugsGo so hard tonight.


lololol

try reading the thread.

Show nested quote +
On November 27 2011 21:07 Palmar wrote:
On November 27 2011 20:25 annul wrote:
okay.

no blues can kill tonight, right? no night 1 vigs, etc. this means that unless we double lynch tomorrow and are successful, it is ONE HUNDRED PERCENT THE CASE that, unless one of the modkills is a red, we will have mafia at 8 KP tonight AND mafia at 8 KP tomorrow.

however, if we double lynch and win, mafia only has 7 KP tomorrow night.

since the presumption is we will use all double lynches eventually, there is absolutely no coherent reason why we should not try to save 1 more townie using the town's logical redhunting skills (and not rely solely on the blue guys). we will have eight clues. reds gonna die.

argue against this logic SPECIFICALLY, now, palmar. why do you want 16 dead instead of 15?


No problem. I'll actually just do the analysis on it right now. I want to say that I have never played in a clue game where clues have led to a successful lynch. I don't do clue analysis myself, instead relying on behavior. You seem to be pretty certain we can get a guaranteed lynch from clues only, which I find very strange.

You present the argument that using a double lynch today gives us the option of killing two people tomorrow, thus reducing mafia KP by 1. Let's consider all the possible results. I am ignoring the possibility of veterans and medics for this argument, as they should have very similar effect on both scenarios.

Scenario A - We don't double lynch:

We lose 17 players from town. 8 tonight, 8 from tomorrow night, and 1 from the mislynch.

We lose 16 players from town, 8 tonight, 8 tomorrow night and Kill 1 mafia from the correct lynch

Scenario B - We double lynch:

We lose 18 players from town, 8 tonight, 8 from tomorrow night, and 2 from the mislynches.

We lose 17 players from town, 8 tonight, 8 from tomorrow night, and 1 from the mislynch, we kill 1 mafia through correct lynch

We lose 15 players from town, 8 tonight, 7 tomorrow night, and kill 2 mafia through correct lynch.




When I look at it like that, I almost agree with annul. the worst possible scenario is losing one extra townie, but it does give us an extra chance to hit mafia. The only problem with this is that we lose the day 6 mislynch. But with 8 mafia KP, the hosts will certainly have given town a fuckton of KP roles just to be able to keep up.

Not to mention, now that I think about it, if we put down two lynches tomorrow, our vigs can possibly do something useful with their shots tomorrow night.

@WBG and Syllo: Can you please look this over and tell me if I am wrong on something? By now it looks almost optimal for me to double lynch tonight?

On November 27 2011 20:39 annul wrote:
palmar did not address this when i asked him to. its funny how he shirks away from the shit i call him out on, just like on day 1


The fact I'm tentatively agreeing with you, pending review, doesn't change the fact that I hate you for making bullshit comments like this that hold no value to the game.

What really happened is that I had to go out and pick up my daughter who stayed with her grandparents over the night.


Personally I think it's still optimal to wait until day 3 because it greatly reduces the chance we hit 2 townies and increases the amount of time we have for analysis.

The reason I say this is because I think (and hope) we'll be lynching tomorrow outside of the pool of 10 players that we want to vig through the DT plan. If anyone follows through with it we'll find out on morning of day 3 which of those players are dead, if any.

Since we'll be lynching into the remaining players tomorrow, who are, by definition, our secondary scumreads, I think we should only be focusing on one person.

Now the other alternative obviously is to simply lynch two of the people who are on the DT check list, but then it kinda defeats the purpose of including them on the list in the first place.

You say it's an alternative that defeats the purpose of your list.


Yeah, I did say that.

No one in this town, apparently, cares at all for finding DT sanities, which is fine by me. In that case we just won't use the plan and I'll just keep providing analysis of people who I find to be really scummy.

In the end I cannot force anyone to follow through with the plan, but it would be counterproductive for me to purposely be a roadblock. If everyone wants to lynch two people tomorrow, then double lynch happens. In that case, I'd prefer at least one of them to be from the people I have a top-notch read on.

BloodyC0bbler
Profile Blog Joined September 2004
Canada7875 Posts
November 27 2011 21:10 GMT
#2098
On November 28 2011 05:49 syllogism wrote:
I don't really care who gets protected other than the obvious townie sandroba, who might even get double stacked depending on who is on the scum team.

Palmar since you are basically untouchable until day 5, I'm just going to ignore all the little issues I've with your play so far. Of course, it's very unlikely I will be around by that point, but just letting you know.


sandroba won't die night 1.

On November 28 2011 05:40 vaderseven wrote:
Lurker bane doesnt just help the mafia late game, Ive played on forums before where lurking as scum was a dominate strat that won games.

It basically means that BOTH sides must be active as part of their strat or risk being killed by someone that only cares to kill lurkers. I am fine with that and will be stealing that role to take to other forums.

Rolecops most certainly help to catch people in lies as you say.

I 100% disagree with your ideas about medic and wifom coordinating. WIFOM becomes stronger and more real the better every one knows each other and so many players no 0 about everyone in this game. I think meds should, in the early stages of the game, protect those that they feel will be targeted or might be power roles and in the later stages should protect those that either become 'confirmed town' or seem the likely target of scum. The best thing for a med to do is to protect a cop or what not but that can't be done as a sure thing.


Are you purposely dense? You think meds should early stages protect people they think have power roles? A green townie who performs insanely well (and i mean analyzes heavily/stops stupid discussions/etc...) is far more useful than a power role that is on a player who is herp derping or hiding in the lurkers. Yes late game a med should prot confirmed townies but early game you should be protecting vocal players who appear to be town. Their role is a moot point. Tnkted's post on how medics should operate is exactly how medics should operate. It makes it insanely hard for mafia to shoot properly.

WIFOM is "stronger" only in the sense that you know someones play style. If a player displays intelligence and some decent play (plays on other forums or the like) then WIFOM is still valid. Only completely new players can get away with not knowing its bad or not but if they have a decent member or two on their team they will have been told what they can get away with. This also makes WIFOM usable. In a game where any veterans mix with newbies it is a valid approach.




As for the whole bit about double lynching at this moment in time. Why the fuck are we doing it? We have at the moment 9 modkills as we only know Ace is going to sub in. Chances are most of these are going to be townies and townies tend to be the bulk of modkills in games. So of 9 people we might get 1 or 2 reds IF we are lucky. More than likely we will have 9 townies. Why would you then want to double lynch? We would be down YM lynch, all of tonights shots, + all the modkills. If we don't have insanely good reads at this moment in time and miss lynch we lose another day towards lylo. My issue with this is the same people who are against vigi's shooting early and clearing out suspects are the ones pushing double lynch without 100% info. We have no idea if the mafia has their own vigis or lurker banes which could add even more KP ontop of their base 8. Wasting town KP, especially KP that the mafia can manipulate early on into the game baffles me beyond belief. The same people who opposed clearing out suspects with vigi's and dts confirming sanity are the same people pushing for the waste of double lynches.

#3 Member of the Chill Fanclub / Rhaegar fought nobly. Rhaegar fought valiantly. Rhaegar fought honorably. And Rhaeger died. --Ser Jorah Mormont TL MAFIA FORUM http://www.teamliquid.net/forum/index.php?show_part=31 go go !
BloodyC0bbler
Profile Blog Joined September 2004
Canada7875 Posts
November 27 2011 21:12 GMT
#2099
On November 28 2011 06:02 Hassybaby wrote:
In all honestly, I don't understand the point of the instructions in total. Anyone who gave a damn about this game are either vets who know what the abilities do, or newbies who read up a fair bit. The only ones who would need such info are newbies who didn't bother reading up before


People make odd and retarded choices often with power roles. Dt's choose randomly, meds choose wtf targets, etc....

Having a list of general instructions is both helpful and informative as each game is different and roles change slightly depending on setup.

#3 Member of the Chill Fanclub / Rhaegar fought nobly. Rhaegar fought valiantly. Rhaegar fought honorably. And Rhaeger died. --Ser Jorah Mormont TL MAFIA FORUM http://www.teamliquid.net/forum/index.php?show_part=31 go go !
xtfftc
Profile Blog Joined April 2010
United Kingdom2343 Posts
November 27 2011 21:13 GMT
#2100
On November 28 2011 06:02 Hassybaby wrote:
In all honestly, I don't understand the point of the instructions in total. Anyone who gave a damn about this game are either vets who know what the abilities do, or newbies who read up a fair bit. The only ones who would need such info are newbies who didn't bother reading up before

Usually I would agree. In this game it felt reasonable because a lot of the new players were left with the impression that town needs some plan and DTs have to be guided and whatnot.

Anyway, I'm getting really bored of the abstract talk. It's going to be over as soon as the nightpost hits though, so it's okay.
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