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Fruity Mafia - Page 83

Forum Index > TL Mafia
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Prev 1 81 82 83 84 85 90 Next
ObviousOne
Profile Joined April 2012
United States3704 Posts
February 18 2013 17:01 GMT
#1641
I don't know why I thought the scum were operating on a point-spending system. I usually just like to see everything displayed out in the OP. Not sure if that's something you would consider changing for people who are stupid such as myself.
Fear is the only darkness. ~Destiny Fan Club operator~
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2013-02-21 08:26:47
February 18 2013 17:01 GMT
#1642
On February 19 2013 02:00 HiroPro wrote:
I would have given gun dealer 1 shot personally. But I don't think it's a huge deal.


if he was roleblocked by scum it would have lasted for 72 hours, meaning he could be perpetually RBed.

However, he shot the scum RBer. Lol
HiroPro
Profile Joined March 2012
United States2624 Posts
Last Edited: 2013-02-18 17:04:13
February 18 2013 17:03 GMT
#1643
Oh, I didn't realize the rbs worked at day too. Ok that makes sense. 2 seems completely reasonable then.
Vivax
Profile Blog Joined April 2011
21954 Posts
February 18 2013 17:03 GMT
#1644
Sandro, you a vet?
sandroba
Profile Joined April 2006
Canada4998 Posts
February 18 2013 17:06 GMT
#1645
I was =P. I thought that if I posted that shit about medics on syllo I was pretty much guaranteed to get shot.
Vivax
Profile Blog Joined April 2011
21954 Posts
February 18 2013 17:07 GMT
#1646
Well I wanted to shoot syllo.
sandroba
Profile Joined April 2006
Canada4998 Posts
February 18 2013 17:07 GMT
#1647
that's some pretty baren QTs =( Do you guys have the chat convos still?
Zessionar
Profile Joined February 2013
Azerbaijan178 Posts
February 18 2013 17:10 GMT
#1648
wow vivax and toad, you completely fooled me... like seriously...
Vivax
Profile Blog Joined April 2011
21954 Posts
February 18 2013 17:10 GMT
#1649
What's a parity cop
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
February 18 2013 17:13 GMT
#1650
I think it's to hard for scum to pull of dayvigs. And even as such you can only really shoot people who're potential mislynches.
1 kp is not enough in this setup and I'm a bit dissapointed you didn't see that as obvious bugs. Gun dealer is a powerfull role and even if you could argue that scum have a chance to aquire it we're back to "dayvigs are hard to use"

I could probably have played better but I had a very important exam today and with visiting a friend saturday and studying all sunday in between traveling so it was just awefull timing that I couldn't be more active when I apparently needed to be to not get dayvigged (something I did not see coming) I was planning to get back today and get into the lynch discussion.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
ObviousOne
Profile Joined April 2012
United States3704 Posts
February 18 2013 17:14 GMT
#1651
Basically like this, don't know if I can share the PM post-game but it was used in British:

Each night you target someone, and you're told if the alignment of your target is the same or different as your previous target. Your N1 check doesn't return anything, but is necessary for your N2 check to work. You can't check yourself. Find and destroy the Rebels."

Doesn't tell you mafia/scum so you need at least two checks to know anything at all.
Fear is the only darkness. ~Destiny Fan Club operator~
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
February 18 2013 17:14 GMT
#1652
On February 19 2013 02:10 Vivax wrote:
What's a parity cop

he checks someone and then someone else, then he gets told if the second person have the same or different alignment from the first.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
syllogism
Profile Joined September 2010
Finland5948 Posts
February 18 2013 17:15 GMT
#1653
I think the main problem with the day vig is that once you see two different people with one, town will immediately start to suspect one of those is mafia. This is particularly the case after town realizes that mafia only has 1 night kp
Zessionar
Profile Joined February 2013
Azerbaijan178 Posts
February 18 2013 17:16 GMT
#1654
On February 19 2013 02:15 syllogism wrote:
I think the main problem with the day vig is that once you see two different people with one, town will immediately start to suspect one of those is mafia. This is particularly the case after town realizes that mafia only has 1 night kp


unless he shoots his teammate :D
Zessionar
Profile Joined February 2013
Azerbaijan178 Posts
Last Edited: 2013-02-18 17:19:07
February 18 2013 17:18 GMT
#1655
and toads play at the end of night1 was awesome. Really really awesome.
I was almost convinced that marv is town before that and i kept tunneling him to give us the guarantee to survive that night, since no scumteam shoots two townies that heavily fight each other.
Toads thing completely turned me around again... I mean marv recovered from that with his reasonable play during d2, but it was still an awesome move.
Zessionar
Profile Joined February 2013
Azerbaijan178 Posts
February 18 2013 17:19 GMT
#1656
On February 19 2013 02:18 Zessionar wrote:
and toads play at the end of night1 was awesome. Really really awesome.
I was almost convinced that marv is town before that and i kept tunneling him to give us the guarantee to survive that night, since no scumteam shoots two townies that heavily fight each other.
Toads thing completely turned me around again... I mean marv recovered from that with his reasonable play during d2, but it was still an awesome move.


best scummove i've seen so far.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
February 18 2013 17:20 GMT
#1657
On February 19 2013 02:13 risk.nuke wrote:
I think it's to hard for scum to pull of dayvigs. And even as such you can only really shoot people who're potential mislynches.
1 kp is not enough in this setup and I'm a bit dissapointed you didn't see that as obvious bugs. Gun dealer is a powerfull role and even if you could argue that scum have a chance to aquire it we're back to "dayvigs are hard to use"

I could probably have played better but I had a very important exam today and with visiting a friend saturday and studying all sunday in between traveling so it was just awefull timing that I couldn't be more active when I apparently needed to be to not get dayvigged (something I did not see coming) I was planning to get back today and get into the lynch discussion.


you speak from the perspective of fear.

Everything your team did was in fear of the potential ass raping you would get from town, so of course you ended up getting pummeled in the end.

The role distribution, the frame usage, the choice to delay the dayvig, the choice to let yamato die, basically everything reeked of "we're afraid of this town and we don't want to do anything too risky."

IMO it's a terrible way to play when you know you're up against capable town opponents. You need to stall and delay as long as possible so you can kill all of them.

On n1 you even lucked out a bit; it could have been worse. Imagine if grush had sent his action to me, or used it on sandro.

Also I highly disagree with you that dayvigis are hard for scum to use. I suggest you look up Some Mafia Game, in which GMarshal (I believe) on a smurf dayvigis someone d2 (I think it was iGrok) and just gets away with it like a boss.

The thing about dayvig KP is it has several key advantages, while obviously having the disadvantage of bringing attention to the user.

#1, it bypasses all protection except the vet role.
#2, it can be used at any time; so if you want to gamble you can simply shoot someone dead before they have any time to react. If Toad had been given the vig and shot marv on n1 I'm sure he would have gotten away with it.

A good mafia can even spin its use and the attention it draws into a plus. Townies will be more than willing to defend you on a shot that is even remotely reasonable, on the basis that no mafia is crazy enough to take such a ballsy risk.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2013-02-18 17:23:35
February 18 2013 17:22 GMT
#1658
On February 19 2013 02:15 syllogism wrote:
I think the main problem with the day vig is that once you see two different people with one, town will immediately start to suspect one of those is mafia. This is particularly the case after town realizes that mafia only has 1 night kp


certainly possible.

The RNG made it a bit weird but if one of you or syllo had rolled scum and the gun was passed to you, that could have made things much different.

Obviously that's not how it went this game.

e:

also worst case scenario was that scum lost d3 assuming they didn't shoot themselves. Worst case for town was d3 IIRC as well. I didn't actually envision either of those things happening but clearly I was wrong :p
marvellosity
Profile Joined January 2011
United Kingdom36160 Posts
February 18 2013 17:25 GMT
#1659
On February 19 2013 02:19 Zessionar wrote:
Show nested quote +
On February 19 2013 02:18 Zessionar wrote:
and toads play at the end of night1 was awesome. Really really awesome.
I was almost convinced that marv is town before that and i kept tunneling him to give us the guarantee to survive that night, since no scumteam shoots two townies that heavily fight each other.
Toads thing completely turned me around again... I mean marv recovered from that with his reasonable play during d2, but it was still an awesome move.


best scummove i've seen so far.


clearly not as he died the next day anyway
[15:15] <Palmar> and yes marv, you're a total hottie
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
February 18 2013 17:28 GMT
#1660
You say a good mafia can spin it's use but it's more accurately dependent on a town that tolerates dayvigging a townie without solid reasoning.

And yeah, if you disregard what i joked about in the mafiachat clearly I played this game as if I were shaking in my boots.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
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