On July 16 2014 23:11 Eden1892 wrote:
Try harder and you won't have to worry about it
Try harder and you won't have to worry about it
your case on me boiled down to the fact i was right and you weren't and therefore i was mafia
:/
Forum Index > TL Mafia |
marvellosity
United Kingdom36156 Posts
July 16 2014 14:14 GMT
#2521
On July 16 2014 23:11 Eden1892 wrote: Show nested quote + On July 16 2014 23:08 marvellosity wrote: Eden pls don't make terrible cases on me thx edit: Robik was like 99% VT from his claim lol Try harder and you won't have to worry about it your case on me boiled down to the fact i was right and you weren't and therefore i was mafia :/ | ||
kitaman27
United States9244 Posts
July 16 2014 14:15 GMT
#2522
On July 16 2014 22:55 marvellosity wrote: gg wp. Quite town-favoured I think. Well assuming mafia gets a town lynch on day one there is a pool of 7 players where the power roles could live. With the rolecop, that is reduced to a pool of 6 players. If both hits go through, that's a pool of 4 players. Assuming they didn't identify the cop from the 4/8 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 10 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. | ||
marvellosity
United Kingdom36156 Posts
July 16 2014 14:17 GMT
#2523
On July 16 2014 23:15 kitaman27 wrote: Well assuming mafia gets a town lynch on day one there is a pool of 6 players where the power roles could live. With the rolecop, that is reduced to a pool of 5 players. If both hits go through, that's a pool of 3 players. Assuming they didn't identify the cop from the 4/7 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 9 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. too paragraphy. Basically in a 9p game (which i am going to take this as) 1 blue role is more than enough for town for a balanced game. Added to that there are hydras which, as proved by Artanis' games, make the game pretty town-favoured (town stomped 8-3 numbers). Add another blue. yeah. Insanely good for town. | ||
HaruRH
Singapore2780 Posts
July 16 2014 14:17 GMT
#2524
Thanks for the game kita and glowing | ||
Eden1892
United States5866 Posts
July 16 2014 14:18 GMT
#2525
Town played super good shouts to my crew: Goodkarma goodpardna Onceking so town Robik v good counterweight Based Harubear v good vote switch Poofybunnies SO TOWN Palmiform u were cool Slamroot I'm sorry Scum team was p. cool too. Would play w/all again | ||
kitaman27
United States9244 Posts
July 16 2014 14:20 GMT
#2526
On July 16 2014 23:17 marvellosity wrote: Show nested quote + On July 16 2014 23:15 kitaman27 wrote: On July 16 2014 22:55 marvellosity wrote: gg wp. Quite town-favoured I think. Well assuming mafia gets a town lynch on day one there is a pool of 6 players where the power roles could live. With the rolecop, that is reduced to a pool of 5 players. If both hits go through, that's a pool of 3 players. Assuming they didn't identify the cop from the 4/7 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 9 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. too paragraphy. Basically in a 9p game (which i am going to take this as) 1 blue role is more than enough for town for a balanced game. Added to that there are hydras which, as proved by Artanis' games, make the game pretty town-favoured (town stomped 8-3 numbers). Add another blue. yeah. Insanely good for town. Well technically it was 10 players. It was 2 town blue which conflicted with each other and 2 red roles. | ||
Koshi
Belgium38797 Posts
July 16 2014 14:20 GMT
#2527
On July 16 2014 23:15 kitaman27 wrote: Well assuming mafia gets a town lynch on day one there is a pool of 6 players where the power roles could live. With the rolecop, that is reduced to a pool of 5 players. If both hits go through, that's a pool of 3 players. Assuming they didn't identify the cop from the 4/7 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 9 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. There are too many ways that the parity cop just outright wins the game D3. And the fact that he can claim it is the biggest profit. Not the checks. They are a nice bonus. In every world marv/Palmar/Robik/rayn need to get nightkilled N1. As soon as the doc is on anybody but these 4 you got a town favored set-up. On top of that town got a parity cop on lynchbait. Which was very well played by those 2 obviously. But in no world scum kills GB/HaruRh in a game this stacked. The setup wasn't fully town favored. But RNG fucked scumteam over. | ||
IAmRobik
United States5878 Posts
July 16 2014 14:21 GMT
#2528
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marvellosity
United Kingdom36156 Posts
July 16 2014 14:22 GMT
#2529
On July 16 2014 23:20 kitaman27 wrote: Show nested quote + On July 16 2014 23:17 marvellosity wrote: On July 16 2014 23:15 kitaman27 wrote: On July 16 2014 22:55 marvellosity wrote: gg wp. Quite town-favoured I think. Well assuming mafia gets a town lynch on day one there is a pool of 6 players where the power roles could live. With the rolecop, that is reduced to a pool of 5 players. If both hits go through, that's a pool of 3 players. Assuming they didn't identify the cop from the 4/7 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 9 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. too paragraphy. Basically in a 9p game (which i am going to take this as) 1 blue role is more than enough for town for a balanced game. Added to that there are hydras which, as proved by Artanis' games, make the game pretty town-favoured (town stomped 8-3 numbers). Add another blue. yeah. Insanely good for town. It was 2 town blue which conflicted with each other and 2 red roles. Goon isn't a role? Rolecop is super weak. 1 goon/1rb vs 1 PR is what I consider balanced for a game this size And they only conflict with each other with bad luck. I would expect town to win a 2 blue hydra setup like this 3:1 The n1 jail was really weird btw. | ||
kitaman27
United States9244 Posts
July 16 2014 14:24 GMT
#2530
On July 16 2014 23:22 marvellosity wrote: Show nested quote + On July 16 2014 23:20 kitaman27 wrote: On July 16 2014 23:17 marvellosity wrote: On July 16 2014 23:15 kitaman27 wrote: On July 16 2014 22:55 marvellosity wrote: gg wp. Quite town-favoured I think. Well assuming mafia gets a town lynch on day one there is a pool of 6 players where the power roles could live. With the rolecop, that is reduced to a pool of 5 players. If both hits go through, that's a pool of 3 players. Assuming they didn't identify the cop from the 4/7 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 9 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. too paragraphy. Basically in a 9p game (which i am going to take this as) 1 blue role is more than enough for town for a balanced game. Added to that there are hydras which, as proved by Artanis' games, make the game pretty town-favoured (town stomped 8-3 numbers). Add another blue. yeah. Insanely good for town. It was 2 town blue which conflicted with each other and 2 red roles. Goon isn't a role? And they only conflict with each other with bad luck. I would expect town to win a 2 blue hydra setup like this 3:1 The n1 jail was really weird btw. Mafia had a rolecop and a vigilante (in the form of a kp on d1). | ||
Eden1892
United States5866 Posts
July 16 2014 14:24 GMT
#2531
Y'all know we caught rayn and artanis without pr right? I get that they helped out but it's not like we rode blue dix to victory like in Avatar Well I guess they rode MY blue dick but that's different | ||
marvellosity
United Kingdom36156 Posts
July 16 2014 14:25 GMT
#2532
On July 16 2014 23:24 kitaman27 wrote: Show nested quote + On July 16 2014 23:22 marvellosity wrote: On July 16 2014 23:20 kitaman27 wrote: On July 16 2014 23:17 marvellosity wrote: On July 16 2014 23:15 kitaman27 wrote: On July 16 2014 22:55 marvellosity wrote: gg wp. Quite town-favoured I think. Well assuming mafia gets a town lynch on day one there is a pool of 6 players where the power roles could live. With the rolecop, that is reduced to a pool of 5 players. If both hits go through, that's a pool of 3 players. Assuming they didn't identify the cop from the 4/7 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 9 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. too paragraphy. Basically in a 9p game (which i am going to take this as) 1 blue role is more than enough for town for a balanced game. Added to that there are hydras which, as proved by Artanis' games, make the game pretty town-favoured (town stomped 8-3 numbers). Add another blue. yeah. Insanely good for town. It was 2 town blue which conflicted with each other and 2 red roles. Goon isn't a role? And they only conflict with each other with bad luck. I would expect town to win a 2 blue hydra setup like this 3:1 The n1 jail was really weird btw. Mafia had a rolecop and a vigilante (in the form of a kp on d1). oh, not counting the extra shot because town had an extra player. | ||
Eden1892
United States5866 Posts
July 16 2014 14:26 GMT
#2533
Idgaf about meta | ||
marvellosity
United Kingdom36156 Posts
July 16 2014 14:26 GMT
#2534
On July 16 2014 23:26 Eden1892 wrote: N1 jail was protect top town read Idgaf about meta Onceking had approximately 0% chance of being hit. | ||
Artanis[Xp]
Netherlands12968 Posts
July 16 2014 14:26 GMT
#2535
On July 16 2014 23:24 Eden1892 wrote: Wow Y'all know we caught rayn and artanis without pr right? I get that they helped out but it's not like we rode blue dix to victory like in Avatar Well I guess they rode MY blue dick but that's different Well yeah, we're blaming rayn for going afk and you wouldn't have caught us so easily if poof got lynched over rayn. | ||
Holyflare
United Kingdom30774 Posts
July 16 2014 14:27 GMT
#2536
On July 16 2014 23:18 Eden1892 wrote: Yawn Town played super good shouts to my crew: Goodkarma goodpardna Onceking so town Robik v good counterweight Based Harubear v good vote switch Poofybunnies SO TOWN Palmiform u were cool Slamroot I'm sorry Scum team was p. cool too. Would play w/all again didn't even mention me so BM | ||
HaruRH
Singapore2780 Posts
July 16 2014 14:28 GMT
#2537
On July 16 2014 23:26 Artanis[Xp] wrote: Show nested quote + On July 16 2014 23:24 Eden1892 wrote: Wow Y'all know we caught rayn and artanis without pr right? I get that they helped out but it's not like we rode blue dix to victory like in Avatar Well I guess they rode MY blue dick but that's different Well yeah, we're blaming rayn for going afk and you wouldn't have caught us so easily if poof got lynched over rayn. It was all planned lol Glwoingbear wanted to vote switch at the last 5 min to see what poofter and his lynchers would say, but ultimately backed out, so I did the vote switch instead | ||
marvellosity
United Kingdom36156 Posts
July 16 2014 14:28 GMT
#2538
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kitaman27
United States9244 Posts
July 16 2014 14:29 GMT
#2539
On July 16 2014 23:20 Koshi wrote: Show nested quote + On July 16 2014 23:15 kitaman27 wrote: On July 16 2014 22:55 marvellosity wrote: gg wp. Quite town-favoured I think. Well assuming mafia gets a town lynch on day one there is a pool of 6 players where the power roles could live. With the rolecop, that is reduced to a pool of 5 players. If both hits go through, that's a pool of 3 players. Assuming they didn't identify the cop from the 4/7 info on day one, they would have one more shot at it on night two. If the jailer hits the cop on night one or night two, the cop would need to live until day four to produce a check, forcing them to survive another lynch and night hit. Even if a cop produces a check, with a parity check, odds are that it produces the alignment of only 1 player. If the jailer produces a successful save on night one or night two, it earns town an additional lynch, though the mafia essentially was given a night one vigilante in the form of a second kp to compensate. If mafia get lynched on day one, then I admit, they're in a really tough spot, but that's going to happen in any 9 player setup. The setup was originally ran as parity cop//doctor, which could possibly considered quite town-favored. I'd say this one was more slightly town favored, although if I had to run it again, I'd possibly make it so that a jail would roleblock the parity cop for the remainder of the game or possibly add in a miller. There are too many ways that the parity cop just outright wins the game D3. And the fact that he can claim it is the biggest profit. Not the checks. They are a nice bonus. I know this was out of your hands, but if rayn had been around, he should have without a doubt contested the claim. The player who was most assuredly being lynched claimed a blue role in a setup where the presence of a cop was not confirmed. In 100% of cases, a mafia should attempt the same claim for survival, so town taking the claim as fact is something that needs to be avoided. | ||
Eden1892
United States5866 Posts
July 16 2014 14:29 GMT
#2540
On July 16 2014 23:26 marvellosity wrote: Show nested quote + On July 16 2014 23:26 Eden1892 wrote: N1 jail was protect top town read Idgaf about meta Onceking had approximately 0% chance of being hit. Shrug Not knowing %s I went for max payout which = protect best town read The Plays | ||
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