Open 330: Masons and Mafia (Game Over, Scum Win)


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Post Post #700 (ISO) » Sun Aug 28, 2011 5:31 am

Post by Katsuki »

Scum having absolutely no communication vs 4 town players who do = ggscum.

Much of great scumplay rests on the communication the members of the said team have. In any game really, giving scum absolutely 0 communication is asking them to climb a steep, icy hailing mountain.
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Post Post #701 (ISO) » Sun Aug 28, 2011 7:16 am

Post by xRECKONERx »

SocioPath wrote:
xRECKONERx wrote:lol I called SpyreX/Katsuki scum and nobody would listen
Shut up RECK.

I'm sorry you were terrible this game.
Katsuki wrote:
xRECKONERx wrote:lol I called SpyreX/Katsuki scum and nobody would listen


I don't think you ever called me scum once this game?

Maybe you missed the wagon dance I tried to do between you & SpyreX.
Katsuki wrote:Scum having absolutely no communication vs 4 town players who do = ggscum.

uuhhhhh what? Scum DID have communication unless I'm just retarded
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Post Post #702 (ISO) » Sun Aug 28, 2011 7:17 am

Post by Cogito Ergo Sum »

Kats was talking about a hypothetical variant of the set-up.
Scumchat is awesome. Yarr!

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Post Post #703 (ISO) » Sun Aug 28, 2011 9:41 am

Post by xRECKONERx »

I do think this was too scum-sided, and the reason why is simple: if scum get ONE VT mislynched, they have a >50% chance of hitting masons even if they all just fired off randomly. Given the fact that this isn't random, though, and that a competent scumteam can figure out at least two of the masons after one mislynch, that puts the town at a serious disadvantage. Having four masons confirmed to each other is useless, especially since that won't save them from being mislynched since scum can just shoot them.
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Post Post #704 (ISO) » Sun Aug 28, 2011 4:48 pm

Post by Katsuki »

This setup allows VTs to take charge though.

Obvtown VTs are a nightmare in this setup since there is no way to take care of them at all.
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Post Post #705 (ISO) » Sun Aug 28, 2011 5:41 pm

Post by SpyreX »

I was still thinking about this and part of me thinks the answer lies in the best/worst thing ever:

The masons need to play like scum. Get in fake fights. Forge fake connections. Bus the HELL out of a buddy D1 if he's going down. Do anything to convince scum that other shots are good because scum are the ones salivating over VCA's this setup.

Then, the best - try to arrange quickhammers at that point of no return.
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I always lynch scum... sometimes they're just not mafia. :P

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Post Post #706 (ISO) » Sun Aug 28, 2011 6:33 pm

Post by Hoopla »

Upon conversations with a couple of people, I agree this setup would be better balanced with an additional VT, and if run again it will feature that change.
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Post Post #707 (ISO) » Mon Aug 29, 2011 3:16 am

Post by Katsuki »

I think certain aspects of scumplay apply to mason play in this setup, such as if you have an "obvscum" mason buddy going down, the risks in attempting to save him are far exceeded by the benefits in just bussing.

That's just my observation from this game though.
Reck got tied to Crazy very early on, to the point where there was no way he could shrug the connection.
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Post Post #708 (ISO) » Mon Aug 29, 2011 3:33 am

Post by Ellibereth »

It's harder for the masons.
Scum would already have disingenuous posited reads anyways.
Town being forced to have disingenuous reads while pushing real reads foward and etc.
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Post Post #709 (ISO) » Mon Aug 29, 2011 3:57 am

Post by Katsuki »

It wasn't possible to read Crazy as town this game unless you happened to be masons with him. = =
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Post Post #710 (ISO) » Mon Aug 29, 2011 10:36 pm

Post by silavor »

The flavour is done.

Not that anyone cares, though.

Well, maybe Elli.
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Post Post #711 (ISO) » Thu Mar 08, 2012 5:51 pm

Post by Hoopla »

:shifty:

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