Newbie Setup Discussion: 2d3
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Mathdino Survivor
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Newbie Setup Discussion: 2d3
Didn't see a discussion for it, so discuss the newbie setup here. Lifted from the Newbie Queue:
Setup Info
Spoiler: Full Setups
Sample Role PM's (click on the spoiler button to reveal)
Spoiler:- Mathdino
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Mathdino Survivor
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A major problem I see is that, as Tracker, I think optimal play is to claim and publicly ask for protection.
As tracker, you know that you're paired with one of:
B. Cop or Jailkeeper
C. Doctor
In the case of Doctor, just play Follow The Cop with the Tracker.
In the case of Cop/JK, ask for protection. From scum's perspective, they don't know if Tracker is paired with Cop or Jailkeeper. As such, they have no incentive to kill the Tracker for fear of wasting their kill. This means either Tracker gets to be a confirmed protected named townie (assuming no counterclaims) or gets to be 1 of 2 investigatives, which is a fantastic buff for town.- Creature
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Creature Solve This Game
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This was the discussion topic: viewtopic.php?f=5&t=73423
Though, actually I prefer to stick with this topic than necro that one.Sigh- Creature
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Creature Solve This Game
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Mathdino Survivor
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That discussion is on 3d3. This is 2d3. This is a significant change from that setup so I made a new thread.- Toomai
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Toomai Goon
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My first thought is that column C will be scumsided. C1 and C3's Matrix6 equivalents (B and C) already have high scum winrates, and now we're adding daytalk. In addition, the two-goon team can claim Doctor for free in 2/3 games (claiming C1 to be A3 and C2 to be A2) and credit the assumed Roleblocker for being alive. Of course in the other 1/3 games, you 1v1 the real Doctor and the Tracker becomes a Cop, but if you can get to LyLo first that's a pretty beefy 50/50.
(I will be keeping the stats, once there's enough games)This should be required reading for...everyone for anything, really.- Mathdino
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This of course also nerfs the Doctor because SE's and IC's and people familiar with claiming strategies won't believe the claims.In post 5, Toomai wrote:My first thought is that column C will be scumsided. C1 and C3's Matrix6 equivalents (B and C) already have high scum winrates, and now we're adding daytalk. In addition, the two-goon team can claim Doctor for free in 2/3 games (claiming C1 to be A3 and C2 to be A2) and credit the assumed Roleblocker for being alive. Of course in the other 1/3 games, you 1v1 the real Doctor and the Tracker becomes a Cop, but if you can get to LyLo first that's a pretty beefy 50/50.- Toomai
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Toomai Goon
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Thoughts on the other columns:- Column A: Town will have two PRs with good chemistry. Successfully killing/roleblocking them will be critical. There's very little room to fakeclaim; someone will be able to call you out in most subsetups (though whether they should is another matter), especially once a PR (of either faction) is flipped. I think this will be the towniest column.
- Column B: Town PR chemistry in this column is a little lower; there's more chance for tracks and no-kills to confuse assumptions. There's even fewer fakeclaim opportunities than column A, but the Rolecop means scum can know 4/7 town roles by day 3 (assuming the two kills go through). I think this column will have the most volatile winrate.
This should be required reading for...everyone for anything, really.- Mulch
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Mulch Gotta Go Fast
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mhsmith0 Balancing Act
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I think the column B setups are generically the hardest for scum teams and will probably have the highest town win rate collectively longterm. Column C likely the hardest on town, but I'd guess C3 will probably be outsize effective for town because fake claiming doc in column C will likely be popular scum strategy, and that's the one where they pay for it. All column A setups will be super dependent on scum teams targeting at least one and preferably both PRs on n1.Showhttp://wiki.mafiascum.net/index.php?title=Mhsmith0
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