*broken record scratch*In post 24, Isis wrote:something more like, "Mafia Rolecop, Mafia Goon, 5 VT, roll 2 things from {Tracker, Cop, Doc, VT, FN}
Oh look, it's 2of4.
*broken record scratch*In post 24, Isis wrote:something more like, "Mafia Rolecop, Mafia Goon, 5 VT, roll 2 things from {Tracker, Cop, Doc, VT, FN}
First time i saw newd3 table i couldn't understand how can i pick a cell if there are no scum in there. Then i though that i need to pick a column header and combine it with row header... but it had just 'row 1' in it.In post 22, Isis wrote:Ok so the movement in the red direction was significant
and we haven't been moved a statistically significant number of games
so really you should wait
I have to accept that since my desire for towns to suffer is probably idiosyncratic and subjective and butthurt from being bad at scum
I still don't like that the newbie setup is so complex though
Mafia Roleblocker | Mafia Rolecop | Mafia Goon | |
Vanilla Townie x5 | Town Cop and Town Doctor | Town Tracker and Town Friendly Neighbor | Town Cop and Vanilla Townie |
Vanilla Townie x5 | Town Jailkeeper and Town Tracker | Town Jailkeeper and Town Friendly Neighbor | Town Jailkeeper and Vanilla Townie |
Vanilla Townie x5 | Town Mason and Town Mason | Town Tracker and Town Doctor | Town Mason and Town Mason |
There are three common town roles that become much more powerful with 1 scum left: Tracker, Roleblocker, Jailkeeper. (Follower does too, but it's less common; Motion Detector is also uncommon, and although it improves with 1 scum left, it improves to a lesser extent.)In post 11, northsidegal wrote:This has been the case since Matrix6 (and possibly before, but I don't have the data on-hand for that). Personally, I might theorize that it an element across almost all micro setups.
I kinda like itIn post 27, Blair wrote:2of4
Mafia Role Cop x1
Mafia Goon x1
Vanilla Townie x5
Plus Two Randomly From:
Cop
Doctor
Jailkeeper
Vanilla Townie
is this backed by data? I can sorta understand your explanation but I have a hard time believing those things outweigh the fact that town gets 2 additional chances to hit scum as well as more information from NKs and wagonsIn post 30, callforjudgement wrote:(7:2 is easier for town to win than 11:2 in practice, incidentally, because scum are easier to lynch before the competent townies have been nightkiled, and there's less time for town to get demoralized by constantly missing.)
No. You are making the mistake to confuse a subsetup of a Semi-open with a standalone setup. In a semi-open scum might hunt power roles that do not exist. Standalone? They make the optimal nightkill for dayplay(or what they percieve it to be).In post 30, callforjudgement wrote:This was one of the possible subsetups in F11 (almost: scum had a roleblocker but it didn't do anything), and the observed 35% town winrate isn't ridiculously out of range, especially as it was in a more scumsided meta than today's.