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Posted: Tue Jun 25, 2019 1:11 am
by Jesus Louisus
GG everyone!

Posted: Tue Jun 25, 2019 1:30 am
by popsofctown
Who are you alt of

Posted: Tue Jun 25, 2019 1:37 am
by the worst
Me

Posted: Tue Jun 25, 2019 2:06 am
by Jesus Louisus
+1

Posted: Tue Jun 25, 2019 3:26 am
by popsofctown
The Worst it violates site rules for you to mod and play your own games. I'm going to have to report you.

Posted: Tue Jun 25, 2019 4:00 am
by RadiantCowbells
Thank you for your services to this site popsofctown

Posted: Tue Jun 25, 2019 4:02 am
by Flavor Leaf
first BooneyToonz I play in, I get vig shot Night 1. :lol:

Posted: Tue Jun 25, 2019 4:42 am
by Elsa Jay
In post 2195, the worst wrote: It's on the townsided end of the spectrum for sure but scum didn't spend a second considering why they had the power which they had. Losing mechanically would have been their own fault. And they didn't even loss mechanically.
I mean... No role checks for us and 2 separate Strongmans with rolecops abound was weird. Wouldn't have given us an option to claim VT which would've worked in this setup.

But then again me and Bambi never role speculate too hard because anything I think is never in a mod's thought process. I legit thought Skitter was your Boon Role getting us to lose the next factional NK. If we knew your role got countered by Strongman we could've thought about it I guess.

Posted: Tue Jun 25, 2019 4:43 am
by Elsa Jay
*Smart's boon role. I forget the name but the one that makes people unable to use their abilities if targeted.

Posted: Tue Jun 25, 2019 4:45 am
by Creature
To balance this would need to remove both BPs + Xtoxm's role + universal backup yet that still may be fairly townsided

Posted: Tue Jun 25, 2019 5:09 am
by popsofctown
If an odd night strongman was lynched D1, would Flavorleaf had gained the ability to grant all of his kills for the night immunity from protection, but have no kills to which to grant the immunity?

Posted: Tue Jun 25, 2019 5:32 am
by Xtoxm
i'd make the backup into a vt and take the bulletproof away from one of the town roles.
then it's probably ok.
you do have 4 scum in a 15p, we need some power.

Posted: Tue Jun 25, 2019 5:40 am
by Creature
In post 2211, Xtoxm wrote:you do have 4 scum in a 15p, we need some power.
If town can clear plenty of themselves, then no ammount of scum will help.

If there's extra scum, I think the best way to compensate that is to give town roles that can only get guilties but not hardclears.

Posted: Tue Jun 25, 2019 5:47 am
by Xtoxm
rolecops can only get 2 hard clears here, vig and miller. neither of which happened in this game. everything else is ambiguous. you have the symbiotic which in scum hands is basically an ascetic asceticizer.
my role is 1s and cant get reliable clears in most scenarios. because i saved it til endgame (and lived to endgame) it got higher value than it usually would.

Posted: Tue Jun 25, 2019 6:16 am
by Ankamius
Technically it's 3.5 scum, traitor just has a bit extra power that can mess with both alignments

All I'd change is combining the strongman into one slot and gating it like the vig, that would make the setup a bit cleaner I think and wouldn't punish scum as badly for misusing their strongman

If that's too much then give scum a weak useless PR just so rolecop guilties it (although in scenarios where rolecops specifically wait until they have a guilty to out, that has the opposite effect of helping make it less likely the strongman will be the one caught)

A lot of the issue I have with the way the strongman was applied in this setup is that the bulletproof isn't a good enough indicator that scum are looking for bulletproofs instead of to break through protective roles, especially when town have a roleblocker and a vigilante to help obscure that connection; the vigilante especially will be very obvious after the first night in the majority of scenarios. Both of those roles have fairly low direct power, but that angle itself increases their power a good amount since it increases the odds of scum hitting the wrong conclusions about what the setup is designed around.

This way, the strongman is more clearly the star player on the team rather than a heavily gated tool; my first assumption when having a role like odd night strongman is that it's a just in case for a specific situation and that I need to look to avoid hitting that situation more than trying to break through it. It should also make it a bit more obvious that the other backup neighbor is bulletproof.

It nerfs the traitor too which helps bring the setup back in the same general territory balance wise. If it becomes too scumsided anyways, there's enough gated stuff around that you can tweak them around until town is strong enough to handle it.

Idk much about balance in general but this is a simple way to make the setup more elegant to play; even if scum played well, there's enough pitfalls that it's understandable that most scumteams will fall into one or multiple of them at some point, there's too much applicable noise the way it is

Posted: Tue Jun 25, 2019 6:24 am
by Something_Smart
In post 2214, Ankamius wrote:A lot of the issue I have with the way the strongman was applied in this setup is that the bulletproof isn't a good enough indicator that scum are looking for bulletproofs instead of to break through protective roles
This.

I don't think the number of town clears was too high. (One vig, one from Xtoxm, probably one via the rolecops.) I don't think scum lost on mechanics-- they reached 5p LYLO with only one clear that could have been argued against, and they lost it on dayplay.

But you guys will see when we open the PT's, that my one regret was not informing scum of the existence of the bulletproofs.

Posted: Tue Jun 25, 2019 6:31 am
by Xtoxm
even with informed i dont like town having 2x bp
taking one of them away solves all the issues

Posted: Tue Jun 25, 2019 6:34 am
by Ankamius
To be fair, scum not revealing the strongman helps too

Posted: Tue Jun 25, 2019 9:54 am
by skitter30
Possible to release the dead thread?

Posted: Tue Jun 25, 2019 10:09 am
by the worst

Posted: Tue Jun 25, 2019 10:09 am
by the worst
Scum pt won't be released.

Posted: Tue Jun 25, 2019 11:54 am
by Asuka
In post 2195, the worst wrote:Scum comfortably had the ability to counter every single piece of town power; you also had numbers in your favour and lost via dayplay. Town clears/kills were few and gated. You reached Mylo with one sketchy clear on one townie. This setup was absolutely fine, and I'm sorry you got outplayed but that's how it goes sometimes.

It's on the townsided end of the spectrum for sure but scum didn't spend a second considering why they had the power which they had. Losing mechanically would have been their own fault. And they didn't even loss mechanically.

I sincerely don't think it's fair to hate on the setup. MS townsides games as a matter of policy in current site culture. Comparatively this setup wasn't even uncharacteristically townsided.


(also obligatory: it's a BooneyToonz game come on man!!)
Feel like you're defending the setup by arguing scum should have outguessed the mod.

Scum used strongman to kill vig and investigative tpr.

Scum SHOULD use strongman to kill vig and investigative tpr with no tpr dead.

You are arguing scum should have played around unclaimed bp townies when deciding to kill strong tprs

"Had the ability to counter" is not the same as the setup being balanced from a play perspective if the scum are only learning about the power structure of the town reactively.

Posted: Tue Jun 25, 2019 11:59 am
by the worst
Backing out after this but: if you guys see two gates strongman shots spread across two scumslots and don't think "wow maybe I'd better be on the lookout for townies who are hard to kill" I don't think the fault lies with the mods.

Regardless: this game was not won mechanically.

Posted: Tue Jun 25, 2019 1:08 pm
by Elsa Jay
Townies who are hard to kill... So a vigilante and a Rolecop. Got it. Bleh.

Posted: Tue Jun 25, 2019 1:53 pm
by the worst
Vigilantes and rolecops are squishy....