2
Naming rights to Pyro

Strategies

No strategies written for this setup yet!
Comments
almost 11 years
gimme a cookie potted i upvoted
almost 11 years
I hope it works! ;)
almost 11 years
looks awesome
almost 11 years
I clicked on a setup linked in the lobby expecting to tear it to shreds, but I can't immediately tell just by glance whether this is balanced or not. Take my upvote and good luck with testing. I'd guess it winds up 58-62% town to 38-42% mafia though since mafia has 2 good kill targets and 2 absolutely abysmal ones.
deletedalmost 11 years
50/50 after 10 plays. Literally perfect.
almost 11 years
potted i dont think that's really what you're looking for.

you've made multiple setups but none seemed to fit what you want. and i suspect you're content with what you've accomplished with this setup...

hate to break it down to you, it's nothing more than a CC battle.

and i know you know the setup is about cc's, but the WHOLE point is to cc a certain role and beat your opponent. nothing else, that's through and through.

there's no layers to this setup, it's just straight out who claims the role better wins.

what i'm saying is, if i wanted to play a setup that's all about the CC battle, i'd just play classic or fancy pants, so is there really anything new that this setup offers?

i'll explain, first you have day start, you can choose to out sheriff, and... well.. nothing more, you just massclaim, straight out like that, massclaim. Spy CC's agent, illu cc's bomb, traitor claims bp, that's exactly what happens.
almost 11 years
Sheriff decides everything, he shoots in the CC's, lynches in the CC's until he dies at N1.

well why can't this be a good setup? because you do nothing. everything for you, it's a given. you claim your role, you have a cc, that cc for you is mafia, that's it, no scumhunting needed. you don't need to do anything special, read interactions, reaction test, anything.

So sheriff shoots in what CC he may, if it's BP then he becomes 2nd clear, then you can choose to lynch in the other two, considering traitor will probably be the one cc'ing BP, then you just lynch BP or traitor.

And guess what, if you lynch wrong in that one, you lose because after mafia kills the sheriff at night, it'll be traitor + spy + illu vs 3 towns. illu shoots and game over.

That escalated quickly, didn't it? If you wanna avoid illu being alive, then shoot in bombs, that's the only way illu won't be alive D2. Shoot wrong, and mafia forces NL and the same scenario happens, shoot right, and you just avoided
almost 11 years
losing the game, congratulations. And guess what? Town wins. Yup, just lynch in agent cc's and you got yourself a win. Hurray. See? the odds were 50-50 after all. Ha ha.

The scenario I imagined makes it close to a pointfarm but not actually a pointfarm. Spy can choose to cc BP to avoid this. Then the real deal begins, you got 4 BP claims, 2 BPs and 1 traitor and 1 spy, lynch the spy to win, but that's a 1/4 chance. Lynch twice wrong in that, and you lose the game.

Well, that at least makes up for the first situation being auto loss doesn't it.

Well, what if illu decides to cc BP, and make Spy cc Bomb? Even if sheriff shoots correctly, if he mislynches in the BP claims, town loses. Yup, one ML + a shot from illu and it's certain death.

Well, this setup is pretty unfair to town after all isn't it? Scum was just playing it wrong all along. Not only do they have a 50-50 chance at auto win in the bomb claims, but they also have a 50-50 chance at auto win in BP claims.
almost 11 years
And if they miss both chances? Worst case scenario spy is shot and illu is lynched and it's game over. Else, traitor is lynched and you still have a pretty good shot at winning anyway. Just kill the sheriff in night meeting, and shoot the clear agent. Yup. 4 way 1 clear that is the bomb. Considering you can't kill the bomb without losing, and that the other two are BPs, you'll have to endure another day of 50-50.

Seems pretty fair mafia has so much chances at winning ignoring that town were actually successful most of the time but they need to get it exactly right or they lose?

But, what if sheriff knows illu is gonna cc BP? He decides to shoot in BP, shooting illu is auto win, a 1/4 chance of that happening. Shoot wrong, and you lose nothing, you gain a clear hit BP. If you wanna lynch in the other two, you're welcome to but if you lynch wrong, guess what happens? Oh yeah, you lose.

If you lynch traitor, then it's 50-50 in BP claims and 50-50 in bomb claims.
almost 11 years
Then mafia kills sheriff, illu shoots agent or the clear hit BP, just kill the pro ones, and you're left with 50-50 and the clear alive to hammer. No ML's, lylo, and if you hammer wrong on either days you lose.

This scenario seems like a pretty fair outcome since sheriff originally shot the real BP.

I've wrote a lot. But only because all of those scenarios are viable and prone to happen in actual games. Who knows? maybe mafia let spy and traitor claim BP, or maybe they're going with your usual cc every role that is not sheriff strategy...

Ha, and still, all of those situations are not fair to the town. Just think about how many times the mafia can fool the town, they can do anything they want, they're still most likely to win. One little mistake from the town, boom, they're out. Met with mafia who have multiple chances to redeem themselves with the odds in their favor.

And to be honest, with all this, your guides don't help one bit explaining what people should do in this
almost 11 years
setup. You're only explaining basic, basic, things to the people who wanna play this setup. Why haven't you gotten in-depth with it? Found that mafia can do whatever they want and some strategies are more optimal than others?

In the 5 or so comments below I've pretty much wrote all scenarios possible to the setup, with how the town can counter every strategy mafia makes, that if they know what they're going with for starters...

Perhaps the guides should be like this: Town, do not make ANY mistakes, once you make a mistake, you already lost. Join another game.

Mafia, just try to fool town into thinking you made illusionist CC bomb and force Sheriff into shooting bomb CC's, shouldn't be a hard job after all you lose nothing if the sheriff is competent and guesses both the spy and traitor, you still have a more than likely chance to win the game. Have fun.

That sums it up quite nicely. Why have you resorted into making unoptimal strategies for mafia to follow? You're misleadin
almost 11 years
g the players.

I've said a lot, yet I'm not done complaining about the setup. Besides the purpose, why are those roles there? Does it change anything if I remove them and add different roles and still have them CC each other? And the traitor... He's damned useless, which ultimately makes spy look like nilla and agent just a sitting duck for illusionist to aim at.

Seriously, what's wrong if a spy chooses not to contact traitor? what's wrong with that? Just leave him be, cc'ing BP, if he dies, he dies, mafia are still alive. He doesn't NEED to know who are his partners, his partner don't NEED to know him. And don't tell me because they wanna avoid killing him, lol, they only kill sheriff or clear roles at night, why'd they ever kill unclears? I've never encountered a scenario when I'm writing where mafia is actually killing unclears.

And lastly, wills are completely useless. "traitor put your sheriff read in the will" Yes, because sheriff didn't out D1 at all, right?