Search found 313 matches

by TonyStarkPrime
Wed Jan 05, 2022 11:31 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 1]

MacDougall wrote: Wed Jan 05, 2022 11:23 pm
TonyStarkPrime wrote: Wed Jan 05, 2022 6:11 pm
TonyStarkPrime wrote: Mon Dec 20, 2021 4:31 pm I could vote sabie sig or maybe nanook
tsp is mafia god
*proceeds to vote on counterwagon to sabie*
tsp is mafia god
by TonyStarkPrime
Wed Jan 05, 2022 11:31 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [END]

and i wouldn't have gotten away with it too if it weren't for light role madness
by TonyStarkPrime
Wed Jan 05, 2022 11:18 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [END]

MartinGG99 wrote: Wed Jan 05, 2022 8:26 pm glad to know it was TSP

I was getting sus of the very moment he called my logic bad

Maybe that would've ended up being CFTWR, but I've seen TSP last to end-game as wolf and win. Its just something he has done in the past.
that was just bad logic tbh but I was getting very upset in the moment that mafia did not get hand selected roles
by TonyStarkPrime
Wed Jan 05, 2022 6:16 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [NIGHT 5]

possible mech change: for the more town friendly roles, red powers only work on odd nights, blue on even nights for town
by TonyStarkPrime
Wed Jan 05, 2022 6:11 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 1]

TonyStarkPrime wrote: Mon Dec 20, 2021 4:31 pm I could vote sabie sig or maybe nanook
tsp is mafia god
by TonyStarkPrime
Wed Jan 05, 2022 6:10 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [NIGHT 5]

it's definitely wolf indic for nanook and not wolf indic for tsp but we weren't expecting running into a watch on dizzy which sorta throws the entire thing off
by TonyStarkPrime
Wed Jan 05, 2022 6:05 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [NIGHT 5]

literally nothing you can do about a nontargeted random misdirect
by TonyStarkPrime
Wed Jan 05, 2022 6:05 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [NIGHT 5]

actually I will, we messed up using the crit on day 1 because I misread what the crit did and we had sabie carrying the kill and I was scared that sabie would be blocked, turns out crit doesn't even stop that whoops
by TonyStarkPrime
Wed Jan 05, 2022 6:04 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [NIGHT 5]

the other two I'm not claiming responsibility for
by TonyStarkPrime
Wed Jan 05, 2022 6:04 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [NIGHT 5]

We could have saved Sig, I got a little greedy and just did calculations poorly
by TonyStarkPrime
Wed Jan 05, 2022 5:54 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [NIGHT 5]

what, and i cannot stress this enough, the fuck
by TonyStarkPrime
Tue Jan 04, 2022 5:29 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

how much effort do you think Wilgy is putting into these?
by TonyStarkPrime
Mon Jan 03, 2022 11:02 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

you can't go in the thingy though i think it might mess htings up
by TonyStarkPrime
Mon Jan 03, 2022 9:29 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

i'm pretty sure I'm not supposed to even aim the sniper rifle
by TonyStarkPrime
Mon Jan 03, 2022 9:29 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

LinearPoint wrote: Mon Jan 03, 2022 5:45 pm Since Mafia has to chose which 1 thing they are immune to tonight I think the less concrete plan we have the better.
Forces Mafia to actually have to worry about if their kill will be stopped or if they get caught by Marmot.
i was thinking like saves and watches on a random pool of three or something to control the kill, probably LC/marmot/me/falcon(?)
by TonyStarkPrime
Mon Jan 03, 2022 4:39 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

just kill wolves smh
by TonyStarkPrime
Mon Jan 03, 2022 2:12 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5

LinearPoint wrote: Mon Jan 03, 2022 11:09 am
TonyStarkPrime wrote: Sun Jan 02, 2022 10:08 pm There are three RBs left so we clear half of the players right away and then we can clear the other half the next day even if Marmot doesn’t hit another watch
Well we're losing 1 RB today becuase they are Mafia.
Me, falcon, LC, Martin
by TonyStarkPrime
Mon Jan 03, 2022 3:10 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

Ok we need to beat the game now pls we only have like 42 hours left
by TonyStarkPrime
Mon Jan 03, 2022 3:08 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

Guillotine wrote: Mon Jan 03, 2022 1:00 am
TonyStarkPrime wrote: Mon Jan 03, 2022 12:54 am are you one of the heavies
Who did you think it was the other heavy if not Mac then?
Tbh I thought that I had gotten the role name wrong
by TonyStarkPrime
Mon Jan 03, 2022 12:54 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

are you one of the heavies
by TonyStarkPrime
Sun Jan 02, 2022 10:50 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

Wolves probably don’t have an RB if Sig is a wolf because marmot didn’t die
by TonyStarkPrime
Sun Jan 02, 2022 10:28 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

I think it’s one of the heavies
by TonyStarkPrime
Sun Jan 02, 2022 10:28 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5

Marmot wrote: Sun Jan 02, 2022 10:15 pm
TonyStarkPrime wrote: Sun Jan 02, 2022 10:08 pm There are three RBs left so we clear half of the players right away and then we can clear the other half the next day even if Marmot doesn’t hit another watch

When there's only one wolf left, they can dodge a lot of abilities, so mech-solving the last wolf might be harder than the first three were.
Only doctors and something else, right? And then whatever their own power is
by TonyStarkPrime
Sun Jan 02, 2022 10:27 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

Me you LC and Martin at the very least
by TonyStarkPrime
Sun Jan 02, 2022 10:08 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

Jfc there are four RBs left
by TonyStarkPrime
Sun Jan 02, 2022 10:08 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

Martin’s not voting for Sig, outed
by TonyStarkPrime
Sun Jan 02, 2022 10:08 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5

There are three RBs left so we clear half of the players right away and then we can clear the other half the next day even if Marmot doesn’t hit another watch
by TonyStarkPrime
Sun Jan 02, 2022 10:07 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

Er today
by TonyStarkPrime
Sun Jan 02, 2022 10:07 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

So do we want to wait to lock in the game until tomorrow or should we get started tomorrow
by TonyStarkPrime
Sun Jan 02, 2022 10:05 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 5]

lol
by TonyStarkPrime
Sat Jan 01, 2022 4:52 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

we've devolved well beyond that point tbh
by TonyStarkPrime
Sat Jan 01, 2022 4:03 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

NotAnAxehole wrote: Sat Jan 01, 2022 1:45 pm I haven't done a single scummy thing this game, therefore there is no case to be made.
Well you haven’t claimed actions and you’ve been deliveratively obfuscative and you led a CFD on… is this a joke
by TonyStarkPrime
Sat Jan 01, 2022 4:01 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

NotAnAxehole wrote: Sat Jan 01, 2022 12:07 pm Can't we just like turn this game into auto? I didn't check exactly... So I'm going to workshop it now.

Roleblockers block Pyros
Medic save on watcher
Watcher watches medic
Medic save on Spy

Spy shoots concensus town pick

12 players, that gives us 2 town kills per day until mafia break the cycle (which should be obvious via actions).

If we count 1 sniper shot, that gives town 5 KP in the next 2 days bringing us to final 5 where if we missed on everything, we would be in LyLo.
Problem is we have to start killing RBs and Docs
by TonyStarkPrime
Sat Jan 01, 2022 4:01 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

MartinGG99 wrote: Sat Jan 01, 2022 6:39 am
TonyStarkPrime wrote: Sat Jan 01, 2022 5:20 am
MartinGG99 wrote: Sat Jan 01, 2022 4:58 am
TonyStarkPrime wrote: Sat Jan 01, 2022 4:32 am 1) if the setup is anything but random I will be filing a complaint afterwards. the way it is presented strongly presents randomness.
How would it be not random?

If I were a hypothetical host, I would pick W X Y and Z roles to be mafia. Then the whole list would be randed to the players.

I guess you could rand which roles in said list were mafia, but that seems potentially prone to cause unbalance. I also don't think that's what I would do to a setup that I probably spent awhile carefully crafting so that everyone can have a potentially really powerful or impfactul role.
like taking this completely out of the game I would say that this method that you're describing here would be insanely irresponsible and would open up the door for a huge number of problems and should be avoided in all cases

like you can rand the game and if the rand is exceptionally out of order you can do something about it. Like for philo mafia we i think had to re-rand because the wolves got every single kill power role on the first go around. But even in that game the setup was closed so I felt comfortable doing something like that, I'm not sure if you can do that in an open setup.

to the second post which I'm not quoting here I'm not going to comment on the balance of the game in progress and i have opinions which I will never express
.....Okay then :shrug:

I suppose I am speaking from the biased perspective of a host who recently did that on another site; however, in that game I had clearly out-lined that I had already hand-picked which roles would be mafia before the signups were even posted. In this game, it isn't outlined and I suppose I could see a potential problem with that if the players wanted to know that before-hand. My experience as the host in that game tells me there's very few problems with it because (among other things) mafia went on to stomp the game and not a single town got close to being right; more often than not they had one or two mafia locked in as town if another went down. Nor did anyone ever complain about it.

I'll stop talking about it now though and we can have this post-game. I apologize if this conversation seems angle-shooty or whatever to you, because I clearly don't have (or am aware of) the same values, experiences, or reasons as you do on this at the moment.
Yeah I don’t want to make a big deal about it, I think it’s fine but just not an Avenue that will prove productive
by TonyStarkPrime
Sat Jan 01, 2022 5:20 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

MartinGG99 wrote: Sat Jan 01, 2022 4:58 am
TonyStarkPrime wrote: Sat Jan 01, 2022 4:32 am 1) if the setup is anything but random I will be filing a complaint afterwards. the way it is presented strongly presents randomness.
How would it be not random?

If I were a hypothetical host, I would pick W X Y and Z roles to be mafia. Then the whole list would be randed to the players.

I guess you could rand which roles in said list were mafia, but that seems potentially prone to cause unbalance. I also don't think that's what I would do to a setup that I probably spent awhile carefully crafting so that everyone can have a potentially really powerful or impfactul role.
like taking this completely out of the game I would say that this method that you're describing here would be insanely irresponsible and would open up the door for a huge number of problems and should be avoided in all cases

like you can rand the game and if the rand is exceptionally out of order you can do something about it. Like for philo mafia we i think had to re-rand because the wolves got every single kill power role on the first go around. But even in that game the setup was closed so I felt comfortable doing something like that, I'm not sure if you can do that in an open setup.

to the second post which I'm not quoting here I'm not going to comment on the balance of the game in progress and i have opinions which I will never express
by TonyStarkPrime
Sat Jan 01, 2022 4:33 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

arbitrarily if it's not random I think we should kill the RBers in order and then NAA and then me
by TonyStarkPrime
Sat Jan 01, 2022 4:32 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

MartinGG99 wrote: Sat Jan 01, 2022 4:26 am
TonyStarkPrime wrote: Sat Jan 01, 2022 4:21 am the setup is open there's no speculation needed :P
Well I mean I saw the setup more as a "These are the roles, but some at to be picked to be mafia at host's discretion." style

so like I see any sort of guessing that Host would do X or Y to give balance to mafia or whatever as to be equivalent to setup speculation; its not completely open if we don't know what roles are going to be mafia imo.
TonyStarkPrime wrote: Sat Jan 01, 2022 4:21 am i was talking about why we might want to kill naa today
Oh well I guess so. Dunno why you popped up with that suddenly after calling my logic for yeeting NAA as bad.

1) if the setup is anything but random I will be filing a complaint afterwards. the way it is presented strongly presents randomness.

2) it was in direct reply to the response I had just made to guillo
by TonyStarkPrime
Sat Jan 01, 2022 4:21 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

the setup is open there's no speculation needed :P
by TonyStarkPrime
Sat Jan 01, 2022 4:21 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

i was talking about why we might want to kill naa today
by TonyStarkPrime
Sat Jan 01, 2022 4:20 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

i did no setup speculation
by TonyStarkPrime
Sat Jan 01, 2022 4:17 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

there's some stuff that's not as important but I'm going to skip to the chase and say that in all likelihood he /did/ shoot mac
by TonyStarkPrime
Sat Jan 01, 2022 3:59 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

like i don't know if he's town but he's very obviously the vig and he can't even shoot on night 1 anyways
by TonyStarkPrime
Sat Jan 01, 2022 3:58 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

Guillotine wrote: Sat Jan 01, 2022 3:56 am
TonyStarkPrime wrote: Sat Jan 01, 2022 3:50 am so i mean arbitrarily don't give wolves double kp but idk
I dont believe he is vig. Who forgets to kill as a vig? If i randed vig i would have killed two players already to clear the PoE.

So you are telling me he is town and sees how Seanzie went down thanks to his antics and instead of making ammends he what? Forgets to kill? Not even Mac whom he suspected to be a wolf between Seanzie/Mac, which is the whole reason he pushed Seanzie in the first place?

Nah my friend.
incredibly everything here is false
by TonyStarkPrime
Sat Jan 01, 2022 3:54 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

i do not care if you think it will save you because I'm telling you it certainly can't hurt
by TonyStarkPrime
Sat Jan 01, 2022 3:51 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

NAA pls can i have a real actions list
by TonyStarkPrime
Sat Jan 01, 2022 3:50 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

wait has naa just failed to shoot people
by TonyStarkPrime
Sat Jan 01, 2022 3:50 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

so i mean arbitrarily don't give wolves double kp but idk
by TonyStarkPrime
Sat Jan 01, 2022 3:49 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

yes
by TonyStarkPrime
Sat Jan 01, 2022 3:01 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

MartinGG99 wrote: Fri Dec 31, 2021 10:38 pm I thought I should put things together since I just realized having Blue Engi as mafia likely implies at least one mafia on blue team otherwise they cannot make much use of it. Especially since Sabie went for Dispenser on night one.

Reds:

Medic- Falcon
Soldier- Marmot
Pyro- Wilgy
Sniper- Gavial
Heavy- Mac
Demoman- 1 of Dolby/LC
Scout- Nanook
Engi- MartinGG99
Spy- Dyslexicon

Blues:

Medic- Sig
Soldier- Jack
Pyro- LP
Sniper- TSP
Heavy- Guilo
Demoman- 1 of Dolby/LC
Scout- Seanzie
Engi- Sabie12
Spy- NAA

I couldn't find anything said about LC or Dolby being an RB'er or a certain color other than NAA's list.

So one mafia in Sig/LP/TSP/Guilo/(one of Dobly/LC)/NAA.

I wanna flip NAA in connection to this tbh. If the mafia were on the blue side they may have more incentive than mafia on the red side to try and save Sabie.

[VOTE: NAA] aubergine

this is probabilistically bad logic
by TonyStarkPrime
Sat Jan 01, 2022 2:59 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 75138

Re: Team Fortress Mafia [DAY 4]

Guillotine wrote: Fri Dec 31, 2021 11:36 pm Perfect scenario for this cycle is:

NAA gets chopped and find out if he is scum saving Sabie or a townie hard wolfsiding.
At night we night vig Wilgy
Scum tries to night kill me and fails.

Then we look into demoralized players but certainly i will be pushing to chop tony if NAA is scum, heck i could even see Tony having tmi on NAA if NAA is town too but let's kill the bull before we skin it shall we?
you're literally killing the vig (unless i'm dumb and forgot who the vig is) you can't vig wilgy after you do that

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