Team Fortress Mafia [END]
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- LinearPoint
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Re: Team Fortress Mafia [NIGHT 5]
Yes, I said that. I think every play is situationally dependent.LinearPoint wrote: ↑Wed Jan 05, 2022 6:05 pm Wasn't it you NAA who said Mafia should just stick together and vote with their numbers?
And 3 mafia did that day 1 and 2 got scum read hard for it.
I mean, they were scum-read for it, but it's something they would be likely to do as town, so

Looking at the results of this game isn't indicative of a trend.
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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
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Re: Team Fortress Mafia [DAY 1]
tsp is mafia god
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Re: Team Fortress Mafia [NIGHT 5]
Yeah, that's the other thing that's hard to overlook... Sabie was outed D2, but often the D1 counter wagon to a CFD doesn't get killed D2.TonyStarkPrime wrote: ↑Wed Jan 05, 2022 6:10 pm 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
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Re: Team Fortress Mafia [NIGHT 5]
Watches don't countNotAnAxehole wrote: ↑Wed Jan 05, 2022 6:03 pmIn fairness, it was also because they were heavily scum-read in a role madness game, no bueno.LinearPoint wrote: ↑Wed Jan 05, 2022 6:00 pm That was surprisingly anticlimatic. 3 out of 4 Mafia died to night kill choices.
Only Nanook was actually scum read and caught.
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Re: Team Fortress Mafia [NIGHT 5]
Oh right... Watcher is the other way, lol. Yeah, I think we can just summarise this game by saying Role Madness = Swingy.NANOOKTHEGREATANDFEARSOME wrote: ↑Wed Jan 05, 2022 6:14 pmWatches don't countNotAnAxehole wrote: ↑Wed Jan 05, 2022 6:03 pmIn fairness, it was also because they were heavily scum-read in a role madness game, no bueno.LinearPoint wrote: ↑Wed Jan 05, 2022 6:00 pm That was surprisingly anticlimatic. 3 out of 4 Mafia died to night kill choices.
Only Nanook was actually scum read and caught.
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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
- NANOOKTHEGREATANDFEARSOME
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Re: Team Fortress Mafia [NIGHT 5]
Eh, I bus partners in that situation too sometimesTonyStarkPrime wrote: ↑Wed Jan 05, 2022 6:10 pm 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
And I do tend to sheep axe
But yes definitely well within my range to save a partner
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Re: Team Fortress Mafia [NIGHT 5]
Nah, that was wolfysig wrote: ↑Wed Jan 05, 2022 6:00 pm GG all and thanks for the game DDL.
We had very bad luck and I'll forever advocate killing @Marmot d1 from here on out
And not to start a fight, buuuuuut Gullio whole caught me on the second post thing was and will always be nonsense that was standard Sig messing around posting and if I wasn't mafia would be a standard mischop reasoning.
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Re: Team Fortress Mafia [NIGHT 5]
Well… thanks. I wish you didnt do that cfd or maybe we would have had a perfect sweep but it worked out and caught Nanook off of it.NotAnAxehole wrote: ↑Wed Jan 05, 2022 6:02 pm Guillo played really well this game, possibly the best town performance IMO.
Marmot best PR.
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Re: Team Fortress Mafia [NIGHT 5]
The's one possible fix yeah.TonyStarkPrime wrote: ↑Wed Jan 05, 2022 6:16 pm possible mech change: for the more town friendly roles, red powers only work on odd nights, blue on even nights for town
Another one is giving canteens to mafia like candy, or extra roleblocks, sort of what the idea of that Balance Patch was. More tools for mafia to spam and punish town for massclaiming.
Basically, it goes like this: in full role madness, mafia roles HAVE to be more powerful than town roles. I've known that for years, hence mafia getting their bonuses that you can see in the setup.
But in practice, those bonuses proved to be situational and not strong enough to offset the difference, particularly in late-game. I didn't also predict the size of the snowball effect this game would have. So I apologize for the imperfect balancing of this game. I've made some better setups before. But well, role madness is experimentation, and sometimes things go boom in hilarious ways.
Either way, it seems the majority of players enjoyed this a lot, so I'm happy. I also have to say the result is mainly because town played VERY well. I didn't read every post, but what I read contained some superb team work, player reading, and mech discussion. I make setups like this hoping to see them used by players like these. Thank you very much for playing my game and engaging with it, folks. And also kudos for the mafia for trying hard, because no one can say you guys did not, all four of you. It just wasn't meant to be.
Re: Team Fortress Mafia [NIGHT 5]
Mphahahahahaha Mhahahahahahahahaha
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Re: Team Fortress Mafia [END]
Also fun fact: if this were an actual TF2 match, it would be a massive victory of the Red Team. Only 3 deaths in their side, while the Blue Team got 7 deaths.
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Re: Team Fortress Mafia [NIGHT 5]
Yayyyy the first time I've put 0 effort into the game and town got the win for me! I figured everyone was going to sort everything out.
Good work to the rest of you. GGs to everyone.
Good work to the rest of you. GGs to everyone.
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Re: Team Fortress Mafia [END]
Also though I blocked Mac N3, I ended up sending in Guillo on accident. Sorry about that, didn't matter anyways.
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Re: Team Fortress Mafia [END]
Honestly it was kind of hard to properly balance that game.
It wasn't really just that it was role madness either, but more the fact every role was quite powerful and the Mafia didn't really have substantial buffs and some could be considered detrimental.
Even though it never came up because no one really wanted to test it, the Engineer could have easily be solved as Town or Mafia with a single roleblock. Engineer probably could have gotten a different buff entirely such as stronger buildings rather than them not being destroyed.
I also think with there being 8 roleblocking roles in Engineer, Demo, Sniper, and Medic mafia could have possibly just always had their faction kill roleblock immune or something since the kill being roleblocked is actually quite likely. Frankly if the crit canteens were available from the start of the game and instead of being limited just allowing them to chose one of the effects for the night could have gone a long way helping the Mafia play around all the roleblock, healing, and redirecting.
The last thing I'd possibly consider would have been adding more restrictions to all the roles for Town at least. Notably if in general a player couldn't chose the same action twice in a row or if each action has an actual downside to them. The Medic's Solem Vow was a good balance choice I feel, but I think more could have been done for some other classes. I think only really Scout and Soldier had legitimate negitives to spamming their abilities and Soldier was pretty easy to mitigate honestly.
I mean at the end of the day it's hard to say exactly how best to improve a role madness game, but that's just my thoughts. Maybe you could also have limited the number of abilities each role had from 3 to 2. Pretty much everyone just did the most effective ability always. Demoman never used anything but the roleblock, Pyro's never used the vote manipulation, Engineer never built Teleporters, I don't think Spies ever would have used the Sapper (not to mention no one wanted to enter the bases). Really just a lot of stuff went unused because they weren't super useful. I think Demoman was most egregious since the unconditional roleblock was just so powerful.
It wasn't really just that it was role madness either, but more the fact every role was quite powerful and the Mafia didn't really have substantial buffs and some could be considered detrimental.
Even though it never came up because no one really wanted to test it, the Engineer could have easily be solved as Town or Mafia with a single roleblock. Engineer probably could have gotten a different buff entirely such as stronger buildings rather than them not being destroyed.
I also think with there being 8 roleblocking roles in Engineer, Demo, Sniper, and Medic mafia could have possibly just always had their faction kill roleblock immune or something since the kill being roleblocked is actually quite likely. Frankly if the crit canteens were available from the start of the game and instead of being limited just allowing them to chose one of the effects for the night could have gone a long way helping the Mafia play around all the roleblock, healing, and redirecting.
The last thing I'd possibly consider would have been adding more restrictions to all the roles for Town at least. Notably if in general a player couldn't chose the same action twice in a row or if each action has an actual downside to them. The Medic's Solem Vow was a good balance choice I feel, but I think more could have been done for some other classes. I think only really Scout and Soldier had legitimate negitives to spamming their abilities and Soldier was pretty easy to mitigate honestly.
I mean at the end of the day it's hard to say exactly how best to improve a role madness game, but that's just my thoughts. Maybe you could also have limited the number of abilities each role had from 3 to 2. Pretty much everyone just did the most effective ability always. Demoman never used anything but the roleblock, Pyro's never used the vote manipulation, Engineer never built Teleporters, I don't think Spies ever would have used the Sapper (not to mention no one wanted to enter the bases). Really just a lot of stuff went unused because they weren't super useful. I think Demoman was most egregious since the unconditional roleblock was just so powerful.


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Re: Team Fortress Mafia [END]
overall I don't think it was that bad though and was enjoyable trying to think about how everything interacts.


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Re: Team Fortress Mafia [END]
I had the unfortunate circumstance of my car blowing up on me. I feel bad that I wasn't able to put forth my best effort, but if I hadn't self pres voted and made it through the tie then the kill still would have been watched so I guess it was unavoidable. Oh well it's okay it happens. Good game all!
Sometimes life does seem all planned out, like there's no choice in the matter. But that's just an illusion.
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Re: Team Fortress Mafia [DAY 3]
Guillotine wrote: ↑Tue Dec 28, 2021 3:14 pmSo you think Gavial, Nanook, Sig and Tony are scum.DrWilgy wrote: ↑Tue Dec 28, 2021 3:07 pmMn, Mn, Mn, Mfna, Mn, Mn, Mn, Mn, Mn, Mn, Mn, Mfna, Mn m mnmneh, Mfna, mn Mfna.Gavial wrote: ↑Tue Dec 28, 2021 1:50 amI conquer @DrWilgyDolby wrote: ↑Mon Dec 27, 2021 11:43 pmWilgy, maybe you can make a reads list, with less mphhs being more towny, and more mphhs being more scummy
if you can't list a player, then do separate lines, with the 1st line being teh first player on the player list, second line being second, and so on (skipping dead people, or you could include them)

Mph Mhamp
Re: Team Fortress Mafia [END]
MhMh mhphremdy.
Mph mh mhr mhophn MhMhMhl!!
Mph mh mhr mhophn MhMhMhl!!
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Re: Team Fortress Mafia [END]
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.
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.
A.K.A. "That One Idiot"
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Re: Team Fortress Mafia [END]
I thought crit dodged role-blocks as well because from some of the places I've come from any sort of role-block is considered either a protection or "defense" as the setup puts it:TonyStarkPrime wrote: ↑Wed Jan 05, 2022 6:05 pm 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
Not to mention it words it as "all", which could've either meant multiple protections or all forms of protection.
I didn't mention it during the game though in the hopes that it was actually that case but mafia mis-read it as not doing that
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Re: Team Fortress Mafia [END]
Gg \o/
Thanks for the game, DDL!
Thanks for the game, DDL!
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Re: Team Fortress Mafia [END]
My thought process this whole game: I have no idea who's mafia since I'm barely reading the thread, so I'll just watch the people I want alive. :wowee:

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Dragon D. Luffy wrote: ↑Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?
The answer: all of them, if you are a marmot.
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Re: Team Fortress Mafia [END]
told y'all
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Re: Team Fortress Mafia [END]
told y'all they tried to kill me n2 as well lmao
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Re: Team Fortress Mafia [END]
that was just bad logic tbh but I was getting very upset in the moment that mafia did not get hand selected rolesMartinGG99 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.
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Re: Team Fortress Mafia [DAY 1]
*proceeds to vote on counterwagon to sabie*
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Re: Team Fortress Mafia [DAY 0]
ah the old vote a mafia in my first post of the game old chestnutMacDougall wrote: ↑Fri Dec 17, 2021 6:14 pm[VOTE: tsp] aubergineTonyStarkPrime wrote: ↑Fri Dec 17, 2021 5:07 pm Laying down slank cover for day zero also someone please read the setup and say some false things about it so I can contribute
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Re: Team Fortress Mafia [END]
My approach to the game was to just barely pay attention and call out what i thought was bullshit... turns out TSP bullshits a lot lol
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Re: Team Fortress Mafia [END]
and i wouldn't have gotten away with it too if it weren't for light role madness
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Re: Team Fortress Mafia [DAY 1]
tsp is mafia godMacDougall wrote: ↑Wed Jan 05, 2022 11:23 pm*proceeds to vote on counterwagon to sabie*
Re: Team Fortress Mafia [DAY 5]
Nanook was roleblocked by Dolby but he wasn’t the attacking mafia but could have been.LinearPoint wrote: ↑Wed Jan 05, 2022 6:00 pm That was surprisingly anticlimatic. 3 out of 4 Mafia died to night kill choices.
Only Nanook was actually scum read and caught.
Because Dolby roleblocked Nanook it caused him to be highly likely to be executed.
Re: Team Fortress Mafia [END]
Unless Nanook was the mafia that went to attack Mac?
But I don’t think so.
But I don’t think so.
Re: Team Fortress Mafia [NIGHT 5]
Lol I had so much on you and more I was gonna post if I didn’t die yet I didn’t even notice you posted that.
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Re: Team Fortress Mafia [DAY 5]
good job guilloMacDougall wrote: ↑Sun Jan 02, 2022 8:53 pmif town absolutely best I've seen you playGuillotine wrote: ↑Sun Jan 02, 2022 8:53 pmDid MacDougall just acknowledged that i've had great reads in this game?MacDougall wrote: ↑Sun Jan 02, 2022 8:49 pm Guess 1 - Guillo was a townsiding bisnitch all game and bussed all his team
Guess 2 - TSP is just mafia (caveat seems to be nobody else thinks this for probably some good reason I'm unaware of)
Guess 3 - It's LC![]()
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Re: Team Fortress Mafia [DAY 5]
Thank you mateMacDougall wrote: ↑Thu Jan 06, 2022 12:49 amgood job guilloMacDougall wrote: ↑Sun Jan 02, 2022 8:53 pmif town absolutely best I've seen you playGuillotine wrote: ↑Sun Jan 02, 2022 8:53 pmDid MacDougall just acknowledged that i've had great reads in this game?MacDougall wrote: ↑Sun Jan 02, 2022 8:49 pm Guess 1 - Guillo was a townsiding bisnitch all game and bussed all his team
Guess 2 - TSP is just mafia (caveat seems to be nobody else thinks this for probably some good reason I'm unaware of)
Guess 3 - It's LC![]()
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Re: Team Fortress Mafia [END]
GG all,thanks for the host DDL!
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [END]
When does the next Job go into sign ups? - Seems inefficient to not have one up yet.
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Re: Team Fortress Mafia [END]
I think we are having an issue of lack of hosts lately, particularly for Jobs. They were okay with me leaving my game over a month in sign ups because there was no one else wanting to use the slot.NotAnAxehole wrote: ↑Thu Jan 06, 2022 12:51 pm When does the next Job go into sign ups? - Seems inefficient to not have one up yet.
So if any of you wants to host a big game, now is a great time because the queue is short.
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Re: Team Fortress Mafia [END]
I'm confused as to how the queue works, I'm ready to host any of my games lol.Dragon D. Luffy wrote: ↑Thu Jan 06, 2022 2:10 pmI think we are having an issue of lack of hosts lately, particularly for Jobs. They were okay with me leaving my game over a month in sign ups because there was no one else wanting to use the slot.NotAnAxehole wrote: ↑Thu Jan 06, 2022 12:51 pm When does the next Job go into sign ups? - Seems inefficient to not have one up yet.
So if any of you wants to host a big game, now is a great time because the queue is short.
Russian Machine Never Breaks 769 #3
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Re: Team Fortress Mafia [END]
NotAnAxehole wrote: ↑Thu Jan 06, 2022 12:51 pm When does the next Job go into sign ups? - Seems inefficient to not have one up yet.
We're holding off until after the Game of Champions starts. Any Job that goes into signups now likely won't get any attention due to the GoC's presence, and it being a roughly similar format, so we'll hold off until then.

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Dragon D. Luffy wrote: ↑Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?
The answer: all of them, if you are a marmot.
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Re: Team Fortress Mafia [END]
Here they are!
Courtesy of @Syn


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