Lights go out and Green is still near us, I do my best to keep Red in vision. Red stays near me, Orange runs off, Green observes us a bit. So I figure Green is also an impostor and stay at the emergency meeting button ready to spam it. Turns out Orange also voted Blue, Blue and Green voted Orange. I figure we as crew have to try to kill one impostor and agreed. Red vouches for me and suggests we should kill Blue. The trio all say there were close to each other. I think Orange reported, but had no idea who did it. The other three are Blue, Green & Orange. turns out only 5/10 people were alive with 2 impostors (probably also due to disconnects). We were alone in the reactor room for a while, did our things, Red didnt kill me so I figure they are trustworthy. The last game I went to the reactor with Red. Turns out the player was a crew member and just wanted to keep me safe. I even called a meeting because I was afraid they would kill me. I kept avoiding them, telling the rest I didn't trust it. I went somewhere to do a task and I would see the yellow character tailing me. In one of the first games one player kept following me after a while. I had some really fun games with a sort of consistent random group on the second map. This game definitely needs a group that talks. People who yell over others in this game are the worst.īought it and played a bit yesterday. Great thing the game has so many rules and options you can tweak. Good imposters are monsters though but I'm not sure the game is balanced around people who are the good. I feel like they're mostly well equipped but there needs to be more counters for tryhard stackers. For the sequel I think they should allow imposters to both sabotage certain tasks and fix a select few that way they can both continue to the task meter and deplete already completed task (on cooldowns of course). Sometimes you have to bite the bullet and kill right in front of someone and hope you've earned enough trust to wiggle your way out. Besides that, yeah, it's super tough to beat people that group/stack. Without it they can't clear each other or accuse anyone with worthwhile proof. Lights out takes the #1 weapon the crew has which is information/vision. Along with a well timed door hack and vent hop. The only way to combat grouping is the lights out sabotage. Definitely my favorite mind games victory so far! Blamed him, saying I found the body on O2 after those two were alone together and I was suspicious of them, and that was enough to convince the guy up top that the accused was the impostor. At the start of next round, caused an O2 crisis to divide them, let one person go to top while I followed the ones going bottom from a ways back, after it was fixed walked right past the one I accused and killed his buddy. One game, got down to 5 people (my impostor buddy got caught after one kill in the open), walked around in a group of 3, killed one of them, blamed the third, the vote was split on who they believed, so nobody got voted off. That style tends to really put people on edge and scare them, compared to the style of quick and dirty kills that are quickly discovered. It doesn't help that my natural style of impostor play is very slow, I only kill when I am sure that nobody is around and I can get somewhere to establish an alibi, or I can cause a crisis to draw attention away long enough to get away, and often nobody finds half the bodies. Being impostor just comes too naturally sometimes lol. So my group that I play regularly with have straight up told me that they're scared of me.
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