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Genetics v Cult

Posted: Fri Nov 25, 2016 9:28 pm
by Jzoid
Don't you love it when it's a cult round, you're so excited, you plan to meet up and start to place down your very first rune.
But Genetics, they're one step ahead.
Already got TK and Hulk.
Cult round over almost instantly.
Make it so genetic mutations are nerfed against cults.
Example
TK - By the magic of Nar'Nar, TK can't sense culty things such as runes
Hulk - stun papers work on them

Re: Genetics v Cult

Posted: Fri Nov 25, 2016 9:39 pm
by PKPenguin321
joan alt detected

Re: Genetics v Cult

Posted: Fri Nov 25, 2016 10:01 pm
by D&B
We should just remove hulk

Re: Genetics v Cult

Posted: Fri Nov 25, 2016 10:03 pm
by CPTANT
D&B wrote:We should just remove hulk
To be honest TK + xray is just as much bullshit, if not more.

Re: Genetics v Cult

Posted: Fri Nov 25, 2016 10:54 pm
by imblyings
I lost pls nerf

Re: Genetics v Cult

Posted: Fri Nov 25, 2016 11:58 pm
by Jzoid
imblyings wrote:I lost pls nerf
Basically

Re: Genetics v Cult

Posted: Sat Nov 26, 2016 12:18 am
by kevinz000
Get the fuck good if it's click cult use deathwardens and if it's blood cult sword his ass.

Re: Genetics v Cult

Posted: Sat Nov 26, 2016 12:40 am
by TheColdTurtle
>x-ray walks into maint and scours around looking for valids
>JUST GET GOOD LMAO YOU CAN EASILY COUNTER THAT IN 3.14159 SECONDS BEFORE HE SCREAMS "CULT MAINT"
What did the table man mean by this?

Re: Genetics v Cult

Posted: Sat Nov 26, 2016 12:44 am
by BeeSting12
convert the geneticist first lol

Re: Genetics v Cult

Posted: Sat Nov 26, 2016 12:49 am
by PKPenguin321
BeeSting12 wrote:convert the geneticist first lol
or just
>cult
>go into maint behind genetics
>emp rune
>gg

Re: Genetics v Cult

Posted: Sat Nov 26, 2016 1:55 am
by XDTM
or just
>cult
>go somewhere vaguely central in the station
>get some people around an emp rune
>emp whole station
>ggwp crowbar is all access