Removing traitors and changelings from gamemode rotation
Posted: Wed Oct 19, 2016 2:15 am
Some fun reasons why this is good
1. All the gamemodes that aren't removed (n00k ops still stay) will encourage teamwork, as all the remaining gamemodes require a form of teamwork to win
2. We don't get to deal with Saltchat complaining about them getting 2 hit KOed by a .357 ebow tatorling
3. Hubbies won't know how to play, so they will either become better players or gtfo after messing up bullshit (once thankfully)
4. Gamemodes also have a lot of action, even if you are a assistant, you can always have an opportunity to fight some evil wizards instead of waiting for someone to shout "he's a fookin changeling"
5. People get to satisfy their inner murderbone by easily being on the side where they can kill shit (cultists, nook ops) and also fighting people WITH a reason so they don't get banned
1. All the gamemodes that aren't removed (n00k ops still stay) will encourage teamwork, as all the remaining gamemodes require a form of teamwork to win
2. We don't get to deal with Saltchat complaining about them getting 2 hit KOed by a .357 ebow tatorling
3. Hubbies won't know how to play, so they will either become better players or gtfo after messing up bullshit (once thankfully)
4. Gamemodes also have a lot of action, even if you are a assistant, you can always have an opportunity to fight some evil wizards instead of waiting for someone to shout "he's a fookin changeling"
5. People get to satisfy their inner murderbone by easily being on the side where they can kill shit (cultists, nook ops) and also fighting people WITH a reason so they don't get banned