Follow TV Tropes

Following

History ThatOneLevel / AmongUs

Go To

OR

Is there an issue? Send a MessageReason:
None


** In Hide and Seek mode, the Airship turns into the Impostor kryptonite not just because of many vents the Crewmates can use to get anywhere they want, but also because of a ladder glitch where as long as a Crewmates uses it repeatedly to go up and down, you won't be able to kill them.

to:

** In Hide and Seek mode, the Airship turns into the Impostor kryptonite kryptonite, not just because of many vents the Crewmates can use to get anywhere they want, but also because of a ladder glitch where where, as long as a Crewmates uses it repeatedly to go up and down, you won't be able to kill them.

Added: 287

Changed: 1

Is there an issue? Send a MessageReason:
None


* The Airship is an ''huge'' map, to the point that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 15, you can easily go a long time without seeing anyone, giving Impostors plenty of time to silently kill the Crew even with a long kill cooldown.

to:

* The Airship is an a ''huge'' map, to the point that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 15, you can easily go a long time without seeing anyone, giving Impostors plenty of time to silently kill the Crew even with a long kill cooldown.cooldown.
** In Hide and Seek mode, the Airship turns into the Impostor kryptonite not just because of many vents the Crewmates can use to get anywhere they want, but also because of a ladder glitch where as long as a Crewmates uses it repeatedly to go up and down, you won't be able to kill them.
Is there an issue? Send a MessageReason:
added extra point for upload data

Added DiffLines:

** Adding to the suckiness of this task, a fellow crewmate could be killed within your vicinity and their body reported all the while you're in the middle of downloading or uploading, with the huge GUI blocking your FOV. You may have no choice but to prepare for the Impostor accusations.
Is there an issue? Send a MessageReason:
None


** In a [[SubvertedTrope console-exclusive subversion]], "Swipe Card" is decidedly easier in the UsefulNotes/NintendoSwitch release, as instead of the speed of the swipe being based on how fast you swipe your mouse or finger, the card speed is controlled by how fast you spin your control stick. Once you get the speed right, it's easy to get locked into a pattern for how to spin it.

to:

** In a [[SubvertedTrope [[AvertedTrope console-exclusive subversion]], aversion]], "Swipe Card" is decidedly easier in the UsefulNotes/NintendoSwitch release, as instead of the speed of the swipe being based on how fast you swipe your mouse or finger, the card speed is controlled by how fast you spin your control stick. Once you get the speed right, it's easy to get locked into a pattern for how to spin it.
Is there an issue? Send a MessageReason:
None


* The Airship is an ''enormous'' map, to the point that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 15, you can easily go for long periods of time without seeing anyone, giving Impostors plenty of time to silently assassinate the Crew even with a long kill cooldown.

to:

* The Airship is an ''enormous'' ''huge'' map, to the point that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 15, you can easily go for a long periods of time without seeing anyone, giving Impostors plenty of time to silently assassinate kill the Crew even with a long kill cooldown.
Is there an issue? Send a MessageReason:
None


* The Airship is an ''enormous'' map, to the point that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 10, you can easily go for long periods of time without seeing anyone, giving Impostors plenty of time to silently assassinate the Crew even with a long kill cooldown.

to:

* The Airship is an ''enormous'' map, to the point that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 10, 15, you can easily go for long periods of time without seeing anyone, giving Impostors plenty of time to silently assassinate the Crew even with a long kill cooldown.
Is there an issue? Send a MessageReason:
None


* "Unlock Safe" requires you to go to the cargo bay and unlock the safe there using a set of instructions. This is not an easy task, as you are required to spin the safe in a certain direction to reach the number in the combination, even if it would be quicker to spin it the other direction. Also, the safe is in an isolated area at the back where Imposters can easily kill anyone trying to do the task.

to:

* "Unlock Safe" requires you to go to the cargo bay and unlock the safe there using a set of instructions. This is not an easy task, as you are required to spin the safe in a certain direction to reach the number in the combination, even if it would be quicker to spin it the other direction. Also, the safe is in an isolated area at the back where Imposters can easily kill anyone trying to do the task.task, especially if they take too long trying to get the whole combination right because of bad controls.
Is there an issue? Send a MessageReason:
None


** As if this task wasn't bad enough in normal mode, it's particularly bad in Hide and Seek mode. The task itself is unchanged, but trying to swipe the card just right is a lot harder when the Impostor is roaming around unabashed with nothing to stop it from killing you as soon as you're in sight, especially since half of your focus will most likely be on the danger meter and not on the task at hand. Given that completing tasks in this gamemode just decreases the time to survive faster (meaning less time you have to hide for), it's almost not worth it to attempt this one anyway unless you have the technique burned into your muscle memory.

to:

** As if this task wasn't bad enough in normal mode, it's particularly bad in Hide and Seek mode. The task itself is unchanged, but trying to swipe the card just right is a lot harder when the Impostor is roaming around unabashed with nothing to stop it from killing you as soon as you're in sight, especially since half of your focus will most likely be on the danger meter and the music but not on the task at hand.hand. Since said meter and music don't account for walls, you may well end up repeatedly abandoning the task or messing it up because the Seeker ran through a corridor adjacent to the room you're in and set the meter off despite not having seen you. Given that completing tasks in this gamemode just decreases the time to survive faster (meaning less time you have to hide for), it's almost not worth it to attempt this one anyway unless you have the technique burned into your muscle memory.

Added: 1100

Changed: 1310

Is there an issue? Send a MessageReason:
None


* The "Start Reactor" task is uncomfortably tedious to perform, being essentially a nine-button SimonSaysMiniGame, done five times in a row, with more tiles to push as it goes along. While not hard, this task is irritating to perform due to how slow it is, and the huge minigame interface basically obscures every possible angle of view where an Impostor could be sneaking up on you. Also, on the rare occasion where a mistake has been made, the buttons reset to the very beginning, taking that much longer to complete. Many players collectively loathe this task with a passion due to how often they get killed while doing it, and not helping matters is how commonly they are interrupted by a meeting, which pauses task progress. Most of the time, only dead Crew members can successfully pull this off, since they can no longer be accosted by Impostors in the process, though live Crewmates with a BigRedButton can still pose a major hindrance.

to:

** As if this task wasn't bad enough in normal mode, it's particularly bad in Hide and Seek mode. The task itself is unchanged, but trying to swipe the card just right is a lot harder when the Impostor is roaming around unabashed with nothing to stop it from killing you as soon as you're in sight, especially since half of your focus will most likely be on the danger meter and not on the task at hand. Given that completing tasks in this gamemode just decreases the time to survive faster (meaning less time you have to hide for), it's almost not worth it to attempt this one anyway unless you have the technique burned into your muscle memory.
* The "Start Reactor" task is uncomfortably tedious to perform, being essentially a nine-button SimonSaysMiniGame, done five times in a row, with more tiles to push as it goes along. While not hard, this task is irritating to perform due to how slow it is, and the huge minigame interface basically obscures every possible angle of view where an Impostor could be sneaking up on you. Also, on the rare occasion where a mistake has been made, the buttons reset to the very beginning, taking that much longer to complete. Many players collectively loathe this task with a passion due to how often they get killed while doing it, and not helping matters is how commonly they are interrupted by a meeting, which pauses task progress. Most of the time, only dead Crew members can successfully pull this off, since they can no longer be accosted by Impostors in the process, though live Crewmates with a BigRedButton can still pose a major hindrance. And like Swipe Card, it becomes a lot harder in Hide and Seek mode purely because of the extra anxiety and needing to keep half an eye on the danger meter.
Is there an issue? Send a MessageReason:
None


* MIRA HQ's reactor room is secured by a long airlock tunnel that has a vent inside the tunnel, two vents inside the reactor, and another outside the airlock. The whole thing is a huge deathtrap, with the added wrinkle of putting a huge time sink in attempts to undo sabotage, even with the fairly generous 45-second timer.

to:

* MIRA HQ's reactor room is secured by a long airlock decontamination tunnel that has a vent inside the tunnel, two vents inside the reactor, and another outside the airlock.decontamination. Entering it locks crewmates in for a good few seconds before it opens up. The whole thing is a huge deathtrap, with the added wrinkle of putting a huge time sink in attempts to undo sabotage, even with the fairly generous 45-second timer.



* In Hide n Seek, the long decontamination chamber that connects Reactor/Laboratory and Locker Room is a huge headache for the Impostor especially since the Crewmates can vent from one side to the other, while the Impostor can't and has to go through the chamber, wasting precious seconds while their intended victim simply vents to the other side. The Crewmates can also use it to shut the Impostor behind for a few seconds. While the Crewmates have a limited number of times to vent, several crewmates can pull this off near the end of the game and the Impostor can't do much about it.

to:

* In Hide n Seek, the long decontamination chamber that connects Reactor/Laboratory and Locker Room is tunnel becomes a huge headache for the Impostor especially since in this mode the Crewmates can vent from one side to the other, while the Impostor can't and has to go through the chamber, through, wasting precious seconds while their intended victim simply vents to the other side. The Crewmates can also use it to shut the Impostor behind for a few seconds. While the Crewmates have a limited number of times to vent, several crewmates can pull this off near the end of the game and the Impostor can't do much about it.
Is there an issue? Send a MessageReason:
None


* "Upload Data" is one of the most disliked Tasks in the game. It requires you to stand still for around ten seconds while a meter fills up, during which time your view is obscured by a huge interface. If an Impostor shows up, they'll be able to kill you and you likely won't even see them coming. It also resets if you don't complete it/are interrupted. Worse still, Upload Data is usually paired with Download Data, the same task in a different location, so that's two opportunities for an Impostor to kill you.

to:

* "Upload Data" is one of the most disliked Tasks in the game. It requires you to stand still for around ten seconds while a meter fills up, during which time your view is obscured by a huge interface. If an Impostor (or the Seeker in Hide n Seek mode) shows up, they'll be able to kill you and you likely won't even see them coming.coming aside from an audio cue when playing Hide n Seek, and even then you might not be able to guess where the Seeker is coming from. It also resets if you don't complete it/are interrupted. Worse still, Upload Data is usually paired with Download Data, the same task in a different location, so that's two opportunities for an Impostor to kill you.
Is there an issue? Send a MessageReason:
None


* In Hide n Seek, the long decontamination chamber that connects Laboratory and Reactor is a huge headache for the Impostor especially since the Crewmates can vent from one side to the other, while the Impostor can't and has to go through the chamber, wasting precious seconds while their intended victim simply vents to the other side. While the Crewmates have a limited number of times to vent, several crewmates can pull this off near the end of the game and the Impostor can't do much about it.

to:

* In Hide n Seek, the long decontamination chamber that connects Laboratory Reactor/Laboratory and Reactor Locker Room is a huge headache for the Impostor especially since the Crewmates can vent from one side to the other, while the Impostor can't and has to go through the chamber, wasting precious seconds while their intended victim simply vents to the other side.side. The Crewmates can also use it to shut the Impostor behind for a few seconds. While the Crewmates have a limited number of times to vent, several crewmates can pull this off near the end of the game and the Impostor can't do much about it.
Is there an issue? Send a MessageReason:
None



to:

* In Hide n Seek, the long decontamination chamber that connects Laboratory and Reactor is a huge headache for the Impostor especially since the Crewmates can vent from one side to the other, while the Impostor can't and has to go through the chamber, wasting precious seconds while their intended victim simply vents to the other side. While the Crewmates have a limited number of times to vent, several crewmates can pull this off near the end of the game and the Impostor can't do much about it.
Is there an issue? Send a MessageReason:
grammar


** Storage only one task related to it (Fuel Engines), but it has only one entrance, and is located between pretty much all three of the biggest buildings in the game. Due to this, if someone gets the Fuel Engines task, it is very easy for someone to go there and get killed and never be noticed the entire game simply because it's so underused task-wise. The fact it has a vent right in the bottom corner of the room that connects to a vent outside Communications and Office/Admin means an Imposter can easily kill a player, jump in the vent, and quickly seem like they didn't do it without having to worry. Oh, and Storage also has a closable door, so if only one person is assigned fuel duty, their corpse can be safely sealed up in the room and left to rot for the rest of the game.

to:

** Storage only has one task related to it (Fuel Engines), but it has only one entrance, and is located between pretty much all three of the biggest buildings in the game. Due to this, if someone gets the Fuel Engines task, it is very easy for someone to go there and get killed and never be noticed the entire game simply because it's so underused task-wise. The fact it has a vent right in the bottom corner of the room that connects to a vent outside Communications and Office/Admin means an Imposter can easily kill a player, jump in the vent, and quickly seem like they didn't do it without having to worry. Oh, and Storage also has a closable door, so if only one person is assigned fuel duty, their corpse can be safely sealed up in the room and left to rot for the rest of the game.
Is there an issue? Send a MessageReason:
None


-->'''[[https://www.youtube.com/watch?v=ng9dtd6qwuM LazarBeam]]''': When in doubt, someone's dead in electrical.

to:

-->'''[[https://www.youtube.com/watch?v=ng9dtd6qwuM LazarBeam]]''': LazarBeam]]:''' When in doubt, someone's dead in electrical.
Electrical.









Willbyr MOD

Added: 2689

Changed: 3934

Removed: 2499

Is there an issue? Send a MessageReason:
None


!!Multiple maps:

to:

!!Multiple maps:maps



!!Polus Outpost:
* Storage is one of the worst places to have to go for a task despite having only one task related to it, Fuel Engines. This is because it has only one entrance, and is located right in front of the Dropship, but also is located between pretty much all three of the biggest buildings in the game. Due to this, if someone gets the Fuel Engines task, it is very easy for someone to go there and get killed and never be noticed the entire game simply because it's so underused task-wise. The fact it has a vent right in the bottom corner of the room that connects to a vent outside Communications and Office/Admin means an Imposter can easily kill a player, jump in the vent, and quickly seem like they didn't do it without having to worry. Oh, and Storage also has a closable door, so if only one person is assigned fuel duty, their corpse can be safely sealed up in the room and left to rot for the rest of the game.

to:

!!Polus Outpost:
Outpost

* Almost every room on the map provides difficulty and/or significant danger for the Crewmates:
**
Storage is one of the worst places to have to go for a task despite having only one task related to it, Fuel Engines. This is because it (Fuel Engines), but it has only one entrance, and is located right in front of the Dropship, but also is located between pretty much all three of the biggest buildings in the game. Due to this, if someone gets the Fuel Engines task, it is very easy for someone to go there and get killed and never be noticed the entire game simply because it's so underused task-wise. The fact it has a vent right in the bottom corner of the room that connects to a vent outside Communications and Office/Admin means an Imposter can easily kill a player, jump in the vent, and quickly seem like they didn't do it without having to worry. Oh, and Storage also has a closable door, so if only one person is assigned fuel duty, their corpse can be safely sealed up in the room and left to rot for the rest of the game.game.
** The Lab in the northeast corner is known as "the Electrical of Polus" due to it being just as isolated and easy to access via vent. A body positioned just right can go completely unnoticed for several minutes, allowing the Impostors to secure additional kills.
** The Specimen room is ''the'' most isolated area on the map, with only two long hallways and no windows, and both doors out involve an airlock that's time-consuming to traverse. It's also the home of the tedious "Start Reactor" task which leaves you very vulnerable to anyone who's accompanied you here. Thankfully there are no vents, but a successful kill in this forsaken corner can go completely unnoticed until another body is reported.
** All the tasks in Communications take some time to do, and are all in the back of the room, where an Impostor can hide well away from the door (if they don't just close it) to avoid detection long enough to escape unseen.
** Weapons has the exact same issue as Communications--the actual task node is out of sight of the doorway, which, again, can be closed. Additionally, this is the home of the Destroy Asteroids task, so everyone can see the base cannon firing if visual tasks are on. The Crewmate you see join you in the room could be a friend who can now fully clear you as innocent, or an Impostor poised to eliminate someone who cannot be placed under suspicion.



* The Lab in the northeast corner is known as "the Electrical of Polus" due to it being just as isolated and easy to access via vent. A body positioned just right can go completely unnoticed for several minutes, allowing the Impostors to secure additional kills.
* The Specimen room is even worse, as it is ''the'' most isolated area on the map, with only two long hallways and no windows, and both doors out involve an airlock that's time-consuming to traverse. It's also the home of the tedious "Start Reactor" task which leaves you very vulnerable to anyone who's accompanied you here. Thankfully there are no vents, but a successful kill in this forsaken corner can go completely unnoticed until another body is reported.
* The Communications room is also something of a death trap. All the tasks there take some time to do, and are all in the back of the room, where an Impostor can hide well away from the door (if they don't just close it) to avoid detection long enough to escape unseen.
* The "Open Waterways" task involves having to spin a large round valve a full turn to complete, and you'll have to wait for the waterways to slowly fill. Not only is this a fairly slow and boring task, it has to be done in three separate locations, two in one room and one almost halfway across the map. You also have to watch the waterway completely fill to register that task as complete, and tapping out or getting interrupted will pause progress. And to cap off the frustration, the minigame interface completely covers the screen, meaning you are guaranteed to die if an Impostor finds you.
* Continuing the trend of enclosed rooms being certain death on this map, Weapons has the exact same issue as Communications in that the actual task node is out of sight of the doorway, which, again, can be closed. Additionally, this is the home of the Destroy Asteroids task, so everyone can see the base cannon firing if visual tasks are on. The crewmate you see join you in the room could be a friend who can now fully clear you as innocent, or an impostor poised to eliminate someone who cannot be placed under suspicion.
* "Check Keys", the one Common Task that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection. For bonus points, which keyhole you get isn't random--it's based on lobby entry order. So if a particularly smart Crewmate asks you which keyhole you had and you get it wrong, enjoy your lava bath; regardless of whether you're an Impostor who failed to fake it, or a Crewmate who didn't know this fact and so just forgot which you had. And as if that wasn't bad enough, Check Keys is one of the most popular situations for Imposters to perform a "stack kill" - murdering someone inside the stack of players where only noticing the extremely brief kill animation and the small amount of movement it causes will alert even the most attentive and paranoid Crewmates, resulting in a high-tension meeting where saying the wrong thing can get ''anyone'' ejected.

to:

* The Lab in the northeast corner is known as "the Electrical of Polus" due to it being just as isolated and easy to access via vent. A body positioned just right can go completely unnoticed for several minutes, allowing the Impostors to secure additional kills.
* The Specimen room is even worse, as it is ''the'' most isolated area on the map, with only two long hallways and no windows, and both doors out involve an airlock that's time-consuming to traverse. It's also the home of the tedious "Start Reactor" task which leaves you very vulnerable to anyone who's accompanied you here. Thankfully there are no vents, but a successful kill in this forsaken corner can go completely unnoticed until another body is reported.
* The Communications room is also something of a death trap. All the tasks there take some time to do, and are all in the back of the room, where an Impostor can hide well away from the door (if they don't just close it) to avoid detection long enough to escape unseen.
* The "Open Waterways" task involves having to spin a large round valve a full turn to complete, and you'll have to wait for the waterways to slowly fill. Not only is this a fairly slow and boring task, it has to be done in three separate locations, two in one room and one almost halfway across the map. You also have to watch the waterway completely fill to register that task as complete, and tapping out or getting interrupted will pause progress. And to To cap off the frustration, the minigame interface completely covers the screen, meaning you are guaranteed to die if an Impostor finds you.
* Continuing the trend of enclosed rooms being certain death on this map, Weapons has the exact same issue as Communications in that the actual task node is out of sight of the doorway, which, again, can be closed. Additionally, this is the home of the Destroy Asteroids task, so everyone can see the base cannon firing if visual tasks are on. The crewmate you see join you in the room could be a friend who can now fully clear you as innocent, or an impostor poised to eliminate someone who cannot be placed under suspicion.
*
"Check Keys", Keys" is the one Common Task that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates Crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate Crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection. For bonus points, which keyhole you get isn't random--it's based on lobby entry order. So if a particularly smart Crewmate asks you which keyhole you had and you get it wrong, enjoy your lava bath; bath, regardless of whether you're an Impostor who failed to fake it, or a Crewmate who didn't know this fact and so just forgot which you had. And as if that wasn't bad enough, Check Keys is one of the most popular situations for Imposters to perform a "stack kill" - murdering someone inside the stack of players where only noticing the extremely brief kill animation and the small amount of movement it causes will alert even the most attentive and paranoid Crewmates, resulting in a high-tension meeting where saying the wrong thing can get ''anyone'' ejected.






* The Airship is an ''enormous'' map. So much that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 10, you can easily go for long periods of time without seeing anyone, giving Impostors plenty of time to silently assassinate the Crew even with a long kill cooldown.

to:


* The Airship is an ''enormous'' map. So much map, to the point that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 10, you can easily go for long periods of time without seeing anyone, giving Impostors plenty of time to silently assassinate the Crew even with a long kill cooldown.



* The "Upload Data" task comes with a new twist; instead of going to "Admin", you instead go outside and basically hold up your tablet, moving it around to get a signal. Depending on how lucky you are with where you move it, this can either be much faster than the standard upload if you get a perfect signal quickly, or slower if you're stuck with a poor signal for most of it. Did we mention that there are vents close to these outdoor areas?

to:

* The "Upload Data" task comes with a new twist; instead twist--instead of going to "Admin", you instead go outside and basically hold up your tablet, moving it around to get a signal. Depending on how lucky you are with where you move it, this can either be much faster than the standard upload if you get a perfect signal quickly, or slower if you're stuck with a poor signal for most of it. Did we mention that there are vents close to these outdoor areas?
Is there an issue? Send a MessageReason:
None


** The Engineer role makes this even worse, especially in the Mira HQ map. When you see another crew member scan, then hop into the Med Bay's vent, you know you're going to have a problem; they will be able to chase you everywhere, dive underground if they suspect an attack, and sneak off to the meeting button in a flash if you slip up, with only their time limit balancing it out.

to:

** The Engineer role makes this even worse, especially in the Mira HQ map. When you see another crew member scan, then hop into the Med Bay's vent, you know you're going to have a problem; they will be able to can chase you everywhere, dive underground if they suspect an attack, and sneak off to the meeting button in a flash if you slip up, with only their time limit balancing it out.
Is there an issue? Send a MessageReason:
None


* "Check Keys", the one Common Task that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection. For bonus points, which keyhole you get isn't random--it's based on lobby entry order. So if a particularly smart Crewmate asks you which keyhole you had and you get it wrong, enjoy your lava bath; regardless of whether you're an Impostor who failed to fake it, or a Crewmate who didn't know this fact and so just forgot which you had.

to:

* "Check Keys", the one Common Task that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection. For bonus points, which keyhole you get isn't random--it's based on lobby entry order. So if a particularly smart Crewmate asks you which keyhole you had and you get it wrong, enjoy your lava bath; regardless of whether you're an Impostor who failed to fake it, or a Crewmate who didn't know this fact and so just forgot which you had.
had. And as if that wasn't bad enough, Check Keys is one of the most popular situations for Imposters to perform a "stack kill" - murdering someone inside the stack of players where only noticing the extremely brief kill animation and the small amount of movement it causes will alert even the most attentive and paranoid Crewmates, resulting in a high-tension meeting where saying the wrong thing can get ''anyone'' ejected.
Is there an issue? Send a MessageReason:
None


** The Engineer role makes this even worse: When you see another crew member scan, then hop into the Med Bay's vent, you know you're going to have a problem; they will be able to chase you everywhere, dive underground if they suspect an attack, and sneak off to the meeting button in a flash if you slip up, with only their time limit balancing it out.

to:

** The Engineer role makes this even worse: worse, especially in the Mira HQ map. When you see another crew member scan, then hop into the Med Bay's vent, you know you're going to have a problem; they will be able to chase you everywhere, dive underground if they suspect an attack, and sneak off to the meeting button in a flash if you slip up, with only their time limit balancing it out.
Is there an issue? Send a MessageReason:
None


* "Check Keys", the one Common Task that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection.

to:

* "Check Keys", the one Common Task that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection.
ejection. For bonus points, which keyhole you get isn't random--it's based on lobby entry order. So if a particularly smart Crewmate asks you which keyhole you had and you get it wrong, enjoy your lava bath; regardless of whether you're an Impostor who failed to fake it, or a Crewmate who didn't know this fact and so just forgot which you had.
Is there an issue? Send a MessageReason:
repetitive, tweaked wording


** The new crew roles manage to make this even worse: an Engineer who has successfully been vetted as having scanned can use the vents with total impunity, which can be a serious problem on Mira with its fully interconnected vent network. When as an Impostor, you see another crew member scan, then hop into the Med Bay's vent, you know you're going to have a problem, as this bean will be able to chase you everywhere, dive underground if they suspect an attack, and sneak off to the meeting button in a flash if you slip up.

to:

** The new crew roles manage to make Engineer role makes this even worse: an Engineer who has successfully been vetted as having scanned can use the vents with total impunity, which can be a serious problem on Mira with its fully interconnected vent network. When as an Impostor, you see another crew member scan, then hop into the Med Bay's vent, you know you're going to have a problem, as this bean problem; they will be able to chase you everywhere, dive underground if they suspect an attack, and sneak off to the meeting button in a flash if you slip up.up, with only their time limit balancing it out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** As a sign of this task's infamy, when the game was given achievements, completing the "Swipe Card" task on your first try was considered noteworthy enough to unlock an achievement called "IMPOSSIBLE TASK" as the only achievement thus far based around completing a certain task.

Changed: 621

Removed: 630

Is there an issue? Send a MessageReason:
None


* "Check Keys", the one Common Task on Polus that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection.




to:

* "Check Keys", the one Common Task that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection.
Is there an issue? Send a MessageReason:
None


* "Check Keys", the one Common Task on Polus that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection.

to:

* "Check Keys", the one Common Task on Polus that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekovsGun ChekhovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The new crew roles manage to make this even worse: an Engineer who has successfully been vetted as having scanned can use the vents with total impunity, which can be a serious problem on Mira with its fully interconnected vent network. When as an Impostor, you see another crew member scan, then hop into the Med Bay's vent, you know you're going to have a problem, as this bean will be able to chase you everywhere, dive underground if they suspect an attack, and sneak off to the meeting button in a flash if you slip up.
* "Check Keys", the one Common Task on Polus that can trip up even the best Impostors. If it procs as a task, it will always be given to the entire crew, and since it's right inside the dropship starting location, it will always be the first task the crew tackles, meaning if you leave the task space too quickly, savvy crewmates will instantly rush to the meeting desk and sentence you to a lava bath before the game has even really begun. On the flipside, if one crewmate ''forgets'' to do the Keys, it becomes a very useful ChekovsGun you can pull out at an opportune moment to discredit them and almost guarantee an ejection.
Is there an issue? Send a MessageReason:
None


* The Weather Nodes are infamous for phone players — the general inaccuracy of a phone's touch screen doesn't play nice with the precision needed to complete its maze minigame, and you have to start over from scratch if you make a mistake. Even for PC players, the maze can still be a source of frustration, especially if they're trying to rush the maze.

to:

* The Weather Nodes are infamous for phone players for two reasons: one, the general inaccuracy of a phone's touch screen doesn't play nice with the precision needed to complete its maze minigame, and you have to start over from scratch if you make a mistake. mistake; and two, the maze is navigated left-to-right, which means if you're a right-handed player, your hand's going to be covering up the majority of the maze most of the time. Even for PC players, the maze can still be a source of frustration, especially if they're trying to rush the maze.it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* "Unlock Safe" requires you to go to the cargo bay and unlock the safe there using a set of instructions. This is not an easy task, as you are required to spin the safe in a certain direction to reach the number in the combination, even if it would be quicker to spin it the other direction. Also, the safe is in an isolated area at the back where Imposters can easily kill anyone trying to do the task.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Airship is an ''enormous'' map. So much that you get a choice of randomized rooms to spawn in at the beginning of the game and after each meeting. It's also got its fair share of dead ends to make navigation less straightforward. Even with a full lobby of 10, you can easily go for long periods of time without seeing anyone, giving Impostors plenty of time to silently assassinate the Crew even with a long kill cooldown.
Is there an issue? Send a MessageReason:
Grammar check


* While it may be confronting to navigate a new map for the first time, after long enough you get used to it and can even memorize the location of some areas of interest. The Airship's Electrical doesn't offer this solace. It's composed of several smaller rooms, all interconnected, but when the game starts the a random number of doors within Electrical are permanently shut, ensuring that the place is never the same for two games in a row. What's worse is that a possible long task is "Reset Breakers", where you have to pull each switch in Electricall from 1 to 7, and they too will have their positions randomized each game.

to:

* While it may be confronting daunting to navigate a new map for the first time, after long enough enough, you get used to it and can even memorize the location of some areas of interest. The Airship's Electrical doesn't offer this solace. It's composed of several smaller rooms, all interconnected, but when the game starts the starts, a random number of doors within Electrical are permanently shut, ensuring that the place is never the same for two games in a row. What's worse is that a possible long task is "Reset Breakers", where you have to pull each switch in Electricall Electrical from 1 to 7, and they too will have their positions randomized each game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The "Upload Data" task comes with a new twist; instead of going to "Admin", you instead go outside and basically hold up your tablet, moving it around to get a signal. Depending on how lucky you are with where you move it, this can either be much faster than the standard upload if you get a perfect signal quickly, or slower if you're stuck with a poor signal for most of it. Did we mention that there are vents close to these outdoor areas?

Top