You don't seem to understand. Investigators should not claim before the players they have investigated. There is no wiggle room there, failing to adhere to that standard is a misplay at best. It's pretty funny to me that your point here is to attempt to highlight the futility of me explaining why this standard exists, when you seem entirely unaware yourself why this standard exists.
Does it? Or is that what you've decided to conclude based on, well, basically nothing? I don't feel like I'm at risk of being lynched. I explained what I explained because Light claimed before Queen, so clearly an explanation was warranted. It's not like I just decided to lecture everyone how this should work, we say it, in game, not be followed correctly, which for me, justifies my contribution.
I mean, I feel like I've been plenty fine in that regard. You can throw out words like "proactive" all you like, it doesn't mean much to me. Through my play, I've gotten a good grip on the game, have several scum and town reads, and now seem to be pretty widely town read. I think I'm doing okay. Can you say the same?
Why did it come off as defensive, though? This is your issue, you're simply coming up with scum tells and trying to attribute that to my play, without doing the hard work of actually establishing that my play demonstrates these scum tells. Your accusation was nonsense and dumb, and I duly explained why it was nonsense and dumb. If you don't like it, then stick to using terms you know you're actually familiar with, otherwise it comes across as you throwing mud at the wall and trying to see what sticks.
Unfortunately Usopp, what you like isn't really my concern. I did say I didn't defend Queen, and I did say I was educating Light (and the players at large) on what to do in those situations. You just don't seem to like the way I went about that, which isn't really of any concern to me.
You can suspect me of being culted all you like, it really doesn't mean anything to me if you don't have anything to support it. You say I had a good town read, and while that is partially true, I was also the second-leading wagon for the majority of the orginal 24-hour phase Day 1.
@Bolded
If we're dealing with an inherited cult, then the game is over now and we should all stop playing. Because it's almost impossible to stop a cult that inherits their powers, they would simply continue to grow and grow with no way of stopping this growth permanently unless we luck out by obliterating the entire cult within one cycle. I would be very disappointed if this were the case, so I don't feel like it bears much consideration at all. Have you actually thought about how it would work from a balance perspective? Cults generally have a single recruiter, at the most a secondary one that is X-shot or Restricted in some capacity, and once these players die the Cult is either left to be eliminated or survive like a pseudo-mafia without a kill, or they all die along with the cult recruiter/leader. In a game of this size, with what seems to be several Cults present, I expect one Recruiter per Cult and that's it.