Author Topic: Trouble in Terrorist Town - Tips  (Read 959 times)

Offline zX_BEN_Xz

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Trouble in Terrorist Town - Tips
« on: February 27, 2013, 09:11:38 PM »
Trator Tips

A majority of new players introduced to TTT may find great difficulty assuming the role as traitor. The following is a list of recommended suggestions for players striving to perform better as the traitor role:

Utilize the Microphone - If you find yourself in a situation where your identity is at risk, lie to the best of your ability. Be as convincing as possible. Players are generally more easily influenced by those who verbally explain their dilemma rather than through text chat.
 
Eliminate the Suspicious - Players who may be suspicious of your actions should be silenced whenever possible and discretely. Servers consist anywhere from 16 - 24 players. A majority of these players are more concerned about their safety. Neutralizing those suspicious of you would prevent their reasoning to distrust you from surfacing to other players. Be careful however to dispose of their corpses as other players may be able to link the possibility of their death to you.
 
C4 - A Last Option - As tempting as it may be, C4 is never a good option unless properly hidden. Innocents can easily notify a detective of its existence and have it disarmed. Already your DNA is obtained leaving you an open target. Secondly, if you plan on ever using a C4, never plant it less then 30 seconds. Of the 5 different wires, only 1 if cut will detonate the C4 assuming it was planted between 2 - 10 seconds. Planting a C4 for 90 - 90+ seconds will increase your odds for detonation should a player attempt to disarm it.
   
Knife Throwing, a Valuable Asset - A number of revisions ago, TTT's knife was nerfed to the point where it was no longer possible to instantly kill another by close contact. Although various communities still preserve the original knife's attributes, a majority of the ttt servers are continuously updated. Throwing the knife at a player from a distance of at least 300 units guarantee's an instant kill. Holding the "jump" key and "right-clicking" with the knife in hand will project the knife further. If you happen to miss and a player notices your knife, do not worry, DNA cannot be obtained from a knife unless it was used to murder another player.
 
Disguise Toggling - Upon purchasing the "Disguise" item from the traitor menu, have a key pre-bound to toggle between the disguise states (ie. bind "key" ttt_toggle_disguise). Murdering multiple innocents in close quarters or sniping from a distance are both excellent applications of the disguise kit. Take care to disable your disguise when around groups of innocents.
   
Detective Targeting - Innocents seek refuge by staying close with the detectives. Not only do they provide refilling health stations, but will provide valuable information regarding possible traitor suspects. Executing them in a timely fashion is preferred. Only execute them if they are alone or among a small number of innocents. Take care to note that obtaining the detectives "DNA scanner" will provide you with an increased advantage when killing innocents. No longer is your DNA an issue.
   
Silenced Pistol - Heavily disregarded but very effective once perfected. Once you become better with your accuracy, utilize the silenced pistol. Very quiet and extremely deadly. One head shot and body shot (putt .... putt), dead. Especially if your victim is facing away from you, use the pistol. Take care not to miss as you will immediately be identified as a traitor. Note: Use with disguise as a covert-tactic.
   
Never Identify Those You've Killed - Upon killing your victim, identifying their body afterwards might get you killed fast. Players keep track of those they were with. As soon as they see that individual come up as killed, they may have enough reason to kill you. Only identify innocents as a last option. For example, suppose you execute an innocent and you notice someone entering the room. Make up a bogus scenario explaining how the player you found died (ex: sniped, crowbarred ,etc.) At this point, no one knows how he died unless they have examined the corpse as well. As soon as the innocent who may be suspicious of you looks at the corpse, kill him as well.

Offline zX_BEN_Xz

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Re: Trouble in Terrorist Town - Tips
« Reply #1 on: February 27, 2013, 09:12:10 PM »
Innocent Tips

Traitor-Testers - These are your number one option for confirming. However, traitors love to disable these or use them to their advantage. If the room is filled with people, for skilled traitors this might be easy prey. It's suggested to prove your self or not to, depending on the map. Maps which have secret ways, or any sort of secured, non-checkable, traitor only or hardly-accessible rooms near the T-Tester will make it dangerous to enter this room and use it. Most maps lock you away while doing this. If you are the Innocent team's trump card, this may be a problem. A machine gun is a very good weapon for traitors to use, and beware deagles. Someone who masters the deagle can win in a 5 to 1 Innocent VS traitors. There are two ways traitors will try to attack the room: Stealthy using C4 (the conditions mentioned above apply for this to work good) and a full out, where one or more heavily armed traitor (they could preffer the ak47, for it's effectiveness) try to go on an all-out. However, if you gain other's trusts, this gives you the position to ask for help with an answer. Always be cautious, especially if traitors have a way to falsify the testers.
   
Following - Following someone paranoid (usually innocents) is a good way to test if they might be a traitor. If traitors get the chance for prey to come to them, they'll use it. If the person you are following does not mind against you, does not give any type of signal that they do not want people near and they dont trust anyone (using the +zoom menu), suspect them. Traitors are concentrated on finding targets more than their innocence. A skilled traitor,however, knows this and will utilize it. For one, if they dont use the +zoom menu at all, it could mean two things: They are a traitor OR they don't care if they are alive or dead. To test the second option is quite easy; if they are doing someting irrelevant (Moving props, doing things that dont make sense, jumping around randomly, etc), meaning if they don't seem to care much about if they are alive or dead, they're probably innocent. Traitors are always excited and don't want to miss their chance - Becoming a traitor is too rare to miss.
   
Enough To Kill - both of the categories above do not contain enough reason to kill someone. This is quite basic: follow them around, wait for their move. Suggested is however to keep your distance from them and stay with a trusted or half trusted group. Keep in mind: if you're in a group of 8-16 people, there's always a chance that someone of them is a traitor, or this is a planned attack: 3 Traitors are enough to take 6 innocents out, if they get the time right. Tactics are important, when it comes to traitors.
   
Travel In Threes - Where possible, you should always attempt to travel in groups of at least 3 people. This way, if one of them turns out to be a Traitor, then either you or the other person can gun him/her down, preventing his escape (unless you're unlucky enough to pair up with two Traitor). As well as this, a group of 3 Innocents traveling together can eliminate any Traitor that might be wandering around. Furthermore, if you are accused of being a Traitor, the other two players can confirm your innocence.

 

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