Traitor: Difference between revisions

19 bytes removed ,  22:41, 22 May 2015
cleaned up some outdated shit
imported>Bandit
No edit summary
imported>Bandit
(cleaned up some outdated shit)
Line 66: Line 66:


==[[Syndicate Items|Your Tools]]==
==[[Syndicate Items|Your Tools]]==
Alright, you know your objective!  Time to accomplish that goal!  The Syndicate treats you much better than Centcom. You have 20 Telecrystals built into your PDA itching to be spent on traitory goods.  Check [[Syndicate Items]], for a more detailed description on the goods. But don't go racing off to order those items ASAP; people are more clustered in the beginning of rounds and the AI is probably wondering how it switches cameras and the Captain is off huffing paint somewhere.  Although it can be useful to get items early, holding off until you need the item also has merit, so 3 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just spaced.
Alright, you know your objective!  Time to accomplish that goal!  The Syndicate treats you much better than Centcom. You have 20 Telecrystals built into your PDA itching to be spent on traitory goods.  Check [[Syndicate Items]], for a more detailed description on the goods. But don't go racing off to order those items ASAP; people are more clustered in the beginning of rounds and the AI is probably wondering how it switches cameras and the Captain is off huffing paint somewhere.  Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just killed.


If you think you're at the risk of being searched by security, and you don't think you can outrun or outfight them, a good idea is to hide your traitor items in a backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar. If the item is small (such as an emag), and you'd rather hold onto it, you can hollow out a book with a pair of wirecutters and place the item inside. To recover it, just click the item in your hand. The object will fall out.
If you think you're at the risk of being searched by security, and you don't think you can outrun or outfight them, a good idea is to hide your traitor items in a backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar. If the item is small (such as an emag), and you'd rather hold onto it, you can hollow out a book with a pair of wirecutters and place the item inside. To recover it, just click the item in your hand. The object will fall out.
Line 75: Line 75:


==Illicit Access==
==Illicit Access==
Gaining entry to areas above your clearance is an important skill. Sometimes you're a traitor looking to loot stuff. Sometimes another traitor is chasing you and you don't have time to ask for clearance to loot guns. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. In any case, a collection of ways to break into places can be found [[Illicit Access|here]].
Gaining entry to areas above your clearance is an important skill. Sometimes you're looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found [[Illicit Access|here]].


==Murder 101==
==Murder 101==
Most traitors have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.


====General Tips & Advice====
====General Tips & Advice====
Line 87: Line 87:
* If you think you can kill somebody with an item, chances are you can. Even when you're sure there's no way this will kill anyone, ''it still might manage to.'' Experiment with different items and tools so that you're always a threat.
* If you think you can kill somebody with an item, chances are you can. Even when you're sure there's no way this will kill anyone, ''it still might manage to.'' Experiment with different items and tools so that you're always a threat.
* When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.
* When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.
* Keep in mind that the best methods of killing are combinations of the ones listed below. The classic beating-to-strangulation method is one of the most widely used because it's simple and effective.
* Keep in mind that the best methods of killing are combinations of the ones listed below.
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon, or clean them if you have the supplies or can get to the sink. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon and/or clean them if you have the supplies or can get to a sink and/or shower. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.
* Having the element of surprise on your side ALWAYS makes for an easier murder. Don't give your opponents a chance to run away or defend themselves if you can.
* Having the element of surprise on your side ALWAYS makes for an easier murder. Don't give your opponents a chance to run away or defend themselves if you can.
* If you act suspiciously, you'll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You'll be surprised at what you can get away with when people like and trust you.
* If you act suspiciously, you'll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You'll be surprised at what you can get away with when people like and trust you.


===Beating===
===Beating===
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, guns, stun batons or almost any other item in the game.
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, toolboxes, stun batons or almost any other item in the game.


''Pros:''
''Pros:''
Line 99: Line 99:


''Cons:''
''Cons:''
Leaves a bloody mess, armor exists, sometimes gives them time to cry for help.
Leaves a bloody mess, armor exists, often gives them time to cry for help.


''Notes:''
''Notes:''
Unless you're a robust fighter, beating is not always a viable option because it's somewhat easy to defend against.
Unless you're a robust fighter, beating is not always a viable option because it's somewhat easy to defend against. A few objects, like batons, will require harm intent.


===Strangulation===  
===Strangulation===  
Line 114: Line 114:


''Notes:''
''Notes:''
Strangulation is most useful against downed opponents.
Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.


==Advanced Methods of Murder==
==Advanced Methods of Murder==
Line 120: Line 120:


===Suffocation===
===Suffocation===
Simple enough; while wearing internal gear, release toxic gasses into a room with your opponent.
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.


''Pros;''
''Pros;''
Leaves no physical evidence, reasonably fast!
Leaves no physical evidence besides the tank/canister, reasonably fast!


''Cons:''
''Cons:''
Internal gear may be difficult to obtain later on in the round, the area becomes contaminated until somebody comes to clean it up, the AI will also receive an atmospheric alarm for the area and can immediately jump to a camera there making escape difficult unless you can hide in a locker or something
Toxic gases can be difficult to acquire depending on your job; trapping your target presents a problem in and of itself; the area becomes contaminated until somebody comes to clean it up, and the AI will also receive an atmospheric alarm for the area and can immediately jump to a camera there making escape difficult unless you can hide in a locker or something


''Notes:''
''Notes:''
Line 132: Line 132:


===Intoxication/Overdose===  
===Intoxication/Overdose===  
Killing aided by medical supplies such as toxins, sleep toxins and rejuvenators and medication like epilepsy pills. Generally, these options will only incapacitate the enemy, but in the case of the toxins and rejuvenators, enough of them can be deadly.
Killing aided by medical supplies such as toxins, morphine and rejuvenators and medication like epilepsy pills. Some of these will merely incapacitate the enemy, some will do significant damage, and enough of them can be deadly.


''Pros:''
''Pros:''
Readily available in the Medbay, leaves little physical evidence
Readily available in the Medbay or from your uplink, leaves little physical evidence


''Cons:''
''Cons:''
Takes some time to work, is most likely not deadly (sans the items mentioned above) unless extreme doses are administered
Takes some time to work, is most likely not deadly unless extreme doses are administered


''Notes:''
''Notes:''
This method is effective to incapacitate people you've already caught if you don't have any means of handcuffing them, but it's not effective enough to kill outright.
This method is effective to incapacitate people you've already caught if you don't have any means of handcuffing them, but unless you're a chemist what you've got is probably not effective enough to kill outright.


===Weapons===  
===Weapons===  
Line 153: Line 153:


''Notes:''
''Notes:''
Very effective and efficient means to kill, but these weapons are not available to the general public so if you're caught with them it's usually a game over for you.
Very effective and efficient means to kill, but these weapons are not available to the general public so if you're caught with them it's usually game over.


===Spacing===  
===Spacing===  
Line 257: Line 257:
* How hard is the area to access?
* How hard is the area to access?
* How secluded is the area?
* How secluded is the area?
* How much camera coverage is there?
* Is the area your primary post?
* Is the area your primary post?


Line 262: Line 263:


==Getting Caught==
==Getting Caught==
Things never go that smoothly.  Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important.  And the best way to do that is to lie so much you believe yourself.  Lie to everyone and everything that talks to you.  Agree to any searches that won't get you busted for corpses or traitor items.  Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead.  If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed.  Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you.  As soon as that first [[emag]] or revolver is spotted, you're getting a face-full of a harm baton and then the embrace of hard vacuum.
Things never go that smoothly.  Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important.  And the best way to do that is to lie so much you believe yourself.  Lie to everyone and everything that talks to you.  Agree to any searches that won't get you busted for corpses or traitor items.  Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead.  If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed.  Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you.  As soon as that first [[emag]] or revolver is spotted, you're getting a face full of a harm baton and then the embrace of hard vacuum.


==Additional Notes==
==Additional Notes==
Line 280: Line 281:


===Tip 2: Try to avoid murderboners===
===Tip 2: Try to avoid murderboners===
'''WARNING! WARNING! OPINION ON OPINION AHEAD!'''<br>
''WARNING! WARNING! OPINION AND RANT AHEAD!''
''WARNING! WARNING! OPINION AND RANT AHEAD!''


Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you've got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It's a fun game!”. You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, you die permanently. If your body is not found, you are out of the game for an hour or more. So please, think of who you're killing before you go on a thermal/noslip/esword frenzy.
Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you've got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It's a fun game!” You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, unless the body is recovered you die permanently. So please, think of who you're killing before you go on a thermal/noslip/esword frenzy.


===Tip 3: Ask the admins, they're here to help you===
===Tip 3: Ask the admins, they're here to help you===
Line 289: Line 289:


===More Tips===
===More Tips===
* Having a spare ID always helps.  Assistants are a dime a dozen so its not a bad idea to pin one on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don't have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need.  Knowing the access each job has makes certain IDs more valuable than others and should be a priority.
* Having a spare ID always helps.  Assistants are a dime a dozen, so it's not a bad idea to pin one on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don't have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need.  Knowing the access each job has makes certain IDs more valuable than others and should be a priority.
* Emagging welded doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when 'reserving' an escape shuttle for yourself or indeed when hiding a powersink.
* Emagging welded doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
* There may be other traitors on the shuttle and you may be their objective to kill.  Trust nobody.  Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun to do.
* There may be other traitors on the shuttle and you may be their objective to kill.  Trust nobody.  Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun.
* As a traitor, unless you haven't engaged in any traitorous deeds, you lack [[rules|Rule 1]] protection.  However, you are not under the jurisdiction of Rule 1 either.  Short of rape, or intentionally crashing the server, you can do whatever you please.
* As a traitor, unless you haven't engaged in any traitorous deeds, you lack [[rules|Rule 1]] protection.  However, you are not under the jurisdiction of Rule 1 either.  Short of rape, or intentionally crashing the server, you can do whatever you please.


Line 361: Line 361:
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.
* PDA holds a pen by default. Remove it and store your sleepy pen there if you take it. No one carries pens in their bag.
* PDA holds a pen by default. Remove it and store your sleepy pen there if you take it. No one carries pens in their bag.
* Are you a traitorous sort lucky enough to have HoP-level access? Don't want security on your dick? CLOSE THE FUKKEN POSITIONS. An understaffed security team is a shit security team.
* Are you a traitorous sort lucky enough to have HoP-level access? Don't want security on your dick? CLOSE THE POSITIONS. An understaffed security team is a shit security team.
* Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
* Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.
Anonymous user