Traitor: Difference between revisions

1,831 bytes removed ,  14:08, 7 January 2016
→‎Even More Tips: removed more shitty, redundant and outdated tips
imported>Bandit
(→‎Even More Tips: shitty/redundant/broken tips)
imported>Bandit
(→‎Even More Tips: removed more shitty, redundant and outdated tips)
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**If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you.
**If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you.
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
* Fake Mustaches conceal your identity as well as a gas mask or helmet.
* Fake Mustaches conceal your identity as well as a gas mask or helmet.  
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID's you just find laying around.
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID's you just find laying around.
* If you grab someone and use them on a open toilet, you give them a swirly that drowns them. If it is closed, it slams the affected person into the toilet seat.
* If you grab someone and use them on a open toilet, you give them a swirly that drowns them. If it is closed, it slams the affected person into the toilet seat.
* The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.
* The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.
**A hilariously effective use of the cham projector is something slippery, like the clown's PDA or a banana peel. Saw one in Medbay once and everyone just walked around it until I decided to get rid of the workplace hazard and WILD CLOWN MATERIALIZES.
**A hilariously effective use of the cham projector is something slippery, like the clown's PDA or a banana peel. WILD CLOWN MATERIALIZES.
**You can't drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
**You can't drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
**Floorbots won't try to collect people disguised as floor tiles or metal
**Floorbots won't try to collect people disguised as floor tiles or metal
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* There's an ID console near arrivals. If you get all-access when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID.
* There's an ID console near arrivals. If you get all-access when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID.
* Shoving a corpse into a locker or body bag or buckling to a chair/roller bed then dragging that object about leaves no blood trail.
* Shoving a corpse into a locker or body bag or buckling to a chair/roller bed then dragging that object about leaves no blood trail.
* With an emag and a chameleon projector, you can go anywhere on the station, fulfill any objective (murder objectives become easy if you break into the armory, after all), and evade capture forever. And if you play your cards right, the crew will think you have a goddamn hand tele.
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
* Diamond drills can break through r-walls, in record time. It's great.
* Diamond drills can break through r-walls in record time.
* Already named your agent ID? Out of points? Your voice changer is still useful! Make that guy you murdered blame somebody else! Make him say he's committing suicide! If you have access to an ID modification console and/or spare IDs, it's EVEN MORE FUN. HoP traitor (or equivalent) with a voice changer can impersonate anyone he wants, including entirely new people, from the comfort of his own office or his escape pod.
* Already named your agent ID? Out of points? Your voice changer is still useful! Make that guy you murdered blame somebody else! Make him say he's committing suicide! If you have access to an ID modification console and/or spare IDs, it's EVEN MORE FUN. HoP traitor (or equivalent) with a voice changer can impersonate anyone he wants, including entirely new people, from the comfort of his own office or his escape pod.
* You should hide off cameras when impersonating someone with a normal ID, as the AI can track you.
* You should hide off cameras when impersonating someone with a normal ID, as the AI can track you.
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* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it's free and click flip. With a bit of luck, it'll be facing the opposite way. Wrench and weld it. Any disposal "upstream" from that pipe will now take objects and people to the HoP's office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain's office and the previous one we flipped. To get into the Captain's office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal "upstream" from there will take you to the captain's office. The rest will take you to the HoP's. The only question is, if there's no ID and no hand tele, how do you get out before security gets there?
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it's free and click flip. With a bit of luck, it'll be facing the opposite way. Wrench and weld it. Any disposal "upstream" from that pipe will now take objects and people to the HoP's office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain's office and the previous one we flipped. To get into the Captain's office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal "upstream" from there will take you to the captain's office. The rest will take you to the HoP's. The only question is, if there's no ID and no hand tele, how do you get out before security gets there?
* Emagging a comms console with captain access allows you to contact the syndicate. Use this to demand new objectives, which they will often give you more telecrystals to help you do this.
* Emagging a comms console with captain access allows you to contact the syndicate. Use this to demand new objectives, which they will often give you more telecrystals to help you do this.
* Eswords disable bolts on doors.
* E-swords and plasma cutters can be used to make sawn-offs. Eswords can also cut cakes and pizzas, disable bolts on doors, and light cigars.
* You can't get out of package wrapped lockers. I don't even know if you can resist out of them.
* You can't get out of package wrapped lockers. I don't even know if you can resist out of them.
* Spaced bodies can husk, but it's pretty slow. Burned bodies husk much better.
* Spaced bodies can husk, but it's pretty slow. Burned bodies husk much better.
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* "Steal plasma" is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it's empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.
* "Steal plasma" is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it's empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you've got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you've got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.
* If you have a bottle filled with water, and are running left, put the bottle in your right arm. It makes it invisible to anyone running with you, so its a stealth weapon you can just suddenly spray with if you have someone chasing you. Same goes with if you are going right, you put the bottle on the left. No one really bothers examining while running after someone so they won't see the sudden water stream come out of no where when they're trying to attack you.
* E-swords and plasma cutters can be used make sawn-offs, not just saws. Eswords can also cut cakes and pizzas, and light cigars.
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.
* A strategy to win Cuban Pete:
* A strategy to win Cuban Pete:
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** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.
* If you put an ID inside PDA and there is already an ID inside that PDA, the old ID will be automatically placed in your hand.
* Tip for BnE: Get a fake moustache from a maint autodrobe and a bald haircut from the dorms, with the fake moustache if you take off your ID you're still 'unknown' but whoever catches you in the act will be looking for someone with a bald haircut and a black mustache.
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don't forget radiation suit, huh.
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don't forget radiation suit, huh.
* If you're looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent & risky.
* If you're looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent & risky.
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* You can destroy canisters by attacking them. Usually I'll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It's stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn't destroy then release the plasma. It'll actually explode like a small bomb. So if you're trying to make an inferno, let the can empty THEN light it, so you don't put your own fire out with vacuum.
* You can destroy canisters by attacking them. Usually I'll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It's stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn't destroy then release the plasma. It'll actually explode like a small bomb. So if you're trying to make an inferno, let the can empty THEN light it, so you don't put your own fire out with vacuum.
* Bombing the engineering SMESes will cause the server to lag intolerably for five minutes. ADDED: It's also almost always an instant shuttle call. The solars can't support the whole station on wired power for long, and almost no one knows you can make SMES. ADDED x2: And hardly anyone makes use of the Backup SMES in Electrical Maint.
* Bombing the engineering SMESes will cause the server to lag intolerably for five minutes. ADDED: It's also almost always an instant shuttle call. The solars can't support the whole station on wired power for long, and almost no one knows you can make SMES. ADDED x2: And hardly anyone makes use of the Backup SMES in Electrical Maint.
* Spraying with welder fuel someone who's smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away. ADDED: It also works with a active esword, as a poor antag found out once.
* Spraying with welder fuel someone who's smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. ADDED: It also works with a active esword, as a poor antag found out once.
* I like to keep a mask, shaved, insulated gloves and maybe a silly hat in my pack. Whenever I commit any crime, I put it all on and do it as unknown. The moment security loses sight of me, I strip it all off and put on a friendly breathing mask, then walk the other way. Eventually someone calls me out by my black hair, so I can shave it off.
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe rewrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I've seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe rewrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I've seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.
* Empty Pepper Spray? (Not that anyone ever uses it) You can fill it up with any kind of booze (or welding fuel) and spray it on people, if they have a lit cig/cigar/welding tool, it will set them on fire. Same goes for spray bottles


===Double Agents?===
===Double Agents?===
Anonymous user