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Google Chrome Pony

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Google Chrome Pony last won the day on August 12 2018

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  1. Updated for February 2018, but more updates will come as I discover more guns, mostly from the titan collection
  2. Sorry, I ragequit the server for losing all my IC gambling, but now I'm back. Could you maybe list the new guns? I'm not even sure what they all are.
  3. I really wish that it was possible to spawn when you're the only one on a server, because I hate having to do all these tests while other people are trying to play
  4. I wasn't sure if people cared about mag capacity, but if you do, it will be added
  5. Topic edited for the new update, will keep updating list as new info rolls in.
  6. Yes, this is a WIP. As soon as I know more stats I will add them. This is why I don't just list "time to kill" as the only stat you should be concerned about, because 5% more damage on a FAMAS is way more useful than 5% more on an AK.
  7. Well thats the thing, thats why it's more useful. On a normal server you'd only care about time to kill, because whether you shoot someone in 5 shots because you do 24 damage or 20 damage doesn't matter, but when you count increased %, you want to get the best stats on the best base gun to begin with.
  8. It really is only a competition between the AK, famas, and MP5 for best SMG imo Or are you just saying that because you use the galil? :P
  9. THIS GUIDE IS DEPRECATED Use this one instead: https://docs.google.com/spreadsheets/d/1c99uiLq0apuE0iB4kXEZkTocmH0qtLF9k0l79xZXQVk/edit#gid=508958735 All known guns on this server, with stats and extra info: (Grouped by automatic, shotgun, semiauto rifle, and handgun) This is a work in progress, please leave comments and suggestions below NOTE: All damage values are accurate to the tenths place, since while damage and health are displayed as whole numbers, damage and health are stored and modified to the tenths place. Therefore, if you have a weapon that does 20 base damage, and has 24.7% more damage, it will not 4 hit kill, since it only does 24.94 damage per shot, meaning after 5 hits, your target will have 0.5 health left. In order for a weapon to do 5 hit kills, it must do 24.95 damage or more per shot. Example of such weapon: FAL **BEST MEDIUM RANGE** (SMG ammo) Fire rate: 600 rpm (10 rps) Damage: 29 body, 44 head DPS: 290 body, 440 head Time to kill: 0.3s body, 0.1s head Optimal range: short/medium Clip: 30 Notes: Basically a semi auto SMG, best used with autoclicker. Outdamages the other SMG weapons, but only if you shoot it at its optimal fire rate. Has no scope. Peacekeeper (SMG ammo) Fire rate: 706 rpm (11.77 rps) Damage: 22 body, 44 head DPS: 220 body, 370 head Time to kill: 0.34s body, 0.17s head Optimal range: short, medium Clip: 30 Notes: fires in 3 round bursts MSBS (SMG ammo) Fire rate: 240 rpm (4 rps) Damage: 40 body, 100 head DPS: 160 body, 400 head Time to kill: 0.5s body, 0.0s head Accu300 rating: 3.8/4 Accu1000 rating: 2.1/6 Optimal range: medium Clip: 30 Notes: slow fire rate, but 1 shot headshot G3SG1 (rifle ammo) Fire rate: 120 rpm (2 rps) Damage: 40 body, 160 head DPS: 80 body, 320 head Time to kill: 1.0s body, 0.0s head Optimal range: medium, long Clip: 25 Notes: Faster firing but lower damage scout. Try to aim for the head! M14A1 (SMG ammo) Fire rate: 172 rpm (2.87 rps) Damage: 29 body, 58 head DPS: 83.2 body, 166.4 head Time to kill: 1.05s body, 0.35s head Optimal range: medium Clip: 30 Notes: very slow and not very good damage, basically not good. Scout (rifle ammo) Fire rate: 40 rpm (0.67 rps) Damage: 50 body, 200 head DPS: 33 body, 133 head Time to kill: 1.5s body, 0.0s head Accu300 rating: 4.0/4 Accu1000 rating: 6.0/6 Optimal range: long Clip: 10 Notes: Instant kill headshot, great for long range sniping, terrible at everything else. M24 (rifle ammo) Fire rate: 40 rpm (0.67 rps) Damage: 50 body, 200 head DPS: 33 body, 133 head Time to kill: 1.5s body, 0.0s head Optimal range: long Clip: 6 Notes: Functionally identical to the Scout, but with a lower clip. Springfield (rifle ammo) Fire rate: 40 rpm (0.67 rps) Damage: 50 body, 200 head DPS: 33 body, 133 head Time to kill: 1.5s body, 0.0s head Accu300 rating: 4.0/4 Accu1000 rating: 6.0/6 Optimal range: medium, long Clip: 6 Notes: Exactly the same as scout, except smaller clip, longer reload, and has ironsights instead of a scope. Straight downgrade from a scout, unless you prefer the ironsights. Mossberg (shotgun ammo) Fire rate: 38 rpm (0.63 rps) Damage: 20 * 7 body, 58 * 7 head DPS: 89 body, 257 head Time to kill: 0.0 body, 0.0 head Optimal range: short Clip: 6 Notes: Faster, and even higher damaging version of the shotgun, with an even smaller clip. Ideal for defending yourself, but not very good for assault. XM1014 (shotgun ammo) Fire rate: 60 rpm (1.0 rps) Damage: 7 * 11 body, 7 * 33 head DPS: 77 body, 231 head Time to kill: 1.0s body, 0.0s head Accu300 rating: 1.4/4 Optimal range: short Clip: 8 Notes: Excellent close range weapon, almost no usability beyond CQC. Make sure your first shot kills or else you face serious damage or even being killed in the 0.8 seconds between shots. XM1014 TE (shotgun ammo) Fire rate: 80 rpm (1.33 rps) Damage: 7 * 11 body, 7 * 33 head DPS: 103 body, 308 head Time to kill: 0.8s body, 0.0s head Accu300 rating: 1.4/4 Optimal range: short Clip: 8 Notes: Like the regular XM, only faster Intruder Killer (shotgun ammo) Fire rate: 43 rpm (0.83 rps) Damage: 15 * 8 body, 44 * 8 head DPS: 100 body, 293 head Time to kill: 0.0 body, 0.0 head Optimal range: short Clip: 2 Notes: Like the shotgun, except with higher damage, and only 2 round clip Shotgun (shotgun ammo) Fire rate: 43 rpm (0.83 rps) Damage: 7 * 13 body, 7 * 26 head DPS: 76 body, 151 head Time to kill: 0.8 body, 0.0 head Accu300 rating: 2.6/4 Optimal range: short Clip: 8 Notes: the slower, more powerful alternative to the XM, the shotgun will blast your target to smithereens in a single shot anywhere on their body. The only downside is, you are defenseless for 1.2 seconds between fires, so make every shot count! Ideally, use a slowihux. UMP-45 **PREFERRED SMG** **MOST WELL-ROUNDED SMG** (SMG ammo) Fire rate: 857 rpm (14.28 rps) Damage: 19 body, 29 head DPS: 271 body, 414 head Time to kill: 0.35s body, 0.21 head Optimal range: short/medium Clip: 30 Notes: Unlike detective version, item drop version does not stun M4A1 (9mm ammo) Fire rate: 632 rpm (10.53 rps) Damage: 25 body, 37 head DPS: 263 body, 390 head Time to kill: 0.28s body, 0.18 head Optimal range: medium Clip: 20 Notes: Similar to M16, but with a scope MRS-4LS Patriot (SMG ammo) Fire rate: 632 rpm (10.53 rps) Damage: 19 body, 51 head DPS: 196 body, 537 head Time to kill: 0.47s body, 0.09 head Optimal range: short/medium Clip: 50 Notes: Has damage and fire rate similar to the M8A1, but slightly better, and has more ammo, in exchange for not having a scope. M8A1 (SMG ammo) Fire rate: 500 rpm (8.33 rps) Damage: 18 body, 48 head DPS: 190 body, 505 head Time to kill: 0.47s body, 0.09 head Optimal range: short/medium Clip: 30 Notes: like an upgraded M16 with high headshot damage MP5K (SMG ammo) Fire rate: 667 rpm (12.81 rps) Damage: 20 body, 33 head DPS: 256 body, 423 head Time to kill: 0.39s body, 0.31s head Accu300 rating: 3.7/4 Optimal range: short, short/medium Clip: 30 Notes: high damage and good fire rate, fairly silent when shooting, and almost no recoil, but high spread makes it ineffective at longer ranges. Mac 10 (smg ammo) Fire rate: 923 rpm (15.38 rps) Damage: 16 body, 32 head DPS: 246 body, 492 head Time to kill: 0.45s body, 0.26s head Accu300 rating: 3.3/4 Accu1000 rating: 1.6/6 Optimal range: short, medium Clip: 30 Notes: high ROF and accuracy make this weapon a beast at short and medium range, but high recoil means it needs time to be mastered. Mac 10 FE **HIGHEST DPS HEAD** (smg ammo) Fire rate: 1052 rpm (17.53 rps) Damage: 12 body, 38 head DPS: 210 body, 666 head Time to kill: 0.45s body, 0.11s head Optimal range: short, medium Clip: 30 Notes: similar to Mac10, but with significantly less body shot damage and significantly more headshot damage Mac 11 (smg ammo) Fire rate: 1000 rpm (16.67 rps) Damage: 14 body, 28 head DPS: 233 body, 466 head Time to kill: 0.48s body, 0.24s head Optimal range: short, medium Clip: 25 Notes: a higher ROF version of the mac 10, it shoots as fast as a HUGE with even better accuracy than the mac 10. Unfortunately, its lower damage and smaller clip means you're likely to have to resort to your secondary often. G36C (smg ammo) Fire rate: 500 rpm (8.33 rps) Damage: 28 body, ?? head DPS: 233 body, 466 head Time to kill: 0.48s body, 0.24s head Optimal range: short, medium Clip: 25 Notes: a higher ROF version of the mac 10, it shoots as fast as a HUGE with even better accuracy than the mac 10. Unfortunately, its lower damage and smaller clip means you're likely to have to resort to your secondary often. MP5 (9mm ammo) Fire rate: 750 rpm (12.5 rps) Damage: 18 body, 49 head DPS: 225 body, 613 head Time to kill: 0.48s body, 0.24s head Accu300 rating: 3.4/4 Accu1000 rating: 1.5/6 Optimal range: short, medium Clip: 30 Notes: This weapon's good damage (and killability when the damage is increased to 20 or 25) and high fire rate make it a favorite, and its low recoil and good range make this weapon excellent. Its only real downside is that it uses 9mm ammo which may conflict with secondary's reserves. MP5 FE (9mm ammo) Fire rate: 750 rpm (12.5 rps) Damage: 18 body, 49 head DPS: 225 body, 613 head Time to kill: 0.48s body, 0.24s head Accu300 rating: 3.4/4 Accu1000 rating: 1.5/6 Optimal range: short, medium Clip: 30 Notes: This weapon is statistically identical to the MP5 FAMAS (9mm ammo) Fire rate: 750 rpm (12.5 rps) Damage: 17 body, 42 head DPS: 213 body, 525 head Time to kill: 0.48 body, 0.24 head Accu300 rating: 3.6/4 Accu1000 rating: 2.5/6 Optimal range: short, medium Clip: 30 Notes: very good dps, it ranks behind the MP5 and mac-10, losing out on the body damage of the mac10/MP5K and the head damage of the MP5. This weapon is a good alternative between the two, has decent range and stability, though the 9mm ammo might conflict with your secondary. FAMAS FE **HIGHEST DPS BODY** (9mm ammo) Fire rate: 1000 rpm (16.67 rps) Damage: 17 body, 34 head DPS: 283 body, 567 head Time to kill: 0.3s body, 0.18 head Optimal range: short/medium Clip: 30 Notes: like a famas, but better Galil (SMG ammo) Fire rate: 706 rpm (11.77 rps) Damage: 18 body, 45 head DPS: 212 body, 530 head Time to kill: 0.42s body, 0.17s head Accu300 rating: 3.8/4 Optimal range: short, medium Clip: 30 Notes: Ok smg, but low-ish dps, moderate recoil. Galil FE (9mm ammo) Fire rate: 600 rpm (10.00 rps) Damage: 19 body, 38 head DPS: 190 body, 380 head Time to kill: 0.50s body, 0.20s head Optimal range: short, medium Clip: 35 Notes: Very similar to the galil, but worse AUG (smg ammo) Fire rate: 667 rpm (11.12 rps) Damage: 19 body, 46 head DPS: 211 body, 511 head Time to kill: 0.54s body, 0.27s head Accu300 rating: 4.0/4 Accu1000 rating: 2.7/6 Optimal range: medium Clip: 30 Notes: good all-around gun, decent even at medium range, kills much quicker when damage upgraded to be 20+ and 25+. SG552 (smg ammo) Fire rate: 667 rpm (11.12 rps) Damage: 19 body, 46 head DPS: 211 body, 511 head Time to kill: 0.54s body, 0.27s head Accu300 rating: 4.0/4 Accu1000 rating: 2.4/6 Optimal range: medium Clip: 30 Notes: after the buff, this weapon functions almost identically to the AUG Sterling SMG (smg ammo) Fire rate: 750 rpm (12.5 rps) Damage: 18 body, 43 head DPS: 225 body, 538 head Time to kill: 0.4s body, 0.16 head Optimal range: short, short/medium Clip: 30 Notes: decent fire rate and damage, but high spread limits the effective range M16 (9mm ammo) Fire rate: 364 rpm (6.07 rps) Damage: 33 body, 66 head DPS: 200 body, 400 head Time to kill: 0.49s body, 0.16 head Accu300 rating: 3.4/4 Accu1000 rating: 1.7/4 Optimal range: medium Clip: 20 Notes: Excellent mid-range weapon, dealing significant damage over decent range, and still functions ok at close range, though the SMGs beat it in that scenario. Uses 9mm ammo which may conflict with secondary weapon's reserves. AK-47 (smg ammo) Fire rate: 632rpm (10.52 rps) Damage: 19 body, 51 head DPS: 200 body, 537 head Time to kill: 0.57s body, 0.1s head Accu300 rating: 3.8/4 Accu1000 rating: 0.8/6 Optimal range: short, medium Clip: 35 Notes: moderate damage, moderate fire rate, high recoil assault rifle. Used to crush dirty capitalist scum until the nerf. FN P90 (smg ammo) Fire rate: 923 rpm (15.38 rps) Damage: 12 body, 32 head DPS: 185 body, 492 head Time to kill: 0.59s body, 0.26 head Accu300 rating: 2.7/4 Accu1000 rating: 1.1/6 Optimal range: short, short/medium Clip: 50 Notes: good smg, decent range and very large ammo clip, but low-ish dps mean this gun is best if upgraded to have higher damage H.U.G.E. (single belt)Fire rate: 1000 rpm (16.67rps) Damage: 11 body, 22 head DPS: 183 body, 366 head Time to kill: 0.6s body, 0.3s head Accu300 rating: 0.3/4 Optimal range: close Clip: 150 Notes: very high fire rate, very high recoil weapon that almost never needs to be reloaded. Decent weapon of last resort at close range, but very situational. Not a well-rounded CZ 75 **MOST WELL-ROUNDED SECONDARY** (9mm ammo) Fire rate: 500 rpm (8.33 rps) Damage: 16 body, ?? head DPS: 133 body, ?? head Time to kill: 0.72s body, ??s head Optimal range: short, medium Clip: 14 Notes: Fast firing, good damage secondary. Straight upgrade to glock. Dual Elites (9mm ammo) Fire rate: 400 rpm (6.67 rps) Damage: 20 body, 54 head DPS: 133 body, 360 head Time to kill: 0.6s body, 0.15s head Accu300 rating: 4.0/4 Accu300 rating: 2.3/6 Optimal range: medium Clip: 20 Notes: this secondary is good for picking off a damaged opponent from medium range. It will 1-2 shot an injured opponent from a good distance. Akimbonators (9mm ammo) Fire rate: 400 rpm (6.67 rps) Damage: 20 body, 37 head DPS: 133 body, 247 head Time to kill: 0.6s body, 0.15s head Accu300 rating: 4.0/4 Accu300 rating: 2.3/6 Optimal range: medium Clip: 30 Notes: like the dual elites, but sacrifices headhsot damage for a larger magazine size Glock (9mm ammo) Fire rate: 667 rpm (11.12 rps) Damage: 15 body, 26 head DPS: 167 body, 289 head Time to kill: 0.54s body, 0.27s head Accu300 rating: 3.7/4 Accu1000 rating: 1.6/6 Optimal range: short, medium Clip: 20 Notes: This secondary has high close-range damage. Silenced USP (9mm ammo) Fire rate: 300 rpm (5.00 rps) Damage: 20 body, ?? head DPS: 100 body, ?? head Time to kill: 0.8s body, ??s head Optimal range: short, medium Clip: 8 Notes: This is a suppressed weapon. Its firing is silent and enemies killed do not scream. USP Match (9mm ammo) Fire rate: 500 rpm (8.33 rps) Damage: 16 body, 44 head DPS: 133 body, 367 head Time to kill: 0.72s body, 0.24s head Optimal range: short, medium Clip: 18 Notes: This is a suppressed weapon, however, unlike the T shop's Silenced USP, killing with it does not ensure that enemies do not scream Revolver (.357 ammo) Fire rate: 134 rpm (2.23 rps) Damage: 43 body (172 head) DPS: 96 body, 384 head Time to kill: 0.9s body, 0.0 head Accu300 rating: 4.0/4 Accu1000 rating: 1.2/6 Optimal range: short/medium, medium Clip: 6 Notes: A more forgiving version of the deagle, still 1 hit headshots, so there's little reason to not use this gun instead. Five Seven (9mm ammo) Fire rate: 158 rpm (2.63 rps) Damage: 25 body, 47 head DPS: 66 body, 125 head Time to kill: 1.14s body, 0.57s head Accu300 rating: 3.9/4 Accu1000 rating: 1.2/6 Optimal range: short/medium, medium Clip: 20 Notes: this secondary is good for picking off a damaged opponent from medium range. It will 1-2 shot an injured opponent from a good distance. Deagle (.357 ammo) Fire rate: 100 rpm (1.67 rps) Damage: 37 body (148 head) DPS: 62 body, 247 head Time to kill: 1.2s body, 0.0 head Accu300 rating: 4.0/4 Optimal range: medium, medium/long Clip: 8 Notes: Good choice if you have a primary weapon that uses 9mm, even better choice if you can actually aim this damn thing P225 (9mm ammo) Fire rate: 273 rpm (4.55 rps) Damage: 13 body, 28 head DPS: 59 body, 127 head Time to kill: 1.54s body, 0.66s head Optimal range: short, medium Clip: 12 Notes: This secondary has low damage. Flak-28 (shotgun ammo) Fire rate: 50 rpm (0.83 rps) Damage: 11*8 body, 34*8 head DPS: 73 body, 227 head Time to kill: 0.83s body, 0.0s head Optimal range: short Clip: 2 Notes: Basically a secondary shotgun
  10. I have a draft of gun data written up, I just need to hop on the server and do some field tests (shooting off guns and recording fire rate, shooting people and checking logs for damage) to verify that my data is accurate, and then I'll make another master post on guns.
  11. Comprehensive TTT Guide by Google Chrome Pony Feel free to comment on anything you feel I should add/remove/amend 1. The Basics Trouble in Terrorist town, or TTT, is a psychological strategy FPS, where innocents are pinned against traitors. The innocents vastly outnumber the traitors, but the traitors have access to a private chat, a weapons shop (only certain innocents labeled detectives have access to something similar), and must rely on surprise, chaos, and teamwork to win. All the same, innocents must rely on discipline, coordination, and teamwork to catch the traitors and terminate them. 2. Innocents Innocents are the most common group in TTT. They have no idea who the traitors are, since only traitors know this. You have safety in numbers, since out of 4 terrorists, 3 will end up being Innocents. Your job is to explore the map, identify corpses (and call detectives to them if they have DNA on them that can lead to a traitor), and alert other Innocents if you see someone acting suspicious, or performing a traitorous act (discussed later). Failing to identify a corpse is suspicious. Refusing to ID a corpse after being asked to is traitorous. If you see someone performing a traitorous act, you should call for them to be killed on sight, or KoS'd. On this server, you must see a player's nametag in order to calla KoS. If you see someone shooting and are unsure who the traitor is, allow the suspect to ID the corpse. You should, by default, trust no individual player, but you can rely on the fact that there is only 1 traitor for every 4 terrorists actively playing. If you see a traitor shoot into a crowd and specifically avoid shooting one person, that person is likely a traitor! Claiming rooms is only allowed in overtime. You can claim a room by typing out in chat which room you're claiming. You may not claim hallways or rooms that lead to other rooms, excluding closets or bathrooms. If someone is following you and acting suspicious, you may warn them 3 times to stop following you. If they persist after the 3rd warning, you may kill them. The warnings must be reasonably spaced apart for a period of at least 5 seconds. 3. Traitors Traitors are the most popular group to play in TTT, since traitors get to have all the fun. Traitors have access to a credit shop with a wide variety of goodies to kill unsuspecting innocents, from knives to C4 to SLAM mines. However, by nature of the game, traitors are greatly outnumbered, so pure DM will not win most games. There are certain tricks to being a successful traitor: 1. Coordinate with your team. Talk in traitor chat, and set up C4 traps and ambushes. Knife those pesky detectives and take their DNA scanners! 2. Use your point shop wisely. Don't neglect to buy things from the shop (by default bound to "c"), but also don't spend your credits on items you don't yet need. 3. Know your surroundings. Don't open fire on innocents if they can shoot back. Try not to leave any witnesses. Also, don't go out guns a' blazing around your traitor buddies, as that puts them in an unfortunate situation. 4. Keep your eyes peeled for friendly C4s and SLAM mines. You can die needlessly to them and that is easily preventable! There are certain popular traitor metas utilized often: Passive weapons, such as C4s, radar, and body armor can help you kill innocents with minimal risk to yourself. C4s can be disarmed, but, if you hide one well, it is virtually undetectable and very deadly. Radar marks everyone alive as a green blip on your screen every 30 seconds. Detectives are not distinguished from innocents with a traitor's radar. Body armor adds passive bullet resistance. Active explosives, such as SLAM mines or jihad bombs, are useful for hit & run attacks on clusters of innocents with no traitors around, or to place as traps. Throwing incendiary grenades at other terrorists IS TRAITOROUS. Throwing smoke grenades is not. Throwing discombobulators is only traitorous if you injure or kill a terrorist by pushing them into an environmental hazard. Active guns, such as the silenced pistol, silenced AWP, and poltergeist, all very situational weapons which can allow you to get away with undetected kills or give you away. Utilities, such as the disguiser (for use if you have been KoS'd), grapple hook for flying around the map, sandwich for gaining health, and decoys for hiding your DNA trail. Possessing any of these is grounds for an instant KoS, however, so be stealthy about them! It should be noted, while possessing a sandwich is KoS, noticing that someone gained health is not KoS. Sabotage, such as destroying a traitor tester or entering a traitor-only room, to place a decoy, C4, escape a detective, or otherwise. By destroying testers, you reduce the chances of you being discovered by process of elimination. And then, of course, the knife. A must for every traitor's arsenal, it is an easy (and silent) 1 hit kill for use on high priority targets. If detected with any of these items, it is grounds for innocents to immediately kill you. 3. Detectives For every 8 terrorists, 1 detective is assigned. Detectives are a special innocent who are better equipped to take out traitors. By default they spawn with body armor, and have access to a point shop to buy items. This means that, by default, you are immediately proven, and everyone knows that you are not a traitor. You also spawn with a DNA scanner, which, upon clicking a recently killed corpse with DNA of the killer, allows you to track who killed them. It is good practice to understand the context of why they were killed (so as not to inadvertently kill an innocent), and to allow the DNA blip to hit the terrorist twice before killing them, to ensure that you have your man. Your DNA scanner can also be used not only on corpses, but on items such as guns, C4, silent AWPs, and any other weapon someone can pick up. Use this to your advantage! Killing traitors affords you a credit, as well as picking up any credits off of their bodies or the bodies of fellow fallen detectives. Detectives have access to a point shop, just like traitors, and may purchase some of the following: A health station, useful for healing terrorists. Innocents and traitors alike may use it for healing, but since traitors are outnumbered and have the surprise advantage, it is best to ensure that as many terrorists as possible are at full health. A S&W 500, useful for instantly killing terrorists. Be sure to only shoot known traitors with it! A detective grapple hook, allowing you to fly around the server. A toilet paper roll. If you put toilet paper rolls against your eyes and pretend that they're binoculars, you can magically see further. Also useful for identifying bodies that are otherwise out of reach. 4. The Metagame There are certain functions of TTT which you can use to your advantage. One very useful function is the ability to mark people in the tab menu. Simply click on their name in order to mark them as traitor, innocent, suspicious, avoid, or missing. No one can see how you mark others, but it is useful for quickly identifying the people around you, and for future reference as a way to remember who has been proven innocent. If you see someone marked innocent, then it is wise to stick around them. If you see them marked traitor, then open fire. Press Z to empty your gun of its ammunition. This is useful for times when ammo is scarce, but there's plenty of weapons on the ground, such as at the end of the preparing phase. Pressing F1 is a great way to learn about the game, and adjust the settings so that you can play at your best. Since this is a psychological game, certain metagames are banned. It is against the rules to ask someone suspicious to spell the word "innocent" backwards (something very hard to do if you don't have it in front of your face like a traitor would). It is considered bad practice to spectate yourself right after you die so that you are never missing in action. It is very much against the rules to ghost by telling a living person who the traitors are or where terrorists are located while you are dead, usually through third party communication like steam chat or skype. Random Death Match is a metagame where an innocent or a traitor kills a player on their team. This goes against how TTT is meant to be played out, and can lead to a chain of RDM, falsely proven traitors, and general inconsistencies with the playing experience. These are normally remedied through the karma system, which decreases your damage done for team killing, and through slaying, executed by server staff. Any RDM, regardless of who committed it and who was the victim, is punishable by 1 slay on this server. Mass RDM may be punishable by a ban. Prop building and flying are allowed on this server, but if you go to a location unreachable by standard means or outside of the map, this is KoS. Having names that are hard to pronounce or interfere with the meta (such as calling yourself "kos moat") are not allowed. Certain other metagames, such as skin, gun, and location, are off limits in terms of the reasons you can KoS. The only way you can KoS someone without directly seeing them do a traitorous act is through DNA, through testing, or from someone else's KoS. You should never kill on a hunch. Binds are useful for TTT, the most important being suitzoom, which allows you to instantly call out a traitor in chat. For more information, google TTT suitzoom.
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