A Guide on How to Be Good at TTT Basic first step to Trouble in Terrorist's Town 1. Push F1 for a basic overview. This will tell you the basic what to do and what not to do's of TTT, as well as some help for whenever you play and you have no idea what you're doing. 2. Pick a gun you're good with. This requires SOME basic knowledge of Counter-Strike: Source weapons, but familiarize yourself with the guns that lie around that you can pick up to help you in your traitor (or innocent) vanquishing quest. Don't pick up a shotgun if you're a sniper, and don't pick up a rifle if you're "godly" with a Mac10. I personally recommend getting used to at least two to three guns in case you don't get a desired weapon at the beginning of the round, you can still be good with another one. 3. Know your allies and how to recognize said allies. Buddy up with some guy on the server if you feel the need to, just make sure you make it known you're buddying with them, because it's often considered suspicious to follow somebody around a map on TTT, and, in a lot of servers, traitorous. Also be careful with who you pick. They might seem nice and wait until you walk into a room completely obscured from the other players to kill you, then walk away for your body to... well, be found. The only time you don't have to doubt this is if you're a traitor, because, of course, traitors only have to worry about innocent bodies being found! 4. Learn what's suspicious and what's not. The difference between suspicion versus innocence is a pretty thin line. People will suspect you if you're... Shooting the air, since nobody can tell if you're shooting somebody or just a wall. Walking away from (or by) an unidentified body. Like the last tip, nobody can tell if you killed them or not except for detectives who have DNA scanners. Being the last person a corpse saw. This can lead to a lot of innocent deaths, since traitors can sometimes wait until somebody's looking at another person, then kill them somehow. Shooting explosive barrels near players. This is very borderline traitorous, as explosive barrels obviously harm players. Having the murder weapon after finding a corpse, because most people can assume you killed them. Calling out somebody who turns out to be innocent. This is also borderline traitorous seeing as traitors will yell that out sometimes on their microphone and stop talking to make it seem as if they're dead. Shooting NEAR other players. This is pretty obvious as to why it's suspicious. 5. Avoid common "traps". Some maps have traitor traps which can (bodily) harm innocents if they trigger it. An example is on ttt_minecraft_b4, where a minecart filled with TNT will head down a set track on the ground. Anybody standing in front of or by it when it comes towards them will be killed by an explosion Know some basic terminology of TTT. "RDM" means Random DeathMatch. This is when a player randomly kills somebody without evidence they are an enemy. "Tbuddy" A traitor who is your ally, "X is a traitor" An automated callout from the radio menu, "X is suspicious" Another automated callout from the system, "KO-*Death*"/"Hi So-an-*Death*" This person is dead, mark them missing, "Jihading/throwing a frag, look out!" Should only be said in T chat and means an explosive is going off, "GBA" Guilt by Association wherein you witness someone commit a traitorous act (killing, grenading, possessing T weapons, etc.) and not take action against them, "Crossfire" When you fire at a valid target and hit another player with the spray (also applies to warned grenades & jihads aimed at valid targets), "Tbaiting" Committing traitorous acts for the express purpose of provoking a player into killing you, and "Prop killing" Which is the practice of utilizing props to damage or kill another player. All of these terms are essential to learning how to play TTT, at least I feel. There are probably ones I have missed and some of these are probably unnecessary, that said it should help. "KoS" means Kill on Sight. This means that person is probably a traitor, and is often used by dying victims with microphones. "Oh no, KOS Johnman843!" "Suspect [so and so]" means to mark them as Suspicious by pushing TAB (or your scoreboard bind), clicking that person's name, and then clicking "Suspicious". The next time you see them in your crosshairs, their name will show "Suspicious" under it. "ID that body!" means to identify any nearby bodies. This often isn't used in a polite fashion so usually it's more of a suspect callout, due to the fact that they may have ran by a body and forgot to ID it.
Innocent Tips As the most fragile group, it is also most difficult to identify who to trust and who not to. Here are a few ways of making sure you will not die. 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 yourself or not to, depending on the map. Maps which have secret ways, or any sort of secured, uncheckable, 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 try to take everyone out. However, if you gain others' trust, 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 don't 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 don't 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 something irrelevant (Moving props, doing things that don't 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 Traitors). 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. Don't Get Too Paranoid- After roaming for a while, you are going to get more and more paranoid. People are going to start dying, the game will fall silent, until there are about 6 people left. By this time, you are probably going to think "Come by me, and I will kill you". You will start shooting and throwing grenades all around the place until you get yourself killed. To avoid this you NEED to be patient. If someone follows you, change direction, warn them to stay away. If someone is aiming a Deagle at your head, don't thing "I'm screwed, BETTER SHOOT HIM BEFORE HE SHOOTS ME", Just walk away, and stay away. And if your one out of around 6 people, try and stay parted, unless you KNOW they are innocent (Tested/Killed a T etc...) Pay Attention to What Others Say - By listening out to fellow players, it can help with finding out who is a Traitor and who is suspected to be a Traitor. If someone yells out but is cut out halfway, then they may have been killed, check to see what the person said before and see if he said he was with anyone, this will give you the upper hand on knowing who the killer might be. Another case of them being cut out is when they say the killers name but gets cut off. Try to hear this out because even the first letter of a name can give away the Traitor (presuming that they're the only person alive with the letter). Also listen out to whoever is proven, this can prevent misunderstandings and RDM and will allow you to team up with someone, however, this may make them suspect you of being a Traitor for following them, which then can prove you are not if you have done nothing to them. #2 Innocent tips Take Your Time: Innocents have it a little easier in that they only have to defend themselves rather than actively seek out targets. You have the opportunity to barricade yourself inside a room, test other people, find weaponry, or search for unided bodies, while the traitors must focus on their task. There is a lot of benefit to taking the time to properly equip yourself with topped out ammo along with one of the workhorse rifles (M16, AK47, ACR, or Honey Badger). Two extra clips instead of one can prove the difference between a glorious death and a godly victory. Beyond that you can reduce the sound you make to 0 while moving by holding Alt to walk or Ctrl to crouch. Either of these will make it far easier to utilize the next tip. Sound Strategies: Footsteps, your own first of all. Know what sound the material you're walking on makes. It can tell you what angle someone is approaching from even better than directional audio. Deaths, now there are multiple ways to confirm death. The first and loudest sound a death can make is the "Oh s***" noise, or other death screams. If the victim was headshotted you will simply hear gunfire and then a dull sound of a ragdoll collapsing, along with the clattering of weaponry. Both of these noises are valid ways to determine that a player has died where the sound has come from. Callouts, this applies to both text and voice. If you see "X is a traitor!" without any retraction of that callout, or hear someone say "KOS X" without calling it off, you should take advantage of the next tip. Scoreboard: The scoreboard is your friend, check it often and early. If you know how many total players there are at round start, you know the number of traitors (Players/4). Another useful feature is being able to mark players with a hint such as "Kill, Friend, Suspect, or Missing" which will show up when you aim at a player. This is incredibly useful if utilized correctly by marking people who are called out as "Kill" in your scoreboard, giving you a helpful, bright red "KILL" sign on their nametag. Alternatively you can use it to avoid twitch shooting your proven comrades by marking them "FRIEND". Doing this has the added benefit of helping to narrow down the list of suspects through process of elimination, cut down on your RDM, and making it easy to remember callouts. The Inevitable: As an innocent, it is incredibly likely that you are going to die in some way. You need to be prepared for this eventuality and make sure you die as conspicuously as possible. If you do not know where you're being shot from, fire into the air and make as much noise as possible while also finding an exposed location to place your corpse. Remember that missing innocents are a traitor's friend, and that it will help your inno friends win the round if they retrieve DNA from your body/ID you. What you need to make sure you do NOT do before you die is, throw random grenades, injure players who are not firing (excl. GBA'd individuals), or call false KOSes. These acts will likely disrupt your team's efforts to win the rounds and cause a massacre, as well as being possible grounds for a slay. Pick Your Battles: This may sound odd but sometimes you may want to follow a traitor for a short time after they commit a traitorous act, thus gaining the element of surprise. The traitor may mistake your lack of instant KOS or gunfire to mean you didn't catch them in the act, and relax a little bit. That's what you want, when they lower their defenses you pay them back for their underhanded tactics with a haymaker of gunfire they won't see coming. Just make sure you fill out any reports filed on you due to this tactic with proper evidence and it is within the rules. Proper Traitorous Equipment Usage: If you pick a traitorous weapon up, the first thing you should do is pretend you have not done so and carry on with your round. Then, when a traitor opens fire on you, you'll have an advantage in that they won't expect T equipment to be used against them. Basically, keep it hidden until you have a reason to kill someone and only use it if it's the best choice for the situation (don't try to MP7 at super long range, it won't work, I've tried).
Playing as a Traitor The Traitors are the medium sized group in TTT (25% of the population or one Traitor for every four players.) Their group color is red, but this is not displayed to anyone other than Traitors, or when a Traitor has been confirmed to be dead. Their job is to kill all of the Innocent players. Traitors have the toughest job because of how the Innocent normally group together. This disadvantage, however, can be their greatest strength, as when two or more Traitors team up, they can take down the entire group. Of course, other players will grow suspicious when players start disappearing. Be prepared to get scanned, killed, or have to do some killing. Traitors, like Detectives, can buy equipment, mostly weapons. Like Detectives, Traitors can retrieve unspent equipment credits from dead Detectives and Traitors, and will be rewarded with a credit when a Detective is confirmed to be dead. 1. Do everything exactly like how you play innocent, except kill other innocents. If you use the mic as innocent, use it as traitor, etcetera; 2. Use stealth to your advantage, and punish the innocents' mistakes! Don't expect to get far by running in with an M16 and shooting anything that moves. If you see an innocent by himself, go for him instead of the group (unless you have C4.) 3. Use the traitor talk and group up on people. You can kill more innocents as a group. 4. Pick your equipment wisely. If the map is small, don't pick buy a sniper, as it will be a waste of credits. Likewise, if it is huge, C4 isn't your best friend. 5. Use grenades. There are usually 3 types of grenades on most servers. There are Incendiary, Smoke, and Discombobulators. Use incendiary grenades to hurt a group of people that are bunched up. This will give you and your T-buddies a HUGE advantage. Alternatively, use them to block people off from an area. If people are in a room with a C4 in it, block off the most commonly used exit. Next, use smoke grenades to hide yourself or to escape from a dangerous situation. You can also use it on a group of people to obscure their sight, then kill them off. Finally, use discombobulators to push people away from each other. They WILL be scattered and separated or, if you're lucky, they will fall off of a tall cliff and either die or survive with a little amount of health. Traitor 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, of the 5 different wires, only 1 if cut will detonate the C4 assuming it was planted between 30 - 45 seconds. Planting a C4 for more than 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 guarantees 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 (i.e. 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. If your accuracy is good enough, 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 (e.g. sniped, crowbarred) 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. Try And Get Rid Of The Body - DNA will easily get you caught. Get rid of the bodies. This may sound easy, but throwing bodies off an edge, hiding them behind doors, or similar actions will probably get you killed if someone see's you. If you don't like taking risks, buy a Flare Gun, and burn the body.
Haven't read it all yet, but quick check at the start I want to add on the second tip about picking guns - I highly recommend not picking a gun based on proficiency, but instead based on the need. It's important to be good with all guns. In a map like mc_haven on the Vanilla server - a rifle is a must, because there's likely going to be lots of long-ranged combat. It also depends on your planned tactics for each round (which you should draft based on what you plan to do - ex. if you think of wandering through small caves, a shotgun might be best). A more close-oriented map where everyone is constantly packed up would probably be better off with a MAC10 or shotgun due to close ranged nature of all combat. Adjusting weapon loadouts based on map, planned tactics & where you plan to hang out is very important, in my opinion. A MAC10 on a massive open map with sniper spots everywhere... that's just not going to be effective at all (especially if you're a detective/innocent and will have to expect traitors utilizing sniper weapons, you will have absolutely no chance to retaliate). Of course a rifle will not do good in close combat if you pick it for an open map, but that's why having a pistol is also important. That one is probably easier to pick as deagle is just so good (if you can aim).
I'm already too MLG. No need for this thread for me In all seriousness though, this is a pretty good thread and could be useful for new people who join the community, or rather people who first played TTT.
Took a lot of time to make this dangggg. If there isn't a sticky for a guide this should be it. For the guns thing, This really says it all. You need to know how to use certain guns when its not available or when the map demands certain weapons. You don't want to be using a Huge to fight a sniper from a distance. Also, you don't want to kill people without knowing something lik the M16 behaves when you often use the mac10.
I think this should be turned into an expansive guide where those who want to get a deeper practical knowledge of the game can come to learn tricks. A quick note is that a deep knowledge of the rules will make it easier to use these tips and tricks, as well as hunt traitors. #1 Terminology Add: "Tbuddy" A traitor who is your ally, "X is a traitor" An automated callout from the radio menu, "X is suspicious" Another automated callout from the system, "KO-*Death*"/"Hi So-an-*Death*" This person is dead, mark them missing, "Jihading/throwing a frag, look out!" Should only be said in T chat and means an explosive is going off, "GBA" Guilt by Association wherein you witness someone commit a traitorous act (killing, grenading, possessing T weapons, etc.) and not take action against them, "Crossfire" When you fire at a valid target and hit another player with the spray (also applies to warned grenades & jihads aimed at valid targets), "Tbaiting" Committing traitorous acts for the express purpose of provoking a player into killing you, and "Prop killing" Which is the practice of utilizing props to damage or kill another player. All of these terms are essential to learning how to play TTT, at least I feel. There are probably ones I have missed and some of these are probably unnecessary, that said it should help. #2 Innocent tips Take Your Time: Innocents have it a little easier in that they only have to defend themselves rather than actively seek out targets. You have the opportunity to barricade yourself inside a room, test other people, find weaponry, or search for unided bodies, while the traitors must focus on their task. There is a lot of benefit to taking the time to properly equip yourself with topped out ammo along with one of the workhorse rifles (M16, AK47, ACR, or Honey Badger). Two extra clips instead of one can prove the difference between a glorious death and a godly victory. Beyond that you can reduce the sound you make to 0 while moving by holding Alt to walk or Ctrl to crouch. Either of these will make it far easier to utilize the next tip. Sound Strategies: Footsteps, your own first of all. Know what sound the material you're walking on makes. It can tell you what angle someone is approaching from even better than directional audio. Deaths, now there are multiple ways to confirm death. The first and loudest sound a death can make is the "Oh s***" noise, or other death screams. If the victim was headshotted you will simply hear gunfire and then a dull sound of a ragdoll collapsing, along with the clattering of weaponry. Both of these noises are valid ways to determine that a player has died where the sound has come from. Callouts, this applies to both text and voice. If you see "X is a traitor!" without any retraction of that callout, or hear someone say "KOS X" without calling it off, you should take advantage of the next tip. Scoreboard: The scoreboard is your friend, check it often and early. If you know how many total players there are at round start, you know the number of traitors (Players/4). Another useful feature is being able to mark players with a hint such as "Kill, Friend, Suspect, or Missing" which will show up when you aim at a player. This is incredibly useful if utilized correctly by marking people who are called out as "Kill" in your scoreboard, giving you a helpful, bright red "KILL" sign on their nametag. Alternatively you can use it to avoid twitch shooting your proven comrades by marking them "FRIEND". Doing this has the added benefit of helping to narrow down the list of suspects through process of elimination, cut down on your RDM, and making it easy to remember callouts. The Inevitable: As an innocent, it is incredibly likely that you are going to die in some way. You need to be prepared for this eventuality and make sure you die as conspicuously as possible. If you do not know where you're being shot from, fire into the air and make as much noise as possible while also finding an exposed location to place your corpse. Remember that missing innocents are a traitor's friend, and that it will help your inno friends win the round if they retrieve DNA from your body/ID you. What you need to make sure you do NOT do before you die is, throw random grenades, injure players who are not firing (excl. GBA'd individuals), or call false KOSes. These acts will likely disrupt your team's efforts to win the rounds and cause a massacre, as well as being possible grounds for a slay. Pick Your Moment: This may sound odd but sometimes you may want to follow a traitor for a short time after they commit a traitorous act, thus gaining the element of surprise. The traitor may mistake your lack of instant KOS or gunfire to mean you didn't catch them in the act, and relax a little bit. That's what you want, when they lower their defenses you pay them back for their underhanded tactics with a haymaker of gunfire they won't see coming. Just make sure you fill out any reports filed on you due to this tactic with proper evidence and it is within the rules. Proper Traitorous Equipment Usage: If you pick a traitorous weapon up, the first thing you should do is pretend you have not done so and carry on with your round. Then, when a traitor opens fire on you, you'll have an advantage in that they won't expect T equipment to be used against them. Basically, keep it hidden until you have a reason to kill someone and only use it if it's the best choice for the situation (don't try to MP7 at super long range, it won't work, I've tried). I will do more when I am less tired. I think this is a good start.
I would like to add some tips for playing as traitor. 1. Chaos is your friend. Shoot someone in a crowded area with one or two bullets, preferably when they have their backs turned against each other and are paranoid. It'll start an rdm chain. 2. Innocents/detectives in hot pursuit? Use props as shields. I like to use a barrel to block bullets, especially in cramped areas. Once the assailant runs out of ammo (which he will before he knows what is going on) gun him down. 3. Many players assume that people don't listen to KOS's and just wander around. Once a KOS is called on you, you're a fugitive. There will always be 1-2 players following and tracking every KOS that pops up on voice and text. (do this if your an inno or a detective) 4. ACR/AK47 for maximum takedown power. Each can kill 3+ people in a mag if you can hit 90% of your shots. DBs can take down only one person. Also, if your playing inno/detective: NEVER, EVER FUCKING MISS A CHANCE TO KILL SOMEONE FOR GBA. 90% OF THE TIME THEY ARE TRAITORS. I CAN'T FUCKING COUNT THE TIMES I DECIDED TO SPARE SOMEONE FOR GBA WHEN THEY WERE ACTUALLY T'S. IN FACT, IT HAPPENED TO ME TWO MINUTES AGO. FUCKING GBA!