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United States Battlefield1113
PostPosted: Sat Jul 30, 2011 12:13 am 
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Featured by Frost

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Color Key:
Blue-Detective/Detective only weapons.
Red-Traitor/Traitor only weapons.
Purple- Both Detecive and Traitor.
Green-Innocents

Welcome to "battlefield's Guide to TTT weapons." Here you'll learn the basics of all of our custom traitor weapons and detective weapons, as well as how to maximize their efficiency. You will also learn the basics of innocent weapons and how to maximize their efficiency as well.

Featured by Cherry

Already a master of TTT but want to know how to master a specific thing? Simply Ctrl+F then type in the weapon you're looking to master.
~~~~~~~~~~~~~~~~~~~~~~~~~~General Overview~~~~~~~~~~~~~~~~~~~~~~~~~~


What exactly IS a custom weapon?
Good question, custom weapons are weapons that can only be purchased by the traitors and detectives. These weapons can not be found anywhere else on the map.

Sounds awesome! So how does one gain these custom weapons?
First of all, you have to be selected either as a traitor or a detective. Secondly, you have to have enough credits.

Wait what's this about credit's? How do I get them?
Credits are what you use to purchase the custom weapons. To get them you have to do certain things or scrounge them off of a traitor or detective if they had any left. As a detective you, or another detective, has to kill the traitor. You will then be awarded with one credit. Additionally, you may find credit's on the body of the traitor. As a traitor, it is much easier to gain credits. You get credits from killing a lot of innocents as a team, from killing a detective, by finding credits on a fellow traitor's body or by finding credits on a detective's body.

Oh I get it now! Now how do I actually get the weapons?
Another good question you get it by opening the "context menu." The default key for opening the context menu is "c."

Thanks! I have a problem though! I bought something and it's not showing up in my weapons!
Oh you must have bought a "passive item." These are items that are always active after purchasing them. This includes the body armor, the radar, and the disguiser. By default the detective has the body armor.

What do these passive weapons do?
The body armor reduces the amount of damage you receive from bullets. The radar let's you know how many people there are and how many are left. The disguiser is used to disguise yourself, it will not display your name or show you under the person you killed as "Last saw <name>" and is only available to the traitors. The disguiser requires you to press "Enter" on your numpad to activate it.(Thanks Cherry. :P)

Oh I get it now! What about all the other stuff?
Oh right! Those are the other assorted custom weapons an items. Here's a list explaining what they do.

~~~~~~~~~~~~~~~~~~~~~Traitorous Traitor Weapons~~~~~~~~~~~~~~~~~~~~~
(If seen in the hands of someone you may kill them, but watch chat because they may have picked it up off of a traitor.)
Image
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Spoiler: Toggle

  • AK-47: An assault rifle that lacks in accuracy, but makes up in power.
    • Pros:
      • Powerful

    • Cons:
      • Inaccurate
      • Loud

    • Best time to use: It is best to use the AK-47 when there are little to no guns left on the map. Or if you like having a back up gun in case you can't risk the reloading of your pistol and/or primary when going after the last few innocents.
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Spoiler: Toggle

  • AWP: A powerful disposable bolt action rifle that delivers a swift clean death.
    • Pros:
      • 1 hit kill
      • Accurate

    • Cons:
      • One shot.
      • Cannot purchase more then once.
      • Very Loud.

    • Best time to use: It is best to use the AWP rifle when you want to go after the last innocent or if you're corned. The closer they are, the easier to simply no-scope the person after you and kill them instantly.
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  • C4: A powerful timed plastic explosive that can quickly turn the tables if used correctly.
    • Pros:
      • Instantly kills anyone close to the epicenter
      • Large radius
      • Starts a fire

    • Cons:
      • It's painfully loud
      • Can be easily diffused by a detective if he purchases the diffuser

    • Best time to use: It's best to use this near the beginning of the round or near the middle. This way it can maximize the casualties. When planting a C4, keep mind people will most likely hear it before it explodes. Instead of just planting one, plant two. First, try to hide the other one so they don't notice it, or stay behind while people are running down and plant it then, however this is more risky and may result in high suspicions against you as well as them noticing the second C4 too soon. Secondly, set it to about 10-20 seconds after the other one, or however long you think it will take the largest amount of people to go investigate the bodies. Another way is to make use of the "Jammer" and prevent people from communicating that there is a C4. The sound it gives off may also mask the C4's sound. Finally, another good way to use this is plant it, and disarm it. If you disarm it in front of someone they will simply think of you as a confirmed innocent, after you disarm it, simply take the C4 and plant it somewhere else later.
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  • Decoy: Places an extra circle on all radars. As a detective it shows up green, as a traitor it shows up as a white circle.
    • Pros:
      • Can fool the detective in to thinking you're innocent since you are responding to live checks/etc. while the other person isn't, making him KOS.

    • Cons:
      • You cannot move this and it remains in the same position therefore telling the detective it's a decoy.(Thanks Ultra for the info. <3)
      • Not very useful if all/most bodies are found.
      • All the detective has to do is count how many blips there are at the beginning of the round, count how many bodies are found and how many blips there are, though the odds of the detective doing this are slim to none.

    • Best time to use: The best time is when you're the last/ one of the last people. The perfect scenario is if an AFK is killed but is shown as alive on the detective's list, thus leading the detective to believe that the AFK is in fact the traitor as he is not dead yet.
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Spoiler: Toggle

  • Disguiser: Sniping has never been safer.
    • Pros:
      • When they look at you your name isn't displayed.
      • Can cause great confusion
      • Doesn't display "Near death" etc.

    • Cons:
      • If they notice you have it on(can't see you're name) they can kill you right then and there.

    • Best time to use: It's best to use this when sniping. You can however use it up close if you know you can get out of there and use the teleporter. This way you can turn it off back at you teleportation spot and walk out of there, no problems. Unless someone sees you of course.

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  • Flare Gun: This little guy packs a punch! This can burn bodies, thus leaving them to be unable to be 100% confirmed dead. This can also be used as a decent weapon and burn the person you are attacking.
    • Pros:
      • Completely destroys a body.
      • Decent weapon
      • Can snipe to a certain extent, thus lighting someone on fire from a distance or a body from a distance, thus not putting you close to the body.

    • Cons:
      • Leave's behind scorch marks next to the blood unless the body is moved.(To nullify this, if you're on a map with water/lava such as the Minecraft map, dump the body the water/lava and burn it. This way the scorch mark isn't as obvious/able to be seen.)
      • Takes a few seconds for the body to burned.

    • Best time to use: Best time to use: In my opinion, this weapon is almost always good to use. The only problems that I think of are the above, one of which can be nullified on certain maps and the other isn't a big deal unless you get unlucky and someone happens to be close or you can simply snipe the body, thus not putting you next to it.
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Spoiler: Toggle

  • Jammer: This helps you jam communications between everyone so people cannot warn others of traitors/other hazards.
    • Pros:
      • Loud sound that can be heard throughout the map that may prevent innocents from hearing the beeping of a C4.
      • Prevents innocents from being able to warn others.e

    • Cons:
      • Cons: It also jams you from talking to fellow traitors
      • Only lasts for about 10 seconds.

    • Best time to use: It is best to pair this when planting C4 or if attacking innocents.
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Spoiler: Toggle

(PLEASE NOTE THAT THE JIHAD BOMB CURRENTLY DOES NOT HAVE A WORLD MODEL! If you drop it, it's gone for good!)
  • Jihad Bomb: This suicide bomb can take out large crowds, however it also takes out you.
    • Pros:
      • Can take out large crowds.
      • People will get panicky and they'll try to kill you but as long as you don't stand still in the middle of 5 guns pointing at you, their aiming will be shot(unintended pun. :P) and probably won't end up killing you before it goes off.
      • Large radius

    • Cons:
      • It kills you.
      • A wall can prevent you from killing someone.(I did this the other on the Minecraft map. I was in the traitor tester and someone Jihaded people in there but I didn't even get injured.)
      • You can accidentally kill a fellow traitor, however you have to warn them before doing so, otherwise you have the possibility of being punished by an admin

    • Best time to use: The best time to use this is when you have a large crowd and are willing to sacrifice yourself for your teammates, if you are near death and know that if you try something you'll be killed, or if you are the last traitor and are 100% sure that you're with the last innocents and kill them in the blast, thus leading you to victory.
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  • Knife: A useful weapon that will instantly kill anyone under 60 HP.
    • Pros:
      • Instant kill when they have below 60 HP
      • Can be thrown
      • If you miss when you throw it you can pick it up again.
      • If you hit them with the knife when they have 61 HP+ via throwing it is simply absorbed into the target's body and nothing can link you to the attack. Unless of course, someone saw you.

    • Cons:
      • They have to have below 60 HP to instantly kill them.
      • If you miss, a detective can check it for DNA.
      • If you hit them with the knife via throwing it is simply absorbed into the target's body and as it won't be visible, you just lost your knife.
      • Stays in the body and DNA is kept on the knife for a long time, if not the rest of the round.

    • Best time to use: It's best to use the knife on a high profile target(detective) so you can take his DNA scanner immediately after killing him and tossing it somewhere were it will be hidden well. However keep in mind you have to be with the detective, when no one is close which is rare as most detectives don't like being followed/are usually walking around in populated areas of the map. Another good time to use this is when only a few innocents are left and if they are scattered.
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  • Newton Laucher: A cannon that whoever it's bullet hits, is forcefully pushed in the direction it was fired from
    • Pros:
      • Flings people into things causing damage.
      • Can fling people into areas of the map that instantly kills them.(I.E. Lava.)

    • Cons:
      • Slow rate of fire.
      • Is useless on maps that don't have high up places
      • Loud
      • Obvious, not only is it very loud, it has a rather thick bright blue "bullet" that can be used to determine where it was shot from.

    • Best time to use: It is best use the Newton Launcher on maps like ttt_Island_17 or ttt_Minecraft. Minecraft has high up places, as well as lava that instantly kills people when it is touched. ttt_Island has the lighthouse that usually has people on it some people sit on the rails which is the perfect time to fire it. If you hit them correctly you'll fling them off of the tower and they'll fall to their death, leaving no DNA.
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  • Poison Dart: A dart with a rather potent poison that will gradually lower your health to zero.
    • Pros:
      • Very effective if you hit them.

    • Cons:
      • Low ammo capacity
      • Can be healed through health stations

    • Best time to use: It is best to use the dart near round start when the detectives have most likely spent their credit's on something already. Another good time is after the detectives are dead and no health station was spawned. Or simply destroy the health station, however, this is considered traitorous if you are not the detective and may be killed for doing so.
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  • Poison Station: An item that looks exactly like the health station, however this one has a nasty bite that will lower your health
    • Pros:
      • Effective
      • Looks like a health station

    • Cons:
      • All the innocents simply have to do is ask the detectives if they bought a health station, if not, they know it's fake.
      • Once someone is affected by it, they're bound to warn everyone

    • Best time to use: It is best to use the poison station when the detective has purchased a health station. If you're sneaky enough/lucky enough you may be able to switch the two so the poison station is exactly where the HP station was. You can also simply place it somewhere away from the health station confusing people if it has been moved or been has been switched.
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  • Poltergeist: A simply ghastly device that allows you to takeover any physics prop
(Thanks Gnomeggdon for the info. as I have never used the Poltergeist but had a rough idea on how it worked)
    • Pros:
      • Can take over massive props and smash people with it.

    • Cons:
      • Can't control it.
      • Obvious.

    • Best time to use: The best time to use it is when there are large physics props in open areas.
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  • Radio: Confuse people with deceiving sounds.
(Thanks to Cherry for explaining it's "usefulness" to me.)
    • Pros:
      • Can be used to play gunshot sounds, make a C4 sound or a death scream.

    • Cons:
      • If not used correctly and it's found, you just wasted a credit.

    • Best time to use: It is best to use this with the C4 by playing the death scream and when they go to investigate it, your C4 is there. Or you can play the C4 noise so people will run from where it's coming from and plant a real C4 somewhere else where they might flee and will explode as they go past that area. However this involves good timing.
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  • Silenced Pistol: The "Silent Killer." This makes little sound and and prevents the person from screaming upon death.
    • Pros:
      • Quiet
      • Fast
      • Prevents death scream upon killing the target with this.

    • Cons:
      • Weak

    • Best time to use: It is best to use this when two people are close but the person up front or whatever isn't aware of the person behind him/figures he's still following close behind. The target won't scream and the muffled gun shot will most likely prevent the other player from hearing and won't discover his dead friend until it's too late.


Last edited by Frost on Sat Aug 20, 2011 3:41 pm, edited 46 times in total.


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~~~~~~~~~~~~~~~~~~~~~Detecting Detective Weapons~~~~~~~~~~~~~~~~~~~~~
(These weapons can be picked up by anyone, however, it is recommended you let the other detective or proven innocents only have access to such weapons should one of the detectives die.)
Be careful though, as a detective credit's are especially precious so be wary of what you buy and when.
Image
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Spoiler: Toggle

  • BenelliM3: The ultimate close combat weapon, a must have for detectives.
    • Pros:
      • Extremely powerful up close.
      • Slightly faster then then the shotgun.

    • Cons:
      • Close combat weapon
      • Inaccurate

    • Best time to use: It's best to use this weapon if you're willing to sacrifice some speed and accuracy for some awesome power..
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Spoiler: Toggle

  • Binoculars: Because you need some paper towels to clean up that mess. Err I mean for IDing bodies from a safe distance
    • Pros:
      • Perfect for IDing bodies that are thrown off the map or into instant kill areas.
      • Great to still ID bodies when you found a good hiding spot and don't want the T's to know where you are located
      • Can zoom in very far
      • Can double as normal binoculars so you can look for strange activities.

    • Cons:
      • You're a sitting duck while using your binoculars.
      • If there's a map that doesn't have instant kill zones/high places it's not very useful.

    • Best time to use: As stated earlier, it's best to use these on maps with high up place and instant kill zones/trigger hurt areas.
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Spoiler: Toggle

  • Diffuser: Because sometimes it's just not worth risking your own life and the life of others.
    • Pros:
      • Diffuses C4 without fail.

    • Cons
      • Waste of a credit if no C4s are planted.

    • Best time to use: It's best to use this when the a traitor plants a C4. This way you can easily disable it. Buying it to early otherwise, will most likely be a waste of a credit.
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Spoiler: Toggle

  • Health Station: The healer of wounds, and curer of poison.
      Pros:
      • Heals people.
      • Cures people of poison.

    • Cons:
      • Traitors can heal themselves.
      • You have to continue to click it to get health, making you a sitting duck.

    • Best time to use. It's best to use the health station when someone has been poisoned, you or another detective is injured, or if people are generally hurt. It is not recommended to use it at the end unless you need it to strictly heal yourself as it is more likely that one of the traitors is injured and will use your station for health.
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Spoiler: Toggle

  • MP5: Because sometimes you need your weapon accurate and strong.
    • Pros:
      • Strong
      • Accurate

    • Cons:
      • Relatively slow

    • Best time to use: It's best to use this weapon if you want more accuracy and longer range as opposed to the Benelli M3
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Spoiler: Toggle

  • UMP: Disorienting the enemy has never been easier.
    • Pros:
      • Fast
      • It spins around whoever you shoot at, disorienting them.

    • Cons:
      • Weak

    • Best time to use: It's best to use the UMP when you have another detective/confirmed innocent and you stick together, this way you can disorient the target while you're partner unload on him. The UMP on it's own is not powerful, however, it can be used to disorient the enemy so that if they try to walk away to avoid being shot, they could throw themselves off a cliff.
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Spoiler: Toggle

  • Visualizer: Because tracking down traitors isn't always easy.
    • Pros:
      • If used shortly after the death of the victim(s) body(ies) you should be able to find the shooter.
      • Useful in telling you where the shooter is shooting from and if it's from long range.

    • Cons:
      • If used too late it may lead you to the wrong person and/or send you on a wild goose chase.

    • Best time to use: It's best to use this when you can find bodies quickly, or when you want to see where the bullet came from.

~~~~~~~~~~~~~~~~~~~~~~Swedish Neutrality Weapons~~~~~~~~~~~~~~~~~~~~~~~~
Spoiler: Toggle

  • Body armor: Because there's no such thing as "too much protection."
    • Pros:
      • As a detective, you get this on round start
      • Can take more damage.

    • Cons:
      • Though it provides protection, it doesn't give you that much protection. You can maybe take a few extra bullets but an AWP or a knife can still tear through it. The detective's Benelli M3 at point blank will most likely tear through body armor as well.
      • As a traitor you can only get this if you purchase it for 1 credit.

    • Best time to use this: If you're going to use body armor, make sure you get it when you have 100 HP or at least 80+ HP. Otherwise it's not really worth it as even with body armor they'll still have no trouble killing you if you're at 79- HP.
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Spoiler: Toggle

  • Radar: Lets face it, you can't keep track of everyone with just the tab menu.
    • Pros:
      • Helps keep track of how many people are REALLY alive.
      • As a traitor it helps you find all the innocents running around or the ones who are trying to hide.

    • Cons:
      • Can have an extra circle on the radar via the traitor's decoy.
      • Horrendous recharge/refresh time.

    • Best time to use: It's best to use this when you're a traitor going after the last few innocents/detectives. As a detective I would recommend using it if you're the last detective, thus providing you extra protection. I recommend turning off auto scan as a detective. This way it's available when you NEED it. If you keep it on auto scan and it just scanned, and you need it this moment, you'll have to wait 15-35 seconds to get a new, more accurate scan.
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  • Teleporter: When you're in a pinch and you need to get out fast, you don't have time to say the State Farm jingle, this device lets you get right to the point.
    • Pros:
      • You can teleport from one end to the map to the other for fast traveling.
      • Useful to get away from the body you just killed.
      • Useful to get away from the C4 you just planted.

    • Cons:
      • Have to be standing still in order for the teleporter to work.
      • Takes a while to teleport.
      • If used at the wrong time as a traitor you can be spotted and will most likely be killed on site/sight if you get away.(Site as in where you teleported, and sight as in if they see you after seeing you teleport.)

    • Best time to use: It's best to use it if you have a safe/hidden place to teleport to. It's good for detectives because they can get out of a situation when they're being chased/in unpopulated areas or if being followed by suspicious people. As a traitor it's best when wanting to get away from the body of the person you just killed, C4 you just planted or to teleport to a traitor room when you notice someone is heading towards a trap's direction. To set a location simply click mouse 2(right click.) Then to teleport to that location simply clicl mouse 1(left click.)


Last edited by Battlefield1113 on Mon Aug 08, 2011 10:43 pm, edited 44 times in total.


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~~~~~~~~~~~~~~~~~~~~~~~Innocence Innocent Weapons~~~~~~~~~~~~~~~~~~~~~~
(Note: These guns are only being compared to the other innocent guns, not the detective or traitor ones.)

~~~~~~~~~~~~~~~~~~~~~~Ammo Received Per Box~~~~~~~~~~~~~~~~~~~~
Spoiler: Toggle

.45/.357 Rounds:Colt 1911/ Deagle: 12 per ammo box.
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9mm Rounds: AK-47/AUG/Dual Elites/Glock/M16/Pistol/Silenced pistol: 20 per ammo box.
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Shotgun Shells:Benelli M3/Shotgun/: 8 per ammo box.
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SMG Rounds: Mac-10/MP5/P90/TMP/UMP: 30 per ammo box.
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.308/Sniper Rifle Rounds: Sniper Rifle: 10 per ammo box.

~~~~~~~~~~~~~~~~~~~~~~~General Weapon Rarity~~~~~~~~~~~~~~~~~~~~
Below is a basic rarity chart of the weapons. This is what I have noticed throughout the maps we have/play regularly. Rarity is determined by "*'s", this means on most maps that is the rarity. if a "*" looks like "(*)", that means it's that rare on certain maps, but for the majority, focus on "*" instead of "(*)". (Please note this is subject to change in the future.)

*=Very commond
**=Common
***=Uncommon
****=Rare
*****=Very Rare
(Ø)=N/A on certain maps.
(Ø for people who don't remember, a zero with a slash is used when a math problem is an "empty set" or a "null set."[I am aware this is also a Scandinavian letter, however this is intended to be a 0 with a \ through it.])
(This "chart" excludes maps like cluedo that only has deagles, a couple of primaries and a few pistols primarily.)

AUG:**(*)(Ø)
Colt 1911:*****(Ø)
Deagle:**(*)(*)
Dual Elites:****(*)(Ø)
Glock:****(*)(Ø)
H.U.G.E:**(*)
M16:*(*)
Mac-10:**(*)
P90:****(*)(Ø)
Pistol:*
Shotgun:**(*)
Sniper:*(*)
TMP:****(*)(Ø)



~~~~~~~~~~~~~~~~~~~~~~~Primaries~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spoiler: Toggle

  • AUG: A gun that's faster then the M16, but is slightly weaker
    • Ammo Capacity: 20 per cartridge, maximum of 4 cartridges.
    • Pros:
      • Faster then the other two rifles.
      • Steady.
      • Plentiful ammunition on most, if not all, maps.
      • Has a scope.
      • Good range.
      • Accurate.

    • Cons:
      • The weakest of the the rifles.
      • Rather loud.
      • Faster then the other two rifles, but also slower then the other guns, excluding the shotgun.

    • Best time to use: This gun has a lot of potential as you can see the pros list is one of the longest out of all the weapons. It can be doubled as a sniper as well as a close range assault rifle. The scope is rather good and the accuracy is good as well. The only problem is that it's rather weak as opposed to the other guns and very loud. If you're a good shot though and are familiar with the weapon you can truly make this one of the most devastating weapons.
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  • H.U.G.E.: The one and only light machine gun(LMG) that is truly devastating.
    • Ammo Capacity: 150 per cartridge, maximum of 4 cartridges
    • Pros:
      • Powerful if used right
      • A lot of bullets
      • Fast

    • Cons:
      • Can't get another cartridge of ammo.
      • Massive amount of recoil.
      • A lot of bullets, but it's easy to run out of them if your shots aren't placed carefully.
      • Terribly loud
      • Inaccurate
      • Large amount of spread

    • Best time to use: Don't let the amount of cons discourage you, this is a great weapon if used correctly. Don't bother with aiming and using the iron sights, if anything this will get you killed. That doesn't mean fling it around like a mad man, aim at the upper torso and keep the H.U.G.E as steady as possible. If you do it just right the H.U.G.E.'s recoil will work for you and move up to the head as your shooting, but if you don't pay attention shortly after it you'll be hitting a wall above them as the come into to kill you. The best tactic however is aiming at the bulk of the body and keep moving. You'll miss a lot of shots but you should be able to kill them quickly.
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  • M16: What is lacks in speed, it makes up in power.
    • Ammo Capacity: 20 per cartridge, maximum of 4 cartridges.
    • Pros:
      • Powerful
      • Steady(little to no recoil.)
      • Plentiful ammunition on most, if not all, maps.
      • Accurate

    • Cons:
      • One of the slower guns.

    • Best time to use: It's best to use this if you're looking for accuracy, but don't want to sacrafice speed for power.
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  • Mac-10: He may be small but he sure packs a punch!
    • Ammo Capacity: 30 per cartridge, maximum of 3 cartridges.
    • Pros:
      • Fast
      • Powerful

    • Cons:
      • If you're not careful you can run out of bullets quickly.
      • High Recoil

    • Best time to use: It's best to use the Mac-10 whenever. This and the TMP are my personal favorites. Just make sure there's a decent amount of SMG bullets lying around the map. Don't worry about head shots with this guy, simply aim at the bulk of the body. If your first bullet hits, the rest of your bullets follow up and they're at least injured, you should be able to kill them before they can even react
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Spoiler: Toggle

  • P90: Like your bullet's fast? Then you want this gun.
    • Ammo Capacity: 40 per cartridge x2 + a bonus 20 cartridge. Maximum of 3 cartridges
    • Pros:
      • Fast
      • Decent range.

    • Cons:
      • Easy to run out of bullets
      • Inaccurate
      • High recoil

    • Best time to use: It's best to use this when there is a good amount of SMG ammo on the map as well as if you're willing to sacarfice a bit of power and accuracy for speed.
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  • Shotgun: This gun packs a punch but at the cost of range and accuracy
    • Ammo Capacity: 8 per cartridge, maximum of 4 cartridges.
    • Pros:
      • Powerful
      • 6 pellets race after the the target's squishy body.

    • Cons:
      • Slow
      • Inaccurate
      • Slow Reload
      • Little to no effect from far away.

    • Best time to use: It's best to use then when you're looking for raw power as opposed to speed, accuracy and range.
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  • Sniper Rifle: Aim it, no scope it whatever. This gun will make you happy.
    • Ammo Capacity: 10 per cartridge, maximum of 3 cartridges.
    • Pros:
      • Powerful
      • Long Range
      • Accurate
      • 1 hit KO's on head shot.

    • Cons:
      • Slow
      • Requires slight skill to use effciently

    • Best time to use: It is best to use this weapon when you have decent sniping posts/high up places. If being chased by a traitor/innocent as a traitor it is a good idea to stay calm and prepare for quick aiming to the head and shooting them, if you miss it could cost you your life/the round due to the rate of fire, but if you hit their head, you just won the round/killed the traitor/innocent.
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  • TMP: The silent killer's older brother, but he packs a bigger punch and is faster too.
    • Ammo Capacity: 30 per cartridge, maximum of 3 cartridges.
    • Pros:
      • Fast
      • Muffled gun.(Has a silencer.)
      • Powerful
      • Steadier then the Mac-10

      Cons:
      • Easy to run out of bullets
      • Steadier then the Mac-10, but still not that steady.
      • Rare.

    • Best time to use: It's best to use the TMP if you can find one. A lot of maps have a very limited supply of TMPs, or none at all. When using the TMP, be sure to try your best at keeping it steady. If you don't your target will become aware quick enough to were he'll either shout out your name before death or kill you. Also, use the muffled gun shots to you advantage, move around and fire a few shots around/near someone to disorient them, just make sure they aren't facing you or they'll obviously see where it's coming from. It's hard for them to determine where you are by the sound, but again they can still figure out where the bullets are coming from.

~~~~~~~~~~~~~~~~~Secondaries/Side arms~~~~~~~~~~~~~~~~~~~~~~~~~
Spoiler: Toggle

  • Colt 1911: Need something powerful with a good rate of fire? This gun has it all.
    • Ammo Capacity: 7 per mag, maximum of 5 mags + a bonus bullet
    • Pros:
      • Faster then the Deagle.
      • Low recoil

      • Weaker then the Deagle.
      • One less bullet in the cartridges then the Deagle, meaning you have to reload quicker then a Deagle.

    • Best time to use: Let's face it, no sidearm is stronger then the Deagle. But if you want the Deagle's best cousin you got him. The Colt 1911 boasts lower recoil as well as faster speed. What it lacks however is power. When in a shoot out with a skilled Deagle user and you both are at or around 100 HP you'll most likely be killed, but that doesn't mean you will be. When up against a Deagle user it's always recommended to use your primary if you have one with a good amount of bullets. However the Colt 1911 is the one of the two pistols that's almost equal against the Deagle.
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  • Deagle: Everybody's favorite bird.
      Ammo Capacity: 8 per cartridge, 4 cartridges maximum + 6 bonus bullets.[/color]
    • Pros:
      • Extremely powerful(One hit kill on most, if not all, head shots.)

    • Cons:
      • High recoil
      • Slow
      • Usually inaccurate if not up close.

    • Best time to use: It's best to use this gun when you can find it. On some maps it's not very hard to find. On other maps it's quite rare. Don't let the inaccuracy comment discourage. I've seen people snipe with this handgun. That however usually takes a bit of experience and practice. There is not much to say about this gun other then it's the strongest handgun and when using it, aim for the head.
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  • Dual Elites: Because two guns are better then one.
    • Ammo Capacity: 30 per cartridge, maximum of 3 cartridges.
    • Pros:
      • Fast
      • Decent power

    • Cons:
      • Inaccurate

    • Best time to use: It's best to use the pair if you're willing to sacrifice accuracy for speed and a little bit of power.
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  • Glock: It's like a mini machine gun.
    • Ammo Capacity: 20 per cartridge, maximum of 4 cartridges.
    • Pros:
      • Very Fast

    • Cons:
      • Weak
      • Dat recoil.(Can be worse then the H.U.G.E.)
      • Inaccurate
      • Will run out of bullets if you're not careful.

    • Best time to use: It's best to use the Glock when you can get up close and fill their body with all 20 bullets per cartridge. It's recommended you use in a burst fire action so you don't go from the guy you're shooting at, to the stars above.
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  • Pistol: The kid no one likes.
    • Ammo Capacity: 20 per cartridge, maximum of 4 cartridges.
    • Pros:
      • Accurate

    • Cons:
      • Weak
      • Slow

    • Best time to use: It's best to use this less then stellar gun when no other sidearms are available. It may be accurate but it's power and speed are terrible.

~~~~~~~~~~~~~~~~~~~~~~~Grenades~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Note that if you attack/kill anyone with grenades or even throw one it's consider traitorous. Killing/damaging someone as an innocent will result in punishment from an admin as that is RDM/attempted RDM.)
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  • Discombobulater grenade: This grenade does the dirty work for you...sometimes.
      Pros:
      • Can toss people off high places/into instant kill zones such as the lava on ttt_minecraft_b3.
      • Will most likely confuse the player for a few seconds since it spins them around and will be facing a new direction.
      • If thrown at a fire it will spread the fire.
      • Unpredictable

    • Cons:
      • If thrown at a fire it will spread the fire
      • Unpredictable

    • Best time to use. It's best to use the grenade on maps that have high up places such as ttt_canyon_b4. It's also good when paired with an incendiary grenade. Note however that this is a double standard. You have the possibility of effecting more people at the cost multiple smaller fires. Or you have the possibility of spreading the fire to where it; A)Hits a fellow traitor or B)Becomes so far spread it's ineffective.
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  • Incindiary grenade: Smokey may be able to prevent forest fires, but this is out of his hands.
    • Pros:
      • Creates a large fire that lasts for a good amount of time.
      • Decent fire damage.

    • Cons:
      • Ineffective if used incorrectly.

    • Best time to use: It's best to use this when running away from a traitor or an innocent/detective as a traitor. It's best to use it when going through somewhere narrow like a corridor/through a door. What you do is throw the grenade ahead of you close to where you'll be going and if timed right, the flames will be up by the time you're past them, and before the pursuers pass them.
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Spoiler: Toggle

  • Smoke Grenade: Because sometimes you want the cover and safe feeling as a sniper without being a sniper.
    • Pros:
      • Provides great cover when going in for the close up kills.
      • Can shoot people from outside of the cloud and they won't know where it came from.
      • The smoke lasts long.

    • Cons:
      • Low visibility in the cloud. So unless the person(s) in the cloud stay close to where they are you'll most likely be caught in the act of killing/won't be able to find them fast enough.
      • The smoke from one grenade is not that large.

    • Best time to use: It's best to use this when you want to get up close and personal and have some cover. It's even better if you have a good traitor teammate that also has a smoke grenade, throws his grenade next to yours so you can get an even larger cloud. It's recommended to use the knife with the smoke grenade. Just have a way of getting out of there/removing the body.


Last edited by Battlefield1113 on Wed Aug 03, 2011 5:26 am, edited 6 times in total.


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United Kingdom cold
PostPosted: Tue Aug 09, 2011 9:30 am 
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H.U.G.E.249 + Deagle + Body Armour

That's all i need to know about TTT, but nice guide anyways :P



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United States killerkrill
PostPosted: Tue Aug 09, 2011 9:55 am 
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I have never seen a colt on any of the maps in TTT.


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United Kingdom cold
PostPosted: Tue Aug 09, 2011 10:01 am 
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killerkrill wrote:
I have never seen a colt on any of the maps in TTT.


It's very rare, but from personal experience let me tell you, you'd be better off with a pistol.



Also battlefield you should add a new con to the Jihad Bomb

Cons:
This weapon WILL make you a complete noob.



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United States Frost
PostPosted: Sat Aug 20, 2011 3:42 pm 
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Featured this. Nice job, Battle.

Because this was featured so late, (lol, sorry), it's not showing up on the home page because of the OP post date. Cherry, could you possibly make the script on the front page display by Featured Date, and not by Post Date? Thanks in advance.

Otherwise, battle, just copy/paste your article into a new thread and we'll feature that one.



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