Traitor hunting tips

because i figured i might as well make the competing forum post

Report suspicious activity.

Be prepared for anything. Favor shotguns over disablers to counter DE swords, and have bolas in case of sleeping carp.

Stick together. Traitors thrive on lonely prey.

Expect the unexpected. Traitors can come from any where. Trust no one.

Don’t run around with the entire armory in your bag. If you die, you just gave it all to the traitor.

Use shields against those with sleeping carp. It prevent their biggest advantage, aggro grab.

Go in groups against holoparasite users. Ignore the holoparasite and bumrush the user.

Don’t be the guy who flash bulbs a guy with sunglasses.

Be a good AI and report suspicious activity for containment

[quote=“Sparrowbird611, post:2, topic:593, full:true”]
Report suspicious activity.

Be prepared for anything. Carry favor shotguns over disablers, and have bolas in case of sleeping carp.

Stick together. Traitors thrive on lonely prey.

Expect the unexpected. Traitors can come from any where. Trust no one.

Don’t run around with the entire armory in your bag. If you die, you just gave it all to the traitor.

Use shields against those with sleeping carp. It prevent their biggest advantage, aggro grab.

Go in groups against holoparasite users. Ignore the holoparasite and bumrush the user.

Don’t be the guy who flash bulbs a guy with sunglasses.

Be a good AI and report suspicious activity for containment

Disable first, ask questions later. It is completely fine to disable and cuff an assistant lurking outside bridge with insulated gloves, cuff them and search their bag. Asking politely is a great way to get your corpse dragged into maintenance.

Retreat when necessary. Traitors will almost always have the advantage in equipment. If you find one report first and chase later. You can subdue them later with overwhelming force, if you get your head removed in maintenance by an armblade or esword without saying anything you help no one.

The most important tip here NEVER FUCKING TRUST ANYONE that tells you to go to maint or another lone area unless they are mindshielded.
The hi im new trick is pretty dangerous

pretending to be a newbie is effective as hell, it can keep you from long brig sentences and being a prime suspect for sec, and can even get you better ID access if you’re a good mooch

  • Asking to search someone will get you shot.

  • Flashes and Flashbangs are useful. Flashbangs are much harder to defend against, requiring a special type of headset.

  • Holoparasites are regularly slow. Stun the host, drag the host, beat the host. Repeat step two and three at the same time. If you can get them, take speed-enhancing drugs.

  • If someone looks and acts suspicious, then they are, and you have probable cause to search.

  • Thrown weapons still hit Sleeping Carp users. Spears, Spears with bombs on them, and Bolas are all effective.

  • If you know someone has a freedom implant, killing them is preferable and much easier. Don’t be the idiot who tried to handcuff a Freedom traitor twice and lost them twice.

  • Liberally apply stunbaton. You have two.

  • A shotgun counters everything. When it doesn’t, a liberally applied stunbaton does.

  • Mindshields don’t mean safe. Don’t immediately trust mindshields on Traitor rounds.

  • Someone lacking a mindshield (when they should have one) is absolutely never to be trusted.

  • Don’t be an IPC.

  • People tend to not report Traitors - unless it’s in public - and especially if they’re coworkers. Ask if they’ve seen anything.

  • The Clown and Mime are always looking for something to do, and are commonly played by people much better than you. If you think you can trust them, use them.

  • Forensics are great. Use them.

  • When a malf AI shunts, the pinpointer points towards it. Same with its Doomsday.

  • Flashbangs stun borgs, and are much easier to hit them with than a flash. Cook it, then drop it.

  • Know other jobs, and know when a setup is dodgy.

  • Actually watch toxins as RD/Research Sec, and know the difference between a setup for making research bombs and one for making half a dozen maxcaps.

  • People who run off into maint roundstart are usually traitors.

  • Watch out for out of place words used in speech as they might be codewords.

  • Implants exist. Surgery to look for implants exist, too.

  • Not many traitors actually buy noslips unless they 100% need them, so slipping works a long way.

  • USE CAMERAS FOR FUCK’S SAKE.

  • Always try and stay one or two tiles away from someone you don’t trust. Aggro grabs, sleepy pens, mute stings, flashes, that one cult spell that stuns you and all require you to be right NEXT to the guy.

  • If some people start going missing, think about checking some workers that have a way to dispose of bodies, or that people don’t ask about when they drag bodies around. Chaplain, Cook, Robotics and geneticists/doctors who work around the cloner don’t get asked about that one corpse they have in their workplace.

  • Walk near robotics and examine borgs. If a borg has their cover closed yet unlocked, that could mean that it is emagged. You can always ask a borg to state it’s laws.

    • Furthermore, RD’s robotics console can show all borgs. If a borg is unlinked from AI, that shit was on purpose.

Some AI/Engineering tips:

  • Cameras are the AI’s eyes on the station, it can’t watch your back if they get cut.

    • Fastest way to disable a camera is to screw off the panel and cut the wires, fastest way to fix a camera is the reverse.
    • Cameras can be upgraded, by unscrewing the panel you can add any of the following:
      1. Plasma - Makes the camera EMP proof
      2. Proximity Sensor - Makes the camera alert the ai when someone enters its range (Upload, Armory, EVA and Core cams start with this)
      3. Analyzer - Gives the camera X-Ray, letting it see through walls. (ideal for cameras near maintenance)
  • Uploads may be easy to make for traitors, but the same applies for yourself. Keep an upload in a secure location with a reset card ready if you think the laws will be subverted.

  • A rogue AI is no reason to stop making borgs, before adding an MMI you can use a multitool to disable a borgs lawsync, forcing to default to the server lawset (asimov on LRP, crewsimov on MRP).

  • Insulated gloves are a sought-after relic for traitors and greytide alike, same goes for hardsuits. Making yourself a bright-yellow target for anyone up to no good. Use your space-access and shock-proof powers to your advantage, or risk losing them forever.

  • Engineering often requires lone trips to maintenance, common traitor territory. Keep an eye out for anyone roaming in there and remain cautious.

  • If you got insulated gloves, you can quickly block off narrow halls in maint by setting up an electrified grill. All it takes is a piece of cable and 5 metal bars.

  • AI’s can track any non-emagged borg and use their vision as a camera. However this can be disabled with some precision hacking or an EMP.

  • Spend enough time in a rad-suit around the SM and nobody will be able to survive standing near you for too long, much less get close enough to kill you. (Bonus points to rad-immune races)

  • LEARN THE SM FOR SINGULOTHS SAKE the biggest most destructive distraction on the station is that big electric popsicle and losing it could mean no power for the station if a sink is deployed. The most important thing to remember is making sure the hot gas gets out, with a bit of atmos knowledge the rest is easy to figure out.