Not Planned [CSGO TTT] Detective ID suggestion + New maps

Yes, it's me. The rdmer. Anyways, make it to where the detective has to ID two bodies that a traitor killed to be able to kos them. Detective is a bit over the top with 125 hp + armour (if you are smart and buy it obv) and can kos a T with one innocent body.

Another thing is to make regular admins be able to /beacon people. Not sure why it's manager only when half the server delays and we have to sit and wait 10 years.

Also, add rooftops -- https://steamcommunity.com/sharedfiles/filedetails/?id=419903291 dunno if it's the right version

Also, add 67way -- https://steamcommunity.com/sharedfiles/filedetails/?id=1681391728

Also, put this version of closequarters back -- https://steamcommunity.com/sharedfiles/filedetails/?id=918839831

Also, add this -- https://steamcommunity.com/sharedfiles/filedetails/?id=627382043

Also, add this -- https://steamcommunity.com/sharedfiles/filedetails/?id=836803265
 
Last edited:
Upvote 0
Me personally I think the detectives are fine as is. It really comes down to skill of a T. I mean really the Detectives aren't a problem if you kill them first or before they scan a body and KOS you. Its just a matter of target priority and making sure the kills are either isolated enough or you are good enough to kill targets in such a succession that it doesn't matter you are KOSed.
 
Isn't possible when there are 25+ people on and 4 detectives. You're bound to get kos'd early round.

I want to start up by saying you are entitled to your viewpoint, and your suggestion isn't invalid. My intention isn't to discourage or invalidate you, or your suggestion.

I respectfully disagree.

Saying it isn't possible is a pretty big stretch. People do it on a regular.
TTT requires a mixture of Skill, Luck, And teamplay to be played properly. You can get by on one of those alone.

The gamemode doesnt put Ts at a numbers disadvantage over Detectives, and detectives are not given a significant advantage over Ts, as Ts have access to high powered weaponry, traps, and have the advantage of remaining pretty anonymous more often than not until the mid game.

Frankly, with Ts having a numbers advantage, if Ts can eliminate all or most detectives before mid game, Ts are at a significant advantage, even if only a one for one trade, spraying down the detective and getting reflagged after.

Want to win more T rounds? Work well as a team, and isolate your kills.(Or just kill everything in your path without dying) Dont get tazed, and if you do, play for the trade, hope you kill them before they kill you. Target the detectives first, and it gets easier.

The Ts have all the tools at their disposal to win any given round, same with the Detectives, and the Innos, what makes the round different each time is simply how you use the resources in front of you.

It's my opinion that changing the mechanics for detectives like you describe negatively changes the balance of the game mode
 
if Ts can eliminate all or most detectives before mid game, Ts are at a significant advantage
I don't think you understand fully, detectives can buy a DNA scanner at the very start of the round and ID the first body they see and instantly can call KOS. To me, personally, that just ruins the fun. When there are 2-4 detectives it's very unlikely that there isn't a KOS on you before mid-round if you're getting ANY amount of kills. I don't think that having a rule change to make it so Detective can only KOS if they ID two inno bodies with the same killer would have that much of a negative impact. Maybe even making the DNA scanner 1500 credits instead of 1000 that it is right now where you can buy it right at the start. At the very least, worth a trial period?
Want to win more T rounds? Work well as a team, and isolate your kills.(Or just kill everything in your path without dying) Dont get tazed, and if you do, play for the trade, hope you kill them before they kill you. Target the detectives first, and it gets easier.

The Ts have all the tools at their disposal to win any given round, same with the Detectives, and the Innos, what makes the round different each time is simply how you use the resources in front of you.
Not sure why you typed all this out, I know how to play the game. Anyways I haven't seen you on the csgo TTT server (correct me if I'm wrong) so I'm not entirely sure you know the server is balanced as of now.

Any other opinions would also be appreciated.
 
Last edited:
I understand perfectly. You assert that in the current state of the game mode, being detective is either too easy because a detective who buys a DNA scanner can KOS you for killing someone, or being a T is too difficult, because detectives can KOS you off of a Body ID quickly.

My assertion is (in not so many words, for the second time) that the game mode is fine as is.

I've already explained my reasoning twice, but it boils down to Ts need to use the resources in front of them and a handicap is not required

I haven't played TTT in a month as my PC's Storage died. I very much doubt that the meta has changed in the last month, and we haven't changed the DNA scanner in a pretty long time, or made any changes as far as I'm aware that change a detectives ability to detect.

I'm also a TTT server specialist, someone who's volunteered time to testing and discussing TTT and eGO's implementation. I could be wrong but I'd wager to guess I have a pretty high understanding of the game mode and the metas used inside it.

Again, I'm one dudes opinion. If that's what the community wants to do, so be it.
 
Last edited:
honestly im with zeek on this one, dna scanner off spawn sucks especially on something like closequarters or apehouse where people generally stay in large groups in one spot to the point where if u get a kill no matter where give it 10 seconds and you are D kos and getting rushed by 6 innos. DNA scanner should be at least 1250 just so you cant buy it off spawn, you dont even need to be competent, just buy dna scanner off spawn rush the first body u see and use the "kos last scanned" bind half the people already have. and its not like detectives NEED dna scanner off spawn, shield and armor is extremely good. if u have a competent Detective they will easily kos 3+ traitors in the first 30 or so seconds of the round. but i mean kos isint that big of a deal when half the Ts get rdmmed every round lmao
 
honestly im with zeek on this one, dna scanner off spawn sucks especially on something like closequarters or apehouse where people generally stay in large groups in one spot to the point where if u get a kill no matter where give it 10 seconds and you are D kos and getting rushed by 6 innos. DNA scanner should be at least 1250 just so you cant buy it off spawn, you dont even need to be competent, just buy dna scanner off spawn rush the first body u see and use the "kos last scanned" bind half the people already have. and its not like detectives NEED dna scanner off spawn, shield and armor is extremely good. if u have a competent Detective they will easily kos 3+ traitors in the first 30 or so seconds of the round. but i mean kos isint that big of a deal when half the Ts get rdmmed every round lmao
I agree, dna scanner should be more than 1k creds or shud have a some sort of cooldown time before you can buy it at the start of the round
 
Just be smarter when you kill people. Detectives are already a main target because of the number of credits you attain when you kill them. Detectives have always, and should always, be like this. If you have good aim as a T, T's always have the advantage. And if you are tired of people grouping up there use items like a jihad or C4.
 
Before I get started with my [hopefully not too long] paragraph on this, just know that my opinions are just that...my opinions as someone who's played TTT for far more than a sane person should.

Generally, even if you get KOSed by the Detective early on (at least for me), it's never been a really big deal. People forget about Detective KOSes quickly, or you're able to play strategically and pick off people without being spotted, or just go crazy and run in and spray everyone down, part of what you're supposed to do as a T. On maps like closequarters, yeah, it's sometimes annoying, but not as often as you'd think (once again, at least for me). Maybe 1 in 15 T rounds on a CQC map will a Detective KOS actually end my T round, when I get Detective KOSed in nearly all of them.

As for Detective's "buffs", 125 health and armor doesn't make much of a difference, considering how they're a high value target with the ability to DNA scan bodies as well as give a lot of credits to the T that killed them.

All in all, the buffs don't actually buff the D too much and is easily outweighed by the fact that they're targeted and a competent T knows how to deal with the armor (a.k.a. spray them down), DNA Scanner doesn't make the game that unbalanced since logic is already heavily restricted on our servers, and Detective KOSes are the one sure thing that people can use, Innos also constantly forget about Detective KOSes anyway, or some Ds don't actually call it which makes it useless, I pretty much agree with everything 4g0tt3nSou1 4g0tt3nSou1 said above. TTT works well as is, and is balanced enough -- mostly due to (this is not meant to be rude, and also forgive my bluntness but) the general incompetency or carelessness of a TTT Inno.




Now, in response to some of your points:
Another thing is to make regular admins be able to /beacon people. Not sure why it's manager only when half the server delays and we have to sit and wait 10 years.
That would be useful yes, but is it worth bothering with having to re-do part of the MAUL plugin? Not really, current strategy of watching the Ts & Innos, seeing if they're doing anything, and not so kindly asking them to start pursuing the round works well enough. If they're running in circles, it gets annoying at times but it doesn't happen all too often to warrant the need for tech and LE to bother with this.

I don't think you understand fully, detectives can buy a DNA scanner at the very start of the round and ID the first body they see and instantly can call KOS. To me, personally, that just ruins the fun. When there are 2-4 detectives it's very unlikely that there isn't a KOS on you before mid-round if you're getting ANY amount of kills.
See above point on Detective KOSes' uses

DNA scanner should be at least 1250 just so you cant buy it off spawn, you dont even need to be competent, just buy dna scanner off spawn rush the first body u see and use the "kos last scanned" bind
Sure, but once again, it doesn't do too much since people forget about Detective KOSes, Ts can play properly and not get caught, pick people off one by one, go out guns blazing, and a million other things

if u have a competent Detective they will easily kos 3+ traitors in the first 30 or so seconds of the round
See above




It'll have to be a -1 from me on the Detective debuff
 
Last edited:
I've been starting to play more TTT since being inactive for the past 3 years but from what I've seen T's are still very capable of being able to win rounds. T's do not need a handicap. Right now if you can player your cards correctly and have an understanding of some of the tools provided to you, you can win on a regular basis even with a detective being able to KOS off spawn and on less than ideal maps for traitors. Really just comes down to skill factor in my opinion.
 
Imo the detective is at such a disadvantage as it is, as stated above they are the main focus of the T's and tend to die quite fast into the round if the T's are actually trying to win the round.

Regarding this;
Another thing is to make regular admins be able to /beacon people. Not sure why it's manager only when half the server delays and we have to sit and wait 10 years.
The thing with the beacons for eG's / eGO's, it just doesn't make sense to toggle a beacon on someone whether they're delaying or not. I don't see a reason for beacons to be toggled at all in any circumstance as toggling a beacon on someone might completely ruin the round for either side. Either the innocent knows that he is the last innocent alive (and delaying) or the innocent's position would be given away with the beacon as they might be searching for the last body so they can kill the remaining Traitor/s. If there are active admins on the server in that instance then they should issue a warning and if they fail to comply with the warning they can simply move them to spectate.

Also the maps that you have suggested 2 of them are already on the server under different names.
  • TTT_PrincessCraft_BETA4 ---> ttt_princesscraft_ego_v2
  • ttt_minecraft_b5_csgo ---> ttt_minecraft_2018

Regarding close quarters and potential other maps, we are releasing a new TTT update (SoonTM) and we might have a couple new additions from the past and possibly even some new ones that we have not had on the server as of yet. We can just wait and see once the new update gets released.

Also the reason why the DNA scanner should be 1k credits is to ensure that the detective can be of any use before they die (which tends to be in the beginning of the round for most instances) if it was 1250 it would require them to scan 1 body and they get it resulting in them scanning the body that they got the credits from instantly. Even if it was 1500 it would still only require 2 bodies to be scanned which is also really easy on a populated server. The pricing would not change the effectiveness of the detective much at all, maybe if we can suggest variations that would be better to buy instead of the DNA scanner which might change up the meta. As there was a time where the detectives would mainly buy armour and shield instead of DNA scanner and it would work but the T's would have a much harder time winning rounds rather than being KOS'd from the start after getting 1-2 kills. But then again we are still an active server that try to change it up every now and then, so solid suggestions are welcome so if you do think of anything make sure to keep suggesting it here, make a new suggestion or join our TTT Server Specialists where we discuss all types of things regarding the TTT server.
 
Zeek is right. DNA scanner is way too overpowered for the price. Ts have to get kills to get access to items that have any significant value to the round (teleports, etc), meanwhile Ds get access to DNA scanner, shield + armor combo, which basically means that they're always at a constant advantage economy wise.

Further, Ds should be nerfed significantly, and Innocents should be buffed to be able to defend themselves better. There's no reason that Innocents should act as a herd of sheep that have to rely on a D to survive. This power inbalance between Ds and Innocents means that when the server gets high pop, 4 Ds run around the map with +15 innos near them. It is impossible as T to win the round cleanly when such situation occurs (especially in very open maps), making them rely on crutches and very bad items that should never be used. Such situations also are ripe for "delaying" (a word with negative connotation, which is extremely sad).

Further, steps should be taken to increase round duration. Traditional TTT gamemode round lasts +4 minutes. This server also has such round timer, but it is "frowned upon" and players start crying when round lasts more than two minutes, expecting Ts to play brainless, and basically just spam farm kills, when original TTT (in GMod) rewards tactical and clean gameplay, not "go kill brrr"

Edit: To clarify on innocent buff, one idea would be to modify the healthshot price for innocents to be 500, meaning that an innocent can reheal on every T kill they get, ensuring that an innocent is able to defend themselves by killing Ts more than once or twice. Granted, this price reduction should only apply to innos (Ds and Ts should still have 750 credit cost) and to ensure that no abuse occurs, innocents should be blocked from dropping healtshots (such functionality, I am sure, is possible to implement), so that Ds do not get access to abundance of healtshots, devaluing the health station in process. Further, buy cap should be buffed to 3 for innos, remaining unchanged for Ds and Ts.

There are countless other ways to buff innocent class, some of them more sophisticated and harder to think of than others, but I believe my suggestion would be a great start.

Edit1: Words
 
Last edited:
People forget about Detective KOSes quickly
Majority of the time, not true. There will almost always be at least ONE person that will constantly call out the detective's KOS for the brainless inno's.

Idk, maybe I'm just wanting the Detective's DNA scanner to be nerfed because it's just so fucking brain dead and easy to use rather than me wanting more of an advantage as a T.

Further, buy cap should be buffed to 3 for innos
This is the only innocent "buff" I think would be fine. The amount of times I go to buy a healthshot but can't because it's capped at 2 is unreal.

As for maps, I would really like to see 67th way added (https://steamcommunity.com/sharedfiles/filedetails/?id=1681391728), I think it's a great map that the population would like.
ttt_minecraft_b5_csgo ---> ttt_minecraft_2018
Yeah, they are two different versions of the map, princess' and the older version before she worked on it. I don't see why adding an older version would be bad to the server, seeing how the nether is different + some other things around the map. Also what about rooftops?
 
Back
Top