How do you currently feel about Traitor as an antagonist?
Ckeys are anonymous unless you are logged in as an admin.
Text responses are completely unfiltered.
- Player: amazing, need more role restricted items
- Player: prog tots still shit,yea, some rep caps were deleted, but still, you have to wait a half hour to do shit(to buy teleporter, or implants just to fucking do something). cause no one does secondary objectives(cause you get valided in seconds). How much people you saw really going to last objective? except on low-pop? no fucking one. it's a 1/100 chance that someone will do the secondary obj on high pop. so that's why we dont have nice romerol rounds anymore, that's why we dont have roundstart funny murderbones, that at least give a nice start to the shift(and romerol rounds are pretty fucking nice) no more, that's why security has nothing to do for 30-40 minutes. yea it's nice, that something changes, but all you guys do, is giving us old tots bit by fucking bit which is stupid in my opinion, if people dont want to medbay getting bombed roundstart, than just make a time cap on big bombs in uplink. or bring back romerol and make it 30tc and 300-400 rep, and the best would be just deleting reputation caps.
- Player: I think that final objective is not interesting enough. At least singulo and romerol. It would be cool if traitor could choose their final objectives, complete secondary objectives after final or even complete several final objectives.
- Player: it can be difficult to think of something that will get security after you without it feeling mean
- Player: They should be classified as antagonist as they can choose to bring chaos and ruin to the station (while being discreet with the rules) and in turn make people do their tasks more effectivly or even try to simply survive.
- Player: I love it, but I think less items should be locked so far in the reputation
- Player: :(
- Player: Still trying to learn the game, so they are annoying.
- Player: good fun for a little bit of mischief, though the objectives can be a little samey... would be cool to see more sabotage based ones though I couldn't give you any ideas for that heh
- Player: yes its a good idea to class that like that
- Player: I dont like that every traitor has a built in "end the round in fire and brimstone" objective. Progtots start off in the "I can only execute you because being an antag is a capital crime" region then without making any gameplay changes they summon a battlecruiser or do whatever their random comms console hack is. Thing is, a comms console is not actually a guarded object.
- Player: Honestly, I really enjoy traitor right now as I feel its the most versitile antagonist in the game, using your current situation to your advantage or getting a hard but fun scenario from your disadvantages can create really memorable scenarios. My only thing is that I'd wish there were more role specific tools, as having a patch that adds in multiple tools for smaller niche rolls like jobs in service or engineering, could really add on to the massive amounts of things you can do for traitor. Just, wish this versitility reached other antags.
- Player: good thanks
- Player: It is rather fun, and I like it very much. I is flexible, and allows people to get away with some crazy and fun stuff.
- Player: It's great! An important, classic solo antag. It's fine that it isn't part of a team -- indeed, in many ways that helps keep it flexible, as a player can choose to go ham or just fly under the radar, or even really kinda just opt out if they don't wanna deal with it. Some folks might say that's a weakness of the Traitor, but I think being flexible and open to multiple playstyles (including essentially "opting out" without actually making things more difficult for any fellow antags) is a really good thing. I never get Traitor and think to mysel "bleh, there's nothing I can do with this".
- Player: It's the best antag we have in the game, the amount of freedom it allows people to do is amazing. I do personally think it lacks a certain identity, though it's fine for the reasons stated before.
- Player: I feel like progression traitor is still very flawed years later. The abundance of kidnapping objectives, for example(which are so high risk that they aren't worth it even if you're robust) early on can freeze your ability to progress. Not only that, but the tc rewards let powergamers snowball even further. with some gamers getting as much as 50tc or more, which lets them buy an unbeatable combo of gear. In the past, the static 20tc meant that you had to cooperate to get gear priced above 20tc(romerol), and that you had to make balance choices for gear based on that budget. That's another issue with progtot--it doesn't require or inspire cooperation between traitors. Id also like it if romerol were not just an end of progtot mission.
- Player: The weird mix of progression traitor and regular traitor that we're currently using just results in the antag being out of focus with objectives feeling like an after-thought. Just bring it back to old traitor honestly, it worked perfectly.
- Player: its the role that usually does the most chaos alone. it can realy easy make the crew call the shuttle. its like a mini nukie if you do enough objectives, it can even be better then one with enough tc.
- Player: its stinky-pinky, remove from gam plox
- Player: I like the objectives that you have to do to get tc, although the fame system is a hard barrier to get funny stuff... Also the objectives at one point get really repetitive with them being kill X behead Y plant a card in Z
- Player: I like the objectives that you have to do to get tc, although the fame system is a hard barrier to get funny stuff... Also the objectives at one point get really repetitive with them being kill X behead Y plant a card in Z
- Player: I like the objectives that you have to do to get tc, although the fame system is a hard barrier to get funny stuff... Also the objectives at one point get really repetitive with them being kill X behead Y plant a card in Z
- Player: I like the objectives that you have to do to get tc, although the fame system is a hard barrier to get funny stuff... Also the objectives at one point get really repetitive with them being kill X behead Y plant a card in Z
- Player: Free gamer gear loot pinata for security personnel and other validhunters alike.
- Player: free gamer gear pinata for security personnel and validhunters alike.
- Player: I like the objectives that you have to do to get tc, although the fame system is a hard barrier to get funny stuff... Also the objectives at one point get really repetitive with them being kill X behead Y plant a card in Z
- Player: I like the objectives that you have to do to get tc, although the fame system is a hard barrier to get funny stuff... Also the objectives at one point get really repetitive with them being kill X behead Y plant a card in Z
- Player: I like the objectives that you have to do to get tc, although the fame system is a hard barrier to get funny stuff... Also the objectives at one point get really repetitive with them being kill X behead Y plant a card in Z
- Player: i don't play it much but i love the concept, i do think there should be more variety in objectives, since breaking into captain's office, for example, is a dead giveaway that someone's a traitor. could be cool if the variety in objectives was so much that it's not basically confirmed if the above happens, but more a strong suggestion of someone's traitor-y-ness, if that makes sense.
- Player: Mostly alright but pretty boring when compared to heretic which traitor competes with for what you role you actually get. As a possible solution to that maybe some expensive 20 tc items that give unique traitor playstyles/powers could be interesting.
- Player: Mixed feelings. The biggest problem I can think of is the ones that speedrun objectives like 'kill X pet' or 'plant device in x office' and whatnot, security can't really do too much about them and then they suddenly just become a space dragon or call in a nukie ship. Escalates weird.
- Player: do not dare remove traitor
- Player: remove prog traitor
- Player: I love it, it could use some fleshing out perhaps with some more objectives?
- Player: they are good but they lack hand to hand combat abilities to outrobust security, one hit from the stun batong is all it takes to take down a traitor
- Player: Bit outdated, but that can also mean it's a classic. Could maybe make it rarer to roll instead of outright deleting it.
- Player: 's Good
- Player: Traitor is great! Quintessential ss13 experience.
- Player: .,!?:;-??? It's pretty good, Although I haven't been able to play much with the recent changes. Traitor I feel is a staple of SS13, and while a few of the objectives could probably be retooled (Ie: Assasinate objectives on HRP), conceptually, the traitor is probably one of the more sound things in Spessman
- Player: The traitors are shit. Remove reputation and they'll become great again.
- Player: Feels less fun than other antagonists. Maybe more unique objectives would make it more fun.
- Player: Cool
- Player: Antagonist? I thought tator was the good guy
- Player: Antagonist? I thought tator was the good guy
- Player: pretty cool, grant basil more antag now.
- Player: It's very underwhelming. Most fun gimmicks are shut down by security's stun-based arsenal which is pretty much a one-hit KO, while getting weaponry to defend yourself from the most basic sec and head utility will cost you TC from doing something cool. The only time a traitor does something impactful is when they're an assistant main who's expected to treat people like shit and they get away with killing people or a head of staff who has more access and more authority. A lot of the TC items have also been nerfed over time to prevent abuse, meaning a lot of what's available is either completely useless or only useful to the most robust. A stun baton usually outclasses almost all of it regardless.
- Player: I like it, butI wonder if it could be made more interesting if they could reroll one of their greentexts or otherwise somehow be encouraged to try and kidnap people rather than outright killing them.
- Player: Umm,Am I become one?
- Player: Bla bla bla fuck off coders you aint taking tator off the antag menu you shit fuck cocksuckin cuck cum piss fart bababooey honk i dont like traitor :)
- Player: Progressive traitor at the present moment feels like it is unsure of itself. It attempts to push traitors towards completing minor acts of antagonism to reap rewards, but it isn't dynamic enough in the way it presents the objectives to significantly impact the station operations, nor is it enough to instigate conflict with people unless it is already deep in a round. It handicaps traitors early in a bid to force them to go slow in their objectives, but at the same time has no concessions in place for if antagonists are dealt with early. Some potentially interesting items were also time locked until recently. It isn't particularly interesting for security to solve these situations, as while it leaves breadcrumbs in some objectives, much of the time, they're chasing ghosts until they get lucky and catch the traitor. The actual finale that traitors force into the round is often kind of uninteresting. It doesn't feel like a buildup narratively towards a conclusion, just an abrupt ending through an unresolvable situation that may or may not come out of nowhere depending on how stealthily the traitor was completing objectives. Some of which can leave almost no meaningful impression on the station. It just feels artificial.
- Player: prey
- Player: BEST EVER MADE.
- Player: A okay antagnoist, but is often outshown by other antag types. More traitor types would probably help with this.
- Player: pretty good though powergamers can screw you over
- Player: I think traitor is in a pretty okay spot.
- Player: A
- Player: traitors the best lightweight antagonist simply because of their ability to do alot more than other lightweights, such as heretic or changeling, they get more leeway into gimmicks as alot of their kit incentivizes also fuckin around with the station as a whole instead of just the crew as a target, which is a new dimension of play that should really be expanded for alot of antagonists as a whole really
- Player: Love it. I wish the timegates were gone though
- Player: Antags as a whole are the main driving force for the game. I'm all for making antags a bit stronger as currently the server overshoots what I consider the sweetspot for round length (1-1:30 hours) If the station gets to 2 hours the game should be nearing its end. Therefore I think for traitors as an antag need something, if they finish their objectives they should have an end game, maybe upgrading to nukie or something, mayble calling in more traitors or somehow increasing threat to the station. My 2 cents, I've had rounds where there was like less than 20 threat on the round. Without Antags the game doesn't move, especially if the station is not going for its objective. I've been looking for a server somewhere between the 40 minute tg stations that I was accustomed to and the 4 hour constantly adminbussed stations like Fulp. So far this one drags on a little bit. /shrug
- Player: BRING BACK OLD TOT...
- Player: they are a good medium for evil roles, but i do feel like they should only appear on anything higher than 5-10 pop because. even though they can be fun to play with, if the wrong players get them they can kill the whole server
- Player: I like it when traitor factions fight each other on the turf of nt, like last round, where a xeno queen was fighting a blob
- Player: trator!! yes!! keep yes!!
- Player: One day while Andy was masturbating, Woody got wood. He could no longer help himself! He watched as Andy stroked his juicy kawaii cock. He approached Andy which startled him and make him pee everywhere on the floor and on Woody too. Being drenched in his urine made him harder than ever! Woody: "Andy Senpai! I'm alive and I want to be INSIDE OF YOU." Andy: "Oh Woody Chan! I always knew you were alive! I want to stuff you up my kawaii ass!" Woody grabbed a bunch of flavored lube and rubbed it all over his head Woody: "Oh my! It's cherry flavored lube! Cherry is my favorite! Woody then stuffed his head up into Andy's tight ass! The other toys around the room watched intently as Woody shoved his head back and forth into Andy's nice ass, continuously making a squishy wet noise. The other toys also became aroused and they all gathered around Woody and Andy and started to urinate all over them, and then they started to masturbate. Andy: "Oh my goodness, Woody Chan! You are churning my insides up so well! Your nose is stimulating my prostate! OH YES! All the other toys became so aroused by this, that they could not help themselves anymore! They pushed Woody completely inside, and they all went inside. All of them wanted to be inside Andy's nice round ass. Andy: "No wait guys! My ass cannot hold this much! I'm getting so full! All the toys went inside of poor squirming Andy and pretty much, he was beyond full, and died from having his insides completely damaged. The mother came inside and found Andy, dead with a huge ass hemorrhage on his anus, with a HUGE belly full of toys.
- Player: pretty voool
- Player: its a interesting role but i think it always needs some new content so peopels do not get bored
- Player: delete reputation system. now.
- Player: One of my favorite antagonists to have in a round. Largest amount of flexibility in playstyle or even objectives makes them very dynamic and fun to play as and to have in the round. Also can be unpredictable when combined with other antagonists which adds further layers to them. Best antag, others should be more flexible like them.
- Player: I think its cool! just needs more race and job related items.
- Player: would be better if it had more stealth tools
- Player: One of the more fun antag roles, a lot of freedom. More interesting than changelings to me, but the progression system takes away some freedom from traitors. Wish it was optional.
- Player: pretty cool
- Player: I think it's good. Could possibly use more flavour, but idk. I enjoy playing it when I get to
- Player: Good, better then heretics. Delete heretics from this game it'll make everything better.
- Player: Too weak shiftstart, progtot was a mistake. Tots should not be forced to grind objectives or hide in a locker for 30 minutes, objectively degrading the fun for both crew and antags. Bring back syndie bomb at medbay shiftstart
- Player: Pretty great. Progressive traitor is really cool and offers a lot of extra stuff to do rather than 'steal some plasma and then uhhhh idk do nothing'.
- Player: underpowered and overall not really enjoyable
- Player: There are just simply not many who play Traitor that live up to what it was intended to be.
- Player: I think with the implementation of custom goals it has a lot more opportunities, but more incentive to do fun stuff would be nice. Progtot still has that problem of 'speedrun x objectives to get telecrystals. Good step forward! Still needs some work.
- Player: It's good! It's the most freeform antagonist there is, so they tend to be the least predictable and as creative as they want with their objectives.
- Player: Traitor is my favourite antagonist out of all of them. It has so many tools, and such a freeform design that lets you really make your own fun. It lets you create all kinds of unique gimmicks that let you roleplay and cook your own stuff up, and the new 'custom objective' system lets you come up with unique ideas and dedicate a round to them, such as in a previous round where I decided to be an evil gameshow host and bribed the crew into doing crimes, or one where I decided to be a super-thief and take on more and more daring crimes. The advent of progtraitor as well as antagonists such as Heretic, who have an 'endgame' encourages the player of traitors to be a roiling engine of destruction that refuses to allow a shuttle call and goes on an objective spree until they hit final, but I actually feel that the main objectives help to prevent this. It's good to have an incentive to force the shuttle to be called if you dont want to do a final objective. Personally, I feel that Traitor should be the antagonist that others are balanced against. It most epitomises the 'hidden role' element of SS13, and the roleplaying and sandbox elements of the game, and I very much believe in giving it more tools to emphasise this sort of thing in different ways. Dalmationer.
- Player: it's great but underpowered compared to the rest, changeling has unique abilities, and many of the others have strength in numbers. traitor needs more power
- Player: Can we please just get old traitor and contractor back
- Player: not much chance for diversity due to the reputation. its mostly a waiting game. butotherwise fine
- Player: I feel that traitors in their current form heavily disincentivize role play and strongly discourage freedom. At the very least I think that time brackets for side objectives should be heavily reconsidered. Kidnapping is one of the most difficult objectives even with gear, and yet it's one of the earliest objectives that cannot be done late in the round. (Despite wide agreement that contractors were the most fun way to play traitors) Why can't I get kidnapping objectives late in the round? On the flipside, why can't I get extremely difficult objectives very early? Perhaps with some kind of rep bonus for doing it? Overall I just have substantially less fun with it than oldtots where I could make a gimmick happen without admin intervention or where I could throw 20TC at a crate and let the RNG gods determine my fate. Playing repgrind is boring and that's how I feel about traitors. They're BORING.
- Player: It's kind of 'meh' in my opinion. Sure, there's cool gear, but the objectives and flavor leave a fair bit to be desired.
- Player: i need more syndie bombs
- Player: Too railroaded by objective grinding.
- Player: I feel like it's currently being underutilized in favor of Heretics and other antagonists. Mechanics wise I think it's at a pretty solid state, I just wish there were more rounds with more traitors.
- Player: ok
- Player: ok
- Player: traitor could work better deived into two antags prog and classic
- Player: I think it is a great antag and isn't as common as it should be. Dynamic usually has a lot more heretics than traitors as of recent and I think it should be the other way around. I believe traitors have some of the best RP potential and fun so they should roll a bit more often.
- Player: I really like traitor in its current iteration. Plenty of room and plenty of tools for funny gimmicks.
- Player: pretty good
- Player: I like the conceit of traitor, but as traitor stands right now, it feels as if it (and this is an issue with Dynamic in of itself more than anything) that it has a reverse bell-curve of threat. Traitors are assigned several tasks that have very little impact on the round as a whole, such as killing pets or bugging rooms, to build up a giant combo meter that creates a sudden round-ending threat of calling down a battlecruiser or something similar. tl;dr: Traitors in their current state feel like a weird time-gated egg for producing an ACTUAL antagonist.
- Player: I know traitors are out and about but it feels like they lack the punch of some of the flashier antags; this may be an issue with Dynamic as a whole, since any antagonist that isn't going to be summoning dark powers or what have you is a lot easier to have get lost in the wake of everything else. I like them as a concept since they're strongly tied into the sci-fi setting. I don't play traitor, so I can't say how they feel from the controller's side, but things like custom goals feel like steps in the right direction towards making them creative all-purpose Bad Guys.
- Player: I think traitor right now is semi good, although I do think gimmicks have suffered lately.
- Player: gud
- Player: fun and not dragged down by rules like the god damn paradox clone. im gonna scream if you fuck with traitor.
- Player: Definitely adds some spice, filling in the gap while other antags set up.
- Player: I think traitor is a good antag because it is a good stepping stone for new players to learn how to antag and on low pop it's a lot less confusing than some other antags. However, I do think some of the tools like DEsword and a few of their tools are bit insane right now and if played by someone with even medium levels of game knowledge they are too good.
- Player: The traitor feels like the most bog standard normal antagonist. There are no motivations behind the traitor to explain why they are doing what they are doing in terms of roleplay. Most of their purpose on LRP is permission to have desword duels with security, and most of their purpose on MRP is to do the same random crimes ideally without being caught. There is no dynamic nature to their role, they either can do their tasks or can't, there's no flexibility to it like other antagonists might have. I would very much like it to get a facelift to really bring out what makes working as an undercover syndicate agent unique.
- Player: I dislike having items put behind the reputation system
- Player: I find traitors usually fun to play with, although some people use it as an excuse to kill the whole station for no reason other than powertrip. I also find the items cool mostly, especially the job specific ones. I wish secondary objectives had some way to refresh all of them and give you different options, perhaps at the cost of rep. I don't like playing traitor that much, but mostly I just don't like playing antagonists so that's moot. Overall, i think it's balanced, although i would like some protections against murderboners
- Player: Traitor good, but I'd like it to be able to be more a sneaky spy like antag sometimes.
- Player: If you have more than half a brain it's easy enough to do whatever you'd like with traitor. Prog tot has made it easier.
- Player: If there could be a way for creativity to thrive/consistency for rewarding creative objectives, I think traitor can be just as interesting as any other antagonist role
- Player: it's easily the best "normal" antagonist and should be the majority of low-threat / low-chaos rounds. it's flexible, so you can run whatever gimmick or strategy you'd like. loud, quiet, controlled, chaotic, anything. I'm also not a fan of the more fantastical/magical elements of the game, like heretic/ling/cult. I think the game is best in its element during crew vs infiltrator as opposed to crew vs existential magical threat. in my opinion the game would be best if in 20 rounds 12 were against traitors, 4 were against lings, 3 were against heretics, 1 was against high-threat antags like cult/rev/nukies/wiz. the constant heretic rounds are so dull because they're extremely overpowered cause they're expected to go loud. thanks for the poll btw love that you're using this more chesh
- Player: I despise how boring 80% of the objectives are AND it gets a murderbone ascension. Why does everything get a game-ending ascension?
- Player: Fun and Classic :D
- Player: It's not a bad antagonist role, but the griefing nature of objectives makes the role justifiable in murderboning.
- Player: Damn, they are pretty neat but also kinda passive rn not gonna lie.
- Player: I think increased stealth options or rewarding non-violent antag goals would go a long way to making the role feel more interesting for both the traitor and the general crew. Doesn't need to be full hugbox but it's annoying how often murderboning is the best way to achieve goals.
- Player: I think it's in a good spot now that we have custom objectives. That said, i would love more gimmicky tools purchasable from the uplink. I like traitor's role as the "everyantag"/"basic bitch".
- Player: traitor would be better if progtot never happened
- Player: Traitor is an antagonist with a lot of potential. At first, you can see that we are bound by reputation system, which does not allow us to be equipped with certain items. At one side, it is good to upkeep chaos of robustness - using double energy sword - for the later time of round, but it also limits people from using other items. I would suggest to lower the amount of rep. for various items like syndi-kits, utility items and other. At the second thought, traitor is either go-around-and-kill-everybody antagonist, or grind-to-the-end-of-times antagonist, powering yourself up for no real cause. Yes, there is people who do the gimmicks when they receive antagonist status - but on other antags, they would go for the objective. As ling, to absorb and murder. As heretic - to ascend and sacrefice. And traitor is either killing, either grinding and either gimmicking, which is done not so frequently due to lack of ideas on what to do. And, thirdly, traitor itself is an antagonist that stands as base for all other antagonists. It is maybe the most easiest one, since it is generally just a role that allows you to do whatever. A bit friendly to newbies, but still, they would be unhappy about dying as antag. But, oh-well, the game is about dying, isnt it?
- Player: progtot fuckin sucks shouldve returned back to good old traitor with no way to gain TC and just staple final objectives to primary objectives being completed to not just lose the code for those
- Player: I highly dislike the progression traitor aspect of traitor, ESPECIALLY during low pop. It is good for the uncreative who need specific goals to do anything as antag but some of the objectives are either too easy or too cruel. Things like destroying a family heirloom or ripping someones eyes out would be cool as a gimmick if the person tried to do it to everyone, but as a random one off objective just doesnt feel right. Same with the kidnapping, it was cool when you had to buy a contractor kit but I hate it now. I also always feel like I'm missing out so much if I dont do the progression objectives. I dont know, this take probably sucks but god damn I hate progression traitor.
- Player: Progtot is a global antag. As long as progtot can scale up to doing what they do with final objectives and later progtot goals like summoning, RPR4/6 should not apply to them on Manuel. They're fine on LRP, and the proposed changes to rep limits on the github currently are good.
- Player: Needs more escalation, feels like it goes from 0 (small things like pet assassinations and such) to 100 (lol battlecruiser called) way too quick
- Player: My most desired antag, has the most freedom to experiment and be creative. Objectives being optional on LRP is fantastic, please never change this.
- Player: meh, could be more interesting and diverse.
- Player: Its quite based, though the rep system forces the average traitor to sit on his own ass for a while instead of actively doing fun things. And the change of emag not opening doors makes me feel somewhat sad, though i can live with it. In resume its an okayish antag but not the 'glorious' face of antags it used to be, now it feels more a sidekick of the round than a main antagonist.
- Player: I'm happy with it. Progtot as an option rather than the only thing you can do is a much-needed improvement.
- Player: Traitor has a big potential to do funny gimmicks, but most of the Traitors just buy their cool gear and start murdering everyone and causing havoc. None of the Traitors are seen are trying to be subtle or even hide their identity most of the times.
- Player: it's fun, don't have antag enabled tho
- Player: good
- Player: Tratior is amazing for what it is, it shouldn't have any major changes but new items and objectives would be neat in my opinon.
- Player: Hi. My experience with the Traitor is only with what people describe as "prog tot". I personally highly enjoy traitor as is. You essentially have full creative freedom with how you will choose to spend the shift. Do you keep doing your job but evil? do you abandon your job all together for side objectives? Do you throw all that away for a gimmick? There are options and its fun. As for the traitor uplink honestly it dosent really feel lacking to me. Sure a couple jobs could use a unique item (Chaplain only gets his grace, nothing for viro at all, engineers only get that turret, ect) meanwhile robotocist traitor has an aresenal of unique gear. Some people I noticed said they would prefer a return to old traitor that dosent do side objectives but I think the side objectives add to the story espeically if you are after an heirloom or a kidnapping. All in all I really enjoy rolling traitor
- Player: Make prog tot a traitor option. Also bring back romerol instead of it being a final objective shit
- Player: Too weak
- Player: top 1 bestest timo silakka
- Player: remove progtot
- Player: The Traitor is the perfect antagonist , it just makes you question everyone two times . What if someone wants to kill you and not be your friend? Their gear is also pretty cool .
- Player: needs more items
- Player: Traitor is THE antagonist i feel it should stay this way
- Player: its cool because its fun if your traitor with all the thingyies to do your goal and if youre not a target of the traitor they basically dont really ruin your round but if youre a target of the traitor you have to be smart n stuff to avoid them
- Player: i think it should be buffed and given more guns like an uzi
- Player: GIVE US MORE TRAITOR GUNS please!!!
- Player: need more guns
- Player: Its too unseen compared to its brothers the heretic and changeling, heretics always overshadow traitors as the main threat to the station while both heretics and changelings seem to be more common, I see probably 4-5 changelings/heretics per traitor I see, and I feel that I roll with that similar ratio. I think traitor needs to be a more common roll, seeing as its the 'main' antag thematically, the secret spy who is causing some trouble and not this crazy magic guy killing everyone or a random crew member running around with an armblade and flesh healing. I don't think that its just how common the roles are, traitor has also been hindered by the reputation system ever since the system was changed to progression, if you want to go off roundstart with a gimmick theres a good chance you can't now that you need to wait or do smaller crimes to get the items you want, I think the reputation system should either be removed or replaced with a menu choice (like heretic's reject ascension) between 20 flat tc (like it used to be) or the rep/prog system.
- Player: Strongly
- Player: Traitor is in a far better place that what it used to be years ago. The problem is that they have a chokehold over normal antagonist roles mostly in low pop and in general there is a bit too many traitors we probably need more basic kind of antag so we can add some varierity into the basic antag pool.
- Player: Traitor is great because it can act as almost any type of antag in the game and everything in between and the choice is fully the player's. Progtot is very nice for unrobust but knowledgable players like me because it gives you things to do that aren't just being good at killing people with hammers and also aren't the sorts of huge projects that take most of a round and usually get interrupted anyways. The problem with traitor to me is that the uplink selection is dogshit and the detailed view doesn't work in the search bar. A new player or even an experienced player without the wiki or github open won't be able to consistently get the right things for what they plan to do.
- Player: i wish i rolled them more often
- Player: I liked the old one better, new tot is made for tards to run around and destroy the station in 30 minutes especially when its lowpop and only three people know how to fight a spedtot. But taking away the tot as an antag would ruin the fun of the game aswell.
- Player: good but need more kits like constructor kit was really good and fun to play,it was feeling like anothe antag,so more kits like that would be good but i love current taitor with final objectives
- Player: Honestly I think traitor is in a really good spot RN. I like that we now have a write-your-own objective for people creative enough to come up with something. I think we need to give them more early-missions that don't include killing pets. I think that given how much of their ability comes from spending TC on loot I suggest we make storage implants cheaper and with more capacity. That or we give traitors more ways to spend TC on event-style happenings like summoning reinforcements for a lot of TC or items like the Bogdanoff-Phone. Progression traitor is awesome - please keep it around. Traitors just need support to match power with heretics right now. (Heretics are especially OP recently and it sucks).
- Player: I think should have some co-roles like diffent start round antags like the removed devil and the heritic also i think some more variety objectives would be nice! Also would like to add that I think some of the role exclusives work really well and some that are mehh.
- Player: Better than it used to be with the introduction of progressive traitor, however it could use some tweaks in the progression, as the risk and reward dont often match, and what you get out of some objectives isnt at all worth it. This on top of how long it can take to get to the final objective can be tedious, as you spend so long running from sec/validhunters, that the shift ends before you can reach the final objective. Either increasing the rewards, or reducing the in between objectives would help this greatly.
- Player: I heavily dislike that contractor was butchered an discarded as a subclass of traitor and turned into kidnapping objectives that you only do about two of at the start of the round.
- Player: (MANUEL-Main) 10 8 2023 5:40PM I feel like this antagnosist, the "traitor" is the gold standard for antags in space station 13. The traitor benefits greatly from the freedom of choice, due to the variety of equipment that a traitor can use; the tendency for traitors to not be validhunted as long as they don't try to murder someone allows a player to play them any way they want to without worry for whether or not a grey-tider will appear out of nowhere with a flintlock and dome your ass. The gear that a Traitor is equipped with, helps to bring an unpredictable variable to an otherwise predictable antagonist; now whilst changelings also have different abilities, (same with wizards and nukies) their overall effect to another player's gameplay remains the same which differs heavily from the Traitor. In conclusion: i think that Traitors help bring something different in terms of playstyle and overall effect on another player's experience in-game; allowing for an interesting twist in an otherwise barebones job simulator; So.. even if Traitor is an unbalanced role, it should at least be revamped and re-added into the game, afterall if Traitor get's this treatment shouldn't Cult recieve the same aswell?
- Player: I think I preferred it when it was simpler.
- Player: yeah its cool, in a good place rn as a high skill antag
- Player: Its a staple basic role for adding flavor to the round that is not as restricted to ahearing to things like other antags
- Player: Good old Traitor Roll it can be funny and based
- Player: I was a proponent of progtraitor for a long time but side objectives are just too difficult to design without having too much of an effect(cant explode shit on ss13) or too little(killing pets is still a side objective LOL). Nowadays I think the "Default" antag should be straight forward and uncomplicated. Even if we keep progtot it should still be made its own antag(just call em contractors to shut sinful up lmao) and the default dynamic injection should just be some crewmen tasked with comprimising someone to a permanant end. And another thing: Main objectives should at least sometimes tell you to round remove a guy. I dont want to feel like a dick for throwing a corpse out an airlock all the time, just most of the time!
- Player: Job specific traitor items are kinda lacking. Prog tot is favored by some jobs more than others leading to a similar feeling play style regardless of job. Having the golden objective not be the "final" but "midpoint" is confusing.
- Player: it seems like its the most common antagonist, in my opinion it doesnt give other antagonists time to shine though aside from that, its fun to be traitor,the objectives system is nice and it allows you to do fun gimmicks
- Player: Revert progtot
- Player: I don't play antagonist very much since I feel bad killing others and am not very good at combat. When I get better at combat I want to try antag out more, since I would love to do silly gimmicks, though am afraid I would be killed immediately on the station. I feel like people are too harsh on antags sometimes, and maybe the threat level being high makes people have less pateince for antags lately. I want to laugh when an antag kills me, and I wish that people were more open to encouraging antags to do silly gimmicks even if it kills others.
- Player: good, feel like its a little repeative with the same side objectives but otherwise its alright
- Player: I feel like Traitor is the singular best stealth antagonist in the entire game. The Changeling feels more like a side antagonist, along a similar vein of the Blob or Nightmare where it requires special tools, but loses the element of surprise very quickly from an inexperienced player. Traitor, on the other hand, can magick in the most hilarious scenarios by trading TC, using role-specific strengths, and generally using the station to better their antaggery experience. I am deeply grateful that rep requirement has been shifted recently, and I feel like traitor should have higher weight on dynamic instead of shit like Heretic, which is fun, but boring after the first 4 rounds with a new path.
- Player: warcrimes are fun :3
- Player: One of the more fun antagonist types personally. I like the variety of what you can do in traitor but it is fairly bland on the surface. Definitely suffers when you're not leveraging how much kill power it can have with its equipment.
- Player: Its great!
- Player: murderboner fiesta
- Player: I like the idea just if a new player gets it thay might not kill or just die so yeah.
- Player: wish there were more job specific traitor items per job (except clown, fuck you clown)
- Player: Traitor is fine. It's the vanilla antagonist. If I'm tired of it, it's only because it's basically the only antagonist you get on low/deadpop which is when im usually playing. I wish that the issue of being unable to reach 1400 rep sometimes on lowpop would be fixed, but otherwise I have no complaints.
- Player: Failed to initialize Text To Speech subsystem after 21.01 seconds!
- Player: I like prog tot, but it should have cooler items locked behind rep so people have actual reason to do objectives, like sniper rifle, energy katana, or some shit
- Player: I think traitors should be able to communicate easier with other syndies or syndie HQ, cause for a newer player it can be very overwhelming
- Player: underpowered and easily beat down to a pulp :(
- Player: noone cares
- Player: the best antag role - most variety, options, etc. good balance too, capable of murderbone but theres not much incentive since you can be so creative with the kit give us back romerol but set cost to 40tc
- Player: Anyone wanna hold hands in dorms 5?
- Player: i love to bone
- Player: this is the most basic antag in the game, why would you remove this
- Player: Traitor feels in an alright state, I prefer other solo antagonists but its fine. My main issue is really how there is nothing faction wise
- Player: Was more fun before reputation was added
- Player: Traitor is probably the eastiest of all of them mainly due to flexibility. And it greatly synergizes with my favorite job, the roboticist. So uh, yea, I like it :3
- Player: Traitor is in a relatively alright spot, though on Lowpop MRP (Manuel with fewer than 20 players) it can be difficult to play against as there is often a lack of security personnel.
- Player: Traitor is the underutilized backbone of ss13's narrative engine. They should be the main (crew) antagonists of every round, with the other solo antagonists like changeling and ESPECIALLY heretic being relegated to more occasional or rare.
- Player: God damn remove the security weapons buff for heavens love. Antags are being shit because security now got some buff with their weapons. They are supposed to be god damn weak and weapons to fight simple stuff not outsmart antagonist and their stuff
- Player: good
- Player: Its in a good place right now, no outstanding issues.
- Player: I feel like traitor is still somewhat fun, and arguably the quintissential antagonist role of SS13. If there was anything to add or change to it, maybe more gimmick-centric objectives, or incentives to partake in gimmicks?
- Player: I feel like traitor is still somewhat fun, and arguably the quintissential antagonist role of SS13. If there was anything to add or change to it, maybe more gimmick-centric objectives, or incentives to partake in gimmicks?
- Player: As they are, I hate that traitors are forced to end rounds to achieve their gimmicks. I always liked the silliness of traitors, but lately, they are career focused and power gaming even more than old style of e-bow and e-sword.
- Player: bad
- Player: I think prog tot has some interesting stuff and some noninteresting stuff. it's the most fun antag to do gimmicks with and is nice for silly things that would probably get you bwoinked as nonantag
- Player: normal antogonist and skill issue
- Player: Fun but certain items like the contractor baton are omega expensive for 0 reason when their utility is dogshit
- Player: I feel that they are too timid and not enabled to do enough big scale shenanigens that involve a large portion of the crew- their objectives are generally ignorable, except for their final ones, which just cause a thing to Happen, leading to less of a ramp up and more of a sudden jump, and therefore less satisfying rounds overall.
- Player: So far so good. I do think the traitor associations should be expanded a bit more, however. Like it doesn't make a single gameplay or roleplay difference if you're a cybersun operative, Donk Co. agent, or even a Nanotrasen corporate climber or just in legal trouble. You do the exact same syndicate stuff regardless. It would be neat if they at least governed what final objective you get (like if Gorlex Marauders summoned the battlecruiser, Animal Rights guys got the dragon transformation, maybe make corporate climbers call a deathsquad if they reach final objective since they're NT-aligned.)
- Player: its alright, but i feel like i see it more than i would like, it'd be nice to see more space wizards and nightmares and whatnot and not have traitors be the primary antag of most games
- Player: They're okay but I miss oldtot and double agent.
- Player: ?!
- Player: I like it, but there are too many family heirloom objectives. Also, I'd like to see more role specific items.
- Player: A generic antagonist seems fine. Would like some options to select what kind of traitor (Internal affairs, syndicate, etc.) you can be for RP reasons. As an asside, never played triator.
- Player: Progtot is a drug which has taken in thrall each and every one of my traitor rounds since it was merged. For the love of god please remove it, it is not healthy for me, and I find myself alienating other players in my quest to get to the final objective in under 40 minutes. I have memorized every station layout and can kill every pet in ten minutes from roundstart specifically for this purpose. It is not fun but I cannot stop. Also most traitor items are kind of pointless when compared against stationside equivs. I rarely find myself needing or wanting to spend TC, since the risk of getting caught with gamer gear outweighs any benefit, save perhaps for bombs since they're something fun to play with once I have 60 TC.
- Player: it's a thing
- Player: Progression doesn't really benefit traitor IMO, it just kind of reduces the sandbox (with regards to most items being reputation-gated,)and I feel like it leads players to a problem similar to what the don't starve beta had, where people focus on the objectives and just do them and run around being menial-crime-doers (as opposed to making their entire round's plan fully around the objective, or just ignoring it if they want to.) Gating of strong items should likewise be done through hard time gates.
- Player: I think its alright but the progtot tasks are meh, and I dont like being actaing captain as one. Otherwise its fine! I prefer heretic idk why i feel like I can be more evil with it compared to traitor. All of my traitor gimmicks that I have are better in higher populations, so I tend to have it off unless its high pop. Ill have a go playing it in low pop again though.
- Player: its pretty good but i wish it was much more common, for example I personally would prefer more high traitor rounds over high heretics for example
- Player: "The text you entered was blank or too long. Please correct the text and submit again." Fuck traitor. I hate the anti-narrative anti-creativity nature it provokes even with influence and changes in recent years trying to move away from it. I hate that you are given no tools to drive a narrative aside from contraband that will get you arrested and everyone knows about and will always take from you when they have the chance. Add in exploitable information. Give players tangible rewards past meaningless lines of text at the end of the round, like how admin-player events can result in positive notes. Hell, even antag tokens.
- Player: I like traitor, it's fun. I like blowing stuff up. I enjoy prog but getting -100% rep cos you did your objectives too well feels bad. Also no one uses syndie keys even on Manuel.
- Player: Necessary
- Player: Worse than before. Having the stock standard, run of the mill antagonist become a round-ender isn't very pleasant to experience, especially when a poster-plastering nobody ends up destroying the station harder than anyone could ever dream of, and they usually become far stronger than pre-prog traitor if they're half competent. Which ends up being pretty common, and I'd wager that the average end tc amount for traitors ends up being way above 20. Don't care much about the progression system itself, save for the finale, it's whatever, I personally just tc trade for gimmicks anyways. TL;DR Traitors too game-changing for being the standard
- Player: based
- Player: Traitor is a good antagonist. Had some good experiences with it and can be strong or weak depending on how the player plays. Maybe rework the Reputation System?
- Player: FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOTFUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOTFUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOTFUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOTFUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOTFUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT FUCK PROG TOT
- Player: rep system bad, but instantly going apeshit with murderbone tools is also bad.... unga doesn't have a good solution, but unga hopes you might have one.
- Player: I don't understand why is this even a question, traitors are so basic and so fundamental to how the game is played that its irrelevant how people feel about them, they are the core basis of what makes SS13 work as a game and not just as a dumb roleplaying center with simulation. Yes, I mean traitors, not antagonists in general, the existance of human enemies hidden within the crew fucking things up with human limitations are essential
- Player: they feel like the "default antag" and really like bombs. bombs are fun!
- Player: It's alright, there's a few issues. Traitors should be more strictly bound by their company allegiance, like a Internal Affairs traitor shouldn't be actively trying to blow up the station. There's also a good chance you can get stiffed on the side objectives, like them all being Kidnap X and take them to X, which limits your access to higher-tiered tools longer than it would for someone who got lucky enough to get like 2 or 3 Kill Pets objectives.
- Player: I miss old traitor. It was more fun and felt less like a job. "Prog" tot makes playing traitor feel stale, doing the same repetitive tasks that have: 1) little payoff (-2 minutes off your "fun" gear or small TC cashout) 2) very high risk of permanent round removal (Because people on LRP know what objectives progtots do and use it to kill people). on Terry where combat is the focus (no matter how hard you try to change it) gating weapons behind arbitrary time limits makes it less fun. Revert progtot or remove reputation limits on LRP because it kills any fun I have while playing that antagonist. I don't really care about MRP so I guess it can stay as it is there.
- Player: I think its the perfect and most balanced antag that gives you so many possabilities on what to do and how to play. When I think of ss13 I think of silly traitors
- Player: Awful, just an excuse to grief
- Player: It's great. It's a staple of SS13 in general. The role is the face of antags in general.
- Player: Very good, needs more objectives with actual tangible effects on crew later game, and early game remove kidnapping (or make it not every other fucking objective.)
- Player: I mean... its there? I guess... It makes normal shifts a bit more spicy, but thats basically it, if you are the tator tot, then it can be fun, if you are able to actually DO anything with it, if you are going to use any of the weapons then you must either be robust, or kill people who aren't. but overal I think it could use a bit of a rework or maybe a tweak of some sort but its cool and simple, like it should be.
- Player: I often don't know what to do. It's great for fun gimmicks or just murder, though. I try to come up with gimmicks to do as a traitor and then do those instead of the primary/secondary objectives.
- Player: Is a classic, but i feel like the options are a little static. Reputation system is also a little wake. I think that objectives should directly tie in to what items you can get, harder and better paying objectives for higher reputation items.
- Player: TATER TOT HOTDISH Preheat oven to 350 degrees. While the oven is preheating, brown the ground beef (seasoning to taste as you cook) and drain off the grease. Spread the beef in the bottom of a 2 to 2 1/2 quart baking dish. Drain the liquid off the vegetables and spread them over the meat. Using a rubber spatula, spread the cans of soup over the top of the vegetables and meat. Use the soup as is, straight from the can. Do NOT mix it with anything. Arrange a layer of tater tots over the top of that. Bake, uncovered, at 350 degrees for 50 minutes. Top with your favorite variety of shredded cheese as you serve.
- Player: I like traitor a lot more more than Heretic, I think Heretic is not fun and does not fit in.
- Player: i actually like progtot conceptually but half the objectives don't feel like they pay out with enough rep/tc to make them worth the effort so 9 times out of 10 i just end up waiting until i have enough rep to buy what i want