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Detailed guide: Hitman (WIP)

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Detailed guide: Hitman (WIP) Empty Detailed guide: Hitman (WIP)

Post by Rendered-spectre Wed Aug 21, 2013 3:21 am

Detailed guide: Hitman (WIP) 089b08d58763511477deab7a21c6b597

Introduction

So life's not going well, you're a government trained killer with no job, forced to adjust to a strange society. You decide to apply what you know, and get into the grey world of contract killing. You start off small as a no-name whackster offing husbands and low lifes, but eventually work your way up the ladder, looking to make something of yourself in the underworld.

You're a hitman, and you're looking for some work. This guide will cover most every aspect of the job, its rules, guidelines and what is required for you to become a successful ice man, while keeping a level of roleplay and enjoyment for both parties in a job which is basically glorified rdm.

Basics

1.) Okay, so first off, you're gonna have to make yourself known. A certain level of advertising of your services is a must for any profession, and payed murder is no exception. Create a front, such as a travel agent, hunter, bounty collector or pest remover to name a few. Leave subtle hints in your ads so that those in the know will pick up on who to call if someone somewhere needs to go bye bye.

Remember, $350 is your absolute minimum, any less is under charging and is against server rules.

Example:

[Advert] Ioann Petrovsky: Hunter available for $550, will go after any game. Contract Petrovsky.

This simple classified will seem innocent enough to the untrained, but mobsters and shady figures understand what it means. Also look for "job opportunities", never be afraid to offer your services to the right folk, display a professional manner and appear capable, like you would in an interview.

2.) Make sure you've got a gun before you take on jobs, and only bite off what you can chew. If you've only got a P228 and someone wants you to kill a highly defended figure (Mayor or Crime boss), you might want to reconsider. You can choose what jobs you take, after all.

3.) Before and after a hit's completion, you must type "/advert Hit accepted" and "/advert Hit completed" to avoid confusion with rdm. Nobody can make you wanted for this, as doing so would be meta gaming. You can vary what these messages are in accordance with your fake job, for example "/advert Gone Hunting" and "/advert Back from hunting" to keep up the roleplay.

4.) Think before you shoot. Killing 3 cops and 2 civilians to get one target is sloppy work, likely to get you killed and more or less rdm, as it's not what the client payed for and is indiscriminate shooting as well as fail rp. Would a real assassin slaughter 5 people openly to kill one target? Probably not, unless you're Altair.

5.) Don't stack hits. Ie: Take a job for killing say 1-3 people (3 may be stretching it) then when done, have a cool down period where you lay low and let the dust settle. This is both for your benefit, for the victim's benefit and for the sake of roleplay. Think logically, you just murdered a man, are you gonna go straight onto killing another, or wait it out for a while?

6.) The job is slim pickings sometimes. Not everybody wants someone dead at all times, so don't complain if things are going a little slow. Use the time to take inventory, print some money or visit vendors.

7.) Have a house or an office, some sort of base of operations at least. No hitman is a wandering killer, everybody needs some place to stay.

8.) Make friends. Get people to trust you, it makes them easier targets, and if they become frequent customers, learn to hire you if they want a job doing right.

9.) Doing "favours" for a friend, ie killing someone without payment is also against the rules, as it's contributing to glorified rdm.

10.) When hired by the Government, avoid face to face contact with any officials. Use aliases and couriers to make transactions and deals, this way if it's a sting, you're safe as you've kept your aggressors at arm's length.

11.) Be discrete. Don't openly advertise that you're murdering people for cash, nor scream to every yahoo in town that you're a "sup3r 1337 h1tm4n." And take the discretion of your clients very seriously.

12.) Do NOT hog the job. If you've played hitman for a long time, switch jobs. There's only one slot and it's a unique job, so let others have a chance.

The Necessity of a Good Safehouse

Choosing the right hideout can be the difference between getting off scot free and having the entire Police department outside your front door. When picking a place to set up, think practically. Is it accessible from multiple locations, is it obvious, can you get to it easily? Bare in mind the amount of traffic that passes by the location as well, people are nosey by nature, and a lot of activity may attract unwanted guests.

The Depot (next to plaza)
Location: Good.
Access: Good.
Space: Generous.
Concealment: None.
Sometimes used, often overlooked, this quite spacious garage is ideal in location and size. Having one large room allows for customization of layouts, storage etc. Being both on the main street and near the slums also allows for quick escapes, as those are two areas hitmen frequently find themselves operating in. However, due to it being in plain view, the chances of you being seen leaving and entering are always high.
Spoiler:

Belmonte Apartment C1
Location: Average
Access: Very good
Space: Average
Concealment: Medium.
The highest floor and closest to the rooftop access, if you're going to set up in the Belmonte, here is the place to do it. A close by elevator and one flight of stairs from the roof make access to this hide very good, though with high traffic and frequent apartment sweeps, you may find thieves and police patrols a frequent problem for you. Don't bother heading there straight after a hit, you'll probably get straight up tailed, though it makes a great haven as it's hidden in plain sight, not sticking out like other locations.
Spoiler:

Slums Office, 1st floor right room.
Location: Average.
Access: Good.
Space: Average.
Concealment: Very good.
Facing the same problem of traffic, this hideout while not very spacious, offers a number of practical benefits. For example, being elevated and connected to a corridor allows multiple entrance and escape routes in a hurry. The additional staircase entrance allows for a choke point should you have to make a stand off. The area is a low patrol point for cops, as it's an undesirable area, rife with crime. This also means thieves can be an issue in stealing your equipment, but that just calls for better security procedures. The ability to open and close window barricades also give it additional defensive capabilities. A true conventional safehouse.
Spoiler:

Foto Apartment B2
Location: Average.
Access: Good.
Space: Limited.
Concealment: Good.
While only being the most basic of rooms, B2 offers a significant advantage over other hides. It's unexpected. Unless they see you, cops won't think to look there for you. Your only problem is opportunist thieves, who frequently break into places like these. It's close to the slums alleyway, making for good access as well. It's not exactly a defendable location, aside from the stairs, you're more or less locked in your own cupboard, waiting for a raid, so only go there once you've lost your tail.
Spoiler:

Subway Staff Office
Location: Average.
Access: Debatable.
Space: Good.
Concealment: Good.
Long since abandoned, this hideout is both hidden and exposed. It's in a high traffic area on one side, and has two entry points, which works for and against it. Although allowing for multiple escapes, it leaves the space exposed to criminals seeking to take the goodies insidebut again, get cameras and deadbolted (fading) doors.
Spoiler:


Subway Maintenance
Location: Poor.
Access: Poor.
Space: Poor.
Concealment: Very good.
Another relic of the once functioning metro system, this subway maintenance room lacks space and ease of access, but in terms of concealment, is an excellent safehouse. Very few people dare venture into the sub-levels of the sewers on account of the various legends about madenned hobo monarchs and psychopaths, so you're sure to be left alone about 80% of the time. You're going to have to make some treks to get there however, which will give you time to lose heat, meaning after a hit, you can duck into the subway and head straight to the hideout.
Spoiler:
Choosing your Arsenal
Hitmen come in all shapes and sizes, as do their tools of the trade. Finding the gun that works for you can be time and money consuming, so I've prepared a list of weaponry commonly used by hired killers. When it comes to picking a weapon, keep practicality in mind, as well as effectiveness, based on how you operate. It's a wise idea to keep back ups of your weapons, just in case something goes wrong and you lose your first set. Moreover, if you conceal carry a weapon when not on missions, don't choose your most expensive one. Buy a P228 from a gun lab and tuck it in your belt, just for insurance.

HK USP .45
Type: Pistol
Firerate: Semi-automatic
Effective range: Close
This mid damage sidearm boasts a medium capacity, high rate of fire and comes with its own suppressor for silenced kills. The essential backup or starter weapon for any silenced killer.
Stock Price: $900 (single)
Sold by: Gun Dealer

Steyr TMP
Type: Machine pistol
Firerate: Automatic
Effective range: Close
Similar to the USP in attractive qualities, silenced and has an insane fire rate. However the even higher rate of fire comes at a cost. The reload time is slower, it's larger and takes longer to conceal/draw, and the 9mm caliber requires a lot of shots to be put into a target, limiting effectiveness at range. In addition, the recoil is sometimes unmanageable, so sustained fire is difficult. It does however partner well with the USP to make a silenced set up, though is expensive, only coming in shipments.
Stock Price: $21000 (shipment)
Sold by: Black-market Dealer

Steyr Scout
Type: Sniper Rifle
Fire rate: Bolt action
Effective range: Long
A deadly accurate and highly powerful bolt action sniper rifle, perfectly suited to ranged killers. Comes equipped with a high magnification scope. This weapon needs to be used when stationary to be effective, which requires a secure (often elevated) vantage point. Furthermore, zooming in leaves you vulnerable as you sacrifice your peripheral vision for enhanced aiming. This can be described as a "one shot" weapon, as you may well not get another chance when firing, so the rifle requires a level of skill. A headshot is necessary to make a one shot kill, and is not always guaranteed.
Stock Price: $18000 (shipment)
Sold by: Black-market Dealer

AK47/M:
Type: Assault Rifle
Fire rate: Automatic
Effective range: Close-medium
Price: A reliable but loud and somewhat inaccurate assault rifle. The high caliber means that up close you'll do a lot of damage, having 30 rounds to put your target down. This weapon is for shootouts and hit and runs, in which you quickly gun down your target at whatever range, then make your escape. High recoil requires the user to fire in short bursts to hit ranged targets. Not recommended for any stealth application.
Stock Price: $16500 (shipment)
Sold by: Black-market Dealer

Benelli M3
Type: Shotgun
Firerate: Pump Action
Effective Range: Close
Common with law enforcers for its heavy stopping power and close quarter applications, the M3 excels in breaching and indoor fighting tactics. Loading 00 Buckshot primarily, in a small enclosed space the ability to down a target in one to two shots is an attractive feature to many. However its fire rate leaves something to be desired, having to manually load a new shell into the chamber after every shot. The additional lack of any magazine function makes for a very slow reload time, which is less than desirable in any heated fight. Not to mention anything beyond 10 metres is practically unreachable and it kicks like a mule. Did I also mention it's loud as all hell?
Stock Price: $15000 (shipment)
Sold by: Gun Dealer

Desert Eagle
Type: Pistol
Fire rate: Semi-automatic
Effective range: Close-medium
Essentially a hand cannon, this loud and powerful sidearm packs a huge kick for its size. While still being concealable, its power is comparable to that of many rifles, though the fire rate, recoil and capacity limit its combat applications. The Desert Eagle is what can be called an "executioner's" weapon, meant for dishing out quick kills through headshots, the recommended operational procedure is to corner your target, fire twice into the head, then make off quickly.
Stock Price: $1200 (single)
Sold by: Gun Dealer

Knife
Type: Blade
Fire rate: Melee
Effective range: Stabbing distance
While having no ranged applications, the knife is a very important staple to a silent hitman's gear. the ability to kill someone with little to no noise is invaluable, though drawing at the wrong time could result in being compromised. In addition, the requirement of stabbing when the back is turned to avoid alert as well as having to be right behind the victim leaves you vulnerable and exposed. On the plus side however, the weapon can be used repeatedly, as no ammo is needed for it. (Duhh)
Stock Price Price: $350 (single) $4250 (shipment)
Sold by: Shop keeper

SLAM
Type: Explosive Charge/Tripwire
Fire rate: Single use, delayed activation
Effective range: Requires manual placement, detonated remotely.
The SLAM has proven to have many applications, ranging from setting mines to secure perimeters up to rigging offices to explode. The SLAM's remote detonation function means you don't have to be in the area when it goes off, destroying all evidence of your presence with your target. However, getting the charge to its desired location without detection can be tricky, often requiring the use of a smuggler or infiltration. Of course, public traps can be set but their effectiveness depends on the target.
Stock Price: $10000 (shipment)
Sold by: Black-market Dealer

Play styles
Many people have different kinds of approaches towards a job, from silent assassin to rambo warrior. Depending on your preferred modus operandi, I have comprised a number of "presets" if you will, to give an idea of what might appeal to you, and how to work it into your roleplay.

-The Opportunist:
You see your window and you take it. Armed with whateverweapon you have on you, you spot your target, wait til they're alone, then corner them, make your play, holster, then get the hell out of dodge.

Tips: Don't just run towards a target with your gun out, you'll get shot. Following them closely will also raise suspicion. For this tactic to be effective you must be patient and wait for the right moment to move. The skill doesn't come from gun play, just situational awareness and the ability to disappear once the kill has been made. Recommended for beginners.
Recommended equipment: Desert Eagle, TMP, USP .45

-The Infiltrator: Utilizing stealth and the skill of disguise and lockpicking, you slip through locked doors and guards with ease, using uniforms, false IDs and hiding spots to move into a fortified area in order to get close to your target.

Tips: Always have a plan B. If you have to go loud, do it, it's much more preferable to death. Try to limit the amount of people you kill though, some deaths are necessary, a slaughter is just overkill. If using a disguise, try to get hold of some ID, and when you're walking around, look like you own the place. Try not to talk to anyone, but use social engineering if you must. Above all, remember your goal. Strategize, remember where doors are, hiding spots and where the target is. Once you make your kill, try to hide the body before heading out, this is if you've avoided detection so far. And when leaving, if possible, do so with a normal and casual speed, as if everything is fine. Recommended for experienced killers.
Recommended equipment: TMP, Knife, USP .45, lockpick, SLAM, keypad cracker, disguise.

-The Deadeye: A skilled shooter and game hunter, you have mastered the art of marksmanship. Using your wits, you scope out entire areas, finding the best vantage point. When set up, you keep low, your Sniper Rifle close at hand. Always aiming for the head, you take your shot and duck out, hiding your weaponry and slipping back out into the street.

Tips: Make your shot count. Often, you only get one, so make sure you hit the right person. When identifying a target, look for behavior, hat, specific colour of uniform and features. You won't be able to see name tags at range, so memorize your target's features, it might just save your life. When picking a sniper's nest that's indoors, stay back from windows, the barrel of a rifle poking half a metre out of a building is a dead giveaway. Make sure they're smashed before firing as impacting the glass can obscure vision and cause bullet deviation. A word to the wise, conceal your weapon immediately after firing and have an escape plan in mind. Always be prepared to improvise. Recommended for experienced marksman.
Recommended equipment: Steyr Scout, USP .45

-The Sandman: Sometimes catching a target in their own home is the best way to go. They're unsuspecting, vulnerable, exposed, they never see it coming. Busting down a door to pop a guy sitting on a sofa in his underwear, watching TV and eating pizza is how you like to do things. In and out. Not necessarily clean, but always quick.

Tips: Lockpicking may be a favourable option here. Break into the home and wait for your target to arrive is like Turkey shooting, and almost always effective. If such equipment is unavailable, posing as a police officer or a deliveryman is a sure fire way to get them to open up, whether his be a gang hide or an apartment you're breaking and entering into. Moreover, make sure you've got your target by surprise. If they draw first, you may have to think up another plan very fast, before you end up breathing out of some new holes. Recommended for intermediate killers.
Recommended equipment: M3, AK47, Desert Eagle, TMP, USP .45, Lockpick.

-The Slitter: A method made infamous by a certain insane homeless man who was said to reside in the sewers of Downtown, you prefer the dark damp underground as a place of killing, mastering your blade to make short work of your victims.

Tips: Not much to it, only staying in the shadows and waiting for targets to approach you, or maybe leading them place isolated. Location is crucial here, as the aim of the method is to make silent kills that nobody will detect, alleyways and the sewers make fine killing grounds. Once you have your target where you want them, a few swift stabs to the gut will finish them nicely. Killing your target further into the heart of the sewers as possible is a bonus, as nobody will witness it, leaving the crime to go unnoticed. Recommended for beginner/intermediate killers.
Recommended equipment: Knife, disguise.

-The Traditionalist: Nothing like the old days, eh? Back when hitman meant putting two rounds in the back of someone's head, then disappearing into the night. You've become adept at pistol play, and are skilled at quick drawing and cutting down targets with one handed weapons.

Tips: Pistols are very useful weapons, as they are often the most balanced in terms of capacity, fire power and rate of fire. The success of this role depends on your execution, and is effective for taking on multiple targets at once. Pistols are easy to conceal and draw, so don't be afraid to get close to your target. Just, make sure your gun's loaded, and always have a back up or two. Recommended for skilled killers.
Recommended equipment: USP .45, Fiveseven, Desert Eagle, Glock (at a push).

Rules of Engagement
This is a very important part of the guide, knowing when to attack and how to go about it. Guns blazing isn't usually an option, but you'll find yourself exposed sooner or later. So what do you do when planning your kill, and what's your fall back plan? I try to limit my kills strictly to my target, but exceptions sometimes have to be made. If a guard is in the way, maybe he has to die? Do it quietly, try not to start a full scale gun fight, you want to avoid those at all costs. The more attention you draw to yourself, the more heat you get, and the more determined the Police will become to hunt you down. It makes your job harder and is quite bad roleplay, pretty much deathmatching. To avoid this, be prepared to RUN. When you make a kill and cops start shooting, holster your gun or switch to your sidearm, and cheese it. You can lose cops easily in the sewers, and if you conceal your weapons, can make it back onto the street and into the crowd easily, without ever being caught. The reward for this compared to shooting up three officers is much greater, and provides a better experience for everyone. Kill cops and innocents at your own peril.

Professionalism
You're not a gang banger, or a mobster. You're a hitman, a professional, act as such. Get in the role, be serious, talk business. Far too often I see children saying "Hey man I can kill that guy lol pay me", it's hilariously stupid. Instead, approach it like this.
>Walking down the street, receive a private message.
[PM] Daniel Johnson: I need someone dead, visit me in my bar for more info.
[PM] Ioann Petrovsky: On my way.
>Arrive at the location, find a stool and nod at the bartend.
"You the contact?"
"Yeah."
"Who's the guy?"
"This asshole keeps demanding protection money, but I never asked for it in the first place, constantly hounding me."
"I don't care about life stories, give me a name."
"Some guy in a suit, name's Cypher or something."
"Grunyev?"
"Yeah."
>Think for a moment.
"Alright, $550 and he's done."
"If it makes my bar safer, deal."
>Shakes his hand, proceeds to leave and head to the safehouse.

Interactions like that make for excellent roleplay, there's nothing wrong with getting into character.

Assorted hints and notes
-Play to acheive your objective, but remember roleplay, do it fairly and have fun as well.
-Nobody likes a wingebag. If you die and lose your shit, you should be more careful. Don't start feuds and keep everything "strictly business".
-You will undoubtedly make some enemies in your line of work, so it may be a good idea to remain incognito as much as possible.
-Having a few friends can be helpful when you need an area scouted, a lookout or a place to crash.
-You're not always for murder. Someone may hire you to kidnap someone, get information from someone or intimidate. Your employment contracts can range from assassination to hired muscle.
-Make use of everything you have. Have a primary objective in mind, but if it fails, have a plan B to fall back on.
-Don't be afraid to invest in expensive hardware, the item can often pay for itself.
-Don't go on "revenge streaks" because someone stole your printer.
-When all else fails, cut your losses and change job. If you're having a bad run, just hang up the towel and let someone else take the role.

((This concludes my guide so far, but I may well be adding more. Let me know what you think, if it's useful and how I can improve it. Thanks, and good luck out there, try not to die.))


Last edited by Rendered-spectre on Wed Aug 21, 2013 4:24 am; edited 1 time in total
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Post by Zeroi9 Wed Aug 21, 2013 3:23 am

Very nice guide!

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Post by Rendered-spectre Wed Aug 21, 2013 3:37 am

Zeroi9 wrote:Very nice guide!
Gracias, put a lot of time into this one.
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Post by Rodney Bryson Wed Aug 21, 2013 3:52 am

Nice guide, especially like the layout.
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Post by Hart Silver Wed Aug 21, 2013 3:58 am

Bravo. This is the best guide I've seen on the forums so far.
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Post by Nick Johnson Wed Aug 21, 2013 4:21 am

Wow Nice guide !

I hope dan gonna add it

And good Job mate

You make the server grow! Very Happy
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Post by Fulcrum Wed Aug 21, 2013 6:05 am

What a fantastic guide. Fun to read, informative, encouraging roleplay, giving people different ideas. Makes me want to go on and play hitman for abit Smile

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Post by Cypher Wed Aug 21, 2013 9:23 am

Good job Petrovsky.
You may have ONE Dog Treat tonight for dinner.
ONE.
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Post by Elmar Johnson Wed Aug 21, 2013 10:45 am

Very nice Guide, Nice Job. you should make more Surprised.
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Post by ThatRandomGuy Wed Aug 21, 2013 12:28 pm

Holy shit I wish new player should read this, it's amazing.

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