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    • Perks — Complete Player Guide Perks are passive bonuses you equip from your inventory. They give you stat boosts that level up as you play — but they only fire when you meet the perk's conditions, and you only get two perk slots, so build them carefully. Table Of Contents 1. The Basics 2. Equipping Perks 3. The Condition System 4. Progression — Levelling a Perk 5. Upgrading to the Next Tier 6. The Perk Upgrade Token 7. Rarity & Tiers 8. The Four Perks 9. Every Condition Explained 10. Forbidden Rolls (Conflicts & Blacklists) 11. Advanced Mechanics (Per-Perk Deep Dive) 12. Worked Examples 13. Anti-Cheese Rules 14. FAQ 15. Glossary 16. Quick Tips & Gotchas   TL;DR — The 60-Second Version   You get 2 perk slots. Each perk has up to 3 random conditions that all must be true for it to fire. Play normally to fill the progression bar, then spend 1 Perk Upgrade Token to start a real-time upgrade timer (15 min → 13 days). The perk is disabled while upgrading, so plan ahead. Tokens come from the  shop (200 each). Pick perks whose rolled conditions match your playstyle — uptime is more valuable than tier. The Basics   - There are 4 perk types in the game: Damage Reduction, Healing Efficiency, Life Blood, and Pouncer. - Each one has 10 tiers (Tier 1 → Tier 10). Higher tiers = bigger numbers = better rarity. - Each perk you own is a separate inventory item. You can stockpile duplicates and level them independently. - Perks are not consumable. They stay in your inventory forever.      Equipping Perks   - You have exactly 2 perk slots (`perk1` and `perk2`). Pick the two you want active. - Perks lock in when you spawn or when a new round begins. Swapping perks mid-round saves your *next* loadout but does not change what's currently active. - When you die, perks clear instantly. They reapply on your next spawn / round start. - Spectators get nothing (they have no body).   - You can mix and match — e.g. one defensive (Damage Reduction) and one offensive-utility (Pouncer for mobility).     The Condition System   This is the most important thing to understand. Every perk you own rolls up to three random conditions when it enters your inventory. The perk only works when all of its conditions are true at the same time.   The three condition slots are: | Slot | What it checks | Examples | | Weapon | What's in your hands | Hold a Pistol / SMG / Rifle / Sniper / Shotgun | | State 1 | Your status / role | Above half HP, Below 80 HP, Crouching, Aiming, Innocent role, Traitor role | | State 2 | Your movement / loadout | Velocity above 200, Not moving, On the ground, Off the ground, Have at least 1 kill, No grenades / primary / secondary equipped |    How Conditions Behave Live: - The game re-checks your conditions constantly — every weapon swap, jump, HP change, etc. - The moment all three become true, the perk turns ON. The moment one becomes false, it turns OFF. - An icon on your HUD shows you which perks are currently active. - Progression also only counts while the perk is active — see the next section.   - Conditions are random per item. Two Damage Reduction perks in your inventory may have totally different condition sets.     Progression — Levelling a Perk   Each perk has a progression bar. It fills as you do an activity tied to that perk: | Perk | Activity tracked | | Damage Reduction | Damage you deal | | Healing Efficiency | Healing you receive | | Life Blood | Times the perk procs (low-HP saves) | | Pouncer | Distance traveled |     Important Rules - Progress only ticks up while the perk is ACTIVE (all conditions met). - Example: a Damage Reduction perk with the "Hold a Sniper" condition only counts damage you deal *while holding a sniper*. - Progress caps at the current tier's threshold. Once full, you can't bank extra — you have to upgrade before it counts again. - Progress carries between rounds and across deaths. It's saved on the item, not on you. - Progress resets to 0 each time you upgrade — you start fresh on the next tier's bar.     Upgrading to the Next Tier   To start an upgrade you need all three of these: 1.  The perk's progression bar is full (you've hit that tier's goal). 2.  You have 1× Perk Upgrade Token in your inventory. 3.  The perk is not already upgrading (only one upgrade per perk at a time).   There is one ways to start the upgrade in the UI: - "Use" a Perk Upgrade Token, then click the perk you want to upgrade.   The Timer (Real-Time, Like Clash of Clans)   | Upgrading into Tier | Wait Time | | 2 | 15 minutes | | 3 | 12 hours | | 4 | 3 days | | 5 | 5 days | | 6 | 7 days | | 7 | 9 days | | 8 | 10 days | | 9 | 11 days | | 10 | 13 days |   - The timer is wall-clock real time. It ticks down whether you're online or not. - The perk is DISABLED while it's upgrading. No effect, no progression. Plan around this — don't start a 13-day upgrade right before a clutch event. - When the timer finishes, the upgrade resolves automatically. Next time you spawn (or mid-round if it pops), the new tier is live.   "Perk upgrade required" message? Your bar is full but you don't have a token. You're not stuck — go grab a token and the upgrade will unlock.      Perk Upgrade Token   The currency that powers every perk upgrade.   | Property | Value | | Rarity | Legendary | | Stackable | Yes | | Cost (VIP Points) | 200 | | Tradeable | Yes |   Where to get them: - Donator Money (VIP Points) shop — 200 VIP Points each     Things to know - Costs 1 token per upgrade, regardless of tier. T1→T2 = 1 token. T9→T10 = 1 token. - The token is only consumed when you click Upgrade. Just owning one does nothing — you still wait out the real-time timer. - Tokens are VIP-flagged donator items, so they're considered premium currency.     Rarity & Tiers   The colour of the perk in your inventory tells you its tier at a glance.   | Tiers | Rarity | | 1 – 2 | Uncommon | | 3 – 5 | Rare | | 6 – 8 | Legendary | | 9 – 10 | Glitched |   The rarity updates automatically when an upgrade finishes — it'll change colour and rename itself (e.g. "Pouncer 4" → "Pouncer 5").     The Four Perks    Damage Reduction: Reduce all incoming damage.   | Tier | Effect | To unlock next tier (Damage Dealt) | | 1 | -2% | 6,000 | | 2 | -3% | 12,000 | | 3 | -4% | 24,000 | | 4 | -5% | 42,000 | | 5 | -8% | 72,000 | | 6 | -9% | 108,000 | | 7 | -10% | 156,000 | | 8 | -11% | 216,000 | | 9 | -12% | 300,000 | | 10 | -15%| (max tier) |   - All-purpose survivability. Works against bullets, explosions, fall damage — anything that hurts you. - Multiplicative with armour/health perks elsewhere.     Healing Efficiency: Every heal you receive is amplified.   | Tier | Effect | To unlock next tier (Healing Received) | | 1 | +5% | 2,400 | | 2 | +10% | 4,800 | | 3 | +15% | 9,600 | | 4 | +20% | 16,800 | | 5 | +30% | 26,400 | | 6 | +35% | 38,400 | | 7 | +40% | 54,000 | | 8 | +45% | 72,000 | | 9 | +50% | 96,000 | | 10 | +65% | (max tier) |   - Affects medkits, healing items, healer-class abilities — anything that restores HP. - Includes a guaranteed minimum bonus HP on each heal so trickle-regen (1–2 HP/tick) isn't wasted on rounding. - Stacks beautifully with healer roles — works at full effect even on tiny ticks.      Life Blood: *Emergency self-heal when you drop below 50 HP.*   | Tier | HP restored | Cooldown | To unlock next tier (Procs) | |------|-------------|----------|-----| | 1 | 5 HP | 70s | 27 | | 2 | 10 HP | 65s | 54 | | 3 | 15 HP | 60s | 90 | | 4 | 20 HP | 55s | 135 | | 5 | 25 HP | 50s | 198 | | 6 | 30 HP | 48s | 270 | | 7 | 35 HP | 45s | 360 | | 8 | 40 HP | 42s | 468 | | 9 | 45 HP | 40s | 594 | | 10 | 50 HP | 35s | (max tier) |   - Triggers automatically when HP drops under 50 (half HP). - Cooldown is per-perk — once it procs, you have to wait before it can save you again. -  The "Above half HP" condition is blacklisted for this perk (it would never trigger). - Best used as your second perk — pair it with a damage perk for risky aggressive plays.    Pouncer: Higher jump power. Pure mobility, no damage.   | Tier | Jump bonus | To unlock next tier (Distance Traveled) | | 1 | +20 | 500,000 | | 2 | +25 | 1,000,000 | | 3 | +30 | 2,000,000 | | 4 | +35 | 3,050,000 | | 5 | +40 | 6,000,000 | | 6 | +45 | 9,000,000 | | 7 | +50 | 10,300,000 | | 8 | +55 | 10,800,000 | | 9 | +60 | 20,500,000 | | 10 | +70 | (max tier) |   - Base jump power is 200, so T10 is a +35% jump boost. - Lets you reach ledges, shortcut around maps, and dodge gunfire by hopping around. - The "On the ground", "Off the ground" and "Not moving" conditions are blacklisted for this perk (they'd be redundant on a movement-focused perk). - "Distance traveled" is total movement, so this one levels passively just by playing.     Every Condition Explained   Here's the complete list of things that can roll on a perk:   Weapon  | Condition | When it's true | | Hold a Pistol | Active weapon is a pistol | | Hold an SMG | Active weapon is an SMG | | Hold a Rifle | Active weapon is a rifle | | Hold a Sniper | Active weapon is a sniper | | Hold a Shotgun | Active weapon is a shotgun |   State 1  | Condition | When it's true | | Above half HP | HP ≥ ½ of max | | Below 80 HP | HP < 80 | | Crouching | You're crouched | | Aiming down sights | You're ADS on a weapon that supports it | | Have the role of innocent | TTT: you're an innocent | | Have the role of traitor | TTT: you're a traitor |   State 2  | Condition | When it's true | | Velocity above 200 | You're moving at >200 u/s | | Not moving | Velocity below 10 u/s | | On the ground | Feet on the floor | | Off the ground | Mid-air / falling | | Have at least 1 kill | You've killed at least one player this round | | No grenades equipped | No grenade weapons in inventory | | No primary equipped | No primary weapon | | No secondary equipped | No secondary weapon |   A perk will aways roll 3 conditions.     Forbidden Rolls (Conflicts & Blacklists)   Some condition combinations would be impossible or pointless. The roller automatically skips them so you'll never end up with garbage.   Logical conflicts (can never be rolled together): - Hold a pistol ✗ No secondary equipped (a pistol IS a secondary) - Hold any primary (SMG/Sniper/Rifle/Shotgun) ✗ No primary equipped - Velocity above 200 ✗ Not moving - Innocent role ✗ Traitor role     Per-perk blacklists - Life Blood never rolls "Above half HP" (the perk itself only fires *below* half HP). - Pouncer never rolls "On the ground", "Off the ground" or "Not moving" (they'd cripple a movement perk).     Advanced Mechanics (Per-Perk Deep Dive)   This section is the technical truth behind each perk — the parts most players don't realise are happening under the hood.   Damage Reduction — How the math works: - The reduction is multiplicative on incoming damage (`final = damage × (1 - DR)`). - Applied during the damage scaling step — after other defensive modifiers like Sentinel. - Stacks multiplicatively with other reductions (so two reductions don't simply add). - Worked example: at T10 (15%) you take an 80-damage shot → you actually take 68 HP. - Counts every damage type that hits you: bullets, explosions, melee, fire, fall — anything routed through the damage hook.   Healing Efficiency — The full healing pipeline: - The perk hooks every `SetHealth` call, so it works on any source that raises your HP — medkits, regen items, healer abilities, scripted events. - The bonus is `floor(gained × (mult − 1) + 0.5)`, with a per-tier floor so 1–2 HP regen ticks always give something:   | Tier | Bonus % | Min Bonus HP | | 1–3 | 5–15% | 1 HP | | 4–6 | 20–35% | 2 HP | | 7–9 | 40–50% | 3 HP | | 10 | 65% | 4 HP |   - The bonus caps at your max HP — overheal is wasted. - Important round gating: healing is only counted/amplified during ROUND_ACTIVE, and only after a 3-second arm window at the start of the round. This stops the round-start spawn-HP assignment from being misread as a heal. If a heal lands during prep or end-of-round, it goes through unmodified. - Tracked progression is the raw heal amount, not the amplified amount. So a 10 HP heal credits 10 to your bar, not 13.     Life Blood — It's a regen, not an instant: This perk is much more interesting than the description suggests:   - Triggers when: PvP damage drops you to ≤ 50% of max HP, your perk is active, and the cooldown is up. - PvP only: self-damage, falls, world damage, environmental hazards do not trigger it. (Anti-exploit — you can't farm it by jumping off ledges.) - The heal is gradual. It restores at 2 HP per second, not instantly: - T1 (5 HP) takes ~2.5 seconds to fully apply - T5 (25 HP) takes ~12.5 seconds - T10 (50 HP) takes ~25 seconds - Reaching max HP cancels the rest of the queued heal (the leftover is dropped). - The cooldown starts the moment the perk procs, not when the regen finishes. - Dying mid-regen ends it; you don't keep healing as a corpse.   Pouncer — How distance is measured: - Distance is sampled every 5 seconds (not every frame). - A 50-unit dead zone prevents idle drift from counting (so AFK micro-movement doesn't farm). - Each sample is clamped to 4,000 units to prevent teleport / map exploits from giving massive bursts. - This means realistic max gain is ~800u/sec — the threshold numbers may look huge but are achievable in normal traversal. - The sample also requires you to be alive and in an active round.   Worked Examples:   Example 1 — A perfect Pouncer build - Conditions rolled: Hold a Pistol, Above half HP, Velocity above 200 - Tier: 7 (+50 jump) - Why it's good: You're constantly moving when fights matter, healthy at the start of engagements, and pistol-camping is common. Active 70%+ of round time.   Example 2 — A bad Pouncer build - Conditions rolled: Hold a Sniper, Below 80 HP, No grenades equipped - Tier: 7 (+50 jump) - Problem: Snipers don't usually want to jump, you'd need to be hurt to get the boost, and "no grenades" rules out one of your slots. Active maybe 5% of the round.   Example 3 — Life Blood survival math You have T10 Life Blood. You're at 100/100 HP, max HP is 100. 1. An enemy shoots you for 60 damage → you're at 40 HP. 2. You're below 50%, perk procs → 50 HP regen queued, 35s cooldown starts. 3. Over the next 25 seconds you regen 2 HP/sec back up to 90 HP (capped before overheal). 4. At 35 seconds the cooldown expires; if you drop low again, it'll fire once more.   Example 4 — Damage Reduction stacking You're wearing armour that already gives 20% damage reduction. You equip T10 Damage Reduction (-15%). - A 100-damage shot becomes: `100 × 0.80 × 0.85` = 68 damage taken. - It's not "20% + 15% = 35% off" — it multiplies, which is slightly less effective than additive but still very strong.     Anti-Cheese Rules   The system has guards built in to stop people gaming the metrics:   | Exploit | What's blocked |  | Self-damage to farm Life Blood | Self/world damage doesn't trigger the perk at all | | Self-damage to farm "revives_survived" | Only 1 progression credit per round, even if perk procs many times | | AFK farming Pouncer distance | 50u dead zone per 5s sample — micro-jitter doesn't count | | Teleport farming Pouncer distance | Each sample clamped to 4,000u maximum | | Healing yourself during round end / prep | Heal hook is only armed during ROUND_ACTIVE + 3s | | Spawn HP assignment counting as heals | 3-second arm window past round start filters this out | | Equipping a perk mid-round to ride a teammate's healing | Loadout locks at spawn / round start; mid-round equips don't apply until next spawn |   FAQ   Q: Can I have two of the same perk equipped? A: Yes — they're separate inventory items. But check the conditions on each; running two of the same perk with the same active conditions stacks the effect, while two with different conditions trades stacking for uptime.   Q: Do perk effects stack between my two slots? A: Yes. Two Damage Reductions stack multiplicatively (not additively). Two Life Bloods each have their own cooldown and can both proc.   Q: I equipped a new perk but nothing changed! A: Mid-round equips don't go live until your next spawn or next round start. The UI saves the change immediately, but the effect waits.   Q: My progression bar isn't going up — why? A: Three usual reasons: (1) your conditions aren't being met (check the HUD icon — is the perk active?), (2) your bar is already capped and you need to upgrade first, (3) you're in prep/post-round time, not active round.   Q: Can I cancel an upgrade I started? A: No. Once started, you wait it out. The perk is disabled the entire time.   Q: What happens to my upgrade timer if I log off? A: It keeps running. Real wall-clock time, like Clash of Clans. Great for overnight upgrades.   Q: Can I trade or sell perks? A: Yes   Q: I rolled awful conditions — am I stuck? A: Yes, Get another copy of the perk. Each instance rolls fresh conditions.   Q: Why does the perk turn on and off so much? A: Because conditions change in real time. Aiming/crouching/holding-a-weapon all toggle constantly during play. That's why fewer-condition or "always-true" rolls (like "Have at least 1 kill" once you've got one) are so valuable.   Q: Does Life Blood proc heal back to full? A: Only if the queued amount is enough to reach max HP. T1 (5 HP) won't get you very high. T10 (50 HP) takes you most of the way back.   Glossary   | Term | Meaning | | Perk | A passive item that grants a stat bonus when its conditions are met | | Tier | The perk's level, 1–10. Higher = stronger | | Slot | One of two equipment positions (`perk1`, `perk2`) you can put a perk into | | Condition | A live game-state requirement (e.g. "Crouching") that must be true for the perk to be active | | Active | The perk's effect is currently applied. Conditions all met, not upgrading, you're alive | | Progression| The progress bar toward unlocking the next tier upgrade | | Threshold | The amount of progression needed to fill the current tier's bar | | Token | Short for Perk Upgrade Token — the item required to upgrade | | Round-active | The phase of TTT when the round is being played (not prep, not post) | | Procs | Slang for "the perk's effect triggered" |   Quick Tips & Gotchas    Building Effective Perks: - Aim for fewer conditions, or conditions you're always in. A perk with "No grenades equipped" + "Below 80 HP" + "Hold a Sniper" might never be active. - Match perks to your playstyle. Sniper main? Look for "Hold a Sniper" rolls. Aggressive rusher? "Velocity above 200" or "Have at least 1 kill" are great. - Keep duplicates. Re-rolling means buying/crafting another copy, so save spare perks with bad conditions in case future content changes them.   Progression Strategy: - Play naturally. Every perk's progression matches an activity you'd do anyway. - Don't waste effort past a full bar — if your bar is capped, upgrade before grinding more, or you're throwing progress away. - Check your active perks. If your perk isn't lighting up on the HUD, your conditions aren't being met — you're not earning progress.   Token Economy: - Stockpile tokens. Every upgrade costs exactly 1, all the way to T10. Hoard them from crates. - VIP Points = backup plan. If you can't wait for a token drop, the  shop sells them for 200 each.   Upgrade Timing: - Start big upgrades before sleeping. A 13-day timer doesn't care if you're online. - Don't upgrade your only good perk before a fight. It'll be disabled for the entire timer. - Tier 5 and Tier 10 are milestones. Bigger stat jumps and longer timers — they're commitments, not casual.    Death & Rounds: - Perks wipe on death and reapply at your next spawn. - Mid-round perk swaps don't take effect until next spawn / round. The UI shows the swap, but the live effect won't change. - Per-round trackers like "Have at least 1 kill" reset each round. - Life Blood regen continues across damage events but stops if you reach max HP or die.
    • DENIED You didn't even wait a week after your previous appeal was denied. In all likelihood, any subsequent appeals will also be denied and any alts found playing will continue to be banned.
    • Server: TTT SteamID: 76561199215416005 Reason for ban: cheating Issuing staff member: Monk Ban length: forever   Appeal: I’m Levi Martin, also known as Krazy123, and I’m appealing my ban from Flux TTT. I want to be straight about it, I messed up. What I did was wrong and I knew it at the time. There’s no excuse for cheating and I’m not going to try and make one. I take full responsibility for it. I’ve been part of Flux for over a year and it’s honestly been one of the main servers I play on. I’ve made good friends there like Monk, Marciel, Chompy, Menace, Fartch13, Eric and Jack, and getting banned didn’t just stop me from playing, it cut me off from all of that too. Seeing them on and not being able to join has really made me realise how much I threw away over a dumb decision. I also know it wasn’t just about me. I ruined rounds for other players and made the experience worse for people who were just trying to enjoy the game. That’s not fair on anyone and I regret doing that. Since the ban I’ve had time to think about everything and I know I crossed a line. If I’m given another chance, I’ll do things properly. No cheating, no messing around, just playing the game how it’s meant to be played. I’m not asking you to ignore what happened, I just want the opportunity to prove I can be better than that. Thank you for taking the time to read this, and I respect whatever decision you make. Kind regards, Krazy123
    • as the title states, never recieved my $50 vip credit package and overseer hasnt been active since thursday. Name: Gatorade boy SteamID: STEAM_0:0:120248719 Purchased item(s): $50 VIP CREDITS (Package)   i have made multiple donations so im not sure what recipet is from this transcation. i also do not wish to dox myself by providing the whole transcation emailed recipet 
    • DENIED I'm sure you're not surprised at this decision, but your ban will remain. If you wish to reapply at a later date, you may do so. However, I recommend stop ban evading on alts in the meantime.
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