Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
you should never forget that the maintance jack is a thing, though it's a lot harder to use. it's hard to predict what the alien will do. sometimes it'll jump into the vents and appear near to the sound. sometimes it'll make a beeline straight to it. always make sure you're using it near a vent that you can hop into to make a getaway. or to use it near other humans.
if it's stationery and you're up close, shooting the alien in the face with the shotgun will often (but not always.) cause it to bug out. sometimes it needs a double blast to be sure. it's easier to do this if you managed to jump the alien and it isn't in attack mode yet. best used when you don't have much fuel left for the flamethrower, but can still switch to it if the alien dosen't back away.
if you manage to get into a fight with a survivor and the alien is called midway, the survivor will stop attacking you and will put their attention to the alien, but only if you do so first. if it gets attacked from two different sources at once, it'll bug out. afterwhich the survivor will run away but will still attack you if you try to follow. the same applies if you catch an alien charging towards some poor sob.
Hey Mimzie, was there a reason that you blocked me? I was hoping to see your playstyle like we discussed.
Also, the alien doesn't know how much flamer fuel you have. You can be critically low on fuel and not have enough to drive it off, but if you aim the flamer at it, it will cower back for a brief moment, which gives you some time to back off and pull out a molotov or pipe bomb. Or just hit the button if you're in a lift. The best way to save flamer fuel is to aim it at the alien, then walk in range and burn it for about one second. I find that short taps can occasionally drive the alien back without actually causing it to retreat, and if it already has a resistance to the flamer because you've been using it a lot, you'll find that it takes a lot more ammo to drive it off.
Finally, the flamer's pilot light makes for a decent free light source when you're navigating vents, though the illumination is too dim to really light up darkened hallways. Once I have it, I'd rather use the flamer's pilot light than a flare or the flashlight since it's a lot less likely to draw attention to you. It creates just enough light for me to see without being noticed, and if I do get the Alien's attention through bad luck, at least I'm always ready to deal with it.
It results in you being eaten. :P
You need to empty all 6 shots straight into the alien's head, and he will turn and flee. However, you have to do this BEFORE he sprints at you... meaning theres less than a 1% chance of actually doing it.
It can happen though.
Another thing I've done to attract the alien to kill humans is firing the gun and then hiding or getting our of the area
The thread's info part about the shotgun is partially wrong. Only if enough of the shotgun's projectiles hit the Alien it'll actually be stunned. So it needs to get close enough to receive a good hit.
The Alien doesn't simply ignore the Cattleprod but notice it, turn around and kill you. That's wrong too. Tested that with a flare inspecting Alien and a Cattleprod to the ass. The special thing about this weapon however is that it can silently insta-kill humans - the only silent weapon in the game.
The Maintenance Jack can also be used well against Facehuggers, as the weapon auto-targets them and kills them in 1 hit, but also causes minor damage to the player because of their acid blood. This is useful information when you want to safe flamethrower ammo vs these.
The molotovs should be avoided, as pipe bombs are better allrounders, unless you have excess materials to craft these. Smoke bombs are vastly underrated. EMPs are largely useless as they only affect regular Working Joes but not the industrial ones, not the humans, not the Alien and there aren't any station systems that can be (temporarily) disabled by these.