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Oh and dont worry about the piping thing. 2 kills is win for me now. Or a fun game .
Devout and Malicious really resolve around sacrificing the survivors.
If you succeed in saccing all 4 you'll get a red in devout.
To get a red in Malicious you have to let the fellow survivors unhook and re-down them over and over again.
If they heal or "break your grasp" you get -1 so you have to re-hit them to get the points back - and preventing the break your grasp is really about managing the area after you down them (no flashlights / no body block).
Chaser is the hardest thing to do -- if you can't "seal the deal" with quick surprise hits and a strong follow through (quick 2nd hit) you really have to "let them go" now and again to build up those chaser points. The more hits you land the more chaser you get (whether you seal the deal or not).
Gate Keeper is more about hoping the survivors don't finish the gens. There is little control over this outside of a well placed Ruin - or a very vigilent patrol over some tightly held generators.
It isn't easy to get gate keeper red either. You have to be lucky / quick on the first hooking.
You can make a game last by toying with the remaining 2 survivors but it is really a big waste of time in reality because the game can go well into 20+ minutes and you may not get a red in this field.
Hmmm. Ok, so now you mention it, yeah you lose points the longer the chase. so... disengage more chases? Weird. But ok. I'll give it a go.
I pretty much can't ever 4k, it takes a big slip up from them. not really into the whole slugging thing.
The previous system seemed pretty damn good already. Easy to rank at low ranks, progressively harder. Only people who consistently kill more than 2 can get there. But this system, i kill 3 and still not pip. 3 of my 4 matches would have been a pip under the old system.
You should always be disengaging if you can't catch the looper.
If you follow a looper around they'll figure out the pallet pattern and loop you 5-6 minutes.
By stopping this and going after the gen-rushers (even if they are as good at looping) they don't know what pallets were broken and which ones can be dropped. Doing this will pretty much assure you a "down" as they run to areas that are all broken. They can't loop that well without pallets to drop.
I don't mind chasing the looper initially because I get to break a lot of pallets - but even then I stop before I lose more than 3 generators and go after the rushers.
The looper feels "good" at that point usually and wants to be the hero. That overconfidence often leads to a downfall. They make bad decisions thinking I "gave up" on them becasue they are "too good" rather than the game is imbalanced and I have a plan.
Its just more fun to think about kills versus pips. in my view at least. i dont want to rank up either.
Under the current system, youve got people who consistently get 2 and 3 kills... at low, low ranks.
Surely the optimal rank system says 'these players survive every match - lets put them against these killers who kill every match'. The survivor emblems arent so bad. They do now make sure survive a lot and get involved in the action and can't simply be carried. But I don't know why they need to keep skilled killers down at low ranks?
Wow. well, you must just be really good then. But look, we shouldnt be guessing at this. You should be able to say 'i'm rank x and i got there by being really good at what i do' - but i would argue that my matches today deserved a rank up. instead i got only a rank down.
Just don't see the need to micromanage killers. We had one purpose before and it didnt matter how we do it.
Nope. Gotta keep the gens around, play with your food, kill, and "punish" the tormented.
#becomethesociopathyoualwayswanted
You know what. Rank in this game is BS anyway. i dont even care.
Heh ;) Welcome to the fold my friend.
https://steamcommunity.com/sharedfiles/filedetails/?id=1086448725
Try to do this. I love it.
The salt becomes unreal.