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Figuring out when and where to use your guards, and keeping track of the order, is the biggest part of playing the knight well.
Survivors will run away from where you dropped the guard, almost 100% of the time. Because of this, you can guess where the survivors will run if they're on a gen. By positioning yourself and setting your guard opposite the gen, you can chase the survivors directly to you; give them the choice of getting hit by the guard or yourself. I use the guards more as hunting dogs; they chase the survivor towards me rather than getting the hit themselves.
MOST of the time, dropping a guard mid chase isn't a good thing; I know I lose track of the survivor easily while I"m in patrol, and they get a lot of distance even if I don't. The exception being if you have the carnifex (big executioner guy) in the batters box; he can break walls or pallets in one swing. If you get used to the distance you need to be from the the pallet in order to bring out the guard, you can break a pallet that somebody is trying to mind game you at, and use the short haste to make up the distance quickly.
Even if you're not in position to attack somebody at a gen, throwing a guard across the map to check to see if anybody's at a gen while you move on a different one can both create some solid split map pressure, give you information, and trick folk into thinking you're moving on a gen you're not going towards.
Try this with map of the realm and dried horse meat.
Knight can multi-task ,kick 2 gens at once, chase 2 people at once in opposite directions so the base kit is kind of some slowdown so i try not to use slowdown perks.
Knight is really good at loops / chase but not perfect so i don't really do those either.
Unpredictability perks work well on him, in the endgame. plus I like mori'ing every survivor at the end sometimes due to Game afoot seeing dead survivors as 0 chase time. so every hit after a rancor mori puts the next downed person as the new obsession.
When you down somebody, send out a guard to defend a point or scout before you pick up. Always be trying to have your assassin being the one that chases.
TL;DR
You have guards: use them as much as possible to pick up the slack when you’re busy doing something else.
Map of the realm - Literally required for the power to work half the time
Best 2 to run with it- Either dried horse meat (yellow for +4 chase time) or call to arms. IMO call to arms is superior as it makes sure you reach where you want with your power.
Never ever pay attention to which guard you're using outside of chase, or even in chase beyond using carnifex for a pallet. Strategizing with your knights wastes time. Purely use them for the relevant action you need done at any time (aka kicking a gen, patrolling/detecting someone, pressuring to not come by gens)
Only exception to the above is if the jailer -doesn't- detect someone. 24 seconds of them patrolling an area that's of no use is very bad. But map of the realm means they're very likely to detect people with the right placement.
Always drop the ghost as close to the survivors position as possible, or so that the detection drags over the locations they may escape to. Any amount of LOS from the model of the guard to the survivor will detect them, including up structures and balconies, which they'll fly to the point the survivor is at when detected.
Kicking gens with guards denies survivors touching it while regressing it by 5% each time (versus 2.5% base kick regression) this can save you generators by forcing the survivors off where otherwise they made geeed the gen in exchange for damage states.
Always multitask whenever you can with knight for max efficiency. Kick a pallet as yourself and then gen with a ghost at the same time. Use ghosts to pressure people off gens while chasing others. You effectively can be in 2 places at once with awareness and careful placement.
My build-
Map of the realm, call to arms
Jolt, Surviellence, Oppression, (Free slot/pain res/gearhead)
Gives you all the information you'll ever need for when and what gens survivors are pressuring. Use the ghosts to push them off gens, and kick the gens that aren't regressing yourself when oppression is up to get your gen aura spread to as many as possible. That + regression from oppression if they miss the skillcheck.
This build is about momentum and information, keep on downing and hooking while always having an general idea where survivors are and you'll usually whittle them down.
Other stuff-
If you're chasing a survivor that's being chased by a ghost, try to cut off the survivor with yourself. You can't bodyblock them, but you're trying to force pathing mistakes on the survivor that may result in the ghost getting a hit. Use the ghost aura to path yourself around structures.
If they're unhooking and you NEED the pressure, when they begin going for it bring your ghost orb to the hook and wait. If you see the hook move as they rescue drop the ghost. 99% of the time someone, either the rescuer or rescued gets detected as the ghost easn't chasing during the unhook.
There's other stuff, but just play them and get used to them. Only reason they're good is because 99% of survivors in mid MMR don't use the flags correctly. Higher skill players will use the flags, but yiu'll learn how to capatalize on that over time
(Ghost pathing sucks sometimes though, look up on youtube how their logic works)
If you have other questions feel free to ask
Knight is very versatile killer. But if you're still wondering what to choose perks like Sloppy Butcher, Fearmonger, Franklins Demise work great on m1 killers
If you're running alongside the ones you summoned, you're doing something wrong. The Knight's Guardsmen are meant to chase the survivor, and you meanwhile take measures to cut them off.
Another good bit of advice is to use the guardsmen to break loops. I'm not even talking about the pallet. I'm talking about a situation where you know they're either keeping you running around a pallet that was dropped or not. As long as you can see them, just do a quick summon of a guardsman and they'll ditch that loop real fast OR get chased by the guardsman they would be in range for.
Don't use the guards to defend a hook. It's pointless since when someone performs the unhook action, even if they were spotted mid-unhook the guard immediately disappears. The best option is to wait a distance when you know someone will go for the rescue, then set the trail to the hook and wait until they're unhooked before you have the guard appear and then they'll lock on to whoever they spot first.
The gens are where you should focus your attention, not just throwing out guardsman trails randomly. Perks like Discordance, Gearhead, Rancor, Nowhere to Hide, and other gen-related reveal perks are great for the knight, because you don't need to know exactly where someone is, just where to look. Then, while you're still juuuuuuuuuuust far enough for them to not know you're setting the trail at them, you set it and overshoot the gen ever so slightly so that you guarantee someone is spotted, and meanwhile you're at the perfect distance to see which direction the guardsman is chasing someone so you can easily cut them off.
Don't leave useless trails up. If you send a guardsman toward a gen or off somewhere and they don't find someone, don't just leave the patrol active. Go smack the guardsman to get them to leave so the power resets and you can send it somewhere else. When a guardsman isn't chasing someone or hasn't found someone you know is in the area, they're wasting time.
You can't bodyblock someone being chased by a guardsman. They run right through you. Experienced survivors know this and will run for you to take the single hit you make as opposed to getting hit by the guardsman then downed by you in the combo hit.
Using guardsman for things like breaking pallets, walls, and kicking gens is something I almost never do. I opt to put all patrols toward chasing survivors off gens, and that has done wonders for me. It's also worth noting that any perk that affects damaging gens and pallets does NOT apply when a guardsman does it. It has to be you.
Guardsmen can be great defenses when you know someone else is nearby waiting to pallet stun you or blind you as you go to pick someone up. Just give a quick burst for the route for them to stay basically in place and then you pick up. Anyone tries anything they'll be spotted and stopped.
EDIT:
Some things I forgot to mention - You can actually set patrols THROUGH vault windows, so you don't necessarily always have to circle around walls to set a path.
Guardsmen can spot people above or below them as long as they are within the radius and in view.
The downside to this is that you can't set paths up or down high ledges.