Orion172
Orion172
About
- Username
- Orion172
- Joined
- Visits
- 21
- Last Active
Comments
-
@Ula said:
I think it's not correct to tell people what they must do and not do.
However I would like face camping for instance being more interactive. The only viable counter play to it being "finish all generators as fast as possible" is not amazing.
I wish too camping and tunneling were mitigated by making them weaker, but that will not stop some to continue face camping or tunneling even if it becomes not viable. Just make it fun is what I wish for.
@Ula said:
I think it's not correct to tell people what they must do and not do.
However I would like face camping for instance being more interactive. The only viable counter play to it being "finish all generators as fast as possible" is not amazing.
I wish too camping and tunneling were mitigated by making them weaker, but that will not stop some to continue face camping or tunneling even if it becomes not viable. Just make it fun is what I wish for.
Shouldn't have to tell them it's bad etiquette, most times tunneling campers get low scores but still do it cos they are scared to not get any kills. It's getting ridiculous now, 7 out of 10 games is like this. It's getting very boring.
Perhaps they come up against a team of Loopers who they can't catch so camp and tunnel to retaliate.
I thought we were playing to have fun but it seems not. Is this a game for trolls only?
-
@Chocolate_Cosmos said:
30 seconds by default it takes for hooks to respawn.
And no, I disagree. The perk is designed for "annoying" playstyle of "lets sabo hooks in killers face" gameplay. This perk is fine as it is. No need for buffs.
I disagree. Even if you manage to sabo a hook before the killer gets a survivor there 90% of the time they still have time to get to another hook. So it's pretty weak so why not try and balance the game a little by giving survivors something to work with and have 2 minute respawn times. If we use Sabo perk it has a cooldown of 60 seconds anyway and toolboxes have limited charges so it's not gonna be op.
-
@FrostyEyesSusie said:
I'll accept penalties to facecamping if the following changes are implemented:
1) Clicking a flashlight more than once every 3 seconds near or in view of the killer will cause the flashlight and add-ons to explode, which will also put the survivor in the dying state
2) Crouching more than ince every 3 seconds near or in view of the killer will cause the survivor to be inflicted with a 70% slowdown debuff for the next 10 seconds
3) Clicking a flashlight or crouching at all within 16 meters of an open hatch or exit gate will cause the hatch to be closed and the exit to be blocked for the next 20 seconds, as well as making the survivor exposed and moriable regardless of hook state or offerings
Do we have a deal?
Face camping or camping in general changes the flow of the game by forcing players to abandon a hooked survivor and just quickly get all the generators done (hence getting no points for altruism) Go for the rescue knowing the killer is sure to either knock down the rescued survivor and rehook them killing them quick or knock down the rescuer (and we all take turns on the hook, hence no points for objectives) Camping games are always boring and give very little points to all. camping killers usually get around 20000 pts. Survivors get between 5000 and 14 to 15000 usually losing a pip or barely holding on.
Whereas I've had many non camping games where 1 or 2 players survive and the killer can get up to 32000pts and all have had FUN. I don't mind being hooked and killed as long as the gameplay was FUN.
As for the 3 points you listed as needing addressing as much as face camping ...... they make no difference to gameplay whatsoever.
-
@FrostyEyesSusie said:
I'll accept penalties to facecamping if the following changes are implemented:
1) Clicking a flashlight more than once every 3 seconds near or in view of the killer will cause the flashlight and add-ons to explode, which will also put the survivor in the dying state
2) Crouching more than ince every 3 seconds near or in view of the killer will cause the survivor to be inflicted with a 70% slowdown debuff for the next 10 seconds
3) Clicking a flashlight or crouching at all within 16 meters of an open hatch or exit gate will cause the hatch to be closed and the exit to be blocked for the next 20 seconds, as well as making the survivor exposed and moriable regardless of hook state or offerings
Do we have a deal?
Face camping and camping in general changes the flow of the game by forcing players to either abandon a hooked survivor and concentrate on generators (hence not getting any score in altruism) Trying the save knowing they will probably get caught, hooked and camped themselves or help the killer focus on one player and rehook them quickly to get the kill (hence little to no points for objectives).
90% of games with a camper the survivors are lucky to barely hold their pips, and it's usually a boring game with very little fun. And a lot of those games scores usually range from 5000 to 14 or 15000 whereas the killer gets around 20000. to me it feels like they are hijacking the game.
Yes the killer mostly gets a higher score than survivors for some reason but I have played many fun non camping games where 1 or 2 survivors escape and the killer still gets 25000 to 32000. and even if I get hooked and killed in those games ...... It's fun.
The 3 examples you say need addressing make absolutely no difference to the flow of the game.
-
@joschmoblo said:
Probably 30-40% or more of the matches I’m in are hook campers, which ruins the game play.
A suggestion I have is this .. if someone is hooked and the killer stays within or lingers close to the hook radius of XX distance for more than XX seconds teleport them to the emptiest part of the map and disable any special abilities for XX seconds. Basically give them a penalty for camping.
I think that is fair and would discourage camping, and encouraging the chase and hunt the way it was meant to be.
I agree that hook camping needs addressing. How about Making a perk like Borrowed Time have an extra part such as when a survivor with this perk equipped is within the killers terror radius and also within a certain distance of a hooked survivor for more than say 10 seconds it activates endurance for the rescuer also. That way it forces the chase and combats camping. But once Exit gates are open it doesn't activate cos sometimes camping is necessary then.
-
@joschmoblo said:
Probably 30-40% or more of the matches I’m in are hook campers, which ruins the game play.
A suggestion I have is this .. if someone is hooked and the killer stays within or lingers close to the hook radius of XX distance for more than XX seconds teleport them to the emptiest part of the map and disable any special abilities for XX seconds. Basically give them a penalty for camping.
I think that is fair and would discourage camping, and encouraging the chase and hunt the way it was meant to be.
Or tailor a perk to combat hook camping. How about making Borrowed Time also give the person unhooking a survivor Endurance? Obviously the killer would be hot on the trail of one of them but then they would be in a chase rather than just taking turns to go on the hook. They could make it so when in a killers terror radius and also within a certain distance of a hooked survivor for a number of seconds the perk activates Self Endurance so that you cant just use it all the time but only when there's an active camper.
But then after the gates are opened this should be disabled as sometimes camping at this point may be the only way to secure the kill. That's fair enough.