Alkavian

The Playbook - Techniques and Strategies

88 posts in this topic

On 9/18/2017 at 5:18 PM, A.J. Mason said:

Well done as usual.

Just to add one point that people still seem to have some misconceptions about. Stealth ONLY affects the noise pings a character creates. It has no bearing on Jason's sense or whether or not you make noise while hiding or when the power gets knocked out. Please correct me if I'm wrong but I'm pretty sure this is accurate.

Correct. Composure and current Fear level affect if a counselor will cry out or stumble. Stealth is pings only.

 

On 9/21/2017 at 0:11 PM, Tommy86 said:

I do not think I am the only one who holds truth in the discussion. In regards to the +Sense trait, I am neither conclusively right or wrong, but I do have good reasons for the conclusions I have come to. Let me break down my thinking for you  -

+Sense works one of 3 ways:
1. Accelerates the growth of the radius up to a certain point 
2. Has a wider radius from the start and all the way up to Rage
3. Doesn't affect the radius at all, only cooldown

Play style aside, I am not aware of hard evidence that supports 1 or 2, and I'm not certain I've observed any myself. As no one else can say for sure, I'm inclined to think that either radius isn't affected or it's only of marginal value in gameplay. Not to mention Rydog, who researched this area extensively, came to the conclusion that +Sense has no effect on radius.

So I was reading and came across a thread regarding Sense. There is a lot we do not know about certain mechanics and their interplay, however I'll put my two cents in regarding Sense. Rydog demonstrated that Sense has a basic starting radius shared by all Jason's. Very useful to know.

USE THE FORCE...JASON

Sense.jpg.4a9571dbe504dff10c184fcc5c4d04f5.jpg

COMPOSURE:  Does not directly affect Sense. Composure affects the accumulation rate of Fear on counselors. Counselors with higher Composure gain Fear at a slower rate than those with lower Composure. Composure does other things which we will not get into.

FEAR:  Sense detects, and is affected, by the Fear level of a counselor. Thus, it is INDIRECTLY affected by Composure which governs how fast a counselor gains Fear.

My take on Sense:

+Sense and -Sense only determine how fast the ability will recharge. That's it. I've never actually seen any evidence to suggest otherwise (doesn't mean I'm right of course, so please bear in mind this my opinion). This detection range is the same for all Jason's. Empirical evidence and testing by forum members has led me to postulate this is how Sense works (more or less).

   a. I've illustrated this in the graphic above as the yellow-orange circle. The blue dots represent auto-detect for ANY counselor regardless of Fear level (assuming they aren't running perks).

   b. Jason can detect counselors beyond the basic range, but only if they have accumulated enough Fear. Because Fear has a maximum threshold (loss of mini-map panic), it logically follows that Jason would have a maximum detection range. The distance between the basic detection range and maximum circumstantial detection range is purely dependent on the counselor's current Fear level.

   c.  Rage drastically increases the basic range and by proxy pushes out the circumstantial detection range (theoretically). Rage also eliminates the possibility of hiding spots negating Sense detection. Only perks may still help.

What is unknown?

1. Does the basic detection range get larger as the match progresses?

2. Does Rage push out circumstantial detection or just cause Sense to treat every counselor as maximum fear (thus absorbing the circumstantial detection radius)?

3. How much does Rage actually increase the detection radius?

4. If circumstantial detection is still a thing post Rage, is it multiplied too?

5. What are the actual distances, using some unit of measure, for the detection radius? Maybe it could be measured in Jason paces at a slow walk? It is a defined distance for the basic range, as Rydog showed, but he didn't make an effort to quantitatively assign a distance with a unit of measure than everyone could utilize.

6. How many Fear thresholds do counselors have since the level of fear is hidden? You can only observe their actions and how your HUD is affected. It seems like there are three thresholds, but I certainly could be wrong. No Fear/Scared/Terrorized (no map).

Not the most concrete answers that I can give, but hopefully it might help you visualize how Sense "seems" to work and help with your own theory craft. I'm 90% certain I have the basics of the mechanic correct. Post Rage is another story.

 

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@Alkavian great post, and wonderful thread too. This is exactly what I'd love to see more of on this forum. I have a lot of thoughts on this, but I will have to add them a little later.

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On 9/22/2017 at 3:51 PM, Tommy86 said:

@Alkavian great post, and wonderful thread too. This is exactly what I'd love to see more of on this forum. I have a lot of thoughts on this, but I will have to add them a little later.

Please do my friend. I'm not the all knowing purveyor of bullsh...information. I simply use this thread to provide snippets to help newer players and dispense a little bit a levity.:lol:;)

 

WEEK 4 - a bit late

 

JOMMY TARVIS – “Holding out for a Hero!”

 

Do you have serial killer problems? The persistent kind of issue that the application of excessive police force just won’t handle? Is the hero you hoped for not the hero you got? That’s what you get for using brand-name Rambo’s.

 

Try Jommy Tarvis! Twice the killin’ power at half the cost. Jommy Tarvis brand heroism will put that name brand poser to shame! Do you want a hero tougher than a pillow made from scavenged Special Forces berets and stuffed with Sean Connery’s chest hair? More potent than an overdose of Viagra? More effective than the pull-out method after the misfire? Say no more. Jommy Tarvis is for you friends! Just download here for three easy installments of $29.95. But wait there’s more!

 

 

tumblr_inline_oinllr7CxT1uc9ajh_250.gif

 

OK, joking aside, there seems to be a very common issue of people spawning as Tommy Jarvis and leaving their comrades to die. It’s not for me to say HOW you should play the game, but Tommy is meant to be a boon to the counselors and give them a slightly better chance at escape. He is an ace in the hole, albeit one that seems to have decided one shotgun shell will do.<_<:blink: For those new to the game here are some facts about Tommy…or Jommy.

1. Tommy Jarvis spawns with the Walkie-Talkie, the Map, and a Shotgun.

2. Tommy has maximized stats. 10’s in every category which are actually superior to the 10’s on basic counselors. As an example, Tommy’s Stealth stat is more effective at negating sound pings than AJ’s even though they both have 10’s.

3. Tommy enters play with whatever perks the player that spawned as him had on their previous counselor who died/escaped in the match.

This means that Tommy can do any playstyle. You want to be a repair guru? He can do it. You want to stand and fight Jason? He can do it. You want to be a Stealth ninja? He can do it. Whatever playstyle you prefer, he is going to be better at it than any counselor.

How to be better at Tommy:

 

A. While you are spectating pay close attention to what is going on in-game and listen to those in the dead pool with you. Find out where the parts are located. Find out where bodies with valuable items are. Pay attention to what objectives need repaired. Be ready – just in case you become the hero.

B. Don’t think you need to rush straight to the counselors and be a body guard. This helps if the cops have been called or have arrived, but if nothing is done yet…FOCUS on OBJECTIVES.

C. Jason players tend to kill off smart counselors first because most fixers are slow physically, but highly effective at objective completion. They are prime targets. Pick up the slack. Tommy is a beast and if you have a lobby full of Tiffany’s, Bug’s, and Vanessa’s…they WILL NEED YOUR HELP FIX STUFF.

D. Give the shotgun to a counselor (for self-defense). Tommy is better with a melee weapon anyways (preferably an axe or machete) if you plan on leaving the door open to kill Jason. Anything will do in a pinch however.

E. Delay and distract Jason as need be, but don’t think you have to get yourself killed in a blaze of glory. Intervene to save counselors or get Jason off their backs. If they are doing OK, don’t think you need to go find Big J to give him a hug. Focus on objectives.

F.  I would suggest if there is a spot available in a vehicle escape, let the counselors take them first. Do what you can to get them to safety as a priority.

@GunMedia_Benhas already noted they are working on making playing Tommy altruistically more rewarding to encourage the heroic aspect of the character. In the meantime, you can CHOOSE not to be the douche and play Jommy Tarvis. The real hero of the game as it is now.

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Ok so finally I can post this now that the forums are up. Thanks @Alkavian for opening my mind to some more ideas on it. I have a tendency to overcomplicate analysis like this, so apologies in advance if that's the case.

Based on your theory (if I am understanding correctly):
Sense has a base "guaranteed detection" range, but outside of that, only a "potential detection" range that is intrinsically linked to Fear. So it's not that the base range of Sense ever grows, but that Counselors' increase of Fear enables Sense greater distance, up to a certain point - which Wes describes as practically the size of the map (will quote later). The more Fear a Counselor has, the further away they will be detected.

What impact this has on a match:
It would mean that Sense detection, outside its base circumference, only operates in typical gameplay where Jason interaction with Counselors and other Fear generating activity eg. power box destruction would occur. However, in atypical gameplay where a Counselor could hypothetically remain at 0 Fear at a distance outside of base, Sense would never detect the Counselor - presumably until Rage. Essentially, without Fear, Sense would not grow.

Alternative theory:
While I don't necessarily disagree with the above, I do have some reasons for thinking otherwise.
I will start with Wes' quote here: 

"Next we tuned Sense to work on proximity to Jason’s location. Think of Sense like a net he casts out. At the start of the match, the “net” is only so big in circumference. Meaning if you’re on the other side of the map, and Jason is on the other, when he uses sense, he won’t see you yet. As the match continues, and he gets stronger, his “net” gets wider and wider. Once Jason hits “Rage” his net is practically the entire size of the map. Thus making “Rage” even more powerful and increasing tension near the end of the match."
Link

This visualisation of the "net" is what was behind the ideas I posted in the other thread. What is uncertain here, however, is whether the net gets wider because of an assumption that Counselors' Fear will rise, or whether the net widens independently of Fear levels over the course of the match. We do have Rydog's research to consider in regards to this though:

"The Sense ability allows Jason to see counselors' current positions, if they are in his vicinity. Sense ranges naturally expands as the game goes on."
Link

"Higher Fear allows Jason to detect you from further away, and on top of this, his Sense radius naturally expands as the match goes on."
Link

As this information appears in 2 different guides he posted, it seems he is fairly certain about it. What is lacking though is how he came to this conclusion in the first place.

What impact this has on a match:
It would mean that the "guaranteed detection" range of Sense - which I will now call "The Net" - expands during the match, and would detect even Counselors with 0 Fear at distances where it previously could not. However, a maximum "potential detection" range based on Fear levels would still exist outside of it, which the Net would be gradually catching up to - I will now call this "Fear Sensitivity Range".

What this means in terms of gameplay is that as the match goes on, your ability to detect Counselors at further distances - regardless of Fear - would be increasing all the way up to Rage.

How would the Net grow indepedently of Fear Sensitivity?
I can think of two ways it could work -
1. Your Rage meter is your "guaranteed detection" meter. The more it fills, the more ability you have to detect Counselors at greater distances. As time is not the only factor for Rage accumulation, it means the Net would expand based on other factors too eg. Damage taken.
2. The Net expands at a fixed rate within the 20 minute match, making time the only factor. With Rage accumulation having a variable timeframe, its activation would act as an override for whatever stage the Net's size is currently at, instantly increasing it to max.

Ways it could not work:
1. Every time you enable Sense. If the Net were to expand every time you enable it, regardless of duration, you could increase your distance at a fast rate simply by toggling it on/off. Since cooldown is only based on the time to refill the amount you depleted, it would make Sense broken.
2. The duration at which you leave Sense enabled. If Sense were to expand only after the full amount has depleted and refilled, it would make it broken for the opposite reasons, in that by toggling it on/off you would either a) never increase your distance or B) if the game calculates total duration time, it would increase at a far slower rate.

What happens after Rage:
I am under the impression that Sense, once in Rage, will 100% detect a Counselor within its maximum range (whatever that may be) regardless of Fear. If this is the case, circumstancial detection would not be a factor. I will use Rydog yet again as a source here:

"Hiding spots (beds, closets, tents, and outhouses) are extraordinarily binary. Prior to unlocking his Rage ability, Jason can never Sense you while you are in a hiding spot...On the flip side, once Jason receives Rage, there is nothing you can do to keep off his Sense radar. Your location will glow red no matter your Fear level."
Link

So if there is nothing a Counselor can do to keep off the Sense radar, and if the net is now "practically the entire size of the map" as Wes said, then there is nowhere left for Sense to grow in regards to both distance and sensitivity. 

Looks like I've definitely made this post longer than I intended to - I hope it helps anyway and thank you to everyone who reads it. Due to the random nature of the game, and the amount of variables in each match, it can be difficult to observe what exactly is happening during normal gameplay. However, I have come up with simple ways we can test everything here under controlled conditions, but I will leave it for the next post.

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57 minutes ago, Tommy86 said:

"The Sense ability allows Jason to see counselors' current positions, if they are in his vicinity. Sense ranges naturally expands as the game goes on."
Link

"Higher Fear allows Jason to detect you from further away, and on top of this, his Sense radius naturally expands as the match goes on."
Link

As this information appears in 2 different guides he posted, it seems he is fairly certain about it. What is lacking though is how he came to this conclusion in the first place.

What impact this has on a match:
It would mean that the "guaranteed detection" range of Sense - which I will now call "The Net" - expands during the match, and would detect even Counselors with 0 Fear at distances where it previously could not. However, a maximum "potential detection" range based on Fear levels would still exist outside of it, which the Net would be gradually catching up to - I will now call this "Fear Sensitivity Range".

What this means in terms of gameplay is that as the match goes on, your ability to detect Counselors at further distances - regardless of Fear - would be increasing all the way up to Rage.

........

What happens after Rage:
I am under the impression that Sense, once in Rage, will 100% detect a Counselor within its maximum range (whatever that may be) regardless of Fear. If this is the case, circumstantial detection would not be a factor.

 

Rydog doesn't really say how he came to the conclusion, as you noted, however following your logic is VERY plausible. It seems that it certainly could be a case of circumstantial detection only existing pre-Rage. The early part of the match is simply the base detection net slowing expanding to envelop what was RNG determined prior. Once Rage happens, the circumstantial detection no longer exists and the base detection receives a multiplier for range. Nice post @Tommy86.

EDIT: It is also very likely that IF the base detection radius is expanding, it would be tied to the actual Rage meter. Rage in and of itself has an auto-engage point, but can come on sooner if Jason has been taking a bunch of damage. Sense radius would probably scale in accordance with Rage and the threshold that it will engage.

"Based on your theory (if I am understanding correctly):
Sense has a base "guaranteed detection" range, but outside of that, only a "potential detection" range that is intrinsically linked to Fear. So it's not that the base range of Sense ever grows, but that Counselors' increase of Fear enables Sense greater distance, up to a certain point - which Wes describes as practically the size of the map (will quote later). The more Fear a Counselor has, the further away they will be detected."

I know there is a basic range of detection. It's observable and Rydog demonstrated that it exists. I'm not entirely sure if it grows pre-Rage, but I do know it is much larger post-Rage. I like your theory that it does and it may be tied to the accumulation of Rage (assuming I understand you correctly).:) It would be simple enough for those with the time and resources to test it. Do a 0 Fear detection test at the start of the match, do another at about 10 minutes, and a final one post-Rage. The 10 minute increment should give a measurable indication of a change in the basic range.

 

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8 hours ago, Alkavian said:

Rydog doesn't really say how he came to the conclusion, as you noted, however following your logic is VERY plausible. It seems that it certainly could be a case of circumstantial detection only existing pre-Rage. The early part of the match is simply the base detection net slowing expanding to envelop what was RNG determined prior. Once Rage happens, the circumstantial detection no longer exists and the base detection receives a multiplier for range. Nice post @Tommy86.

EDIT: It is also very likely that IF the base detection radius is expanding, it would be tied to the actual Rage meter. Rage in and of itself has an auto-engage point, but can come on sooner if Jason has been taking a bunch of damage. Sense radius would probably scale in accordance with Rage and the threshold that it will engage.

Thanks, I agree that if base detection is expanding then it would be likely and logical for the Rage meter to be its visual representation. 

8 hours ago, Alkavian said:

I know there is a basic range of detection. It's observable and Rydog demonstrated that it exists. I'm not entirely sure if it grows pre-Rage, but I do know it is much larger post-Rage. I like your theory that it does and it may be tied to the accumulation of Rage (assuming I understand you correctly).:) It would be simple enough for those with the time and resources to test it. Do a 0 Fear detection test at the start of the match, do another at about 10 minutes, and a final one post-Rage. The 10 minute increment should give a measurable indication of a change in the basic range.

Yes you are understanding correctly, if it is tied to the Rage meter then it would be forced to scale with the accumulation of Rage - which means taking damage would also increase your Sense ability. 

Here are some quick tests I came up with to help provide evidence - 

Does Sense gradually increase its range to detect Counselors regardless of Fear?
1. Have a counselor stand just outside of Sense range at the beginning of the match, in a well-lit area where they can maintain low Fear level 
2. Activate Sense periodically to see whether the Counselor is detected as time goes on
3. Additional - Perform the above steps with Counselor inside and outside a cabin to see whether it makes a difference to detection

If Sense does gradually increase, is the rate of increase tied to Rage meter?
2 Counselors are needed for this.
1. Have counselor #1 stand just outside of Sense range at the beginning of the match, in a well-lit area where they can maintain low Fear level
2. Have counselor #2 attack you to increase your Rage meter, and activate Sense immediately after
3. Perform step 2 repeatedly to see whether you can detect counselor #1 immediately after a Rage increase. Observe how many repetitions / amount of Rage needed to detect. 

+Sense
The game defines +Sense as "Increased Sense duration and range". I am of the opinion that it does not increase range, as I have neither observed any meaningful difference in gameplay nor seen any hard evidence to support that claim. A good example of existing misinformation in the game is the description of Stealth, which reads "reduces the amount of noise generated and Jason's ability to Sense" - but we know for a fact it has nothing to do with Sense, only visibility of pings. Based on that, we can reasonably assume there may be other stats that are operating differently to how they are described.

There is an easy way to test +Sense effects on range:
Have a counselor stand at the same distance as the previous tests, just outside of base Sense detection, and observe whether +Sense can detect the counselor. If it has any meaningful benefit to range, it should be able to. 

I did have more ideas for tests in regards to expansion rate and distance calculation, and more examination of Rage, but it is logical the above should be done before moving onto that. I would like to perform the tests myself but it may be difficult, so anyone who is interested and has the time, I'd love to see what results you come up with. I am also open to suggestions on which map and which areas would be best to use for the tests, and any other improvements you can think of. 

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WEEK 5

COUNSELOR SEEKING MISSILE:  Who do I eliminate first?

For those who have not figured it out, there is a surprising amount of strategy built into a game designed around playing a movie villain. Sure you CAN just wander around the camp and attempt to hunt down whomever happens to cross paths with you when playing Jason, but you’ll have to up the ante if you expect to wipe lobbies full of seasoned players. This is NOT the only way to play, but it can help you make the efficient choice, in the moment, if you're not sure how to deal with who is around you as Jason.:wacko:

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Know your objectives and how they’ll be attacked:

1. Be aware. What is on the map? Where is it?

2. Pay attention to what counselors are in the match. Know their capabilities. A lobby full of Vanessa’s and Bug’s isn’t much of a threat to your objectives; just your patience. A lobby full of Debs, Chaps, and AJ’s can be a nightmare…”Shit, I just heard them mess up at the phone. :::cue starting car::: You’ve got to be kidding me, I was just there!”

 3. Pay attention to when Tommy is on the map. HE IS AN OBJECTIVE. If you see his house, cut the power. If they haven’t called him, the radio won’t work until they fix it.

4. Listen for Mommy's cue that someone is after the sweater. You'll know provided someone doesn't have your mask.

Killing by the numbers:

1. When you Morph into a new area. Survey who is there. Listen to counselor voice lines (Hooray! They all work now) if you can’t see them. You can also listen for player voices you recognize and check to see what counselor they chose for the match (metagame them).

2. Whoever has the best Repair dies first (LaChappa, Deborah, A.J., and Adam). These are the four horsemen of escape – These four + Tommy are typically cancer to your success. They are of the greatest value to eliminate because they have little issue repairing effectively.

3.  If you have to choose between a male character and a female, always kill the female if they are of equivalent value, or if the female is of higher value because she has good Repair. The reason is simple; they can carry the sweater. Stopping Repair characters is 1st priority, but gender can differentiate for more precise situations. Just remember the sweater is situational, the other objectives are absolutes.  For example -

a.       Adam vs Jenny…Adam (One of the four horsemen) dies first.

b.      Adam vs AJ…AJ dies first (they are both priority – AJ is a female).

c.       Vanessa vs Chad…Vanessa dies first (female).

4. Kill the one carrying the repair part. This trumps gender but NOT the four horsemen. If you see Chad running some gas and LaChappa creeping around nearby. The nerd dies! Likewise, if Chad is running some gas and Jenny is loitering about. Kill Chad! Jenny is poor at repair and so is Chad, but he has the part. Stop him!

5. Kill the wounded. No particular priority here. Be opportunistic; especially if they are Tommy.  The less people working against you, the better position you are in.

6.  Nobody is worth more than 3 minutes of your time unless they are escaping in a vehicle or trying to kill you. Don’t tunnel. Not for any reason other than they are the last damn person on the map. Stay aware and unpredictable!

7. USE STALK! One more time. USE STALK!:ph34r:

 

   giphy.gif

    There are lots of options. If you're new, hopefully these may point you to a higher kill count. Good luck!

 

 

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Wow, loving this thread!  Definitely picked up a few good takeaways already.

True to my username, I'm often in a situation where I'm the final guy.  Usually with about 5-7 minutes left.  In the early days, I could just stealthy tip toe around the perimeter of the maps and/or non-cabin areas to survive the night (usually as AJ or Jenny with some Sense Avoidance perks).  This was mainly because the unfinished objectives became over patrolled death traps.  As players had more time to become better Jasons, this strategy worked less and less.

So what's your advice for surviving the night as a final guy (or girl) when the police have *not* been called and there are no finished objectives? 

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Depending on the amount of time left my personal favorite thing to do as the final person is go chill behind Jason's shack and run out the clock.   

From my experience not many Jason's bother to check there if they don't get the audio cue from someone entering.   On the downside if Jason does happen to check chances are you won't get away.

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1 hour ago, final_guy said:

Wow, loving this thread!  Definitely picked up a few good takeaways already.

True to my username, I'm often in a situation where I'm the final guy.  Usually with about 5-7 minutes left.  In the early days, I could just stealthy tip toe around the perimeter of the maps and/or non-cabin areas to survive the night (usually as AJ or Jenny with some Sense Avoidance perks).  This was mainly because the unfinished objectives became over patrolled death traps.  As players had more time to become better Jasons, this strategy worked less and less.

So what's your advice for surviving the night as a final guy (or girl) when the police have *not* been called and there are no finished objectives? 

Find a location where there are several cabins nearby each other and start window hopping through all of them until the clock runs out.

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On 10/1/2017 at 2:30 AM, final_guy said:

Wow, loving this thread!  Definitely picked up a few good takeaways already.

Thank you kindly for the feedback. I'm glad it has been helpful.

 

On 10/1/2017 at 2:30 AM, final_guy said:

So what's your advice for surviving the night as a final guy (or girl) when the police have *not* been called and there are no finished objectives?

That can be tricky. Worst case scenario huh?:unsure:

1. Rage mode engages between 12-15 minutes into a game. It depends on how often Jason has been hurt. Hiding will generally only help until Rage ensues. Sure, sense avoidance perks can be used, but competent Jason's will spam Sense to get the RNG to find you more often than not.

2. Avoid the objectives if you are alone. You'll most likely die if you try to get them going. Jason's will patrol them heavily. If you have the keys, and the car is done maybe give it a go. At least if he stops the car you can get out and run. I'd avoid trying a boat escape.

3. Get near a cluster of cabins away from the objectives. You may need plenty of windows and doors to put between you and Jason. If he is in Rage, they are only a minor inconvenience, but better than nothing.

4. Go to out of the way campsites if there are no building clusters that suit your needs. But only do this if you got good Sense avoidance perks equipped for that fleeting chance at non-detection. If Jason hasn't located you yet. Don't sprint and create extra noise pings. Jog to where you need to go. He may Stalk/Shift you, but it's a chance you'll have to take. As soon as you know he's there. Game on. Lace up your track shoes and get ready to maneuver.

5. If surviving the night by hiding is your play style, get the Sense avoidance perks that will be the most useful for situational instances. They generally have the highest avoidance percentage. As an example, using Heavy Sleeper (I have the Epic version), I can get 25% Sense avoidance hiding in a tent. I can stack that with generalized Sense avoidance for better than 33% chance to avoid if I am hiding in a sleeping bag. I can pick an out of the way campsite and hide with a decent chance to avoid Jason's Sense ability. If he shows up, I can make a run for it if he picks the wrong tent.

6. Grab a good stunning weapon (Bat, Wrench, Pipe, etc.). Flare guns are fine, but be sure that if you make a temporary stand you have something melee to grab. Get good at ambush stuns. Hide out of Jason's view and clock him when he breaks down a door. It is much easier if he uses the Rage mode break animation (super easy to auto-stun him if your timing is on). If he is Combat Stancing the door...steer clear. He'll probably block or pluck you should you go for the strike (I would). Ambush stun these Jason's from hallways and indoor doors if you decide to go for an attack.

7. Anticipate what Jason needs to do the corner you and kill you. Maneuver to always keep obstacles between you and him. Be ready to juke when transitioning between cabins. Lots of players use looping strategies to do this. It will only work for a while if the windows and doors are broken. Always be ready to move on to another stand-off area.

8. Pop into indoor hiding places if Jason is pursuing you through a big cabin and loses sight of you. AVOID CLOSETS. Pop under a bed, wait until he moves on thinking you are still fleeing...then come out and maneuver. Remember hiding spaces greatly BOOST stamina regeneration. You'll need all that you can get to keep evading Jason.

To be frank, you'll probably get killed a lot. If you're good and the Jason is only OK. Your odds aren't terrible. Last one alive, with nothing done, and trying to outlast the clock will come down to you out-witting Jason and out-playing your opponent. Just remember in this kind of situation, it's not just one thing that will save you. You really do have to get good at ALL ASPECTS of counselor play...being sneaky won't be enough. Being aggressive won't be enough. Be smart alone won't be enough. Being versatile will save you.

12a6978405c1dbb021d336a1ce894cd8.gif

 

 

STABBY-POKEY GOODNESS – Let's throw knives.

Fzf8eBR.gif

 

Well I’m certain that you all are aware that Jason has throwing darts/knives. Some players have gotten downright evil with how effectively they can throw them. The knives have so much more potential than purely dealing damage. Here is a quick list of things that might help you utilize your knives a bit more effectively.

1. Avoid long tosses unless the target is stationary. The Hail Mary toss can hit counselors but it will often miss. That is because you have to aim high since the knives have a decent drop-off curve with distance. If you must aim at a distant target, put the reticle at the top of their head. From a decent distance away you may still hit them in the buttocks.

2. Avoid excessive aiming time. Counselors can dodge much more easily if they see you with your arm raised up for an extended amount of time. Those counselors fleeing and using their “look back” button can easily dodge your tossed knives.

3. Get good at the “snap toss”. Short range quick throws are very nice. Use Jason’s right shoulder (at the crook between his neck and shoulder) as an ad hoc aiming reticle. You may have to feel it out a bit depending on how you tend to roll with your 3rd person camera point of view. Basically, put your chase cam nearly behind Jason and level. Adjust from that point until you get a grip on where you’ll have to aim. At shorter ranges (15 Jason paces or less) you can often just tap the throw button and nail a counselor without wasting the time to hold-to-aim. This takes practice!

4. There is a slight delay after throwing a knife until a new one can be tossed. About ~2 seconds. Be aware of that before you make a throw.

5. Use the knife to interrupt counselor actions. Hit them going through a window. Hit them when they are trying to install a part. Hit them when they are recovering from jumping through a window. Hit them when they try to heal. You get the point. INTERRUPTS can buy you time on objectives if the counselors are clustering up to protect someone fixing something. Don’t just wade into the fray. Toss a knife and reset the QTE for the person doing the repairs (especially if they have low Repair). Move in and fight. Snap toss to keep the objective pinned so they can’t finish it.

6. Pick up knives every chance you can unless you are actively chasing. Even those good with knives still tend to miss a good percentage of their throws. You can’t have too many interrupts stashed away for a critical moment. Try to bear in mind that knives CAN kill, but they are better suited for INTERRUPTING/HARASSING.

7. Knives can help slow down faster counselors. If you get close and miss with a grab or Shift-grab. Snap toss a knife if they are close and put a little hurt on them.

8. Pressure resources. Don’t let counselors burning healing to offset knife damage frustrate you as Jason. They are consuming limited resources. This is a good thing in the long run for Jason.

9. You can use knives to break second story window. If you feel compelled to break a higher window; a knife can do it.

FFSsCGd.gif

Well, there you go. Knifes are items that shouldn’t really be thought of as killing devices in F13 the Game. They are activity mitigation tools. Don’t let your tool box run empty. Good luck everyone!

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Here's a bunch of stuff:

  • When a counselor dives through a window, they have a slow recovery animation, which as Jason gives you plenty of time to get a free hit with a knife, and a possible limp.
  • If a counselor is trapped in a small cabin, break all the windows except the one nearest the door, then hide around the corner and hit Stalk. As long as you don't move, this lasts well over a minute - something most people are unaware of. Eventually, assuming you've gone, they'll climb out the unbroken window for a free kill. You make sure it's by the door in case they decide to leave that way instead. They'll almost never go through a broken window.
  • I don't do this, but if the police are called in the first few minutes, hiding under a bed/in a closet, is actually a good idea. Jason can't sense you until he gets Rage, and unless he manually visits every single house, and destroys every single hiding place, he'll never find you. I usually work on backup plans like fixing a car, but if you stay away from the action, you'll almost certainly survive the 5 minutes or less required.
  • In combat stance, you can often hit Jason while he breaks windows from the safety of the inside. It's not 100%, but it's often a free hit.
  • Tommy is a silent swimmer, according to his minimap (though needs testing with Jason to make sure). If so, if counselors have died in the boat near the exit, and you're feeling like a scumbag, you're often safe to swim there as Jason won't see the noise pings he'll be looking out for.
  • Packanack now has two shotguns in the main house. The second is resting by the fire. Higgins often has a second shotgun too. If Jason's shack is on the island, the campsite below the graveyard has a 50% chance of spawning one on a table. If it isn't there, it gets replaced by an axe in a stump.
  • If the police get called, a few minutes later it's often worth randomly morphing near one of the exits as Jason. There's often people camping one or both of them in the bushes in the hope of a quick exit when they arrive. Kill them all.
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@Kodiak, @JPops Any chance of pinning this thread? I find it to be absolute gold. Playing games as a counselor has become a lot more bearable to me now!

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12 hours ago, Janky Legs said:

For some reason I had a thought that kept circling around my head about a ingame situation in Friday the 13th.

"Everyone is at the 4 seater, nobody has died yet (Lucky Loot and Communication) and almost everyone is carrying weapons. The car parts hasn't been put in yet and 2 people are holding parts and one is holding keys. Jason teleports right directly onto them and everyone stirs into a panic, everyone shares similar skill in both combat and repairing. Jason is a somewhat above average player and prepares to make sure everybody dies, all councillors are willing to fight for the car for selfless or selfish reasons. Somebody is carrying 3 medkits and tons of others have pocket knives."

Now it comes down too... which perk and councillor is the best in this kind of situation?

Nice scenario. :)

3 hours ago, mojitodominic said:

I think perks won't matter in that situation with the exception maybe of Grease Monkey. In terms of counselors you need at least one fixer (Repair 5 or above). The most important thing is play it smart, avoid common sense mistakes and don't freak out.

"Playing it Smart"

- Non fixers (Bugzy, Vanessa, Chad, Tiffanny, Jenny) Should be holding the parts on that particular situation yet they should be drawing Jason's attention maybe drawing him to a cabin so the fixer can fix.

- Protect the driver (Flare guns and shotguns work better as they are 100% stun guarantee if you hit Jason of course). Some one with a flare, shotgun or good Melee skills should always sit behind the driver, If Jason stops the car then the driver should start the car right away and the guy seating behind the driver should protect him. (Unfortunately it's very rare in Public matches where very few players use mic)

"Common sense Mistakes" 

- Non fixers wants to fix. This is really annoying when you see a Bugzy trying to fix a battery with a Deborah or Lachappa standing next to him. I guess people are just so thirsty for those points that they forget about the big picture.

- Counselors running away with parts. JASON CANNOT PICK UP PARTS!!!! When a counselor runs away with a part it's giving Jason an advantage. I know trolls do it because they think is fun and want to ruin your experience but I've seen bunch of people do this most likely out of panic.

- Selfishness. People just want to escape no matter what. Some of them has this "If I can't escape then no one can" mentality that ends up killing them really quick. I've seen counselors carrying two sets of keys. Why on earth would you do that?

 

the-philosophers-master-of-the-judgment-

SAGE ADVICE SHOUT-OUT to @mojitodominic

**My thoughts. Any perk that increases stun duration, speeds up repair speed, or increases car start time will be helpful. Most others don't matter much in this specific kind of situation.

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9 minutes ago, Alkavian said:

Nice scenario. :)

the-philosophers-master-of-the-judgment-

SAGE ADVICE SHOUT-OUT to @mojitodominic

**My thoughts. Any perk that increases stun duration, speeds up repair speed, or increases car start time will be helpful. Most others don't matter much in this specific kind of situation.

Yeah but Hitting Jason with Heavy Hitter close to the car by the lodge won't do anything If Bugzy tries to put the battery in or If by the time you hit him he's already by Flat Rock WITH THE BATTERY!!!!

Perks are useful but will not determine the outcome of a match although they could help you in a very specific situation. Stun time perks are great but with the new broken weapon durability and stun chance (Which I hope is a bug) the only reliable perks are Grease Monkey, Marathon, Medic, Restful and My Dad's a Cop (Very situational but useful)

It all comes down to game awareness IMO the problem is that people just Rush to those drawers and don't even loot houses properly I've seen people hanging around with 3 pocket knives which I think is a waste for you and for your team.

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3 minutes ago, mojitodominic said:

Yeah but 1) Hitting Jason with Heavy Hitter close to the car by the lodge won't do anything If Bugzy tries to put the battery in or If by the time you hit him he's already by Flat Rock WITH THE BATTERY!!!!

Perks are useful but will not determine the outcome of a match although they could help you in a very specific situation. 2) Stun time perks are great but with the new broken weapon durability and stun chance (Which I hope is a bug) the only reliable perks are Grease Monkey, Marathon, Medic, Restful and My Dad's a Cop (Very situational but useful)

3) It all comes down to game awareness IMO the problem is that people just Rush to those drawers and don't even loot houses properly I've seen people hanging around with 3 pocket knives which I think is a waste for you and for your team.

1) Exactly. Everyone needs to play to the role they are best suited for.

2) I'm sure it's a bug. Assuming proper mechanics, Stun time perks are helpful (but situational as you noted).

3) Yes it does.:) It is very much a thinking person's game. Risk versus reward. Making the right choices at the right time is key to survival or killing counselors as Jason.

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Is it possible to use the majority of the door smash animation then switch to combat for the last hit, so you're ready to block.

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2 hours ago, Vassago said:

Is it possible to use the majority of the door smash animation then switch to combat for the last hit, so you're ready to block.

Yes. You can hold the attack button down and release before the second to last hit resolves. Switch to combat stance, and finish breaking the door. I do this often myself.

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If you're trying to kill Jason, you use a moving car to your advantage. Jason will often tunnel-vision the car at the expense of all else, which allows you to get multiple free hits on him.

Pulling the driver out? Free hit. Smashing the hood? Free hit as soon as he recovers. You can often hit him on the way to either of these too, as he'll see you as an annoyance and only make a half-hearted attempt to grab you in return, because he doesn't want to waste time and have the car escape.

We often have the driver repeatedly climb back in, even though there's not enough time to start the car, just to be grabbed again for the purpose.

As Buggzy only needs three hits with a machette, and is expendable for this purpose, it's pretty easy to demask him. It's still good when going for the kill too, as again, Jason will be in a predictable spot and preoccupied with other things.

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8 hours ago, mojitodominic said:

It all comes down to game awareness IMO the problem is that people just Rush to those drawers and don't even loot houses properly I've seen people hanging around with 3 pocket knives which I think is a waste for you and for your team.

Agree, anyone with 3 pocket knives is absolutely letting down the team. In general what I'd like to see more players do is drop items at objectives they pass by, whether it's a pocket knife, med spray, firecrackers - but especially weapons since they are plentiful. Having resources available at each objective is a massive help when a team is trying to fend off Jason. Even more important now because of the luck reversal bug.

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I'd also agree that 3 pocket knives is a total waste. 2 is probably the max, and even then I'd consider giving a non-knive counselor one if I meet up.

If I'm with someone that's about to try fixing a vehicle or the fuse box, I've sometimes given them a knife as well even if it leaves me with none.
Reasoning being, if they screw up a prompt, Jason's going to be Morphing in and very likely looking to grab them first. Buys them a free escape and then it's two of us still in the game, as opposed to just me and someone that could be a good fixer lying dead in the road.

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Oh, and one more note on the door breaking animation. I use the canned animation for most of it for one important reason, I can pan the camera around behind me and see what is happening nearby. In the combat stance, you are stuck facing forward and it prevents camera rotation. I use the canned animation to do a quick survey and then often break it (the canned animation) off at the last second to break the door defensively. Many people have already talked about this, including myself, but keeping your situational awareness is key. In many cases, simply looking behind you will reveal a more inviting or valuable target trying to slink off because they think you are entirely focused on the door.;)

 

WEEK 6…a wee bit early

 

THE BAD TOUCH – let’s talk about Jason’s grab

By this point we’ve all been on the receiving end of Jason’s grab. It hurts; both feelings and because of the kill animation that will soon follow unless someone rescues you, or you have a pocket knife. There are things to know which can help save you from a grab and to properly initiate a grab – or shift-grab.

The Range/Grab Area:

1.       Jason’s grab is an area of effect attack that is roughly “cone” shaped.

2.       The grab reach extends from approximately Jason’s chin out to a range of about 10ft/3m.

3.       The cone angles out from the centerline axis of Jason’s facing about 45° on either side, extending out to Jason’s maximum reach.

4.       The grab will catch a counselor if their “hit box” is in (or partially in) the grab cone. Jason will catch whomever is closest to the point of origin (about his chin). Yes, he can even vacuum your counselor up over intervening obstacles if your “hit box” connects with his grab cone. You’ve been warned.

5.       It is important to remember the grab does not extend from the end of Jason’s outstretched hand.

 

59d86abbc1e4d_JasonsGrabRange.jpg.ef368163e9d7d5590fe4e7af119d822e.jpg

But why? It’s not fair...right? Yeah about that…

“Fair” is a very subjective word. Fair doesn’t mean "equivalent" so much as it means "equitable" in context of the F13 game balance. For a game to be fun and enjoyable, there needs to be some level of game balance to ensure that for every mechanic, there is a counter-balancing mechanic to ensure “relative intended” game balance. For those who haven’t heard it mentioned yet, the game is “balanced” in favor of Big J. I want to ensure you know this ahead of time and have opportunity to invest in a tub of KY Jelly; the learning curve for new players can be very steep and most seasoned players won’t even moan your name or pull your hair.:lol:

tenor.gif

I have explained this before on other threads, but let me illustrate for you one more time. If counselor “A” moves directly away from Jason at a jog, or faster, and Jason swings with his melee weapon, he will not connect with the strike. This is because counselor “A’s” hit box will move outside the reach of Jason’s melee weapon before the attack animation can resolve more often than not (Part 6/Savini can pull off this strike, but their slow recovery makes it impractical for continual use). You can see the same results if you have counselor “A” attempt to strike Jason from the rear while he is fast-walking or jogging directly away from the counselor. Jason’s hit box will move out of the counselor’s melee reach before the strike can connect and register.

Bear in mind that the range of Jason’s melee weapon is greater than the physically depicted reach of Jason’s grab animation (his character model in-game); measuring out to his fingertips. Jason’s grab cone is extended in such a way that it allows Jason to actually land a (non-damaging) attack against a counselor moving, full speed, directly away from him. For a damaging attack, he has the option of throwing a knife. Then for the grab, of course, we have options to break free (button taps, help, and knives) before the counselor is killed. This is balanced as necessary for the attack vs. movement mechanic, and more importantly, as INTENDED by the developers.

If Jason’s reach were shortened significantly, he’d struggle to catch counselors moving away from him at anything more than a walk or limp. The game would essentially become “Moving Directly Away From Jason: The Game”; or more accurately perhaps, “Shift-grab and Then Head Punch everybody because Stalk Comes Too Late and I’m Running Out of Time:  The Quest for More Salt”. <_<

Simply put, it's not about "fair", it's about game mechanics balance.

zCiblLL.gif

How to Shift-Grab:

Well, I certainly don’t claim to be an expert at landing this maneuver, but I do know the strategy to make it work successfully. Unfortunately, when you get to my age your reflexes (and eyesight) aren’t the same as they were many moons ago. I will say that I am a firm believer in “age and treachery succeeding where youth and exuberance fail”, so Stalk is my favorite Jason ability. Combining Stalk and Shift is deadly.

1.       You must lead your target. Just like in a FPS game, aim your Shift-grab where you expect the counselor to be.

2.       Remember what the grab cone looks like and you’ll have a good idea of how ensure the counselor’s hit box lands where you execute the grab.

3.       In Shift, Jason moves fast and turns fairly slow. Be mindful of counselor’s performing quick-angled maneuvers to avoid your grab cone.

4.       Shift-grabbing from behind a counselor moving away from you is problematic. It is too hard to properly lead your target. Swoop out widely to get around the counselor and line up a leading grab attack from an angle.

5.       Don’t execute the grab too close to the counselor unless they will move directly in front of you. A little bit too far left or right, and the counselor’s hit box may be outside your grab cone in the “Safe” area.

6.       Combine Stalk with Shift to ensure the counselor cannot see you moving along the mini-map. It makes it easier for them to avoid you if they know what angle of attack you are approaching them from. It also removes the chase cue music and VHS static as visual and audio cues.

7.       Practice. Depending on the Jason, the Shift speed varies and can take some time to get used to. As an example, Part 2 Jason moves very slow in Shift but is pretty easy to steer. It might help to practice with him to get a feel for leading and positioning.

That’s all for now folks. As always, good luck and I hope this may help improve your game!

 

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You mention J2 being slower when he shifts due to his - shift stat. I suspect Jasons with a +shift stat move faster than a Jason with a neutral shift stat. Correct?

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On Saturday, October 07, 2017 at 8:17 AM, A.J. Mason said:

You mention J2 being slower when he shifts due to his - shift stat. I suspect Jasons with a +shift stat move faster than a Jason with a neutral shift stat. Correct?

Yes. They move a tad bit faster; covering more ground in a single shift. 

 

So I saw this post and thought it would be a decent add-in the content of the Playbook. Any game that has a leveling system usually offers some incentive to gain those levels. So what is the most effective advice to level in F13 the Game?

1. Play Jason rounds. Jason gets more XP on average than counselors (unless you're really good). Set your preference to Jason so you have more opportunities to play as him, or play Private Matches with friends and ask them to let you play as Jason. This isn't just good for XP, but also for practice to make you a better Jason player.

2. Play "fixer" counselors. LaChappa, Deborah, Adam, A.J. and the new stoner guy, Mitch, are all fixers. Repairing objectives as counselors brings in a ton of XP. You can generally gain more XP with a fixer play style than choosing to be a defender or an avoidance counselor. Don't forget to repair power generators Jason has broken!

3. Pick it up and put it down. If you walk into a cabin, pick up a trap and place it. If you see a weapon, pick it up, even if it is a poor weapon. You can always put it down for a better one when you find it. Don't miss out on the XP just because you are being an ass whoopin' device connoisseur.

4. Put the hurt on Big J. Shoot him with a flare gun or shot gun. Hit him with a weapon when you get that opportunity. Stick him with a pocket knife. Over time these types of things add up. Trust me, if you play a fixer, you'll have plenty of opportunity to do the stuff I just listed. Jason will hound you because you are playing a character that can get objectives done.

5. Juke and extend the chase out. The longer you remain alive the greater the XP you earn. Stay alive and avoid Jason as long as possible.

6. If you come back as Tommy, work objectives and save counselors.

tumblr_inline_ok4xjcVKpy1r5ight_500.gifGood luck working on your level up!

 

 

THE MAN BEHIND THE MASK – Jason traits analysis

 With the imminent add-in of the much beloved Jason Part 4 (thanks Gun Media/Illfonic), I figured I'd have a look at the ongoing debate as to which Jason is "better". I'll caveat this whole article with, "I'm not taking a side". I'm simply looking at the traits for the Jason's and which ones seem to be the most useful to support one of the two roles the Jason's themselves fall into. Two roles you ask? Yes. Jason's pretty much are defined by their aggressor traits or their controller traits. Traits that boost both roles just further enhance how effective a Jason may be in the given role.

Below I've highlighted the obvious traits/abilities we are familiar with and included the subtle weapon speed and weapon reach aspects. Inside the aggressor role, we generally have traits that make Jason more effective at fighting, ending a pursuit quickly, or dealing damage to terrain and counselors. Those traits, regardless of role, highlighted in blue I'm going to call "prime traits". Traits that are highly desired, because of the existing game mechanics, to play to the strengths of that role. Controller role traits are those that best serve objective domination, finding counselors quickly, and supporting the act of interrupting counselor actions (like throwing knives).

Duel role traits serve both as aggressor and controller traits. Both benefit from them.

Aggressor Role Traits:

1. Weapon Strength

2. Destruction

3. Stun Resistance

4. Grip Strength

5. Shift

6. **Weapon Speed Fast

Controller Role Traits:

1. Traps

2. Morph

3. Knives

4. Sense

5. **Weapon Reach Long

Duel Role Traits:

1. Hit Points

2. Defense

4. Stalk

5. Can Run

6. Swim Speed

7. Rage

NOTE: Having a trait with no negative or positive to it will be counted as a *. Having a negative in the trait will gain no asterisk. Having a positive in a trait will be counted as **. Duel role traits will be allocated to the role the Jason “leans” towards; designated in parenthesis. This reflects what play style will be most complimentary to the Jason design choices. It certainly doesn’t mean you can’t try to play the Jason differently, but it will be a tad bit more difficult/frustrating.

The number before the forward slash shows how many traits are in the "aggressor" role. The number after the slash shows the number of traits in the "controller" role. The "+" simply depicts where the duel role traits are best served to get the greatest bang for your buck. What I have done is add colors that show a couple of things for this analysis. BLUE shows that a "prime trait" supports the role designation as a strength for the given Jason. RED shows a "prime trait" for that role is a Jason weakness with that version of Jason. PURPLE shows that the role for that Jason suffers a "prime trait" weakness AND a "prime trait" strength. BLACK shows no modification by a "prime trait".

JASON Part 2:

Aggressor:  ***** Controller:  ******* (*****)               5/7+   (CONTROLLER)

JASON Part 3:

Aggressor:  ******* (******) Controller:  ****               7+/4   (AGGRESSOR)

JASON Part 4:

Aggressor:  ****** (******) Controller:  ***                  6+/3   (AGGRESSOR)

JASON Part 6:

Aggressor:  ****** Controller:  ******* (****)                6/7+   (CONTROLLER)

JASON Part 7:

Aggressor:  ******* (******) Controller:  ****                7+/4   (AGGRESSOR)

JASON Part 8:

Aggressor:  ***** (*******) Controller:  ***                   5+/3   (AGGRESSOR)

JASON Part 9:

Aggressor:  ***** (*****) Controller:  ***                     5+/3   (AGGRESSOR)

SAVINI JASON:

Aggressor:  ******* (***) Controller:  ******                  7+/6   (AGGRESSOR)

Now I'm sure not everyone will agree with how I've done this breakdown, and that is totally fine.:P These numbers don't really reflect the true strengths or weakness of a given Jason, but it does help you visualize better what they are good at, and where they have more difficulty. For example, if you look at Savini Jason, we can see that he is more strongly suited as an aggressor (7 with prime trait strength), but his controller trait is strong as well (6 with no prime traits or prime trait penalties). He is very powerful objectively speaking in the right hands. Part 7 Jason is strongly suited as an aggressor but lacks aggressor prime trait strengths. His controller aspect is weak and he suffers prime trait weakness in the controller role. The complete lack of prime traits strengths in either role do give an indicator of weakness. He is playable, but objectively weak in the role he should be best suited for.

As it stands now, only two Jason's (and arguably S-Jason) are geared towards objective control. I do hope that upcoming future Jason's may be assigned to that role to offset the strong list of aggressors.

Enough of the rantings of a madman. Thanks for reading, and as always I wish you the best of luck in playing the game.

 

 

12 hours ago, Tattooey said:

This is a composed list of certain behaviors that the community experiences during gameplay at times. In no way, shape, or form is this a requirement but simple common courtesies that as players we are expected to extend throughout gameplay to one another. All opinions are welcome I just ask to be polite & constructive.

1. Car Keys: This is an issue every player has encountered several times. Either someone refuses to drop the keys or somebody ends up picking them up. This is problematic specially if the person dies or if the car is ready & the player is no where near. Please drop the keys next to the nearest vehicle they are found at & refrain from taking them should you find a set by a car.

2. Car Parts: Often I hear players yelling at someone who has found gas or battery near the 2 seater to deliver them to the four seater. The problem is almost always duplicate parts will end up at the same vehicle & present issues for players trying to escape in the two seater or the boat. I know the 4 seater is the main priority but the parts are near it. You just need to search for them. Also if you don’t have any intentions of delivering the part you just found please call it out. It only takes a second or two to tell someone the location of one of the parts.

3. Bear Traps: If you decide to take the time to use a bear trap on the door, please barricade/lock the door. The problem is a running counselor is unaware that a trap is behind the other side of that door. Which more then likely they will open the door & step into the trap by accident. So please take that extra second or two to lock the door before you place your bear trap.

4. Cabin Doors: I understand some people are in the rush of a lifetime to loot as many cabins as possible. No issue there but when you refuse to lock the doors this allows Jason to simply walk/run or shift inside without any delay. This also can be problematic for you as well should you need to run back inside the cabin to escape Jason. This will also present an issue for anyone else who must run back through these cabins. Since Jason will be able to simple get inside much faster without any delay.

5. Repairs: Players try to accumulate as much XP during a match which is fine but please be mindful to your teammates who are nearby that have better repair stats. Often I’ve seen a stubborn Tiffany attempt to repair the battery or fuse while a Deborah or someone whose smart as well is standing next to the them or just a few feet away. Jason ends up being alerted & sometimes will place an extra trap there making things much more difficult.

6. Ping: Some players have a lot of confidence. Sometimes this can complicate a situation more then trying to escape in a vehicle. If your ping is extremely high perhaps allow someone else to drive. I cannot tell you how many times I’ve had friends who are flawless at driving crash instantly after moving only 5 feet because of their connection. Note also that if your connection is high to not be surprised if Jason grabs you from 10 feet away. This is not the game broken or imbalanced but simply a connection/framerate issue.

7. Lodge Doors: I’ve seen several people lock these single strike doors which do not slow Jason down at all. In fact it takes Jason longer to open the door & walk in then to break it. This traps your teammates from being able to quickly get inside & can sometimes corner them. The doors at the restroom are no different. They don’t really slow Jason down but they will slow a counselor down & may even get them killed.

8. Driving: If you are the driver of the 4 seater & the vehicle is full. Before you decide to play hero which is fine at least be courteous & ask your fellow counselors that are in the vehicle with you. I understand you want to buy time to help maybe save more people. Nothing is wrong with that. Just evaluate the risk first. It’s much to risky to use the car to help buy time for only 2 people when the 4 seater is full. Sometimes it’s not worth sacrificing 4 people to try to buy time for only 2. Specially if one of them is Tommy.

9. Last Alive: This one is delicate. If you are the last alive & near the exit with the police already arrived. Your welcome to use your firecrackers, knives, & flaregun but please be mindful of all the players spectating before you decide to lead Jason on a 11 minute wild goose chase to only end up dying. It tortures the people waiting for the game to end specially when they see you have the perfect opportunity to escape. I’m not saying your not allowed to do that but just think of the other players who are eagerly waiting to play.

10: Spawn Killing: It’s fair game although unethical. If you are a counselor & immediately encounter Jason before he even has sense please do not make the classic mistake in assuming “No he’s not going to spawn kill me” remember he does not have shift yet. So you may easily outrun him. Do not linger around. As for Jason. You are welcome to play this way. Nothing in the rules says you cannot spawn kill just be aware that players will probably be very upset & may end up kicking you from the session.

11: Trash talkers: This is usually encountered when a counselor is being relentlessly pursued by Jason & several other reasons as well. I’m not here to teach or tell you how to speak but as an avid Jason player. I will zero in & focus on counselors who are excessively trash talking. This is not very different then anyone else.  If your trying to survive it’s best you don’t anger Jason or else you are just painting a huge target on your back. It ruins the expierence for some & is immature behavior but note that you can mute anyone during an active game by pressing “Start” then “Mute”.

12: Team Killing: I know a lot of people here at this community are against it. I couldn’t agree more. However that does not seem to stop the never ending onslaught of teamkilling that takes place in private sessions. All I can say on the matter is please reevaluate why you spent $40 dollars on a game because if you did for the sole purpose of trolling perhaps it’s time to find a better hobby. As for people who do it to justify certain behavior I can only encourage you to use the report feature at JasonKillsBugs.com. Teamkilling someone toxic will only make matters worse & potentially get you kicked from the match regardless if it was warranted or not.

I know this is a lot of text but just a general summary of some of the things spoken about here on the forums. I’m well aware mostly everyone here already knows these things. The aim of this thread is to help spread information to the ever growing community of new members. All opinions once again are welcome. I just ask you to be courteous & extend the same amount of respect you wish to be treated with as well. If you see problems with the list or have suggestions you would like added please feel free to reply. No hostility will be shown. Everyone has their own interpretation of the things on this list. So please share it’s why we are here.

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SAGE ADVICE SHOUT-OUT:  @Tattooey

Well said.

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SHE MAY NOT LOOK LIKE MUCH…- Counselor Stats

 

Ah, character stats and stat modification. It is the nerd equivalent of a tuner drooling over a new V8 supercharger for their muscle car. Regardless of the game format, we love to know the specifications of the characters we employ. We argue over which characteristics are best and how to employ them in the most useful/interesting ways. It brings out the good and the bad in character design. Min/maxers concern themselves with the optimal build, and the casuals pick what seems good.

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Let’s have a look at what we know (more or less) about stats for counselors in the F13 Game.

1.    Composure

Primarily this stat governs the accumulation and reduction of Fear. This means it can indirectly affects quite a few things because Fear is a core game mechanic and touches on many factors. Counselors with high Composure have a greater Fear pool than those with a lower Composure, and thus reach maximum Fear slower. Being able to stave off higher Fear levels means a couple of things:

a.    Characters at lower Fear regain Stamina quicker.

b.    Characters at lower Fear stumble less.

c.    Characters at lower Fear cry out and mumble less.

d.    Characters at lower Fear are harder to detect with Jason’s Sense beyond the auto-detect radius when outdoors; pre-Rage.

e.    Characters at lower Fear have an easier time breaking free of Jason’s grab (in conjunction with their Strength).

2.    Luck

Primarily (at least observably) governs weapon durability bonuses. Higher Luck characters get more use out of their weapons. Luck also adds small bonuses to other stats and game mechanics (such as starting the car or boat), most of which is unknown and has not been directly explained by the developers. The interplay with other statistics is "fuzzy" to say the least.

3.    Repair    

This only seems to govern the speed and difficulty of Quick Time Events (QTE) related to fixing things in-game. Counselors with high Repair have less difficult QTE because the checks are fewer and larger (greater margin of error) than their less Repair inclined comrades. Additionally, characters with good Repair have the progress meter of the QTE move a bit faster.

4.    Speed

Governs how fast your characters’ top speed is. Beyond that it does nothing observable. In the big scheme of statistics for counselors, it is the most useless stat I my humble opinion. I know, some would shoot me for saying that, but in reality it is directly overshadowed by every other stat in the game which have more interplay with each other (except Repair). If your big concern, based on your playstyle, is covering ground quick you might find it useful. Just remember this; every Jasons’ Shift is faster than your sprint (even at Speed 10). Every Jasons’ fast walk/jog is slower than your unexhausted jog even with Speed 1 (that’s slower than LaChappa). Top speed is not particularly useful. You'll notice that most runners back that top speed up with Stamina. It is not the Speed that is great so much as it is the massive Stamina pool that is backing it up. If you need to choose between the two, Stamina is better because it ties to more things.

5.    Stamina

Stamina lets you keep running, fighting, juking, and doing what you need to in order to survive. When you run out of Stamina you are likely to be caught and you know what that typically means..... Characters with high Stamina regenerate it quicker and have a bigger Stamina pool to work with. Remember, Stamina is also tied to Composure indirectly, because Composure governs Fear accumulation. If you have a high Fear level on your counselor, your Stamina regeneration will suffer greatly (even with a high stat). Keep the Fear down and high Stamina characters will really shine. If you run out of Stamina in the open, you won't sprint, and your "jog" will be a meager few paces faster than a walk...even a fast walking Jason can catch you.:o

6.    Stealth

This only governs the noise pings (white open circles) that you create and Jason can visually detect. High Stealth characters generate less noise pings, the pings are smaller, and more infrequent than low Stealth characters. It will not make your character any quieter audibly in-game. This stat is most useful at greater distances pre-Rage when Jasons’ Sense radius is small, your Fear is low, and you need to creep around to find parts and move them around beyond Jason’s visual range.

7.    Strength

Primarily governs weapon damage. High Strength characters have an easier time inflicting damage on Jason and removing his mask. Strength also helps with breaking free of Jason’s grab. Characters with high Strength do not have to mash the “break free” button as much. Much like Stamina, Strength is also indirectly linked to Composure and the Fear mechanic. Characters at higher Fear levels break free slower than those at lower Fear levels. A character with low Fear and high Strength gets out of Jasons’ grab much easier. This is why Tommy and Adam are greatly suited for grab escapes. They both have good Composure and Strength thus they can keep Fear down easier and have the muscle to escape; you'll also note that it gets harder and harder to get away from a grab as their Fear rises. Remember: If you have two characters with the same Strength, at the same level of Fear, they will break out of a grab with the same difficulty regardless of their Composure stat.

 

As in all games, contents are subject to change. The developers will tweak and adjust things as necessary, but what I've laid out for you here are the basics and how they work to together. When you are choosing a counselor, and how to perk them up, I would suggest to figure out what you want to accomplish and pick the counselor best suited for the job, then choose perks that enhance STRENGTHS in stats, not weaknesses. Putting marathon on a counselor with very low Stamina is probably a waste of a perk slot, but it is entirely up to the user.;) Go with what feels right for you!

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Customize and good luck!

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