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Everything posted by Bonker2468

  1. All great tips. I'd add that you should try to keep track of the counselors and who's working together. • If there are only one or two females in the lobby, try to take them out first. No Sweater Girl, no kill. • If you can tell there are 3-4 people working together, and 3-4 randoms, take out the randoms first. That lessens their ability to coordinate, as well as the chance one of the group will return as Tommy. • Be aware of whether Tommy is already back or not. I've gotten whacked a few times because I got the shack alert, morphed over there thinking it was a single person and not realizing Tommy was in the game, and Sweater Girl is there with Tommy. By the time my powers recharge to escape, Tommy one-hits my mask, SG stuns me, and it's all over. • It can be hard to identify a kill squad the first time you jump into a new lobby, so if you get a round or two as a counselor and realize that's what they're doing then be ready when your turn as Jason comes. Don't even worry about trapping the car or phone. You can worry about those in due time. If you're fortunate enough to smash the right power box early, do break down the doors at the Tommy house and trap them. It might get you a kill or at least alert you that they're up to something. • Pay attention to trap placement at the shack. Unless they glitch over it (which is a whole separate discussion of bullshit) they'll have to get rid of a pocket knife to take it out. If you place it wrong, though, they can just step around it. Inch forward just before you exit the shack until the icon lights up to get it as deep into the doorway as possible. Then, if you want, throw a couple more in front of it. Get them to use their resources or damage themselves. • Always slash and use knives when fighting groups. Never grab unless you're 100 percent certain you have clearance to get off a quick close quarters kill (head punch, throat slit, one of the head crush kills). • In the same vein, make sure you have one of those quick kills equipped.
  2. On Packanack I like to morph to the main house and drop two traps at the base of the back stairs leading to the main road. It usually catches somebody, at some point in the game. Same with the doors to the phone house. But yeah, for the most part my first 2-3 minutes are spent morphing around the map, collecting knives and trapping objectives. It's almost worse if I start encountering counselors during that period because it distracts me and leaves the objectives unprotected. That's especially true if I run into a group of two or three who are working well together and protecting each other. They can easily draw my attention away from the objectives, and all of a sudden it's 5 minutes in, nothing is trapped, and some Deb is about to fix the car and phone while I'm having trouble with Chad and Vanessa. If I make it through the first couple of minutes without running into a counselor, that's fine. If I get my prep work done in peace then the counselors likely haven't done much of anything either. Then I can take a deep breath and the fun begins.
  3. Parts 3, 5, 7 and 8 take less than 10 seconds pre-rage. Didn't test it post-rage. Parts 2 and 4 are 40 seconds. Parts 6 and 9 and 20 seconds.
  4. I don't think He's Back can be heard on the radios, but if you watch the credits at the main screen it plays over those.
  5. Even if Jason isn't showing up on the map, you can also tell where he is a lot of times by paying attention to the behavior of other counselors. If you look on the map and see a white circle running around a cabin for an extended period of time -- say 15-20 seconds -- but never stopping, that's a sign Jason might be in that area. If they're starting and stopping it means they're probably checking drawers and there's nothing doing. And if you see two or three circles running around all willy-nilly in one area, with no real obvious purpose, it almost certainly means Jason is there with them. If a counselor is actually heading somewhere in open country, they usually move at a steady speed in straight lines, and you can usually figure out where they're headed. If they're moving fast (and way too often this tends to mean moving fast directly toward you) with no obvious destination then they're likely being chased.
  6. I thought if another counselor sees him, he'll show up on your map as well. I've been on the other side of the camp and had him show up on my map when he was chasing someone. Also, does Tommy have a constant visual on him? Same deal as above, where I've been completely on the opposite side of the map, he wasn't necessarily near anyone, and he was showing up.
  7. I'll occasionally leave one of the doors on the phone house open, but put a trap in front of it. At the same time, I'll take down the other door and also leave a trap there, and bust out the windows as well. The broken windows funnel counselors to the doors. Then they see the open door, think it was just left open, and don't pay attention to the trap. It can also come in handy later on, when they get in the cabin without setting off the trap (via another door or window) and lock the door. You break it down and go in, they do a quick stun and try to run past you and run right into the trap you left 8 minutes earlier. It's all about playing some mind games and lulling them into a false sense of security. I usually only try that on the phone house and a couple of other high traffic cabins, though, like the one in the middle of Jarvis House and the one by the northern car on Crystal Lake. If you're not playing the trap game, though, there's really no reason not to chop them down other than it takes time that's better spent on hunting counselors or trapping objectives. There are a lot of doors on any given map, and at 5-10 seconds per door it adds up quickly. Also, a side thought: Why can't Jason open barricaded doors when he's inside a cabin? I know he's a little slow in the head, but he can't be dumb enough to think it's easier to chop down a door than simply lift up the 2x4 locking it. You should be able to open them with the QTE just like counselors can.
  8. I'll sometimes be chasing someone and they accidentally (or even not accidentally) lead me to someone else who is running the same direction. I like to shift pass Counselor A and go for Counselor B because B is usually not paying attention or aware I'm near and can be more easily caught with a shift grab. It might look like teaming to the person who got grabbed, but it's actually a good strategy. Depending on the distance and situation (if you're limping or clearly out of stamina), I could see someone running past someone else to go after you.
  9. I like the circles. Even though it helps teamers, when I'm lone wolfing it also allows me to know which areas to avoid. For a trained eye, you can also tell where other counselors are going (like the car or Jason's shack) and start heading that way if necessary, and where Jason is even if his icon isn't popping up. When you see two or three white circles running around a single cabin, it's a good indicator Jason is there and you can take a minute to get some stuff done.
  10. I always love the shift in attitude in a lobby when a Jason kill goes south. Reminds me of the Monty Python Holy Grail bit with the killer rabbit. As soon as Jason isn't stunned, there's that moment where everyone goes from supremely confident to yelling, "RUN AWAY!"
  11. They can still see the little voice icon pop up on the screen and know you're around as well, right?
  12. I do a mix of both. There's a group I play with pretty regularly, and they're fun, but they're all so good -- all Level 150s who can kill Jason inside of 4-5 minutes if they're motivated to do so -- that it can get to be a drag sometimes when you just want to play the game "the right way." We tend to screw around a little more when we play together and there's nowhere near the threat level of a normal game. So I do enjoy jumping into Quick Play pretty often as well, and when I do I tend to lone wolf it until I figure out who's got a mic and is willing to work with me.
  13. Was there any mention of them fixing the broken environmental kills? As annoying as the roof glitch is, and as much as it needs to be fixed, not being able to do an environmental kill without glitching is worse IMO.
  14. As with everything else in this game, let's just expect it "soon" or in "The spring of 2017 2020."
  15. That would be my vote as well. Especially since Jason also got a couple of kills with it in Part 3, and there are a couple of them laying around in the barns on Pinehurst and Higgins Haven. The pitchfork, tree trimmer and spear gun all would have been great environmental kills at the barns, cemeteries, and docks, respectively. As for the hunting knives, I think we got enough of those between the throwing knives and the two knife-based environmental kills (three if you count the screwdriver as an homage to Cort's death in Part 6).
  16. Yeah, not nearly over. Worse than ever, if anything. Any time we're on Packanack I see people at least trying to set up for it as evidenced by the telltale trap at the top of the stairs. Even had one the other day talking shit at me after getting up there. I couldn't remember the exact process to get up there and didn't really care to go up, so I tried getting him with knives. Hit him three or four times and got him limping but couldn't quite finish him off. I wiped the rest of the lobby except him and one other person who roofed themselves, and he's saying stuff like, "What's the problem?" That's always been my biggest problem with those shit stains. They go up there and then invariably act like they've accomplished something when they survive.
  17. Had a new glitch today that I'll attribute to the environmental kill glitch. Playing on Crystal Lake, Jason grabbed me in a cabin and I glitched out of a kill (it looked like I kicked out at the same time he went for the kill) and escaped, but apparently it still counted me as dead. I got to the boat, started it up, and was zipping through the lake when I respawned as Tommy. Everyone else was in a car and escaped while this was going on, and I respawned at the northern campsite. I swam out to the boat where my Deb was still sitting in the driver's seat. It let me climb in, but I couldn't go. There were even two yellow arrows on the map for both of us. I've been playing for a long time now, and that was a new one.
  18. It's funny because, as Jason, I can't begin to count the number of times I've had a full speed, super powered axe swing cruising toward a counselor's head and had it stopped in its tracks because 110-pound Deb apparently beat me to the punch with a fire poker by a hundredth of a second. In other words, this stuff evens out over the long haul. Try not to suck.
  19. This is a very minor thing, but I noticed you also can't emote now as you escape to the cops. Always liked doing that little victory dance as I crossed the finish line.
  20. You see a glitch. Clearly, I see the new Slim Goodbody Jason skin they're releasing for the two-year anniversary.
  21. That would definitely be the best option. I was originally thinking some sort of invisible wall that keeps you from going up there. But that wouldn't stop the method people seem to be using these days, so if that's not fixed then it's still just as bad. If the roofs were just another area to access normally, that wouldn't be so bad. For counselors it's a risk/reward area, sort of like trying to escape in the boat. Good place to hide, but you either badly hurt yourself if you jump off or have only one narrow exit if Jason gets up there with you.
  22. The way it works is, say you have a team of 3-5 players. One player works to get the mask off of Jason and then sacrifices himself once the deed is done. At the same time, another person suicides. Somebody else calls Tommy and you keep a Sweater Girl in reserve. The suicider won't come back, but he still counts as one death for the purposes of Tommy's arrival. So if you do it right, you have your two dead pretty quickly and can control who comes back as Tommy. I've seen groups use this method to get Jason kills inside of three or four minutes.
  23. The one thing with that is, there are already plenty of players and groups that suicide on purpose. It's part of the strategy to get a quick Jason kill, and some just like to do it to troll. So making the roof a killzone would keep people from spending the whole match up there, but it would also give people a neat new way to suicide. I'd almost favor an easy and obvious way for both counselors AND Jason to get up there, like some sort of ramp or ledge, than making it a killzone. Like on Packanack, maybe take out part of the balcony railing and patch in a bridge to the edge of the roof to create a path up there. Then counselors can go up there, but Jason can easily pursue them at any time.
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