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I have collected data on the amount of weapon swings a character has for fresh weapons found on the map. The amount of weapon swings, the way blocking manipulates durability, and counselor damage when blocking are here. All except Tommy Jarvis. That requires a few more bodies to be present. The opportunity I had to archive data was foiled, so I still don't have data to confirm for Tommy's blocking damage.

One aspect to keep in mind is that Jason's weapon swings (weapon strength or no) and knives only count for one "point" across the board. The damage is different, but damage to the weapon while blocking will always be the same. 

I hope this helps in some way or another. If anyone discovers any discrepancies in gameplay, please let me know and I will look into it and change accordingly. Thank you.

 

 

Weapon Swings

 

1 Luck: [Sheldon "Shelly" Finkelstein, A.J. Mason]

Baseball Bat: 2

Axe: 2

2x4: 2

Fire Poker:  2

Pipe: 2

Branch: 2

Machete: 3

Pot: 3

Skillet: 3

Wrench: 3

 

 

2 Luck: [Mitch Floyd, Adam Palomino, Brandon "Buggzy" Wilson]

Baseball Bat: 2

Axe: 2

2x4: 2

Fire Poker: 2

Pipe: 2

Branch: 3

Machete: 3

Pot: 4

Skillet: 4

Wrench: 4

 

 

3 Luck: [Deborah Kim, Fox]

Baseball Bat: 2

Axe: 3

2x4: 3

Fire Poker: 3

Pipe: 3

Branch: 3

Machete: 4

Pot: 5

Skillet: 5

Wrench: 5

 

 

4 Luck: [Tiffany Cox]

Baseball Bat: 3

Axe: 3

2x4: 3

Fire Poker: 3

Pipe: 3

Branch: 4

Machete: 5

Pot: 5

Skillet: 5

Wrench: 5

 

 

5 Luck: [Eric "J.R." LaChappa, Kenny Riedell]

Baseball Bat: 3

Axe: 3

2x4: 3

Fire Poker: 3

Pipe: 3

Branch: 4

Machete: 5

Pot: 6

Skillet: 6

Wrench: 6

 

 

6 Luck: [Vanessa Jones]

Baseball Bat: 4

Axe: 4

2x4: 4

Fire Poker: 4

Pipe: 4

Branch: 5

Machete: 6

Pot: 7

Skillet: 7

Wrench: 7

 

 

8 Luck: [Jenny Myers]

Baseball Bat: 4

Axe: 4

2x4: 4

Fire Poker: 4

Pipe: 4

Branch: 6

Machete: 7

Pot: 8

Skillet: 8

Wrench: 8

 

 

10 Luck: [Tommy Jarvis, Chad Kensington]

Baseball Bat: 5

Axe: 5

2x4: 5

Fire Poker: 5

Pipe: 5

Branch: 7

Machete: 9

Pot: 10

Skillet 10

Wrench: 10

 

 

 

 

How Blocking Affects Durability 

 

1 Luck: [Sheldon "Shelly" Finkelstein, A.J. Mason]

Baseball Bat

1-2 blocks = 1st swing lost

3 blocks = 2nd swing lost (destroyed)

 

Axe

1 block = no change

2-6 blocks = 1st swing lost

7 blocks = 2nd swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost (destroyed)

 

Branch

1 block = no change

2-4 blocks = 1st swing lost

5 blocks = 2nd swing lost (destroyed)

 

Wrench, Pot, Skillet

1 block = no  change

2-3 blocks = 1st swing lost

4-6 blocks = 2nd swing lost

7 blocks = 3rd swing lost (destroyed)

 

 

 

 

2 Luck: [Mitch Floyd, Adam Palomino, Brandon "Buggzy" Wilson]

Baseball Bat

1-2 blocks = 1st swing lost

3 blocks = 2nd swing lost (destroyed)

 

Axe

1-2 blocks = no change

3-7 blocks = 1st swing lost

8 blocks = 2nd swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost (destroyed)

 

Branch

1-2 blocks = 1st swing lost lost

3-5 blocks = 2nd swing lost

6 blocks = 3rd swing lost (destroyed)

 

Wrench, Pot, Skillet

1-2 blocks = 1st swing lost

3-5 blocks = 2nd swing lost

6-7 blocks = 3rd swing lost

8 blocks = 4th swing lost (destroyed)

 

 

 

 

3 Luck: [Deborah Kim, Fox]

Baseball Bat

1 block = no change

2-3 blocks = 1st swing lost

4 blocks = 2nd swing lost (destroyed)

 

Axe

1-5 blocks = 1st swing lost

6-10 blocks = 2nd swing lost

11 blocks = 3rd swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost (destroyed)

 

Branch

1 block = no change

2-4 blocks = 1st swing lost

5-6 blocks = 2nd swing lost

7 blocks = 3rd swing lost (destroyed)

 

Wrench, Pot, Skillet

1-2 blocks = 1st swing lost

3-5 blocks = 2nd swing lost

6-7 blocks = 3rd swing lost

8-10 blocks = 4th swing lost

11 blocks = 5th swing lost (destroyed)

 

 

 

 

4 Luck: [Tiffany Cox]

Baseball Bat

1-2 blocks = 1st swing lost

3-4 blocks = 2nd swing lost

5 blocks = 3rd swing lost (destroyed)

 

Axe

1-2 blocks = no change

3-7 blocks = 1st swing lost

8-12 blocks = 2nd swing lost

13 blocks = 3rd swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost

5 blocks = 5th swing lost (destroyed)

 

Branch

1-3 blocks = 1st swing lost

4-5 blocks = 2nd swing lost

6-8 blocks = 3rd swing lost

9 blocks = 4th swing lost (destroyed)

 

Wrench, Pot, Skillet

1-2 blocks = no change

3-4 blocks = 1st swing lost

5-7 blocks = 2nd swing lost

8-9 blocks = 3rd swing lost

10-12 blocks = 4th swing lost

13 blocks = 5th swing lost (destoyed)

 

 

 

 

5 Luck: [Eric "J.R." LaChappa, Kenny Riedell]

Baseball Bat

1 block = no change

2 blocks = 1st swing lost

3-4 blocks = 2nd swing lost

5 blocks = 3rd swing lost (destroyed)

 

Axe

1-4 blocks = no change

5-9 blocks = 1st swing lost

10-14 blocks = 2nd swing lost

15 blocks = 3rd swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost

5 blocks = 5th swing lost (destroyed)

 

Branch

1 block = no visible change

2-4 blocks = 1 point lost

5-6 blocks = 2 points lost

7-9 blocks = 3 points lost

10 blocks = 4 points lost (destroyed)

 

Wrench, Pot, Skillet

1 block = no visible change

2-4 blocks = 1 point lost

5-6 blocks = 2 points lost

7-9 blocks = 3 points lost

10-11 blocks = 4 points lost

12-14 blocks = 5 points lost

15 blocks = 6 points lost (destroyed)

 

 

 

 

6 Luck: [Vanessa Jones]

Baseball Bat

1 block = 1st swing lost

2-3 blocks = 2nd swing lost

4-5 blocks = 3rd swing lost

6 blocks = 4th swing lost (destroyed)

 

Axe

1-5 blocks = 1st swing lost

6-10 blocks = 2nd swing lost

11-15 blocks = 3rd swing lost

16 blocks = 4th swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost

5 blocks = 5th swing lost

6 blocks = 6th swing lost (destroyed)

 

Branch

1-3 blocks = 1st swing lost

4-5 blocks = 2nd swing lost

6-8 blocks = 3rd swing lost

9-10 blocks = 4th swing lost

11 blocks = 5th swing lost (destroyed)

 

Wrench, Pot, skillet

1-3 blocks = 1st swing lost

4-5 blocks = 2nd swing lost

6-8 blocks = 3rd swing lost

9-10 blocks = 4th swing lost

11-13 blocks = 5th swing lost

14-15 blocks = 6th swing lost

16 blocks = 7th swing lost (destroyed)

 

 

 

 

8 Luck: [Jenny Myers]

Baseball Bat

1 block = no change

2-3 blocks = 1st swing lost

4 blocks = 2nd swing lost

5-6 blocks = 3rd swing lost

7 blocks = 4th swing lost (destroyed)

 

Axe

1-4 blocks = no change

5-9 blocks = 1st swing lost

10-14 blocks = 2nd swing lost

15-19 blocks = 3rd swing lost

20 blocks = 4th swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost

5 blocks = 5th swing lost

6 blocks = 6th swing lost

7 blocks = 7th swing lost (destroyed)

 

Branch

1-3 blocks = 1st swing lost

4-5 blocks = 2nd swing lost

6-8 blocks = 3rd swing lost

9-10 blocks = 4th swing lost

11-13 blocks = 5th swing lost

14 blocks = 6th swing lost (destroyed)

 

Wrench, Pot, Skillet

1-2 blocks = no change

3-4  blocks = 1st swing lost

5-7 blocks = 2nd swing lost

8-9 blocks = 3rd swing lost

10-12 blocks = 4th swing lost

13-14 blocks = 5th swing lost

15-17 blocks = 6th swing lost

18-19 blocks = 7th swing lost

20 blocks = 8th swing lost (destroyed)

 

 

 

 

10 Luck: [Tommy Jarvis, Chad Kensington]

Baseball Bat

1 block = no change

2 blocks = 1st swing lost

3-4 blocks = 2nd swing lost

5-6 blocks = 3rd swing lost

7-8 blocks = 4th swing lost

9 blocks = 5th swing lost (destroyed)

 

Axe

1-4 blocks = no change

5-9 blocks = 1st swing lost

10-14 blocks = 2nd swing lost

15-19 blocks = 3rd swing lost

20-24 blocks = 4th swing lost

25 blocks = 5th swing lost (destroyed)

 

2x4, Fire Poker, Pipe

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost

5 blocks = 5th swing lost (destroyed)

 

Machete

1 block = 1st swing lost

2 blocks = 2nd swing lost

3 blocks = 3rd swing lost

4 blocks = 4th swing lost

5 blocks = 5th swing lost

6 blocks = 6th swing lost

7 blocks = 7th swing lost

8 blocks = 8th swing lost

9 blocks = 9th swing lost (destroyed)

 

Branch

1 block = no change

2-3 blocks = 1st swing lost

4-6 blocks = 2nd swing lost

7-8 blocks = 3rd swing lost

9-11 blocks = 4th swing lost

12-13 blocks = 5th swing lost

14-16 blocks = 6th swing lost

17 blocks = 7th swing lost (destroyed)

 

 

Wrench, Pot, Skillet

1 block = no change

2-4 blocks = 1st swing lost

5-6 blocks = 2nd swing lost

7-9 blocks = 3rd swing lost

10-11 blocks = 4th swing lost

12-14 blocks = 5th swing lost

15-16 blocks = 6th swing lost

17-19 blocks = 7th swing lost

20-21 blocks = 8th swing lost

22-24 blocks = 9th swing lost

25 blocks = 10th swing lost (destroyed)

 

 

 

 

Damage While Blocking Jason's Attacks (without Thick Skinned)

 

Sheldon "Shelly" Finkelstein (while blocking)

Non-Weapon Strength: 12 strikes to stagger, killed on the 24th hit.

Weapon Strength: 8 strikes to stagger, killed on the 15th hit

Throwing Knives: 8 to stagger, killed on the 15th knife.

 

 

 

A.J. Mason (while blocking)

Non-Weapon Strength: 11 strikes to stagger, killed on the 21st hit.

Weapon Strength: 7 strikes to stagger, killed on the 14th hit.

Throwing Knives: 7 to stagger, killed on the 14th knife.

 

 

 

Mitch Floyd (while blocking)

Non-Weapon Strength: 11 strikes to stagger, killed on the  22nd strike.

Weapon Strength: 8 strikes to stagger, killed on the 15th strike.

Throwing Knives: 8 to stagger, killed on the 15th knife.

 

 

 

Adam Palomino (while blocking)

Non-Weapon Strength: 12 strikes to stagger, killed on the 24th hit.

Weapon Strength: 8 strikes to stagger, killed on the 16th strike.

Throwing Knives: 8 to stagger, killed on the 16th knife.

 

 

 

Brandon "Buggzy" Wilson (while blocking)

Non-Weapon Strength: 13 strikes to stagger, killed on the 25th hit.

Weapon Strength: 9 strikes to stagger, killed on the 17th hit.

Throwing Knives: 9 to stagger, killed on the 17th knife.

 

 

 

Deborah Kim (while blocking)

Non-Weapon Strength: 11 strikes to stagger, killed on the 22nd strike.

Weapon Strength: 8 strikes to stagger, killed on the 15th strike.

Throwing Knives: 8 to injure, killed on the 15th knife.

 

 

 

Fox (while blocking)

Non-Weapon Strength: 13 strikes to stagger, killed on the  25th hit.

Weapon Strength: 9 strikes to stagger, killed on the 17th hit.

Throwing Knives: 9 to injure, killed on the 17th knife.

 

 

 

Tiffany Cox (while blocking)

Non-Weapon Strength: 12 strikes to stagger, killed on the 23rd hit.

Weapon Strength: 8 strikes to stagger, killed on the 16th hit.

Throwing Knives: 8 to stagger, killed on the 16th knife.

 

 

 

Eric "J.R." LaChappa (while blocking)

Non-Weapon Strength: 12 strikes to stagger, killed on the 24th hit.

Weapon Strength: 8 strikes to stagger, killed on the 16th strike.

Throwing Knives: 8 to stagger, killed on the 16th knife.

 

 

 

Kenny Riedell (while blocking)

Non-Weapon Strength: 13 strikes to stagger, killed on the 25th hit.

Weapon Strength: 9 strikes to stagger, killed on the 17th hit.

Throwing Knives: 9 to stagger, killed on the 17th knife.

 

 

 

Vanessa Jones (while blocking)

Non-Weapon Strength: 13 strikes to stagger, killed on the 25th hit

Weapon Strength: 9 strikes to stagger, killed on the 17th hit.

Throwing Knives: 9 to stagger, killed on the 17th knife.

 

 

 

Jenny Myers (while blocking)

Non-Weapon Strength: 12 strikes to stagger, killed on the 24th hit.

Weapon Strength: 8 strikes to stagger, killed on the 16th hit

Throwing Knives: 8 to stagger, killed on the 16th knife.

 

 

 

Tommy Jarvis (while blocking)

[INCONCLUSIVE]

 

 

 

Chad Kensington (while blocking)

Non-weapon Strength: 13 strikes to stagger, killed on the 25th hit.

Weapon Strength: 9 strikes to stagger, killed on the 17th hit.

Throwing Knives: 9 to stagger, killed on the 17th knife.

 

 

 

 

 

 

Conclusion

Tommy eludes me with his missing data, but I am satisfied with everything else. 

 

(PS4) Special Thanks to:

Xx3P1KxX_monkey for interchanging the roles as Jason and the counselors for testing purposes. He was in it for the long haul.

PacoofAura for helping me figure out the health results while blocking with Deborah up to Jenny.

andyj12345gamer for assisting with Tiffany's information along the road to comprehension.

Savage_Nation25 for letting me beat him up as Chad and for assisting with Brandon's information along the road to comprehension.

 

If you are feeling kind (and you have a Playstation account), consider thanking them for their efforts. I could not have done it without them, especially monkey. He was responsible for confirming past efforts, carving new ground, and also played the role as the "canvas" when I was a counselor instead of him.

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@BomberBuddy Great work, many thanks for the testing. Happy to see more members getting involved in testing out the gameplay and providing some much needed knowledge.

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Not sure if we have it, but do we have a resource that says

X hits with Axes/Machete/Firepoker ect.. will remove Jason Part X's Mask.

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5 hours ago, BTHRZeroX said:

Not sure if we have it, but do we have a resource that says

X hits with Axes/Machete/Firepoker ect.. will remove Jason Part X's Mask.

@ThePunkPirate or @BomberBuddy may know these answers.

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Guide to Damage

Never bothered with testing ALL weapons, just did the max damage weapons since theyre so abundant in the map. Ax and Machete do same damage.

9 hours ago, BTHRZeroX said:

Not sure if we have it, but do we have a resource that says

X hits with Axes/Machete/Firepoker ect.. will remove Jason Part X's Mask.

 

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Adam Palomino – Counselor Overview

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The edgy guy. The token bad-boy heartthrob of the camp, probably much to the chagrin of Chad, and an overall excellent counselor choice.

 

Composure:            7

Luck:                        2

Repair:                     6

Speed:                      5

Stamina:                  4

Stealth:                    3

Strength:                 8

 

Pushing Advantages:

Adam maintains his Composure quite well. Keeping Fear down, combined with excellent Strength, make Adam generally the best (excluding Tommy) at escaping from Jason’s grab. Out in the open this isn’t so useful, but in close quarters (such as a cluttered room) it can be fairly easy to get out of Jason’s grip. Adam will also stumble and mumble less because it takes him longer to get to a higher fear level.

Adam repairs quite well. This versatility allows Adam to shift quite easily between fighting, evading, and fixing. He is not the best at any particular thing, but he is a threat in almost every situation the game can throw at him. He is a multi-tool. He also is deadly in groups. Remember Fox? Adam, Kenny, and Fox are the characters that can do a bit of everything. These characters are natural partners for highly cooperative group efforts pushing objectives. No matter who Jason picks the others can watch their back and even make quick repairs right under Jason’s nose.

Having a Strength of 8 is fantastic if you need to de-mask Jason and go for the kill. Adam packs a punch! His Speed of 5 is average yet more than adequate for most things Adam might be trying to do. Just keep any jogs through the woods of Crystal Lake short because Adam doesn’t have much Stamina.

Mitigating Weaknesses:

Luck, Stamina, and Stealth are Adam’s weakest points. Stealth is not much of an issue, since Adam can fight very well if Jason catches up to him, but the low Stamina will be something you need to pay very close attention to. The low Luck means broken window hopping is slightly more problematic and weapon durability will suffer a lot. I’d suggest using the wrench/lead pipe with Adam to get more uses out of your weapon.

Adam relies quite a bit on the bash n’ bump Stamina regain strategy used by Chad. Smack Jason for a stun to get a Stamina bump and then flee. Climb through windows (preferably not broken) to bump Stamina. Don’t be opposed to dropping into a hiding spot for a few seconds to regenerate Stamina quickly. Stamina management and smart use of that limited resources is the key to playing Adam and any other character with very low Stamina.

Basic Strategy:

1. Find an objective and push it hard. Adam doesn’t hide well, but he can tolerate Jason’s presence and fight back quite well. Fix or fight; but do it early!

2. Employ group tactics. Adam works great as a pack hunter.

3. Choose your battlefield wisely. If you have to battle Jason, find the most cluttered area possible and ambush Jason (go for that quick stun and run). Adam has a pretty easy time escaping Jason’s grab because he keeps his Fear lower for longer periods AND he has a load of muscle to help. Place yourself in situations that benefit Adam for escape; don’t give Jason players an easy open space to execute a quick grab kill. The extra clutter will also protect you a bit from slashers.

4. Always be ready to support other characters. Adam’s middle of the road stats allow him to do just about anything. Always keep him busy doing something other than hiding if possible.

Top 10 Suggested Perk Choices (no particular order of significance):

1. Thick Skin

2. Escape Artist

3. Slugger

4. Medic

5. Tinkerer

6. Man at Arms

7. Adrenaline Rush

8. My Dad’s a Cop

9. Sucker Punch

10. Heavy Hitter

**This is by no means a definitive way to play Adam, but it can get you started on an effective set-up and allow you to figure out your own playstyle. Thanks for stopping by and best of luck as always.

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HOW TO CAPITALIZE ON STEALTH – In spite of Sense

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I think many of us really do enjoy playing stealthy characters in our favorite video games. Games like Thief, Metal Gear Solid, and Assassin’s Creed really bring out our inner ninja. When new players get to this game, they see a plethora of stealthy characters and think, “Nice! I’ll be like a fart in an elevator…offensive and undetected.” Yeah, about that. Stealth is probably the single least useful stat in the game because no other stat supports it and one of Jason’s main abilities can undermine it. So what can we do? How do we squeeze every ounce of useful goodness out of the stat? Know your enemy.

 

What are the important things to know?

1. How far can Sense reach in the first 5 minutes of a game?

                a. 37.2m/122 ft. (about 1/7th of the playable area width on a normal sized map; playable width is roughly 800ft)

2. How far can Sense reach in the first 10 minutes of a game?

                a. 46.2m/152ft (about 1/5th of the playable area width on a normal sized map)

3. When does Rage occur?

                a. Between ~12-15 minutes into a match (15 if Jason takes no damage).

4. How far can Jason hear you (sound pings)?

a. The exact distance needs to be tested, but it is about 1/3th of the playable width on a normal sized map.

5. What is the Sense base detection range post-Rage?

a. Between ~95m (310ft) and 115m (378ft) depending on Sense strength and the time that Jason actually gets Rage. Also remember it will continue to expand and get larger post-Rage too.

 

So, you’re probably saying, “That’s cute Alk, but how the hell far is that at a glance?” Using in-game scale, if Jason appears to be about 1/3 the height of your counselor’s head in the distance, you are very roughly 45m away. This is an extremely generalized reference point that will help you keep scale somewhat consistent while piloting your counselor around in 3rd person view. It will be not be a precise measurement, but I hope it helps you orient your perspective, and visualize how far you should STAY AWAY at a minimum.

In the first 10 minutes of a game, if Jason appears to be “smaller” than about 1/3 the height of your counselor’s head, you will probably be outside Jason’s Sense base detection range. This means that he can only acquire you visually or by your sound PINGS. All Jasons, with the exception of Part 7, appear to hear at a range of roughly ~90m/~295ft; twice the range of Sense at the 10 minute mark.

Make Stealth work for you by:

1. Keep well clear of Jason and out of his view.

2. Keep away from his expanding Sense base detection range. It is always getting bigger. Post-Rage your Stealth is probably going to fail you unless you are on the other side of the map. Use a quick visual assessment if you can see Jason to adjust your distance from him (assuming he doesn’t see you).

3. Jog to keep your sound pings down. Some counselors can jog silently and this is invaluable if they keep a buffer between themselves and Jason.

4. Remember you can easily stay out of Jason’s base detection range for Sense in the early part of the match (first 10 minutes), but all it takes is for him to Shift closer to you or Morph near you and you’re going to light up like a Christmas tree in Sense without perks or a hiding spot to save your butt. It’s not that Sense is hard to avoid when you know where Jason is during the first 10 minutes, but rather its Jason’s Morph and Shift that make avoiding detection very hard; Jason can adjust the range of Sense essentially at the press of a button.

5. Work objectives quickly and get a good distance from them when you are done. If Jason pops up near an objective spawn location, have a good idea where you need to be to avoid coming up in Sense…then just stay out of sight and out of mind.

I hope some of you may find this insightful. All this information has a margin of error, so don’t expect it to be I-programmed-the-game exact. Just understand it is close enough to save your ass when it counts. Making best use of Stealth is understanding what margin of closeness you can be to Jason while still avoiding Sense! Keep a buffer and know your enemy’s capabilities. Have fun campers and best of luck to you!

 

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Posted (edited)

The big thing about stealth counselors is that your ultimate goal is to the fix the "other" objectives, aka the boat or two-seater car. Jason will usually Morph between the four-seater car as well as the phone to make sure the objectives that can let the most amount of people escape are being watch, meaning other objectives are normally neglected with a single trap sometimes watching them unless circumstances occur that say otherwise (for instance, the four seater crashed in a condensed forest area where escape is unlikely).

The boat is the most preferred since it starts up silently, and since it's near water you usually don't have to worry about Jason sensing you by chance unless you have the misfortune of another objective being near it (can't think of any examples ATM).

As for the two-seater, sometimes it can be near the phone which sucks, in which case your best hope is exploring houses away from the objectives to arm yourself as well as find an objective part. Have noisy counselors piss Jason off while you go grab stuff, then when Jason comes you're properly armed to deal with it hopefully.

If nothing else, just group up. Even an army of Erics would still have fighting potential if they're armed with pots/pans/wrenches, and if you use combat stance it takes no more than four hits using a machete/axe to demask Jason even with someone who has low strength (e.g. Jenny).

Edited by Trident77
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TRAINING SUGGESTIONS – Offline Bots

I was thinking that since there is a lack of proper in-game tutorials to facilitate learning some of the game’s mechanics firsthand, new players (and maybe some old players), might get some use out of challenging themselves using the new offline bots. I’ve posted up a couple challenges in Player Run Challenges thread, but here are a few suggestions to try which may improve your Jason game.

NOTE: Play on the hardest setting. It is nowhere near as tough as seasoned counselors, but you might as well work with the best the game has to offer for now.

#1:  Shift-Grab and Kill. While playing with offline bots, only kill a counselor if you successfully Shift-Grab them. Do yourself a solid and don’t hurt them so they limp. You want your rabbit to be able to run. Work on steering Jason properly and leading your target to get that snatch down. Understand, in a live match, counselors will juke like crazy (if they know what’s good for them) but this will help you refine your technique.

#2:  Kill only with context. Don’t use weapon executions. Don’t drown them in the water. Don’t kill them in hiding spots. Only use the contextual environmental kills. This is an excellent way to become familiar with a map and where you can readily locate these kills in a cabin or exterior. Remember, you get more XP for environmental kills as well. By knowing where you can find these types of kills you can mitigate using the longer or more involved kill animations that need more space. By becoming efficient with contextual kills you can reduce the chance a counselor will get away by tapping to break free if your other kills won’t light up and time is short.

#3: Killing Prioritization. Choose the order in which to kill off the counselors. Practice taking out Repair characters quickly to push the counselors into a skill deficit for completing objectives effectively. I wrote an article earlier in this thread HERE. Give prioritizing your kills a try.

#4: Knife Em’. Practice your throwing knife quick throw technique. Don’t aim by holding down the button. Practice lining counselors up for a quick tap-toss to score hits. You can practice on limping counselors first if you like, then move on to those who can run. Use this technique to stop a counselor from getting a window. Use it to stop them from working an objective. Use it a near-range to slow them down if they are fleeing. Become quick tap-toss master.

Just a few ideas to help you become a better Jason with self-paced learning. LOL.:lol:

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Vanessa Jones – Counselor Overview

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The Athletic Girl and resident Ferrari at Crystal Lake. Vanessa is the counselor for those who prefer to burn rubber and zip around the map at a break-neck pace. She is fast and suits a highly evasive playstyle.

 

Composure:            3

Luck:                        6

Repair:                     2

Speed:                     10

Stamina:                  9

Stealth:                    1

Strength:                 4

 

Pushing Advantages:

With a massive 10 in Speed and 9 in Stamina, Vanessa is well-suited to getting around the map quickly. She has a huge Stamina pool allowing her to take more actions that burn Stamina (such as fighting) while suffer little ill effect. Make use of her great Speed and Stamina to ferry parts where they need to go in the early parts of the match. Nobody can move critical items where they need to go faster/farther than Vanessa (Only Tommy can match her in this regard).

Her Luck of 6 also means that she will get a bunch of uses out of melee weapons and she can window-hop to avoid Jason very well. Few characters can come close to Vanessa in terms of pure evasion ability. She is the ultimate rabbit for Jason to chase in the F13 game and players who understand her strengths can make Jason’s job very tough. Combine her Luck and high Stamina and she can fight back when cornered to great effect. In purely fighting terms, her Strength of 4 is not too high, but it is plenty good for a skilled player to inflict damage on Jason for the purpose of de-masking him.

Mitigating Weaknesses:

Vanessa’s Composure, Repair, and Stealth are pretty bad. She will gain Fear at a pretty fast rate when around Jason, so she is better served by hit and run tactics (similar to Chad). Good players can Repair with Vanessa, but let’s be honest, she really sucks at it. Get parts where they need to go and let the Repair characters get the job done efficiently. In regards to Stealth, Vanessa is a tornado in a trailer park. Her sound pings will be frequent and noticeable (even running perks like Light Foot). Accept that she is noisy and rely on her mobility to carry the day. Sense avoidance perks aren’t a bad idea for when she isn’t moving around, but I think you’ll get more value out of perks that buff her Stamina and fighting prowess.

Basic Strategy:

1. Use her great Speed and Stamina to get critical repair items to objectives fast in the early stages of a match.

2. Kite Jason and lead him on annoying long tours of the map. Vanessa and Tommy really have no peers in this regard. If Jason tunnels you…good. Bring him on a long salty tour of window hopping and evasion.

3. Use hit and run tactics to fight Jason. Vanessa pairs well with Buggzy and Chad for this.

4. Remember Vanessa can grab the sweater quickly. She is a fine choice to recover it once some of the early game objective items have gotten to where they need to go and the Repair characters are busy fixing stuff. A well-timed intrusion into Jason’s cabin can distract him from the others and Vanessa has excellent odds of getting away to safety with the sweater.

5. Take risks. Vanessa’s Speed and Stamina combo allow her to be daring during the match and pull off some great teamwork plays.

6. Don’t get cocky. This will get you killed as Vanessa quickly. Balance skill/confidence to do what you need to do (see #5). Never forget that Jason will kill you just as easily as any other counselor should you get caught. With her low Composure and fairly low Strength, getting grabbed without a pocket knife or friend nearby, means you’ll probably not tap free before Jason ends you.

Top 10 Suggested Perk Choices (no particular order of significance):

1. Thick Skin

2. Evasion

3. Slugger

4. Medic

5. Marathon

6. Low Profile

7. Teamwork

8. Night Owl

9. Sucker Punch

10. Restful

**This is by no means a definitive way to play Vanessa, but it can get you started on an effective set-up and allow you to figure out your own playstyle. Thanks for stopping by and best of luck as always.

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On 11/11/2017 at 6:35 PM, Alkavian said:

Week 10:

 

TALK TO ME GOOSE!  Effective communication.

 

It is very easy to have some pretty exciting matches in F13. When everything is working like clockwork, there is a real sense of accomplishment working as a finely honed team. Sure, you can go it alone in F13, and often this will be the case when opting to throw your hat in the Quick Play ring, but teaming up with others to work against Jason is so much more gratifying. I should note it is also gratifying to listen in on clueless counselors making plans as Jason...

 

 

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Basics of in-game communications:

 

For those new to the game, F13 relies on proximity based chat. This means when you speak into your microphone, other players nearby can hear you, but those farther away will not. This also means that Jason can hear you talking when he is close by. If you find a walkie-talkie (or use the Psychic Perk to start with one), your voice will be transmitted to everyone that also has a walkie-talkie all over the map in addition to those nearby who can hear you.

 

Simple Advice:

 

1. Talk only when you need to or casually. Since everyone is sharing the “same channel” so to speak, it is very hard to sort out who has what, and what is happening if everyone talks over each other.

 

2. Please be concise when giving information. Saying, “Jason is over here!” is pretty useless unless you happen to be right next to the person. Use your map or mini-map to call out a general locality; “Hodder’s Pass”. At least this way, others can get a general idea of the area you are referring to. You can also use an established objective as a reference.

 

3. Call out objective locations. Tell others where to find the phone house, cars, and the boat. Don’t get killed off knowing valuable information and not tell people. it's not that others can't find out the information, but why make someone have to check twice to verify a location (like the phone house as an example).

 

4. Don’t discuss objectives being worked by counselors when Jason is nearby. Don’t announce you have the keys or phone fuse (it just makes Jason players hunt you more). Jason can see if you are carrying a big part so expect to get attacked anyways. With the item marking addition to the game, there is little reason to call out what items you have in your death throes.

 

5. Use the item marking mechanic. It you see a vehicle part or phone part. Pick it up. If there are more parts than you can carry, pick them all up, and carry what you can. At least the left behind parts will show up on the map.

 

6. If you are riding as a passenger in the car or boat, pull up your map. Help the driver if they need it. If you have the four-seat car going, you may be able to tell the driver which way they need to go to pick up other survivors and make a bigger escape.

 

7. Be courteous. There is no reason to slum to the level of toxic trolls. Keep your cool and move to a different lobby if need be. Remember that wrestling with pigs just gets both of you dirty and the pig likes it.;)

 

I’m keeping today’s article rather brief. I’ve got quite the head-cold going and it has been rather persistent over the last few days.  As always, best of luck and happy hunting. If you have something you’d like to share in regards to good communication; please share!

 

This is why party-chat should be banned on this game. It gives counselors yet another advantage and makes having to find a walkie completely pointless. I’m surprised there isn’t a bigger call from the community to get rid of party-chat. Toxic people in the public lobbies or not.

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17 hours ago, Treymaker said:

This is why party-chat should be banned on this game. It gives counselors yet another advantage and makes having to find a walkie completely pointless. I’m surprised there isn’t a bigger call from the community to get rid of party-chat. Toxic people in the public lobbies or not.

Party Chat, at least on consoles, is part of the services/features provided to the consoles. Game developers have to be accommodating to the features provided on the game platforms, and their respective networks, if they want the game to be ported over. I don't think there is even a remote chance Gun/Illfonic would be allowed to disable or block Party Chat on consoles. I suppose it could happen on PC. I also do agree that Party Chat can totally ruin the game experience, as intended, but I suppose it is what  it is.

EDIT: I remember pre-release, during the Beta, a lot of discussion happened about how the console services (PSN/Live) would feel about the proximity-based chat system in-game and if it would be allowed.

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Thank you, I was totally ignorant to most of that. I thought it would be as easy as Gun/IllFonic deciding, no more party chat. It is too bad, because the idea of having to find walkies to talk to everyone is a good one,  but with party chat, that is completely negated.

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On 16/10/2017 at 5:39 PM, Alkavian said:

WEEK 7

A HUNTING WE WILL GO… - Non-Metagame Trapping with Jason

In an earlier piece, I wrote about defying the existing metagame and using that to your advantage. I thought I might revisit that idea a bit in regards to the placement of Jasons’ traps. Traps are a valuable objective control resource for our resident goalie and we all probably know the routine by now. Trap the phone, trap the battery on the 4-seater, and trap the gas inlet on the 4-seater. This is the established metagame. For some Jason’s, traps are a highly limited resource (Part 4, Part 7, and Part 9), so you may want to be cautious about trying some of these things I’m about to say unless you are very confident in your abilities to stay on top of objectives.

Here are some suggestions for placing traps in non-metagame places. When you catch counselors with these, you’ll probably giggle a bit to yourself, and expect to hear accusations of noobery and denigration of your skills. Embrace the salty goodness and watch the tantrums fly.

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1. If you find the power generator that powers the Jarvis radio, and you know they haven’t called him yet, break the box and put a trap in front of the generator. You want Tommy? You’re going to have pay for it with resources and pain.

2. If a counselor drops a bunch of stuff when killed (especially in the woods), put a trap down near the items (not on them). Gently nudge the counselor’s body onto the trap. Many people will plow right over their dead buddy to get the goodies on the ground. If it is a decently trafficked area, your fishing may pay off.

3. When at a 2 storied house, put a trap under the upstairs window of bedrooms facing shortest escape avenues to a nearby structure. You can often chase people upstairs and have them jump out a window to escape you. They take damage from the fall, and sometimes, the trap will finish them off for you. Good way to stop those jumpers banking on using a med spray to heal up after landing. Also saves you the trouble of wasting a morph to go after them.

4. Packanack Lodge, in particular, has a nice little window on the first floor to consider trapping. The kitchen window is a common looping window used to evade Jason. If you get a spawn where the phone and the car are near the lodge, consider trapping that kitchen window too. You’ll often catch people unaware and make your life easier.

5. Place traps on the far side of the little wooden walkway bridges from an objective. If you morph to an objective, sometimes counselors will bolt down the path and run across those little bridges to get clear of your arrival. Having a nuisance trap in middle of the path on the far side of the bridge can be a fun way of slowing them down.

6. Place traps at the corners of main buildings that counselors will often loop through are travel to because vehicle parts are often there. The boat house on Crystal Lake (side with the white fence) comes to mind. Many people will barrel around that corner near the water and not even pay attention that a trap is sitting there waiting.

7. Trap the map stand. Many times people will run up to get the guaranteed map and not even pay attention to the ground around it.

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As always, have fun and play how you want to play. If you have an extra trap and want to mess with people consider some of these as options (Part 2 Jason lovers take note). Many people don’t want to “waste” their traps, but I find the occasional nuisance trap to be pure gold. Nothing quite salts the fields like someone getting caught in a trap outside the established norms and you teleporting there to give them three fingers-two knuckles deep. Tell them to, “bite the pillow” for extra chance of rage quitting.:lol:

Good luck! If any of you have some choice places that traps can work outside the normal metagame locations, please share them!

EDIT: Also note I did not necessarily come up with these ideas first. Some occurred to me on my own, and some I've observed other crafty Jason's employ. I love out-of-the-box thinking, and many of these ideas fit that role nicely.

 

Love a few of these so I'm going to lay my personal game plan, the metagame has changed. Any decent Jason does not need to trap cars as these should be two of the three morph locations that you patrol instead use all of your 5 traps at the phone house (same works for minus traps) one by the phone box or two depending how competent the team of counsellors are, one at each door and maybe a window closest to the box this will usually throw a whole plan of attack off even for a good team of counsellors and more often than not you will catch the first unlucky prey if they are in the house and try to run from you the open doors that you have previously broke are too enticing not to run through without proper regard for checking the terrain and unless they have been chad lucky and found a piglet knife in their first few draws it's a quick easy kill that generates enough salt to bath the Cornels famous chicken. 

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@Thymightymeat007 This phone house trapping strategy doesn't reliably work in my experience. Not something I would recommend to players.

Double-trapping phone box still works and guarantees counselor interaction with those traps to gain access. Placing traps anywhere else is a gamble, and even if you're Part 2, the Shack and/or Tommy house are still much better locations for additional traps.

Dumping all or most of your traps at the phone and patrolling the cars was a viable strategy before the traps distance was changed. All those traps would directly block off the phone box (highest priority objective) and this is why it worked. But since it is no longer possible, this strategy isn't worth gambling on. Against any competent lobby, it's usually just a waste of valuable objective defence.

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4 hours ago, Dapper Dragon said:

Rule 1.  Trap objectives.  Remember now that even car doors can be effectively trapped.  DON"T WASTE THEM ON WINDOWS

Rule 2.  Get to the phone box and if you spot a smart counselor nearby, kill them if you can, but if you can't run them off and burn their stamina, go to a car, trap it, return to the fuse box and spot check for counselor, go to next car and trap it.  If during that time you don't encounter a genuinely problematic counselor that is carrying a vehicle part, CHECK THAT PHONE BOX AND KILL WHOEVER GETS NEAR IT.  Point is, bounce around.  Make the counselors afraid to venture alone after an objective because they know you'll be back before they can complete it and won't want to risk getting trapped in a mini-game.

Rule 3.  Give yourself a quick kill in your grab-kill list that you can easily key up.  Headpunch or something super simple and quick like that is ideal.  This way counselors won't have time to start a vehicle during a kill animation.  This is especially important because they are simple and ready up faster, which you really need when being swarmed.  

Rule 4.  There is NO shame in combat stance and slashing.  It breaks weapons and nullifies pocket knives.  If you need to clear a cluster of counselors or keep them from being able to work an objective, this is crucial.  

Rule 5.  Learn to drum the E button.  Alternate forefinger and middle finger and speed tap that button to decrease recovery time.  It's perfectly legit and part of the game.  Use it.

Rule 6.  Don't let Tommy distract you.  Unless he is actively fixing an objective, don't chase him down until last.  He is just there to burn time for other counselors.  Just keep an eye on him as you patrol objectives. Also, he is a counselor magnet, and his increased stamina makes him prone to abandoning tired counselors without realizing it.  Use that false sense of comfort to maximum effect and kill the before his helpless eyes mwhahahaha.

...pardon me.

Rule 7.  Don't get tunneled.  Vanessa, Tiffany, and Bugsy are NOT fixers, but they will run you ragged if you let them.  If you find you're spending more than 20 to 30 seconds on them, LEAVE THEM BE.  If they attempt to fix something, it will take them a long time and they will probably screw it up and alert you.  Find the smart counselors they are trying to keep you away from.

Rule 8.  Prioritize.  Sometimes the RNG just feeds you the chickenbone.  If you HAVE to make a choice, close off the path that leaves the widest opening.  In other words, if you know both cars are about to be fixed, make sure to keep the four-seater from escaping.  

Rule 9.  When entering a zone after Stalk comes available, enter stalk THEN morph, use sense, and shift.  With luck, they won't see you coming and BAM..shift grab executed.

Rule 10.  Never rage-quit.  Even crappy matches can teach you something about being a better Jason.  Rage-quitting a match because you know your numbers will suck only deprives you of an opportunity to learn.  People will respect a Jason that is still learning FAR FAR more than a rage-quitter.    

Rule 11.  Choose a main.  Playing Jason effectively means learning that Jason's rhythm.  Every Jason can be effectively played once you put in the time to learn how to best utilize his strengths and mitigate the drawbacks of his weaknesses.  Find one you enjoy the most, perhaps in Offline mode so you can play them one after another to compare, then set him as your guy and...as Rhianna would say..work work work work work work work.

Rule 12.  Be encouraging to players.  It is certainly OK to goof off and make jokes at Jason during the match, it's all part of the strategy and fun of the game. But after the match, give a verbal high five or SOMETHING to show it was all in good fun and that you enjoyed the player's efforts.  The trash talk should always be directed at Jason, not the player driving him.  This will go a long way in building a strong playerbase community and make the game more appealing to those wanting to learn the ropes.  Better Jasons just means more fun for all of us.

Hope that helps.

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SAGE ADVICE - Shout Out

Sound advice to help new players is always needed. Nice write-up Dapper.

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On 1/7/2018 at 4:36 PM, Alkavian said:

Party Chat, at least on consoles, is part of the services/features provided to the consoles. Game developers have to be accommodating to the features provided on the game platforms, and their respective networks, if they want the game to be ported over. I don't think there is even a remote chance Gun/Illfonic would be allowed to disable or block Party Chat on consoles. I suppose it could happen on PC. I also do agree that Party Chat can totally ruin the game experience, as intended, but I suppose it is what  it is.

EDIT: I remember pre-release, during the Beta, a lot of discussion happened about how the console services (PSN/Live) would feel about the proximity-based chat system in-game and if it would be allowed.

Yeah, exactly; not only could they not get rid of Party Chat, that wasn't even going to be an option, but getting all platforms to accept the in-game proximity chat was a big point of contention they had to overcome to be accepted.

I love proximity chat, I have done since I first heard it being used a few years back on some PC game and I knew it'd add a lot to this game if they could do it.
But it is an audio system that overrides the regular chosen version that console manufacturers wanted, so they had to fight hard to include it.

Nice touch providing some Offline Bots suggestions, by the way!

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2 hours ago, DamonD7 said:

Nice touch providing some Offline Bots suggestions, by the way!

Yeah, proximity chat is a nice touch. It really helps flesh out immersion in the game (when people choose to use it).

Had to include some suggestions for bots. Can't let a good training aid go to waste. :)

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Kenny Riedell – Counselor Overview

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The head counselor at summer camp and resident hater of speedos/banana hammocks; or maybe he just hates Chad. Kenny is the “Joe-average” of F13 the Game and a good choice if you want someone good at everything; a jack of all trades. Kenny is a solid choice, though not the best, for any situation the game throws at you.

 

Composure:            5

Luck:                       5

Repair:                    5

Speed:                      5

Stamina:                  5

Stealth:                    5

Strength:                 5

 

Pushing Advantages:

Kenny has no overwhelming advantages. He does everything with an average stat of 5. This is actually very good news for players who are not sure of their playstyle OR those who want to dabble in a bit of everything. Kenny is the only character in the F13 Game that perk customization isn’t limited to a particular skill set. You can make him stealthy or a fighter. It really doesn’t matter because Kenny is a blank slate. That appeals to some players. I used Kenny when I first got the game until I unlocked Eric and Adam. Tinker around with him to find the perfect mix of perks to suit how you want to play or, better yet, tinker around and find several different perk combos for different situations and swap them out as needed.

Kenny works well in groups of other mid-range-average stat counselors. Fox, Shelly, and Adam are all good choices to partner up with for Kenny. These middling counselors work great as a team. Each one can do any part of the job needed while effectively keeping each other covered. Kenny does everything, so feel free to assist in any way you can to help the team.

Mitigating Weaknesses:

Kenny has no weaknesses. Only those you assign to him by picking perks that have negative effects on the character. The biggest thing you have to mitigate is taking penalties to stats which have more importance than others. We all know that the stats for counselors are not created equally, so avoid selecting perks with high penalties to Stamina or that cause greater Fear accumulation. If you like to fight, I’d suggest avoiding high penalties to stun chance, weapon damage, or weapon speed.

Basic Strategy:

1. Pick a good perk loadout for the play strategy you want to use.

2. Team up with other middling characters like Fox, Adam, and Shelly. Use group tactics to push objectives hard. Find parts and fix while covering each other’s back.

3. Make yourself useful doing just about anything that needs to get done. You’re fully capable of handling anything (short of fetching the sweater).

4. You need to be adaptable to different playstyles in spite of what perks you select. The dynamics of a match can change swiftly. You are the multi-tool. Always prepare to change your role at the drop of a hat to save the day. This is what Kenny is good at; filling in the gaps.

Top 10 Suggested Perk Choices (no particular order of significance):

1. Thick Skin

2. Friendship

3. Slugger

4. Medic

5. Marathon

6. Low Profile

7. Psychic

8. Night Owl

9. Sucker Punch

10. Restful

**This is by no means a definitive way to play Kenny, but it can get you started on an effective set-up and allow you to figure out your own playstyle. Thanks for stopping by and best of luck as always.

 

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53 minutes ago, Alkavian said:

Kenny Riedell – Counselor Overview

 

Looking forward to reading your write-up on Shelly!

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14 minutes ago, Cokeyskunk said:

Looking forward to reading your write-up on Shelly!

He's in pipeline. Deborah is up next. I'll probably have something for her this weekend.

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On 09/01/2018 at 1:34 PM, Tommy86 said:

@Thymightymeat007 This phone house trapping strategy doesn't reliably work in my experience. Not something I would recommend to players.

Double-trapping phone box still works and guarantees counselor interaction with those traps to gain access. Placing traps anywhere else is a gamble, and even if you're Part 2, the Shack and/or Tommy house are still much better locations for additional traps.

Dumping all or most of your traps at the phone and patrolling the cars was a viable strategy before the traps distance was changed. All those traps would directly block off the phone box (highest priority objective) and this is why it worked. But since it is no longer possible, this strategy isn't worth gambling on. Against any competent lobby, it's usually just a waste of valuable objective defence.

Thank you for your diverse counter argument tommy I completely respect and take into consideration what you have proposed and I feel it gives the guys just starting out I good understanding of different play styles to approach Jason play as I see a lot of people talking about how Jason isn't a scary prescense or a threat which is completely untrue if he is played to his advantages which i believe is picking off one by one the problem seems to be in my opinion I feel the meta game has changed and any lobby that knows what they are doing no one wants to escape because that isn't fun any more the goal is to make Jason salty and then kill which is fine hey we all want to kill Jason but he can't take on a group of 2 or more high level counsellors and not take repeated stuns and lose his mask which is a shame. I read this back and realised this is completely off topic maybe I just want someone to talk about Friday with lol 

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1 hour ago, Thymightymeat007 said:

I don't want to start a new post as I feel it will probably get seen more here but I would like to propose a new Jason ability that is compelelty open to suggestions improvements and counters as to why it possibly couldn't work

This thread is meant as a training aid/help/information/tutorials. If you have a suggestion or idea for something new, please feel free to start a new thread in Suggestions/Feedback portion of the forum. You are more than welcome to toss ideas out on my feedback/suggestions thread if you don't want to start one yourself. Can you do me a favor and not invite off-topic discussions to this help thread? It would be greatly appreciated to keep things tidy here.:)

~Alk

Here is a link to my suggestions / feedback thread.

 

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