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25 minutes ago, Alkavian said:

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.

 

Just posted it on the other thread bro would love to know your opinion on the ability proposal 

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6 hours ago, Thymightymeat007 said:

Just posted it on the other thread bro would love to know your opinion on the ability proposal 

Thank you kindly.:)

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Deborah Kim– Counselor Overview

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The bookish girl. Deb may be a wallflower, but she is one of the best when it comes to fixing things. She may not be fast or a fighter, but she can make a huge impact in the early stages of a match. As one of the main three fixers (Deb, Eric, and Mitch), she will be challenging to play for a new player. Their bad Stamina and lackluster fighting capability generally mean they are "hard mode" for newer players.

 

Composure:            5

Luck:                        3

Repair:                    10

Speed:                      4

Stamina:                  3

Stealth:                    9

Strength:                 1

 

Pushing Advantages:

The two greatest assets that Deb has going for her is a mighty Repair score of 10 and Stealth score of 9. She can make repairs lightning fast and she has the Stealth to generate almost no noise pings. Early in the match, while Jason’s Sense base detection radius is small, it can help her go undetected and make quick repair plays.

Like any fixer (Mitch and LaChappa included), Deb relies on the early stages of a match to have high impact. Fix fast and evade. Additionally, Deb has average Composure. She can keep her Fear in check well and modestly tolerate Jason’s presence without pegging out her Fear.

Mitigating Weaknesses:

Deb generally lacks meaningful combat ability. She has terrible Luck and Strength. Her weapons will break fast and she doesn’t pack a punch. Let others fight Jason. Focus on getting objectives completed fast while Jason is distracted with other characters.

Like most exceptional fixers, Deb has bad Speed and Stamina. Fixers are cabin hoppers. They need those breaks from being out in the open to get back Stamina and have protection from Jason. Play defensively with Deb. Fixers are opportunists; not necessarily risk takers. Hide, slink around in cabins, and pounce on objectives like a jackal when Jason isn’t paying attention. With Deb try to have a bodyguard to watch your back while you make quick repairs.

Basic Strategy:

1. Repair objectives as fast as you can in the first 5 minutes of a game. Keep Jason at a distance and pounce on objectives the moment he takes his eye off them. You should always be applying pressure on an objective if it is unattended. Make Jason have to choose what objective he will defend by always keeping the threat up.

2. Stay close to cabins and never sprint unless evading a Shift-grab. Keep her quiet and conserve your Stamina!

3. Don’t waste your time running for the sweater unless there is no other female to do it. Deb is not a rabbit. She is a turtle. Let those with better endurance/speed worry about the dirty shirt. Focus on fixing what needs to be done.

4. Never pass up on an opportunity to make an impact on objectives in the early game. Fixers become less and less useful as the match progresses, counselors start dying off, and Jason’s Sense starts to negate any Stealth advantage you may have initially had.

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

1. Thick Skin

2. Preparedness

3. Level Headed

4. Medic

5. Marathon

6. Low Profile

7. Psychic

8. Homebody

9. My Dad’s a Cop

10. Restful

**This is by no means a definitive way to play Deborah, 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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Eric LaChappa– Counselor Overview

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The nerd. 20-sided dice rolling badassery aside, Eric is the guy you don’t expect to be the hero. He is a bit out of shape and probably not the most socially lubricated individual, but he can make Jason’s life hell in the right hands. Like all of the main fixers in F13 the Game, LaChappa tends to be hard-mode for newer players.

 

Composure:            4

Luck:                        5

Repair:                    10

Speed:                      3

Stamina:                  2

Stealth:                    8

Strength:                 3

 

Pushing Advantages:

Much like Deb, Eric’s two big stats are Repair 10 and Stealth 8. In this respect, the two are very similar. Both are used to push objectives hard in the early stages of a match. The maxed Repair stat allows for super-fast and easy checks while the 8 in Stealth lets him not make a ton of noise pings for Jason to zero in on at distance.

Eric differs slightly from Deb in that he has decent Luck. This means Eric can handle hopping broken window a bit better, and more importantly, his weapon will last a bit longer if he needs to fight back against Jason. His Composure isn’t great, but if he fights back, then evades quickly, Eric can be very survivable against Jason (at least more so than Deb).

Take advantage of every situation that you can put that high Repair to good use. Never pass an opportunity to keep the match objectives under pressure. Unlike Deb, Eric can work well by himself and not require a bodyguard.

Mitigating Weaknesses:

Eric has horrifically bad Stamina. You cannot afford to let him get caught out in the open. All the main fixer characters tend to be like this and this lack of Stamina tends to make them not new player friendly. Eric is also slow. Stick to cabin hopping while moving around the map. Eric absolutely needs to have cover to buy time. With any of the main fixers (Mitch, Eric, and Deb) don’t be afraid to pop in hiding spots to top off your Stamina.

Eric has bad Strength. He is not the ideal choice to de-mask Jason, but it helps him a tiny bit breaking free of Jason’s grasp. Don't expect that to happen much though. The low Composure means his Fear will spike quickly. You must control this carefully! High Fear will slow your Stamina regeneration significantly. Eric cannot afford to lose what Stamina he has (none of the main fixers can for that matter). Play cautiously (avoid rather than fight Jason) and keep your flashlight on.

Basic Strategy:

1. Push objectives hard and repair quickly in the early stages of a match. Never let up the pressure if you can. Make sure multiple objectives are being hit to keep Jason off-balance and moving around to stop the team.

2. Be like paint on a cabin wall. Stick close to structures for safety. If you get caught out in the open with Eric, it will probably be a death sentence.

3. Subliminally Jasons tend to tunnel Eric. That inner bully on the playground comes out and he becomes public enemy number one. I’m sure Deb appreciates that. All the more reason to abide by point #2. Never assume Jason will leave you alone. Always be on-edge and ready to take evasive action as the nerd!

4. Play smart and deceptively. You need to get comfortable using hiding spots and whatnot to evade Jason. Never be predictable in how you chose to conduct business. The routines that save you when you play Vanessa (for example) can get you killed as Eric.

5. Fight only as a last resort.

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

1. Thick Skin

2. Preparedness

3. Level Headed

4. Medic

5. Marathon

6. Low Profile

7. Nerves of Steel

8. Man at Arms

9. My Dad’s a Cop

10. Sucker Punch

**This is by no means a definitive way to play Eric, 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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Sheldon “Shelly” Finkelstein– Counselor Overview

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The joker/prankster. Shelly is a direct translation from Friday the 13th Part 3, which includes the likeness and voice of the original actor, Larry Zerner. Shelly is famous for supplying Jason with his first hockey mask in the franchise. In-game he is a good middling counselor; and surprisingly he can make an excellent lone wolf for disorganized QP lobbies.

 

Composure:            6

Luck:                        1

Repair:                     5

Speed:                     4

Stamina:                  4

Stealth:                    8

Strength:                 7

 

Pushing Advantages:

Shelly’s greatest strengths are Stealth and Strength. Stealth is a marginally useful stat; most effective in the early stages of a match (the first 5-10 minutes). If you want Shelly to be impactful with this stat, you’ll have to push hard and early to maximize its usefulness. Surprisingly, Shelly has pretty impressive Strength making him well suited to de-masking Jason.

Shelly also sports slightly better than average Composure which helps him keep his Fear down and Stamina regeneration up. His Composure, combined with high Strength, make him quite good at escaping Jason’s grab. I’d suggest playing him in some respects like Adam. If you have to tangle with Jason, do it in confined spaces. Make those context kills harder for Jason and do not provide him with the floor space for fancier kills. Under these circumstances, Shelly is quite proficient at getting out of a grab without a pocket knife.

With a Repair stat of 5, Shelly can fix things acceptably and can be useful as a back-up fixer in a pinch. He is what I’d call a middling counselor. He sits on the fringe of doing just about anything you need him to. Pairing off and working as a team with Adam, Kenny, and Fox (or even A.J.) can work wonders for pushing objectives hard.

Mitigating Weaknesses:

Shelly doesn’t have Luck. He has the stat equivalent of a shit-sandwich. He will not be good at hopping broken windows and many of the other little bumps Luck gives. A notable penalty will be the lack of durability with weapons. Shelly has good Strength, but expect weapons to break frequently. I’d suggest using the lead pipe or wrench instead of a bat if given the choice. You can perk them to be effective stunning tools, and get a bit more use out of them.

Shelly also has Stamina and Speed on par for most fixers. This is not good news. You will have to manage your Stamina carefully with him. Stick to cabin hopping and avoid long lonely jogs across vast expanses of the maps. Shelly has the stats you’d expect if LaChappa skipped more classes and spent more time power lifting in the gym.

Basic Strategy:

1. Manage your Stamina. Stick close to cabins most of the time. Assume your Stamina will fail you and be prepared for it - Get in a cabin or be ready to defend yourself.

2. Use your Stealth to back up better fixers. Shelly makes a pretty darn good bodyguard for quick encounters with Jason and won’t soil his shorts like Chad at the first Ki Ki Ki Ma Ma Ma. Like Chad, make use of those ambush stun attacks on Jason to gain the Stamina bump you need to get away. Mind those broken windows; your Luck won't help you.

3. Shelly works well as a lone wolf fixer as well. He can be useful in QP lobbies that have little coordination. His decent Repair, good Composure, early match Stealth, and respectable Strength make him very balanced for objective completion and hit n’ run self-defense.

4. In coordinated lobbies with friends using mics, Shelly can be a royal pain in the rear. Shelly is actually quite scrappy and versatile. Use anything and everything at your disposal to keep him working objectives and protecting your allies. Watch that Stamina. It is his greatest weakness.

5. Don't get over-zealous in a fight with Jason. Hit him and move away. Remember, unlike Chad and Buggzy, you are not zippy nor aerodynamic. They can easily sprint away and open up distance quickly if a fight goes bad. You can't. Never hedge your bet on lengthy fight and a foot escape. Assume your weapon will break by thinking about using it. Be conservative with the swings you take and make them count.

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

1. Thick Skin

2. Adrenaline Rush

3. Restful

4. Medic

5. Marathon

6. Sucker Punch

7. Preparedness

8. Man at Arms

9. Escape Artist

10. Swift Attacker

**This is by no means a definitive way to play Shelly, 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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I like your write up of Shelly. Since his and Fox's addition I have mained those two characters, mainly because of Part 3 being one of my favorites of the movies. 

You tackled Shelly's biggest weakness: his stamina. I typically run marathon, thick skin and either restful or My Dad's a Cop. Though Shelly is an average fixer, I seem to have gold luck calling the cops. With a shorter time frame, his chances of making it there increase since managing stamina and cabin hopping is not his forte. 

Although he is better suited for guarding the phone box for teammates, you can't always rely on other people and proper communication.

I like your idea of escape artist and quick attack with him.

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1 hour ago, TheHansonGoons said:

I like your write up of Shelly. Since his and Fox's addition I have mained those two characters, mainly because of Part 3 being one of my favorites of the movies. 

You tackled Shelly's biggest weakness: his stamina. I typically run marathon, thick skin and either restful or My Dad's a Cop. Though Shelly is an average fixer, I seem to have gold luck calling the cops. With a shorter time frame, his chances of making it there increase since managing stamina and cabin hopping is not his forte. 

Although he is better suited for guarding the phone box for teammates, you can't always rely on other people and proper communication.

I like your idea of escape artist and quick attack with him.

Shelly has proven to be quite good. The low Luck is a bit of a pain in regards to weapon usage, but it is not crippling by any means. I think I currently have Thick Skinned and My Dad's a Cop on him. I don't remember what the third perk is. His Stamina can be problematic, but given the amount of time I've invested in playing LaChappa and Mitch, it doesn't really phase me at all.

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53 minutes ago, Alkavian said:

Shelly has proven to be quite good. The low Luck is a bit of a pain in regards to weapon usage, but it is not crippling by any means. I think I currently have Thick Skinned and My Dad's a Cop on him. I don't remember what the third perk is. His Stamina can be problematic, but given the amount of time I've invested in playing LaChappa and Mitch, it doesn't really phase me at all.

I wanted to contribute to your write up of Fox, but you nailed it deaf on. Your assessments are always so thorough!

If i am with a smart group going for Jason kills, Fox with Marathon, Thick Skinned and Swift Attacker is a great combo for grabbing the sweater. She is personally my favorite sweater girl and the reason I have been using her the most.

With only 4 clicks in the objective mini game, she can be an efficient repaired, better than Shelly, while still packing a punch for fighting. She is my favorite all around counselor. 

I personally rock My Dad's a Cop, Marathon and thick skinned with her most often. As I prefer to help all counselors escape. She can be a decent bully and distraction when needed, or an efficient fixer if need be. 

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Mitch Floyd – Counselor Overview

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The stoner. With Purple Haze playing on loop through the whole match and a dank cloud floating about his head, Mitch is the unlikely hero. Certainly much older than the other counselors, this guy begs for Tommy Chong impersonations and good times. Mitch is a solid fixer, taking his spot right up there with Deb and Eric, and can be on the “hard mode” side of counselor play.

 

Composure:           9

Luck:                       2

Repair:                    8

Speed:                     3

Stamina:                 4

Stealth:                    6

Strength:                 3

 

Pushing Advantages:

With a beefy 9 in Composure and an 8 in Repair, Mitch is a unique fixer. The guy is so baked that he is practically unflappable. That high Composure means he will not gain fear quickly and that does wonders for keeping Stamina regeneration up. As a main fixer, he is the first counselor that has that combo; massive Composure and massive Repair. The extra preservation of endurance can be invaluable. With a high Repair, only Deb and Eric (and of course Tommy) can match him or fast, easy, and reliable repairing.

Mitch has respectable Stealth, but he won’t be as sneaky as others. Try to avoid sprinting and keep to a thoroughly stoned jog. It will keep your pings down and help conserve precious Stamina.

Mitigating Weaknesses:

What’s the bad news? Well, Shaggy is like other fixers. He has bad Speed and Stamina. Mitch needs to abide by the cabin creeping strategy; more so because his Stealth is not as good as the other big fixers. Jog and push objectives when you can opportunistically do so.

Mitch has pretty bad Luck, not Shelly bad, but let’s face it, you’re not going to get much use out of weapons. Be careful about pushing through broken windows and know that those little bumps Chad gets to gameplay are beyond the ability of your bong to compensate for.

His Strength of 3 isn’t good, but his high Composure means that his Fear will stay lower for longer. Mitch can break free of Jason’s grab reasonably well when he isn’t panicked. He’ll never be a great de-masking character, but he can dish out some punishment if absolutely necessary. Before his inclusion into the game, LaChappa was objectively better than Deborah at survival due to the minor differences in their stats, but Mitch is definitely king of the hill for the three main fixers on survivability.

Mind his Stamina, keep his Fear low, and keep cover within reach.

Basic Strategy:

1. Push objectives hard and early when you get those repair parts.

2. Keep his Fear low. You want to squeeze every ounce of usefulness out of the Stamina 4. The massive Composure helps mitigate the low stat. Do not be afraid to perk him up for even better effectiveness. I don’t usually advocate buffing stats below the average, but with Mitch it can seriously pay off to do so.

3. Mitch can easily tolerate Jason’s presence. If you need to fight, Mitch can do it reasonably well and race off in a daze to live another day.

4. Window hop for Stamina bumps. Drop into hiding spots for Stamina top offs. Use stun n’ run tactics on Jason to keep yourself ready to move.

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

1. Thick Skin

2. My Dad’s a Cop

3. Restful

4. Medic

5. Marathon

6. Sucker Punch

7. Preparedness

8. Man at Arms

9. Night Owl

10. Tinkerer

**This is by no means a definitive way to play Mitch, 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.

With the current counselors covered, I'll be moving on to Jason breakdowns next.

 

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These counselor overviews are great for Jason as well. Was always wondering why Shelly would de-mask me or how Mitch could break my grip so fast. Kind of like a "know your enemy" type. From experience, I know that someone playing as Part 2 Jason can trap everything they want, but I've got a good 30 seconds or more before they break down any locked doors.

Am looking forward to the Jason overviews to see if anything else sticks out.

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3 hours ago, MRWood204 said:

These counselor overviews are great for Jason as well. Was always wondering why Shelly would de-mask me or how Mitch could break my grip so fast. Kind of like a "know your enemy" type. From experience, I know that someone playing as Part 2 Jason can trap everything they want, but I've got a good 30 seconds or more before they break down any locked doors.

Am looking forward to the Jason overviews to see if anything else sticks out.

Understanding your enemy is invaluable. Glad it helped.😃

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Man Behind the Mask Series:  Part 2

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Primary Application:  Objective Controller

UNLOCK@:  Level 13

Starting Traps:  7

Starting Knives:  2

Throwing Knife Kill@:  4 hits

Forced Entry vs. Barricade:  6 hits / 12 seconds (8 seconds combat stance)

Weapon Melee Kill@:  5 hits

Morph:  20 second recharge

Sense:  20 second depletion / 15 second recharge / +45m to range post-Rage

Shift:  30m (98.4ft) effective range / 27kph (16.7mph) velocity / 4 second duration / 40 second recharge

Stalk:  3 minute 20 second stationary duration / 20 second moving duration / 30 second recharge

Jog Speed:  8.6kph (5.4mph) / 2.4 meters per second

Swim Speed:  12.24kph (~8mph) / 3.4 meters per second

“Sack Head Jason” is gained fairly early on in the leveling scheme for F13 the Game. He is currently the only Jason who gains a bonus to the number of traps deployable per match. Part 2 Jason is weak in terms of pressuring counselors with offense. He cannot melee kill as quickly as some Jasons, his Shift is slow with a short range, and forced entry to fortified cabins is weak. While he can run, it is really the only aggressive pressuring capability he has.

What he does excel at is objective control. With a frighteningly fast Morph recharge and a plethora of traps at his disposal, he can be quite the guard dog for counselors to get past. The extra traps also means that he can afford to waste a few in non-metagame locations if the player is so inclined to do so. Trapping common looping areas, map stands, and other less predictable locations can be achieved using Part 2 without compromising his overall effectiveness.

His low defense means he will not cause as much damage to counselor weapons when they hit him while blocking. He’ll also take a little bit more damage from a blocked hit. Remember, counselor do DOUBLE damage while they attack in combat stance. Jason does not. Even hits that are blocked from a counselor attacking in combat stance are dealing more damage (on average) than a counselor just free swinging at Jason without him blocking. What does this mean? It means Part 2 gets de-masked very quickly and easily…even when he is not fighting a gang. Beware Jason hunters! Part 2 is an example of the easiest objective being to go through him rather than his traps in some cases.

While his land speed is good, his water speed is very slow. Be cautious about maps with boat escapes. Smart counselors will try to push for an escape that you cannot readily defend. Considering most maps do not allow trapping next to the boat itself (with exception being Crystal Lake’s upper left spawn), this is the Achilles Heel for Part 2; the kink in the armor of his impressive objective control.

Part 2 is a guard dog. Expect him to work best in that role and let the counselors come to you. Keep your eyes peeled and your ears keen for counselors fondling your objectives without permission. Sick em’.

Everyone has their own strategies for playing their favorite Jasons. As I always point out, my opinions are not the final say in gameplay. I simply hope these insights and suggestions will help you better find your rhythm with your favorite Jason and give you some hard data on what individual Jasons can do. Thanks for stopping by and happy hunting!  

 

~Alk

 

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@Alkavian When I think of people who are good at Part 2 Jason, I think of this one guy I knew who played an incredibly mean wizard in Dungeons and Dragons.

While people were busy throwing fireballs as well as shit at their enemies, he was the kind of guy who'd make water appear over someone, freeeze it, then drop it on the person for concussions. In other words, he was "creatively violent," choosing not to do things straight forward. While it wasn't efficient, he could come up with some pretty crazy shit using poor man's spells.

Part 2 Jason is basically that: he rewards creative violence. If you're the kind of guy or gal who knows some pretty sadistic spots to place traps, then he's your Jason.

Also, the running speed helps when you're trying to reach the person who got caught in a trap. If you know where you'll morph as well as where the trap was placed, you might be able to potentially reach the victim just by jogging over to him rather than having to burn Shift first. Therefore it really pays to know where the Morph spots are; the closer the traps you place happen to be near the Morph pin, the easier it'll be to destroy the victim.

Also, collect throwing knives, and throw them at the helpless victims if you're not concerned about flashly grab executions. Critically wounded counselors (usually) die if they get hit by a single throwing knife. If you're quick enough, you won't give them a chance to heal.

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40 minutes ago, Trident77 said:

@Alkavian When I think of people who are good at Part 2 Jason, I think of this one guy I knew who played an incredibly mean wizard in Dungeons and Dragons.

While people were busy throwing fireballs as well as shit at their enemies, he was the kind of guy who'd make water appear over someone, freeeze it, then drop it on the person for concussions. In other words, he was "creatively violent," choosing not to do things straight forward. While it wasn't efficient, he could come up with some pretty crazy shit using poor man's spells.

Part 2 Jason is basically that: he rewards creative violence. If you're the kind of guy or gal who knows some pretty sadistic spots to place traps, then he's your Jason.

Also, the running speed helps when you're trying to reach the person who got caught in a trap. If you know where you'll morph as well as where the trap was placed, you might be able to potentially reach the victim just by jogging over to him rather than having to burn Shift first. Therefore it really pays to know where the Morph spots are; the closer the traps you place happen to be near the Morph pin, the easier it'll be to destroy the victim.

Also, collect throwing knives, and throw them at the helpless victims if you're not concerned about flashly grab executions. Critically wounded counselors (usually) die if they get hit by a single throwing knife. If you're quick enough, you won't give them a chance to heal.

Lol. Great story...crafty wizard. All great feedback for Part 2. He is very much a Jason that rewards creative trapping and something more insidious than "smash n' grab" tactics.

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10 hours ago, Alkavian said:

He is very much a Jason that rewards creative trapping and something more insidious than "smash n' grab" tactics.

Played around with this in QP yesterday. Decided to place all the traps in and around campsites. My morph could not charge fast enough. I've never cleared a lobby so quickly before. Granted, it was QP and for a few matches I noticed nobody but myself was working objectives, but still. I laughed and laughed...

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27 minutes ago, MRWood204 said:

Played around with this in QP yesterday. Decided to place all the traps in and around campsites. My morph could not charge fast enough. I've never cleared a lobby so quickly before. Granted, it was QP and for a few matches I noticed nobody but myself was working objectives, but still. I laughed and laughed...

That's dirty. Really funny though. I bet all those people looking to stock up at the armory were at bit pissed. LOL.

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31 minutes ago, MRWood204 said:

Played around with this in QP yesterday. Decided to place all the traps in and around campsites. My morph could not charge fast enough. I've never cleared a lobby so quickly before. Granted, it was QP and for a few matches I noticed nobody but myself was working objectives, but still. I laughed and laughed...

I have to try that out someday! Great idea!

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10 minutes ago, Alkavian said:

That's dirty. Really funny though. I bet all those people looking to stock up at the armory were at bit pissed. LOL.

The first guy yelled at me that he just ran FROM the phone house. They were pissed alright, but I have having a blast

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21 hours ago, Alkavian said:

Man Behind the Mask Series:  Part 2

j4UrkHR.jpg

 

Brilliant! Please do Part 3 next!!

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On 1/25/2018 at 9:54 AM, Cokeyskunk said:

Brilliant! Please do Part 3 next!!

As you wish.

 

Man Behind the Mask Series:  Part 3

friday-the-13th-game-jason-part-3-stats.

 

Primary Application:  Balanced

UNLOCK@:  Level 1

Starting Traps:  5

Starting Knives:  2

Throwing Knife Kill@:  4 hits

Forced Entry vs. Barricade:  6 hits / 12 seconds (8 seconds combat stance)

Weapon Melee Kill@:  4 hits

Morph:  30 second recharge

Sense: 12 second depletion / 32 second recharge / +56.35m to range post-Rage

Shift:  53.25m (~175ft) effective range / 38.34kph (23.82mph) velocity / 5 second duration / 30 second recharge

Stalk:  3 minute 20 second stationary duration / 20 second moving duration / 40 second recharge

Jog Speed:  8.6 kph (5.4mph) / 2.4 meters per second

Swim Speed:  18.72kph (~12mph) / 5.2 meters per second

The first Jason to wear the hockey mask that made him iconic, Part 3 is the Jason everyone starts with when they first play F13 at level 1. Part 3 is an excellent choice if you want a great balance between pushing aggressively after counselors or holding and defending objectives.

Offensively, he doesn’t get into barricaded cabins very quickly, but he can dish out additional weapon punishment. His melee can kill an uninjured counselor in as few as 4 hits. His increased grip strength is useful when counselors are in a heightened state of Fear allowing him to hold on longer and get those environmental kills easier or maneuver to a space with room to execute a grab kill. Additionally, Part 3 can run and sports a Shift that is not weakened like that of Part 2. He is much faster and covers far more ground which makes closing the distance on a fleeing counselor much easier.

In regards to objective control and defense, you have somewhat of a mixed bag. He has the average amount of deployable traps so basic objective defensive measures are adequate. Unfortunately, Part 3 has average hit points/defense. As if plentiful stunning wasn’t a big enough problem for other Jasons, Part 3 suffers from slightly longer stuns. He also takes a penalty to Stalk. This doesn’t affect the duration of the ability (comparing to Part 2 for example), which is good news, but is does add time to the recharge. You just won’t be employing ambush tactics quite as often as you might like to.

In the simplest terms, Part 3 is a Jason you play if you want to do just about anything “good enough”. It is probably why he was selected as the first Jason players start with. Mind that increased stun duration and you’ll be fine. If you favor slashing tactics versus mobs, he is also a great choice because of his higher melee lethality.

Everyone has their own strategies for playing their favorite Jasons. As I always point out, my opinions are not the final say in gameplay. I simply hope these insights and suggestions will help you better find your rhythm with your favorite Jason and give you some hard data on what individual Jasons can do. Thanks for stopping by and happy hunting! 

 

~Alk

 

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@Alkavian got any more Jason stats hidden in your ass? lol

You got that one done pretty quick.

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On 1/25/2018 at 12:24 PM, Truth said:

@Alkavian got any more Jason stats hidden in your ass? lol

You got that one done pretty quick.

Yup. I was working on two at once. Here is the other one.

Man Behind the Mask Series:  Part 7

800px-Part_7_Jason_Stats.png?version=7d5

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Primary Application:  Generalized Killer

UNLOCK@:  Level 7

Starting Traps:  3

Starting Knives:  2

Throwing Knife Kill@:  4 hits

Forced Entry vs. Barricade:  6 hits / 9 seconds (7 seconds combat stance)

Weapon Melee Kill@:  4 hits

Morph: 30 second recharge

Sense: 20 second depletion / 10 second recharge / +60m to range post-Rage

Shift:  53.25m (~175ft) effective range / 38.34kph (23.82mph) velocity / 5 second duration / 30 second recharge

Stalk:  3 minute 20 second stationary duration / 20 second moving duration / 30 second recharge

Fast Walk Speed:  7.02kph (4.36mph) / 1.95 meters per second

Swim Speed:  29.3kph (~18mph) / 8.14 meters per second

Perhaps the best looking undead Jason (IMHO), Part 7 is a Jason that generally covers the bases and is more effectual catching counselors out in the open or in the water.

Offensively, Part 7 has a couple good things going for him. He has increased Weapon Damage allowing him to put a hurt on counselors and slow them down. His increased Water Speed makes him an excellent shark in the water. Catching boats is a snap. Finally, a normal Shift duration offers a well-deserved reprieve from how he was initially presented at release.

In regards to objective control and defense, Part 7 is very weak. His meager 3 traps and inability to run hamper him at bit. His -Stun Resistance makes him suffer slightly longer stun duration. You definitely don’t want to waste traps with him and you want to ensure that at least one of them is at the phone box. Trust his water speed and your situational awareness to guard the boat (if it spawns - don't waste traps on a boat with Part 7). If the map spawns two cars, I’d suggest you use the other traps to guard the 4-seater.

The recent changes that include greater Weapon Damage and normal Shift definitely make him  more threatening in his overall offensive capability. While he lacks the pure offensive push of +Destruction and +Shift, he is more than adequate to be a threat. These changes are certain to make him more enticing to play beyond his fantastic appearance.

Everyone has their own strategies for playing their favorite Jasons. As I always point out, my opinions are not the final say in gameplay. I simply hope these insights and suggestions will help you better find your rhythm with your favorite Jason and give you some hard data on what individual Jasons can do. Thanks for stopping by and happy hunting! 

Changes as of 5/24/2018

~Alk

 

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@Alkavian Love the stats break down, haven't seen anyone provide info in this format before. Good stuff. Might be good to add the % increase you calculated for Sense in Rage as well.

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1 hour ago, Tommy86 said:

@Alkavian Love the stats break down, haven't seen anyone provide info in this format before. Good stuff. Might be good to add the % increase you calculated for Sense in Rage as well.

I may go back and do that eventually. I'm curious as to the upcoming Jason rebalancing for speed. I'm sure there will be more math in my future. 😝

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