I haven't been able to win any games against The Xenomorph.
TL;DR: I need advise to chase against Xeno and his tail attack and how to dodge/run the killer when he's in Crawler Mode. I got way too carried away explaining my woes playing against him.
He's a very common killer right now because he is such a strong killer. So I've had plenty of opportunities to play against him and to try to figure him out and at this point I'm just kind of giving up? I don't know why, but I really need help on how to play against his tail attack and whatnot because it just feels so unfair. Even if I do Dodge one of his attacks, he recovers so quickly that he's able to just get right back on me, even when he hits me he's able to get right back on me so fast. It just feels like you're unable to do anything, like you can dodge his attacks as much as you want but eventually he's just probably going to just m1 you.
The tail attack is way too confusing, the hitbox is lingering which does not make any sense. I understood the lingering hitbox for Nemesis because you had to use it multiple times to be able to get damage with it, but this is damage no matter what, and has such a lingering hitbox that can be used to curb over obstacles and be used horizontally as well.
Everything about his tail attack is just too strong. Is recovery slow down is way too fast, he recovers way too fast, his attack is way too forgiving, his attack is way too strong, and he just feels like some other version of The Artist where I just don't know what to do. Except unlike the artist, I can't just run forward because he would just be able to just chase after me and down me like immediately.
The flame turret is nothing like the EMPs for The Singularity. And I'm not saying that it should, because I do believe that the EMPs are still really strong and almost unfair against that killer. But the flame turret just doesn't do enough. Yes it does give you good information about where the killer can be, but it's actual ability to stumble the Killer and get them out of crawler mode is way too underpowered. There's nothing wrong with being able to react fast in time to tail attack the turret without getting taken off of that crawler mode, but the window to doing this, the window to be able to destroy it before it takes you out is way too easy. Also, the killer gets crawler mode way too fast when he's in the tunnels. There's nothing punishing you from going into a tunnel and just crawling back and forth until you get crawler mode and then you can just come back out if you know someone's nearby.
But, I actually got ahead of myself. I'm not trying to start an argument about the strength of the killer, I just want people to give me advice on what I should do against him especially with his tail attack. I don't want advice about the flaming turrets, I just want advice on how to chase him when he's in crawler mode that's all I need to know. Because I have not been able to figure it out over like a dozen games, and I'm really feeling very hopeless right now. Because if xenomorph continues to be this strong and therefore is played very often as he is played very often right now, I can't play the game because I just lose every single time unless the Killer genuinely never picked up a controller in their life.
Please help me. Thank you.
Comments
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You force him to chase at structures where his power doesn't work. Short and circular. That's it. That's all there is to it. It collides on every little thing. At that point if Xeno even tries it accomplishes literally nothing but giving the survs distance.
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First off it is not free to destroy a turret without leaving crawler mode you have 1.5 seconds to destroy the turret once it starts firing at you. So you basically have to destroy it on reaction. Due to this unless the killer has e-helmet and/or star chart it is highly likely for two turrets placed near each other will take the killer out of their power.
Now I only played against Xeno on PTB but I didn't have any trouble with them on here but they've been buffed a bit since then but I have played them nonstop since release so what I can do is list the things most annoying to me as a Xeno player that survivors can do.
- I'll repeat two turrets in close proximity usually means I have to drop chase entirely and deal with them and most likely retreat into my tunnels.
- Turrets hidden in tall grass can be annoying as they're harder to see/react to, this is most applicable on swamp but basically if a bear trap would be well hidden there a turret would also be good there as well.
- Changes in elevation are also annoying places for turrets so think the edge of hills, the top of stairways, balconies, etc are more likely to be high value turrets the are more likely to knock Xeno out of their power.
- If you think that will take too much time then use the turrets as an early warning system the literal moment you hear intense beeping start running, Xeno will have to deal with the turret first before they go after you and by then you should have enough time to make it to a strong loop.
- Speaking of loops stay near high wall or very tight loops as much as possible, it makes it very difficult to use the tail in these types of loops and they'll be forced to m1 (I use Coup De Grace on Xeno for this reason but most probably won't tbh).
- DO NOT TRY TO CROUCH THE TAIL. I see so many survivors try to do this not realizing it doesn't work, distance and tall obstacles are your friends trying tricks you'd try on huntress or nemmy doesn't work here as the projectile curves down naturally.
- Don't hide in lockers near tunnels caught a few people doing this. The killer instinct when coming out of a tunnel will give away your location even in a locker.
- Predrop pallets at low loops they're mostly useless against Xeno anyway so forcing a break while you W key away is decent value.
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"1.5 seconds to destroy the turret once it starts firing at you. So you basically have to destroy it on reaction."
In my experience, given that the turrets don't always start firing at the edge of the range and it only takes 1 tail hit or one attack to permanently disable them, a xeno can destroy the turrets before it even starts firing sometimes meaning that 1.5 seconds is way more that enough time. Just think about how 3% haste matters so much. In dbd every single 1% or 1 second matters alot and with 1.5 seconds to break a turrets the only Real counter to Xeno is double turrets and idk about you but expecting any solo que team to drag those turrets all the way to a doubled up spot is insane.
I personally want runner mode to get some sorta small nerf or the turrets to get a buff. Runner mode being pretty much guaranteed upon using a tunnel means it's up pretty much all the time and I'd prefer if it wore off over time and maybe after failed tail attacks or something to promote more efficient use of runner time. If not then maybe give the turrets a better slow and make them immune to tail attacks (the tail attack allows you to shut them down without even being anywhere near them) but make them slower at knocking xeno out of runner mode or if runner mode is a power that runs out over time then make turrets increase the speed runner mode drains, think Oni's blood frenzy or Michael's tier 3; once they are activated the power drains during use, that way you Have to either make use of it or use a tunnel for a moment to recharge quickly. This would make turrets more impactful, even though they still get one-tapped in less than a second.
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If only they didn't nerf Windows Of Opportunity LMAO, then it'd be a great way to detect strong loops from afar, and know which ones not to go to.
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Honestly, I haven't either. Just once, just once I wish to get through the hatch doors on the new map lol
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They didn't nerf Windows of Opportunity, it's just a bug with the description. If you use it, there's no cooldown.
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1- PICK THE DAMN TURRETS.
The amount of games where I see people sitting in gens without setting them up first is astonishing.
2- there's nothing to see here.
Don't bother looking at the turret burning the alien. RUN.
This is the main moment you get to make distance.
3- greed the pallets.
If the alien could hit you with an m1 unless you drop the pallet, you DO NOT drop the pallet.
They will expect it and use the tail attack. ALWAYS!
Make a turn, and hear them miss.
(They will learn you are greedy eventually and it will stop working)
4- read tip 1 again.
It's important.
5- walk out with the turret for 1k extra bp
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I ran a xenomorph through 3 turrets and none could drop him out of crawler mode. Turrets are almost useless. Turrets need a buff or tail needs a longer cooldown after missing.
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Windows isn't nerfed. The description is a mistake that reverted it to pre-buff description. The actual perk is still the same.
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Ive managed to escape against xeno a few times so far. As long as im using stealth and built in measures like the turrent detection/cloak, Im able to do fairly well.
So far the biggest drawback when facing xeno are teammates that get to preoccupied with turrent setup. Have had a few xenos running the brown addon and head straight to where the survivors that place them immediately.
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