Billy mains: do you have any tips for a learning Billy?
So, I've been trying to learn Billy for a while now.
I can't improve, though. I get to about Rank 8 and the games become difficult for me. I don't have Ruin or anything like that, but I do have BBQ on my Billy. Does anyone have any tips for Billy?
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I'm also very interested in this topic. I can't seem to figure out the best way to utilize the saw, seems like everyone just dips around a corner because my charge is too long. Granted I'm only a rank 10 Billy so I have almost no add-ons.
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I used him a lot, though never "mained" him. One advice I have for you is don't try to use the chainsaw every time. There are plenty of loops where you have a good chance for a hammer hit but not enough time for a chainsaw. Use the big guns only when out in the open.
Try to have a feel how experienced the survivor you're currently chasing is. If not so much, just go for the obvious turn. If a very good evader, then you have to be as unpredictable as possible.
The way I view the chainsaw is that first it is an awesome way to fast travel anywhere. It's usefulness ad an instadown weapon is great too, but that is only its second most important function.
Hope some better Hillbilly players show up for the advanced lessons0 -
Billy is a strong character because of his ability to move around the map quickly. So that's pretty much what you want to exploit. Don't worry about getting a ton of chainsaws a game. When you're in an actual chase you shouldn't chainsaw often. Around a loop swing through pallets with enduring. When you catch a survivor in an opening you can go for a chainsaw. Good survivors will attempt to 360 and bounce around to avoid the saw. It takes a lot of practice to start figuring out their moves. Some will start to circle around you and hope that you miss your saw. Be patient! Don't just hold your M2 and chainsaw blindly. Hold it at 80% until you feel like you've got this guys movement under control. The good survivors will be literally circling around you. So it's not like you don't have time to think about your next move.
When a survivor gets a big head start. Like sprint burst or he just created separation just chainsaw forward towards him to close the gap. Once you get a survivor on a hook that's when you instantly turn away and chainsaw across the map to where you think more survivors would be. This just takes game sense. Once you get another chase you just take it. Never go back for the guy on the hook. Hillbilly's good because he's so good at getting into chases. You can almost always keep a player busy the entire match.
I haven't put points into my Billy in a long time. I work on my other killers. I don't have BBQ or Ruin on him. I think I run like an old school build. Brutal strength, enduring, whispers, and deerstalker. Deerstalker is pretty useless for me. Because I just usually hook and go. But in some situations it can have meaning. Whispers is pretty nice on him. I think I'd take it over any of the other perks to track. Just because if you chainsaw across to a random generator you know they're around. Usually they're crouching around a tree. That normally ends up with Billy being able to find them and bodyblock them into an object and get a free chainsaw.
Billy is pretty easy to play. I think a lot of new people get baited by the ability to 1 shot. It's not really a needed thing. Go for chainsaws when you know you're in a good spot. Go for hits if not. The only thing that sucks about Billy is all these indoor maps are kinda making him weaker and weaker.
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Monitor And Abuse combined with a quiet saw (muffler and file) are great. Long runs from gen to gen is a good way to get your devious points till you can get your timing and turning better. I was 'saw dependent' for a long time but i've gotten out of that. Also - don't underestimate 'shorter cooldown' add-ons. They are great for locker grabs and last minute downs inside the exit gates.
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@makayla said:
So, I've been trying to learn Billy for a while now.
I can't improve, though. I get to about Rank 8 and the games become difficult for me. I don't have Ruin or anything like that, but I do have BBQ on my Billy. Does anyone have any tips for Billy?Dont be afraid to M1, even if survivors will shittalk you for that.
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The mistake I see Billy players make a lot is revving the chainsaw around areas that don't allow you to pressure with it. Like the majority of loops, sure revving it a little can force pallet drops but if a survivor catches on they will just keep running. So for example on Springwood or Haddonfield, the cars or bushes that are next to a pallet.
If you're going to chainsaw, get right up to their back, because you'll be moving at the same speed they move while revving and while they can circle you, and run in weird patterns to try and confuse you, getting close is the best way to make sure that chainsaw lands. If you can't get chainsaws, don't fret, just hit them like normal.
One of the things that makes Billy so good, is that he has hands down the best map pressure in the game. His ability to chainsaw sprint is just so goddamn good for covering the map. His perks, enduring and tinkerer are fantastic on him, tinkerer can sometimes allow you to get chainsaws straight on someone working on a gen. He's a pretty simple killer, with some good tricks to learn. Just learn when not to chainsaw, as it can extend chases beyond what it should, and learn how to path while chainsaw sprinting.
I do recommend you try and get ruin on him though, unlike the Nurse, I do think he needs ruin to work effectively because he is still vulnerable to looping.0 -
I'm a Billy main on console so I can help. I use Ruin, enduring, Bbq and chilli, and either spirit fury or bamboozled. BAC is the perk that bill takes to it's full potential. Never don't use this perk on Billy. Ruin is ruin. Enduring is just nice against all killer problems and with the proper add ons you destroy pallets faster with the saw. For best add ons either Carb. Guide and Primer bulb or replace the bulb with the Thompson's mix.
Chainsaw whipping takes practice, keep at it to get better.
Spirit fury explained. This perk is always good for a chasing killer. Billy is no exception.
And of course learning when you can Chainsaw or m1 is the greatest skill in a chase.
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@makayla said:
So, I've been trying to learn Billy for a while now.
I can't improve, though. I get to about Rank 8 and the games become difficult for me. I don't have Ruin or anything like that, but I do have BBQ on my Billy. Does anyone have any tips for Billy?Honestly the best tip I could give you for just learning Billy is learning how to cross the map with the Chinsaw without hitting anything. Focus on learning how to use the saw for mobility first before aiming to get many downs with it.
The Perk Bitter Murmur can help you out alot as well, as when a gen is done, you can use the aura reading to chainsaw right over to the area, and at least get a chase out of it.
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As a p3-max Billy, here's a couple of tips (some of which have been mentioned before in this thread, but I figure that the ones you hear more, are probably the better tips since more people agree on them):
-Start the match by chainsawing to the farthest side of the map, into a position that can get you long sight lines or high ground, by chainsawing down a long chainsaw lane. On The Game, Lery's Memorial Institute, or Haddonfield, you're screwed no matter what you do.
-Every killer requires Hex: Ruin, or an alternative that I'll mention later. This is so that, during the first chase where it's a matter of wearing the pallets on the map down, 3 gens aren't completed while the killer is only able to chase 1 survivor at a time through timewaster pallets/windows.
-If the survivor being chased is healthy and you have enough time to chainsaw them before they get to a safe spot like a window or pallet, always go for the chainsaw. Backrevving (using the chainsaw only when being right on the survivor's back) is one of the most effective techniques for landing chainsaws. If survivors are running around corners as you chainsaw them, that's great. Set your DPI very high (I play on 8,000 DPI mouse sensitivity) and use the Billy's insane turning for the first half a second of the chainsaw sprint, to do a 90 degree turn around the corner and nail them. There's a very simple counter to when survivors try to 360 your chainsaw - don't move. If you stop moving just before they do their 360, they'll end up running in a small circle directly in front of you and they will be an easy hit. A 360 being successful, requires the killer to be moving INTO the survivor to pull off. Which is why one of the greatest counters to a 360 is to not lunge, but that's not an option with the chainsaw. If someone's pulling all sorts of fancy jukes, take your time keeping the chainsaw as close to fully revved as you can without starting the chainsaw sprint, but more importantly without losing your focus on the area around you and the survivor in question.
-If a survivor is injured, don't chainsaw them unless they're an easy target that you want more points from. It takes longer to recover from a chainsaw sprint than a swing, after all, and Dead Hard is very easy to time with a chainsaw sprint, whereas you can fake out a Dead Hard with regular swings. My favourite way to counter Dead Hard is to get right up on the survivor's back and watch them waste Dead Hard, since they were thinking you were going to lunge at them from max lunge range.
-When hooking a survivor, put pressure on generators by prioritising the survivors shown by BBQ on generators as chainsaw sprint targets. When chainsawing to them on the generator, always regress the generator before following them into the chase, since any extra distance they gain on you can be quickly recovered with the chainsaw and the priority is to slow down generator repair progress. If you're in a rather lengthy chase to the point where you think someone is saving/about to save the hooked survivor, break off the chase and chainsaw back to the hook. It's all about what's the best/most rewarding to commit to - the survivor in a chase, or one of the survivors by the hook.
-You need to either maintain constant momentum of putting survivors on hooks, or ensure that a survivor dies early in the game to have a chance by the time of endgame. Camping is generally a last resort for the Hillbilly, but if your Hex: Ruin is popped early and survivors are cranking out those generators, there's nothing else you can really do but camp (outside of playing Nurse, of course). To the end of constantly cycling survivors onto/off of hooks or getting an early kill, camp and tunnel as much as is helpful.Now, all of the above was just with basic Billy. Hex: Ruin and BBQ & Chili are killer staples, and the Billy should be running BBQ in every build. However, here's where things get interesting. Remember how I mentioned that there was a Hex: Ruin alternative, earlier?
My current Hillbilly build is Hex: Haunted Ground t3, Hex: Devour Hope t1, Make Your Choice t3, and BBQ & Chili t3.
-Hex: Haunted Ground t1/2/3 lights up 2 totems at random, and upon being broken by a survivor, every survivor is Exposed (able to be one-shot downed even by a regular swing) for 40/50/60 seconds.
-Make Your Choice t1/2/3 activates when someone unhooks a survivor when the killer is more than 32 meters from the hook. The survivor who did the unhooking/saving, is Exposed (able to be one-shot downed even by a regular swing) for 40/50/60 seconds.
-BBQ & Billy is BBQ & Billy. 'Nuff said.This is the fun part:
-Hex: Devour Hope: the killer gains special abilities based on how many tokens they have from this perk. Tokens are gained by survivors being unhooked while the killer is more than 24 meters from the hook. All tokens/buffs are lost by the killer when the totem is cleansed.
Tier 1 - At 5 tokens, the killer can mori anyone of their own choosing, regardless of who has/hasn't been hooked to get those 5 tokens. When the first mori after 5 tokens are obtained occurs, all survivors will receive a notification through the proficiency system that the killer is running Hex: Devour Hope.
Tier 2 - At 3 tokens, all survivors are Exposed until the totem is cleansed. At 5 tokens, the killer can mori anyone of their own choosing, regardless of who has/hasn't been hooked to get those 5 tokens. When a survivor is hit when the killer has 3 or more tokens of Devour Hope, regardless of if they're injured or healthy, or if they were hit by a regular swing or an insta-down such as the chainsaw, all survivors will receive a notification through the proficiency system that the killer is running Hex: Devour Hope.
Tier 3 - At 2 tokens, the killer gains 10% bonus movement speed for 10 seconds, 10 seconds after they hook a survivor. At 3 tokens, all survivors are Exposed until the totem is cleansed. At 5 tokens, the killer can mori anyone of their own choosing, regardless of who has/hasn't been hooked to get those 5 tokens. When a survivor is hit when the killer has 3 or more tokens of Devour Hope, regardless of if they're injured or healthy, or if they were hit by a regular swing or an insta-down such as the chainsaw, all survivors will receive a notification through the proficiency system that the killer is running Hex: Devour Hope.In my opinion, Hex: Devour Hope tier 1, the lowest tier, is the best tier of Hex: Devour Hope. This is because survivors will have no way of knowing that the killer is building up stacks of Hex: Devour Hope until moris begin happening, other than by stumbling upon the totem.
And to discourage that, Hex: Haunted Ground is in place and Hex: Ruin is not equipped, to seem to provide only downsides to survivors for breaking lit totems, and provide survivors with no incentive to break lit totems until it's too late.
Make Your Choice is there to allow the killer to not have to tunnel the unhooked survivor for more tokens of Hex: Devour Hope, and to be able to cycle which survivors are being hooked, so that they're ALL alive when mori time comes along, so they can ALL be mori'd.
Of course, this whole strategy hinges on being able to hook 5 survivors before the exit gates are opened, which is easier said than done in high rank matches. And if Hex: Devour Hope is cleansed prematurely, there's really not much left that the Hillbilly can do without Hex: Ruin.
Just figured I'd mention it, since even though it's risky, it's incredibly fun when it works and there's nothing in this game as satisfying as 4 Hex: Devour Hope moris coming out of left field in a single game.
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A tip I saw once in the steam forums that helped me a lot: don't use M1 until you git gud with M2.
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