Aren't zombies suppose to move around randomly?
Please correct me if I'm wrong, but as far as I know, zombies should move randomly around the map, but when facing nemesis I have noticed a very common tendency from zombies to camp gens, hooked survivors and loops.
Is funny how many times during a chase I got downed not cause the killer skills but because zombies were so conveniently located.
Has anyone else noticed the same or am I just unlucky every time I face nemesis?
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They move around randomly when they aren't being aggro'd/attracted to loud noise notifications or sounds
For example, they can hear generator explosions (Caused by skillchecks and most perks), they can hear generator repair noises and I believe they can also hear Discordance
They also have a vision cone which can be expanded with addons
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Not correct. They are going to check noises and patrolling this area as well. If they have not any notification, they are patrolling map randomly.
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By noises you mean any noise like repairing or just failing skillchecks?
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Any noise yeah. Jumping, repairing, healing, running etc.
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Ok, thanks for the clarification.
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Just want to confirm the zombies hear Discordance, and if you have a perk that causes a generator explosion (Surge etc) it will attract zombie attention.
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I think it does, I remember seeing a video on this and zombies are indeed attracted
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Unless they changed it, yes, any "loud noise notification" on the killer side triggers the zombies.
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Yup, basically, if you see an aura flare up (the loud noise bubble) zombies see it too
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Exactly. That and their vision cone, of course.
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Zombies are attracted to players and that affects their movement patterns - vision cone aside, they respond to loud noise notifications or generators that are being worked on. If there's a zombie nearby and you're looping Nemesis, it's often best to move away from the tile, or the zombie will eventually get in the way if you stay there too long.
They'll wander randomly if nobody is nearby, though.
(During the Nemesis PTB, zombies used to be attracted to players on hooks and they would relentlessly facecamp. They don't actually do that anymore, and they default to their random behavior if it's just them and a hooked player, but they'll be attracted if players are moving around the hook, which can lead to camping. If one of them gets drawn to the basement during a team extraction, GG.)
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Good explanation <3
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Zombies will investigate loud noise notifications so perks like discordance, gift of pain and maybe even Call of Brine are very good on Nemesis since they let out a good source of notifications which keeps the zombies focused near generators.
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You must be the unluckiest person bud. My zombies never do ######### regardless of anything and everything. Nemesis Zombies are so bad they make fully immersed Survivors look like chads.
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I just had a zombie spawn past the gate when I was about to run out xD
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That was most likely the purple add on that allowed them to spawn in exit gates if destroyed.
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The zombies have a 95 degree cone of vision that extends to 14 meters within their visual range wherever they're facing, but can be extended to a maximum of 20 meters with an 27% larger cone of vision (120 degrees). They will always try to chase survivors that they see, no matter how silent, and crouched or not, but when it comes to their detection, sound is where they excel.
Sounds that attract zombies:
Long Distance (40 meters): Failed Skillchecks (on repairing and healing), Fast/Medium Vaulting, Pallet Dropping, Fast jumping into lockers, Fireworks/Flashbangs, Screaming.
Short Distance (16 meters or less): Pained Grunting, Healing, Opening Chests, Entering lockers slowly, Flashlight Clicking, Repairing, Running, Totem cleansing/blessing, Sabotage.
Extremely short distance (2 - 4 meters): Breathing, Walking, Slow vaulting. (zombies will not hear breathing at all if survivor is healthy and crouching, you can literally sneak right up behind them)
Survivor Perks that suppress/throw off zombies audio detection ability:
Technician, Iron Will, Calm Spirit, Quick & Quiet, Diversion, Red Herring, Deception, Self-Preservation.
Killer Perks that enhance Zombies Audio Detection Ability:
Infectious Fright, Discordance, Iron Maiden, Spies from the Shadows, Hoarder, Tinkerer, Call Of Brine, Stridor, Overcharge & Huntress Lullaby for failing skillchecks, Make Your Choice, Deathbound, Dragons Grip, No Way Out, Jolt, Eruption, Scourge Hook: Pain Resonance... etc.
(basically anything that causes an alert/explosion/scream/failed or even successful skillcheck notification to the killer, whether survivors hear them or not, affects the zombies detection behavior).
If you are having trouble with zombies constantly bugging you on gens or following you around seemingly out of nowhere, chances are the Nemesis Brought in 1 or more of the perks that alert zombies to you in order to give them more map pressure/presence. A lot of these perks you can't do much about, but survivors are not hopeless.
Pipe down with Iron Will, maybe throw on Diversion, Calm Spirit or Q&Q, and they'll have a harder time locating you over the core noises that get their attention (Screaming, Vaulting, Pained Grunting), Although I find that While Technician won't stop them from becoming attracted due to Discordance/Tinkerer/SH:PR etc, it makes them have to be a lot closer to a gen without seeing you before they realize you're there due to your repair noises.
Otherwise, If the Killer doesn't have any of these perks equipped, and you're very silent/stealthy, Then yes, the zombies roam the map aimlessly and randomly, but lets face it, If someone's playing Nemesis without at least 1 of those perks, they're not getting the most out of the passive part of their power. That's good news for Survivors!
I hope this was helpful.
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