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Quick Advice for using Turrets/Countering Xeno

GrimReaperJr1232
GrimReaperJr1232 Member Posts: 1,703
edited September 2023 in General Discussions

Motion Tracker

The beeping you hear from the turret is its built-in motion tracker. You don't get to see a proper radar like the films but the beeping (or the light if you prefer/need visual cues) represents how close/far the Xeno is, even in the tunnels.

If it starts beeping, then it's at least within a 41m range of the turret. The faster it beeps, the closer it is. Use this to avoid getting caught with your pants down.

Placement

For the love of the Entity's Spidery Claws, stop putting them directly in front of the tunnel! They are disabled for a second, meaning they will either be immediately destroyed by the Xenomorph (ideally) or completely ignored as it chases you. It is an absolute waste of a turret.

Instead, position a turret where you would naturally go while looping the killer (and within earshot so you can hear the motion tracker). This is more likely to catch the Xeno off guard so they don't immediately break it before it can snap them out of Runner/Crawler mode.

Ideally, they get knocked out of Runner/Crawler mode. After that, they either chase you without their power for at least 35 seconds (28 with the Brown add-on, so still ~30), or retreat back into the tunnels while you escape.

Worst case scenario? The Xenomorph manages to break the turret and you have 3 seconds to make distance on them.

Tail Cooldown

This isn't really a tip, just something to keep in mind for now.

The cooldown is reportedly bugged; sometimes, they retain full speed instead of slowing to 2m/s. This has already been reported. It's not consistent, so do play as if they will slowdown but try to keep this in mind. Nothing much more you can do but wait for a fix in the mean time.

Comments

  • playhard
    playhard Member Posts: 279

    you should try playing Killer as Xeno to more understand its mechanism