Comparing Ranged(or effectively ranged) Killer Powers Charge Time To Each Other
Xenomorph
0.2 seconds
Nemesis
0.6 seconds
Huntress
1.25 seconds 1~ second with both charge addons
Deathslinger
0.5 seconds (after his 10000% aim speed nerf(deserved))
Twins
1 second or 0.80 seconds with toy sword
Plague
I wasn't able to find hard numbers on plagues charge time, but it's roughly 0.375 seconds and 0.250(or 0.187 again not super sure how do the math) seconds with the charge addon
Pyramid Head
1.3 seconds
The fastest ranged killer power in the game is the xeno(maybe plague) with plague during corrupt purge in close second. For some more context on these numbers, A window fast vault is 0.5 seconds long and a pallet fast vault is 1.1 seconds long.
tail stab is more than twice as fast than a fast vault, so fast that the vast majority of players should be able to use tail stab in reaction to a fast vault. Same with corrupt purge.
Now, this clearly doesn't take in to account a lot of details about the powers themselves such as the obvious things such as hatchets being potentially map wide or that Phead ignores los blockers, or the limits of getting/using the power like deathslinger reloading or plague only having limited access to corrupt unless survivors give her more.
Edit:fixed typo
Comments
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as far as i'm aware xeno can also re-adjust her aim mid charge time too. but it has a fairly short distance idk, very unfun to verse that's for sure. and no as plague you definitely aren't hitting a vaulting survivor if you start charging after the animation, even with rubbing oil.
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The frame i started the tail
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oh sorry i meant as plague, i edited but you were probably working on the vid in the meantime.
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None of those killers can literally lose the ability to special attack. Xeno can that is why it is stronger. If Xeno did not lose its ability a more reactable or indicator would be deserved but as long as it can lose its ability, its tail attack needs to be strong to warrant using turrets as its counter.
And plague does not count because her puke will always injure just never down if it is not red.
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me when im spreading misinformation.
xeno's attack delay is 0.6 seconds, because "hitting time" refers to the time it takes for hitbox to appear after initial "wind up" animation that is combined with attack delay.
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I literally screenshot the wiki. Flame the wiki editor not me
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Corrupt is only usable at most 3 times per match unless the survivors give you pools AND you lose it after being palleted stunned.
I clearly reaction punish a fast vault in a video, which is 0.5 second, half way through the vault animation. So im not sure what to tell you man. I will note that you can't reaction punish with tail at max tail range. You need to be like 70% of the range to do it
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that is wrong. the hitting time refer to how long the attack is present on screen.
aka this is how you drag his attack. you can drag attack for 0.4 seconds. Nemesis also has this. it is 0.333333333333 seconds.
the charge-time = opening time for nemesis in xeno case. Nemesis has opening time of 0.25. this means that after he releases whip, it takes 0.25 seconds before whip shows up on screen. a funny fact is that between demo, nemesis and xeno. the charge-time for attacks has went down.
Demo is 0.65 ->1 second
Nemesis is 0.35+0.25(0.6)
Xeno is 0.2 second.
demo and nemesis attacks are under-powered. the charge-time gives too much counter-play to the survivors at loops. Xeno has less counter-play at loops, that is why he is stronger. deathslinger/huntress/trickster is another conversation that i will avoid going into.
Post edited by Devil_hit11 on3 -
That's more an issue with new female vaults than anything, but that's an edge of hitbox-type hit, aka the kind you'll almost never see/go for.
Nemmy is 0.35. It literally says so in the screenshot you posted. Also, 0.35+0.25 is 0.6, not 0.7. And I don't know about the other killers, but in practice, Xeno's tail takes a little less than 0.7s from input to hit (41 frames at 60 FPS).
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plagues power might not down but it will ALWAYS injure <Basically a free health state or m1>. She will never lose the ability to vomit, only for her vomit to down. It is not comparable.
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xeno tail take 0.6 seconds to reach it's max range, so i really don't understand where you're pulling 0.7 from. Also, yea it is an edge of the hitbox type hit but that still means it's possible to punish a fast vault with power and that's ignoring xenos ability to curve the hitbox around the window to catch you if you strafe tight.
Thanks for pointing out my typo with nem power tho, fixed
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I'm pulling 0.7 from live recorded, frame by frame verified footage of the game. Curve the hitbox? No such thing.
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i think the attack hits right away after 0,2 seconds. the 0.4 seconds is how much you can extend the hitbox after it is finished. I have feeling that attack does having open time but i think opening time is like 0.05.
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yea that's how it works, the attack "starts" at 0.2 seconds while the hitbox lasts 0.4 seconds. So the whole attack if you need to hit someone at max range means takes 0.6 seconds
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That's not curving anything. The hitbox is, by design, tilted downwards slightly. All you're seeing is the player pulling the hitbox down and using its off-angle, which is an intended feature (as evidenced by the fact you can move your head up and down during the animation). There is no such thing as "curving the hitbox around a window to catch you if you strafe right", that's a nonsensical statement.
The hit done in the video is also exceptionally hard to pull off in a live game, and requires you to predict the exact location of a survivor behind a wall as well as their movement.
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no. the 0.2 second is delay when the before xeno fires the attack. the attack has travel time but travel time might as well be hitscan. let's just say it is very fast. i am going take a travel time of 2000 m/s. this takes... 0.05 seconds. the 0.4 seconds is how long you can drag your tail strike from up to down or strafe left to right after it is finished. you can do both at same time.
nemesis has 0.35 cast time and opening time refer to how long it takes for his whip to swing to the floor. this takes 0.25 seconds, so whip explodes the floor in blue after 0.25 seconds. the attack lingers for 0.333 second after you see blue color of whip. the 0.33 can be dragged from left to right but not up to down.
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It can't be dragged up and down because there is no up and down component to it. It hits four narrow rectangles in front of Nemesis going from top to bottom. As opposed to Xeno's tail which is a singular long skinny hitbox (that's still shorter than Nemesis' rectangles) that still needs to account for up and down, and can sometimes miss for something as dumb as a survivor crouching.
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the moving of the camera up to down is the up and down component. it also goes left to right if you press A-D. this movement lasts for 0.4 seconds. if survivor hitbox hits red circle on other side after attack finishes, you get hit.
nemesis cannot do this because his hitbox is like IIII but the llll is blocked by line of sight. so only top part of the line consistent of hitbox. Xeno is more like circle/box that you can move in any direction. As a result of this mechanic, Xeno has higher skill-ceiling because he can hit places that other killers cannot. Nemesis whip and Demo's shred have limited skill-ceiling. there is essentially nothing to learn for those killers. it relies all on the survivor to get hits.
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I love how our favorite lady and k-pop star are forgotten....
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I thought about putting them in but they're really not that comparable to the ones i picked. Artist is more set up and trickster is just kinda hard to compare directly in terms of power charge up
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But your title said "Comparing Ranged(or effectively ranged) Killer Powers Charge Time To Each Other" we wanted a compairison. Besides, at this point its turned into another talk about xeno's ***.
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A small detail I think is missimg is that 0.2 seconds is Xeno's "windup" animation. The tail still takes time to travel/extend until it reaches the 4.8m range. Now, I don't know how long this takes but I've seen people dodge the tail on reaction consistently. Combined with the windup, I estimate this can take ~0.4-0.5 seconds. (Could be wrong here but this should place it in the human reaction range when accounting for latency)
Similar logic can be applied to PH's M2 that ALSO has to travel the full 8-10.5m (this can add an extra 0.2 seconds).
Contrast that to Neme's M2. Past the opening time and the hitbox immediately extends the full 5/6m.
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You're not telling me anything new. There's still nothing about that where you "curve the hitbox to hit around a window for someone strafing right". If your hitbox hits a wall, it stops.
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Are you really surprised? The thread has the pretension of comparing ranged killers, but Xeno isn't a ranged killer...
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Honestly? Nope. Was someone bored and wanted to make a valid but useless point? yep.
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you can hit survivors behind window because once tail hitbox goes over window at 4.8 meters. you can move hitbox behind window even when they are behind the wall. it is like sphere that stays at 4.8 meters for 0.4 seconds where you move camera to hit survivor. that is how scott is hitting survivor behind rock. same idea. xeno has a lot of creative potencial skill expression with his tail strike that will take awhile for killer's to master.
do you need to curve hitbox to survivors around windows? the answer is no because you can use his tail whip hit survivors at angle. it is similar to using his power like any of ranged killers where you throw projectile at an angle from the window opening. you can do same with tail attack but it only goes 4.8 meters, so if they're too far away from window, you cannot reach survivor.
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No dude. Again, you're not showing me anything new by showing me the hit over the rock. You CANNOT hit a survivor hiding behind a wall/window/whatever, because the HITBOX DISAPPEARS once it hits something other than a survivor. The reason why Scott is able to get that hit is not because of some magic hitbox curving voodoo, it's because the hitbox itself IS TILTED BY DESIGN downwards, and he's simply throwing the hitbox over the rock. There is no curving going on. It's all intended. If you strafe into a window after shooting your tail through, your tail will simply hit the edge and that's it.
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