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How to play versus Alien?
I learned how to play vs Nemesis because he move slower when charging his whip so you can turn it into a mind game of if he will use his power or not but vs Xenomorph it seems impossible to loop him and once it's close enough a hit is basically guaranteed whereas on other killers it wouldn't be. For example, I was looping X last game and knew he would try to hit me with his tail if I vaulted the pallet so I instead dodged his tail attack but then he could bodyblock me from using the pallet and hit me with a basic attack. So if I vaulted he hits me and when I don't vault I get hit too and it feels very unfun with no counterplay.
Any tips? I am returning after a break and still getting used to facing this killer.
Answers
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One thing that has worked for me a couple times is immediately crouching after vaulting a window. Now you’ll need to have a bit of distance on him to do this but it does work if you crouch in time.
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There's enough time to react to the tail, listen to the sound queue and look behind at the animation, & dodge sideways
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I've rarely played against Xeno, but playing as Xeno I've seen how some survivors play. The hardest survivors to catch are always the ones looping or running in tight turns constantly making it really hard to line up a tail attack. Using and placing turrets in the right place makes xeno either loose distance or be a M1 killer with no power.
The easier survivors that goes down place turrets in bad places that I have no reason to go there. Running in a straight line or locking yourself in an animation makes it very easy to land a tail attack.
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This is not making sense to me.
So he was able to body block during/after the tail attack preventing you from vaulting. Sounds like he was in a good position just to m1 and had no reason to even use the tail attack. You should have been hit regardless? Not sure where the no counter play is coming from. Wraith could have did the same thing.
Honestly if what your describing is true every killer on the roster should have hit you.
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There are two sound cues when xeno uses the tail attack, the first one is like a windy sound which mean the tail went back and will shortly hit, when you hear that if you are on a short loop crouch, if not you can wiggle to make xeno fail the attack, and as always with killers like this baiting windows and pallets is key to extending chase time. This is all without turrets, if you place them accordingly you can make xeno waste so much time the chase should be a lose-lose for them time efficiency wise.
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It is a 0.2 second windup, how exactly are you gonna do that Mr. Flash? ^^
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The counter is more about the correct turret placement than doing much about the tail itself otherwise... Crouching can help but he can also hit over those things, unlike Nemesis...
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Place turrets away from the cubby holes so they don't break when it teleports to them.
Use your turrets.
Or just stand under a hook and go next. Both are viable options.
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Please don't do the second option.
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Do place some turrets near the window-pallet loops, so the killer has to break them. If possible, without any walls between them, so the killer can't just destroy one, hide behind the wall until the tail recharges and destroy the other one without taking Xeno out of the power.
Do take in mind that this may take some time.. So, do only really do this if you have other survivors doing the same, otherwise it's not worth the invested time.
You know how to play with the trapper, to lock down an area and guard it, right? The same kinda applies even here, or so is at least the easiest option so you have turrets covering each other. This becomes especially tricky when you have to repair different generators and leave those turrets behind, as there's a limit to how many turrets can be deployed at the same time. Well, in the worst case scenario, you do know where to run to..
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Its 0.2 to "pull the tail up" and 0.4 to actually hit, you have 0.6 seconds to move and dodge.
If you're telling me you're 3x slower than the average human, then thats clearly not a "xenomorph has no counterplay" issue.
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I think that 0.4 s is actually the time frame where you can pull the hitbox and stuff (If it was something like an attack delay I think it would be named that... Because Deathslinger has apparently such a delay and it is named that.)
Nemesis has the same thing with attack time, but it is 0.333 seconds as per wiki.
It is not about reacting to the tail in that sense but about ping as well and your imput actually being translated in your character moving, all that is also not immediate... It takes some time, so just because you can see that the attacks starts does not mean you are physically able to move out of its way.
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That's also quite interesting to look at.
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As a general rule, I place turrets so the gen is between the tunnel entrance and the turret, and preferably place said turret so that is not in direct line of sight from that direction, but watching over exactly the way I intend to run.
The idea is I ensure Xeno has to turn away from me to stop the turret.
Outside of that, the tail is very much a hug loops tight, preyend to suck, and bait it out a lot with fakes mind game.
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The point of the reddit video was to showcase the xenomorph tail windup animation, not showcase himself "dodging it".
Its plain obvious to anyone that played dbd for more than an hour that you should move out of a straight hallway tile ASAP , and thats what the reddit video did.
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My other point stays and even then the time frame between him dodging and the attack going through is that small, that I would doubt it is humanly possible to reaction dodge the thing with something else than pressing one button, like deadhard for example.
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Glad you asked, here's a clip that shows how I dodged on visual cue
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Question stays then how long fromvisual cue until the attack lands... because if it is 0.2 seconds then that's just not what happened... I don't really have the programm to go through that frame for frame to distinguish between what really happened first and so on... So can't really tell, but I will give you the benefit of the doubt.
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When the most average reaction time is around 200-225 ms, Im pretty positive you can react close to 3x to the xeno tail strike.
Also are you trying to imply pressing A or D to dodge is "more than a single button"? cause that has me extremely confused as to what kind of button combination you do to move sideways.
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I was referring to that...
So... yeah... When I said only a button I meant that the effect has to basically take immediate without dealy to not be out of window... When you press a button to move you are not immediatly out of the area of effect, it takes some time for your character to get there...
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I have not played the alien, but isnt it able to turn the camera during his tail attack?
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Not really no. Once the tail attack happens the camera gets softly locked in place so you can't look left or right during the animation.
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Sure, once you release the attack, there cant really be a change of direction, but i mean during the wind up?
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No, thats .4 seconds the attacks hitbox lingers. Its why he's able to drag tech and hit around short loops by looking down after a bit
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Same with Nemesis, with the exact same phrasing in the wiki, like I mentioned before, would have been my guess as well..
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What happened was he was slightly further than a lunge attack behind me so if I vaulted the pallet it would be an easy tail hit for him so instead I dodged it but I couldn't vault the pallet afterwards because of the dodge.
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Alien needs changes his tail form should have cool down like 1 min in that form and after it goes down like Myers ability or 2 hits and cool down .
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That would made the killer absolutelly useless, there would be no reason to play xeno over nemesis or any decent antiloop.
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Neme and other killers are being useless are still playable
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Yes trapper is still playable but we should not strive to reduce every killer to the joke that he is, because you know people kinda like having agency in their matches.
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