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Turret Placement Against Xenomorph
That is one of my matches against Xenomorph (In this case it's my chase against it). My issue is that most of my turrets are not getting it out of its Runner Mode. Can anyone give me better ideas of where to place them? My ideas is essentialy places where I want to loop and that can cover some areas. I try to place some like in front of windows in case they vault it, but it rarely works for me.
Best Answer
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A bit distance away from the loops / door way?
Anyway, if killer attack the turret and not getting out of Running mode, it gives you abit of time to make a distance (I dont think you have enough time to go back to the main hall in the end of the vid though)
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Answers
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you arent meant to consistently remove runner mode.
the idea is to use them in order to force xeno to break them and therefore lose distance and not hit you instead.
so they basically just win you a bit more time in chase and help extend it further.
then it's entirely up to you / your team to outperform xeno.
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Xeno disables them in like 3 seconds. They’re definitely meant to take it out of power, not buy a survivor 3 seconds. Lol
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They are not, they are indeed supposed to buy u a bit of time by the slowdown he receives from breaking then, also I’m pretty sure Mandy has confirmed this on the forums already
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I feel this is half true.
When I play Xeno, survivors can definitely find ways to make them both effective for buying time and placing them in good ambush spots to remove runner mode. It really depends on the map, foliage and layouts.
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Would you mind telling us about a placement you found inconvenient?
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Certain bushes can be good to conceal a turret around a corner, and dependent on distance and if the Xeno can react on time, placing some turrets off to the side of one doorway while you run the other way can force the Xeno to make a choice.
Again, it depends on the map, the generation of tiles and foliage, and how aware survivors can be with their placements. It's not always a guarantee but I'd say there's great turret placements to counter the power.
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Can you share where she said this?
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sure they can catch you off guard, but that's almost always your mistake.
the only ways to reliably remove runner mode is a turret in front of a god window that killer has to vault after you.
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you know how long 3 seconds of basically standing still are in chase? survivor gets free 7.2 meters of distance difference by using a turret which is a lot for a renewable resource.
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That’s less distance than a survivor gets from current DS. And it isn’t free; survivors waste time carrying those turrets around to set them up. The cost counts too.
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so you're getting a free slightly worse DS in chase every time you run through a turret and you still complain?
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Where do you guys place turrents if it comes to the killershack? Please consider the generator that can spawn in their. That would help me too!
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Turrets are the main reason i only use these 2 brown addons:
- Ovomorph - Increases the Recovery speed of Crawler Mode when outside of the Tunnels by +25 %.
- Ripley's Watch - Causes the Flame Turrets to self-destruct after knocking you out of Crawler Mode.
I barely use the tunnels anyway (mainly at the start to find them quick), esp during events as things like the snowball piles are messing with the tunnel station spawns. For the other addon i actually WANT the survivors waste time by placing more and more turrets. I just ignore them and destroy them passivly, not wasting time hitting the turrets. Xenos Perk Rapid Brutality helps with this playstyle.
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The only somewhat reliable way to break Xeno out of crawler mode is to have two turrets set up such that it can't break one without the other one firing at it. And if it's using the add-on for flame resistance, not even two turrets will do the trick.
A competent Xeno will almost never allow themselves to be pulled out by one turret, no matter its placement. Which I think is an issue.
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If you double place turrets, he will be thrown out of power everytime. While he destroys one, the other throws him out.
It's a matter of strategy. Every gen has a station, if you want to do a specific gen, place 2 turrets there for good safety.
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Spend time to set up isnt free. You spend.
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time of one survivors outside of chase is barely worth anything.
you investing 10-15 seconds outside of chase to then give yourself/teammate a chance to avoid a hit and at the very least delay a down by same amount of time is effectively getting that for free. not even counting that the won time isn't limited to that, very often a turret allows survivor to get to another pallet / tile and prolong the chase for even bigger amount of time.
im speaking from my experience of 7k+ xeno tail hits, the turrets are not useless after you get past a certain performance barrier. they are very efficient and punishing measure of prolonging chase against xenomorph.
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I think the rule is turrets stand away from your path abit.
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If Xeno ignores turrets and keep chasing, do the turrets slow Xeno down when burning?
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They do, xeno moves slower than survivors while getting burned
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You are such a sweetheart for providing these kind of images. Huge respect for that.
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I kinda disagree here. Survivors are strongest at the early game since the killer has to apply pressure and mostly does it against one survivor meaning three can be freely on generators if played correctly. Xenomorph tho has a good early game since the tunnels help tremendously to find a survivor + you can most likely run in runner mode within said first chase without any problem. And runner mode is really strong.
So survivors setting up turrets (Being slowed and place it somewhere good) is basicaly making the early game weaker. And most turrets don't get Xeno out of its Runner Mode so it basically saves them 2 second meanwhile setting it up takes basically around 10 seconds. And pallets do nothing against xeno as soon he is close enough.
I wouldn't say turrets are useless but they are not strong from my experience.
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the thing with turrets is that they're a double edged sword that is very punishing for survivors if they misuse it.
the better survivors are, more optimal they become with placing turrets and utilizing them.
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You would be incorrect, here. It's a win win situation for the survivor. Either the killer continues chase and loses his power, or he stops to break the turret and buy the survivor a few seconds of distance gained (which is a big deal in chases).
They are incredibly useful. They completely bypass undetectable and tunnel stealth, and while it takes up time to set them up, it's seconds in CHASE that matter, so 10 seconds of set up is far less important than 3 seconds of free chase time. Chase time is what matters because that's where it counts. It could take 20 seconds to set up a turret. At the end of the day, getting value out of a chase is supreme.
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