Has anyone figured out counterplay to The Unknown yet?
I've played around 14 hours since he came out as survivor and played a lot of games against him and I really am not seeing a way to beat him. If anyone has figured out a way, please do tell.
His UVX is very strong. He can shoot from very far away and sure it takes 2 shots, but that's not hard with such a large AOE. If he misses, he gets a small speed reduction. If the survivor dodges, the distance lost by dodging is way more than the cooldown, so where's the punishment for missing and reward for dodging? It's a lose-lose. The helmet is also annoying to get rid of. Can spend a long time with it on outside of chase staring right at him chasing someone else but he's too far away for it to have an effect, so he randomly shoots the gen I'm on and I get hit. The amount of times I've been in a chase that was ended by circumstance too with his hallucinations being there blocking a vault leaving me with trying to dodge his spitballs and getting hit through walls has become a bit infuriating. I know some killers are meant to be strong in chase and some stronger at map control, but he just seems to be good at everything.
The hallucinations are really rough in soloq. I'm sure a coordinated SWF can remove them effectively to stop him from constantly teleporting but in soloq half my teammates do gens in front of a hallucination or save me off the hook with a hallucination right in front of me which gets me tunnelled.
The way I've experienced it (as a 900 hour player with around 600 on survivor) is that this killer is designed to be balanced against players who have perfected their camera control and play with equally high skilled teammates who know to dispel the hallucinations. For your average joe like me who just wants to play casually, I can't look behind me while dodging a massive AOE attack while also making it to the next loop while also looking out for a hallucination at said loop all without sandbagging my team. That is a lot to ask for someone who doesn't have thousands of hours. It is also hard to expect someone like me to have consistently good soloq teammates who dispel the hallucinations.
Of the many teammates I've played with and the many Unknown's I've played against, none of them seem to be able to say how to counter him, so if someone does know his weakness please do share. I have some suggestions on how to make him slightly less oppressive:
- Hallucinations around hooks should dispel themselves after someone is hooked (like Skull Merchant's drones)
- Dispelling a hallucination while you have a helmet should remove the helmet, or there should be no range for seeing him to remove it. Either works, though dispelling removing it would incentivise the less aware survivors to dispel hallucinations.
- Helmets should slowly but passively disappear while in chase, sped up by looking at him rather than activated by it.
- Either a smaller AOE or greater speed reduction when missing a spitball.
- UVX shouldn't hit through walls, it's powerful enough without that.
Obviously he's a new killer, nobody's ideas are gonna be perfect, that includes me, Behaviour, and you the reader, so take my suggestions with a grain of salt and also acknowledge that the killer is by no means perfect on release - no killer is.
The way I see it right now, he makes many other killers obsolete.
- Freddy and Demogorgon both have weaker teleportation powers, with demo's ranged attack and freddy's loop ending powers also being outclassed by UVX.
- He's also similar to doctor with his loop ending capabilities but with the added benefit of his hallucinations being powerful rather than just there...
- Huntress has a stronger ranged attack but with him having both a strong ranged attack and very strong map control, he seems to outclass her too.
- Both him and Plague use their power to injure with range and both have a way of removing that effect, but plague can't teleport and she needs to drink from red fountains to use her power to down.
- Deathslinger can injure over a loop without breaking a pallet but it takes a while and at the expense of moving slow, Unknown can shoot over a loop without breaking a pallet with barely any slowdown and at 115%.
- Executioner is better at hitting through walls, but again he can't teleport.
- Dredge can teleport to lockers and teleport mid loop, but he has no range. Unknown is basically Dredge with a gun, they're very similar.
The list goes on. While not all of these killers are made "obsolete" by Unknown, I feel Freddy and Demogorgon and possibly Dredge really are. The Unknown is just a better version of them. He's a jack of all trades.
Answers
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In regards to your first part about how you can't look and dodge. How do you play against huntress, pyramid head, deathslinger and trickster? Do you just yolo it and not look behind you? Functionally they are the same in that regard, but the difference is that the unknown has to hit you twice. Compared to those though, the unknowns projectile is quite slow and easy to dodge when you see it coming. It is however harder to dodge when you can't see it coming, which is part of the point of the power.
As for the teleport powers, yeah the unknown's teleport is really good, but its also not easy to set your teleports exactly where you want to go. Freddy teleports directly to gens which is very strong (and honestly his only power at this point) and demo can choose specifically where to set the teleports, and doesn't have to wait for some difficult determined time to set another portal.
In short, different killers are gonna be different. There are positives and negatives to every killer, even as you mentioned.
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This ^^
The Unknown is strong, but I wouldn't consider him close to overpowered as long as you can get rid of the weakened state mid-chase. If you're looking at him during chase you're essentially giving him around a 2 second window to hit you with a follow up shot before you get rid of the weakened state.
Just make sure that you're doing your best to stay out of his direct line of sight and keep your camera on him.
Also, try not to hug loops super tight as he can hit you through the wall on certain tiles like shack, long walls, and long fences on Badham for example.
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Sorry I've gone off on a tangent again, understandable if you cant be bothered reading all this lmao I'm just invested in this debate. It is interesting seeing such opposing perspectives on this.
The looking and dodging isn't the issue, I was more concerned about needing to look at him to remove the helmet. Generally I’m fine at looking at a killer who’s aiming at me but in order to remove the helmet I need to spend a lot more time looking backwards than I would for any other killer which has me running into a lot more walls or dead zones than usual. I defo do that against other killers too but against him its constant lmao. As for the easy to dodge, I agree that when you see it coming it is relatively easy to dodge, but unlike those other killers mentioned, his attack needs you to move a lot further out of the way due to its much larger AOE, which when that’s even possible it causes you to lose a lot more distance than those other killers. Generally killers like Huntress have a very small projectile (except in those rare cases where she throws a school bus at you lmao) so even in tight corridors you can dodge it, but not against this guy. The issue with it is that so much distance is lost even when he misses/you dodge, which is where it becomes a lose-lose situation. Messing up his power seems to have very minimal punishment or just gives him an advantage anyway.
While it is valid that the teleports aren’t always where you need them to go, it’s not hard to get them in the general area. His hallucinations can be 10 metres from the point of interest, or exactly on it. While Freddy can go straight to generators and Demo can go wherever he’s set up a portal, they can’t do it instantly and without warning. Freddy makes the gen bleed, demo screams and has an animation coming out of the portal, Unknown just appears with a noise. Sure, the noise lets me know he’s there, but in most cases that’s just too late, he’s on me and there was no time to react to it. I’ve had a few occasions where I’ve been dispelling a hallucination and it's been 99% dispelled and suddenly it hits me with no warning. There’s really nothing I can do against that. Even hag (without mint rag/rusty shackles) can't do that instantly and it’s her entire power that apparently is powerful enough to warrant 110% speed. (By instantly I mean when her trap triggers she isn’t instantly moving, she can move to it instantly but when it triggers you have time to react to it before she starts moving in most cases. Unknown just appears when he wants to and is moving instantly. Idk if I’ve worded this well hopefully you get what I’m saying haha)
As for removing the helmet with a 2 second window, that is theoretically possible with optimal plays but that’s not really a realistic expectation of your average player, especially on loops where line of sight is often lost. I’ve had many chases where he’s shot at me many times and missed all without me being able to see him to remove the helmet and losing a ton of distance trying to dodge it too. I’ve had even more chases where he hasn’t missed while my helmet is still at like 70% and I've been shot for the 2nd time.
Finally, not hugging the wall is the best strategy for sure, but then again that is also just giving away free distance. He hugs the wall, I don’t, I don’t make it to any pallet or window. It’s yet another element of his power that makes running him very difficult.
A killer should have abilities like this 100%, I’m not saying any of these elements of his power are necessarily a bad thing, all I’m saying is that he seems to have too much of everything. I’m not asking to make him an M1 killer that’s a joke to play as and a free win for survivors, I just think there are too many things that he can do to end a loop, pressure gens, “camp” hooks, catch survivors off guard etc that I can’t think of any killer who has so many things to consider when playing against them. I feel like I’m playing chess against Magnus Carlsen just trying to keep track of and counter all the ways he can ruin my day lmao.
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The way survivors get ride off the weakening effect is by looking at the killer. Great! BHVR must hate their beginner to average playerbase who are not always looking behind during chase. What a questionable design desicion.
Sorry that i can not give good advises at this point since i also dont have many hours with/against this killer. How i won my rounds against Unknown is by destroying as many Hux as possible. How i lost my rounds is people being unpredictable with their movement and actually not running to close to walls. Walls are dangerous, thats for sure.
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I think the reason why hallucinations are not erased with soloQ is a problem of awareness among survivors, so please do your best to share knowledge and spread the word so that everyone can erase them. Basically, if you see hallucinations while moving, you should delete them.
UVX has been a controversial things, but perhaps the developers did not anticipate that so many survivors would be beginners who no look behind. In reality, due to obstacles etc., it is often possible to reduce half before the next bomb. It may be necessary to make changes such as increasing the overall required number of seconds and then reducing the required number of seconds at 1/2 speed as time passes.
However, this assumes that Unknown is good and survivors are not good, so if Unknown is not good, Unknown will often miss the target of UVX.I haven't taken that into account. Originally, we should proceed with the story on the assumption that the killer and the survivor have the same skillish. Otherwise it would be strange.
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In regards to Huntress and Trickster, they actually have to aim. I don't have to look at them 100% of the time to know they're holding their weapon trying to throw it at me, and I can think from their perspective where I would expect to land a hit, and play accordingly.
Unknown is the reverse, unless you're staring at him to remove the debuff, he can fire it in just about any direction and the aoe is forgiving enough that even reacting to his shot you're hit by it regardless.
Personally, I wouldn't have that much problem with him having an oppressive chase power if it weren't for the fact that he also teleports instantly across the map, to places which are almost always on his ideal patrol route anyway.
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I think he meant that it is not enough to dodge the projectile, you have to dodge a relatively large AOE blast that follows, which means you have to cover a longer distance sideways, and this reduces your distance to the killer (because you are running in a slanted direction as opposed to directly away from him). For the others you "only" have to dodge the projectile itself, and not run in a perpendicular direction for a long time.
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As already said, look at him in chase which you would be doing anyway if you are an experienced survivor. Scott Jund actually brought up a good point that this killer stomps noobs more as they tend not to look behind them a lot more.
Dodge spray is obvious and then you get some grace with his cooldown but I will acknowledge the AOE on his spray is very generous and hits you through walls. I think this does need some tweaking as it can feel a bit unfair at times imo
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The best way to learn to counter a killer is to spend a couple of games playing as them.
He has a very small margin of error. The cool-down of UVX is 7 seconds and the time to remove Weakened is 10 seconds. So if you are looking at him, he literally can't afford to miss 1 shot or you will be able to remove the effect. So you only really need to avoid 1 bomb every now and then to avoid getting hit.
You can avoid his bombs similarly to how you would avoid Huntress/Slinger and Nurse. Unlike them however, even if you do mess up you still can avoid it do to how less forgiving it is.
- You can run towards him to avoid a bomb, similar to Nurse.
- Don't lock yourself into easy to hit actions such as running vaults. However unlike Huntress and Slinger, even by doing this he doesn't always guarantee a hit because the projectile hitting you doesn't damage you, only the explosion so he has to aim it correctly to hit you which is much harder than Huntress and Slinger.
- Don't hug walls too tightly but don't run too wide. The explosion radius is quite small through walls so you don't have to play too safe. Mainly around corners is the deadliest part.
- Don't run into corners. You can't avoid his power there as easily.
- The explosion has a short linger effect so don't run into until it has disappeared.
- He can't aim in front of him. So if you are ever in a situation where you know you will be hit, run straight into him. Now he has to M1 you and you get to remove the Weakened so he now has to land another 2 to down you.
- If you are Weakened and he is carrying a survivors nearby, just look at him. He can't stop you and you can easily remove the Weakened for free.
- Staring him down has a 1.25 second linger effect so you don't need to be staring at him as consistently as you do for Ghost Face.
- And of course like Slinger and Huntress, breaking line of sight against him makes it really hard for him to hit you and since he has such a slow projectile speed, it's easier to avoid this way compared to the others.
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Idk who that is, but my bf who doesn't even play the game made that observation watching me play against it for half a match yesterday lol idk if that's intended but that is not the best game design and requires a playstyle used by more experienced survivors.
I often have irl group parties where I play with friends, or my bf nieces and nephews and they have a very hard time doing this in general, even with me trying to teach them.
I agree with OP, it's a bit much in that sense...
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This has been a friendly discussion so far so please, lets not start throwing stuff like that around. Ofc a lot of people are capable of basic things like looking behind them, the issue is how much it has to happen in conjunction with other things. I can play against a lot of his powers, but its the fact that his power has so many different oppressive capabilities that people like me are finding an issue.
Anyways, the rest of this is for everyone else lmao.
There's been a lot of good advice here on how to play against parts of his power, but I'm still having a hard time playing against his whole power all at once. Dodging a UVX while also keeping an eye on the killer every 1.25 seconds while having to change my pathing away from the next loop while also having to keep in mind the hallucinations in the way and if/when i make it to the loop I've gotta think about how close I am to the wall all at the same time is difficult. When I am hooked on his way away from the hook a hallucination spawns and essentially camps me. Sure my teammate could dispel it but A) it could be hidden or B) its a soloq brain donor who treats it like a doctor's hallucination. I'm on a gen with a helmet on and no line of sight to him and suddenly I'm hit with a spit ball and injured for free. A hallucination I didn't notice while healing someone suddenly comes to life and downs us both. These are just a few examples of where his power shines, I can't think of any other killer who's power shines in so many situations like this.
He may have little control over when the hallucinations spawn, but he does have control over where. They spawn where he is, and unless he's walked off to the middle of nowhere then that location is most likely somewhere useful to him. His teleportation power is very strong.
His UVX does take 2 hits. It takes 10 seconds to dispel and 7 seconds to charge. In a normal loop setting you cannot see the killer constantly, meaning that 10 seconds to dispel can easily become 14 seconds even if you look at the killer as often as possible, giving him a 2nd shot. I saw an argument that breaking line of sight makes it hard for him to hit his shots - but I would argue that its still easier than any other ranged killer (except maybe PH) as A) he can bounce his projectile and B) it has an effect through walls. His UVX is undeniably powerful.
Another thing I've noticed and not brought up is his addons. They're very good. On one hand, finally a killer with addons that aren't a joke! On the other hand, his brown addons are stronger than some killers purple ones. It is very realistic to expect every Unknown to bring addons that have another powerful effect. This is just adding to the overall point of this post, why does he have so much stuff? Give a mutant a chainsaw and you've got a great killer. Give a drug addict some speed and a concussion and you've got a great killer. Give a dead girl the ability to go fast but not see anyone, just hear them, and you've got a great killer. These are all powerful killers with simple to understand powers, why does this guy need so much?
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I think it may take 4 or 5 look at the killer to remove Weaken effect?
I only want they make removing Hallucination also reduce 20-25% of the effect. And its all good for me.
For the dodging part. I wish his animation is more clear to see. At distance its hard to tell killer is charing a shot. I wish his back twisted forward to shoot (head still toward the camera direction).
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You’re 100% correct in saying that he’s definitely way more complex than the average killer. This has been a trend for them in their more recent releases. Take Skull Merchant as an example, she’s not exactly a super strong killer in a vacuum, but she just has so much going on that the average player won’t be able to just intuitively counter her.
I fully agree that I think it’s a strange design choice to have you have to look behind you in chase to get rid of weakened and is unfair to less experienced players. Actively rewarding experienced players for doing something they typically already do mid-chase and punishing players who have yet to fully learn it is a bit puzzling. I guess you could say maybe they’re trying to nudge newer players in the right direction by getting them to learn how to do this? But this just feels like a backhand more than being helpful. It makes him disproportionately stronger against these players compared to more experienced ones, which lands him in a weird spot balance wise.
I will say though, that once he settles into the game I think way more and more people will realize that getting rid of the hallucinations is a very good counterplay to his map control, and you may even see some people dedicate themselves to going around and dispelling them similar to how people do this with Trapper and Hag.
As for his UVX, I’ve found that playing as and against him the best counterplay have been the people who are almost treating me like I’m playing Artist. Unpredictable pathing when pulling the shot out and leaving tiles as to not let the hallucination build up and put them in a tough situation. Keeping distance is key as the shot itself is rather slow and reactable at a distance compared to up close at loops.
If you haven’t already, I’d also recommend playing as him yourself. I’ve been having a blast playing as him, I’ve been waiting for a physics based character for quite a while and the bounce shots and orbital shots can be immensely satisfying to land. I also think that playing as a certain killer gives me the best ways to learn how to counter them as you can see what successful players are doing against you to counter you.
Good luck! Also appreciate the depth and respectfulness of your posts :)
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BHVR cant design everything for new players? Excuse me...
What exactly is design for new players? Name one thing. Tutorial? Pretty bad. Tons of Maps, Perks, Killer, structures, techs ect ect to learn? Sure thing. Questionable Ballancing? Absolutly. Millions upon Millions of Bloodpoints to spend to get anything decent? You can bet on that.
And now, a killer that is designed the dumbest way possible for beginners. They easily suffer the most, while experience players have it much more chill, even in comparison. They should reverse it that you cant look at it rather then look at it. That would actually be much smarter and would put a layer on it we have not seen yet.
And dont make me even start with the Hux thingy. SWF already have an advantage over solo, but in particular with this killer.
"Going from main to shack"
"Roger roger, i destroy the Hux there for you"
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Breaking line of sight does make it harder for him to hit. The bounce effect is very small and the radius of the blast through walls will almost never hit you unless you hug it really tight and the killers aim is perfect.
What add ons are you referring to? Aside from Blurry Photo his brown add ons are pretty bad. His add ons don't seem all that great aside from a couple purples and greens.
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Ooo that’s a fantastic idea actually, not looking at him to get rid of the weakened state would actually be really interesting IMO.
Kind of goes against his lore but I think this would be a great change to help out newer players and put more experienced players in a unique spot compared to how everyone else is played against.
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I'm not saying his power is easier to hit when breaking line of sight, but it is absolutely undeniably easier than it is for huntress or slinger etc - in that he can actually hit without line of sight unlike them.
As for addons, causing deep wound while injured/weakened when dispelling is pretty powerful for a brown addon. The brown/yellow addons that cause oblivious against a killer who can appear outta nowhere is pretty strong. Staring down giving killer instinct is good. There aren't just little buffs to his power, theyre entirely new elements to it. Most killers don't have that sorta thing. Theyre by no means overpowered, but they're definitely good.
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That's a really interesting idea, I'm a fan. Making looking at him a punishment rather than a requirement would mean you can still make it to loops without walking into rocks and stuff but not necessarily have a great grasp on how far away he is. It would make survivors who aren't great at checking behind them have to think about when they can look rather then forcing them to look constantly. This seems way more interactive and friendly to more skill brackets.
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Not familiar with the lore, but the gameplay would help new players and actually make it harder for better players instead of making it only hard for beginners. I am suprised that BHVR did not do it this way. It was litteraly my first thought when i played my first match against this killer.
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Deep Wound add on is bad because it requires them to be injured and weakened for it to activate. Survivors are barely Weakened long enough to dispel outside of chase and Deep Wound isn’t even that big of an issue to justify such a specific requirement. In the 20 or so games I’ve played as Unknown I don’t think I ever saw a chance for this add on to activate. It’s a really bad add on.
The Oblivious add ons aren’t good because the duration is so short and you are already in a chase so there is no need for Oblivious when they can already see you. 20 seconds of Oblivious is not nearly enough to hit them, leave, and then TP to them and then find them again. It’s probably his worst add on honestly.
The Killer Instinct one is also pretty bad because it only activates when they are looking at you and in that case you are most likely already looking at the survivor yourself so the killer instinct is useless. It might help you out in some niche scenarios where a survivor you weakened awhile ago is hiding nearby, but even then that is rare. Most survivors break Weakened really quick or in a scenario where you knowing where they are isn’t much of a benefit.
Small buffs to powers are much better add ons than giving killers new elements. They can make up for the weak aspects of a killers base kit (Knight’s Map of the Realm for instance) or make an already powerful part stronger (such as Ghost Face’s stalking add on). Unless the new effect is something really powerful like old Alchemist Ring, then you’re usually better off running the add ons that buff the main aspects of their kit.
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During which time though the killer is heavily slowed, so dodging the projectile by going to the side keeps you at about the same distance you would be if you both just held w.
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Heavily disgree with your point of "you have to look at it for too long" because its just untrue. The way the unknown reveal mechanic works is different from ghostafce, it is not a continous look that triggers it out but a series of look events. So you can just catch a look at him real fast and the meter will go down for a while even if you are not looking at him. Do this like 2-3 times and you get rid of weakened.
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The main issue I have had is a fix that they might be looking at based when they get more data. This is with timing. The time it takes to dispel the hallucinations feels too long. I have had too many occasions where I start to dispel and right near the end poof the unknown appears for a free hit. I think they just need to adjust some of the numbers and it can make the unknown more balanced to play against.
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This so much. Scott suggested making the power work in reverse (decays while not looking at unknown, does not decay while looking at unknown) but there'd need to be a few changes to this.
The way it stands this is another Trapper or Legion style killer. Extremely effective against beginners. Not so good against good players. I've seen people try looking behind them who don't normally do so... it is REALLY bad. Some people just can't do it. Game should not have killers which are noob stompers ideally.
This game does so much to punish their beginner to average player base and that's before the huge amount of beginners traps the game has. From failing skill checks notifying the killer, to the immense amount of killers and perks, some of which are extremely poorly explained, from just general knowledge of maps and such. For example, if you asked in a survey how does the Skull Merchant's power work and what it does or doesn't do and how you can deal with drones, you would get A LOT of wrong answers.
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Dodge the goo. If you don't dodge the goo, look at The Unknown a few times. Get rid of fakes when it's safe. Don't run into fakes when it's unsafe.
That's pretty much it.
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look at the killer during his entire cooldown. You can remove 70% of weakened then when he gets his power, you use walls and break line of sight for last 30% of his weakened.
His designed is missed opportunity. He doesn't work vs good players because good players will optimize weaken disable state easily. He plays like 115% deathslinger. You shoot the ball, bounce the ball through the survivor for hinder. m1 to get speed boost, then you use ranged projectile to get 2nd hit. It is very close deathslinger that would m1 you -> m2 shoot. unknown is something like hyprid m1stbfl killer that has sub-par range.
The power is like noob-check. you can figure out who the strong loopers and weak loopers are in seconds.
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Can anyone confirm that breaking him out while wearing a helmet works exactly the same as revealing Ghostface?
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Very well said brother 💪
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Unknown forcing you to look behind is doing you a favour in the long run
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If Weakened…look at him while looping. Dodge his uvx. Go left….go right. (Not sarcasm)
It’s as simple as that. He uses uvx to block off loops too like clown.
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You can't loop this killer unless he's bad, his projectile power on impact has a radius that can get you at any short loop even if it was a complete miss and the longer you stay at any loop the worse you are , the best bet is just to make enough distance and hope there's not a a husk to teleport to in the direction you're going, basically another throw a pallet hold w on the killer chapter, I absolutely think he's high A tier if not S from what I can tell just because he has the ability to shut down strong loops and he has the ability to go across the map fast which are the two main factors that determine how strong a killer is.
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Would recommend strongly watching some comp players play the unknown against other comp players, as saying he is another leave the loop and hold w killer shows either wilfull ignorance for the sake of the argument or the experience of a survivor that is quite bad at the game. He is quite loopable and the AoE can still be dodged.
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So, i have been doing tons of 1v1s against this killer and to put it simple:
Unique Pathing is by far the best counterplay against Unknow. LOS is your best friend. Idealy aproach Main buildings if you can, in a perfect scenario before you get rid of the weakening effect. Awareness if TP is on cooldown or not and where hux are is important.
As silly as it sounds, i have made some very interesting plays like standing still for a very short period of time right before the shot to simply get directly hit by the projectile.
Breaking away (unique pathing again) and be extremly unpredictable is the ultimate goal to last long in chase.
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Not really , it's map dependant or tile dependant on if you can loop safely , you aren't always gonna be in areas where he's loopable, most of the time the loops aren't tall and he can just spit to the other side , I could really care less if you think I'm bad I don't have to watch comp because I scrim plenty of comp teams in kyf on a regular, can you say the same? from what I can tell just leaving the area is safer than looping that killer unless you have the area to actually pull it off .
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I'm not the best survivor ever, but here's been my counterplay bible for The Unknown.
If you know he's going to shoot at you, there's a few things you can do.
-If you have the room, do a simple dodge like you would against Huntress
-If you're running loops, don't hug the walls at windows, always take them wide to avoid splash through the wall
-Consider doubling back briefly to make him overshoot, and even if he hits you directly you're only hindered briefly
With the hallucinations, if he leaves one at a gen you're working at, scope the closest pallet or loop, then start fixing the gen. As SOON as you see him mid chase, or you see someone get infected with UVX, immediately start dispelling the body double near you and you can go back to repairing the gen risk free.
If he drops one on the other side of a pallet, just wait for the teleport noise, or just vault the pallet the instant you get to it. if you're vaulting the pallet INTO a body double, immediately vault back over the pallet. This works most of the time, but some players will be trying to trick you into doing a double vault for a free grab, so be careful with that one!
Of course on certain maps with lots of map props or clutter this can be difficult, but more often than not this works pretty well for me and I've started winning most of my games against him instead of dying, and even if I do die I can still manage to get my team out.
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I'm not sure if this is entirely true, as opposed to just handwaving from someone trying to downplay its effects
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I think the killer have design flaws, I don't know if we can call him OP, but he have problems for sure.
- I know how to look behind me in chase, in fact I do it frequently, the problem is that for removing the power of the killer you have to look too much time at him, to the poin in which is easy to collide with objects and and it make difficult to manage some structures or the most cluttered maps. The problem is that if they reduce the time you should look at him, then his power would be very weak, it is kind of difficult to find the balance, so it is a design flaw imo.
- The AOE hitting through walls is one of the lamest things in the game currently.
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The counterplay comes from knowing what the Unknown is probably looking for in a chase or controlling the map.
Weakened Counters:
When you're Weakened and not being focused, follow the Unknown and remove it from yourself before going to do a gen, heal, rescue etc. Or follow the Unknown while they're carrying a Survivor to play it ultra safe since they won't be able to switch focus to you.
The more they have to reapply it, the more time they're having to spend before getting a down.
Look behind you as often as you can in a chase, understand you don't always have to look at them, you should break line of sight when you can to make the Projectile more of a prediction on their end.
When looking behind you, remember to make a note of what's ahead of you so you aren't bumping into walls etc.
Projectile Counters:
When you aren't Weakened, break line of sight often to make it harder for them to get a Projectile hit.
In a scenario where you've got distance but are still in range of a Projectile, hesitate your movement when running past high objects so if they go for a long shot, it will most likely miss.
When running buildings or tiles that have walls. Don't hug the wall as tight as you normally would when they have the Projectile ready to fire.
When you're working on a generator, the moment you hear the Terror Radius, understand you are in range of a Projectile. If you feel like you could be a target, move away from the gen for a second, same as you would do when expecting an orbital or long shot from Huntress.
Getting in a Locker will prevent the hit too. So if you can spare the brief pause to get in the locker and back out right away without giving them an M1 then that's an option too.
Clone Counters:
Dispel them as often as you can. Aim to Dispel when they are inactive as you know it's a safe action since they cannot Teleport to you during.
When you can't Dispel one, make note of it when you see the aura so you know where the Unknown could come from when you're on a gen or healing or mid chase etc.
Always prioritise a Dispel before getting an unhook if they have the teleport ready. Same goes for gens too, if you know they can teleport and interrupt you on the gen, you should probably go ahead and just Dispel it first.
Make sure you notice which direction the Unknown was facing when they were chasing you when they teleport, if you can see which direction they aimed at, you can know if they left you alone or simply tried closing the gap to cut you off. The more intel you have on them, the harder it is for them to catch you out.
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This is why I believe distance is key against the unknown, when you can break LOS and make distance it's easier to focus more on him without being within a short range where if you have to dodge his spit you aren't losing ground from it with him right there, I've been just making distance when possible and using LOS blockers to try and force him into long range spitting or trying to telelport to catch up and usually the player will just switch targets at that point
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A lot to read in the responses, so I skipped over them. Apologies if this has already been said.
I have no tips for the micro gameplay, but for macro... You know how the counter to Legion is to spread out and be comfortable playing injured? Well, for the Uknown it feels like stay close together and be comfortable playing in the killer's terror radius is the play.
Splitting up and taking the killer far away from the others does not hinder the killer. It hinders your teammates who have to run all the way across the map to unhook you. This in turn gives the Unknown time to work on their next chase which they can quickly get into with their map control.
I'm not saying group up and let the killer hit all of you with 1 venom blast (the V in UVX stands for Venom). If you commit to your gen while the killer chases nearby, you can look at the killer as it passes by every now and again to rid your Weakness. It may just pull the aggro off your teammate as well. (Like not healing up vs Legion, don't play risky if death-hook). When the chase moves on, you can go to where they were looping and dispel decoys.
Good luck!
Post edited by Nos37 on0 -
Well if we look at the data. The AoE has a radius of 2.25 meters. This means that, if you are dead center on it, you need to move 2.25 meters to get out of it. Survivors move at 4 meters per second. Which means you need to move to the side for 0.56 seconds. Unfortunately i don't have the exact numbers as the wiki isn't showing them, but i guarantee you the killer is slowed down to be slower than the survivor for more than 0.56 seconds. Meaning that the distance is probably GAINED by the survivor when the killer fires a shot.
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if he is dredge with a gun im gonna have a new main when i buy him
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