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People still don't know how to use Turrets againts Xeno :-(
Just saw this…
So let me give you a short guide: Placing turrets next to a tunnel is very wastefull and pointless since they will be disabled for short period after Xeno exists these tunnels.
You should place them either somewhere to slowdown a Xeno or place two turrets next to each other on a good spot to force the Xeno out of her power.
#SoloQTeammates
Comments
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This is well written but sadly those kind of guys will not likely to read this.
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It's the main reason I don't like going against Xenomorph. I wouldn't mind the guaranteed hits through windows and pallets if my solo queue teammates would actually set up turrets in loops with me instead of using their off time towards cleansing dull totems or putting turrets next to stations and calling it a day.
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Thank you. Yes sadly most of our soloQ teammates will probably never read this or know this because most people don't follow forums or social media (casuals or not big fans of this game).
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Yeah most don't realize this. I did just have a game against Xeno now though where thankfully everyone placed them in between tiles and the poor killer seemed to spend most of the game out of their power 😭 it was like an obstacle course that kept getting replaced
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It's really sad to see. I got people complaining yesterday about the absolute powerhouse that is Xenomorph up close and i understand. Many times in chase, im like "they could drop this pallet right now, but im Xeno, or i could not play this setup if i wasn't Xeno". The thing is, there are games where i don't even see one turret, or i see 3-4 in the entire match and they are in front of the station or next to a generator. No wonder people don't like this killer (which is even sadder since it's THE Alien), worst part is, you can still loop, it's not like it is un-1v1-able, it's just difficult, contrary to a Blight/Billy/Wesker, you can fake a loop into shift W, you can bait the tail or try to stun it, it's not like you have no options, you have plenty, but it's always risky (except the shift W, this one is guaranted)
When i am a survivor, i can place a turret on top of a hill to make it really effective or a double turret in a crutch place. When i play against this killer, i can waste a lot of time and i usually burn him 4-5 times depending . The problem is the team does not even bother to loop where turrets are. A guy straight up died by walking at the opposite of a double turret in the corner of a jungle gym, it was so free.
On the other side. I've been playing almost only Xeno since it dropped (thks again behaviour for my fav chapter with SH, im so happy it's finally here). When people knows how to play with turrets, the match can be really hard since you will have a "fiery path" or straight up a double turret saying "no more power mr. Alien".
PS: I would love to have more stations to maximise the use of tunnels, in Alien Isolation, there is vents every 5 meters and while it is too much, im not against having more than 7 stations on the map.
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Problem is that a lot of the value of the turret is the beeping signalling shes coming. To hear that I need it near the gen, and to be near the gen is to be near the tunnel.
Also, what, I'm gonna spend 30+ seconds walking a turret to a loop at snails pace just to MAYBE get one extra loop out of that when she breaks it in 3 seconds flat?
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you don't need to put it super far from you, but come on you can take a couple seconds to put the turret in the jungle gym next to your gen rather than just parking it next to your gen. You can still hear it beeping, and best part is if you run for that jungle gym then the xeno is guaranteed to need to either dodge or attack the turret. Parking it next to the gen just disables it and does nothing to stop the xeno from chasing you.
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If any survivor complains about Xeno while at the same time claiming that turrets are not worth setting up then they are just refusing to learn how to adapt their gameplay.
Parking turrets right next to tunnel entries and gens is Dwight-level gameplay.7 -
this. I get more value from the warning system than disabling crawler mode.
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Stop looking down on Dwight! He is a survivor who understands the most important thing in this game: "We have to work as a team, I need you to survive so that I can survive!"'
All jokes aside, even if they have an effective tools tlose its less value depending on the user.
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I'm not even arguing that, just in my experience of playing Xeno, the turrets very rarely break you out of crawling mode anyway. Or at least, I run the pretty common add on that makes them ######### at doing so. I can waste my time plodding around the map with one and HOPE it does something, but then the xeno presses M1 or M2, doesn't come out of crawl mode, and I've just wasted a bunch of time that I could have spent on a gen.
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Have a turret close enough that you can hear the beeping so you know it's near when in the tunnels. But ideally, it should be positioned to burn a xeno while you're running in the direction of some resource (window or pallet).
If she chases, she gets burnt out. If she breaks the turret, you make it.
There. That's how you anti-alien.
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I feel like proper turret setup requires cooperation most soloQ teams just arn't capable of. I rarely see turrets in my Xeno games and when I go 75% of the time they're out in the open or right next to the tunnel, a well placed turret is a nightmare and basically ends the chase on the spot but I think people don't want to spend of the time doing that. If you want to use it as an alarm system I actually think that's certainly viable but at least still put it behind something so it's kinda hidden and actually run when it's going off. You can hear the gens from inside the tunnels so if the alarm is going off very rapidly just leave immediately because 99.9% of the time that Xeno will be coming out of the tunnel next to you.
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I usually try to think ahead of where the Xeno would run and the best way to conceal the turret, or force the Xeno to turn enough to have to manage it while I run another direction.
This image burns my soul.
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I mean you can pick it up so id rather they do that than hoard all the turrets in one area.
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Are turrets those things that take forever to get out of the chest and then when you carry them you are moving at a snails pace and then they get destroyed in one attack and barely do anything anyway except waste time from doing generators?
Wow cool mechanic.
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This topic is another reason why there should be some kind of hints in game. Like transparent box showing tips as soon as any survivor either see a killer or interact with their power.
Example: "fighting against xenomorph, You can interact with supply cases to set flame turret. Be careful, turrets słowa Your movement while holding"
And "its better to place turret near loops or generators You are working on, instead of Xenomorph tunnels"
Simmilar to killer perks
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Only problem ive seen is really good xenos can disable 3 turrets while getting hit by flames barley near each other and still not lose power or if they do its 3 wasted turrets you havbe to wait forever to get them back and the killer is back in power by just jumping in a tunnel for 2 sec.
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The problem with any teamwork required Killer mechanic, is everyone needs to know exactly how to do it. Even if 75% of players do it right, then you will (almost) always have 1 Survivor not set turrets correctly, and the Killer will win for free because of it. As an individual, you can easily say "just set turrets correctly", but the problem is, 3 Survivors did. It was the one goofball that caused their team to lose.
This can also be seen to a lesser extent with people rushing the box against Pinhead and showing him where it is, or even worse, picking it up while giving a free hit.1