Head On needs patched
Wasn't sure if I wanted to make this public or not, but ran into a 4 man SWF where all 4 ran head on. They stuck in pairs the entire match (all 4 with flashies as well as flashbang). If one was about to get downed they'd both run into a locker. You take one out, head on stuns you from the other locker. They did this the entire match. They'd also make sure to do protection hits so they could make it to lockers. This is a unique build that can be countered by not having two lockers sideby side which some maps do not, but I got sent to a map that would for sure have these. Not sure if this is intended gameplay as the only counter is to drop chase or keep track of 4 head ons so you know who is exhausted or running a perk like Mindbreaker not knowing you are going into this.
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Nothing about that is new, 4 person head on squads are a thing (bully squads). As far as I'm aware, BHVR doesn't have any issue with it or plan to adjust.
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How often does that happen?
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If Dwight and Meg get into lockers, you picked Dwight and Meg stuns you. Then they get into locker again.
Though I think you should pick Dwight again since Meg cant stun you anymore.
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It's more like I find Meg and Dwight on a gen by 2 lockers. They loopty loop and when one is finally about to get caught both get into a locker. While this is happening another player from the other duo runs over. I get stunned grabbing let's say the Dwight like you said. Meg stuns me. The new player takes a hit if both are already injured and the Meg runs to the other person. They loopty loop and the new player and Dwight get into a locker. This is what the game was like. Pretty disgusting and almost 0 counterplay with this kind of coordination.
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If they send you to dead dawg saloon then stay away from saloon.
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I mean you might find it to be a frustrating playstyle, but it rarely wins. 99% of the time when my swf and I do this we dont touch a gen. We are just trying to play for chase and laughs.
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Meg can still get the save with a firecracker... then grab another when they jump into the lockers for a 3rd time. Firecracker working from behind is annoying...
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So you prolong things as long as possible since the other side can't end the game without just DCing.
Even if yours is not a winning plan, doesn't make it less incredibly annoying. It's the equivalent of punting a football into the parking lot anytime you get the ball. The other team is going to win... but they didn't show up to play fetch.
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Not only is Head On predictable after like the 2nd time they do it while theyre swarming you, its limited.
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If you want to know a useful tip for dealing with Head On squads(since many of them don't actually do it in that way specifically) you can play as Lightborn Dredge and you become the ultimate anti-bully killer. You can't be hit by Head On easily since you can just TP into a locker that a survivor is in to rip them out and no one can bully you with flashlights nor Flashbangs due to Lightborn.
It's really the main reason I enjoy playing Dredge since those kinds of squads physically can't do any funny business against me.
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Thats a great idea lol. Nicely done with the use of perks to counter something survivors did.
Dredge is special in this case, but since Lightborn is what it is: an OP perk that likely won't see any nerfs, any killer can somewhat get value out of these squads I would assume. If I was say Trapper, I'd also have a power to deny this locker tactic. But most wouldn't.
Is Lightborn 'good enough' in these scenarios? Can any killer fight back? I would love some thoughts! :)
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Yes, all killers can counter these kinds of squads with Lightborn, but not all killers have powers to counter Head On in these squads. There are only a few killers who can hard counter these squads which are primarily Dredge and Knight since Dredge can see if a survivor has locked a locker yet and if you know a squad is using Head On and you're chasing someone who is running directly in front of lockers that the survivors never locked you can just TP in to see if someone's in it for a free down and Knight just has to put a guard down so that if a survivor does Head On to you the guard will either instantly target the survivor who stunned you or the survivor who got off of your shoulder and the animations will prevent them from being able to make any distance. Plus the guards can open lockers to hit you so hopping into a locker with a guard on you won't do anything.
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I mean if you literally have 0 ability to chase and catch survivors I do not think practice chasing is bad for you. It is a game and head on is a total meme, not some super strong uncounterable perk.
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This still doesn't work because when you come out of the locker, the other locker opens with a Head On as you come out with the survivor and stuns you anyway. Having to end every chase because they're running to a place with 2 lockers is the issue I have with this. I know it is a meme like others say but the level of coordination I saw in this match was unreal. Had a nice convo with the enemy team in the endgame chat and they agreed that they felt it was pretty uncounterable as long as they didn't get a map with almost 0 double lockers which they would control with a map offering. EDIT: They would even run into basement to do this strategy as well because it has guaranteed lockers to abuse.
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Nothing new
it's that type of game, where you are going to win in the end, but at what cost?0