Anyone else feel like the anti face camping timer is useless

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I was being face camped for an entire minute and the bar wasnt moving and it was extremely buggy, you'll almost never see this bar full in a game

Answers

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  • Xaerdy
    Xaerdy Member Posts: 48

    Why does an anti camping feature stop at all, when a survivor is there? It's not that they can do much.

  • Abbzy
    Abbzy Member Posts: 3,048

    Because it could be abused like in basement where someone will loops shack while other is hooked under in basement and he would unhooked himself because killer took a chase near the hook, because of siruations like this the bar stops when survvior is in range even the sluged one.

  • Abbzy
    Abbzy Member Posts: 3,048

    The meter is called anticamp it its more shorter name bucause its true purpose it to make facamping unusable so thats why it covers some distance and not huge chunk like 30 meters and other things like 2 floor maps would get super bad and if it didnt stop (the anticamp meter) if survivor is near its basicaly loose for the killer becaues either he leaves and lets you rescue and prerun or chases you near and there is high chance that the hooked survivor will rescue himself and escape and killer has no preasure that he should have had thats why its set like this it maybe doesnt seem logical to you but its making some sence same as I would suggest "Why the anhook protection triggers when survivor is unhooked out of killers trerro radius, if there is no tr than killer can be tunneling" its making some sence to and has some logic to it even the original borrowed time (bills perk) was triggered when you unhooked survivor in killer terro radius and it was so used and usefull tha tdevs make it into basekit feature but we know this could be bypassed like with oblivious status effect (no terror radius) or some killer powers that have it or high mobility killers or some killers with teleport could compleatly abuse it even more and that why it triggers with the haste and endurance after every unhook.

    The current anticamp meter is shoved to all survivor on hud like many other actions so if someone is dumb and is stoping it when he shouldnt its that survivors fault not killers.

    Looking at it on other side not all killers are good proxacampers and if killler is staying in one location than the gens arent preasured and even if it is always rescue into trade you have 2x70 seconds for each survivor so being realistic thats like 2x50 seconds for each survivor till they hit second stage or reach death on second hooks and thats 400 seconds (even if it was 40x2=80x4=320 seconds thats enough to make all gens) if all will work and one goes for rescue you can deffinitely do 2 gens and one is 90 seconds so mathematicaly if killer doesnt get massive slug when he is proxying hook you have the time advantage compare to the killer because 1 survivor need 540 seconds for 5 gens excluding the time he spends getting to them and two will have deffinitely time for gen each which means 1,5 gen is done by one survivors hook stages minimaly if the team doesn do anythig else than gens and sends one for rescue which is enough but in reality camping is way way worse than tunneling (hardcore one going 3 times for the one same survivor) and even that one tunnel can cost killer enough time so he can loose like 3 gens or sometimes even 4 if that tunneled survivor is great looper so if even the strongest strategy killer can do gets him like 2 kills than camping is even worse and thus you should get 3 escapes way more than agaisnt killer who is hardcore tunneling or minimaly 2 which isnt bad result.

    Camping I would say still has some skill requirement because if you srew it up and doens tget that trade as killer than you are in super bad situation (you didnt preasured gens so the are highly progressed and now you waste time with longer chase which wasnt your plan) but its way esier tha ntunneling which is just winning chases on survivor that is injured (but mostly you have to hit him two times so it isnt so easy he gets soem distance to loops) and winning chases takes skill even against injured survivors only difference is they are faster because of the one less hit.

  • Reinami
    Reinami Member Posts: 6,789

    Because survivors could run you around the hook and then let someone unhook themselves for free. It creates a lose-lose situation where you either, chase the survivor near there and the person on hook unhooks themselves for free. Or you leave the survivor alone and they get a free unhook.

    The only person to blame in this game is the teammate who literally can see the bar being filled up, literally can see the killer camping, and still chose to hang out near the hook instead of leaving to go do a gen and letting the person on the hook unhook themselves.

  • Reinami
    Reinami Member Posts: 6,789

    Barely close to the hook? They are like a 3-4 second run away from it, what on earth are you talking about?

  • JPLongstreet
    JPLongstreet Member Posts: 7,120

    As others have said, the proximity of the other surv makes all the difference here. The sole purpose of the AFC system was to stamp out direct face camping and that's it.

  • Nazzzak
    Nazzzak Member Posts: 7,645

    Team mate needed to bugger off. I had a game yesterday where I was running to unhook then saw the anti-camp was increasing steadily, and turned back immediately. What's even more bizarre is your team mate is injured and unlikely to be able to help anyway. Can't fix a lack of common sense.

  • runningguy
    runningguy Member Posts: 1,410

    soloq for you…. although….its possible that injured survivor knew what they were doing by staying there pausing the timer. Knowing. a way to get rid of the competition maybe? griefing? payback for the hooked player griefing? just a potato survivor? dont really know the full context here

  • BongoBoys
    BongoBoys Member Posts: 866

    Hmm maybe it can be a hybrid bar of sorts the more it fills the more time gets added to the hook state and when it's fully filled the survivor can hop off the hook.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,158

    Yeah, that way there is risk in saving yourself but you don't feel forced to save yourself when there is no other choice. It's such a useless system because when the bar kicks in, the survivor has to unhook INTO the killers face, lose their endurance instantly and then get tunneled anyways.

    There has to be a better way.

  • BongoBoys
    BongoBoys Member Posts: 866

    Right the main issue is trying to save the hooked survivor but the killer like Bubba is just ready to down you if you go for the save. You could leave and let the anti camp fill but then the bubba will just back up to prevent it from filling creating this stalemate of back and forth.

    Basically I think it needs to be if a survivor is near by it should still fill but slower then normal and if Killer is chasing the nearby sure the bar is stopped filling.

  • BongoBoys
    BongoBoys Member Posts: 866

    Because even though they added a multiplier they hard nerfed but make it take 50% longer to fill in general.

  • Nazzzak
    Nazzzak Member Posts: 7,645
  • jmwjmw27
    jmwjmw27 Member Posts: 855

    Anyone who has played before it was a thing can tell you it is not useless.

    It forces killers to proxy camp instead of facecamp and actually gives chances to save.

    Most survivors do not have the macro knowledge to stealth for an unhook and will be spotted on the way to the unhook, making the camp free. And when they back off, the killer can proxy in that direction to reset the camp multiplier. When they sneak into position for a save, the killer has to gamble on whether to stay or leave.

    The existence of anti camp and the bar on the HUD also gives you free information on if the killer is camping or around the hook if no one is nearby. It’s night and day compared to before where a killer fed up with you in particular sets up a tent next to you and watches you die.

  • MrRetsej
    MrRetsej Member Posts: 187

    No. It's working as intended. If your teammates sandbagged you by staying within the range to pause the timer yet didn't bother to come in for the unhook, that's on them.

    And if the killer was in facecamp range long enough to get the meter to move, everyone on the survivor side can see that if they bother to watch their HUDs. Again, that's on them.

  • Xaerdy
    Xaerdy Member Posts: 48

    Couldn't that be remedied if the meter stopped as soon as the killer chases someone? The game tracks that, since it awards points. Or if the meter just stops if a survirvor is closer to the hook than the killer. It does seem extremly illogical to me, to punish the person on the hook for the actions of a teammate with whom they probably cannot communicate.

    It's a game mechanic to remedy an unwanted behaviour against someone and this is nerfed by the actions of another. It's clear why that doesn't work.


    Don't get me wrong. I mainly play killer.

    (Ok I mainly play what ever gives more bloodpoints, because I exspect to find a match more quickly - that just happens to usually be killer, around the time I usually play. Anyway, I have more experience as killer.)

    I personally don't camp intentionally. I will do things like breaking the gen, chasing others nearby and so on. But other than that, I leave and patrol (other) gens or hunt other survivors. I do that, because I play with the intention to win, but leave as much playtime as possible for everyone. But that my decision, just as it is my decision to, given the choice, eat the people with a flashlight.

    I think camping might beconsidere a valid tactic. Especially if you think of the survivors as one team, so winning for them implies getting as many as possible out, not everyone. So when one player is blocked, the others should do gens and if necessary flee. You do not gain much as a killer by camping. So it is not too unfair against the survivors as a team. (However the system of bloodpoint rewards doesn't account for this, the camped person contributes to the team by being a sacrifice, but they don't get anything for that)

    But the fact that this mechanic exists, implies that camping or at least face camping is not meant to be a valid tactic and Resolve apparently doesn't really work that way. I have so far never seen someone unhook themself by that mechanic. Though to be fair I don't play that long (and as I said more as a killer who doesn't camp themself). It also doesn't just block the camped person, it blocks an area of 16 metres in all directions. It also makes no sense to stop the camp meter, when a killer carries a downed survivor near the hook. Yes, it is valid to do so for the basement hooks, but a game of that scale should be able to determine if the killer is in the basement or not. There is no reason for the other hooks to stop. Just as it conversly doesn't make sense to run it, when the killer is above or under the floor of the hook, or stop it, when a survivor is.

    One could argue, that you should at least be rewarded, when you try to save someone. Instead the one to be saved is punished.

    Not trying to save someone also is counter intuitive. Basically everything else in the game, including quite a few perks, implies that you should work to free other survivors.

    So I can see why that riles people up. The current solution seems to be half-hearted.

    If you wanted to stop killers (face) camping do something like holding the hook stage as long as the killer is too near and neither moving away nor chasing. Then with the last gen unhook them with haste and endurance.

    I am not saying implement this, but if you wanted to actually stop (face) camping you have to have more pressure on the camper, not a slight boon on the camped. Especially pressure that is not depending on other people involved, but on the actions of the killer themself.

    You realise that is about the same time a few perks give you benefits etc.? This game is so fast paced at times, 4 seconds can be quite long. If this is soloq, the steve most likely didn't even realise the bar slowing. @Bobcatbears Did they stay there the whole time?

  • UnicornMedal
    UnicornMedal Member Posts: 1,901
    edited January 15

    I like that idea. Fill the bar when no one is around, but pause the hook timer when they are. The hook is still an obstruction and it has limited chances, so there's really no reason to hover around it without moving and getting a ton of value out of it at the same time.

  • JPLongstreet
    JPLongstreet Member Posts: 7,120

    I'm not defending camping in general, just saying that AFC system was intended to deal with direct in your face camping right in front of the hook, with no other surv nearby. Not for proxying or any other kind, and it deals with that narrow kind of camping very well. If that's too narrow then that's another discussion entirely.

    If your ally won't back off enough, and there's a chainsaw involved, yes the hooked surv is likely doomed.

  • katoptris
    katoptris Member Posts: 3,334

    Also they should have did gens and separate. You would only hit the second hook state.

  • It’s not useless. If the killer cant proxy camp and defens the hook from that distance then this anticamp meter is very strong against such killers. Also, some hooks can have insane placements that even if you proxy, you almost cannot avoid the antifacecamp meter for them. Think of RPD second floor near the statue room.

  • Abbzy
    Abbzy Member Posts: 3,048

    Some camping is considered by devs as strategy and tbh if all killers could zoome off the hook are to get other survivors it wouldnt be that viable but we have multiple killers that suffer from having no mobility or catch up power and those killers would be hardly punished even more and camping isnt much rewarding unless you know what are you doing and its still can backfire as 4 man slug and Idk why you wan to deffend it when survivors are zooming around the hook tha nkiller has no valid reason of leaving the area which is what I find out as biggest problem when I proxycamp because the survivors just start loop around the hook or they try to push from multiple direction for uknown reason and just prerun while their friend tries to run to hook (look Im not new to be such oblivious person to dont get this and when I play killer that isnt super powerfull so I can have more space for missplays or Im not in 5 gens situation i will try to get something from it) or if you cant find survivors after looking for them on almost half of the map or 1/3 of the map and you are coming to hook and that hooked survivoir is near second stage it would be too nice to try to not deffend second stage and punish survivors for letting him there for almost near 70 seconds which is plenty of time to get save even from across the map so I dont find anything wrong in these situations same as some dont get why killer tunneles them when they bodyblock him after unhook and he rather goes for them and not for the saviour.

    Killers objective is to kill survivors and some camping to some degree is viable thats just it, the anicamp meter is feature devs somehow came with and keep it so its better to ask them and personaly I dont get camped as much (when I do its 1/1000 games where i face basement bubba or trapper which is rare or mostly if other teammates decide its very good idea to bring chase near me when Im hooked which isnt killers fault).

  • Massquwatt
    Massquwatt Member Posts: 627

    The system is fine as is it's just mostly an issue of survivors not really understanding how the system functions. The progress bar to the HUD is a great start but I wouldn't be opposed to some sort of visual like a feint glowing ring that intensifies that essentially tells the player "Hey, don't get chased by the killer around here" or something to that effect.

  • JPLongstreet
    JPLongstreet Member Posts: 7,120

    Imagine the hook itself glowing and filling from the bottom up visually!

  • BongoBoys
    BongoBoys Member Posts: 866

    Exactly punishing survivors trying to save there teammates but a Killer is proxying ready to interrupt or down you if you do shouldn't be a thing or discouraged. If a survivor is near and trying to save the timer needs to be either slowed or paused.

  • Philscooper
    Philscooper Member Posts: 677

    Damn it takes such immense skill to play an instadown killer or addon and then just camping the hook, such prestine plays that the survivors simply cant just outplay because it cant be anything else but a skill issue and not a dog poo of a game design.

    • Sincerely from..
    • Killer players who camp.
  • Philscooper
    Philscooper Member Posts: 677

    If only you could force everyone to replay the tutoriel again...

  • Rickprado
    Rickprado Member Posts: 1,012

    People forgot this game is a team game. They threat like a Battle Royal where they want to face the killer 1v1, Lol.

  • Brimp
    Brimp Member Posts: 3,635

    It's only useless in this scenario because the survivor hovering for the save wasn't aware enough of the anti camp range. They very well could have just hovered just outside the range to basically force the killer to give you the self unhook and then just run to work on a gen. Also, a video would have been nice rather than a screenshot because there's only so much you can infer about a screenshot.

  • Massquwatt
    Massquwatt Member Posts: 627

    I like the idea, although I don't know how useful that'll be when dealing with clutter infront of you or being on seperate floors. It's definitely the least intrusive to visual clarity which I appreciate but maybe not the most practical.

  • ImWinston
    ImWinston Member Posts: 842
    edited January 17
    • The anti-camp system is fine as it is. However, save hook should be "difficult" for survivors. It's offensive because the way it's designed, only a novice killer player or a total idiot wouldn't understand how to manipulate this system. Many say "it's right that it's this way because otherwise the survivors could manipulate the anti-camping system"... yes, but in this way the anti-camping system is TOTALLY manipulated by the killer. Move away from the hook just enough to avoid the "anti-camp" system starting, but get closer as soon as a survivor wants to save his teammate from the hook It's like the Devs are treating killers like idiots.... "hihihi this system is perfect, killers will never figure out how to easily bypass this anti-camping system"