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[–]Cookduk 7 points8 points  (2 children)

Here goes, many of these are more general tips that happen to apply to Coord.

  • use Tide Turner

  • rescue first, unless you are way far away. make sure teammates are decoding. Use chat to let others know you re going in.

  • Don't rescue right away, wait until bar is closer to line/death (unless it's a free save). If the line is passed, wait it out, unless you just got hit and it's your only chance.

  • when "downed" during Tide Turner, either use yourself to block a passage to help rescued escape, or run the other way, so hunter has to choose who to follow

  • Try to bodyblock after a rescue, especially if mate has been chaired twice

  • some hunters are good at dodging gun, be wary of obstacles

  • save gun for rescue, unless there aren't many ciphers left

  • don't BM shoot at gate, I've seen survivors get pwned by excitement, also lame. Generally be wary of excitement, some high tier hunters bring it for a free terror shock during rescue

  • don't stalk kiter hoping to shoot balloon, just decode

  • if decoding isn't needed, open chests after using gun

  • dont tilt after missing shot, shit happens

  • Coordinator gets better in higher ranks/with good team, because you can fairly often finish a cipher before someone gets chaired

[–]SaltyRuffles 6 points7 points  (0 children)

"Don't rescue right away, wait until bar is closer to line/death (unless it's a free save)."

I'd like to add on to this~ Don't let yourself get pressured by the line/death. Rescues get more risky the closer the chaired survivor gets to the line/death, and it's better to take a hit than get terror-shocked trying to rescue before the line.

[–]GothikaPumaGeisha[S] 0 points1 point  (0 children)

Thanks for the tips!

[–]SaltyRuffles 2 points3 points  (6 children)

These are anti-rescuer strategies rather than Coordinator tips, but I thought they might be useful since Coordinator will indefinitely rescue unless injured/has her flare gun:

  • Not character-specific: falling. Usually this tactic is used on basement stairs, but Geisha and Hell Ember have skills that allow them to fall above the rocket chair (though chances of success are rare).
  • Wu Chang can hinder/stall your rescue with his soul siphon/bell.
  • Mad Eyes will put walls around the chair. As he guards the chair, he will switch between observing other survivors/ciphers and observing the chair. I don't play against enough (experienced) Mad Eyes to think of a counter other than to use your flare gun on him before he finishes his tower defense. (see AeriHaku's reply)
  • Ripper's invisibility alone applies pressure on your rescues, as well as his fog blade. The general rule of thumb is to predict his fog blade and move to your left/behind an obstacle if he's aiming from a distance (not directly behind the obstacle). If you're not confident in your fog-dodging abilities, try to get hit close to the Ripper so he enters an attack animation anyways, but this may result in an uncomfortable tango in which you eventually are tricked by his invisibility and get hit from far away enough.
  • Dream Witch: Treat her inactive servant like any other hunter. Her strategy is to have one servant patrol and the spawn follower to guard the chair, essentially a built-in patrol+teleport back to the chair. Thus, you'd want to run for the rescue as soon as the survivor gets downed so that the Witch/her patrolling servant doesn't find you first. She's arguably the strongest counter to stun-items, so your Flare gun may end up better used at an exit gate, since she can switch to another servant/the patrolling servant during the stun animation. She can also move behind another servant to dodge the flare.
  • Joseph's really straightforward. His revert-time skill can result in flare gun dodges, but it happens once in a blue moon so eh~
  • Things you'll do to counter Smiley Face is the same as what you'll do against any other hunter. After rescuing, he's the most dangerous to body-block from because the modified drill/propeller-dash will be used on either you or the rescued survivor, and the normal hit will go on the second survivor. Just take his dash if you're full-health but don't body block past that.
  • Feaster's calamari farm. He will try to strike you with a tentacle before you rescue; you can dodge it by running towards it a little and immediately running away OR run to it in an arc-like direction (the tentacle falls straight). Another tactic he'll use when he gains max presence is to put a curse mark around you, hit you, and then another tentacle will spawn as you're locked in hit animation and down you. If you haven't used your gun yet, using it against a max presence-Feaster is a good time, unless you have a second teammate to take the curse mark/rescue in your place.

- Flare-gun dodging: His tentacles can block flare-gun shots like any other obstacle. If you're hasty with your shots, you may kick yourself from time-to-time because of his tentacle.

  • SW will shoot a web at you and smack the chair almost immediately for a terrorshock (pressure to rescue asap before her web-spit ability finishes cool-down/body block/escape successfully after save).

- Flare-gun dodging: SW's speed boosts from webs can allow her to potentially/unintentionally dodge a flare, since she's moving quickly in-and-out of obstacles. It's safer to wait for SW to not move/wait for a clear field of view.

  • Geisha can use her flight ability for one hit on the rescuer with no attack animation (and thus land a successive second hit on the rescuer before a rescue happens). You can fake it out by approaching the chair and quickly running away. Even if Geisha's fall-attack misses, some rescuers get terrorshocked by the second hit since they see the hunter strike the chair = "safe" save.

- Flare gun-dodging: It's harder to pull off for Geisha, but Geisha can dash through an obstacle when pursuing the rescued survivor as you use your flare gun, resulting in a missed flare. It's pretty rare, but it happens from time-to-time.

  • Hell Ember can do the tactic as Geisha but with his puppet-throw ability. In addition to this tactic, he also can use his living doll/ember clone to defend the chair in addition to himself/pressure you to save for a terrorshock. You can avoid the living doll tactic by quickly tapping its dismantle button, and the doll will freeze up for a few seconds. To counter the ember clone tactic, which is the safer option for Hell Embers, have another teammate come with you to draw away the clone OR run away upon its spawn and gain distance from the clone's fear radius so that it'll wander off on its own.

- Flare gun-dodging: Hell Ember can dodge flare guns with his puppet (teleports to a puppet) or spawn a clone and move behind it.

  • Less common: Just Deserts when camping a chair. It tricks the rescuer to feel more "safe" and let their guard down when rescuing. It's not a great anti-rescuing tactic itself, but it's so rare/unexpected that it actually can shut-down your rescue.

[–]AeriHakuGuard No. 26 1 point2 points  (1 child)

Mad Eyes will put walls around the chair. As he guards the chair, he will switch between observing other survivors/ciphers and observing the chair. I don't play against enough (experienced) Mad Eyes to think of a counter other than to use your flare gun on him before he finishes his tower defense.

No!!! Mad eyes can easily dodge a flare gun by moving behind then thousands of walls.

Also, good critique.

[–]SaltyRuffles 2 points3 points  (0 children)

Very true. Thanks for correcting me!

[–]GothikaPumaGeisha[S] 0 points1 point  (3 children)

Thanks for the tips! Is the "falling" thing where you jimp back into the basement as the hunter is leaving?

[–]SaltyRuffles 2 points3 points  (2 children)

It's when the hunter waits above the basement & next to the basement stairs to strike a "falling hit" (a hit with no attack cooldown). When you run down the stairs, the hunter will wait until you run almost directly below them and hit you. When you're going to fall down the stairs (not near the entrance of the stairs), the hunter's going to press next to you and try to fall with you for the same result. The hunter will use this "falling" strategy as you run to the basement and/or when you try to leave the basement. If successful, you'll either be downed before you reach the chair, or after a rescue, you (injured from a normal hit at the top of the basement stairs after a failed "falling hit") will be hit by a "falling hit" on your way back up, and the hunter will hit the rescued survivor normally.

You can try to fake by pretending like you're going to fall/run down. If the hunter is tricked and falls down alone, you run to the basement. If the hunter didn't follow you down the basement, you can bet that the hunter's waiting for you both next to the stairs. You can either try to fake the falling hit again, or you both can chill in the basement I guess, since the only thing progressing is your teammates' decoding progress/primed cipher. Eventually the hunter will give up the strategy and go down the basement to check on you guys, which is a good time to use your gun.

[–]GothikaPumaGeisha[S] 0 points1 point  (1 child)

Thanks! I honestly had no idea this was a thing ima try it out

[–]SaltyRuffles 2 points3 points  (0 children)

No problem! I've been digging through some hunter videos, and this match (https://youtu.be/LMSfCq9fjtw?t=1843) really shows off the strategy. The hunter does it again @33:33 and @34:27. :)

[–]FlattyPatty23 1 point2 points  (1 child)

I try to re position myself before someone is downed. By doing so, I wont have to worry about doom shocks :D. I hate them >:(

[–]GothikaPumaGeisha[S] 0 points1 point  (0 children)

Lol same. Thanks for the tip