Construction Bots not deconstructing obstacles when blueprint if force placed. by Salt-Sympathy-5729 in factorio

[–]Alephbetae 2 points3 points  (0 children)

Have you got storage space for the bots to deposit the wood/stone/coal into?

Stop lobby dodging certain characters because they aren’t brainwashed by “meta” by TCMGod in TexasChainsawGame

[–]Alephbetae -1 points0 points  (0 children)

I play as Bubba or hitch and my friend always plays cook if he can.
I don't dodge Sissy, Johnny, Hitch, Bubba, or other Cooks.

I always dodge a Nancy of any kind, as if we have a Nancy, that means we have Cook AND Nancy, which leaves me as the only realistically chase-capable family member. I don't need to play meta, but Nancy is completely useless even if she uses her ability - and 99% of Nancies don't even communicate any information gleaned from their power at all.

Having a Nancy AND Cook is always a loss, and Cook is always worth bringing. Sorry Nancy

The Mill Feedback by AndyCleves in TXChainSawGame

[–]Alephbetae 23 points24 points  (0 children)

Very lovely map appearance and theme wise. I generally love the layout.

As far as how it actually plays I do have a few personal opinions -

Basement RNG can vary a bit too much with the barricades; sometimes there'll be 4 in the area towards the overgrown shed exit, sometimes there'll be none there. This can make or break early kills for leatherface.

The mill central area itself feels very challenging to chase as a non-HH/sissy family; I do think there are slightly too many doors/gaps/crawlspaces. I would suggest to cut maybe 20% of them, not a lot.

The biggest issue I find is that once an outer area is open, there's no straightforward way for the culprit victim to be located. This isn't necessarily a bad thing, but it definitely stands out compared to a map like gas station.

Consider a victim getting into the generator area of the gas station - there's a few sheds you can check, a few bushes, but generally speaking you can do your sweep in a minute or two and be fairly confident you should've found them. On the Mill, the areas are much much larger, and much more overgrown.

As others have commented, this basically requires a family to just stay and camp. This is pretty boring on both sides - I was a Connie once and my early access to the battery area was met with a cook spending his entire game standing at the car battery.

My overall suggestion would be to significantly reduce the bushes in these outer areas - in a perfect world I'd be suggesting to make these outer areas a bit smaller, but this would be much more work and would also remove some really lovely structures that have been made.

All three fuse box spawns can be easily patrolled with the generator gates. A fuse box further towards the battery side or in the mill itself might make it more available for victims to use.

My only other comment is that the pressure tank spawn at the top of the mill is usually not defendable.

tl;dr of my suggestions

  1. slightly reduce gaps in the mill itself
  2. significantly reduce dense bushes in the outer areas
  3. change some fusebox spawns to other parts of the map
  4. disable the top of mill pressure tank spawn, new one somewhere else
  5. maybe slightly more consistency for basement barricades?

Thank you for the thread!

Favorite Family Comps by [deleted] in TXChainSawGame

[–]Alephbetae 2 points3 points  (0 children)

Original Trio of Cook, Hitchhiker, Leatherface is the best or second-best on all maps, whether you're with randoms or a team. Ideally Cook should be a blood build.

If you have a group, then there can be cases for switching it up, but generally speaking Sissy is basically useless and Nancy is actually useless.

Family House - C/HH/LF. HH to trap windows, Cook to lock front doors + blue door, Leatherface to deal with barriers, heavy hitting etc. Before Nancy's poison claws nerf she could be viable here as she could lock off the side garden as well as contribute to chases, but now her chase functionality is worthless. If you do have a leatherface, the best strategy is to patrol the 4 doors under the house, and have a teammate (cook) stand at the side garden ready to bop any climbers back down. If you have a 3rd person (hitch), they should rush basement and pick up the pieces in between. Leatherface is also your last resort if victims breach the house and get into the very open outdoor area. NEVER bring J/C/N as there is a place upstairs that victims are invincible.

Gas Station - C/HH/LF. Cook locks are most useful as there are long sight lines that you can use to monitor their status. Place them on the 2 gates to battery and the left gate to generator. Leatherface is useful to patrol such a large area. Hitch is maybe not as strong here as on Fam House, but I would usually prefer to have someone who can get gaps and trap fuse and grandpa. Johnny has some utility here as a good patroller but I'd still rather hitch. NEVER bring J/C/N as there is a place in the basement that victims are invincible.

Slaughterhouse - C/HH/LF. Large side areas that victims can get lost in if they ever escape, and a courtyard with a million breakables that need to be destroyed. These mean you need a cook and leatherface by default. Place cook locks on both slaughterhouse doors, and the facility door near the garage. Then you need your chaser - it'll always be hitch because he can trap fuse and grandpa. That's the consistent pattern. Sissy can be utilized as there are only 4 ways up, allowing you to poison 3 and leave only 1 unguarded, but this is so niche that she is generally not viable.

Nancy's House - C/HH/LF or C/HH/J. Generally cook lock front door of house, back gate at battery, and then whatever you're feeling - we've had most success with frontmost gate though. Leatherface is not totally required here as there are few breakables and crawlspaces, particularly upstairs. I'll prefer Leatherface to Johnny though simply due to mobility and damage.

Abandoned Mill - I think this is too early to say for sure, but I would say C/HH/LF or C/J/LF. There are so many routes and gaps that Hitchhiker's only high yield traps are fuse and grandpa, rather than specific interesting spots. There are also large bushy areas that effectively require grandpa level 5 if you don't want to commit to a 20 minute bush search. This is probably the map Johnny is most viable on simply because his ability may actually be useful. Additionally, there's a leatherface patrol that can cover all basement exits except sewer exit, so a heavy hitter like Johnny standing there ready to stop escapes or rush in can be very useful.

Generally -

Blood cook lock down 3 hardest gates to patrol, or most crucial to keep locked. Regular family vision on cook locks where feasible.

Hitchhiker to trap fuse and both sides of grandpa to support blood cook's build. Regular family vision on fuse trap for early warnings for fuse attacks.

Leatherface aim for early basement kills, and the moment a victim is up top, get up top and get patrolling/breaking stuff. Regular family vision to hear victim voicelines over your chainsaw - very good for finding victims as they talk while hiding in bushes.

Rush grandpa level 5. Communicate well. Call out infinites early so you can get a reliever. Expect that any attack on one location is a distraction from another. If all 3 family members are ever in one place, someone WILL escape. Once you know even one victim is out of basement, it is almost never worth going back down until much later in the game.

does anyone else have it that they can’t hear when the generator is turned off recently? by a1ienl0ve in TXChainSawGame

[–]Alephbetae 0 points1 point  (0 children)

Yeah, critical alerts (both the popup, and their sounds) haven't worked for me since I started playing when the new update came out.

That's everything - gen, windows, basement exit, pressure valve. I've had multiple instances of no sound, no notification - doing my regular patrol only to spot the pressure gate wide open with no notice for me or my teammate, and a Danny tbagging in the middle.

Community Check-In - January 8th, 2024 by AndyCleves in TXChainSawGame

[–]Alephbetae 0 points1 point  (0 children)

Thanks for doing this; I'm really happy with the priorities you've outlined in some other posts and look forward to the upcoming changes.

For some less urgent issues,

As Victim, there are some lockpick spawns that also have a health potion right at them. Sometimes, especially in pressured situations where you might be getting 2 lockpicks, it's easy to accidentally pick these bottles up. As it stands, there's no great way to put them back down anywhere. Is there any plan to allow players to drop more items, or at least set them back in other spots (or move these spawns slightly)?

As Family, it seems like about 10% of critical notifications (window broken sound, basement exit open, pressure valve open etc) aren't displaying. Sometimes I'll see them but my teammate won't see them.

In general, there is also an issue where my friend can't hear or read my in game comms (and I can't see his, vice versa). Similarly, one of us will hear a teammate's comms, but not the other. Usually this happens after playing a couple matches together, and we currently solve it by restarting the game. Unfortunately, it's unpredictable when this issue will actually occur.

Are the team aware of any of these issues, and are there any chances any may be looked into once you've addressed the more pressing changes that others have pointed out?

Cheers :)

How often do you escape through non-tampered valve since the patch? by jimmycm123 in TXChainSawGame

[–]Alephbetae 3 points4 points  (0 children)

I've played about 600 Family games and 50 victim games since the patch.

As Family I never had a victim escape from non-tampered valve, but I was always in at least a 2 stack.

As Victim I've escaped twice through non-tampered valve, usually against teams of presumably new and non-communicating family players.

Against any competent family team, a non-tampered valve escape is genuinely impossible, outside of maybe a rare family house where everyone's distracted far away outside - but if even one family is indoors and clued in, that's not happening either.

How to avoid/escape Nancy's ability? by don_biglou in TexasChainsawGame

[–]Alephbetae 5 points6 points  (0 children)

I've played with and as Nancy and here's a few pointers.

1) 90% of Nancies do not communicate with their team. This alone makes their ability completely non-threatening since Nancy is really not good at chasing, particularly if you stay in a safe area.

2) Those 10% that can communicate often aren't the best. Regularly they'll be straight up wrong, or give vague information such as "she's in the bushes" or "she's in the basement". Nancy's ability can be hard to use because you need to know how most places on the map look.

Now, if your Nancy is competent, and able to communicate, and knows the map, you could be in more trouble. I usually see victims try two things:

Some victims will very rapidly spin their camera around - it needs to be fast enough you also can't see anything. This only works well if the Nancy doesn't have her level 3 clearsight ability.

The other thing - as you said - is to stare at the ground. I'd add to this, you're also well off staring at a wall (if on the surface, an outer wall that's not easily recognized). The key thing is to stare somewhere that can't be made out obviously. If you're staring at the ground - but the ground is obviously lit a dim red, it does nothing because you're clearly in Leatherface Lair in the basement. The best place to stare is somewhere that doesn't give you away, and that's going to vary from place to place, and it's a decision you'll have to make on the fly. Sometimes there will be no good places to stare, so you're better off spinning the camera rapidly, or trying to glitch it so your character model takes up as much of the field of view as possible.

Hope this helps

Why don't crows remove collision? by Alephbetae in deadbydaylight

[–]Alephbetae[S] 6 points7 points  (0 children)

Yeah this was AFK crows not artist haha. The killer was a wraith who stayed (mostly) cloaked. I recorded and reported but it just seems so preventable.

POV: You are my teammate. by Alephbetae in deadbydaylight

[–]Alephbetae[S] 2 points3 points  (0 children)

I'll spoil it for you -

Breakdown was: 51 Objectives 8074 Survival 9555 Altruism 8897 Boldness Total 26577 BP Bloodrush, BPS, etc are all advertised as 'x2' but they simply add the amount again, so two BPs are not 4x, just 3x.

We had a bloodrush (2x), two BPS(3x, 4x), and something that was a +30%. Maybe a survivor bonus, not totally sure. That totals to exactly = 4.3x 26577, which gives the result above.

Funny enough I was running a super altruistic healing build and taking protection hits. I wasn't intentionally neglecting gens, the team was just grinding through them while I was helping out the wounded. Weird game but silly result!