Last Year

Last Year

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Survivor Tips to Help with Struggling Teams
By Woofy Loser
I'm no expert at the game nor do i claim to be one of the top players for both roles as killer or survivor, but I have been playing since Discord's release and some of the same fundamentals can be carried over to the Steam release as well. Along with some new mechanics to get used to individually and as a team.
   
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The Basics Into Different Roles
Classes


Assault- These fellows are you and your team's main frontline of defense. They are able to equip themselves and their team with Helmets (Assault use only), Bats and molotovs, but unlike the other classes that have some sort of way of healing themselves the assault does not have means of patching themselves up so be sure to help them stay in the fight however you can. They are primarily equipped with a pipe melee weapon which will not break unlike the bat.




Medic- Pretty self explanatory to the role's name. Primarily equipped with a rechargeable medkit to heal injured members and themselves. With the recent balance update Medics have more of a constant access to heals, but heals being reduced to 3 hp per charge but a charge refills every second. Medics wanna prioritize keeping everyone close to full health as much as possible BUT they're first priority when available should be Assaults since they cannot heal their wounds like the other jobs. Medics are able to craft their team and themselves pipebombs, gasmask (medic use only) and stun guns. While medics may not have the most safest way of providing damage they can be utilized by the team along with the scout to make some safer plays doing objectives or attacking the fiend by taking full advantage of the Medic's gasmask!


Technician- These individuals bring damaging support to the table for their team as well as a bit of protection and also some healing if necessary. Primarily equipped with a toolbox that enables them to erect little sentries that will fire upon nearby enemies such as spiders and the killer. The box also allows them to barricade doors that will prevent killers from phasing through them in predator mode. They can also barricade trapdoors rendering them useless to the killer. Doing so forces the killer to break them open if they want them to be useable again. They can craft everyone proximity mines, Flamethrowers and Pills.



Scout- These people can help prevent fatal situations towards your team from falling into traps and ambushes the killers could use. Primarily equipped with a scanner (which also has a flashlight) they can keep tab on the killer's activity by checking if the killer has spawned in (indicated by the color of the screen. Blue means predator mode. Green means spawned in.), if the killer is near their general location (indicated by the lines on their scanner. The more erratic the more closer the killer is. The more calm the more farther the killer is.), the killer's traps and ambush locations. Their scanner also is equipped with a flash that can blind the killer giving their team an opening to safely engage or retreat. They are able to craft smoke bombs, adrenaline shots and a shotgun.
Map Awareness/ Indicators
Why are they flashing green?
This is probably the biggest mistake new players do when fighting a killer is when someone is being EXECUTED and you try attacking the killer they will begin to flash a green aura around them that means attacking them during their execution animation will do NOTHING to the killer. Plus, after executing, the killer can decide to despawn from harms way if they see all of you attacking them still or have a weapon ready so if someone is being executed cut your losses and regroup and don't waste your items (Don't use bombs, fire weapons etc.) or if you're alone run back towards your remaining team or try and go for a rescue closet if your the last man standing.
Example: execution invincibility and shows the option to despawn.

I See You
Keeping tabs on the killer location is important, but keeping eyes on them is just as important in some cases. Killers are fully equipped to ambush very aggressively, but when you notice a slow killer or fragile killer try to run away try and keep your eyes on them to prevent them from despawning. Killer's like the Strangler thrive on hit and runs, but the moment you corner them as a team and don't allow them to break line of sight you will noticed they will begin to act more desperate since your forcing them to fight on your terms now not when they have no traps to play around. Slow Killers like the Slasher and Giant hit hard but can be kited very easily if kept at a distance but moments where you prevent them from vanishing to reposition can be detrimental to them since they can't chase you once they've been caught out. Stalling them can give a huge window for your team to make some safe plays while they are being held hostage in a sense.
*Please note don't try and stall a strangler or Spider by yourself it will most likely not end well for you*


Don't be reckless!
One of the biggest issues i see with most teams is that there's always that one person that does not take care about what's around them before running off or when they think they can 1 v 1 a killer that has full hp. Be mindful of what you're dealing with at that moment. What killer is it? What is THAT killer's ambush spots consist of? (sky lights, vents, breakable walls, certain flooring.) For example, I notice some survivor's like to make a mad dash towards to the objective hoping to get to it before the killer gets set up. Problem is you don't know what the killer is and now you just ran off with your team way behind. A brief moment is all it takes for the killer to take you out then vanish making their job easier only having to deal with 4 instead of 5 in the beginning. DO NOT I repeat DO NOT just try and fight the killer with nothing to offer to the fight if the killer is a giant or slasher and even spider because these three can easily drop at least 1 person so they can safely despawn away from harm.

Vents are your best friend
No I'm not talking about the vents that are near the floor I mean those air vents you see hanging on the walls all over the map. Those are your best ways to get around faster if you need to hurry somewhere or bypass an ambush spot along the way. These vents each have a fixed location of where they go so try and memorize where these vents go. HOWEVER, do keep in mind if the killer is aware also where these vents go they will most likely try to trap the other side where the vent leads to or just spawn there waiting for whoever comes out. I strongly recommend getting used to crouching before moving when you pop out of a vent. Doing this will ensure you won't trigger the trap and end up being vulnerable.

Split Up?

Now I'm not gonna say splitting up is always a good idea but if you take a moment to know what killer your dealing with and if they're following you specifically you can make some plays happen if played right. Usually when i get separated from my team I wonder if I'm being followed. Even if your not a scout you can see and hear commotion going on around the map. If someone is being attacked and they are incapacitated you will gain a notification saying "Help _____" and if this is happening far from where you are that means the killer is not near you and probably means they are unaware of what you're doing at the moment. Even if a teammate isn't dying but only being attacked the killer's Aura outline will be revealed colored in purple for you to see which should also tell you which killer your ally is currently engaged with so keep that in mind when making decisions to commit to certain plays.

Another way you can approach this situation is if you noticed some party members are keeping a killer busy and not being killed you can try to run and sneak in an objective BUT do keep in mind if you are the one keeping the killer distracted and they are able to break line of sight and disappear and the person with the objective is alone communicate to them that the killer vanished. Giving them a moment to run back towards your team with the objective in hand or just cut their losses and drop it to sprint to safety.

If you enjoy being that lone wolf in the background you need to have lots of map awareness and of whats going on even when your not the scout as well as knowing if you are the one being followed by the killer. You can pull off some sneaky plays while the killer is busy with your team. You can sneak an objective, rescue closet or even just scrap up to make some items for yourself and if you can muster up some extra scrap to make something for a team member even better when you meet up again. Just bare in mind if the killer is the Strangler I highly suggest NOT to go alone since this specific killer strongly punishes players that wander off or are by themselves.
Watch Where You Step
Killers usually spam bear traps all over to hinder you from making progress quickly but even when some of these traps are so obvious be careful of sneaky spots where killers will try and trap you. For example, in front of ambush spots to bait you, behind closed doors hoping you'll run straight in before looking down or outside of air vents in case you're one of those survivors that try to move quickly around the map by themselves. Killers can spawn traps as freely as they choose but even then they're only limited to 5 traps at a time by default, but this can be increased to 8 with a spell they can equip.


Cryptids
One of the new things the dark chapter offers is small spiders that spawn around the map. These little guys may not do much by themselves but they can cause some damage if not taken care of. These smaller spiders die easier and sometimes drop 1 piece of scrap, but if you find the hive they are coming from and destroy it the hive will drop a decent amount of scrap and prevent more little spiders from spawning from that spot. Cryptids can still spawn without hives in certain areas of the map. Please keep in mind that these little guys CAN and WILL kill you if you're down on the ground and being swarmed. These little monsters will also aggro your sentries and can reveal you to the killer if one manages to bite you so be careful when wandering alone around them.

*Subtle hint to know if you are being followed and you're not the scout is if a door begins to creak open slowly near you that means the killer is in predator mode and they moved past the door which is an indicator that you are being stalked at the moment so do be careful.

MAPS
Bell tower
This map is pretty linear with objectives and progressing the area as you go on. The biggest feature on this map is the actual Bell Tower. The map consists of students making their way to the Bell Tower to escape. First by collecting and escorting 2 blowtorches to the sewer door to gain access to the tunnel that leads to a gate with a lever guarding the way to the tower.
After, they must collect and escort cog wheels to specific locations inside the tower to progress to the top to get a chance to open the exit gate.

The map contains several buildings: The storage house in the center, the Cafeteria to the west of the area, the Garage to the East and finally the Bell Tower to the north. A small hedge maze is located east of the storage house. There is a underground sewer system that can lead to all the different building areas exception to the Bell Tower that the students need to complete 2 objectives before gaining access to it. The biggest treacherous part of this map is the Bell Tower itself where the fiend can push, knock back, or just flat out throw students down to their deaths. Students must take caution when traversing up the tower and is recommended to have a technician on hand so they can barricade doors and trap doors as their group moves up the tower to prevent the fiend from forcing them to fall or be thrown to their ends. Do keep in mind that if the fiend also plummets from the top of the tower they will also suffer the same fate as the students.

Gymnasium
Another linear type of map that pits students against the fiend in a very enclosed environment. The map consists of students first cranking open a gate where fuel lies behind that the students require to open a powered gate that grants access to the upper floor of the school and out of the underground showers and storage facility for the school's sport equipment.
Once the students exit the underground area they must locate more fuel to power up another gate to gain access the main gymnasium area where they will need to escort a lift into position so they can gain access to the catwalks above the gym where the exit gate awaits.
The map starts the students in very cramped areas until they gain access to the main gym which will also open up the garage door from where they started from the beginning of the map giving them full access all over the map. Since the area gives very little room for survivors to maneuver it makes it more difficult for them to maneuver around the the fiends traps. ambushes or the fiends themselves when fighting. Once you've reached the hallways be sure to immediately barricade the trapdoors you see. Having a student fall back back down to the tunnel will cause them harm from the fall and worse separate them from the team making easy pickings for the fiend. Cryptids are very active in this map especially in the beginning area where the first objective is located so be cautious. Cryptids spawn in larger groups in the main gym so be sure to thin out there numbers asap since they can get in the way of students when avoiding or combating against the fiend. The catwalks are where most students plummet to their deaths. Be sure not to push each other aside since you can most likely knock off a team member off the edge. There's 2 routes and walkways to the exit so be sure to use them both to pressure against the fiend on which side to defend or use them to ambush them or sneak around them to freedom.

Library
Unlike the other 2 maps the library gives majority access to the whole map excluding the exit gate area. The map consists of students collecting card disks to insert inside a server machine.
these disks don't always spawn in the same area of the map so be ready to move once the location has been revealed to you once you're ready. The students will need 3 disks to boot up the server and make the computers around the campus online. Once the computers have been powered the students will have to hack into 3 computers to gain access to the secret library.

After the secret library is opened the students will have a access to a crank that will open a closed gate ahead of them blocking their exit. When the gate is open they will be swarmed with cryptids at the gate and must make their way up a small set of stairs where they can go left the quickest route where they must leap a gap to reach the gate or right the longer route but usually less aggro'd and unlike the left route has an actual small plank platform they can walk on instead of risking to jump the gap.
SCRAP

Now look I can explain all about how to move around the map and what to do but the biggest thing you should constantly be doing and that is SCRAPPING. When you begin the match SCRAP ,when you are not doing the objective scrap, when your team is holding off the fiend scrap, when you are prepping for end game scrap. No scrap means no items which will mean you will be an easy target that is ill equipped.

Scrap Routes
Saying just scrap sounds simple but there are ways and steps you should do to make sure you are equipped immediately into the start of the match and that is already laying out the route you always take to scrap. Learn or make a certain route to always take when the match start to gather as much scrap as you can while the fiend is occupied in their intro sequence. Do keep in mind that there's only so much scrap to go around so make sure to rush whichever route you take before someone beats you to it. Following others is an easy way to make sure you'll miss out scrap before the fiend spawns in the beginning. You have a few seconds to spare before the fiend has free reign on traversing the map to look for you but these few seconds can be key to you being prepared for the first engage against them. Fiends always seem more dangerous than they should be because you don't have anything to offer in a fight when you are put into a support role. Having 2 assaults is nice but they can only do so much by themselves and they aren't invincible so gathering as much as you can in the beginning and crafting anything from a proxy mine to a shocker or to a smoke bomb and shotgun makes it so you can participate more against the fiend instead of using your bare primary items only.

Scavenge for items/ weapons
With the last patch students are now able to not only scrap to make items but can also FIND items and weapons around the map to help their fight against the fiend so keep an eye out for: Hockey sticks, crowbars, sledge hammer, chainsaws, cricket bats, pain pills, flashlights and adrenaline shots! Do keep in mind these items are a one time find and one time use only once they've been used or broken that's it so be sure to make the most of it.

Regroup
Once you've scrapped, found or created your item you usually wanna group again with your team when the killer is on the move now in the beginning of the match. You may choose to get a little greedy to gather some extra supplies (I'm very guilty of this) but when you don't know what fiend your dealing with that hasn't showed themselves yet can be fatal if you're the one away from the group and it happens to be a strangler or spider that can either hold you down or run you down into an early game death.

Prepped and Ready!
You will notice the difference of having items and going without them very soon so always make sure you're constantly keeping yourself and your team well equipped. Once you have items to the teeth it's about time you got out there and took the fight to the fiend for the objective and show them not only can you roll those sick NAT 20's but you got that +2 Strength as well.
Maneuvering
DON'T just stand there run man run!

Another thing I notice lots of new players do often is that even when dealing with fiends that you should be able to outrun they just keep staring at the fiend while they attack them for free. They usually either panic and start jumping in place like it's supposed to do something or slowly back peddle away while being attacked. If YOU'RE one of those people let me tell you something simple LOOK AWAY and then SPRINT straight ahead don't start doing some weird circular serpentine maneuver your just making it easier for the fiend to catch up. The reason you wanna look away is because you can't sprint backwards obviously and you need to sprint to put some distance between you and the fiend once your the one being focused. The longer you stand there gawking at the fiend your just gonna put more pressure on your team because your giving the fiend an easy kill at this point don't die for worthless reasons. Even if you do end up dying you wanna at least try running away which can buy your team time to either make a play, save, scrap or maybe even to come to your aid before you get killed.

Cornered!?/Bait them before they bait you!
Sad to say but in certain locations on all the maps getting cornered almost guarantees your fate majority of the time. I say majority because in certain corners there's sometimes an object you can stand on and your best bet is to try and jump on that object and then try to jump out of the corner. Again though try your best to NOT let the fiend put you there in the first place. If you know it's strangler do your best to move around the map around terrain that you can hide behind to bait a chain grab (ducking behind objects sometimes helps a bit) or if you feel like he's waiting for you ahead act like your running in but then stop before running out in the open you'd be surprised that you'll even hear the strangler spawn expecting you to run out and then realizes that you stopped this is also a good way to find out if he's following you sometimes if you aren't scout. A giant relies on spawning around corners behind doors that they see you approaching in order to get a grab so try your best to widen your turn around corners to make it harder for them get a hold of you and pause a moment before approaching all the way towards a door if you feel unsafe.

Run to us!/Group up for fights
If you like wandering off alone to scrap and hopefully not rushing to the objective with no items then this tip should be obvious. The moment you realize you are alone with the fiend especially a strangler RUN back to somebody/a group. I keep seeing people think they can just bum rush the objectives and then proceed to keep trying to do the objective while being attacked while they're alone. Stop trying to force it and regroup with someone because Fiends WANT you to be alone so your easy pickings with little to no help and will try their best to isolate you once they realize you're all alone near the objective. Students may be more fragile than the Fiend but they make up for it with their sheer numbers and you can even take hits for each other during fights even fighting with your bare hands to help out your assault dish out whatever little extra damage you can muster.

We share the burden!
During fights don't be afraid to get in with the Assaults with whatever weapon you make or see lying around the map. Even if you just have your bare hands the more people actively fighting makes it harder for the fiend to target the same person without their main ability and the more everyone actively attacks the faster the damage on the Fiend's healthpool starts to rack up since the only things that fiends can regenerate is their shield (Unless they have a spell that allows them to recover 10%hp from getting an execution and then vanishing "Respite".) Students can't body block/collide into each other BUT they can body block the fiend so standing on top of each other during fights makes it harder for the fiend to focus down a specific person and if you need to back out to recover the rest of your team should still be able to keep blocking the Fiend so they can't freely run after you.

Turret placement/ Fight around it
Turrets may not look like much but you should try to position it on a high spot or general location where a fight is taking place to help do some extra damage against the Fiend at a distance. Whenever you are fighting do your best to keep the Fiend exposed against the turrets that way they're passively just racking up free damage with each shot. Try not to place the turret too close to the fight on the ground otherwise the fiend will just quickly get rid of it and now you as technician have to wait until it comes off cooldown to put another one up so make sure it's at a good distance and somewhere inconvenient for the fiend to reach where they have to go out of their way to deal with or just not come near your team and risk the free damage.
Assault Tips
Assault Tips
Let's just get this out of the way for newer players wanting to pick up the Assault class. NO you are not a tank or one man army you just have direct access to being able to dish out damage. That doesn't mean you wanna always straight up fight against the fiend, especially when you don't have an item to help you out. First priority as an assault is to make yourself a helmet and if you're able, make a weapon also as soon as possible.

WATCH YOUR HEALTH

The most notorious mistake I watch a lot of new players in general commit BUT as an Assault you CAN'T afford to make this specific mistake. WATCH YOUR HEALTH at all times. Because majority of the time I watch an assault with low hp (teammates have color indicators on their health) they for some reason think that it's the best time to 1 v 1 the Fiend and just get downed by 1 basic attack and now were down a team member. Even if your injured what you can do at least is to make yourself a helmet or scavenge the map for healing items that do have a fixed location on each map, so I'd advise memorizing all the healing item locations around the map to keep yourself alive if your Medic wont or can't heal you. The only time I'd say fight with low hp is when you literally have no escape options and the very least you can do is harm the Fiend before you die, but if you can avoid fighting do so or else your gonna put more strain on your team's survival if you keep getting yourself killed recklessly.

Fight Dirty
Fiends are unable to focus on more than one student at a time during fights once they're main ability is on cooldown. I get you wanna protect your team but straight up fighting for too long when the fiend is focusing YOU is how you get yourself killed. Whenever possible if the fiend is attacking someone else or is blinded is when you wanna rush in and dish out some damage but be sure to back out once you've become the main target of aggression. I've seen countless times players that once they start fighting they refuse to retreat and end up dying making their team one student short and unable to defend their team anymore until they respawn. The only time I'd encourage rushing in to fight a Fiend is when you know everyone is there to help team fight or they've been weakened to the point where you feel confident you can finish them off so pay attention to their health whenever you can so you can make the call if it's worth the risk or not.

Safety First

A lot of people don't take advantage of what the helmet offers just because it isn't a weapon, but this item can save your life in a pinch from the Fiend OR your own teammates. There is friendly fire in the game and your helmet can make riskier plays from your team less fatal if your wearing a helmet if it goes south with a pipebomb, proxy mine, flamethrower, molotov or shotgun mishap. The helmet has 30 hp which may not seem like a lot but this item only costs 12 scrap which is cheap to make and usually helps reduce the damage of the fiends like Slasher, Strangler and Giant's main ability if your the one that gets attacked with their main ability. Beware of Spider though since their venom ignores helmets and will immediately inflict damage on your hp.

Burn em Out!

The Assault is able to craft a molotov that will set an area ablaze. The weapon is handy when needing to dish out some damage against a Fiend at a distance while also forcing them away from the area you threw the molotov in. Take care when throwing molotovs around though since you can also harm teammates as well caught in the fire. Even if the fiend quickly runs out of the fire they will still receive burning damage over time and cannot despawn themselves to reposition while on fire so use this to your advantage if your trying to force a Fiend that is trying to stall your team by blocking your path.

Arm Your Team

Look I understand that cool feeling of making a bat and dishing out some good damage, but just think for a moment what's better than you just hitting the fiend? You and another teammate hitting the fiend. Having more people with straight access of damaging the fiend can turn things in your favor really quickly during fights, so I'd advise when it's convenient to drop your bat for someone else to use (Can drop items/weapons with G on keyboard and mouse.) You will always have your pipe that will never break but the bat will in 4 hits which will lock you in an animation of discarding the broken bat which is why it's sometimes better to give it to someone else so you can combine the damage with the bat and lead pipe and you can keep attacking even when the bat breaks from being used by a teammate.
Medic Tips
Medic Tips
Being the person with straight access to constant heals you wanna keep your team patched up as much as possible. Easier said than done since there will be moments when healing can be very dangerous or sometimes fatal in certain scenarios. Most people take the Medic role for granted sometimes or worse don't utilize them to their full potential which can be hard to do without a coordinated team. Always make sure your also healed. Most people tend to forget that they also have health that needs to be watched for when playing Medic and if you fail to take care of yourself you will fail to take care of your team since you were injured at the wrong time. Don't freak out about your charges they come back every second so tend to your wounds then start making sure your team is also in good shape. I don't like making a list of priority but for those that are curious you should prioritize people in this order: Yourself, Assault, Scout, Technician and other Medic

Keep Running, Keep Moving!
The following advice is meant for the other players playing with the Medic. Medics are able to follow their target that they're healing even when they're moving even sprinting. You wanna take advantage of this fact because Medics don't spend stamina by healing on the move. During fights a Medic will rush in and start healing people, but the moment they start healing you and YOU'RE the one still being attacked KEEP RUNNING because you are now putting the Medic and yourself in great danger if you decide to just stand there while they're healing you. Help the Medic out by moving away from the danger as they heal you. Also, when your playing assault and the Medic is healing you don't expect some kind of burst heal to keep you fighting the Medic can only heal 3hp per charge and they will slow down once most of their charges are used so if you really want the bigger benefit retreat and let them tend to your wounds first then you can decide to go back in and fight if necessary.

Boom

Medics have access to throwing explosives at the Fiend which sounds nice right? Well yes and no. Explosives do pretty good damage against fiends but they can harm and kill teammates if used incorrectly. The pipbomb does not explode immediately once it's thrown. There will be a beeping sound warning you and everyone else that a pipebomb is live and is about to explode which makes it easier for fiend to run away in most cases to avoid the damage. However, you can hold onto the pipebomb as it's prepping to explode and can try to chase the fiend as they flee and throw right when the bomb is about to explode to ensure you secured some if not all damage from the pipebomb. There are moments where you know a teammate is going to die anyway so why not make the Fiend pay for it instead of getting a kill for free? BEFORE the fiend is able to run down, throw or execute a teammate you can throw a bomb at them with little care even better sometimes if you kill a teammate before the attempted execution you can potentially stall the fiend more since they can't phase out immediately since they didn't get to execute the classmate. BIG WARNING for all throwing items when your preparing to throw you CANNOT interact with doors so make sure someone opens it for you or make sure its open to begin with before attempting to throw anything.

Gas Mask

The gas mask has the potential to be the strongest item in the game since it allows the Medic to make much more safer plays with the help of a smoke grenade. Whenever students or Fiends are inside smoke they will be slowed down, have their vision blurred and are unable to interact with anything. However, with the gas mask the Medic can freely do anything in the smoke such as do objectives, rescue downed classmates, open rescue closets and even attack the fiend. Fiends cannot attack or use their main ability while inside the smoke so they would have to slowly walk out of the smoke or wait it out before they can continue their attacks. The possibilities are pretty high when it comes to combat if the Medic is armed with some type of weapon and the Fiend is inside the smoke they can freely maneuver inside and start dishing out some damage with zero retaliation from the Fiend until the smoke wears off. The gas mask also allows you to not be affected by Strangler's smoke bomb utility and any trapped scrap the gas will not affect you making scrapping much safer.

Help Your Assault
Kinda sounding like a broken record here but yes whenever possible prioritize healing your teammates playing the Assault class since every other job has a way of healing themselves. Technicians have pills and Scouts have adrenaline shots that do heal and are cheap to craft. Your Assault can't keep fighting if they're constantly injured so do your best to keep them in fighting shape, but don't fret if they're playing overly aggressive and refuse to retreat getting themselves killed. You do not and should not put your own life on the line cause if you die the team has less access to constant straight heals. You did your job healing them its their job to know when they need to fall back to heal again.

Engage or Disengage!

The shocker is probably the most confusing item to use to it's full potential in the hands of newer players. New players assume the high scrap cost makes it a super powerful item in their arsenal which it can be but only when utilized properly. The shocker is meant to stun the fiend only for 1 second which may confuse a lot of new players BUT there's something else that happens as well when used. When the fiend is zapped they lose their main ability and its forced into a 10 second cooldown window which makes engaging a lot more safer for your team since they don't have to worry about being chained, grabbed, cleaved or spat on with venom. During the one second window damage to the Fiend's shield is increased as well, but the forced cooldown affect is the main strong point of the item. Your team can also utilize it when running away or going for an escape, if the Medic can land a good timed zap onto the fiend they will only have their basic attack to rely on for 10 seconds which can secure a strong escape for your team when running away to the gate. Just be sure to zap the Fiend Before they use their main ability or otherwise you just wasted a shot, scrap and a chance to more safely engage/disengage the fiend. Also, you could use the shocker to force Strangler and Giant to let go of their victims.
Technician Tips
Technician Tips
Technicians bring in damage support alongside with some heals and their primary has a strong utility ability. Technicians want to make the Fiend feel uncomfortable when they traverse the map by placing traps of their own and by barricading key areas and trapdoors so that the Fiend can't trap and freely abuse them. Technician is a very flexible role that can help out do some combat if armed with a melee weapon. The main thing you want to do as a technician is secure your team's safety by properly barricading entry points, trapdoors or even better barricade a door that a Fiend was trying to flee to and trap them with your team so they can finish them off.

Map Control
The biggest mistake I see new players NOT do when playing technician is barricading. Barricading is your strongest ability as a technician that can save lives or create plays. You are only able to barricade 3 things at a time before whatever you first barricaded is then destroyed when you create a 4th new barricade. Whenever you do barricade something the Fiend is unable to interact with doors or trapdoors until they destroy the barricades you created. Fiends are also unable to faze through doors, drop down into trapdoors or set a trap onto a trapdoor while in predator mode if they are barricaded. BIG WARNING Fiends can still teleport UPWARD through a barricaded trapdoor or if trapped in a barricaded room they can always hold G and teleport to a static set point on the map to escape (but you can use that to your advantage as well to force them out of a room or area.) Even if the fiend can teleport to a certain point depending on the current objective if you know their set teleport spot you can take full advantage of this and if possible barricade around their set teleport spot to make it hard for them to quickly re engage with your team and buy some time.

Sentry Guns

Sentry guns are your primary form of attack as Technician. You can get real creative and try to put these on high objects to make it more annoying for Fiends to get rid of or at least waste their time if they decide to go destroy it. Players don't know that if you can also destroy your own Sentry but "Why would I wanna do that?" you may be asking. You have a meter that gradually refills and if it's not full you can't erect another Sentry. However, say you need to move you can manually destroy your Sentry which will replenish a great portion of your meter so you can reposition it immediately somewhere else. Sentry guns will fire at near Cryptids as well. Sentries do not have unlimited ammo you can tell how close it is to running dry by the color of light shining from it. When you start to see red it's close to or is dry on ammo so make another one to replace it.

Fight Traps with Traps

Technicians can be very devious if they decide to make multiple proxy mines around the map around corners or behind doors where Fiends would take advantage of. Proxy mines do pretty good damage and you can make more than one to trap around the map to counter trap against the fiend but it does cost a decent amount of scrap so plan wisely before committing to trapping. You can even use your Sentry gun as bait against the fiend if they wanna destroy the Sentry gun you can place it down as they're destroying it or you can place it there before they get to it. Doing so you're creating a very annoying and uncomfortable situation for the fiend if they wanna risk breaking the Sentry at the cost of their health pool. Fair warning however, if the a proxy mine explodes around sentries or barricades it will instantly destroy them. Proxy mines are also dangerous around students so think about the risks before forcing a bomb during a fight in the middle of everyone.

PILLS HERE!

Technicians are able to craft themselves some pain pills which don't heal immediately but gradually regenerate health over time which is 40hp flat (50hp with the "healing hands" spell.) Very cheap to make costing only 10 scrap technicians can easily keep themselves patched up or even better hand out pills to other students to help the Medic out if too many people start to get injured. You can also hand this over to an Assault where they can pop the pills before engaging a fight so they regenerate health over time while fighting or use after the fight to heal themselves if the Medic isn't nearby.

Puff em Down

The flamethrower is the Technician's direct approach of weapons they can craft. You can set the fiend ablaze with this weapon BUT there's something that most players make the mistake when using this weapon. First off, Most players just hold down the fire button which yes will do an okay amount of damage but if you wanna really make the Fiend miserable and get maximum usage out of it you mostly just wanna "Puff" a bit of flame on the Fiend. Every time you puff a bit of fire it does a decent amount of "Initial" damage so every time you puff flames onto the Fiend your getting more bang for your scrap so you can even spam "puff" flames onto them to keep getting that initial damage output. Plus, you're also reapplying burn damage over time on the Fiend and Fiends cannot despawn themselves when on fire without the aid of a spell. Be very careful with this weapon however holding down the fire button around teammates will ensure your gonna kill a fellow classmate very easily or even worse down a classmate and the fiend now has a window to escape by executing the teammate YOU downed with your fire which is why it's better to help "Puff" some flames to lessen friendly fire but also maximize your damage during fights.
Scout Tips
Scout Tips
The Scout role is probably one of the most safest role to play. Your primary is a gadget that tells you wherever the fiend is at all times and can highlight potential ambush spots (yellow), active ambush spots and traps red for your team. The Scout is the team's safety essentially. Scouts have the ability to help make strong objective plays, helping downed teammates and rescue closet saves. As Scout you wanna take full advantage of knowing that you can always keep tabs on the fiend all the time around you. Next to Medic you can scrap very safely to secure items/weapons you can use to aid your team in upcoming plays. Do not take your sweet time however you have the strongest potential of preventing fatalities during fights or retreats so the longer you scrap and aren't around your team your risking letting someone die before you even get the chance to help.

Flash Out!
Most people take the flash for granted and flash the first chance they get against the Fiend. However, there is some skill in getting a well timed flash for your team to make a play or save. For example, the Spider Fiend shows up and you were ready and flashed em as soon as you saw them...then they still afterwards begin to spew venom on everyone and you still got badly hurt in the process, but say you held your flash until the Spider barely just started spewing their venom you then flash them which canceled their ability, blinded them and now their main ability is on cooldown and only has the their basic attack (which is very weak) at their disposal. Your team can then rush the blinded Spider and can cause some serious damage without worrying about the venom. Flashing a Strangler while they're dragging someone with a chain will force them to let go of the victim. Flash the giant AFTER they throw the already grabbed victim into a corner (so you need to actively get into position to flash) to prevent them from attacking them after throwing. Slasher you can try flashing after the cleave to give everyone hit a chance to back off and heal since Slasher in melee is very dangerous if you were caught in his cleave ability. Timing a flash as a classmate got downed can give you just barely enough time to get them back up and run.

Smoke em

The smoke grenade is a non damaging item (except towards cryptids which it will kill instantly) that can be used against the fiend to prevent them from doing any sort of interaction or attack while inside the smoke. The smoke slows both Fiends and Students but Students can crouch or crawl underneath the smoke to safety to get away from the fiend. First glance the item seems okay for saving but actually it can be very deadly when combo'd with other items such as molotovs, pipebombs or if your Medic has a gas mask and a weapon they can run in and get some free hits with little danger before backing out to safety. Smoke grenades can be a strong tool to have during the escape finale at the end of a match. Be warned however, more experienced fiends can still utilize ranged abilities outside the smoke such as Strangler's chain, Spider's venom and Giant can use other Students as projectile to harm other Students within the smoke (Slasher is the odd one out since they mainly utilize melee attacks at close range)

Take Your Shots

Scout can craft an item called the adrenaline shot which newer players take for granted. Not only does this item give you infinite stamina to keep running but it also heals you for a flat 30 hp (increased to 37 with "healing hands") and its very cheap to make only costing 10 scrap. Using this item to heal yourself can save lots of time for your Medic to keep other people alive such as the Assault. Speaking of Assault, Assaults drain stamina whenever they attack the fiend but if you give them an adrenaline shot they can keep swinging and not have to worry about running out of stamina even better they have an easier time running away if things go bad with infinite stamina for a duration. A reliable healing utility item that's easy to make available when you really need it.

This is my BOOMSTICK

The Shotgun is the Scout's main weapon if they want to help do some damage. However, crafting a shotgun is very expensive and can take a while to make if your investing scrap to craft it. The shotgun does very nice damage granted you can get a clean shot on your target. You only have 2 shots though so you better make them count to make all that scrap worth it. You can usually go for a blind and then pull out the shotgun to help make sure get a clean shot. There is friendly fire though so be very careful when firing this gun around crowding teammates. Sometimes it's better to just hold your shot if everyone is huddling too much on top of the Fiend. Hitting a teammate can lead to catastrophe really quickly making the Fiend's job easier.
Tips on how to survive longer
Help me Help you
You may be the one to be the team's mvp BUT that does not mean you can do everything on your own. Help each other when you can by making call outs of what killer is lurking if not everyone is aware of which killer is lurking at the moment. Keep tab on each other's whereabouts at all times in case of separation and DO NOT run off if the killer is a Strangler or else your game time will cut short by the fiend's scissors.

Coming to the rescue!
The biggest advantage that students have over the fiend is their numbers. You always wanna make sure you stay above 3 living students at all times. The moment you fall down to 1 classmate your completely at the will of the fiend if they found you and will relentlessly follow you unless they're not knowledgeable about the map layout and vent routes.
Saving classmates should be YOUR top priority if you specifically are not currently fighting the fiend or doing the objective. More live classmates means more room for opportunities for someone to make a play. The few of you there are the easier it is for the fiend to divide their attention and to keep putting pressure until you all either perish or run out of time.
Do not lose all hope if your the last one however. When this happens rush to the closest safest rescue closet and attempt the rescue. Successfully opening a rescue closet as the last one standing will respawn 2 students instead of 1 bringing your team back to 3 live classmates and potentially fully recover by making more saves.
Something odd and cruel I can suggest is if you are by a rescue closet and you know your last live teammate is currently dying let them. Doing so will ensure 2 will respawn instead.

Keep the Assault Alive
Now I don't necessarily mean die for this person if you can avoid it cause dying in a situation makes it harder for assaults if their medic's and techs die. When you see the killer engage onto your assaults support them in anyway you can by healing them from behind as they fight the killer, flash the killer, stun the killer, deploy sentries or if you have a melee of your own (bat or hockey stick etc.) then join in and help dish out the hurt onto the killer. Main point is keep your assaults alive so they can keep protecting you. You will notice things will become extremely more difficult when you don't have anyone that dish out consistent damage to the killer that can also equip helmets that can keep them in the team fight or even better make YOU and YOUR team some weapons.

Preventing Executions
When killers are in a tight spot and are becoming desperate to kill someone make sure if you or someone who is low BACKS OFF because if the killer knocks someone down and gets into the execution they will be able to escape with the mechanic to despawn after murdering someone. HOWEVER, as a medic or scout you can prevent these executions from occurring before they happen.

-Medics can keep healing teammates as they flee making it harder for the Fiend to knock them down since your quickly giving your low teammate their health back as they run away.

-Scouts can blind the killer at the right time when they knock down a survivor so they can't finish them but this blind doesn't last very long so be sure that someone or you quickly picks them back up before the blind wears off. The scout has another way of preventing an execution and that is their smoke grenades. Players really underestimate this utility item since it can save lives. When you feel that someone is gonna go down near the killer throw the bomb before or as they get knocked down. Doing so will prevent the killer from performing any actions and will be slowed dramatically, BUT survivors can crouch or crawl if they have been incapacitated under the smoke away from the killer so they can get to safety again while the killer can't retaliate until the smoke disappears or they walk out of it.

Bombs and Fire
Bomb weapons can be a deadly tool against the fiend, but they're not without they're drawbacks. Major one being that you can harm and potentially unintentionally kill fellow classmates if used improperly. Do be aware that classmates have a slight resistance to bomb friendly fire. Keep that in mind when deciding to go for an explosive play.
Fire damage can be very valuable to teammates and naturally unpleasant for the fiend not only because of the damage but because that fiends by default without the aid of a spell CAN'T despawn while taking fire damage. You can use fire to buy time for your team if you know the fiend wants to despawn so they can hunt down someone else. Lighting them ablaze can put a strain on their ability to defend objectives or guard rescue closets. Classmates do not have fire resistance when it comes to friendly fire so be cautious when using around fellow students.

Killer Keeps Attacking at the Rescue Closet
Students when rescued now have an invincibility aura around them and cannot be body blocked or attacked by the Fiend BUT you will lose this invincibility when a certain amount of time passes OR you commit an offensive action such as attacking so be sure to exit the room to safety before making your next course of action.
Medics working along with scout can make some safe rescues if they utilize the smoke grenade and gas mask.

Sharing is Caring
Now most player's don't know that they can drop their crafted items for another teammate (keybind is G by default). Oh look your tech doesn't have a weapon besides his Sentry at the moment? Why not give your bat you just made so you have more people that can fight the killer head on? You still have extra scrap to make another smoke bomb? Why not give the one you have to a teammate that hasn't crafted anything yet and make another one? Helping each other by equipping each other with items can keep your team prepared and threatening to a killer that tries to get the jump you. Sharing is key to keep your team alive and healthy if the Medic starts running low on charges to heal people since they should also focusing their heals on themselves or the assault, but you as a tech and scout can help as well by crafting adrenaline shots and pain pills to give to others to heal with or themselves so they don't put too much strain on the medic's resources.

Know the Danger
When i say this i mean try to figure out which killer you're facing at that moment. this will make things easier when traversing. Once you've identified a killer make sure to memorize all the different "ambush" locations that specific killer has at their disposal.
-The killer is a Slasher? Then make sure to avoid moving in the center under a sky light in a long hallway or the center of a room where they can drop down from. Avoid hugging corners to minimize melee ambushes.
-The killer is a Strangler or Giant? Then remember to avoid certain walls or areas where there is a floor vent and find an alternate route to reach your destination. Same thing as slasher avoid corners or nearby objects that obstruct vision so they can't spawn in and grab you easily.
-The killer is a Spider? Try to remember which parts of flooring around the map has it's circular ambush spots and avoid them.Avoid fighting inside their venom and blind them to interrupt them from spitting their toxic venom. Do not try and kite this one through tunnels/ holes in walls as this fiend can crawl through as well. Like the Strangler they are fragile and can be overwhelmed with armed numbers.
Escape AKA Endgame
Now it's time to explain the biggest importance as the students and that is finally ESCAPING. There are different ways to approach end game that can be carried over to all the different maps. The basic concept to understand is that once the students finally reach near the end of the objective list they will be faced with a crank that will open the route to the exit gate.

Whatever progress you make on the crank while turning it will stay even if you leave at near completion. Most players refer this action as "99'ing" meaning they leave the crank near completion and wait until everybody is alive and prepped for the end game. Once the route has been opened after cranking the wheel the students must make there way to the exit gate to finally escape.

THIS INFO HERE IS IMPORTANT FOR NEW PLAYERS!!!. The reason why people leave the crank near completion especially when you have plenty of time left over in the match is because they want to make sure all party members are alive and prepped to face the fiend one last time for their escape. Pay attention to the TOP LEFT on the progress on the crank for the escape gate. Don't be fooled by seeing the numbers "78%" or "86%" these 2 numbers practically mean that the gate is prepped and DOES NOT need to be messed with anymore so leave it alone and DON'T OPEN it before everyone is there! Most new players sadly don't know is that if you open the gate with all that time left over and when your team is nowhere near you all that time you had left over automatically drops to 60 seconds! The reason for this is because well coordinated to teams usually outmatch the fiend due to their sheer numbers and versatile utility items and weapons. The end game gives the fiend a chance at one last stand, so the endgame is a make it or break for both parties depending on how each side plays it. A fiend that has been bested throughout the whole match can make a strong comeback at endgame and can possibly kill off everybody. Now that you know the dangers of the endgame be sure to communicate with your team to make sure you can allow as many as possible to escape.
Prep Time!
When your team is close to the crank make sure to look at how much time you have left in the match and how your party is looking like. Got a couple of extra minutes? Everyone alive? Everyone got items and are healed up? Communicate to each other if you need some time to rescue someone or scrap to help against the fiend for end game so get ready and escape once and for all.
Different Killers

Slasher- A pretty straightforward killer that mainly depends on their melee attack damage. Equipped with only an axe this killer excels at dishing out high melee damage to survivors, but they don't have the greatest speed nor do they have the best stamina to keep running. The Slasher's main ability is a cleave ability that can hit multiple students and combo with their basic attack to do HIGH BURST damage so be cautious if you don't know if they used their cleave yet. They rely on ambushing around corners for a quick swing or dropping from above from a sky light for an instant kill or simply dropping from a higher area to get the drop on whichever student he decides to go after. To help make up for his lack of natural mobility the Slasher has a utility move that allows him to dash forward in the direction he's looking to help gap close onto students, dodge incoming attacks or to flee to safety. You want to try and keep your distance with this killer and dwindle them down with throwables/ sentries or go for blinds/ stuns to get some free hits on them then back off. However, if your team feels confident and are equipped well you can engage as you see fit.
*Be wary of sky lights and corners*

Giant- A big brute with tremendous strength to pulverize survivors with their bare hands. The Giant is able to grab hold of survivors and throw them around harming them significantly. The Giant can also throw the students into each other to harm both targets at the same time and whoever is hit by the flung student will also be knocked back from whichever direction they were hit from. They can also throw survivors from high locations for instant kills. The Giant is huge and threatening, but lacks speed only able to sprint into a power walk towards survivors. However, the Giant can initiate their utility move which is a charge where they will break into a hard sprint in a very specific direction with very little ability to steer themselves. Keep in mind the Giant CAN stop himself from charging in case he missed by a little or to snag a student that tried to break to the left or right of them trying to dodge him. The Giant's charge can also be used to break barricades instantly by running into them so potential technicians should be prepared. The Giant's ambush spots are certain walls all over the map. Usually the walls have some scrap located in front of them to bait survivors into going near them. Giant players will try and throw students into a corner where they can begin to melee them. The survivor has a brief moment to try and run away before the giant can knock them down securing a kill and escaping. Same with the slasher on how you want to approach this brute. However, his throw is his main high damage output. The Giant's basic attacks also knock back students so be careful when fighting around traps or high ledges. The Giant's basic attack can easily be avoided compared to most other fiends so you can try and gang up on him just make sure not to let anyone go down near him or he'll have an easy way out if he can kill someone off.

Strangler- This deranged killer has a long range ability that allows him to snag a student from afar with their chain and reel them into his arms doing lots of damage the longer he drags them with his chain. Once he reels the student all the way towards him he will grapple them for a couple of seconds strangling them doing damage over time then finally will let go and push the student in a direction of their choosing. The Strangler will try and push you into bear traps, hazards or off ledges so take care to not get snagged by this demented psycho. The strangler can choose to release students mid drag which can still land a student into a bear trap. Students can interrupt this fiend from chaining up other students by flashing them, shocking them or gassing them. Stranglers will try and fight around many traps at their disposal so be ready to save classmates, destroy beartraps and barricade any trapdoors to prevent them from using them against you. The strangler thrives on lone prey so once identified be sure to stick close by to another student or even better huddle together to make it harder for him to pick students off. The Strangler can use a smoke bomb at their feet to stun, impair vision and slow students around them for 1 second so they can run someone down or to flee from an engagement. The Strangler's ambush spots consist of little vents that are close along the ground against a wall so keep an eye out. Strangler's healthpool is the lowest of all the fiends which is why they depend on picking off survivors more than directly fighting them. When possible try to force an engagement with a well equipped group against the Strangler and prevent them from fleeing the sooner the Strangler is caught out and eliminated the sooner everyone can more freely maneuver around the map with less danger.

Spider-The Spider is a relentless fiend if left uncontested will run down a student to their grave. The Spider's main ability is spewing out venom that greatly damages students that get covered in it but also covers areas in their dangerous venom. The Spider's basic attack by default is the weakest of all the fiends including the Strangler's. However, if a student is covered in their venom the damage they receive is increased. Students running through their venom or that are covered in it will be slowed and vulnerable to increased damage. Venom can bypass helmets being worn by students so Assaults beware when engaging or being ambushed. The Spider does not have limited stamina which allows them to keep chasing Students more aggressively. Along with the aid of their venom she can also use her utility move which will make her shoot out a web and propel herself towards the student her web comes in contact with. The student hit by the web will also be slowed for a brief moment. The Spider's ambush spots consist of certain floor areas scattered around the map so try and memorize certain spots when dealing with her. Her ambush spots however cannot be used if she successfully caught a student in one of her ambushes until a certain amount time has passed this is because she can use the same floor again therefore having an infinite amount of ambush spots. When engaging the Spider try and avoid the venom whenever possible. After, try and overwhelm the spider as a group just be sure to be careful not to let anyone go down during the fight otherwise the Spider will be able to escape and get another opportunity to spew more venom again for their next encounter.
Traps
Now there are traps that the Fiend can use to get some free hits or worse kill onto unsuspecting students. The fiend has 4 at their disposal: Bear traps, Trap doors, Gassed Scrap and Ambushes. Scouts are capable of spotting these dangers for you with their scanner which will highlight them a bright red.
Bear Traps
Now these are gonna be one of the banes of your existence while playing as a student. Now at first glance these things are easy to spot and are pretty large on the floor. However, newcomers usually run into these contraptions very frequently. You just need to train your mind to pay extra attention on the ground especially when you know the Fiend is stalking you in predator mode. With some practice it's almost impossible for you to just randomly walk onto these things, but when dealing with more advanced fiend players they are capable of knocking you into these annoying traps. Strangler excels at abusing these traps when trying to pick off a student or when they decide to engage in fighting. Giant is able to throw survivors on top of these which shouldn't go off when you stand up BUT the Giant can then attack you pushing you into said bear trap rendering you helpless from more incoming attacks. The Spider and Slasher have no grab ability but their melee contain a bit of a knockback that can push students into traps so be careful when fighting these fiends around bear traps or else you will be an easy pick for them to take off the team. You are allowed to crouch over these bear traps if your in a hurry or disarm them. You are also able to free another student from the trap if they step onto it. Students caught in these can be freed or once they receive a certain amount of damage they will be released automatically, but lets not allow it to come to that.
Trap Doors
These trap doors are scattered around the map and can be trapped by the fiend to trigger when a student walks over it or they can somewhat be sucked into it if they stand too close to it. These traps cannot be created by the fiend or destroyed since they are pre set on each map in a specific spot that always will be the same. However, students can prevent these traps from being utilized by the fiend by having the technician barricade them. Doing so will make it harder for fiends to separate or fatally wound survivors adding more map pressure against them. Do be cautious when fighting around a unbarricaded trap door because fiends are able to manually open them while they are spawned in or in predator form.

Gassed Scrap
Gassed scrap is a very dangerous tool the fiend can use against students especially if a student is alone when one is triggered. The fiend may trap a piece of scrap that a student might go for and if they decide to grab for the trapped scrap they will still receive the scrap but they will be gassed which will cause the student's controls to be reversed to confuse them, fog up their vision, slow them dramatically and will be completely vulnerable to the fiend. Students will immediately snap out of it if the the fiend attacks them giving them a chance to flee. However, the main reason why this trap can be fatal is because if you are gassed and are alone the fiend is allowed to spawn right in front of you since your vision is impaired and no one else is around to prevent them from spawning in, so whenever you are by yourself to scrap up some items be very aware of your surroundings and whats going on with your teammates to prevent the fiend from getting an easy jump on you and if you see someone gassed do your best to get into a position that will prevent the fiend from spawning in or at the very least force them to spawn farther away from their potential victim that can either give you, the victim or your team time to counter act against the fiend.

Ambushes
Now these traps are based on what fiend your up against at the moment. Each fiend has their own specific set of ambushes. Now unlike the other 3 these traps will kill you or another student if they are walked into and the fiend is inside already. There are 4 fiends so there are 4 types of ambushes. I already described the different ambush spots in the killers section. The only unique ambush spots are the Spider's since whenever they Spider uses one of it's ambushes they will be unable to use another ambush for a certain amount of time since it will be put on a cooldown so use that knowledge to your advantage if you know a Spider recently used an ambush. The other 3 fiends however cannot reuse ambushes they already used, but they can keep using ambush after ambush as long as there is one available on the map since they don't have a cooldown when they wanna use on.
Still A Work in Progress
Now as I said I don't claim to be a fantastic player, but I do notice these things when playing again and again since the Discord release and now the Steam release and hope this helps you in a way even if it's just a bit. I'm still working on tips to help newcomers who have a have a hard time playing since the game has a very steep learning curve. Please leave some suggestions of what to talk about or some criticisms as well to help improve teaching newcomers of what to do.
6 Comments
Woofy Loser  [author] 18 Feb, 2020 @ 2:46pm 
still needs to be updated but thanks for the feedback XD
SHiFT_DeL3TE 18 Feb, 2020 @ 2:04pm 
Probably best guide for new players.
Woofy Loser  [author] 11 Feb, 2020 @ 10:36pm 
Thanks but I need to update this soon when I can just been busy. Also, please look into the "Survivor Compendium" for more number information on items and spells. A friend of mine took the time to record all the statistics so please give it a read and hopefully it helps you out.
Nypho 11 Feb, 2020 @ 5:12pm 
love this thanks :3
Woofy Loser  [author] 30 Jan, 2020 @ 7:44pm 
Yea i saw that O_O jeeze kinda a drag but I guess to tip the balance for more killers not dealing with 5 helmets heh
twitch.tv/EmiTV 30 Jan, 2020 @ 5:41pm 
dont forget to update the guide with the new patch that now makes it so assaults can't share helmets anymore! :heartyou: