How to hide good?

How to hide good?

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Keep in mind that the AI knows where you are at all times, therefor it needs to be tricked by your actions. Vary your tactics, don't be a one-trick pony. Don't hide in the same places twice, or use the same 'class' of hiding places in a row. If you employ a trick, you should think of another tactic to use after, or it will latch on to you closer.

Stand behind corners. Crouch behind things. Don't use lockers. Don't use the tracker. Die a lot, build up a resistance to the fear of being killed.
Thanks to these threads because of the sale I went back to it and finally got past the Medbay. I died like 10-15 times first though, and eventually got lucky in dodging the alien. I still haven't learned the pattern, but I did learn that
>walking doesn't alert the Alien unless you're basically on top of it: don't bother crouching or crouch walking unless you're specifically hiding under a thing
>noise makers and flash bangs do nothing, don't bother with them
>you hear the alien rustling around in the vents nearly all the time, but until you hear the thump of it landing from a vent or the noise of it coming through a door, you can ignore the noises, it doesn't come out except for scripted moments or in certain areas (med bay)
>don't bother with the tracker, basically ignore it. It gets bothered by false positives all the time like doors opening and closing, machines etc. plus it's no good for keeping track of the alien because it can basically rush off in any direction and teleport. Ignore it.
>humans are basically fucking blind, you have to stand there for a while before they spot you. You can walk like with the Alien.
>if all else fails, play this on a loop and turn down the game volume. It won't make the game easier, but it'll make dying to the alien when you walk round the corner into its mouths funnier youtu.be/ULdFDXXOObY
Currently just got to the Marshal office. The look and feel is good but I think I still prefer AVP2.

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I agree with most things, but I had no issues with the tracker myself. It also sounds like pretty idiotic advice to ignore the advice of the tracker entirely and just walk into its general direction, should such a situation occur.

Eh, I'm bad with doing things moderately. Before, I got stuck in rooms for half an hour because I'd be watching the tracker and the little dot moving all over the place, trying to guess when might be a good way to move, trying to move then spotting the dot and hiding again.
Much better just to ignore it, even if you do sometimes walk right into the Alien. Honestly it feels like that's possible anyway, half the time when I tried to walk down a corridor after seeing the alien walk into another room, I'd find them coming at me from the front a few seconds later.
And, to be honest, once you realise that save points are fairly generously placed and you don't lose anything other than 1-10 minutes progress by death, acting recklessly you get a lot more done. Even if a lot of it is trial and error from repeated deaths. Now when the Alien grabs me from a vent or runs into me and plays the same three or so death animations I just say hello to it. Becoming numb to it helps a lot. At some point I'm gonna make a montage of all my deaths and put it on YouTube.

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Yeah I understand your mindset but I cant help thinking its not the best way to play to truly enjoy the experience. I was afraid the whole time and even though fear seems like a bad feeling, if you keep in mind that its just a game and that you dont actually risk anything (unless you have a heart condition), you learn to enjoy the feeling of being afraid.

I mean, when I was more afraid of it I made fuck all progress. Before yesterday I hadn't played it since 2018, and now I made a fair chunk of forward movement in one evening.
Besides, your argument holds more water in a situation where I have more control over my environment and more chance of survival. I played through RE1 REmake not too long ago, and I managed to beat it and I did feel the fear a few times; but there progress loss stung more, and I have more ways of avoiding dying (by killing the zombies). Here it's very likely I'll die to the alien, multiple times in the space of fifteen minutes in one case, and likely at least once in every subsequent encounter. At that point, you start to see the artifice of the situation.
>oh, a big room with lockers and convenient things to hide behind, here's a bit where I'll have to hide
>oh, a thing I need to wait for, the alien or a synth will appear
>Ok, that didn't work and I died, I'm not supposed to go that way, let's try the other way
You can't help but feel you're in groundhog day at that point, and you start taking it less seriously.

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Let me tell you about SEEGSON SAFETY PROTOCOLS

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Spooky, but can be outpaced at walking speed, and downed in about 3 or 4 bullets.

I never used lockers unless I was completely cornered.
Crouching and circling the alien around tables was usually enough. If the Alien is not in the vicinity, you can walk (not run) just fine.
Use a flare if you want to divert the Alien to another location to free up a passage.

it's a big station, why is this faggot alien constantly on my ass? it could be out killing everyone else instead

The tether is there to make you nut up and move so when you get an opening go for it instead of waiting since he'll just come back and directly check your hiding space the next time.

I've started a mod on nightmare with Unpredictable Alien "Intense" version. Shit's bonkers.

because it heard about your thick, meaty girldick

>>noise makers
False, noise makers are useful because they draw the Alien over to a specific spot and then he tends to go immediately inside the vents. Obviously if you use them too much they become pointless, but they can definetely help you get out of uncomfortable situations.

I threw one to distract it, tried walking in the opposite direction and got a tail through my chest for the trouble.
It did work to distract the synth when I needed to evacuate the medical sector though. (I appreciate that the alien hung out exclusively in the two ceiling vents on the side walkways, so you HAD to go through the central concourse to exit that room/reach the computer in the middle)

On an earlier attempt however at one point I did manage to crouch in the side of a doorway as the alien walked in, then walk out behind it? So it seems inconsistent in what it detects.

there is enough room to get by those particular vents I'm pretty sure

It told its friends about you so now it’s a competition of who can take out Ripley.

I don't recall there being space, or I tried and got grabbed anyway, I'll have to go over my footage to be sure.

Because there's more than one alien on the station.

>I threw one to distract it, tried walking in the opposite direction and got a tail through my chest for the trouble.
You always have to be sure the alien doesn't see you as he approaches the noisemaker. Also you have to start hearing him running towards it before you make your escape.

Don't crouch everywhere, just walk. NEVER run unless it's literally your last option for escape.
Closets are noob traps.
Ignore the motion tracker as the beeps will attract attention, use your own eyes and ears.
The ayy has superb hearing and will home in on the slightest sound, but a narrow vision cone that lets you pull some pretty ridiculous merry-go-rounds at times.
Above all, try not to repeat yourself too much. Vary your tactics. The most obvious thing here is to use the flamethrower as sparingly as possible so it's actually effective when you really need it to be.

Thanks. I'm actually still at the part after Axel dies on hard because I'm completely unused to this style of gameplay. It might not be for me desu

>threads are just analysing the ayy ai and pointing out issues with it
game is gud but by reading this you're just going to make it less fun for me

I hate how no matter what the alien is always tied to your ass, if I manage to make an smart sneaky breaky movement at least let me walk safely for 20 meters without the alien instantly teleporting across 4 walls in front of me.

>>noise makers and flash bangs do nothing, don't bother with them
the game keeps a tally of how often you use devices and eventually they stop being useful
IIRC this extends all the way to the flamethrower so the tl;dr is simply:
use different strategies all the time like said


also the game has several scripted areas where it's 99% chance of death even if you did everything right (one is waiting for an elevator with a music buildup, if you're in this scenario you are going to die probably so just accept it). I guess they did this because they wanted to avoid the possibility of people doing 0 death runs and saying the game isnt scary because you can avoid the alien.

it is killing everyone else
if you're wondering why it's not killing the synths there's a big reason for that

any other ways you guys can think of ruining the game for everyone

I think that was the first time I tried using one. I dislike using things like noise makers and traps and stuff, and stealth in general. If I can get away with strolling through the level then great, if not I'll just keep trying until I luck out.
Though I did use one successfully after.
>transit control
>using the central console spawns a survivor add behind you
>first try, shot him, pulled the lever; synth spawns and kills me
>second try, put a flashbang where the survivor spawns; access console, sprint to lever and pull it as the survivor is stunned by the flashbang
>let the synth spawn and kill the survivor, then shoot the synth to death
Easy peasy.

Your progress with the alien is basically a measure of surviving until you reach the next airlock/elevator/checkpoint/whatever and the ideal movement is where you see the alien and make small gains towards that objective while keeping the xeno somewhat nearby and in sight. If you make a break for it and the distance to cover is too long you will also increase your distance from the xeno and he will immediately vent and teleport to you. You can use this knowledge to force the alien into another scenario where you are playing hide and seek, this time closer to your goal. Trying to continue the escape is pointless.


If you were truly interested in playing the game you would abandon these threads entirely.

The game is not scary because the alien becomes a tiresome chore.

>the game keeps a tally of how often you use devices and eventually they stop being useful
Wrong. I ghosted the entire game and used the flamer for the first time in the last room just to test it out. The alien is afraid of flames in the beginning and not in the end, even if you never use flames against it.

Sure, the Alien has two ai 'brains', one that knows where the player is and one that doesn't, the one that doesn't controls the movement and the one that does feeds a general location to the other. That's why it's always close by.
Also, any room where you have to do complex tasks or button pressing will generally spawn the alien or synths/survivors.

I really don't remember the game being this difficult.
Hell, the robots were tougher to get past than the actual Alien was, since the Alien will eventually fuck off to a new area if left alone long enough.

I don't think any modern horror games are scary. They are exciting though and virtual bullfighting with an almost-unpredictable AI/script can be fun.

the unpredictable alien mod is essential IMO
it makes it easier for sure but you'll still get killed plenty, and it will be much scarier and more meaningful. less likely to get stuck but still need to be alert

You can definitely make the alien immune to flamethrower if you abuse it right away and probably they assumed the player would at least use it a few times so they artificially fixed that value for the endgame if so.

What are you doing in this thread?

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You're right, but I'm playing the game more for the general station ambience than anything else.
Also out of spite.

>use the flamethrower as sparingly as possible so it's actually effective when you really need it to be
Does the ai actually work like that?
Sounds really fucking lame

People complain about the alien but I found the synths way more annoying especially when you start encountering both and the synth is always somewhere where he can detect you.

Yes, it's because nothing you can do can actually hurt the xeno only scare it. After it runs away it figures out your bullets/flamethrower/flashbang aren't doing shit to it so it continues its attack.

which of the dlcs are worth getting?

by bad mouthing it in public

>wahh it's too smart and aggressive
step up

The closer you are to the alien the more likely you are to get a break

>fucking about with the android right before you have to lock the stairwell
>stun and kill it
>try to run into the vent right next to it
>as soon as i get in, alien drops down into the vent right in front of me
gotta be the worst jumpscare of my life, it's never done that in any of my playthroughs

But yeah just walk around and if you get killed reload and try again, you'll eventually get lucky and it won't spawn or it'll be in another room.

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I think it's kind of neat. And it's not that your gear suddenly becomes useless, it's a gradient.
In case of the flamethrower it'll work as long as it has ammo, but if you use it too much the ayy will get angry and smack you for a bunch of health before running away. And that's your cue to change things up a bit.

I get it, but the game is too long for that gameplay mechanic. It gets dull really fast. And the magic teleports become a punishment for good player behaviour.
If you play real stelth games having the alien tied to you with an invisible rope feels cheap.