![]() ![]() Weak points must be used in order to one-shot most of the sleepers with the melee weapon or to kill big sleepers in fewer hits.Ī general rule is that sleepers are more vulnerable to attacks made against their head and back. The sleepers have weak points that can be used by the players to GREATLY lower the waste of ammunition and time to kill them. (Note: The knife's "low noise" feature reduces the chance for an enemy to wake up from the long-range aggro.) Weak Points It also means having two sleepers clustered is the best setup to ensure no other enemy will be awoken while dispatching them.Įxample with 2 clustered enemies that will wake up from the proximity aggro, and another sleeper unable to wake up from the long-range aggro: It means that unlike the proximity aggro, the long-range aggro can only wake up a single sleeper. The long-range aggro can not happen if at least one enemy already woke (either by the proximity aggro or by the long-range aggro), and have a grace period of few seconds after that. If another sleeper is glowing within 15 meters and has a line of sight on the sleeper being killed, it will wake up.If others sleepers are clustered together with the sleeper being killed, they will all wake up. ![]() However, despite being silent, killing a sleeper can wake up the other sleepers under certain conditions. Most sleepers can be neutralized silently by using a charged melee strike to the head. Gunfire of any kind or explosions ( mines).ĭispatching Procedures & Understanding the aggro.Hitting anything with a melee weapon from a very close distance.These actions will alert a sleeper instantly. Missing a melee swing in the air or shoving doesn't make any noise. Hitting anything with a melee weapon from a fair distance (ground, physical lock, another sleeper.).Crouching near sleepers is recommended as it makes by far the least noise and takes the longest to wake them. Movement (walking, uncrouching, landing).In contrast, Glow Sticks do not alert sleepers. Illumination from the Flashlights and Long Range Flashlights.(Note: A Scout doesn't have any "disturbance stage" but it will extend its feelers instead.) These actions will trigger a sleeper's next disturbance stage. (Note: A c-foamed sleeper can't be alerted.) Soft alert The inside of the body of sleepers is filled with lots of yellow, oval-shaped objects, resembling eggs. It should be noted that the removal of the head or the upper body does not guarantee a takedown. Using c-foam is normally not necessary as the first hits should stagger the giants, preventing them from attacking and screeching. If you intend to stay in stealth while killing a big sleeper, the team must synchronize all hits or keep the enemies staggered by delaying hits and breaking body parts (the Bat and the Sledgehammer have high amounts of stagger damage with fully-charged hits and will stagger all non-boss enemies). Other combinations of melee weapons might require the players to land more than four hits. It is possible to take out these big variants with four fully charged melee hits by Sledgehammers. On rare occasions, large-sized sleepers ( Big Strikers, Big Shooters or other variants found deep within the complex) are encountered. Sleepers have usually a lighter skin tone, however, occasionally, a darker-skinned can spawn, specifically in Hordes, which also can be found in the dormant state rarely. The sleepers have the power to breach doors. While weak individually, a large group can easily overwhelm the team by sheer numbers. It is possible to prevent a sleeper from alerting others by killing it or staggering it with a shove. They will then let out a screeching call a few seconds after it, which in turn will alert any sleepers in the same room as it. However further continuous disruption (let it be in the form of sound, light, or movement) in this second stage will cause them to awake and attack the source of the disturbance - the player. After being initially disturbed, there is a second phase where the sleeper's body will begin to flash rapidly and spasm about, which will calm down after a few seconds once the disturbance has stopped. Should they be approached by a player, they will begin to glow, indicating heightened awareness of their surroundings. They emit distinctive sounds while dormant (these sounds being different depending on the variant), making it relatively easy to locate their whereabouts. Sleepers in their humanoid form are mutated humans of pale skin and mangled body parts found in every corner of the Complex in varying numbers. ![]() These enemies do not move from their spawning locations ![]()
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