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Midnight Ghost Hunt
Cheat Codes:
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Submitted by: David K.
How to Win As Ghosts:
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This short guide contains some tips that may help you to beat hunters.
-=Intro=-
When you actually learn how to play as ghosts, you’ll find that it is
incredibly balanced.
If all you do is hide in a couch or statue and sit there hoping they aren’t
going to find you…..they will.
You have to get creative with hiding places, throw your voice around to
distract them, and make good use of your abilities.
This game isn’t just hide and seek.
-=Tips=-
* It is quite balanced, the thing is when you are on the “weaker” side
(ghosts before midnight and hunters after midnight) you need to cooperate
to compensate that difference.
Finding the last ghost when they are good is so annoying.
* Try collaborating with your ghosts partners in order to find and kill
isolated hunters, that will get you a lot of time until they revive him
(or they won´t be able to if you can consume his soul). With 2 ghosts
you can easily kill a hunter in under 2 secs if you use death grip and
surprise him.
* There is a ghost perk for charging attacks as ghost prop!
* When you use microphone, combo abilities and cooperate you always win
before midnight as ghost team. All you need to do is corruptor + poltergeist
(+ quickcharge perk), easy win.
* Sometimes you don´t win before the midnight as hunter team but then you do.
-=Bonus=-
Hunter wins to ghost wins its balanced if you cant win at midnight when their
grouped up you need to communicate/coordinate with your team switch to miasma
to break them up go in at the same time use Hero props to give you an advantage
etc.
Tbh if you actually kill a hunter before midnight and consume their soul they
cant get revived making it easier for the midnight hunt, start setting up
traps as ghost( i do not mean the stupid trap ability) poltergeist/corrupter
is a great combo and if you set it up right the hunters wont know what hit them
giving you an easy kill.
Tips for Newer Hunters:
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Written by Beta_Krogoth
Hey everyone, bored in work again so I’m doing yet more writing for the game!
This time, I’m focusing on something I’m seeing quite a lot, lots of hunters
hitting that mid-level moment when ghost players start actually playing the
game instead of just hiding. This is aimed at players who are still unlocking
things and figuring out how the game works.
I’ve got over 100 hours in the game. That’s my only credential.
Take it or leave it baybee.
First thing to understand about MGH – Ghosts are not defenceless before midnight,
they can and will kill you if you walk around aimlessly. You need to hit a balance
of covering as much ground as possible without exposing yourself to easy traps.
-=The Tips=-
Tip above all tips – Talk to your teammates, tell them what your plan is. I.E.
I’m going to walk around with a radar and see if i get any readings – call out
when you get readings. / I’m going to take a vacuum and a harpoon, someone please
escort me because I can’t fight alone ect. Even weird strats can work if you have
a team thats got your back. Tell people when someone dies or when you see something,
keep it brief.
Tip 1 – No early graves – When you hear the death ding of a teammate dying – This
Becomes Your Top Priority. Get your ass over there and find out what happened.
Defend the body above chasing the ghosts. Being a single hunter down is a massive
loss, even if you’re mid chase, forget it and head directly to where your teammate
has fallen. You need to revive them, your quick response may result in the death of
a ghost and prevent a team-mate from having their soul eaten which prevents you from
reviving them. I cannot stress this enough – do NOT give the ghosts free kills. You
can recover before midnight if you lose people but the game is much harder for the
hunters when they’re a person or two down.
Tip 2 – Ping it – Use your ping, middle mouse button. It marks objects, ghosts and
locations for 2.5 seconds, gets peoples attention, if you’re unwilling or unable
to use your mic, use your ping instead. Ideally, use both. Mark ghosts that are
running, mark when you get readings on your radar, mark shards to be vacuumed,
mark traps so that other hunters are aware.
Tip 3 – Listen closely – Everything makes noise, poltergeists make a loud hum
when they float objects, props scrap and bang on the floor as they move. If you
hear lots of movement and noises, you have a very active ghost team and you might
want to fall back to prepare a better loadout. Something making a loud metallic
scraping noise? Or a rattley telephony noise? Hear something thumping repeatedly?
Might be a ghost jumping up and down to reduce their ecto-level.
Tip 4 – Watch broadly – Whilst listening closely is great, you want to do the
opposite with your sight, don’t hyper focus, watch everything instead. Half the
time as a ghost, I don’t even need abilities to move undetected, I just use
corners and move when no one is watching. Being the hunter with the sharp eyes
makes you 10x more dangerous to ghosts, being hyper focused on your radar makes
you an easy target, stay alert, don’t tunnel vision. Watch your whole screen,
you won’t regret it.
Tip 5 – Arm appropriately – Choose a gun that suits your playstyle and skill
capabilities. Hitting small objects with the reaper or frostbite is hard, no
shame in bringing a flamer or spec cannon, the only weapons i’d advise giving
a hard miss are the hammers. Every weapon has its place, pick what you feel
comfortable with, not everyone can hit that perfect sniper shot on a flying
lantern but if you can’t hit the huge chest sliding across the floor either,
put the reaper away and pick something that suits your aim. If you can’t hit
your shots, you’re playing a man down.
Tip 6 – Some guns don’t mix – Don’t pick anti-synergy weapons with your team.
Like what you might ask? Couple of examples, frostbite and flamer – they cancel
the perks of the other people. Frostbite and harpoon – frostbite takes a couple
seconds to start damaging props, every second with the harpoon is precious, if
your friend hits a crazy harpoon shot, you don’t want to be wasting time slowly
freezing the prop instead of killing the ghost. They don’t make a great pair
despite seeming good in theory. If you don’t know what weapon to bring, default
to the spec cannon. Its an amazing weapon.
Tip 7 – What makes me a good demoman? – Disabling mass ghost traps, uncovering
hidden ghosts and demolishing heavy props. Grenades stick to props and have a
good throwing range, C4 sticks too but is close quarters with a huge blast
radius. Got a school classroom full of floating chairs and skeletons? Throw a
fun brick through the door and cease that display. Think a ghost is hiding in
a room but can’t locate them? Bring the explosives, they might end up unearthing
it. They don’t hurt your teammates but can hurt you, so only watch out for yourself.
Tip 8 – The salt will protect you – You start the game with a salt circle
around your spawn that fully protects you and the generator, don’t bolt from
it the second the game starts, take a couple seconds, ensure the start of the
map isn’t booby trapped, then head out. Two seconds will stop an embarrassing
game loss. Feel free to stay in the circle and open fire on anything you suspect,
including props massed around the generator, some ghosts like to corrupt these
causing them to explode but because the gen in invincible, that tactic doesn’t
work anymore.
Tip 9 – Position matters, make it count – Where you stand and therefore choose
to fight makes a huge difference. Being stood in the open makes it easy for
ghosts to charge up and fling themselves at you. Remember, if they’re in a p
rop, they need to physically collide with you to damage you, putting something
solid between you works. I’ve held my own 4v1 due to good positioning (and the
mighty Project X) so be assured, it matters. Beyond that, a lot of ghosts like
to use elevation to escape, they can’t do that if you’re already up there.
The right hunter in the right place makes all the difference.
Tip 10 – Know when to haul ass – If you see a ghost charging up in a prop (The
prop will glow blue), you’ve got limited time to act before it throws itself
either at you or away. If you’re with your entire team, the ghost can only
hurt a single person, so go aggressive and take them out. If you’re alone, be
cautious, especially if you’ve taken damage before hand, anything below 70
health and you’re in danger of dying very quickly, even to small props. If
you go down, you’re costing your team time – stay alive at all costs. Charging
takes time so if you’ve spotted them doing it immediately, you may be able to
kill them depending on your weapon and their prop, but if they’re charging
something big and you’re alone, mark it and run. Live to fight another day,
hunter.
Tip 11 – Perks that work – The right perk makes a build fly, pick something
appropriate. Quick reload increases DPS and reduces reload vulnerability,
extended mag lets you heap the pain on for longer, lightweight lets you keep
pressure
on fast moving ghosts, extra equipment is great for planned assaults and traps.
Juggernaut is amazing versus aggressive ghosts and healing aura is great versus
ghosts trying to wear you down. I’d highly recommend Jugger if you keep getting
downed before midnight – make them work for it.
Tip 12 – How does this bloody thing work? – Get to know your detection options
and pick what works best for you. Radar is stable, effective and easy to read.
Spec phone is powerful and long range but easily fooled by corruption and
poltergeist. Pathfinder is good versus prop sliding ghosts but weak versus
certain abilities and jumpy ghosts.
Tip 13 – No hunter left behind – Keep a general eye on what your team is doing
and where they are. See a 5th person? Call it out. See someone alone on the far
side of map? Be ready to go to their aid of they’re attacked. As a hunter, you
have limited information compared to the ghosts, use everything given to you,
your teammates are a very useful source of knowledge.
Tip 14 – If that don’t work, use more gun – You can shoot floating props to
disable the throw effect and you can shoot death grip traps on the floor to
destroy them. Don’t spend your whole time shooting because you won’t be able
to hear things but your weapon is your best defence versus ghost tricks, be
quick on that trigger finger if you’re being trapped.
Tip 15 – If its too good to be true – Don’t go chasing ghosts wildly into
unexplored rooms in the beginning of the game. Some ghosts will expose themselves
early to get you to chase and make you run into rooms full of skeletons, floating
objects and exploding vases. Not always, but just always keep your wits about you.
Once again, ghosts make noises, if you hear lots of humming and moving, be wary
of ghosts attempting to bait you.
Tip 16 – Live together or die together – Unless you’re highly experienced,
I wouldn’t wander around alone, stay in pairs to cover more ground and keep
each-other safe. Numbers do matter and hunters are stronger together.
New Ghosts Tips:
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A series of tips to enhance your game-play as a ghost, there is a serious
misconception that MGH is a hide and seek prop hunt game, it is not, it is a
deathmatch game with a prop hunt theme. In this guide, I will reveal how you
go from being the ghost that dies within the first minute to the one that solos
the entire hunter team when given the chance. Enjoy.
-=Beginners Tips=-
* To Spook, or to Be Spooked
* Newer players tend to feel that ghosts are underpowered compared to hunters,
this is abjectly not true, I have over 250 hours in this game now and I can tell
you without a shadow of a doubt that 1v1, ghosts are stronger. It is much easier
to carry a team as a ghost than a hunter and if you feel differently, its likely
that you’re not utilitising all the tricks a ghost should. The ghost team has a
massive skill ceiling and mastering their gameplay loop is no easy task, especially
versus skilled hunters, but its immensely rewarding.
Above all – Four chimes of the bell – The clock is on your side
If you’re focused on winning as much as possible, the most consistent, risk free
approach to winning as ghost is to get to midnight, ideally, with at least one
hunter dead and consumed. You CAN win before then by playing aggressive (losses
impact the hunter team greatly) but pre-midnight, a well prepared hunter can hold
their ground versus multiple ghosts. But after midnight, even a single ghost can
shred the entire hunter team, face to face. If you want the most risk free way of
winning, your objective is get to midnight above anything else which means survival.
Don’t just run, don’t just hide, don’t just fight – Do all of them
In order to get to midnight, using a mix of all three primary ghost skillsets
(Hiding, evasion and combat) will give you a much better chance of winning. Knowing
when to sit perfectly still, when to make a run for it and when to hold your ground
will come with team but just to start us off:
When to hide:
* If you’ve just run somewhere new out of their sight during a chase
* Hunters have no detection equipment with them,
* Hunters are focused on something else but you’re currently in their line of sight
* If you have a decent spot and hunters are struggling to locate you (you’re buying
time for the team – but if you’re the last ghost alive, get ready to run) or if you’re
laying in ambush – remember props make noise when they move and keep hunters will be
listening, if your team is rustling around in a kill room, a smart hunter will know,
don’t give yourself away.
When to run:
* When a hunter is a approaching you with a dangerous weapon (Sledge or salt shotgun),
these weapons will end you quickly if they close the distance, if a hunter is looking
right at you, walking right at you, with his hammer raised, run.
* When Hunters have discovered you anyway, if you’ve got high ecto and someone as a
radar, unless you’ve got an amazing hiding spot, its only a matter of time, get ready
to move.
* When you’re not hiding and fighting.
When to fight:
* When a hunter is alone with a weapon that isn’t good for fighting, example, a lone
sledgehammer user, get out of your prop and start hitting them, you WILL win, but get
ready to leave if he calls his friends.
* When a hunter has been wounded by ghost abilities and is below max health – It is
surprisingly easy to kill a hunter if they’re not at max health (Juggernaut not
included), don’t be afraid to charge that rightclick and smash them if they’ve hit a
couple of polter objects and are looking a bit wounded
* You are not defenceless before midnight, its just harder to pull off.
-=Ghostly Tips – Before Midnight=-
Onto the quick fire tips!
The eye that sees all, knows all – Take perception before midnight
For your perk, always, always take perception, its the most powerful for almost every
level of play and will give you the most consistent win rate of all perks. In any
competitive multiplayer game, information is king and always has been. Being able to
see where the hunters are will let you make informed decisions which are always better
than misinformed decisions. You can see what weapons they have, where they are, traps
on the floor and then decide what you want to do with that information, it’ll even let
you see where hunters are trying to cut you off from during a chase. Until you’re really
comfortable with playing ghost, always take perception and watch the hunters.
Note, there are reasons to consider other perks, such as quick charge or shatterproof,
but the tactics these perks utilise are cheap and won’t build your skillset, they may
work versus a lot of newer hunter teams but when that tactic fails, you’ll be left high
and dry. Build your knowledge, learn the game, have fun.
You have the most powerful ability in the game, use it – Use your right click
I can’t stress this one enough, the amount of ghosts I see who never use their rightclick
is insane, its your best ability, you can deal damage, take distance, climb elevation,
dodge attacks and threaten hunters with it. Use it. Whenever you’re being chased, charge
this time, you can cancel it if you want to throw yourself but keep using it, its your
bread and butter skill, get comfortable with it, until you do, you’re playing with half
a skill set. On that note, get used to how much charge breaks props, its around 50-60%
for most small props.
The armour of the undead – Stay in props
Hot tip, you cannot die within a prop. No matter the level of damage and causes you eject
from the prop, your shell will gate the damage and you’ll be left at 10hp. If you’re
wandering around without a prop, you’re at risk of death from stray damage and sharp
shooters, learning when to prop hop can make you an absolute nightmare for hunters to
deal with. Sometimes, being ejected from a prop due to damage will stun you as you eject
an hunters can kill you during this grace period, but mid night between props, you’re
invulnerable. Sometimes theres no escaping a hunter team, but you can damn well make
them work for it but rapid fire hopping and attempting to escape.
The spectral armoury is vast, use its weapons wisely – Offensive abilities
Poltergeist is a solid beginners option for offensively minded players, can be deadly
when combined with corruption (Teamwork makes the dream work) but otherwise functions
as an attrition weapon to grind down and slow hunters, including during chases. Less
effective against more skilled hunters but still good. Telekenesis is hard to use for
the most part but good with maps with doors, using tele on a door causes it to do more
damage than if a player had been sat in the door and slammed it manually. Smart hunters
will demolish the doors but this can work for multiple skill levels. Death trap can set
up kills for other players but is good for single hunter chases too, place it as you
run and charge your right click, if the hunter gets stuck, you should be able to land
a solid blow. Doppleganger is insanely risky but does tremendous damage, I would not
recommend this perk until you’re very comfortable with the game, but its very good
when executed correctly. Corruption is a combo ability but has other uses too, such
as melee teams who try to clear the map of props with sledge hammers.
Can’t hit what ain’t there! – Defensive abilities
Miasma is a solid defensive ability, able to lock of choke points, slow hunters and
deal some light damage, a more overlooked part of its function though is the visual
obstruction it provides, can save your life from eagle eyed snipers, it works better
with a little distance between you and the hunters though as it takes time to manifest.
Phantom is often overlooked but very strong, use it to break chases and move unseen.
Spirit is an excellent escape took, breaking traps, harpoons and giving you instant
vertical mobility, perfect on maps like ghostship and theatre. I wouldn’t bother too
much with the other abilities, these should be your bread and butter.
You’ll never hit me! You’ll never hit my tiny head! It’s so tiny I got a frickin’…
such a tiny li’l head! – Small props for running and hiding
Small props are excellent of evasion but will crumble quickly if caught by certain
weapons, the spectral cannon is built to crush these so be careful around them, if
set on the fire, the prop is doomed so prop hop as quickly as possible. Use cover,
corners and elevation to stay out of fire and keep those hunters chasing you. Be
cautious of shattering your small prop however, as a badly charged rightclick and
leave you dangerously vulnerable. Once again, beware the spectral cannon, its the
best weapon for small prop busting, aside from insane reaper snipers.
Killing you is full time job now. – Bigger props for hiding and aggression
Larger props (100hp or more) pack a decent punch when charged and give you a little
room to play when it comes to incoming fire. They’re also OK to hiding versus a tunnel
vision team who last saw you in a small prop. Be cautious with larger props, although
they’re quite tanky, they will fall quickly to combined arms and can struggle to land
hits in enclosed spaces to due to large hitboxes impacting the level instead of the
enemy. Beware the frostbite and harpoon, although the harpoon is more rare these days,
the frostbite is not and is a counter-aggression weapon, reducing the effectiveness of
your rightclick massively, if you get frozen, prop hop ASAP to avoid damage.
Traps, you either love em or hate em – Traps will doom you
Unless you’ve taken “Untrappable”, traps will eject you from your prop (Leaving you
in your vulnerable ghost form), deal minor damage and slow you by 90%, leaving you a
sitting duck. Perception will allow you to see these and avoid them, beyond that, you
can right click over the top of the trap or even right click into the trap to crush
it, the latter is more risky but effective once you can pull it off (I don’t personally
believe it should be possible really but its in the game so its my duty to advise you).
Weapon Tips:
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Harpoon gun is challenging to aim on a moving target can only shoot one shot
before it needs to recharge and needs to be used with teammates to down the ghost
in most cases.
Its also the easiest gun in the game to overwhelm and kill as a ghost at any stage
1 on 1.
Honestly most of the hunter weapons seem to be balanced around teammates bringing
in complimentary weapons and all have glaring weaknesses by themselves.
Shotgun is terrible for checking props because of the clip size and reload.
SMG takes a long time to check props because it only does damage after freezing
props.
The melee weapons are terrible against either prop or ghost form.
Flamethrower lacks range and burst damage.
Project X overheats and lacks mobility.
Reaper you need to aim carefully and the explosion can be dodged if the ghost
changes props before the bolt goes off.
Harpoon Bazooka does little damage on its own and is hard to aim, and if you miss
you are really vulnerable. its basically a support weapon.
The default first gun has a small clip and slow hard to aim projectiles.
Not great against running ghosts. Horrible for defending yourself at midnight.
How to Kill a Red Ghost at The End Phase:
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For match itself you use flamethrower and you swap to ice gun when 60 seconds
remain before midnight.
You have all four players swap their detection device (2) for lightning trap,
c4, or defib and sit in corner when 60s remain. Remember c4 needs to wait until
they leave furnature whereas lightning trap is going to pull them out of furnature.
Sometimes the players on your team are bad and dont go to spawn and just die
in random part of the map. If this is the case, you should still attempt to
get them to corner, but have sprint perk as backup. You will leave spawn and
attempt to kite for all four minutes while sprinting. The ghosts cant actually
catch up to you at all so they have to cut you off. On open maps you can’t die
period. So in SWF you can run fun perks, but in soloQ you are trolling using
anything but sprint speed.
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