All hail Toni, the discoverer of the shin eyes, Noneconductive bodies and probably more (I am not her biographer, so I have no idea what else she has done)
I think the most terrifying thing about these is that they become SO much more dangerous for everyone in the facility when someone has sent them into phase 2. Your buddy could die to a coil-head on a lower floor without you even knowing there's one spawned. And the moment your buddy's dead, that thing is booking it to your location like a serial killer that just found out your address.
The reason jumping deaggros coilheads (as well as freezing jesters and other entities) is because the coilhead’s deaggro mechanism uses their pathfinding to detect players. If they can’t pathfind to anyone, they’ll deaggro. also nice video!
Fun fact about coilheads: There are certain spots you can get them up off the ground and they will not be able to move anymore (the main entrance stairs on mansions, certain spots in the big room/mining room/conveyor room on facility.) This is often used in speedruns and high quota runs. The jester can also be trapped in the same manner
can't believe the coilhead's freezing mechanic is entirely rooted in being able to see it's crotch dude's just embarrassed it's got a case of the ken doll
yup xD person that did the reverse engineering here, I figured that out just last night after getting the game's models exported to check the distances and positions that the game uses, and that was a hilarious find lol. I would have gotten to it sooner if the laptop I'm stuck using right now had enough ram to launch unity without crashing lol
this is why people die when they go up to a coil heads body and look straight up at its head its honestly stupid how many people i see die to this, i get that its "funny" but like, you had one job
@@PurpleTheProtothat also explains why it can kill us while we're trying to get the loot of the player it just killed at his feet.... we can still see the feet, but not the johnson
@@PurpleTheProtothe first time it happened to me I was meant to be watching it, and I had nothing better to do so I looked right up at its face and said “you are one ugly motherfu-“before promptly having my head replaced by a spring. It was pretty funny
5:27 I believe it's a navmesh thing. Basically, when you jump, you aren't touching the navmesh's baked area (floor) and it can't draw a path to you. Like you said, when you aren't in its' line of sight, while its' in chasing phase, it will get the nearest player's location, who is located inside. You jumping at that moment causes it to still get your location, but it fails to draw a path to you, because you aren't touching the navmesh's baked area. I haven't checked the coilhead's or the game's scripts, only can guess that, because I had almost the same things happen with my enemy AIs. Jump and the enemy AI is confused on how to get to my location, causing it to stop, walk randomly or weirdly.
Typically the navmesh wouldn't be required to find the destination to a player. The fact they can pathfind to any player anywhere within the facility suggests they're already given an array of everyone as soon as they arrive so they don't need to re-register them using the navmesh to get their position. Therefore I'd say this is a bug. There's already a measure of jankiness with how the game detmines if a player is looking at them so they've probably done a rushed implementation of the monster.
@@KryyssTV Having seen the code, the original comment is correct. The coil-head pathfinds to the nearest player ( with certain exceptions, not important in this case ) That are able to be pathfinded to.
Also, if you close a door on a coil head, and there’s a nearby alternate route to reach you with no doors, the coil head will change directions and take that path
Love how devious the AI is. Always thought you wouldn't see coilhead for the longest time, but when you saw one, you'd never lose it again. This explains why.
I feel like that's better suited to being brought up in their respective videos. The only one that actually matters is the unique fear response to a Giant noticing you so I kind of doubt it regardless
@@Whispernyan True+ it’s purely visual. It doesn’t even affect ambience besides the sound immediately after, nor does it alter the ghost girl’s targeting
@@chboo1897I'm pretty sure when it's triggered it makes your run speed absurdly fast, and allows your stamina to last longer and im guessing the speed boost changes depending on what triggered it
@@catsinwonderland7473 It is visual, the only boost at all it gives is that it increases FOV slightly. Other than that, it's just an indicator of danger. (You can see that in the next video coming out this weekend, it'll include fear)
I find it actually really interesting how the coil head will not kill you in the full sprint. It knows it can catch you and you know this also, but the fact it chooses to just barely trail behind you almost makes it feel like it’s toying with you. Giving you this false hope that you can escape it’s speed. That is until you reach a dead end or run into another threat.
Also since you can see them moving when standing behind a pipe or a doorway (It's just a coding thing but regardless), it's like it's toying with you, fully capable of moving and killing you, but it wants to play with you first
Post nerf coilhead: Upon entering Phase 2: chase, they will start a 15 second timer that only progresses when the coilhead is moving, after this, their head will retract and they will stay dorment for 20 seconds, looking at them won't stop the timer.
Its quite cool how coil heads cant one shot you. I had an experience like this. There was a nutcracker and a coil head, and i got hit by the coil head, i thought i died so i flung myself from the keyboard, and the nutcracker killed me.
This is SUPER helpful omg; I’m terrified of the coilheads, if one’s on me I’ll give up pretty fast usually, but knowing I can sprint away with a considerable chance of success is awesome!! Love the vids, keep up the amazing work!! :]
I love the coilhead cause it's such a nice little twist on the SCP-173/weeping angel trope. Cause sure it's scary when something moves only when you blink or aren't looking at it but it's WAY scarier when it can but CHOOSES not to. Add the uncanny valley effect and the implications of it being (maybe?) a bio-mechanical monstrosity and you've got yourself an EXCELLENT monster!
this!!!! plus the fact that its footsteps are TERRIFYING to hear, frantically coming up behind you. it being able to move only when it wants to drives in the feeling of being hunted and toyed with like a predator with its prey, i love it. it has a simplistic yet fantastically effective design
From what I've seen actually, it's baboon hawks I've had a look through their AI, and they have by far the most code of any other enemy their decompiled code is 99KB of text, while the girl is 25, hoarding bug is 38, and bracken is 34 it took me a solid 3-4 hours of reading through it to start to understand it all lol Spiders are a close second at 56KB
5:21 Important thing you missed here: if you jump and break line of sight before touching the ground, you can get away from the coilhead's aggression very easily without a door or stun grenade. Might not work so well with other players in the facility.
These videos have helped my game play immensely! I held off on watching them for awhile to preserve the scare factor, but I'm glad I ended up watching them!
Minor correction, getting coiled replaces your neck, putting a spring where you head would be, but your head is decapitated and generally rolls away, similar to the ghost girl
Thank you for this video!! A couple of my friends and I have been using the jumping technique recently for a lot of monsters. Although the strategy is a little different between monsters, it's been able to work incredibly against coilheads and brackens. We think it's not a bug, and that these two monsters track us by whether or not we're touching the ground. So when we jump, they momentarily can't find us. For CH, if we lead them to a doorway, close the door, and then jump around a corner, there's a good chance the CH will lose track of us and wander back into roaming. In multiplayer though this often just gives someone else the CH to deal with. We can't always lose a bracken with this method but there is a way to cheese the kill. Since brackens will move to the last place it saw you when it's aggro'd, we find a pipe/railing/wall frame to jump onto. If the jump is out of its attack range, it'll just stay put where you were last seen and you're free to kill it since it can't find you off the ground.
im so excited to see alter ego getting subs. when i can across him, just a couple of days ago, he had 11k and now he has almost 12k! Im with you alter ego, on your journey
Thank you for the explanation! I think that Coil-Head is by far the weirdest enemy to understand. It often starts chasing you even without eye contact, so now I know why.
I don't even play that game, but I've been watching your videos and left in awe of the AI. We really moved on a lot from Thief or Splinter Cell's guards who sticked to their patrol paths and only investigated anomalies.
They also respond to sound, if you insult it, one of 2 things will happen: Note: when this happens, but it's view will reduce to frontfacing only! 1(out of view): it will slowly turn like "would you mind repeating that?" 2(in view) it just kills you
The jump trick definitely seems like a bug, but I did not realize the door or full sprint tricks. That makes them actually counterable, before I thought they were immediate day enders if they were left in a bad spot.
jumping breaks all pathfinding in the game and you can actually use it to know if there's a Bracken spawned in since it lags the game whenever it can't pathfind correctly
1 correction, if you jump out of the line of sight of the coilhead from like a doorway or wall, it will start patrolling again since it tracks the player on the ground and if it can’t see you and it can’t track you, it starts patrolling. Also you can get it stuck on the gray box in the very big room like most enemies.
these AI explained videos are really cool, even tho i dont really play lethal company its fun to watch, i hope you might expend to other game if you finish the ennemies on lethal company
A neat bit about the Nutcracker's AI is that he cannot see you while he is patrolling. While he is marching around, he cannot hear you or see you, just don't run directly into him. It is only when the Nutcracker stops and opens his mouth to look around that he can see you. But even then, his sight is based on movement. If you stay absolutely still when the Nutcracker opens up, he will ignore you, and you can run past once he goes back to patrolling. This includes moving your camera, so don't even look around while the Nutcracker is open and scanning the area! This knowledge should hopefully help greatly with dealing with the Nutcracker.
Note on the death by coil-head (just for those curious): The head can be seen rolling about shortly after the kill and comes to a stop soon after. Anything below the elbows of the employee will also be taken off but unlike the head will not drop on the floor but instead vanish completely
These videos are so helpful and also just really entertaining to watch and I would love to see Forest Giants or Leviathan Worms next but I don’t really care what entity you do next cause I’ll still watch the video anyway but keep up the awesome videos!
5:33 might be intended, in classic roblox horror games if you jumped the enemy would not be able to see you, you have to be on the floor for them to pathfind. so if you manage to find a way to glitch on the wall or climb even 1cm above the floor they wont be able to see you, but since you used that path they will still know your last location and walk by, they wont be aggro and attack you but since you are basically on a wall and cant move or youl fall off and the monster knows your last location and goes over it and their hitbox touches you, then you die.
There's actually two other ways of trapping coil heads (from what I know): 1) Getting them stuck on the railing in the main entrance room on Mansion layouts 2) Getting them stuck on the weird lift-like thing next to the stairs in that one giant room with the gap in the middle in Facility layouts I recommend checking out Bread's videos about this, he shows how to do both Regardless, very useful video, thank you!
@4:53 in this example, if - instead of you leaving the facility - you had let the coil head kill you there, do I understand correctly that the outcome would be the same and it would still stay in phase2-chasing and quickly sprint to the other player left in the facility?
coil heads wont chase you if you are inaccessible etc jumping/on or behind some props instead they will go to your teammate or if everyone is inaccessible go back to phase 1
ok so im not sure what happened but i was cornered by 2 coils on a mansion, and i had literally nowhere else to go. when i tried to take the easy way out and turn around, they ran in the other direction? no clue what the hell happened, but i got slaughtered by a jester like 10 seconds later so idk
NOTE: When a player is killed, their body is NOT conductive. Thank you to Toni (the one I shouted out in the video) for confirming this!
love your vids! keep up the great work!
Based Toni 🙏 she’s out here carrying the coilhead haters community lol
toni is such a smart bean
Hey. Maybe it will be useful for you (and your videos). Patroling state looks like BFS algorithm in maze (facility) with start at mob's spawn point.
All hail Toni, the discoverer of the shin eyes, Noneconductive bodies and probably more (I am not her biographer, so I have no idea what else she has done)
of course its gonna take him 17 seconds to open a door, i'd be mad too if i had to open a door without hands
Coilhead: *HE CANT KEEP GETTING AWAY WITH THIIIISSS!!😭😭*
@@alcoholically4280 LET ME IN. LET ME INNNN!!
Just use your Johnson
@@Smoldering_Flux1990 that's crazy
@@Smoldering_Flux1990 NAUR
3:14 “As soon as I can see the coilhead’s johnson again” LMAO
Bro said it like chills the number 15 guy lmfao
Gotta make sure you keep track of that Johnson, ya know? It's scary
Me finding out that Coilhead's FOV is in the crotch area after installing thicc coilhead mod: Oh, Ooohhh... 💀💀💀
This out of context is so wild
"hey my eyes are up here"
"No they're not"
5:46
"...lock them behind pressure doors."
Coilhead: Howdy. I'mma be with you again shortly.
WHY IS THAT SO FUNNY!?!?!?!?!!?!?!?!!??!
Me when someone pulls the Apparatus after I successfully coordinate locking a Coil-Head behind a door with the ship guy:
I think the most terrifying thing about these is that they become SO much more dangerous for everyone in the facility when someone has sent them into phase 2. Your buddy could die to a coil-head on a lower floor without you even knowing there's one spawned. And the moment your buddy's dead, that thing is booking it to your location like a serial killer that just found out your address.
"As soon as I can see the coil head's johnson again..." is a fucking hilarious line and I love that it's contextually accurate
5:46
Can someone explain it to a non-native english speaker :)
@@yopyopboumboum9505 What language? I may be able to translate.
@@CelticAssassin you can explain it in english I guess ;), I just don't get the meaning of 'Johnson' in this context.
thank you for your time :)
@@yopyopboumboum9505 another word for penis
5:52 Imagine hearing fast footsteps behind a door only to see this goofy head sticking out 💀
5:51 bro really went "you srs rn"
*opens gum*
the class: 5:51
What does srs or rn mean?
@@TyduzTrn means right now srs means serious
The reason jumping deaggros coilheads (as well as freezing jesters and other entities) is because the coilhead’s deaggro mechanism uses their pathfinding to detect players. If they can’t pathfind to anyone, they’ll deaggro. also nice video!
So shouldn’t that mean that theme trick only works solo?
@@dtimer319What do you mean? If you mean that they don’t deaggro in solo, you’d be correct, they’ll change target instead
But if everyone jumps at once they'd probably deaggro
Just imagine everyone timing their jumps to buy more time to get loot while the coil head isnt aggro@@Qualicabyss
nice to see you here :)
honestly coilheads are one of my favorite hostile entities in this game
Yea my second fav enemy in game only beat by yipee
Fr they look pretty freaky
Same
Gotta love the "enemy that only moves when you're not looking" archetype
Weeping Angels, SCP-173, *Boos, and a beloved addition, Coil-Heads
Second fav after nut cracker
Fun fact about coilheads: There are certain spots you can get them up off the ground and they will not be able to move anymore (the main entrance stairs on mansions, certain spots in the big room/mining room/conveyor room on facility.) This is often used in speedruns and high quota runs. The jester can also be trapped in the same manner
So that's what happened....
can't believe the coilhead's freezing mechanic is entirely rooted in being able to see it's crotch
dude's just embarrassed it's got a case of the ken doll
yup xD
person that did the reverse engineering here, I figured that out just last night after getting the game's models exported to check the distances and positions that the game uses, and that was a hilarious find lol. I would have gotten to it sooner if the laptop I'm stuck using right now had enough ram to launch unity without crashing lol
this is why people die when they go up to a coil heads body and look straight up at its head
its honestly stupid how many people i see die to this, i get that its "funny" but like, you had one job
@@PurpleTheProtothat also explains why it can kill us while we're trying to get the loot of the player it just killed at his feet.... we can still see the feet, but not the johnson
@@PurpleTheProtothe first time it happened to me I was meant to be watching it, and I had nothing better to do so I looked right up at its face and said “you are one ugly motherfu-“before promptly having my head replaced by a spring. It was pretty funny
Imagine if you could buy pants that completely pacify coilheads...
5:27 I believe it's a navmesh thing. Basically, when you jump, you aren't touching the navmesh's baked area (floor) and it can't draw a path to you. Like you said, when you aren't in its' line of sight, while its' in chasing phase, it will get the nearest player's location, who is located inside. You jumping at that moment causes it to still get your location, but it fails to draw a path to you, because you aren't touching the navmesh's baked area. I haven't checked the coilhead's or the game's scripts, only can guess that, because I had almost the same things happen with my enemy AIs. Jump and the enemy AI is confused on how to get to my location, causing it to stop, walk randomly or weirdly.
Typically the navmesh wouldn't be required to find the destination to a player. The fact they can pathfind to any player anywhere within the facility suggests they're already given an array of everyone as soon as they arrive so they don't need to re-register them using the navmesh to get their position. Therefore I'd say this is a bug. There's already a measure of jankiness with how the game detmines if a player is looking at them so they've probably done a rushed implementation of the monster.
@@KryyssTV Having seen the code, the original comment is correct. The coil-head pathfinds to the nearest player ( with certain exceptions, not important in this case ) That are able to be pathfinded to.
@@chboo1897 That seems like a very poorly designed method of determing the player's position but oh well, it is what it is.
if you read lethal company code or create lethal company mods, please DM me on discord
@@KryyssTVIt's like weird Team Fortress 2 spaghetti code, held together with duct tape and prayers.
Also, if you close a door on a coil head, and there’s a nearby alternate route to reach you with no doors, the coil head will change directions and take that path
5:54 You can also sometimes find the player’s head lying on the ground or rolling around but unfortunately there’s no way to pick it up.
Same with ghost girl
oh 😬that explains a lot, i thought that was only for ghost girl deaths
These guys are one of the scariest things for me. The fact that you can hear it running behind you at fast speeds is probably why :
Love how devious the AI is. Always thought you wouldn't see coilhead for the longest time, but when you saw one, you'd never lose it again. This explains why.
His head popping out like that in 5:48 is JUST. SO. FUNNY.
“Hey how you doin. Mind opening this door?”
“You got games on yo phone?”
it'd be cool to see a video on the "fear" mechanic, like when you see a dead body or when most creatures spot you and your screen gets all blurred
I feel like that's better suited to being brought up in their respective videos. The only one that actually matters is the unique fear response to a Giant noticing you so I kind of doubt it regardless
@@Whispernyan True+ it’s purely visual. It doesn’t even affect ambience besides the sound immediately after, nor does it alter the ghost girl’s targeting
It's only visual but the shit I take every time it pops up surely isn't
@@chboo1897I'm pretty sure when it's triggered it makes your run speed absurdly fast, and allows your stamina to last longer
and im guessing the speed boost changes depending on what triggered it
@@catsinwonderland7473 It is visual, the only boost at all it gives is that it increases FOV slightly. Other than that, it's just an indicator of danger. (You can see that in the next video coming out this weekend, it'll include fear)
I find it actually really interesting how the coil head will not kill you in the full sprint. It knows it can catch you and you know this also, but the fact it chooses to just barely trail behind you almost makes it feel like it’s toying with you. Giving you this false hope that you can escape it’s speed. That is until you reach a dead end or run into another threat.
Also since you can see them moving when standing behind a pipe or a doorway (It's just a coding thing but regardless), it's like it's toying with you, fully capable of moving and killing you, but it wants to play with you first
@@AutisticFrogs and the fact that it CHOOSES to not move when you look at it, these things are evil!
Post nerf coilhead:
Upon entering Phase 2: chase, they will start a 15 second timer that only progresses when the coilhead is moving, after this, their head will retract and they will stay dorment for 20 seconds, looking at them won't stop the timer.
Its quite cool how coil heads cant one shot you. I had an experience like this. There was a nutcracker and a coil head, and i got hit by the coil head, i thought i died so i flung myself from the keyboard, and the nutcracker killed me.
This is SUPER helpful omg; I’m terrified of the coilheads, if one’s on me I’ll give up pretty fast usually, but knowing I can sprint away with a considerable chance of success is awesome!! Love the vids, keep up the amazing work!! :]
Coilheads don't scare me
I wouldn't sprint I would just save stamina
I love the coilhead cause it's such a nice little twist on the SCP-173/weeping angel trope. Cause sure it's scary when something moves only when you blink or aren't looking at it but it's WAY scarier when it can but CHOOSES not to. Add the uncanny valley effect and the implications of it being (maybe?) a bio-mechanical monstrosity and you've got yourself an EXCELLENT monster!
this!!!! plus the fact that its footsteps are TERRIFYING to hear, frantically coming up behind you. it being able to move only when it wants to drives in the feeling of being hunted and toyed with like a predator with its prey, i love it. it has a simplistic yet fantastically effective design
and not to mention the coil itself, this game has made me terrified of springing sounds lol
I agree @@alt7837
@@alt7837
I've always thought each entity's behaviour in-game was so interesting and your videos going in depth with them really help showcase it its so cool
Which Lethal Company entity has the most complex AI?
I'm thinking it's 1: Ghost Girl, 2: Hoarding Bugs, and 3: Brackens
1 hoarding bugs
2 brackens
3 baboon hawks
I feel ghost girl might but we don't have it yet
I'm thinking spore lizards, thumpers, and spiders
@@gaskinforeman303I doubt spore lizards, bracken's ai is really complex compared to that
From what I've seen actually, it's baboon hawks
I've had a look through their AI, and they have by far the most code of any other enemy
their decompiled code is 99KB of text, while the girl is 25, hoarding bug is 38, and bracken is 34
it took me a solid 3-4 hours of reading through it to start to understand it all lol
Spiders are a close second at 56KB
5:21 Important thing you missed here: if you jump and break line of sight before touching the ground, you can get away from the coilhead's aggression very easily without a door or stun grenade.
Might not work so well with other players in the facility.
These videos have helped my game play immensely! I held off on watching them for awhile to preserve the scare factor, but I'm glad I ended up watching them!
Minor correction, getting coiled replaces your neck, putting a spring where you head would be, but your head is decapitated and generally rolls away, similar to the ghost girl
Thank you for this video!! A couple of my friends and I have been using the jumping technique recently for a lot of monsters. Although the strategy is a little different between monsters, it's been able to work incredibly against coilheads and brackens.
We think it's not a bug, and that these two monsters track us by whether or not we're touching the ground. So when we jump, they momentarily can't find us.
For CH, if we lead them to a doorway, close the door, and then jump around a corner, there's a good chance the CH will lose track of us and wander back into roaming. In multiplayer though this often just gives someone else the CH to deal with.
We can't always lose a bracken with this method but there is a way to cheese the kill. Since brackens will move to the last place it saw you when it's aggro'd, we find a pipe/railing/wall frame to jump onto. If the jump is out of its attack range, it'll just stay put where you were last seen and you're free to kill it since it can't find you off the ground.
Newest update made some changes to the Coilhead, will there be a video talking about the new behaviors?
i thought it was
" go to nearest player "
" stop if seen "
basically lol
Btw the search function the AI’s are using is called iterative deepening search (IDS)
good to know. if you’re into lethal company modding please DM me
@@alteregosocialI'm not into modding, I just recognize the search pattern, we learned about it at university
im so excited to see alter ego getting subs. when i can across him, just a couple of days ago, he had 11k and now he has almost 12k! Im with you alter ego, on your journey
love comments like these 🥺
Thank you for the explanation!
I think that Coil-Head is by far the weirdest enemy to understand. It often starts chasing you even without eye contact, so now I know why.
I don't even play that game, but I've been watching your videos and left in awe of the AI. We really moved on a lot from Thief or Splinter Cell's guards who sticked to their patrol paths and only investigated anomalies.
I only recently found your channel but thank god I did these are super helpful and informative. I hope there’s more to come 🔥
They also respond to sound, if you insult it, one of 2 things will happen:
Note: when this happens, but it's view will reduce to frontfacing only!
1(out of view): it will slowly turn like "would you mind repeating that?"
2(in view) it just kills you
Pls continue making this series I love it
The jump trick definitely seems like a bug, but I did not realize the door or full sprint tricks. That makes them actually counterable, before I thought they were immediate day enders if they were left in a bad spot.
jumping breaks all pathfinding in the game and you can actually use it to know if there's a Bracken spawned in since it lags the game whenever it can't pathfind correctly
FINALLY MAN! i have been waiting for you to make a video on the coil-heads!
With the eye being so close to the feet it gives the phrases "Watch your step", "Watch where you're going", etc. new meanings.
3:12 "as soon as i can see its johnson again" aw hell naw
i really really love those videos with the AI! awesome stuff!
this guy has such good videos like genuinely it has improved me at the game tons with how much info this guy gives and has saved me multiple times
I love how Coilheads running sound *EXACTLY* like Sir Pelo abusing his table.
Aaa we stan Toni, our coil head queen 💖
1 correction, if you jump out of the line of sight of the coilhead from like a doorway or wall, it will start patrolling again since it tracks the player on the ground and if it can’t see you and it can’t track you, it starts patrolling.
Also you can get it stuck on the gray box in the very big room like most enemies.
these AI explained videos are really cool, even tho i dont really play lethal company its fun to watch, i hope you might expend to other game if you finish the ennemies on lethal company
This was mega useful. I was always wondering why I died when I was staring at the head of the coil head.
Amazing videos. I always watch these with a friend to better understand the game mechanics. Love from The Netherlands
Nutcrackers please your videos are amazing
A neat bit about the Nutcracker's AI is that he cannot see you while he is patrolling. While he is marching around, he cannot hear you or see you, just don't run directly into him. It is only when the Nutcracker stops and opens his mouth to look around that he can see you. But even then, his sight is based on movement. If you stay absolutely still when the Nutcracker opens up, he will ignore you, and you can run past once he goes back to patrolling. This includes moving your camera, so don't even look around while the Nutcracker is open and scanning the area! This knowledge should hopefully help greatly with dealing with the Nutcracker.
These detailed videos are actuallt great. Take my sub and like, you earned it
❤️❤️
2:53 THIS PART OF THE VID GOT ME TRIPPIN BRO 💀 (if you know, you know.)
the coding behind the AI in this game is just immaculate honestly
Note on the death by coil-head (just for those curious):
The head can be seen rolling about shortly after the kill and comes to a stop soon after. Anything below the elbows of the employee will also be taken off but unlike the head will not drop on the floor but instead vanish completely
These videos are so helpful and also just really entertaining to watch and I would love to see Forest Giants or Leviathan Worms next but I don’t really care what entity you do next cause I’ll still watch the video anyway but keep up the awesome videos!
A Based Man In A Cringe Place, Can Make All The Difference In The Company...
@Calcxlated Maybe he's referencing a published work
@@BlakeTheBlokerIt's a bastardized version of G-man's (from Half-Life) iconic line.
3:03 what did bro say 💀💀
These videos have really helped me out. Thank you
This is the best ai video so far. Keep up the great and intuitive work! I would love to see what else you come up with
Im glad that you found your niche, great videos.
The cut before the stop frame in the intro right after you give it the finger was way too funny
I have been absolutely LOVING this series!!
Also- *my thighs see everything*
You are aweasome man, keep the good work!!
Those videos are really cool. Thanks for your work!
time for an update
This was hella useful. They don't seem as impossible to deal with as I thought now
Great video as always!
Would be fun to see this remade now that coilheads have been massively nerfed. A lot of changes to LOS and remembering where the player is.
no wonder youve got so many subs recently your content is fucking awesome
5:33 might be intended, in classic roblox horror games if you jumped the enemy would not be able to see you, you have to be on the floor for them to pathfind. so if you manage to find a way to glitch on the wall or climb even 1cm above the floor they wont be able to see you, but since you used that path they will still know your last location and walk by, they wont be aggro and attack you but since you are basically on a wall and cant move or youl fall off and the monster knows your last location and goes over it and their hitbox touches you, then you die.
That's not intentional in Roblox games either, it's created entirely due to the extremely simple nature of Roblox Follow Pathing.
There's actually two other ways of trapping coil heads (from what I know):
1) Getting them stuck on the railing in the main entrance room on Mansion layouts
2) Getting them stuck on the weird lift-like thing next to the stairs in that one giant room with the gap in the middle in Facility layouts
I recommend checking out Bread's videos about this, he shows how to do both
Regardless, very useful video, thank you!
Jokes this subtle in an informative video really gives the video a lot more personality and engagement haha
Great AI breakdown videos! Im sure if you did this type of format for other games besides lethal company I think they would do well 🎉
Lovin the vids, man. Keep it up :)
Will this be updated with the new changes in v60?
Ty these videos are very fun and usefull, i was just wondering when the next one would come, keep up the fantastic videos man
I love the deep explanation on the coil-head!
Time for an update.
So glad they nerfed these guys by making them stop for a while after enough running and actually able to lose track of players.
Seriously think this is one of your best ones so far! Keep up the great work dude:)
finally, i've been looking for one of these videos in some time
I love how the coilhead just slams into the pressured door when it's closed
Jump thingy is very useful! Never knew that. Can't wait for the worm and its tips n tricks.
This is a great series
I'm excited to see more videos like these!
You sound good explained it quick and efficient and made a cool video. subbed and liked
Genuinely learned so much from this, awesome vid!
FINALLY, IVE BEEN WAITING FOR THIS ONE! coil heads are my personal top favorites!
4:32
“Tag, you’re it.”
you really do explain everything to the last bit so i might be able to actully play without dying in the first 15 seconds
@4:53 in this example, if - instead of you leaving the facility - you had let the coil head kill you there, do I understand correctly that the outcome would be the same and it would still stay in phase2-chasing and quickly sprint to the other player left in the facility?
yes, exactly!
dude tthese videos are absolute bangers, would love to play lethal with you and get high quotas with this knowledge
Best lethal company channel on RUclips!
🥺
coil heads wont chase you if you are inaccessible etc jumping/on or behind some props instead they will go to your teammate or if everyone is inaccessible go back to phase 1
ok so im not sure what happened but i was cornered by 2 coils on a mansion, and i had literally nowhere else to go. when i tried to take the easy way out and turn around, they ran in the other direction?
no clue what the hell happened, but i got slaughtered by a jester like 10 seconds later so idk
I can't wait to for the ghost girl's AI video. From what I've heard and seen, it looks pretty complex, especially when multiple players are involved.
These are such good videos. I didn't know like any of this, I thought he just run when he see and don't when he don't lol.
you're legendary for this