What SI Become on Extreme
PPM at the day's P95 or above enters Extreme. Hunter air speed 900, Tank bunnyhop cap 1050.
When Extreme is selected
Auto mode averages each human survivor's personal PPM. If that mean lands at the day's server-wide P95 or above, you get Extreme. Thresholds recompute daily. There is no hard-coded 77.
Inside the saferoom it is an estimate. Leaving locks the round. Adding a player mid-round will not drop Extreme to a normal tier this round.
Speed is what you feel first
Hunter / Jockey air speed: 700 Easy, 900 Extreme. Smoker bunnyhop 70 to 150, Boomer and Spitter up to 250, Tank bunnyhop cap 700 to 1050. Losing a high-tier Tank on flat ground basically does not happen.
| Setting | Easy | Normal | Hard | Expert | Extreme |
|---|---|---|---|---|---|
| Hunter / Jockey air speed | 700 | 750 | 800 | 850 | 900 |
| Smoker bhop | 70 | 90 | 105 | 120 | 150 |
| Boomer bhop | 70 | 95 | 125 | 150 | 250 |
| Tank bhop speed cap | 700 | 800 | 900 | 1000 | 1050 |
Behaviors that only unlock on Extreme
- Acquire-target wait is 0. SI attack almost immediately after spawning.
- Smoker miss cooldown 3 seconds, tongue length 800, tongue speed 1200.
- Hunter enables converted pounces, reflection, and extra-long range. You think it landed. It can take off again.
- Jockey rear vision is 100. Spinning around is a bad way to shake it.
- Spitter acid damage 3 / 2. Boomer vomit fatigue 1500, range 300.
- Charger charge distance 280, aim offset 35.
Neri is not the next auto tier
Auto PPM never picks tier 6. Neri only exists as a fixed mode: Extreme plus Anne-Neri. Hunter pounce interval and cooldown go to zero, Boomer jump-vomit with vomit fatigue 0, Charger aim offset 180, Tank bunnyhop chase 99999, throw force 1000. Spawn timing stays 6-second checks, 16-second countdown.
If the room name or !xx says Neri, prepare above Extreme.
What if you want a lower tier
The conclusion first: you cannot, not this round. The tier locks the moment you leave the saferoom, and nothing you do mid-round changes this round's pressure. The next round is the only thing you can influence.
- Change the team composition:It takes the arithmetic mean of each human survivor's individual PPM. Adding a lower-scoring player pulls the mean down, and so does losing a high scorer. But it only takes effect at the next saferoom.
- Do not count on "playing worse":It uses historical PPM, not this round's performance. Holding back now does not move the mean; it only makes the round harder for your team.
- Switch to a fixed-tier mode:If you would rather not be governed by the automatic tier, vote in a config with a hard-coded difficulty. They are in the !match menu.
- Accept it:Honestly, you landed in the extreme tier because the four of you have historically played well. Changing how you play is more realistic than changing the tier — tighten the grouping, stop stalling in place, find terrain for the Tank.
Thresholds are recomputed daily from server-wide samples, so the same group sitting in extreme today and hard tomorrow is normal — nobody changed anything on the server.
How to play high tiers
- Tighten the clump. 800 to 1500 still counts as one group in Anti-Bait. Wider than that, Hunter and Jockey pick people off one by one.
- Do not grind in place while healthy. After 16 seconds, a clump that stands still enters an uncapped hold. The wave drops the moment you move.
- Down and ledge grab count as vulnerable and dump the wave immediately. Get people up first.
- For Tank, find elevation and cover. Do not race it on flat ground.