Phasmophobia – Are Sound & Motion Sensors Worth Using?



Twitch: https://www.twitch.tv/nuzzgard

In this video I’ll be trying out the sensors – the sound sensor and motion sensor, to see how viable they are to find the ghost & ghost room in Phasmophobia.
I tried this on every single map, with surprisingly good success, and here are two of my games from Tanglewood and Grafton. If anything, they proved to be a fun way to mix up the gameplay and probably something I’ll be using more often going forward. Enjoy!

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38 thoughts on “Phasmophobia – Are Sound & Motion Sensors Worth Using?”

  1. The problem with the sensors is that in the time it took you to set them up and go to the truck to look, you might as well use a thermometer instead in those small maps

    The sensors won’t work in large maps either, not well at least since there’s way too much ground to cover, so they’re also as good as or worse than the thermometer

    It’s unfortunate since I love their look and it’s pretty fun using them

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  2. motion i feel like is meh sure it can be good but sound i never find a use for it
    in solo i usually hear so much noise by the time i get to the power breaker the ghost gives them selves away i don't need to even worry about power

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  3. I use sound sensors mainly in much larger maps. Not to actually see if the ghost is in the area, but to help with process of elimination.

    Ex: Using 4 sound sensors, 2 in the upper and 2 in the lower levels of an Asylum wing. Use those to knock out an entire block of the asylum. If I get a reading I know it's over there. If not? I'll instead use my time to cover the other wing and mid-section, cutting most of my search time down.

    Motion sensors are also great for confirming if a ghost is roaming. If I have a feeling it's leaving its room, placing motion sensors on the left and right side of the door can help track movement.

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  4. I think Sensors fall into an interestingly niche use case, and this seems to confirm it. Like, content wise they're not great coz they detract from the 'in the thick of it' kind of style that people want to see, but it's good to keep in mind that this is just one way to play Phasmophobia.

    This is especially worth considering as the game does tend to get stale if players play as if this is the only way to do things. The beauty of a game like this is that the gameplay loop allows a LOT of freedom. The staggering list of custom rulesets the community has come up with is a testament to that. Randomizers, No Evidence, If X Then Y, and all the others. Sensors are just one aspect of it that I think we could afford to think greater on, as well as the perhaps a buff or two from the devs could help it along…

    I think it'd be nice if Sound Sensors, especially, got a buff. Perhaps making them able to play back what they're detecting from inside the truck, so as to better fit with their description of being the Paramic's mounted cousins. It'd be cool if "Coordinators" (or Truck Dwellers) packed a bit more punch.

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  5. I like using motion sensors to track where the ghost is so I can search for DOTS or ghost orbs close to them. I often get hallway/open room ghosts and I don't know where to put the equipment without them being too far away from it.

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  6. Maybe they could add a UI in the van that logs activity on the motion sensor. And maybe they could add an audio cue(for when you're inside) when the sound sensor gets tripped, these sounds could be distinct from each other(eg use different note)

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  7. Motion sensors, yes. Sound, I don't see them having too much use for me, though I haven't given them a fair try yet.

    Also, that lamp in the background of your facecam, does it react to your microphone?

    Edit, a day after the original comment:
    I gave the sound sensors a fair try in a few of my games today. They did help me find the ghost room. I probably won't use them very often, but I will use them and won't talk complete crap about them.
    I also used motion sensors to figure out where the ghost room was. I was in a game with one other person, and we were having trouble figuring out where the ghost room was. I waited for a hunt, and after it ended, I told the other person in the game, who had gotten locked outside, to go watch the motion sensors and tell me which one got activated first.

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  8. The cost of these items is so poorly balanced. Bringing four of each sensor into a game costs a total of $720. That's a massive amount lost if you die, and even if you get the bonus objective for them your reward is a paltry $10. Even if you only bring the minimum amount you're risking $180 every game to possibly make $10.

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  9. I use motions to keep track of ghosts during hunts along corridors or chokepoints(eg stairs), may be a lifesaver against a Phantom

    Edit: I had the theory of using infrared sensors with hunt visibility in mind too, since I use candles and no flashlight, I struggle with visibility. Now that they merged both, the sensors can be used to monitor ghost roaming from the truck, as well as repurposing them to track ghosts safely from a distance(around a corner, Phantoms) with the IR light flashing

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  10. We recently had some very stubborn ghost on the smaller maps being rather quiet after the first walk-through. So we started pinpointing them down with audio sensors first to get a general direction where to look closer. Not gonna lie, it's very exciting sometimes to play it that way.

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  11. I used to use the sound sensors in houses and school to pinpoint or exclude sections of the building (where I found out those small spikes mean the ghost is either above or below that floor).
    But because you could still hear footsteps back than it just felt silly and I stopped doing that. Never even gave the sound sensor a thought when they removed the sound of footsteps…

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  12. I absolutely love the sensors, on the larger maps i use them to mark exactly where the ghosts room is, and especially when i get particularly crazy ghosts i use them everywhere. One game against a tanglewood Banshee this sucker was in the dining room but roamed EVERYWHERE, and my fav spot for the sound sensors on tanglewood is putting one in the closet in the foyer near the living room covers half the entire house. Also i put a motion sensor in front of the basement stairs in case it runs down there a lot. Just be mindful of the crawlers as they make you need your sensors low. Know what would be cool, a temperature sensor mixed with the sound sensor to track where the ghost roams to not just with sounds but also with how the ghost chills rooms.

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  13. I used sensors often in past, in asylum they safed so much livetime, and yes, a little spike often shows the ghost is up- or downstairs.
    My teammates called me sensible because of using sensors so much so I made this a category on a challenge wheel (sensible=only can use sensors) XD

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  14. A recently discovered glitch actually proves that ghost cannot walk through walls, they have to walk around like players (ignoring doors) and can only teleport just before a ghost event (exception: wraith seem to be able to teleport to players at random, but they still cannot phase through walls)

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  15. I’m really the only person who uses sound sensors in my group, but I like them, especially if we run into a tricky ghost, to narrow down where they are without having to be inside much

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  16. Motion sensors are great for hallway ghosts/ tracking a wanderer. Sound sensors are a lifesaver for solo players since the removal of footsteps/random door positions. You can rule out huge chunks of the map and cut the amount of rooms you have to search by like half for large maps. I play solo a lot and I always go into bigger maps with sound sensors first.

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