#gtfo-related-questions
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instructions unclear, teammate stuck jumping against a wall in deep fog
You only really need 1 rep to fight late rooms, though, just repel a hallway and hold there.
if you hold out
Why not pull and fight in an open field ?
melee was boring and broken
Narrow hall > open room.
Just MG everything.
r5 e1? wasnt the biggest problem the first real bigger scan?
Imo disinfection alarm and shadow stealth were the hardest parts of R5E1 alongside maybe the final surge. First surge was hard, definitely, but didn't really feel that way since it was so early in the run.
monkaS
peak stealth
r5e1 but people complain about how getting 1 hybrid during error ended their run
hammering it 4 times on the head is really hard
Bro, I couldn't believe people ran sniper for that specifically.
but r5 e1 error was chill----
Really pilled me on the fact that hammer kiting was way too overtuned if it was getting abused so much in PuGs even though they weren't anywhere near the skill cap.
well biggest thing with r5 being harder is cause since then its just been cake walks mostly
if we didn't complain about r5 hard, maybe r6 will actually be good...
r7.5 or r8 will be easy af from the trend we having atm
R6 is easy kinda because it's 1.0 and need to be relatively beginner friendly. Difficulty will probably go up since then until reset in some point.
R5's difficulty is really blocking beginners when you throw a mother on A-tier and giant charger error alarm on B-tier.
A1 was way harder than any previous A1 as well pre-nerf
pre nerf r5a1
aka „respawn“
^ respawn A1 zones with potential room with 15+ sleepers.
Yeah it was like all cocoons, it also made it way too slow
especially considering it was the first map with waterway or whatever it's called
r5b1 pre nerf was also ridicolus
R5 is fine C-tier and below, but yeah R5A*/B* might block too many beginners.
the hsu zone (bbc error) had bbcs and a scout
the biggest „issue“ with recent stuff difficulty wise is lack of optional objectives and also (imo) lack of reactors in a way
r7 with 1 reactor 
5 levels with no optionals
I disliked the fact that R5C3 was a double terminal (and the first of its kind IIRC)
You had to redo way too much shit to get to the double terminal
i mean double terminals can be fun
In order to get familiar with it
tfw i can't one try expeditions and an obj variant that requires 2 people working together
i am very sad
its very annoying for people that play solo cause of .... network and stuff like that
I'm quite satisfied with the number of optional objectives R6/7.
actually a thing that bothers me in some beginners
Checkpoints only amplified the issue of
„Need to first clear“
I mean, I'd been okay with placing one double terminal at the start and one where it was
I mean tbf you can put a miniboss on a A tier but not like r5a2 kekw
🐸 🐸
You cant makw it fucking scream door that so dirty lmao
which is the reason i went and did r5a2 PE on every matchmaking run i did just to teach people
If it had a build up it would be cool and all but goddam my man
You open overload and it was a fuck you to little daudas
still funniest was that you only needed to pick the item up and not bring it to extract
In R4/5 extreme/overload aren't really a "choice" because you need them to unlock later levels.
i mean the r4/r5 system was way better in preparing people for later levels
r6 its so much brickwalling
Birther is completely fine, it's Overload. Charger error on Main was problematic.
Which one was that?
I don't ever think that optional objs should ever count toward base difficulty
they arent meant fot beginners in the first place
It was alright
It was 2 every like 35 seconds
You had like 45 ammos in main
Exagerating of course
But most were like 4 uses if i remember correctly
Add to the fact you had sniper and hel rifle/gun
The equipment really ofset the difficulty
prenerf is a different story
also it was still way too hard even post nerf
my friends couldn't beat it
there's like 4 uses on spawn, 2 use or 1 use of ammo iirc on sidezones but you open 1 usually so, 4 use after class 4, 2 use inside charger zone
i think
don't forget buffed dmr, 16 shotting big chargers
pistol with da stagger
hec, even dtr was bussing
does med efficiency affect disinfect packs
someone said yes
what tools are you guys running for C1
cfoam
Devs back from vacation yet?
New patch plz
what would you like patched?
d1 ovl to start
But d1 already has overload
He means patched as in fixing the issues with Overload, not adding Overload. 
What are the issues with overload? too hard too easy? the issues are not very obvious to me
desync bug
The number of ||Snatchers|| spawning as a result of the Overload can vary. AFAIK 1 Seems to be the intended amount but it can end up being 4 (or more?) instead which is just absurd.
and they stop spawning completely if you use checkpoint
Mhm.
after beating the first alarm for c1 solo, is there a specific strat for the error alarm? or jus fight it?
fight it like your life depended on it
What is that? A new enemy?
~ SniperMeleeFix user
Shotgun sway bug?
Wow, that's goofy. How'd that get in?
Probably related to the conal blast attacks, I assume actually
i wonder if the intended version was supposed to be shooting at center of the screen or from the model's barrel
It shot at the center of the screen before R7, like the DMR still currently does, and it seems like doc was unaware that shotguns now shot from the barrel direction
So it's probably not intended if they didn't even know about it
I wonder if that's why I have a 100% CQC miss rate with Shottys, because a light tickle from a shooter proj causes your gun to kiss your own toes. ||Not actually 100%. terms and conditions may apply, ask your doctor||
That might just be aim punch which is a different thing from the swap aim being different now
Well, let's see...
The thing deals 30 damage (same as pumpy and choker)...
How much HP does a giant has?...
Ok, ty was a bit confused on how the math worked for damage calc
HS is 33 damage 
Body is 30
I know
K ty!
120 HP
huh
Yep, 4
In perfect 8m range of course
any single shot outside of 8m will require to shoot him some extra
or you know... Switch to melee and bonk the guy
its immersion men
the flashlight and the shot gotta go exactly where the gun is pointing
it rly just not fun to play the game if it's unrealistically aims where you aim
having bullet coming from the barrel is a niche detail
It's niche, but a big detail for players that use quick swapping
is there going to be another free weekend anytime soon. I just missed the last one
Unlikely
Going for the back is extremely advised for giants, i'd agree on that
It is why i am a shotgun fan, well rounded for everything
The fact you can whip it out and take out like 6 small guys in about 2 seconds feels good too as a safety net
They're not common.
preferably class v
unless you think you can conserve enough resources to go through both class x
the easiest way is
you do error, do the override command, dea both alarms
then lower the class x charger to class 5
You can if someone brings supply efficiency and lots of sentry 😉 😉 
you can also do it if you mostly kite for the shadows
which isn't that hard because they're shadows
the second one is where you rly want the ammo and you'll have quite a lot of it if you didn't skip any
Is the place we're in is a research facility?
Its a mining facility
Thanks.
isnt it both?
It is a bit of both: it originally was a mining facility, but they discovered some artifacts and investigated further
and kinda our prison
the "for dummies" doc in the pins of #gtfo-lore is your friend.
Ok, didn't know it exist.
we've got tons of community resources over here. when in doubt about the lore, #gtfo-lore can explain. we've got several professionals in the fields of biology, and about two dozen lore-crackheads that frequent the channel
this is just about all we do.
community resources and way-too-in-depth research
case in point: 16th century ancient mayan/colonial spanish medical doccuments, the libro de chilam balam de ixil.
That’s sucks. Thank you
Devs still on vacation?
That's a long ass vacation
I've been in vacations for 2&1/2 months 
Well it’s 4 weeks of vacation
First time ? 
still rather feel like calling it hiatus then vacation
Don't EU workers get more vacation days than US workers?
sort of
well, I'm pretty sure the there are some nice vacation laws in Sweden or something idk
.fi and .se are typically 30 days a year (saturdays count), 24 summer 6 winter, so 4 weeks summer 1 week winter annually.. mmv
Mostly, I get 5 weeks paid for 36 hr contract, If I bump up to working 40 hrs a week, vacation goes up to 9 weeks
you have to take a vacation for at least 25 days for sweden
it's the law
that sounds pretty nice

sniper melee*
devs have at least booked airplane tickets back to sweden?
anyone knows how gtfo precision damage is calculated?
If you hit a weakpoint (not back) its: Weapon Base Damage x Precision Multiplier x Enemy Weakpoint Multiplier
okay, and then for knife asleep bonus damage you just add it as a bonus damage (the 5.5 value) right?
Knife would be: 5.5 full charge dmg x 1.5 full charge precision multi x 2 sleep multi yeah
so 16.5 x whatever multiplier the enemy itself has
keep in mind that scouts do not count as asleep for the purposes of this calculation
i guess gonna check it out
otherwise knifing scout occi would not be as sweet
just out of pure curiosity
(because knifing scout face would also work)
Well, i know what kills what, but still curious about the numbers that each weapon deal
lmao thanks, that helps a lot
Hello guys i just bought the game to play with a friend. I just wanted to make sure i understand from the FAQ, if there is absolutely no way to play previous rundowns, does it mean we can't get the full story and lore unless we read the wiki ?
apparently there's a website that has a bunch of the lore on it
also you could talk to the modded guys about previous rundowns
.t modding
GTFO doesn't officially support mods and we don't allow them to be played in public lobbies or voice channels on this server, and lengthy discussions should also be avoided (mentioning them is perfectly fine). However, we do recognize that a GTFO modding community exist and if you are interested in them, you are welcome to join the independent modding community Discord server. https://discord.gg/rRMPtv4FAh (If you have any more questions, please read rule #12 in the rules channel for more information.)
maybe the #gtfo-lore people would be your best shot to find out where to access story
oh and a few youtubers (e.g. Professor Scaler) do lengthy lore summary videos
Thanks i will have a look. I'm late to the party, the subject must have been already discussed plenty of times, but it seems strange to not let players access all created content
it is strange, but there are reasons
the content is still there
new rundowns are free, to date the only in-game content the devs have ever charged for is the initial purchase of the game itelf
it just get upgrade and fix from time to time
you're basically playing some of the tile in older version
that's a pretty obscure way to interpret "all created content"
enemy is still there
if you play in this rundown, and then you go back to rundown 1 or 2
it's a big gap with a lot less gameplay
you can't boot up the current version of the game and play r6a1, for example
(why do I need to give examples? this is silly)
like, if you want to go back, go ahead
which we aint allowed to say
if you still think like that, you're stuck with them then
nah been warned by the people here once already cause of talking about it
half a year ago lol
anyway, @wide fiber modders have ported old rundown content to more current builds of the game, and you could ask them what it took to do, but my understanding is that it's a non-zero amount of work, and that work would be cumulative as they do engine updates and release new rundowns
considering that new rundowns are free, losing access to the old stuff is the tradeoff the devs offer
2120 hopefully
Rundown 16 hopefully
before the end of the game's cycle
Or when Star Citizen launches
no such thing
"for dummies" doc, and "summary of expeditions" both in the pins of #gtfo-lore would be your best place to get yourself caught up!
a lot of the lore videos on YT aside from maybe ducks' are out of date. o7
if you just want to read the logs themselves, the notion.so database is also in the pins there. that is where we archive all previous and current logs from every rundown.


Thanks for your answers everyone, i understand now Rundowns are not only new maps but real updates of gameplay
I will have have my first games tonight, can't wait to discover the game
goodluck man
wtjac
sometimes hard downgrades though
how to find the glp-2 cannisters in c1
Use terminal,
LIST GLP
LIST GLP ZONE_xx
QUERY GLP-2_xxx
ping GLP-2_xxx
are commands you might use.
list glp e_xx for shorter
does bots in this game have aimbot?
Yes
noice
i wouldn't say they do
their accuracy is anywhere between pretty damn good and miss 5 hel rev shots point-blank
so same accuracy as the sniper sentries on snatcher
That's a different problem
still better aim that what i met here in lfg
What do the small red pinpoints on the biotracker mean
@gritty gazelle same as a white circle, just a bug
Alright
Not necessarily white
hello has anyone managed to solo D1 where you have to do the timed sequence? and if so how did you manage it?
shooter kiting and getting lucky with terminal spots
so the terminals can be in the same room then?
yes
tyty
the biotracker triangle on enemies is like half a meter to the the right for me on every enemy pls helpz :/
known bug. pray it fixes itself]
Question
yes
Thank you
instructions unclear, what god do i pray to??
the warden
Rngesus
Vacation ended yet?
I think the devs will state themselves when they get back from vacation, like the previous years
Not tired of asking the same question yet?
no still waiting for the r7 bug fixes to hit
Does marking with biotracker makes sentry turrets target those invisible sleepers?
yes
ty
Player names and bio tracks appearing a couple or more meters away from the target is a bug and can occur if you mess with any of the graphics settings mid game
It's recommended to have all of your graphics settings set up before going in. Changing mid-game is bound to give you some sort of visual bug
you can also shadow kite for timed sequence
ty sir that explains it
What does " - " mean next to COMPLETED under rundowns?
is looks like this:
[ C1 ] "Monster"
ARTIFACT HEAT: 77%
COMPLETED: [1,-,-,-]
It's a completion tracker.
[A, B, C, D] where
A = Main objective
B = Scondary objective
C = Overload objectove
D = Prisoner Efficiency (all 3 objectives beaten at a single run)
- = Not present
I. E.
[4,2,2,1] means
I've beaten the level 4 times, out of which I did one run with secondary, one with Overload, and then beat both simultaneously.
no im not tired of asking if theyre back from vacation yet, im tired of playing with sniper melee though
which has one of the easiest fixes possible they just dont want to introduce ^^
Well if it was easy then they woulda done it a long time ago
That bandaid fix even tho its solves some of the problem, does introduce some side effects
Like bots not been able to get hit by melee attacks and some people on steam reporting sleeper going through walls or something like that
I like ums and all that shit but gotta be fair
It aint easy
b-b-b-but is perfect fix uga
Devs obviously just hate community uga duga
like, if you hate it that much and think fix is perfect then be happy, because it litteraly is giving you progression even if you use it now lol
You shouldn't need mods for the game to be playable
I don't know how hard a fix has to be for it to take over half a year
And what kind of thought process you need to not even consider reverting to old way until you figure this shit out
But this convo has been discussed plenty before
And why would people on steam report on mods?
Referring to this
thought that was only present in mccad00's fix, not kasuromi's
It is playable unless the host player internet its dogshit
Considering the fact that we havent got one i would asume its more difficult to pull of than we can expect
Gotta play with kasuromis shit then and see wassup.
Hmmm.
There are 2 whole community made fixes for a large gameplay problem, and yet official game implemented 0.
Feels... Weird.
They're not perfect fixes, and 10cc have already stated they tried similar fixes and aren't really that happy with them.
I mean one of them made bots not take melee attack damage
Also the other one feels like it gives desync attack to the host and doesn't actually fix it
^Not in my experience
i.e. my duos teammate uses the fix in games that I host a lot, I don't notice a change
mccad's one is even marked as deprecated
also seems unlikely from the standpoint of how the fix works
They're both based on the same idea, mccad's one just did some extra stuff that they apparently eventually abandoned
My hope is they think it's worthwhile to backport a significant re-engineering of their netcode before moving onto whatever new game they probably have underway
it technically shouldn't be able to affect anything on the other players
I think NRS did a GDC talk on how much work it was to backport rollback netcode to Mortal Kombat X
certainly not trivial, but worthwhile to improve the studio's technology base before going forward with new projects
I would expect an actually good fix for GTFO to require a similar effort
I haven't messed with the modders' fix yet myself, but duos partner reports enemies going through walls, hanging off ledges, etc
I think he also mentioned stutter
Fighting game netcode is much more complicated nowadays since rollback mechanism.

Rollback has been a thing in FPS games dating back to quake 3
The details seem to differ though, I don't have a great understanding of the FPS netcode situation
I've mentioned here before that Valve has a paper on their implementation
though keep in mind they don't rely on P2P for any of the games they have made
so I would assume stuff changes completely in different aspects
CS did rely on P2P
My understanding of the solution Valve describes is that it's a hybrid approach
i.e. some things (e.g. AI scripting) is evaluated by a host
but most of the game logic is simulated in lockstep, a la P2P
And yes, it'd be a major change for gtfo to take a similar approach
but you're probably not going to get a responsive real-time FPS experience out of any kind of iterative improvement or fixing of the current approach
middle terminal send out verify command to other terminal
get to other terminal and verify the command
go back to the middle terminal to confirm the command
the TLDR version ^
the middle terminal is the one where u start the sequence right?
yes
thanks mate
it will be the start and finish
it wrote on the terminal
ok
I found a way to play 6 rundown, but due to the constant server sync, the game is not saved. Does anyone know how to solve this problem?
Also the constant server sync is on purpose most likely so you can't get past drops and cheat apparel
Probably something they wanted to implement a while ago
playing old rundowns 
I would like hear some opinions on the machinegun. Does anyone use it often? If so, how do you think it compares to alternatives?
I've found it to be especially fun to use (especially with damage boosters) but can't get quite as much ammo efficiency out of it as with other weapons, even though I'd like to believe I have reasonable recoil control.
Machine gun is pretty stronk this rundown
Damage buff definitely tipped it over the edge
That thing even shreds giants at close to medium range
True! Especially with damage boosters, it almost feels like you're playing DOOM when shredding giants.
Mostly because heavy AR got pretty sizeable nerfs as well
But tbh Hel shotgun feels a little too good for the crowd control niche
Oddly enough, crowd control (when SHTF) is the one place I found the machinegun lacking, due to a very specific reason.
mg is too powerful rn
That is aim punch when facing large amounts of enemies at close range, as that results in a lot of wasted shots, but the wind-up means that releasing the trigger will allow sleepers even more time to strike me before I can start firing again. It also feels like that aim punch couples with the recoil, resulting in HUGE crosshair displacement.
Seriously, I've found myself go from aiming at a stiker's head to aiming at the ceiling in one boop.
The niche of the gun is for waveclear and if you're waveclearing you don't really need to release trigger
Just aim in the general direction
If only there were a team of players who could help balance and tune guns before they get released to the public 
Consider this: the precision rifle has good enough hip-fire accuracy to kill strikers slightly outside their attack range, while not suffering from aim punch because you will not waste any shots, given the semi-automatic nature of the gun.
Are you using using machine gun: yes no
Are you hipfiring: yes no
If no why not lmao: (answer here)
Because chokemod stronk
But machine gun more fun!
It can also kill twelve striker in one magazine, whereas the MG, on average, seems to kill about 6-7 with a single magazine, and that's on a good day.
I'd rather complain about the game state
If you're talking about me, then yeah. I've spent more hours testing the MG against other weapons than I'd like to admit.
And your comparing a rifle to a MACHINEGUN
Practically, not mathematically.
That is exactly it. I'm saying that in my hands, the rifle seems to outmachinegun the machinegun no matter how much I try!
What im saying your comparing apples to oranges
That is due to aim punch. I am considering a situation where I will inevitably get tagged by a striker mid-fire.
Positioning?
If I am simply aiming at a tight door with enemies flowing through it, the machine gun is definitely a treat.
Or you just a auto sentry in disguise?

I dont know, what the problem is when it comes to machine gun but i can guarsntee you, your probably using wrong, learn to control the recoil and keep alway time your charge up
The charge up its not bad at all specially if you precharging like a crackhead every couple of seconds
You can ads if theyre further away and once they get close your right click and start hipfiring
Good damage and stagger if you in a pickle and by yourself
I will say they buff in damage was a little too much 🐸
The mag increase i get it, its a machinegun but damage gawdamn
I think it needs more buffs
Should give it over penetrating rounds
And give it faster rof on spin up
And give it tracking like the smart pistol
Jokes aside, thanks for the feedback. I can already consistently kill enemies in 4 shots at short to medium range, but aim punch still throws me off completely when everything goes wrong.
Aliens be like
More practice required, I guess.
I mean aimpuch from.enemies are there to penalize you
Absolutely! I just meant specifically that it feels twice as punishing on the MG. Rightfully so, I guess?
Positioning its king in this game
From funneling with hel weaponry
To know how to cc with machinegun
To dmr swapping targets
Yes, it is very punishing, on silly crawler and suddenly you shooting a bunch of bullets somewhere else
😂 😩
Consider a two or three-man team that is guaranteed to get overwhelmed due to a lack of coverage or lack of overall firepower. I usually run in those conditions.
Three man its definetly not a lack of firepower
Not saying it's wrong, I'm saying I'm trying to figure out how to use arguably the most fun gun in the most fun conditions 😄
2 man i can see not having firepower, even with bots since theyre somewhst bugged
But thats why you have tools for
1 sniper sentry can be the difference in r7b3 overload
Hel machine gun

I would argue that aim punch is more punishing on shotguns than machine gun
have you tried using your legs
you can avoid attacks you know
and if you do get in trouble it might be time to switch to primary since as you said charge-up can fuck you over
Thermal hel machinegun
why fall dmg is so easy to get
prisoners have a calcium deficiency because milk is hard to come by
also they have like 50kg of gear on their back at any moment
Whats the deal with small chest with "Surprise" in D1?
this happen when instead of spawning 6 uses of medpack, you get 3 2 uses med instead
yup
we got 2 4use med packs tho
when you have a 6 uses med pack, the bug disappear
or 4use and 2use
so it an 8 uses med zone
i didn't look into it that much
but in my run, it was max 6 uses of med
Do you happen to know what pulse does other than be annoying sound?
Can you oneshot black scout that moves kinda faster and has rhino like head?
With only one person? Only with IIX syringe.
what about guns?
You need two hits otherwise.
Sniper, choke, HCP, and pump can do it.
high caliber cant and that thermo sniper?
HCP = High Cal
ah
Thermo sniper does way too low damage.
i knew thermo can kill normal scouts so was curious
It relies heavily on its precision multi for normal scouts.
do i need to hs into back of the head, just head or just back is fine? with HCP
Just back, there is no head crit on chargers, everything counts as body.
Also, shotguns and HCP require perfect back damage.
ah thats interesting
So if you don't have the perfect 22.5 degree angle you won't kill.
No damage fall-off either, and all pellets must hit.
so i need to be very close like in melee?
For pump, definitely.
what about hcp
You can be a bit further w/ HCP and choke, but it's risky.
When in doubt, you can double-tap w/ choke since its RoF is so good.
okay we already alarmed one in d1 cuz we tried precision(termo sniper) in back of the head but its good to know that everything counts as body hit on them
@fathom mesa C-foam is probably the most accessible kill method.
and is what most experienced players use.
Freeze the c-scout, melee from behind twice before it unfreezes.
whats the enemy that hs like bubbles on them and spikes
not worth killing ig
The sleeping ones, def not.
If you're used to fighting them, they're not that bad really, but they do waste ammo.
i managed to kill that black striker with HCP once out of 4 times
charger*
Normal charger gets 1 shot anywhere within 8 meters
charger scouts (as already said by ray) need a back shot in 8m range within the 22.5 degree angle
how can u tell 22,5 degree tho
learn by feel or pray
just try to ensure you're standing as close to directly behind it as you can reasonably discern
it's a flanking bonus, what matters is where you're standing relative to the direction it's facing
where the bullet lands doesn't matter
if you're standing at a somewhat side-on position from it, it won't matter if the bullet lands right on the spine -- it won't count as full back damage
man's out here shilling p rifle when it's probably the worst gun in this rundown
and you just feel
this is defo not perfectly horizontal but i still got the kill
p rifle is sick af, tho.
you know what's sicker
Range undervalued.
revolver
by the time you finish p rifle reload, i already did 3 revolver reload
:^)
Different, but not better necessarily. Not unusual to have slow reloading specials, either.
okay ik how to kill them eveyr time, just shot in them in the ass with HCP
boosters shouldn't be mentioned, but the fact that i can slap a muted special dmg
then start to kill chargers in 2 shots with rev
is just based
Booster addiction 😔
revolver needs shot i nthe back of the head of normal scout to kill, kinda garbo
blame gtfo """"balancing"""" team for not willing to give it 1 more dmg
Imagine shooting scouts.
revolver is plenty strong without that 1 more dmg
Hi, quick question, let me know if this is the wrong place to post this. Is there a way to play previous rundowns?
me and my friends would love to play previous rundowns if thats possible. This game is so much fun but we missed the older maps
.t modding
GTFO doesn't officially support mods and we don't allow them to be played in public lobbies or voice channels on this server, and lengthy discussions should also be avoided (mentioning them is perfectly fine). However, we do recognize that a GTFO modding community exist and if you are interested in them, you are welcome to join the independent modding community Discord server. https://discord.gg/rRMPtv4FAh (If you have any more questions, please read rule #12 in the rules channel for more information.)
Old rundowns are not allowed in UMS btw.
the what
So modding is "fine", but rundown modding specifically is a big no-no?
Seems arbitrary
It kind of is, but it is what it is.
Modding rules were relaxed, but old game version rules have stayed.
They're not really the same, anyway.
if you remake a rundown that's fine, but using old versions of the game isn't modding
it's still really strong yes
but that 1 extra dmg hits quite an amount of breakpoints
Kind of but, remakes are generally not that good.
Not always true to the level design, and there's usually a lot of nostalgia associated with the old layout/marker seeds.
yeah, enough to make it broken
old rundowns are CLEARLY mods, despite you're just using an older version of the same vanilla game
I REALLY enjoy misleading people into modded discord server, where their answer is more or less the same here
it's SUCH a GREAT use of their time for a simple answer
if you want to emphasize the sarcasm use italics or something so my inner voice doesn't scream at random points
too bad
anyways, i don't really think it's that broken, because the only practical breakpoint for 15 dmg is chargers and big chargers
or body spamming big strikers i guess
It's really good chip damage as-is anyway.
Being able to take a low accuracy option in a pinch is really strong when it synergizes with every Main weapon.
i guess breaking giant limbs by one shot is also too good
but you can probably lower the stagger multi for it
:^)
stagger multi won't affect limb breaks
yes
Am always lose at the end of C1
Only can Find 5 GLP-2
How can I find all 9 GLP-2
LIST GLP ZONE_XXX
PING GLP-2_XXX
A B C
A: for command
B: for either zone or item
C: for either zone or item
You are given multiple power cells.
There's 2 paths, each with 3 zones in them. The game gives you a choice between either pushing shallow in both direction, or committing to one until the end (prefferable).
Each zone has 3 GLPs in it.
Use
LIST GLP ZONE_XXX
(xxx - number of the zone you are / the terminal are in)
command on a terminal to find specific GLP's numbers.
Then input
PING GLP-2_XXX
(where XXX is a unique number of the thing) to ping it.
You can add -T at the end of the command to continuously ping it, but it will do only while you are a terminal - so someone else will have to find it instead.
Pinging makes a sound, as well as shows a short-lived UI marker on your screen that tells you exactly where it.
Unfortunate. Terminal still runs the commands while you are standing near it - enter the ping command, exit the terminal and just look around without moving.
Then just push in the direction of the ping. If it's too far away - try pinging something closer.
The optimal tactic for this level is splitting the squad - something you can't do with bots.
1-2 guys stay behind with turrets and hold the line, 2-3 guys push forward to find the objectives and loot, 1 guy acting as a supplier to whoever stayed to hold the line.
It's an amazing tactic that works way more often than one would expect and helps with so many levels.
Ah ok
this is the base strat for literally anything that requires to defend a spot though ?
Be it reactors, alarms in large rooms, error alarms with enemies coming from specific spots, etc
Well, it says something about GTFO as a game that here its actually almost mandatory. Most games of this sort - L4D, KF, yadi yada - usually end up with the entire team clumped up in a single spot doing the same thing (defending / rushing).
(And to be fair - L4D is specifically balanced to prevent separations with all the grabby special infected).
In GTFO it's amazing how useful the split-up is and i haven't seen any game where it was either this useful or required.
doesnt mention going full team in on c1 xD
he doesn't talk about pdth strats
havent seen any level where it would actually be required
I disagree. I've played all possible (sensible) combinations of the GLP zones in C1, and going 17->14->15 is significantly easier than any other orientation I've tried.
C3's 2nd half comes to mind, particularly optional rooms with resources and bulkhead keys.
It's not so much that its "required" - you can git gud your way out of anything - but the idea here is that instead of having to fight with enemy wherever they catch you, some people stay behind in tactically advantageous spots and just hold the horde there while the looters can work in peace and quiet.
D2 also comes to mind because you really don't want the entire team come in into the optional zones and wake up everything in there as you try to defend yourselves from incoming waves.
Now, you CAN brute force you way through, as i personally observed as i participated in "DOOM-style run" where we killed absolutely everything, but that's really not how that level is supposed to be played, because do you really want to fight the Big Mommy and deal with that load of BS when you can just not?
Any particular reason for that? Room size, enemy placements?
I'm just not a particular fan of the idea of trying to fight your way back through the hub room
Unless you do 1
Then you retreat and push the other 2 in a row
Multiple reasons.
Split side Vs Mono side:
- lets you put in 2 cells right at the start, leaving you only one remaining to worry about after the !@#$ starts hitting the fan.
- Both of the final sides are gigantic pains in the asses compared to the other zones. 16 is a 2-level monstrosity with a tonne of closed sightlines that you can get swarmed around, 19 is like 5 or so rooms of lockers and boxes, and a terminal that is not easy to get to. Also, the defending sightline into that chamber is piss-poor at best, or leaves you vulnerable to having waves spawn inside the zone.
15 Vs 18: Largely personal preference, but I prefer navigating 15. - The main hub room is more open and easy to see where mobs are, A is a long corridor that is easy to defend both from the infiniwaves, and from pulling B for a quick clear.
- Because of the room divider, gunfire and defenders in A will not aggro the contents of C, D or E when you are going for quick and quiet clears looking for GLPs.
18 has neither of these advantages, and the terminal is in a non-ideal spot.
Whichever of the two you decide to do, however, you should first go into the opposite side's first room first, so you only have to cross the hub room during the 4-mob tier, which is a joke compared to the alternative. Thus, 17-> 14 -> 15.
Hm, i always suspected that final rooms are extra pain in the ass to justify 2 different paths...
I'm skeptical it was deliberate, but they definitely do not work out in favour of the clearers in 16, or the defenders in 19.
wait you need to loot in c3?
You need to loot in everything except a1
lemme find a team for hammer only c3
You do if you're intending doing overload. You need every bit of ammo you can get to survive the uplinks, as i've experienced running out of everything while doing 1st uplink.
And of course you need to find the bulkhead key to begin with.
already did overload hammer only though...
The shit you can get away with S-tier teams i suppose.
Not a viable metric though.
so im in c1 again and i solod the first alarm but the error alarm kicks my ass before i can even find the first 3 gpls
what exactly is the trick other then going in guns blazing?
or am i just not guns blazing enough?
Bots / proper team?
yeah im a masochist
Consult T-Panie? Tpenie? I don't remember his name... He's soloed every level iirc. I know he's done Monster for certain
we also had someone else here but he got banned cause the mod team aint too good lol
watched this vid and someone else solo it 2
but i jus cant get ut
it
Don't look at me, my whole crew hasn't beat C1 yet.
oof lol
sounds like fun
stuck on r10e15
i could ping the legendary solo player no wAY
badger sadly is banned or he could help xD
u need to find a pro first
easier said then done
KITE
whos actually good at gtfo lol
wave of 3 u can just melee them
yeah but clearing the zones mid way is such a hassle
idk wut to do i just shoot everything
AND sometimes a giant spawns
shoot whenever you're in trouble
mostly melee and shoot when really neccessary
SO mUCh WoRkkKK
you want to solo a game the devs never planned to be soloed
Yep
you want to solo a rundown that is the most anti solo rundown to exist
where to beat more than half the expeditions, you basically have to spawn cap giants or shooters
what makes it so solo unfriendly in your opinion?
D1 end sequence probably
Also that
As long as you see him coming
And not get ass-grabbed while shooting 10 strikers trying to eat you
what makes it so solo friendly in your opinion?
The game has never been solo friendly
in relative
i dont think its solo friendly, i dont play solo, im just genuinely curious what makes this rundown more difficult for solo than the previous ones
Because.. you're the one who said it was the most anti-solo rundown?
you clearly know more than me
😔
D1 is kinda annoying to solo just hard to make progress until rng goes your way
Same with d2 if cell spawn sucks the run is just kinda dead
Imagine soloing a static difficulty design game that balance around 4 player coop
Just out of curiosity is it realistically possible to solo a tank?
gotcha thanks
or slowly wither it away when it screams every one in a lifetime 
any1 know how to find the depressurizer in zone 96\
ping with terminal
or look at the big thing in the middle of the room with a ceiling and look at the signs on it
first thing is generally how to look for stuff tho 

does infect resist affect IIX syringes
I don't believe so. I stand corrected it does.
Imagine not being a caustic main
Hello me and my friends want to play b2 and we saw that theres a secondary obj do we get anything for completing it?
I posted in #gtfo-media for you about this.
he invented the vaccine
Do I have to complete all expeditions in order to host an E1 lobby?
yes all main missions
all main
A key I think
kinda like dictionaries in programming: with a key you can get a value
"Conduct the experiment, or become it. (coughs)"
when will steam achievements be added?
never
same day any of the r1 bugfixes actually get implemented ^^ so r20 at earliest
Gas trap deployed
Same day when every other thing on the backlog will be added
:(
Spoilers: Star citizen releases by then
damn
Question: Is there any other weapon than sniper that 1shots scouts?
all single shot special weapons can do it actually
so all specials except Machine gun and Heavy AR
nice! Thanks ❤️
👍 for some you will need to hit the back of the head from relatively close range tho (like the revolver)
you can MG a scout but it takes a bit of practice 😄
ok yeah ^^
cool, trying to figure out how to beat those rooms with 3 in the same area xD
We arent the best at doing the melee thing ^^
you could try to foam them to get a feeling for it first if you want
Want a map with a good savespot before one so you can practise. Always happens when you are like 2 hrs in a run and dont wanna die xD
B1 has a scout rather early if you need practice
Cool! Imma check it out
B1 scouts lie behind a class II alarm. For solo C1 could be a better choice, 3 scouts in Z23. If you want a checkpoint before the scout, C2 may be your best bet.
An argument in favour in B1 could be that B1 scouts are alone
while that's going to rarely be an "everyday" scenario it might be the best entrypoint for newbies
I played c2 with my friend and two bots. But bots don’t scan although we are scanning;; how should I do? Is this a bug?
Bots will only jump into scans near the player, if you’re talking about the cluster scans, you’re going to have to run near the circles for the bots to scan
If you’re talking about the team scans at the beginning, sometimes the bots will run out of them to melee an enemy, I usually stay near the back of the scan circle to try to keep the bots from doing that
Which scan is it, out of curiosity?
Yeah! Playing with bots can take some getting used to. If you haven’t done it yet, I’d recommend putting the bots on Pistol/Machine Gun, they’re very ammo efficient with those weapons
if the bot still do that, it is recommended to kick them
and then respawn them after scan, or during scan if you're confident that they're fixed
has game gotten any new content since release besides levels? 🤔
Which release? Rundown 6 aka 1.0 out of early access?
We got whole 3 new weapons in R7 (for now) and a new enemy
2 new enemies, actually
and a new environment
1 new enemy and 1 taken from modded ^^
taken from modded is a stupid argument, you can't know what and when devs thought of
some ideas are common
and some modded ideas are taken from stuff that already exists in the game in some form (possibly unfinished and unused)
i cant say if the devs even do anything except add new stuff and bugs lol
well the ||immortal|| specifically has been referenced in the game since forever
if there's some bs going on let the mod author call it out instead
given the fact the community seems to view modding as the second coming of Christ for not just content but also bug fixes you'd think the very idea that the devs could've been inspired by something modded would be well received, rather than viewed negatively. Even if it's not necessarily true
what encompasses "modded" is quite diverse though, you have stuff from really difficult vanilla style rundowns to amogus skins and frankensteined together enemies
it's just a few specific loud people not the community
valid point, but i suppose i'm talking about the "Modded" that is often referenced when people bring it up, like rundowns and bug fixes specifically. Something like "This rundown features this and that which is really cool and vastly superior to the vanilla game/is just like the good old days". But as Stormpooper just said it's likely just a small minority preaching that
I suppose the more silly or miscellaneous things would be discussed on the actual discord server for it
Also said loud people probably don't like the idea being inspired by mods because it means it's less "original" and thus lazy, which would be a meme though because the idea of something like ||The Immortal|| is certainly not something unique strictly to GTFO Mods.
true, not the most groundbreaking idea for an enemy out there
While the "less original" critique wouldn't be that warranted for the reason you describe, the negative sentiment from modders for having their ideas used in vanilla would be compounded by how they were treated early on though.
Out of the many mods ive pkayed only like 2 were good ass content
Sector 11 and deep dive my beloved

Fatal experiment more like, fatal shit
🐸 🐸 🐸
Atleast the 1 one
Havent played part 2
deep dive my beloved
FE:2 is fine, just a bit hard and kinda gimmicky, but that's fine since that's exactly the spot it's trying to fill
Solo gtfo its caca
facts
mr scarlet best mod creator, not biased
it's still fun doe
But yeah depending on what you like, content its a hit or miss
You should try ExabyteArboretum by cheese, it's pretty vanilla if you ask me
and it's also unfinished 
only time i find mention of the immortal so far in the logs and stuff was this rundown though
if calle is back does that mean other people are also back
You didn't like legacy?
No
In some sense, yes
Legacy was good.... Said noone literally ever
can the high cal pistols one shot a charger scout
To the back within 8m
Just make sure the angle and position you are to it's back is correct otherwise have fun with the wave and woken room
fire 2 shots into the back or 3 in the front to reliably kill
We're in zone 23 in C1, and theres no terminal that we can see, is one guaranteed to spawn? (for the fog)
yep
entering the zone, it's up the left stairs
through the door up there
and in that next room it's sort of below the stairs
we just found it, yeah, thank you, it was hidden (after we cleared every single other room in 23)
thanks anyways
Ye it's kinda hidden.
is sniper sentry worth bringing if it's the only tool you have? ex.: a solo run with no other tools.
burst is better
No actual experience with Solo Runs. But from the videos i've seen, it's often either Sniper turret or mine deployer. Best bet is probably watching some solo run videos
Depends on which expedition you're running at the end of the day
It depends on the run. However, if you are new to soloing just take burst or mines. Those tools are get out of free cards.
However, on expeditions like C1, CFOAM shows it prominence since you're most likely giant kiting because the rooms are super easy to kite with and to cfoam behind you.
Depends if you have good placements for it and if there's a lot of bigs.
Burst kills faster, but sniper is more versatile if there's bigs or chargers.
Will we get weapons skins in the future?
Based on how obvious a feature that is - we might eventualy. But not until they give us access to modular weapons instead of rundown specific builds.
Would be weird to unlock skins for weapons that get removed from the game next update.
default weapons maybe? (the ones not rundown-specific)
Ah.
Since your have entire team's tool fill on you, usually sniper > mine is your default, c-foam/bio can be niche pick for some levels, burst is always worse than sniper in solo this rundown.
maybe a noob question but something i've wondered for a while but never got a clear answer about; how come giant mothers are called "pMothers"?
Additionally, aside from i'm assuming more health, what other differences are there from a giant mother and normal mother
according to the wiki the amount of baby spawn goes 20->30
it was called pmom first time it appeared ingame iirc
though who can know with the devs wonky naming sense
The term "pMother" comes from the "cargo" objective boxes that we sometimes have to carry around. It was either written on the item itself or the box itself was referenced to as "pMother Sample"
can't remember which one it is rn
aah I see, thanks!
wiki also only has it as pmother sample though cant read the close up of it
who do i unlock e1. like do i do the "golden" missions first to unlock oorrr
all main objectives
all main missions even the non golden(story) missions
No, everything.
But main objective only, no secondaries or overloads needed.
Wonder what P stands for. Prime? Proto? Primary?
Phat?
idk but I like Prime so i'll use that from now on 
Prime iirc
Yeah would assume prime, but no idea ^^
Prime Mother huh
prototype?
pogger
phat
pilk
phun
bots like to shove when there are 10 strikers incoming so i assume yes
how long does it take to charge a full spear hit?
I'm kind of confused when it comes to rundowns, do apparel unlocks persist through the wipe?
if you're asking whether you will keep your unlocked apparel when the new rundown releases, the answer is yes
unless the devs decide to change the way it was between r6 and r7
How much longer will the rundown 7 last for?
months
past trends have rundowns usually lasting for 3-6 months with their extensions
alright thank you
thank you
3-4 prior to extensions
r3 
Otherwise 5-6
in what scenario, would deacon unit missing alarm be used
is it a cut content, or is it used somewhere i dont know of
(just thought of the question after re-listening to the all gtfo alarm sounds on youtube)
r8 is suppossed to hit this year if not even summer if the timeline can be trusted xD
though id rather have some much needed bug fixes so most lobbies dont break from single enemies
going to have to see when r7.5 drops before I even begin to imagine when r8 would be hitting
noone said 7.5 will even happen
They've been pretty consistent with EXT every since it was first added though
has almost become a staple sort of thing
they´ve also been pretty consistent with bug fixes in patchnotes that never happened to actually get deployed/work so
right. So consistent in different ways. Still a valid point then
we will see in 3 month when we get the next dev response xD
when is the gamescom happen again?
"In about three weeks" yea?
Wed, Aug 24, 2022 – Sun, Aug 28, 2022 is what google is sayin
they are back from vacation
they can release a patch and then go gamescom
or, well, they focus on r8 and go to gamescom
Sense of time is shot, how long as r7 been out for?
1 month
yeah, given their track recorded we're unlikely to see much in the coming months then
but then again, things might change. Only time will tell
so round about rundown 2 duration now?
R2 was about 2 months n like 11 days
At this point I would expect R8 to arrive in December, and the existence or non-existence of R7.5 doesn't really shake my confidence in that very much
given the fact we received a patch on June 27th though, says something. Maybe... not sure how much upkeep the devs have done in the past
They do like 2 patches when a rundown comes out and then just start the next rundown/extension most the time lol
Seeing as they committed to R8 on their rundown coming out this year hopefully they have some leeway and even with some delays it would still release on time. So hopefully without problems it could come out November or earlier
well, r7 come out in june
so that gave them a lot of time to do r8
if we want to know when r8 come out
check your calendar for "vacation"
and the release should be at least 2 week before vacation
personally I'd be all for them re-engineering their netcode (and whatever foundational state/system stuff ties in) to robustly address sniper melee and whatever's going wrong with checkpoints, and release R8 next February or something
their netcode is kinda fine
Not that you can really go off previous rundown release times. Since given the style of the game it's sure to change. But R6 to R6.5 was 4 months. while R6 to R7 was 6 months. Gives somewhat of a time window atleast
screaming for content gave us an unsettlingly broken rundown that had new bugs, regressions, and no fix for sniper melee, right before a long vacation
and I get the desire for more content, I really do
but I'm over it
you think sniper melee and all these checkpoint bugs are fine?
Would be nice to just have a level pack and fix sniper melee
netcode would be better if it wasnt packet based host sided stuff
could be better, but most of it was fine
dont even try to argue with him he always says game is fine but hasnt played for ages last time he said
I doubt the issue with the netcode has much to do with the transport
Gunna be honest. I don't really crave more GTFO most of the time. Just complete the rundown and then.. play other games
for some of the checkpoint and door opening bugs it has
cause it doesnt check if it already received a package for it from host and sometimes than also uses the package from client
this is one of those "agree to disagree" moments, I guess 🤷♂️
thus spawning 2 or more immortals in e1
like I get wanting more of a game ya like, but it should be pretty clear what sort of release model GTFO goes by now
cause the trigger is on door opening and with lag during it it leads to multiple packages with the door opening trigger being processed after each other by the host
i haven't seen a single person send their log file when checkpoint bug happen
so you can't really determine that it was the code
the higher level netcode should be able to notice that it has an incomplete picture of what the other participants have done, and seek to address that
So everyone just makes it up?
eventual consistency and all that
yeah if they had high level netcode that deals with that
let me rephrase that
I haven't seen the bug where bots get in and out of scan yet I'm sure it happens
there was no log file send to detemine it
rephrase "that", not me
something you cant say since probably some people go and send to support instead of here to be trolled by you
i just see these thing and immediately link back to payday 2 bug report
bug happen, pls fix
no info
and the last time i sent parts of a log it was ignored so why would we post it here when we can just look at it ourselves if we have enough common sense and coding knowledge to understand it
but did you look it up yourself?
like mccad, he literally look it up themself and find the sniper melee bug and how it happen, and got us the fix
what
in my case it was the sound engine trying to write and access ram addresses that were reserved for other stuff which normally should be checked before writing about it
with like, two question marks attached
and that fix still wasnt used by the devs
sniper melee fix is a single line of code
doubling the rate packages are processed
they were in the convo when the fixed was not completed
which was version 2, the fixed was completed in version 3 and finalized in version 4
yet where is our fix?
not the slightest clue what any of that means, so imma sit this one out
snipermelee has an easy fix the devs didnt implement yet and probably wont since it gonna be shelved on the low priority list like the cfoam bugs
yes, i love putting word in other people mouth/thought
never did that so sure if you want to do that
Speaking of log files, where are they situated ? %appdata% ? I remember having a checkpoint bug once and idk if logs go back this far back, but i'm still interested in reading the log files
I'll side with the devs a bit here and say that I don't think that fix is a robust solution to the problem
locallow
you have playerlog.txt and GTFOMASTER/CLIENT.txt
%appdata%/localow/10 chambers collective/gtfo/
though crash logs seem to get overwritten sometimes
would also be fun if the crash logs would be permanent .. from 2 crashes i only have the latest in crash log
both from the same run in different areas
e1 sound engine keeps crashing me and another crash further than that
which i cant find the log cause it got overwritten
texture size eat your ram up a lot
imma jump to d1 to test that
E1 only give me like, 3GB of ram usage
and only to 5GB when i do reactor
i keep crashing on the exact scream of tank spawn ^^
oh...
main reason why i dont host e1
i would tell you to get another fix from mod, but i don't know if it worked or not
i just don't have that issue
see this checkpoint bug report
it would be helpful if there is a log file attach to it
the game was smooth for him as well
also, D1 eat 7GB out of my ram
Sadly I can't seem to find the exact log
that's ok
His point isnt that people need to send their logs to prove that checkpoint bugs exist, it's that sending logs helps understand why those bugs occur and thus lets you know how to fix it. Some checkpoint bugs, especially the more game breaking ones, aren't reliably reproduceable
worst one is host getting kicked by reloading checkpoint leading to endless host migration
Is it intended for d1
to have more than 2 scouts
scout spawns are random so yes
it could spawn 5
you can get a run with no scout or more than 2





thanks