#gtfo-related-questions
1 messages · Page 4 of 1
Make all clients disconnect before you type in the overload command. Let the snatcher spawn and then let your teammates join again. That way you only get one. Worked every time for me so far 🙂
Thanks for the advice! We will try it out
why were the difficulty names changed from high/extreme to main/secondary
like was there any reasoning behind that or is it just "its easier to understand"
I think its really just easier to understand, because frankly "EXTREME" is... Weird in game's context.
Like, what exactly warden implies with "extreme"?
Extreme difficulty? That's just meta shenanigans.
even High, you're told the game is rather hard but you don't really expect a game to go "Alright you have to do the High difficulty part at least"
Without any options below
"secondary objective" just makes miles more sense, because it's literally just that. Something warden wants you to do, but does not necessary requires if your squad is not up to it.
Main and secondary is nice n simpler
I'm still not sure about "OVERLOAD" though
What are we overloading exactly? Does it even has anything to do with us? Or is it a sector that is overloaded (with hostiles)? Still needs some work on that.
overloaded with unbridled rage of frustration
R4, R5 names had more weight. Also the repeating announcement on the bulk doors add some atmosphere
i don't know about you, but calling objs high and ex was pretty unique at first glance, the expedition screen and skull themselves implied the hierarchy
main and secondary are probably one of the most generic and boring names to call the difficulties
if teh secondaries atleast changed the main somehow it would make sense
but the way they are atm? nope
r6 and 7 layers did so little in terms of both changing the dynamic of the level or being a seperate obj
look at r5c2pe, ex and ovl are both really well-designed objs that challenges players in time management and improvisation
r4d2pe, challenging players with map/tile knowledge and time management
r6d3pe was genuinely the only one that changes the dynamic of high and beyond
but they decided to nerf it because ????????????????????????
your mom
yeah but duration aint any problem
but you gotta be the pussy to go stand in the main objective scan
as if it's bad thing when checkpoint users takes as much if not longer than r5 expeditions
lole
yea bro we need checkpoints because not all of us have the time to do it
I love civilized discussions
To be fair they are not meant to signify difficulty in lore. We have Letter+Number system for that.
It's literally:
Main - the objective warden actually needs done
Secondary - something warden wants to be done, but it's not critical / rudementary
Overload - a form of secondary objective that often results in confrontation with particularly nasty clusters of sleeper hive.
I don't care that they are generic - it's like saying that language itself is generic. These designations are instinctively simple to understand and are better just for that.
then stop making it non civilized lol
Not hands in unfortunately
your 2 sentences where just that lol
where's the journalist mode like in the last of us 2
i think r8 players will need that
Ironically there isn't a single mainstream jornou review of GTFO
Not one that's famous anyway...
💀
yeah cause they cant get past a tier
🗿
before r6 it was litteraly
high, extreme and overload
as in danger level, high, extreme and overload
yeah which actually makes sense
At which point one has to wonder: where's "low" and "medium" threat levels?
no need for low and medium
the main, secondary thing was most likely done cuz some new people were like „huh what is what, what should we do?“
those are called real life
i dont think anything inside the complex would warrant a low and a medium
Extreme objective 😂
theres no low and medium warnings lol
theres no low danger in the complex
medium danger level is also the same. Its warning you about a highe danger level
Just say secondary
my mom is an extreme objective
that one pumpkin in the garden environment is low threat

the chance of the pumpkin killing you is low but it is not 0
i mean extreme objective makes less sense than secondary objective
But extreme danger level makes a lot of sense
the real threat are the branches
"high" threat level being the default is somewhat counter-intuitive and is just the game trying to be a diva
Rating objectives as primaries and secondaries is how it's done, pure and simple
and the doors even say THREAT LEVEL extreme THREAT LEVEL OVERLOAD @craggy pier
i mean a hardcore/extreme game litteraly isnt based off „normal“
so its threat and difficulty instead of objectives
for casual games
yeh they renamed it cuz accessibility
Sure the threat but not the objective
...and actual militaries
litterally, if this game was irl there would be no „medium/normal“ danger. It would start with high
Point me to a general who will present you with "EXTREME OBJECTIVE"
In high danger situations? No
or "OVERLOAD OBJECTIVE"
thats in lore lol
Well, the lore's shit then
point to me a physics prof who will present you another dimension
well, the lores shit then


what a take
irl lore is wild
The doors themselves make sense actually
Warning you of detected threat presence
But it make reduced sense for objective hierarchy
It's kinda weird to name the objective an "extreme objective" because its an objective inside an extreme zone
yeah. And the threat levels make sense aswell
If theres no special threat detected it doesnt say shit.
If its high danger -> high
Extreme -> extreme
Overload -> too much for the system to handle
What if the zone you get dropped in is already extreme (which something devs could easily do, or something that should be possible in-world)
you didnt read my part earlier did you?
I said secondary objective makes more sense. But high/extreme difficulty makes sense
The main objective then should become the extreme objective?
i mean thats a point based on a level extremes being easier than d tier main/high
but that could be argued as in „the specific sector“
No need to say More than this
And then youd always drop into a lower danger sector most likely
The holes we use to deploy are not intentional, they were made by some explosion or another. Us having access through them is quite lucky on our part. I can easily see warden having no other option than to deploy prisoners in a sector that has "overload" enemy presence.
Hell, current D2 could be argued to be that already. The sheer amount of shit that has to be murdered in that one...
Well main objective overload threat 🤔
I rather die than call it a secondary objective
we doing EXTREME DIFFICULTY BABYYYY
GTFOOOOOO!!!!!

Biased 
Yes
I think you meant to say based
Cuz thats extreme
baseddragon
anyone figure out the exact makeup of the D2 post insertion waves?
because I've seen a lot of different things after the same CP reset
You will get both shadows and chargers, snatchers, and a 2nd mom or tank depending on which door you opened to get cell
ok so that explains where those chargers came from
They can spawn anywhere ahead, behind, side zone in tank zone
Once you leave the zone that has the long bridge with the first blood door though that triggers a spawn in elevator
I see, anti cheese measures exist
My friend and I were going to have me sacrifice myself, but we realized that something was happening
;-; I wanted to be a martyr
so there
isnt supposed to be a third mom/dad?
as long as they can no longer spawn on extract while you there its fine
You can have someone be the martyr and kite the wave while someone else sits on extract , but the snatcher makes it more difficult than it was pre patch
Uhh I'm not sure if a 3rd mom/tank spawns of you take too long
is the small circle a one shot or in range
range
But for sure if people go tank zone and see a 3rd tank, most of the time it's because the wave spawned in A in tank zone, the wave screamed in there and then it woke up the sleeping tank/tanks
if you mean for melee
k I was going off fireblade VOD but I realized that the third mom might've been that rogue wave in the patch notes
Yeah they cleared it prepatch
ok got it, ty!
they dont have any oneshot indicators ingame atm
Does the sniper sentry still one-shot scouts without alarming other scouts in the room?
OHKO yes, but it should alert other scouts
My bad, I meant if it's placed outside the room and shoots them from the outside of the room
Still the same deal tho?
if its same as sniper as long as its the 2 room away rule it shouldnt alert. closer i havent tested
I believe it depends how far away the other scouts are
heheheeh
are the shadow enemies in this rundown
B2 
C3 
D1 
D2 
E1 

classic exemple of a GTFO veteran ^
classic exemple of a GTFO newbie ^
how do you deal with the mothers or the tanks in d2? during the constant alarm at the start
How do precision modifiers and weak spots interact with each other?
its all multiplicative
u multiply them together
weak point is head so u just take any damage modifiers time each other
striker occiput with sniper is 40 (base) * 2 (back) * 3 (head) * 2 (pm) for 480 damage
u still get headshot bonus so always aim for head if u can either way
@cunning plank hope this answers!
do tank/mother pustules count as weakspots?
they do
So you could 4 shot a tank with a sniper?
What the
👑
👑
True but the tumor doesn’t have a stagger dmg cap
Iirc its 7 shots from a sniper
Guys, we have reloaded the first D1 checkpoint and we have soft locked the game it seems? We have 1 fps, the checkpoint scan is there, the door keeps opening, the sounds are bugged and its always server syncing. Is this fixable somehow?
Overload btw
we had 1 snatcher at the other end of the map before saving, can that be the problem?
sounds more like networking got screwed
We had to end that run as noone could get back so we can maybe rescue the game by reloading again....
Also I don't think its networking, the game started eating up all of the resources of my pc and it did for the clients as well
they crashed because of it
Sounds like daily D1 experience
is it common?
That in particular maybe not so much but D1 is known to be the worst level
General performance, memory leaks, checkpoint bs, pouncer count bs and so on
Not really that common, but you're the third one I've heard of.
I personally encountered once, stuck after a checkpoint, broken image/sounds, have to reopen the game.
And I believe you can see several people post the bugged images in #gtfo-media
Ah man we were so eager to do overload and finally got to the checkpoint and this happens
Overload has to be done at the very beginning
Otherwise you lock yourself into main only
Overload essentially makes main path in a way. "More Fun"
Other people just say it's buggy asf

What do you mean by that?
Only the 2nd checkpoint can be reloaded safely then?
All the checkpoints can be reloaded but there are some issues with the d1 checkpoint soft locking games
Okay well we'll reconsider doing overload next time then...
D1. The bulkhead control at the beginning. Is the only time you can opt for overload. If you choose main. You're now locked out of overload
There is only 1 bulkhead key
Even if you choose overload. It's fixed in that you cannot progress further until the overload obj command on the terminal is sent.
Yeah yeah I know that
someone remind me what peewee means
will there ever be any sort of anti-cheat or report system?
difficult considering GTFO doesn't even track steam's recently played with players
damn, i ended up with a griefer on my first game back in a while and figured i should ask
You can DM @uneven gulch to report with video evidence.
is E1 harder than d2?
At the very least it's longer than D2. Assuming you're doing it normally
Yes imo.
E1 has more actually hard shit.
D2 is balls-to-the-wall, but that's an aesthetic more than anything, and it's especially not that hard to carry on.
Teammates just have to be non-brain-dead defenders.
Not that hard.
Besides gameplay mechanics, any reason for the security door scan craziness? Any lore behind them and why they require the scan systems to open?
My best guest as to why you need scans is that everything is on lockdown and you need bioscans to make sure the person operating the door is a fully functional human and not a mutated sleeper.
For the part of why would the scans go around in the room in all sorts of crazy way, I don't think there is any explanation but I'm fine with "it's gameplay"
If my explanation of bioscanning holds up, I'm still wondering if the complex was designed like that to ensure only personnel of X classification could operate them or if ever security door was built retro-actively after the sleepers outbreak
probably scan malfunction lol
Yeah, scan malfunction is really the only explanation we can go with
It did went on for years without any maintenance
But even then, what kind of malfunction is that?
my assumption is either warden wants to torment you or something fucked up so bad not even warden can do anything about it without fucking it up even more
when is Dauda getting Nice voice line?
They don't know how to program voice lines
Guys any tips on being successful on D2? Got to the apex door where we died because of the enemy count lol

Yeah well I've got that far lmao
did you put in the terminal command for the checkpoint to activate
nah because we got overwhelmed, I also don't know what it does
I mean like we tried to clear them first a bit cause it could be an alarm I don't know
1st time getting to the apex
don't put in the command until all 4 people are in that room, it will give you a 140 second break, but if someone leaves the room then you get punishment waves starting
is it worth putting in while getting run over by 6 chargers, 2 mothers and at least 186 sleepers tho?

yes, put it in, then wait to finish the checkpoint scan until all the enemies are on top of you so you can softlock yourselves
if you bring a sniper or two, the tank side might be easier for you guys
Yeah thats what I was about to ask
the left side has mom and will spawn a mom for the defending people, right side has tank
nvm
you answered it already
both sides will have a cell or two in them so yeah you can choose
yeah but if we don't choose mother, no mother will spawn right?
correct




Pubs always tank side. Reliable team always mom side.
i Have a question for c1. fog or no fog
Removable fog
Fog is more fun. No fog is much easier to do.
F that level to the deepest circle of hell
It's hilarious how R5B2 PE could've been much better if the error alarm always spawned behind us in overload
fog is overhated
infection is neutral
spitters are underhated
If you play without bots, does that decrease the amount of enemies that spawn?
no
@cunning plank there are no difficulty adjustments no matter how little or many people you play with
how 2 doorbug?

No
Do you only get cosmetic items for each first mission completion or is it just completely random?
check apparel acquisition on the right side in rundown menu
you only get what it says
apparel is half random and half depends on the mission
it's impossible to collect every apparel
I played with a guy who got the glass backpack as his first random reward for A1
Meanwhile i've beaten the whole rundown and got only crap
mostly different kinds of twink shirts
The only good thing i got are the pants with protective kneecaps
in act 1 and the terminal ping isnt showing us where the item we need, its acr_a02
is this a bug or am i being stupid?
trying but it wont let me paste it into chat
send to me directly
Are you trying to insert the thingy into the thingy or trying to execute the command for mr Schaeffer?
try query instead of ping
ping is local Zone only
unless you're in the last room
insert the thingy into the thingy, first game in what i want to say was atleast 8 months so i forgot we had objective item, since we gave it to a bot to carry all map
fixed ^^, was just a complete derp lol
good luck on the rest !
at this rate will probably need it XD - ran off without the item got to extraction and was like we gotta readd the objectives
give the baby a little spin and walk them back home
There's something about it... You just kinda forget WTF you're doing between 30 minutes stealth secions and 3 minute scans
It's like "wow i killed like 200 monsters... Why did i do that again?"
and then you spend next 3 minutes trying to decipher Warden's worthless objective stacks
tbh the objective stack is much better than before
when you query a key it shows up for example
don't even need to stay at the terminal, it updates before the command even finishes
ok so in D2, the first split zone, do you have to go to a certain zone, or is it choice? Just looked at my terminal in a bot run (normally my friend is running terminal) and it said I had to get from 213
just curious bc we wanted to pick 212, but I ran the level like 3 seperate times and didn't get a single run with 212
Is that the zone to the right as you enter the room
First pick is set by the password location. Getting 212 3 times is just luck based
What's stopping you from exploring 212
no, cells spawn in both
nothing really, just was trying to see how far I could get with bots and ik they can't handle chargers
😔
yeah the Bob's just killed all three bots
instantly
and I was on sniper reload
sooooo
2nd split of D2 has 3 cells. 1 in each zone guaranteed.. but one zone will have 2 cells... that zone being choosen randomly
but the most fun you will have in that level is by opening all doors anyway to begin with 🙂
hehe well we haven't even cleared it yet

so basically the rest of the level is ||[REDACTED]||
no we know the entire level
we got extract to like 54%
but then dad
L
that was only with 2/4 of our players, so I definitely think we can beat it
and also before we knew ab the thing thaat triggers if you leave bridge room
People say D2 is E tier or whatever i don't remember, but it really isn't that bad kek
short but difficult
It's the same difficulty as D1
honestly my group struggled the most with C1 so far
C1 is actually F tier
not on our first run
but when we were trying to get our 4th through, we just got such a bad seed for the last 2 zones
like SO MANY sleepers right behind the subzone doors
came back at it another day and 1st tried it
¯_(ツ)_/¯
Just a mentality issue
same kinda thing happened with D1
we took like 5 CP restarts at the last CP with our 3 stack, and finally limped to finish, figuring out level and such
meanwhile, we came back with our new 4th, and screwed up so much at the beginning, then beat it with no cp 1st try
4 players vs 3p 1 bot is such a difference
Man I want to rejoice with the old no cp days
E1 no cp is a good start but it's not enough
I still stand by the fact that they're really nice for groups who can beat the levels but don't have enough time to redo an entire level over and over
also nice for learning/practicing certain parts of a level
C1, C2 have too many checkpoi8nts
I think R6D1 definitely had too many, and I agree that certain levels do
C2 I also agree
I think the story levels having 1-2 more than average is a good thing
C1 has what, 3?
no wait it only has 2
I think that's fine, if you survive the first S1 scan, I think getting a CP is ok
B3 I thought had a good spread as well, the one checkpoint is in a nice spot in the level
C1 only needs a checkpoint just before the Climax and I say that begrudgingly because I am not a fan of checkpoints before major events
I mean, I think it's fine because it's following the GLP rush, so it's securing your position of having got the GLPs
same mentality for the zone 13 cp, follows the S1 scan
naw Zone 13 cp is completely ott
huh, I think for the length of the level, it works
"You survived set waves of large enemies visible for hundreds of metres for 60 seconds, good job, take this checkpoint"
Ok but also for a newer player, they've also survived Zone 23
which will not be kind to them by any means
Bold of you to assume a new player would even realise 23 exists
for a more experienced player, yeah the CP doesn't mean much, but newer players might need
well at that point it's just a matter of whether they were paying attention in EVAL
no, we get plenty of messages saying that the fog is too much on C1
It's not even a new player problem
people just don't read
couldn't be me :3
z23 has been my second nature at this point
lowering fog is optional but doing so rewards you with more visibility
If they are paying attention though, they've cleared both a difficult zone and a S1 alarm, which can be difficult w/o the right weapons
If you've done that without the right weapons, you are going to not have a lot of fun with the rest of the level, even with cps
yeah
I think personally we need less checkpoints overall, and there should be stages in each tier where no checkpoints exist
as a test for that tier
one thing I do wish I had seen was the Tier lock system
also rewards you with more resources
saw something about it on the R4 wiki page, where certain tiers would be locked behind certain amounts of main, secondary, Overload, PE
looks cool ngl
That was in R5 too
it served to weed out people who were not ready for lower tiers
I figured
the rundowns could have been more brutal with this system in place still
Nah, this is fine, they'll be weeded out by death
r5E1 was hard to unlock because so many people had issues with the C tier of that rundown. they were just not ready for an E tier if they couldn't do a C tier entirely
I've heard about R5 in general just being difficult
R5B2 
C1 was forced stealth in respawn rooms... that most people sucked at stealth so they died... C2PE most people didn't know how to coordinate for overload or how to kill moms/tanks efficiently in time... + being an endurance test
All the rundowns without stamina and enemy slowdown were pretty easy
you were forced to complete at least one of those (or both D tier) to unlock E1
Ic
and D1 was the most punishing level of that rundown
Kinda want to see R4E1 with stamina and just see how newer teams throw themselves at ti
it
C3 and D2 were pretty chill... C3 challenged players by only giving you 4 uses of ammo on the main path but having to do multiple alarms back to back.. you needed to understand how tools worked
Only bad part would be the beginning that’s about it
D2 was just a reactor with a twist
Thats the part I want to see
the enemy density would need to be lowered in the 1st few zones... mainly cause you can't kill with melee as fast as back then
Huh
you had enough ammo for 6 tanks
luckily I've watched gameplay of these levels so I've got something to go off of
if you were shooting the sleepers.. you'd had enough for 5 tanks
You also had burst cannon + burst cancel
heh.. you can beat the level without that weapon
And 5* pen hel revo
hel rev is the most busted weapon in r4
But again it’s fine without those
You also had a pretty busted sniper sen
m8 I ran shotgun
Extreme was cowboy hour
it's much more fun then to rely on BC
Please find me a random lobby that didn't bring bc
Actually have to aim
find some friends
there you go. a lobby!
well yeah, when you have a static that are familiar with how to play, BC isn't your first thought. What I'm trying to say is that random pubs will almost certainly have a BC in it
i mean i don't know any of your friends. if they make a pub... it is a random pub. 🤔
and they'd likely take a busted weapon to compensate for not knowing how capable you are
seems like they have no trust in people
Trust is earned and built, it's not just there
I can trust my teammates to carry because I suck balls
but I can't trust a random to do the same
heh
all i say in pubs is " don't worry about it" with what i bring... just a difference in mentality i guess
i play for fun. not to sweat every run
i love shenanigan runs
I'm fine with losing due to skill issues, but I don't join pubs to sweat or play for fun entirely, I join because they want help with a completion
sounds closer to sweating then playing for fun. since you need to focus more when helping people reach their completion
else you ain't really helping them 😛
My message got blocked because it had the f word in it
;c
I'm not playing to "mess" around (as that would be for fun), but I'm not gonna go full 13 year old, gamer chair sweat mode, bhopping and screaming at my teammates to get up and help and micromanage
oh has anyone found a good use for Shotgun Sentry yet?

I discovered on D2 it actually is ok if it's on a ledge pointing down
I dont think theres a use for anything other than sniper
i mean burst is nice for clearing too
sniper can do it twice as fast and much more efficiently
they overbuffed it too much with bio
you might want to reconsider that... there is one scenario where burst will always be better... and it's against hordes of babies
nothing beats mine deployer against babies
if you have a door
are they any levels with hordes of babies
you need a door for that
no need for doors
other than c2ext
I believe not, that's literally the only level that has them
Although i believe there are mothers in both D2 and E1...
And 2 more in D1?
But pretty much all of them are optional / stealthable
you can easily make e1 moms up its just a respawn room and will 99% of the time lose your run
melee E1 mom to death
leave the zone
melee E1 mom to death
leave the zone
..
If you had 8 IIX syringes…
Wait a minute
Ok hold on I need to do some math
Ok so a IIX spear should do 204.75 dmg to a tumor bc it has the precision multi
wait tumors are 5x
Exactly
Ok an IIX spear will one shot a tumor
Without much damage falloff
So if you had 4 IIX stored nearby
I think you could do it?
YUP
if you managed to store 4 IIX syringes right next to boss birther and had another 4, and your entire team had spears, you could melee kill a pMom
It would do 4 more damage than necessary
oh Pmom
Because tumor
Yeah
For regular mom, hammers would do
Actually you almost wouldn’t need IIX
Spear would do 113.75, and tumor damage cap is 126 for regular birther
Ok so full charge plus small charge should finish a single tumor
Or a tiny melee booster
Wow ok this is funny
I want to try now
Is it possible for the player to put down a mine and then the person with the mine deployer to pick it up?
nope
Only mine deployer mines can be picked up (by any mine deployer users I think which means you can trade mines between each other if you ever run two lmao)
consumable mines are one use and then they are set forever
oh really?
Cool thanks
4 mine deployer strats lmao
No
what are the snatcher's critical spots
front and back (the fleshy bits when it opens up)
front seems to do normal dmg
and what exactly is back
only the standard back multiplier
positional damage bonus
be behind the snatcher
back damage is never tied to a hitbox, only orientation of the player and enemy
back damage is tied to the skill level of the player's gaming chair
ive been getting inconsistent gray markers
Snatcher's armor hurtbox is annoying, yes.
mine is cheap like 120$
still 115$ more than mine

Yo.. door 93 not found in B1, so stuck at door 95. ..... Did I miss something..?
find the item in area 93 for to unlock door 95..
You are in the large ass room right
yes collection case .. and y
Zone 93 is on the exact opposite side from door to zone 95, if i understand correctly
But it needs a generator to open
The cell for the generator is in zone 94 (its a door on the opposite side from were you initially came)
South side it is. The security door is hidden to a stairs going downward.
I put the generator, does the door open automatically after putting the generator?
So you go North for cell, then East for the collection case, and then West for the rest of the level
No there is an alarm attached
No, the cell in east side, Z93 in south side
That moment i meant what side do you enter the large hub room and you say South
I did all the doors, only the 95 remains....
I'm answering south to the one wondering where is Z93
Bruh
What is on the opposite side from z95?
Is that door open?
yes all are open
Okay, where is the collection case?
Then go into Z93, use a terminal to ping collection_case
lol...in area 93 which I can't find....and I'm playing with the screen on lol...
Z93 is in the south side of Z92.
Z92 is the big room, Z95 in its north, Z94 east with a cell, Z93 in south requires a cell
I'm no longer in the game, tired of going around in circles...generator put, missing collection case...
Use the terminal
Take a break then, GTFO has a deep learning curve
terminal used....
Try again later, better with help from #lfg-beginners
Yes
I believe so actually
you can actually query and ping them like any other item
its just there's usually no reason to
ah...i didn't know....but i opened all the doors and i didn't see a 93...i'll try again later thx..
Q: is R7 too dark or something was wrong? because i cant see anything at all without light
averagely dark
but in R5, i could see a little bit without any light
as long as i get closer with that, but R7, i cant even see the ground without light
my gtfo experience starts with R6 🤔
nice
new to the game. my buddy and i are trying to play A1 from the beginning and we both ready up but we can not start the game.
Host needs to Initiate cage drop after everyone is ready. If that ain't working then I don't know
I had a bug when i first played, something happened with lightin
it looked all wrong and darkness was blinding
other than that it seems to be normal
GTFO simply integrates Steam's social function. You can invite via Steam's invite, also if your steam friend opens the game, he/she can see the game you hosted.
well when ever we click and hold initiate cage drop it doesnt do anything
do you and your friends have to be on the same server. my buddy is in korea
i want my money back. we cant even start a game together
Refund then
GTFO doesn't have dedicated servers
it all relies on one player hosting from their own PC
whats the tool loadout for d1 OL?
thank you
what does the extra cfoam portion booster do, i feel like it takes the same amount of cfoam to foam a door
Full charge -> 12 ammo for c-foam.
With 100% c-foam portion, full charge costs only 6 ammo.
But you always need 9 to foam a door.
so i'll need to use 9 foam blobs but it will take less percent of tool?
yes
does anyone else get motion sickness when playing?
sick armour hurtbox
I have been having desynch issues in a1, anyone got an idea why that might be?
i suggest bio mine 2 sniper sentry cfoam not needed at all cuz you need ammo for sentry
3 sniper sentries can work too if you plan to tackle the class X charger alarm (which I recommend)
no I meant with bio
but for the early waves you don't want to scan them too much to avoid the double shot bug where it waste ammo
i guess one burst can help
Ah this is something I simply do not understand, High Caliber Pistol go brrrr
well i did it with bots so they dont shoot right away for some reason
they also like to shove large amounts of enemies instead of shooting
so i have to do stuff myself
oh yeah bots are a different story ofc
Yes I had to lower my FOV to 40 and now it’s much better
I think you forgot a 1 before 40
oops
Yeah I popped mine up to like 100, feels a lot better now
normal means could see something right?
Somewhat. Basically my lighting was very borked - everything looked very unnatural, like a poorly made alpha version.
B1 was basically pitch dark for most of the level.
That happens when you change graphic settings while being in game, usually, fixes after a restart
Yep, that seemed to be the case for me.
That being said, people do claim that R7 seems to be darker than R6.
I'm not sure. Can't quite remember R6 anymore, but A1 was somewhat dark.
I remember A1 being dark too, but I couldn't play R6 much and during B1 I had the lighting bug too
lights have been buggy for me forever
sometimes i'll enter a new zone and it will just take multiple seconds for the lights to work
R6 A1 had a couple really dark rooms in 78
that happens to me a lot during D1, the level is kinda heavy on my computer
Oh god yeah the class III was very dark
this A1 it's just the 2nd alarm thats dark
True, back in R1A1 when I realized I have to run all the way back with constant waves I shit my pants
It's just a large level with a lot of things going on.
If they're going for class X reduction, aren't there multiple charger scouts in that side?
He said he's going for overload so the chances of a snatcher slipping in and alerting the scouts is high
🤯
There's actually enough resource even if you alert multiple scouts and/or mothers/tanks, besides having 1/2 players holding the snatcher while the rest stealth in to fetch the key/get the terminal is also quite manageable. For some teams aren't comfortable with charger class X going to Z204 could have a better chance.
Snatchers cant scream
🐸 🐸 🐸
And if overload works properly you have like 4 min in between snatchera
Wich its more than ample time to clear a room or two
fr?
Depends of the quality of the pub :p
If in gonna start, thinking abiut the quality of a pub or teammates then guides are gonna be 10000 hours long
You either do or dont
BUt mY tEam CaNt
Dont care
i'll take your word for it
Bussin bussin
But think about all the video you could make by splitting that 10000 hours guide into parts ;)
Youll catch me dead on a dumbster before i do that
Ok so heres the first room for novices, intermediate players and experience ones
Jesus christ
😫 😫 hell.no
You forgot the "i just bought the game and jumped into a random pub lobby" category
"Can my friend join my match even tho he doesnt have the level???"
6 hour match
You forget to include the hours of checkpoint resets
Nah 6 hours was the first room
No 🧢 ?
did they make this rundown a little easier? feels like a1/b1 liast rundown (when i started) was alot harder ?
Or you just got better at the game
Fr fr
Hmmmm. A1 feels about on the same level, but might actually be harder because the final alarm is in your face and in your way, unlike last time where it was behind you and could only catch up when you are already entranched at extraction point.
B1, despite technically having same enemy composition, feels much harder due to chaotic nature of gardens' map structure and that one scan with enemies spawning 1 room away because fuck you. And the T-scan, of course.
i feel like r6a1 was harder than r7a1
both are harder imo
IMHO R6A1 it could be an illusion due to the fact that it used a more opressive and CQC tileset of drilling sites while R7A1 uses more welcoming labs tileset.
It's more open, harder to get lost. Just feels more welcoming.
But the final error alarm of R7's is objectively harder than R6's just because it's in your face and not behind you. I also think there's more Big Boys around. R6 had like 2, while R7's has like 4?
R6A1 felt harder in terms of layout, but overall I think R7A1 is probably harder simply because of the nature of the extraction
like for a new player, that extract could go very wrong
Ong?
R3 the HARDEST rundown spawned a wave of HYBRIDS when you took the baby out of the machine on A1
B1 currently got nerfed too. :/
Used to have more scouts and they actually spawned 2 rooms away in that alarm before collection case. They spawn 1 room away now
new players fuck up the scouts so the question is if it's harder to fight all scout waves this time
R6 had a lot more diminished alarms too iirc
Running C3 and waking scouts.
Me and my friends: man how did we lose WITH ammo???

and B1 has the new environment too which is still poopy
(Our usual set up is 3 of us and 1 bot as a side note)
decreased fps its also extra difficulty

Need better gaming chair for better frames
The one I'm looking for comes with a built in 3090
if i lock my fps to 60 i can't solo A1 anymore 
Rip
I want 120 frames so I can see bugs with higher frames

R6A1 was way easier than R7's
i understand the alarm is in your face for a1 but it just felt like not much spawned at all during the alarm ? going through a1 i just felt like there were less threats overall and at the end we sat in extraction zone and didnt even see a single thing while it ticked up. b1 map was certainly awful cant argue with that 😄 - i suppose in the end its like @distant ice said and maybe i got better but that might be wishful thinking 😄
I liked R6's A1 because it was technically the first GTFO level i ever played. My initial introduction. In retrospect i can't quite remember what was truly problematic about it...
R7A1 has the potential to spawn enemies right in your face from the start.
R6A1 had enemies only spawn behind the scan doors. The first large cave was always completely empty.
Here R6 held back. Although it did made for an amazing atmospheric introduction. Looking at the entrance to that cave was spooky.
Then we have the first alarm.
R7 currently spawns first alarm behind a door that can be reinforced / mined.
R6 spawned them from a security door behind and so the waves could only be stopped with firepower or tactically placed C-Foam.
Sleepers also used the badly lit mining trenches to their advantage to approach you from cover and shooters could take potshots while hiding in the dark.
So here R6's alarm was actually harder. Always remember it to be kinda annoying if sleepers ever managed to breach into the cave.
Then a couple of rooms... Yadi yada, same stuff, although i think R7's has more large guys.
Then the 2nd alarm. Hmm.
R7's has a single entrance that sleepers always use (i don't know what could possibly cause them to use the other one). Don't actually remember if the wave had big guys or not...
R6's had like 3 doors and enemies seemed to attack them at random, so it was harder to prepare for this one. I believe there was always a large guy or 2 as well. The room was also next to pitch dark, so that could cause problems as well, if they ever broke in.
Point for R6?...
Then we get the finale, which as already stated: R6's pushes from behind and you usually meet it already entranched at extraction point.
R7's manages to send like 3x3 squads at you from upfront (and mind you - one guy is busy carrying the objective) before becoming a back-problem again.
To be fair, R6's finale was more agressive, from what i remember. Lots more enemies.
No, only cosmetic unlocks.
In retrospect i can't quite remember what was truly problematic about it...
- The rundown itself being optimized like hot garbage
- It being the easiest A1, so easy that it should've been a tutorial level rather than a tier A level
Fr fr
You didnt like the 20 min of story everytime you play a level
Iirc. R6A1's Alarms are Diminished ones. Meaning it isnt full waves that spawn
So is R7's
Really? I played it like 2 days, i swear they were
class 3 diminshed or someshit
or was that B1....
I know the class 2 ones arent
i mean, it's class 2 so...
I'd have to check the class 3 again
The thing is the first alarm in R6A1 was a class 2 diminished vs R7 first alarm being a class 2 full wave
But i do think now that R6A1 alarms were harder for no other reason than just having a more annoying environment. Multiple doors, those trenches, pitch darkness there and there
And my memory might be shit on this, but the final wave seemed to be... More real, can i say? Those bastards REALLY wanted to break in
I can see mining environment being harder/darker I suppose
I remember them piling up on the entrance like mad
And yeah R6A1 final wave is harder than R7A1 waves
So i guess the question is what is harder: a real wave, but you get to setup defenses, or the half-assed wave but it's in your face while you try to just walk through
The latter feels more psy-opsy if anything
R7A1 waves are like 3-4 at a time versus R6A1 extraction waves are like diminished swarms/or full coming at you
Some beginners I recall not being able to hold off those waves
(I had afk in extraction scan these times)
I failed R6A1 like 3 times with bots
Couldn't get my head around the security scan leading to the artifact
They would break in and just eat the bots alive
Then again, i did gave them random ass weapons...
Beginner / no tutorial/knowledge essentially
Doesn't diminished mean that they start out not as full waves but ramp up to them?
Didn't r6b1 have diminished alarms
yes cell door was class 3 diminished
Is it being piss easy that big of a deal, tho?
It's A1.
Depends on the purpose of A1
If you see it as a tutorial level, then eval shouldn't exist anymore
If it is not, then A1 being THIS easy doesn't make sense
What's your propostion? Drop dimished alarms? Make them a little bit longer?
But Eval is basically Tutorial for a single person, while A1 could be viewed more as a tutorial for a group. Don't see any real problem with it being on the easier side, while being at least somewhat challenging to a completely new group
^^
well A tier levels shouldnt be long nor short, they should give players a taste of what they'll expect for the rest of the rundown
I don't see why you wouldn't just do that with A2.
A1 is just a playground, and it does fine at that job.
The EVAL is very much not a playground.
eval only shows players the basics
Expecting the first level to be overly challenging is honestly just strange? But all that aside, i'm pretty sure new groups still struggled with R7A1 anyways
believe it or not this game might actually be somewhat difficult to those that don't know how to perfectly dodge every single attack sent their way by side stepping, or perma-foaming doors, and everything else
This reminds me that for 2 rundowns in a row we only have one A-tier mission
Because EVAL exists and is supposed to serve that purpose of being a tutorial level
Okay? But what do you want them to do with the A1 space?
Also, again, A1 isn't really a tutorial.
It's a playground.
It's the base game w/ all of its mechanics, but with very little challenge.
playground for a new group of players to kinda just... experience the game for the first time
That does seem to be the concept, yeah
A = easy
B = normal
C = hard
D = very hard
E = ?
Like, what about old A1s is distinctly better than this A1 or R6's A1?
Like tool choice doesn't matter much in A1, but every tool can be put to use atleast somewhat in A1. Doors to foam and mine, somewhat decent sightlines. Bio is always useful
And you can argue the difficulty of the B C D E levels this rundown, saying how previous rundown levels were harder and such, but I don't know why you'd want to die on the hill that is wanting A1 to be hard
Again, if they want "easy, but not actually easy level" - they can always just add A2
But it seems that B have taken over that role pretty much completely
Use it as a level that's neither a tutorial nor a very hard one
So... literally what it is?
Something new players can consider to be hard yet to be the easiest of each rundown
-Not a tutorial.
-Not very hard
is.. that not what it is?
Which again - what do we do about this A1 for example to make it "harder"? Removed diminished alarms as a concept, add some extra rooms and sub-objectives?
R6A1 & R7A1 aren't
Bbc error
Yeah, you because you know how to play the game.
More enemies? Bigger enemies?
Every other room is fucking packed in R5A1.
Even with 1000+h anyone can see it's the hardest A1 level
R7A1 doesn't teach you anything. It's not a tutorial in anyway, as the game doesn't instruct you on what to do at all. Nor is it particularly challenging
Sounds like it fits your wants to me?
More enemies, more doors to handle during alarms, an optional objective for those that want even more challenge
- prenerf had respawns for the whole second half
But at that point it sounds like a B tier mission
Yet it's not B-tier
Bbc error ..
Also from what i understood R5 was like a "goodbye" rundown to the beta players
R5B1 high 😳
Funky, I think it says a lot about GTFO as a game when new players are still dying on A1 in both R6 and R7.
The level doesn't need to be very hard to feel challenging.
Because GTFO is a very unintuitive game.
Again, i failed R6A1 like 3 times
r5 was the booster intro rundown and despite them saying it wasn't balanced around them i'm pretty certain that was the intention
two with bots and one with actual players
all the levels were cranked up a tier
That's why it should be pretty easy.
Then either i'm a goddamn genius for finding R4A1 easy the first time i did it or something is wrong with the game
And i hardly believe i'm a genius
You absolutely need some agency to get through A-tier comfortably first time playing.
Specifically if you're not w/ a carry.
Again, what do we do with this A1 to make is slightly harder, but not B-harder?
Remove diminished, throw extra 2 sleepers per room?
Maybe double amount of large boys?
Use what defines B-tier levels, nerf each of the points, there goes your A-tier level
What's the problem with it, figner-pin-pointed?
Hm
From 2 rundown i've experienced - B-tier (especially B1) seems to have 3 definining features:
- first scout encounter
- first fog encounter
- aprox +20 minutes to beat
I mentioned them before ?
lack of enemies, lack of doors to handle during alarms
i.e enemies all come from the same door
So uh... A single scout in A1, a single room with a fog and uh... 10 minutes of extra gameplay?
scouts were in a1s for a while
So there is little to no management
r2 had two and r1 could have like 3 if you were unlucky
Multiple doors is usually a bad thing. Makes it harder to understand the spawn mechanics.
3 had one as well
That's why retrying & checkpoints exist
Never seen 3 in R1, don't think it's possible.
could be memory
Having A Tier be more introduction levels hardly seems like a bad thing. If R7 had an A2 that was harder than A1, and maybe featured a secondary objective to introduce bulkheads early on would be something
i remember having 2 in the third room and i think i had one in another zone but it's been two years
If the average beginner used its brain properly, it'd at least try to understand why the enemies are trying to hit a door in particular rather than the others
can someone explain some numbers to me:
knife does 2 damage base
normal striker has 6x occi multi (12)
knife does x2 damage to sleeping lads (24)
so why doesn't a tap hit with the knife to the occi kill?
Because funny
Sleeper multi might be 1x at min charge.
Or you're fucking up the angle.
definitely hitting from behind
from front head doesn't explode, from back it does
someone told me that precision multiplier scales like the charge damage
idk if that's true but could be it
For spear the precision multi scales with charge percentage for sure
precision multi is 1x for tap on the knife so shouldn't matter
sleeping thing might though
"LightSleeperMulti": 1.0,
Back damage is not a binary, it climbs linearly based on angle between 112.5 degrees and 22.5 degrees.
gotta be right behind em basically
Your occi multi isn't 6x if precision is 1x with no charge
It is, though?
that makes sense then
i was definitely right behind them i assure you
It's still 6x with no charge?
Wait what's the 2 and 3 for
back and head

Someone told me spear precision scales with charge which is why it doesn't no tap a shooter head
though honestly if you're using the knife, why not go for a full charge on your swings anyways, take's like less than a second to full charge or something
this wasn't cause i had issues in an actual run or anything, just thought about the numbers and loaded up a1 to try it out
knife has a 2x on sleeping enemies
Isn't precision multi head multi or does it multi the head multi
1x 👏 is 👏 not 👏 a 👏 penalty
was purely curious
👏
it's on top of the head multi
I thought head multi and precision multi are the same thing
Head crit * precision multi
meme
precision is weapon based
Ah
review
Yes, a single no charge knife swing to the occiput should kill a sleeping striker, but keep in mind the second the sleeper is in an active, awake state, it will not 1 tap
Weapons w/ sub-1 precision also don't lose damage on head shot.
ty for this though that makes it make sense
They still get more damage
What about precision multis with tumors
So if a weapon does 20 damage but has a precision multi of .5 how much damage does it do
Is crit weapon dependent or body part dependent
u have to hit head
Body part/enemy dependent.
ray do you know why the client scattergun could overdamage tumors?
Iirc Tank is 3x and Birther is 5x.

I don't know the specifics, but it's related to pellet weapons. If I had to guess, it's only stopping the damage once, and then every other pellet that hits that tumor still goes through. It might also be the case that it sees that each individual pellet doesn't do enough damage to overdamage, so it lets all of them through even though they collectively are doing significant overdamage.
W/e it is, though, it's definitely something specific to client not checking something that host can.
Probably a similar issue as w/ burst weapons being able to get extra head shots before client is being told that the head is destroyed.
i was thinking something similar, just didn't really make sense to me since the tumors should damage cap, even if extra pellets are connecting
It depends on how it's coded.
Lots of annoying interactions like that.
Pump shotgun is a great baby killer on host, but terrible on client.
Because one baby can eat all of the pellets on client.
But on host it will always blow-through.
(for head shots)
Although now that I think about it, doesn't the blow-through happen on client? So not sure why that interaction feels clunky.
Basically we won't have a weapon precision multi smaller than 0.67 though.
It does actually have a failsafe.
It prevents itself from losing damage, so it'll just default to body shot damage on crit if it goes under that.
(not that I expect them to allow for that interaction).
oh also randomly going back on the subject of knife not occi killing i'm pretty sure the stealth bonus scales with charge
i got clean hits and they didn't die
Yeah, it starts at 1x
Snatcher doesn't have precision multi right? Only back?
It does, but I have no idea what its crit spot is, if it even has one.
On release we thought it was the tentacles while shooting over it, but I have no idea anymore.
Hard to tell when crit makers are slight back damage or not.
It's either 2x or that's just a default and it's not used.
well now I gotta boot up the game to check
machine gun or heavy ar for crowd control?
im thinking of the benefit of heavy ar since of its versatility
im trying to duo as much as possible
?
the machine gun is probably better in every situation...
I prefer MG, but try both and see how they feel to you
HAR is just a bit slow, and MG has more damage overall.




