#gtfo-related-questions
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Getting especially lucky with the pellet spread with a buddy and seeing it die in 2 hits
Glorious
scattergun was busted even after nerf
Sorta
Felt like I was shooting people with a nerd super soaker from any respectable distance
it was less effective
I had to be hugging giants effectively
R6 sniper rifle was so damn good
So much ammo
and I hug giants
maybe
Meanwhile hybrid
but 20hp comes in clutch
Tanks 2 scatter shots
Lives to tell the tale
R5 c1 should be interesting to play through again
Maybe I'll finally git gud like older players ;p
R1 d1s ending was fairly intense
It was panic inducing
Comms just went
"Ayo the waves not ending,we've killed a fuck ton"
sees even more spawn
The whole squad panic runs to the evac zone

i got D1 done with less than 24 hours left in the rundown
i think
def within the last week
I used uh non vanilla means to play r1 and r3
And r2 upto d tier

Not doing that with bots and limited stamina
stamina in general hits like a truck
It would have been good for anti kiting if it worked
looks at the gtfo solo youtubers
Or yknow just speed up enemy attack animations when they miss like everyone else says so
ยฏ_(ใ)_/ยฏ
or like
Sped up tank 
just make enemies better
Didnt strikers have a melee attack or sumthin
In older rundownsM
Like non tongue melee attack
maybe in beta, but not in R1+
Ah
what if
enemy overhaul instead of new enemy per rundown?
make them smarter
bc they function rn
but if they had brains
or fix multiplayer issues
i like both ideas
R1 had crawling enemies right ?
I remember seeing solo reactor missions where they would spawncap with crawling enemies that were slow as fuck
or was it pre R1
not crawling, headless sorry
i don't think they were in rng, but you could make them headless
Yeah they wouldn't spawn like that
you could have headless shooters
crawling enemy has since Alpha
headless shooter exist
and dismemberment enemy (only the head) exist in Alpha -> R1
It has limping enemies
And yes they are slow af
yeah, I rewatched a solo C1 run by Spartan and it's pretty broken
I saw 2 yesterday and I was like wtf. Completely forgot about it
Wachu mean you killed the shooter and its shooting without its head!?!?!
Speedy roof crawling enemies might be good
Sprinkle in some extra suffering why not

ceiling crawling enemies that shoot at you
how many scans are in the charger scan before the first checkpoint in d1
10 if you dont do the thing
5 if you do
what is the thing
after the checkpoint theres a stealth section where you can lower the class of the alarm
we cant even get to the checkpoint because the terminal alarm right before it
the one with charger waves
theres another checkpoint off to the left
behind that door there's some stealth, which can reduce the charger waves for the checkpoint later
we got like 9 scans done before we ran out of ammo and lost
theres a terminal you can use i think? my group just did the 10 waves of chargers
me and my group have failed it like 3 times now
just do the other checkpoint first
10 scans is rough without boosters
should be in the room with the scouts and the chargers and the shadows
yeah i know which door your talking about
i thought i checked that the first time i did it
i guess i didnt
you could also do the checkpoint and then try the 10 charger waves a few times
yeah
we just didnt realize the checkpoint was unlocked since there is the checkpoint behind the charger section
yeah its kinda confusing
if you did the error alarm and running out of resource in the class X charger scan... idk what to say except you are clearly wasting stuff.. it gives you enough resources to do that class X with ease
we had full resource and some to spare
you have just enough with no booster to do both class X in a row... so if you do error alarm you get more resources overall... for a single class X
its a matter of tool running out near the end of the scan and trying to survive the end of the wave
not everyone dedicates there lives to shooter games like you
just don't ping as much if you use sniper sentry
or only deploy mid scan one sentry
counter the fact that it shoot too fast now
c-foam the ground a bit with grenades.. they aren't useful
its clearly not intended to do 10 scans
huh no. they give player choice just like r6d1
r6d1 you could do something similar and skip the reactor and stealth section
yeah and you can do c1 with the fog up
just because its optional doesnt mean its intended
You can do both class X in a row? The resource is kinda too tight
if it wasn't intended they would lock the door behind a subobjective tied to main
i did it once. was really fun and every shot matters
sure thing bud
can you do a run doing both class X in a row without kiting at all and upload it? i want to see the ammo management
that is what we where going to do if no one awnsered me
shadow class X you do end up kiting a bit but that's mainly because they spread out everywhere in the room.. but you don't long kite it.. you only regroup in a corner to bunch them all together to make scan easier.. you shouldn't shoot that much to begin with with that one. you only shoot when you are on scan and defend the scans by staggering
charger class X you stagger them and leave sentries do their work .. you don't kill most of them. if you know which are weak. you end them so sniper sentry doesn't waste a shot
but you do have enough resources to do both without any long kiting.. you stay in the room where the scans are for both
so abusing spawn mechanics is intended kek
snatchers still spawns you know
you have to find a way to keep ammo to whale on those massive hp sponge
if you bring provision you can probably shoot the whole thing
but that is also player choice ๐
Fair, perhaps try it some other day
fuck that
i did it prior to sniper sentry bio symbiosis. without snatcher cheese
now you probably need to deploy a sentry during the last part of charger class X (so save it for that last part)_
else it's gonna consume all the tool to fast
You can't do it prior to bio-symbiosis?
no that's when i did it
now with bio-symbiosis, it consume ammo faster
so you probably need to save a sentry for the end of the 2nd class X
I mean bio-symbiosis with sniper sentry came out with R7
not the ultra cracked sniper sentry shooting almost instantly
that was in a r7 patch
They later enhanced the sniper sentry, but not sure if it's really a buff when bio-symbiosis
not really. it kills too much.. making it last less longer overall
it was way more consistant when it was shooting less stuff
Agree, only D2 benefits from it
Otherwise you usually want to balance your tool/ammo consumption
there needs to be a objective that says something about lowering the scan count for the alarm as a optional
There is
i am at that point atm and dont have one
i am and dont seem to have a option to reduce security
the checkpoint dont unlock until you open 193
what the fuck
I'm sure there's objective message when I played, but not gonna surprise it's not consistent considering how D1 is bugged/unfinished. Mind share a screenshot?
Oh, so you're not IN Z193
we are
the 2nd optional sidezones with checkpoint opens once the bridge is open so either class X shadow is done or error and bridge open and done
there is optional disable security in zone 199 but we already did that
d1 is buggy af man
always has been
i'm finally getting back into GTFO and have some friends who got addicted to the challenge of the game, but we're sad we cant do previous rundown's for more content. will it ever be an option? it's a shame to have had worked on all that content just to delete it.
theyre remaking them or smth but you can play old rundowns still
fr fr? how?
i can't think of any reasons why they'd hate people playing the content they spent hundreds of hours working on, but haps
some things in life will always remain a mystery
would you be proud of showing old bugs and stuff? etc
legit old rundowns are like a different game
i've played the first rundown and this current one only. i legit find bugs and glitch spots on my own regardless of the game i play. it doesn't mean i cant have my group of friends and just have a good time brainstorming how to go about the next room of the mission, and feeling good because we've accomplished something together as a team. we sort of pretend it's like raid prog for ffxiv, lol
One reason is to keep the already small community focused on one set of levels instead of being spread out amongst 7 rundowns of expeditions, making it even more difficult to find a match if there are that many options. Someone is looking to play rundown 2 expeditions, and will find a match a lot slower than if rundown 2 was the only option to play. Harder to matchmake and LFG, y'know? That's just one reason, but the devs announced they will bring back old rundowns in a future update, in a way that fits their vision. We'll see what they do.
Did you do the Error?
we finished the map
With ovl I hope
it was just really weird because the checkpoint to the stealth section didnt unlock till you went through the other security door
made it confusing
Yeah it's always like that. Weird but that's normal
wasted a few hours because of that repeatedly failing the class x alarm
The 2nd one you mean?
Well you got it in the end ๐
not on overload tho
drop back in !
the bugs where to fucking abundant to the point the map was already unplayable at times
overload aint worth the effort
for the end section we also took around 30 minutes to draw a map with all terminal numbers, made that shit easy af
It is not that special
if the stars align we might might get D1 fixed
I do that everytime 
yeah but running weapons that where good for snatchers was fucking us when it came to ammo for 10 scans
When frustration is down
we didnt realize we could do a class v instead of class x until after we decided to say fuck it on overload
We did the Error and sneaking and had ammo for days !
You don't need good weapons to deal with snatchers specifically tbh, they're not that dangerous as long as you have info on their position
Yeah next time
one guy with snatcher dealing weapons is enough
Not a single pub I've been in has gone through the dual class X alarms
Oh
I was looking at older messages

its basically impossible without extreme planning in advance to do it kek
or being good as shit at shooting
Mfw I see 3 snatchers per 4 mins
But we're half way through the level so fuck it might aswell finish it
but yeah the bugs on d1 really kill the fun of the level
I didnt mind the snatchers as much as the bugs
Everyone kept crashing and stuff
I havent experienced the class x route fully
i havent either because the class x charger scan is so god damn hard
When I was originally attempting it and was clueless I accidentally triggered the charger class x and got mad shit for it

It isnt terrible,kinda ammo draining but you can go to the tank or mother zone and get sum stuffs
If you dont wake em up that is
we didnt realize the checkpoint unlocks once you open the bridge so we wasted 4 hours redoing the map over and over again since we assumed that checkpoint door after the bridge was where we where supposed to go
no objective or anything pointed us to the other checkpoint door
Every checkpoint that wasnt right at the reactor always caused the hosts game to crash

In my experience
Shit was wack
to add to the pain, the map takes several minutes to load for the drop sequence
That too
I dunno if the game was more optimized in r5 or whatever
But whenever u redropped into a level it loaded faster
i am glad we did not do overload while running main blind
i dont think we would have finished tonight
my singular completion is overload
Never again
I wish I was pre patch overload gang
But alas,pain

overload on that map makes me not wanna finish the rundown simply because the map is so damn broken
this shit was way to common
we saw that glitch around 8+ times today
The way to mitigate multiple snatchers is to have everyone but the host DC and then host puts in the command
If you didnt know that
good to know
Yea cuz apparently its desync that causes multiple snatchers to spawn
No players,no desync
ยฏ_(ใ)_/ยฏ
Might be annoying for the host to fight the snatcher for a bit
dont spoil whats in the levels but what should we do next, c2 eff, c3, or d2
which of those are the least difficult
Its hellish but you get used to it
Main is ok
Overload is fine
Extreme makes it kinda annoying
If anything main and overload together are quite fun
its such a good melee skill check
D2 is shortest will say that
me and my team are already becoming experts at killing charger scouts without foam
Fuck
That's pretty neat
I havent managed to pull it off
flashbacks to 5 charger scouts going off in r6 d2
hel gun save me
its hard but its extremely doable
you need near perfect sync
its doable with 2 people but 3 or even 4 people make it waay easier
we stealth killed every charger scout in d1 and only set off 1 of them
I think a fully charged hit adds like half a second before it screams
one of the player only has 20 hours aswell kek
There were charger scouts in d1?
I genuinely cant remember
yeah
most of ours where after the key
we had a room with a charger scout and 2 normal scouts which was fun
I just ran past them all the one time they key was in there
Lock melters are clutch when one of them is near a normal locked door

It is crazy how fast my friends have gotten good at this game
one of them picked it up and put 20 hours in
he is killing charger scouts with me in perfect sync
Meanwhile I was being a bumbling dumbass trying to figure out the different enemy types in r5

I guess I've become too reliant on c-foam
It was funny we had another guy in vc who tried telling us to just foam the scouts
and we where like "we just got a checkpoint lets just melee them"
then we never foamed them unless forced
When we first saw chargers and found out one hit to the front cant kill them,we just duod them
But one day someone accidentally hit em in the back and it one shot them
It was a fucking revelation
back shots where not one shotting for us
we needed two people with a back shot to kill
or 3 on the front
I'm talkin regular chargers ;p
ooh that makes sense
But yea
We felt really silly for a bit
But it was a big brain moment at the same time
Giant chargers were and still are a cancer
prob similar to how my team felt when we realized we didnt have to do a class x alarm
i havent seen any as sleepers yet so im not to bothered
mmm
Meleeing them is the same as normal big chargers
Although they just leap forwards a bit when hit
we had like 9 chargers right in front of the entrance on our b3 run so it was literally impossible to stealth that area
Normally shot it
In some cases i killed all the chargers near the door and stairs in stealth
Sent 1 guy to pick up the crate while the others are at the pre loaded hsu
Worked out fairly well
But normally we just shoot it
that b3 last section with overload took my team around 3-4 hours
the rest of the level took us around a hour and a half
we struggled so much with it for no fucking reason
Honestly I've had my most deaths due to running out of ammo or not being able to kite in the 3rd extreme teleport
on the attempt we beat it we had tons of extra hp and resources
Tbf having your firepower dumbed down to 2 from 3 hurts when the fog has chargers and regulars
also being shot by your own sniper sentry is fantastic
we just stopped running sniper for that reason
its fun but burst is usually more well rounded and less likely to end your run
I ran a cursed setup of sniper and shotgun sentry
Double burst c2 ftw
Lasts so long
cfoam was the wrong call for d1
easily could have done the whole map without cfoam
and just used the nades
4 burst sentries or 3 burst and a biotracker would have been plenty
I always had error in pubs so mines were handy
But ive ran 3 bursts for r6 Dx
God bless the bots and their sentries
Held the line
burst sentries are just so well rounded
They are quite nice
its always a good option no matter the map basically
I think the only time I preferred sniper over burst is e1 or d2
sniper and shotgun turrets run out of ammo so fast
and cfoam / mines are very niche usecase
id still say cfoam is the best choice for solo tho
hey I use mines
i aint shitting on mines
I know
when it comes to blood doors or instantly killing on a ton of smalls when a door breaks nothing compares
I put the funny laser on door
I get paid
Simple nuff

I just found the name for the mine deployer to be really cool when I got the game
So I just mained it
;p
i found it really neat that mine lazers dont show up on thermals
basically ruin mines for anything but doors
Thankfully its a poorly constructed joke
yeah but there is also a melee weapon that cant kill half the enemies in the game and in return you get a faster charge time
i can def see that being a feature in the future
But
ok I swear to god I think I'm being retardedly dense today
but isn't that just the knife
hmm
it's ok against chargers in stealth
considering I ran it for E1
Sledge best tho
Nothing beats a good ol smack from it
Ol' reliable
What do I see??
Subtonix backing off knife???
every weapon has some drawback, but knife has such a obscene drawback its unrunable for later levels
2 hits to back of normal chargers isnt terrible
its still the best weapon, its just sad that unless you want to stab a big for 15 minutes its not going to die
It's a great normal sleeper wave clearer if you arent feeling like shooting too
I am so proud of you ๐ฅฒ
i love it for invis sleepers
shadows can burn
shadow giants running like big chargers
who then bonk the entire team
is so aids
sprinting through the secondary on b2 with knife killing sleeping shadows while everyone watched was fun as shit
missed 1 head out of 20-30
nice
when it comes to clearing smalls its unparalleled
bat over the knife for me if I have to choose besides the sledge
stagger is ridiculous
:p
but there is basically no smalls on anything c tier and up
Hence sledge 4 life
honestly it's still so good
sledge is disgusting

it trivializes all the other melee
Not
Today you became a man.
not today
I thought some of the others ones are still viable
Go and finish the rundown now
basically once i started doing maps after b3 overload
It's a spear,throw it or something
you dont have a choice at that point
bat is viable but its basically a less consistant sledge
typically your better of just for sledge since its damage means you dont need the stun
having the same stagger multi on a no charge hit with a bat as a fully charged sledge hit is quite nice
and it's pretty decent for fast clears
and one tapping locks when the need rarely arises
But yea,when in doubt
sledge
it can't go wrong
tbh locks are a non issue (except in stealth), you quickly get used to running around with charging your melee and constantly reset it
^
and 40-45% charge of hammer is enough to break a lock
i play sledge because no other melee compares not because i like it that way
it's saved me a couple of time which is surprisig
altho knifing scouts will always be fun as shit
I don't ask of you to like it
knife the watermelon
Always ready to bonk if something goes awry, always ready to open doors that have a breakable locks if you need to make some space
really tho my only complaint with sledge is how short the window is once your fully charged
I'm gonna be so rusty when r8 arrives
with knife its like 20 seconds

cant hold a sledge charge for shit
which is good
which is why you reset it regularly with right click
that would make the other weapons even more useless
def good
It would be more OP
its the only thing that prevents sledge from making all the other weapons obsolete
hell its the only thing the sledge is bad at
There's some stamina consumption apparently
but I think it's negligible?
didnt look it up in detail
but thats only when meleeing multiple bigs or sprinting while clearing rooms
otherwise stamina basically doesnt exist
I've seen a knife party just go behind a giant and just stab it to death
it's so silly to watch
one bug that was pissing me off was a random enemy during one of the alarms would freeze in place and cause nonstop distress from the characters
it was basically crippling your stamina
since permanent heartrate increase
yeah happens a lot on D1
I've had shit like that happen in r6 so much
enemy just chilling in the fucking walls or floor
I usually go back either after error or after the full room scan to clear the remaining while my team loose their way in the level 
to make it worse, d1 has so much running in it
like wtf is that
god bless the bio tracker dude who helps find the ones that are stuck

never again on that damned map
wont continue till next weekend
fun part about a 4 player game is finding the one day a week your group can play
Don't even need that, the only real issue is that SOMETIMES the enemy is somehow stuck underground near the door of the class 4 scan
dont worry there is a good chance that chunk of map wont load in for someone and the whole area will be invisible
so he might be able to spot it
yeah and it doesnt matter since enemies also are not visible
we had 2 people have that bug on the same room
it was at the end of the error alarm
the big room that is right before the terminal room
that entire room was not loaded for 2 players
yeah there's a few room that does that
on the run we finished the entire room that has the 3 security doors was not loaded for me
my point is that the enemy still puts you in combat so you're stamina limited for the rest of the map cause you can't kill him
just a reset on d1 tbh
would be for me if it was early enough
the alarm scan aint that bad once you know where the terminal is so its not that painful to reset
i would know, ive finished that scan 6 times today

Which rundown is nemesis?
tysm
Yep R6D1
ok so tell me why am I so bad at killing snatchers? (how to kill)
shoot the back for double damage
force them to run by staggering them during the grab or dodging it then dump your ammo
head is armor, others nothing special about it
gotcha no more shooting head. I think I see where I was going wrong
white hit markers means armored
ok ty
here is a harder question. Do the guns in gtfo act like real ones. when you shoot a real gun there is bullet drop but also up close your sights are not where the bullet will hit. so depending on where the gun is sighted in you have to aim lower or higher than where you want to shoot. Is this accurate or am I just experiencing the desync issue where the enemy is not where I see it?
There is bullet drop after a certain distance (depends on the gun), that close up thing shouldn't be happening
It's probably just desync
gotcha thanks
@fathom jolt There is no bullet drop.
the complex is too cramped to find yourself in a scenario where it would compare to real life's long range where bullet drop would even matter
Bullets move in a straight line, but start to lose damage after a certain distance at a certain rate (depends on the weapon).
The tracer has bullet drop, but the tracer lies to you.
There's no travel time, either.
It's instantaneous.
gotcha I mainly asked since I see this with pistols a lot. I sorta expect to miss a little with rifles. I want to assume it is the desync then. I have had issues lately where my sight is right on a target and it misses even on nonmoving targets. but either thanks all
if ur using sprint toggle are u able to dodge?
Dodge is broken across the board.
It's considerably smaller than it's supposed to be.
oh is that why i cant dodge using sprint toggle but can with it off?
If toggle does break it completely, that'd be a separate issue.
But first time I've heard of it.
Dodge is next to useless regardless.
Pistol only fires above it's sight reticle if you rapid fire it.
What are the best automatic rifles to use in gtfo
Pretty much all of them, depending purely on your tastes
The basic AR is fairly decent - classic 30 ammo mag, managable recoil, yadi yada
Bullpup offers recoiless pin-point accuracy and decent effective range, but in return it suffers from one of the longest reloads in the game - meaning getting caught while reloading is a problem. But if you can keep enemies at medium to long range - it's actually a very catarctic experience.
Does burst fire counts as automatic rifle?... Because Carbine is fairly decent for close range combat. Hits hard, fast and reloads quickly too. Only downsides - x4 burst and low effective range.
SMG is a bullpup that traded long range efficiency for normal reload.
PDW is a meaner SMG for hipfire spam. Thermals as a bonus.
From specials - not much choice here, really...
Heavy AR is exactly what it says it is. Basically the basic main AR, but traded recoil and fire rate for extra kick. Hits hard, but recoil is kinda cringe, ammo runs out faster than you think it does.
And finally the LMG. Its probably the best weapons this rundown. Very good ammo economy for a special.
Hits hard, shoots fast, large mag...
Downsides: reloads forever, recoil and that silly build-up mechanic. But if you can learn to work around those - it's pretty much the best you can carry.
Also best weapons to give to bots.
Very helpful thank you
Do scout alert waves stack? Like, if you piss off three scouts in one room, will it spawn thrice the number of sleepers?
Stacks.
Thanks
friend left for a minute and came back to us dead
we opened a room and 3 scouts where in it unknown to us
funniest shit ever
@shadow flower if r7 is sticking around, does that mean my opportunity to get all r7 cosmetics is sticking around as well?
That is a good question! Need to double-check. It's nothing we have taken into consideration
Call them normally because I have no idea what those are
precision rifle or sniper
Giants - only sniper
Everything else - precision
alright thanks
Sniper oneshots large guys with a single headshot, precision doesn't.
Sniper deals large damage across the board, precision only does so on headshots - bodyshots on it deal notably low damage.
You can pop the head but after that it takes like 5 bodyshots to finish the job.
and then do you recommend a heavy crowd control on the primary to kinda balance that
like machine gun or smg
assault riffle ^
For scouts I would just recommend Hammer tbh
sniper if u need to delete high health enemies
The PR is very funny because it can fire in full auto
prifle if u dont want to overkill small enemies
We don't know why, but it can
and the thermal is nice for shadows
So CQC with it ain't too bad, but generally yeah - you want a good CQC main weapon once enemies breach your killzone
HEL shotgun makes for an interesting combo with it, but they both have long ass reloads and that can cause problems
I advise something like pistol, smg, carbine or pdw
yea im a fan of the pistol with its higher ammo capacity
and short reload
hows the hel revolver though? over pen rounds would make it good for larger groups right
It's completely legal as devs haven't nerfed it yet
It's just a dark spot in how game handles reloads
Animations are longer than what the actual reload is - you can cancel the animation by quick switching to another weapon and back and still get the ammo in
HEL rev is one of the more abhorrent examples. You can like halve it's reload time.
go back and forth?
Yeah.
okay okay
Generally I'm against it, but you do what you must
I'm but a humble reload animation enjoyer
lol
mm good question is why we havent had flammable weapons
especially in this green goddess of a rundown
Probably same reason we don't really have explosives besides mines
lets get a rust flame turret trap
It's too obvious and would probably become meta at the blink of an eye.
yea ;/
Devs already believe miner to be a mistake
i think to balance, if the flamed unit hits you, the flame transfers dealing damage
so its circumstantial
i actually havent played but ill check theirs
But kf enemies are slow as shit so you can get away with that
Sleepers are a little too quick to just wait for them to die.
yea true, maybe like not a flame thrower but something in that direction
something unique to the energy of gtfo
handicapped by the warden
It took the warden a couple months to handicap the scattergun
I suggested drugged darts once and everyone down voted it
So yeah, we are men of hammer and brass.
Mine deployer being a mistake seems kinda harsh

Sure they're quite effective when slapped onto a door
But I dunno
Dont seem that bronk
It's the mere fact it can potentially kill an entire wave with a single mine
Didnt they buff the mine dmg in r6 or sumthin
Idk I only know old minedeployer was different but idk how it was different
At this point I'm so used to carrying it around I dont know how I would play without it

Killing a wave just meant I get to keep more ammo for longer
Me with any other tool and forgetting to use them because I'm typically mining doors
I am typically switching between foam or mines
Specifically sentries is the one I despise
Mines deployed with underslung c-foam launcher
How 2 overpowered
Having to pick up and Place down and reposition is such a hassle to me
I got used to it real fast in r6
That rundown really made me appreciate burst sentries

2 burst sentries are good
1 at best kills some / slows down/thins the swarms
Sniper however at least now with bio symbiosis can kill up to 57 smalls iirc
Still weirds me out that people would take 1 burst and 1 sniper and place them facing the same lane.
just to be sure
More ammo less dmg
Imho they should make it a manual detonator
No more just mining doors and running away - you'll need to time it right somehow
And will provide some extra tactical choices besides door spam
Pointless because sniper sentry wouldve one shot the common anyhow
Ammo nerf needed, ofc
Go put a mine under a scout then run away

Mines have always done the same amount of damage throughout every rundown
Before R5, mines were bugged and a single body of a sleeper could take the whole explosion
So, they were body blocked? Fascinating...
Basically
No. You need 2 mines to kill a charger scout
Cute
Just have 2 ppl do it
Mines do 35 + whatever precision multi the sleeper has
Unless they changed it
its 50
I genuinely don't remember if that's true but I can check when I get the chance
Precision multi isnt tied to the sleeper btw. That's tied to the specific weapons
Even then that's headshots.
Headshot body multi is different
Precision multi is a headshot base damage modifier for each weapon
Hence sniper having double the damage before the body multis
What
Isn't there precision multi for both the enemy and weapon? Like shooters/scouts
Yes
Headshot body multiplier and precision multi are 2 seperate multipliers
Ah you're just calling what we're calling the sleeper precision multi as "headshot body multi"
Ye
i just call it [body part] multiplier
ass multiplier
head multiplier
head ass multiplier
Pretty much
Then again. Precision multi is mostly a balancing feature anyhow
Only 4 weapons atm that have beneficial precision multipliers
Over 1x
All the precision multipliers are beneficial
Just because it has a precision multi less than 1.0 doesn't mean you don't do more damage hitting the head
Well partly also because by the wiki. And sheets. Precision is mentioned primarily for weapons
I said that for precisions only. Not including the body multis
It's kind of useless talking about the precision multi in a vacuum when it was designed/balanced with being calculated with the headshot multi, no?
HAR would be able to 1headshot and 1 body shot strikers if the precision multi didnt decrease its base dmg
I usually just call them crit/WP multi vs. precision multi.
wwwwwwwwww
Like saying DMR's precision multi isn't beneficial because it's 0.87 isn't accurate imo
Like I said earlier. It's more of a Balancing feature
Well, it's not beneficial, but it benefits from crits.
Headshot bodypart multi still exists yes
And I did say not beneficial in that it isnt over 1x
Kind of depends on context, as well.
From a numbers perspective, the precision multi is holding the weapon back.
Does any other game use weapon damage mechanics with the multipliers like this
From a balancing perspective, the precision multi lets the devs increase its base damage to a higher value.
DRG arguably.
Base damage * WP multi * WP bonus
Several games do
Gunfire Reborn has CritX as well.
Gtfo ironically just has below 1x base dmg modifiers to headshots
Technically weakpoints
Tumors exist.
"Crit spots" I think was the common terminology back in the day (R1-R5).
Mhm
It's a little more waffly now that the crit indicator appears for all damage bonuses.
B4B also uses similar "player weakspot damage" x "enemy weakspot multiplier"
GTFO's precision design is iffy to have precision multiplier < 1, it makes the lower bound of precision multiplier a variable of enemy weakspot multiplier but a intuitive constant
do Charger scouts always walk forward? regular scouts switch it up
Its pattern is mostly identical to all other scouts
pardon, are they always facing the direction they are walking? regs sometimes walk with their occiput 'going first'
Charger scout can also side walk
gratzi
so in regards to the lfg channels, am I relegated to only playing in beginners or could I join any of them
you can join any
but beginner is designed for newbies to play together or to be taught by veterans
huh. okay
the channel descriptions say.
What does artifact heat mean
how much booster progress you make for each artifact you pick up
if you press "O" it'll show you your progress on the right side
in-game of course
can turrets shoot cfoam off door or damage door if facing it??
no n no
artifact heat * 0.15 is how much artifact progress you get for picking up one artifact
do you mean the shove button?
by default hotkey C
If you mean shove then yes, and it's recommended if you want to keep shooting with the same weapon
Anyone got tips for overload objective for c2?
From what I can see u need to clear that room before the fog gets too high?
Assuming that cause the levels fill with gas after the scan
clear the room between set 3/4 and set 5/6
Then use cell 6 or 5 to open sec door. the class VI scan and last part of overload you'll have to do in fog
The meta way to do it you'll have to do the class VI & Z303 in 100% infection
You can use fog repeller to keep 15 hp or over-healed yourself when emergency, to aggro the room or not is actually your choice, both would work
You can stealth or aggro the room
Aites
But why do I do that room after the VI scan?
Only cause the error alarm in cells 3and 4?
Yes
I c
Unless I save disinfection kits for the last scan
But bots will be bots
And shit human players as well
;-;
do different enemies take up a different amount of spawn cap?
idk how questions work but like: big enemies take up more than small ones?
yes
they each have a diff number attached to them (forgot the exact numbers)
like back in R5 in C2 overload we would pull 6 giants from the sleeping giant rooms so we can kite them around the room
and they just eat up the cap
Yikes
I need these numbers
I neeeeeeeeeed em
easy answer: go to modding sever (:
Wait was it only 6 giants required to spawncap r5c2 overload?
When I did the terry fox walk around that room we had like 20
cap is 25 but waves have a minimum size for each group of enemies they spawn, if the minimum doesn't fit, nothing will spawn
and any wave other than the first wave has a timer that last for an infinite amount of time as long as x or more enemies are alerted
for a lot of cases you want the first wave to spawn so you can use a reduced cap
have a question for the current rundown at level C1 how to stop the wave after open the room for GLP?
pick up the 9 glp
it will add more spawns for each zone you open
and each zone has 3 glp
so after pick 9 glp it will auto stop the wave?
yes
thank
Is it possible to modify my weapons? Specifically the sights. I don't really like the neon aesthetic sights.
Also, are there settings to tone down how much fog there is? I played B1 last night and there was a huge part where having the flashlight on was detrimental bc I could not see anything lol
You can't customize sights sadly
Fog is part of the gameplay, you'll see in B2 that it is much, much more dense
it's not the most fun part I agree, but there are tools to work around the fog
No and no.
Maybe using mods, but then you are not allowed to play in local LFG servers.
Funnily enough devs changed the colour of default pistol's sight from red to light green.
you better get used to fog. its only getting started
Damn this sounds like a hard game. Okay, thank you all, I will struggle with B1 later again tonight
Also could you elaborate with this? Like what tools (and do I have to find them like lock melters?)
There's an item called Fog Repeller
Fog Repellers, they're frequent or even abundant in fog heavy levels
there is also another thing that is much less frequent called a Fog Turbine
Looks like a fat roomba
And in some other case you might have map events that allow you to reduce fog
okay do I find these or can I equip them instead of my sentry for example
And finally thermal sights, while having reduced visibility in fog, are still pretty useful in such situations
Nah sorry, I shouldn't have used the term "tools"
Altought biotracker is still valid in that regard
got it thank you
you find them around
and that is actually pretty accurate
when new players encounter permaFogTurbine checkpoint bug

(This applies to all carry items for those who dont know. Not just turbines)
very cool when its a turbine backpack, free hands, running, shooting, cant open a door ๐
Sucks because they cant use anything outside of their own gear
if plant backpack... why get infected? if breath oxygen it makes, why get infected by air I don't use?
Can I change the font in this game? The objectives are sometime hard to read when playing
you can increase the font size by a bit
I dont remember who I heard it from but I remember someone saying you cant kite anymore? is that true?
you can just not forever
and you have to be smarter
Ahh
D1 shadow alarm tho ๐ณ
i mean... i didn't play D1 alot
and i can't replay the level cause everyone wants to do it with overload
Still can kite shadows by literally walking
Given you arenโt walking in straight line
still can circle kite normal strikers by walking
Is it still possible for people to join in on your game mid-run if your lobby isn't full?
kinda
is there any workaround for the d1 overload multiple snatcher bug?
Kill all the snatchers
Host solo activates the Overload terminal and the rest have the code and join after the overload objective is activated
So Host kinda has to deal with 1 snatcher midst the rest joining back
ye we tried that, but were having issues with the bot. does a bot still activate multiple snatchers?
No
ok tyty
people not running 3 snatcher ovl is quite sad ๐ฆ
is it still possible to run the whole open but not use the overload in D1 so you can main and just do snatchers at the end?
no
adapt, improve, win
fair
they also love crutches
i spend my time solo 2 snatchers just for them to use cheese after that
yes i do, favorite food is cheese crutches
i spend my time solo dancing with all the snatchers and wave at the end of c1 while they panic and yell at me to come on the extraction scan
funny pubs
C1 doesn't end in a team scan though right? it just takes 25% longer if you tango and they scan
no extraction scan is a team scan
but he has 3 other teammate in the scan
there's no bulkhead key inside the overload area anymore.
once you go to that area. you have to activate overload terminal command to proceed
otherwise the door towards main will never open
I hate fog
The person above me hates fog
Somebody had a scanner in their game that allowed them to know like how many things there are. Is it a tool I can use? I'd love to use it.
it called bio tracker
"According to the pinger. We're already dead." -Hackett
"I hope I'm seeing double, we got pings"
Bio Tracker Tool.
Can see enemies up to 30m away and pings those that are awake and moving.
Sniper and Shotgun sentries aim and shoot at pinged targets faster.
Biotracker does not require tool refill, making it easier to manage the other 3.
Theres never a reason to bring more than 1.
Oh and one more: bots are amazing with it. While they can't give you precise info on sleeping enemies - they ping the shit out of awake ones, doing so at twice the range and speed of un-boosted player.
disagree with that last one
there are reason to use more then one if your team is always splitting up and you need to know stuff from both teams
Haven't seen that happen once so far, so... It also implies you are left without either miner, Cfoam or a turret, which is not preferable unless the level just doesn't play well with one or the other.
Basically it's a lot of IFS and BUTS so, practically worthless.
R6D3 and R7D2 are examples where it might be worth doing, though I still probably wouldn't
C1 
Sniper sentries are just ridiculous atm
It's not that, some levels don't have enough doors
Mining random corners only gets you so far until devs make this crap a manual detonation.
Bringing a mine deployer for 2 blood door is not worth
Just shoot. It s gonna take 10 more seconds then the mine
i need those 10s bro
R4e1ext speedruns uses 2 bios
Might change soon though if the new strat works for reactor
Else just playing the level normally and doing 2-2 split also benefit having 2 bios
Taking two bio because the first bio guy sucks is incredibly based
Pub bio are always the first one to be down
Which level this rundown do you think makes the best use of Mine Deployer ?
imo B2
i agree
akctuali the first zone has a few doors
Mines are decent on C1 too I think
really?
I guess for the escape, and to clear the first S scan wave, but I really prefer a triple sentry setup
mines 2xsnipersentry biotracker == c1 gold
B3 would be higher than C1 on the list
It helped a lot when I duo'd it. Helped a lot for the S scan, can be used quite nicely in the glp section, and for the final escape section
5 sniper sentry is better imo
Duo context I'd take mine yeah, I agree with that
valid
C3 got some strong mining opportunities as well in the 2nd half
I guess, for PE definitely
the only need for mines in b3 is like
blood doors, pulling overload room chargers
never really used it outside those 2 mentioned purposes for b3
The first super cluster scan
I also use some for extract and in the room with secondary door
eh i didnt use it for the cluster scan
perma foam is better in this one tho
R7 challenge every level with 4 mine deployers
legit... it won't change much
cause every level doesn't require 1 specific tool to complete this rundown
I don't know, D2 could be problematic without turrets...
just shoot
if i could solo defend it with 1 burst sentry before sniper sentry buff... you can defend it with 3 players..
2 people defending and 1 errand boy also works without sentry ... witout being too challenging
Riiight
i mean that solo defense was 2 erran boy while i was defending with the burst
Guns?
hel rev, hcp
duh
Right. Not happening.
reload cancel is what makes you able to shoot even more
I know, still refuse
You refuse to reload cancel? ๐
Yes.
uh, why?
also this is about a 1 person defense... if you have 3 defender you time your reloads and negate it if you are so stingy about reload cancel
based
so it's fucking hilarious that you jump to the "not possible"
Just don't like it. If game wanted me to reload in 1 second - it would give me 1 second reload animation. If it wanted me to speed it up - it would give me something like what Gears of War had where you press button at the right time.
...
Interestingly not many games have that one.
Kf2 offered you a perk that live halves reloading times, while using custom reload animations. That was cool.
Hm. When reloading HEL rev - does the character cocks the hammer?
so what you want is to remove a skill check of player and instead freely give it away as a booster... sounds pretty lame
I believe not, right?
Do you consider the reload cancel to be an exploit? Or does it ruin your immersion?
calling reload cancelling skillful is quite an overstatement 
Both, actually. It's literally just messing with the game not being smart enough to catch up with the big brain player.
Which is proven by the fact that it changes from gun to gun, because some are more broken than others.
heh. better when the player does it himself rather then it being given for free
"given the opportunity - the players will optimise the fun out of the game" - some game dev
or the dev can just kill the fun altogether
some people like to do stuff faster then what devs wants originally. that is THEIR fun with the game.. who are you to judge that it's not fun
๐ค
Because it's literally cheating? Especially if it's something as important as a direct combat mechanic. Throwing such wrenches into the cogs of game balance is a dangerous thing.
I had these arguments before with dark souls estus cancelers before, and they couldn't convince me either. Thank lord for Blue Sentinel and its kicking features...
Calling it cheating is a stretch. There are plenty of cheeses and exploits in this game and its up to each player how much of it they want to utilise. But calling it cheating for something that is common across so many games is too much
if you consider something like that cheating.. then i have nothing to say to you about it. you clearly have an extreme point of view and nothing will ever change your mind
i would just waste my time
imo reload cancel is fine, it's like AA reset in lol
It's very small scale and it's true that the game technically allows it. It's still wrong. Games were meant to be played, not glitch your way to into the final boss room and cause a bug that makes him explode and trigger the credits.
yes, that does seem like something comparable to animation cancelling 
played how
The underlying principles are the same, the only thing thats different is scale. Kinda like comparing petty theft to mass murder or something.
?
The game does allow you to do it, technically. Just press these specific buttons while standing in these exact coordinates and vuala.
And yet...
However the game devs intended it to be played. They generally have a picture in their mind of how their product was meant to be experienced, with some leeway.
Otherwise they would've make a different game.
reading through this comes down to. noobs will sneak 100% while I 100hrs in will run. I might be playing the game differently than when I first started but am I not still playing it?
the devs could patch it out
They definetely always could, yeah...
combos is like mortal combat or street fighter was not originally an intended thing it was a bug that they kept in an made better
Rocket jumping in teamfortress was a bug and look at it now
i mean no one should feel bad for not using something but it can be a good skill for higher play
I mean it is unintended but it is still there
As for running vs stealthing: you still play the game as was intended, for the most part. You just found that you can get away with more aggression than devs anticipated. Which, at worst, I can claim to be bad balance. But its still a fair game.
Like CAR SMG in titanfall 2. That gun was cringe stupid strong, but it is in the game as "intended".
You just lose honour points for equipping it.
That's what bothers me. They clearly gave HEL rev long reload to compensate for otherwise neat fire power, and players found a way to bypass that limitation. Bullpup can't do that, yet it has exactly the same issue that keeps it from being a good gun. Why the unfairness?
Warframe had similar issue once upon a time with Melee Coptering: performing a sliding melee attack would give your character a physical acceleration, with some melees having greater effect than others. Which is how Zoren Coptering was born, named after the melee that could do it the best. It was ridiculous - you could WOOSH good 40-50m in a blink of an eye.
What did the devs do? Removed / greatly nerfed the sliding attack acceleration and instead added a whole new separate mechanic that basically was meant to provide same utility, it's just that now your melee choice and was no longer limited to same 3 "accelerators".
If reload canceling is cheating then like people are cheating in practically every FPS game, it's a mechanic that shows up in so many different games that it's not a niche issue, plus if the devs wanted to really get rid of it they could certain guns don't have reload cancels.
What other fps game has reload cancel?
Apex, COD, Certain guns in valorant
Cs go maybe? With the pros flicking the AWP? Although I honestly don't know if it works - looks to be a placebo to me.
it's not a new thing
Animation cancel is pretty common in fighting/action/moba game yes, so I personally feels it's ok, but I'm also fine with this got removed
valorant, call of duty, payday 2, mass effect to name a few
apex too
i never played these games but one quick google search gives you a bunch of games with reload cancel
I personally do not like how the devs keep trying to slow down the gameplay like yes at first people move slow for safety and to figure out the mechanics, but having a skill ceiling where you can move faster not always having to crouch I think is a good thing, and mechanics like reload canceling I think is a part of that




