#gtfo-related-questions
1 messages Β· Page 15 of 1
well a different R1
Feels longer
glad i bought the game when i did
i basically get to experience the beginning 2 years later
yessir 
I am not looking forward to it
its hard :3
R1C1 tore my head off a couple times before my lobby had the idea of "what if we all just ran burst turrets?"
burst isn't very effective for killing
the burst were basically stunning tools while the sniper killed
bio is love bio is life 
and it makes managing enemy positions easier
we just ran the precision rifle and navigated the first half that way
did u get through R1C1?
when you do D1
yup
make sure you have a biotracker
c1 was the very first one where i didn't run biotracker
isn't d1 the one with 99% giants
if so then i did that
lots of giants
so you fought shadows then?
i fought chargers, not so sure about shadows
i think C1 is the one with lots of giants
End of D1 has shadows
thats C2 then
C2 is chargers
i have the final level of r1 left
yeah that's D1
D1 reactor is pretty underwhelming, but I guess it would have been
surprising at the time
with the introduction of shadows
back in the day it would have been very hard
hell, the games already very hard since i'm not that good at it
i'm getting better fast though
at least i think so
R7 much harder
some missions anyway...and if you do all side objectives in one run on some missions
i did a bit of r7 and the level that ||introduced fliers|| was where my lobby and i called it quits
did they say R2 release date
if we were running turrets it'd probably be a lot more managable
I presume they must have worked on each ALT rundown in advance tho
so we will probably get them every few months
we wouldn't have enemies in literally every square inch of the room
and eventually R8 too

I hope they use R8 to send the game out with a bang
we'll see
kill the fliers before touching the door
they are separate waves
indeed so
we all had maybe 2 hours at the time so we were pretty bad at the game lol
by the time i run out of content i'll have gotten more than my money's worth so
if the fact that the very first rundown is gonna take me some 10 hours (total) is anything to go by
hehe
And there's always the fact that I could just go through old rundowns and completely forget what happens in them
I think one thing 10 chambers could do is make a procedurally generated rundown so that really dedicated people always have fresh experiences
but that might be more effort than its worth
eh
only time will tell
ooo
that gives me an idea
steam workshop levels
this isn't me thinking logistically, this is me just spitballing stuff
Good luck with that
mod levels/rundowns already exist but the devs are very against mods...so yeah
not anymore
they still are
if they weren't it should be allowed to be discussed here
yet it isn't
That's not even including all the old drama with the infiltration of mod communities when they were even more against it and exiling people...
No theyre not becaude they dont allow discussions of modding here doesnt mean they still are, managing this server its a pain in the ass imagine if they had a modding sector, peopld would be confused and be mixing vanilla game with mods
Just let go of it already lmao
their personal stance and how they act can be different
You kindly invited to join ums where im a moderator if you want to keep talk shit about the devs about either made up issues or exisiting one
i've heard most of the devs are personally against modding but i don't know anything
Damn thats crazy
it's only 2 years 
Anyone else have a bug with D1 main's terminals not recognizing the commands?
whats the difference between r1 and alt r1?
devs say there are deviations
Not much only thing I know about is that Hybrids spawn on C1
Which kind of helps the most boring reactor in the game
A bit of level lay out , hybrids, some lore stuff
since we are getting all the old rundowns which i absolutely love im just curious if we will see the retun of old weapons and tools such as the auto turret or autopistol?
probably
burger
They did for R1 so probably yes
did they i didnt notice any weapon differences between 7 and 1
That's cause all weapons are simultanously available in R1 and R7
So you can now also play R1 with High Cal
but on the other hand you can bring combat shotgun to R7
or the old MG
true but still a fair bit of weapons missing
Ofc they'll probably be added with the rundowns they released with
so R3 would bring us the burst cannon
oh that totally makes sense tyvm!
I think it's high time steam achievements or something else is implemented since currently if you were to buy the game, theres literally 0 reward/anything besides a ticker in the rundown menu for completing secondary objectives on R7.
is there a way for a person to list/ping partial decoders in a zone?
or do you need to find them one by one?
Oh? Really? Okay thank you so much!
hmmm if they are physical items, you should be able to "list "zone #" "
to get their full name, then "ping Item_###"
I see. Thank you! I just needed to know what their ID tag was
and "list 69" or whatever the zone number is will be a game changer in how you approach and run a level blind
my recent favorite is as soon as i find a terminal, i immediately "list key"
Probably do at least E_69 so you don't have to sort through false listings.
itβs to the left of the first security door you open (stealth zone)
thank you
New to the game and a little bit confused about rundowns, why do I only have R1 and R7? Do I unlock the other later how is this the weekly rotation that I have heard of? (also which one between R1 and R7 is more beginner friendly?)
R1 is more noob friendly easily.
They just began re-releaseing old rundown this week!
they were like seasons in other games, and they will be re-releasing 2-6 before releasing the new rundown R8
ah ok thx for the info!
Gentlemans do any of you have booster tier rating? I having quite a mess in them, to know which ones i should keep and which ones are trash would help a lot
provisions, scan speed, regen cap and main damage are the best imo
oh and sentry cpu + cfoam portion
infection resist and repeller power can be very useful on certain maps
Regen speed, fog repeller power, glowstick power and starting ammo/tool boosters are generally the less useful ones.
Thank you guys
it is also worth to keep some boosters for combos
like regen speed+regen cap
Could anyone give me some terminal trick if there are? (instead of the TAB one)
Bioscan speed, supply efficiency, medpack efficiency, weapon damage, sentry damage, sentry cpu speed, cfoam portion and regen cap are the better ones. Infection resistance is situational. Melee damage can be great as well in case you need to counteract a negative melee damage from aggressive boosters.
if you press up or down arrow you go up and down from recent commands put in by you
for that terminal
Arrow up to access previous commands, PING PINGOBJECT_123 -T to ping repeatedly
cls will remove everything on the terminal
Oh ty, didnt know about those ones
heres a good one if you list a zone for ammo and such query the ammo that you listed this way you can see how many uses that ammopack or medpack has
like if you want to see whats inside a zone you haven't opened
LIST KEY and then QUERY KEY_COLOR_123 at every first terminal you encounter on a mission
those are for terminal nerds
average player doesn't need to do it unless the level really needs it
He asked for terminal tricks, I gave him one
and yes its good to be a terminal nerd same with a quarter master
thats level trick not terminal...
@viral tulip i got another one for uplinks only
It works for every level, tho?
if you enter the terminal and exit than aim to the left you can see the code
and the answers
That is a terminal trick, fam.
A terminal trick for levels
Unless it's a level trick by virtue of the terminal being something you use within a level to find things in that level.
guess we classify them differently than
unless the level needs it he says when almost all the r7 levels have a key
How can i make terminal to finish what i start to type?
TAB
and also 4 out of the 6 levels in r1
Oh, one more terminal trick - you can type LIST RESOURCES ZONE_123 to list only the resources (ammo, meds, tool, disinfection) in that zone.
π thank you
is there a way to mute in game voice lines? like, i'm trying to talk to my teammates and my character is just like "YEAH THERE'S A BUNCH OF SLEEPERS, I DON'T KNOW IF YOU KNEW THIS, BUT DON'T WAKE THEM UP"
and its annoying
i swear i went in there, turned voice down to 0% and it was still as loud as ever
Did you save it first before exiting settings
Bot biotracker be like
Plin plin
Been a while since I played, what are the red dots on the scanner? Canβt remember
small red dots are equivalent to a normal white spot, just a bug
if it's a normal sized red spot then it's a moving target
Wild
Bot voicelines are fun, that's definitely an opinion tho
We're shagged. Too many to count.
im kinda confused, whats rundown mean
Rundown = Campaign (set of expeditions)
Expedition = Individual Level
What is the best way to stop chargers from mowing my team down during alarms? I was at the final alarm door on R1C2, and my squad got murdered by chargers as soon as they downed one of my teamates. Do you just have to keep them away or you get rushed down? any weapons in particular that are good for mowing them down at range, or stopping them reasonably well? (Im pretty sure its a skill issue on my end.)
you could rely more on tools probably
you guys remember the camo event are those in the loot pool or are they gone now
thx, appreciate the explanation
there's a door in whatever zone you opened before the final alarm
and there's doors in the zone from the side you came in too
if you didn't waste them on the first alarm
yes, i did open that.. I should probably save them next time.
HEL Shotgun.
The thing has insane stopping power. Not damage, but straggering the bastards.
Keeps them away and prevents being absolutely demolished by them
and for alarms with "hard" waves like that in weird rooms it can be good to have one person not do scans
and just fight
probably your bio guy
Hey I been playing around with the Sniper Sentry with symbiosis. They said they increased the fire delay but it more or less fires at the same rate it used to. Only without bio tracker does the sentry appear to shoot slower. Anyone have a similar experience?
Huh... I never thought about that... that may actually be a very good idea... stagger them then follow up with something else...
maybe a normal shotgun or a revolver?
I beat R7C3 PE with 4 HEL shotguns.
When large boys came for us we just held them at place with the combined stagger power

You probably dont need that many of course, like 2 is good enough
the other 2 bring something that actually deals damage and finish them off
Okaay I think il try it out then! sounds like it would slay.... maybe 2 MG'S or normal shotguns, with HEL shotguns staggering.
sounds like a viable strategy.
High Cal pistol used to be amazing against them
But it got nerfed
It used to deal exactly 30 damage which allowed it to oneshot the bastards
Now it deals only 25
Hi-Cal feels very hard to use now, almost like it jumps now. but 25 damage is more then enough to kill a scout I believe.
So the bastards will stay alive with a sliver of health and taking a whole other HCP shot just to finish that off is a goddamn waste
...which should be fine if they were harassed by HEL
mmm... your right. what about ammo?
Wiki claims high cal now has 18 damage. Uh, source?
Ah well, knowlage is power, and trying diffrent ideas is one way to find new tactics. Gosh. I felt like a legend doing R7B2 with 4 bots on secondary and main, but I still have plenty to go! All in good time.
Oh yeah, B2 is hilariously easy compared to what's coming.
Yea... C2 is what my team was working on, and D1 first error alarm is also a stumper.
Not R1 though, i head that one is pretty tame all things considered
R1 feels tame enough.
it came out 4 years ago
don't expect r5 difficulty.
Yea... I joined this game in R7, so i have a lot to learn.
difficulty slowly grew until r4 and r5 where they threw it against the wall and made it super super difficult
then made it super easy again in r6
oh yes. i heard the PAIN that was KDS deep and some other levels.
It wasn't even 3 years ago
man is living in gtfo alpha
Hey, can anyone here explain to me HCP's 18 damage listed on the wiki? Anyone got a source on that?
Does it REALLY no longer oneshots biters?
Should be 25
I swear some people on the wiki just write random numbers down
Pros of allowing anyone to edit
its a voluntary work dont expect it to be perfect
we're not talking "perfect"
we're talking writing down random ass numbers with no basis
pretty certain at that point that's straight up intentional disinformation
i thought its fun to spread wrong info
π
i just test things my self and see whats good i dont check wiki at all
but imagine you did
id prolly be mislead and not be havin fun π€
you would be gaslit, to be precisely
imagine oneshoting a biter with the thing and thinking "18 damage is enough? huh"
π
I consider it to be a near-useless gun now, but fwiw here you would typically quickswap to main to chip the charger out
so it's not as bad as "needs 2 shots to kill chargers"
how do you fix the cell stuck in your hands
what if he quits out and joins back?
might fix it but very unlikely
Well yeah, that seems to be the way to go. Once again the gun desires to be paired with its little brother for that great teamwork.
question for those out there I was in a lobby with randoms and this guy had a "kovac red ranger" helmet,is that a random drop or not?
The nazi-looking mask, but red? I'm honestly not sure. EVERYONE seems to get it upon first completion or R1A1, but i'm not sure.
So either its some form of a guaranteed drop like the event gear was, or its random and everyone is just lucky to get it.
lol thanks hope I'm lucky
Does rerunning an expedition award anything other than boosters?
I was upsetti getting the red mask for A1
All the effort put in for the r7 one
you get 1 but red for doing a1

noh
one completion is all u need
whats best pick of primary for a dumb fuck like myself
do enemies become more aware of your characters as your infection level goes up?
afaik, no they should not be more aware or alerted to your presence at higher infection levels
these sobs are glowing so much more frequently now
its got me suspicious
doing c2 at the moment
shivers
is there a button to drop your consumable items?
like if i wanted to drop a long range flashlight for someone and there wasn't a different consumable nearby
damn
Could anyone show me how that kovac ranger mask looks like? I can't find it anywhere
the stand off in c2 before the second battery, has it ever thrown invisible enemies for you guys before
does light trigger scouts or no?
they make them extend feelers
so imagine the scoots have a bar similar to sleepers
if u walk long enough or shine ur flash light on them long enough they will wake up and nom u
scouts will only go spbpbpbpbpbpbp when a light is shined on them for long or u walks too much (not crouch walk)
@grand bone hope this explains it!
yep
only thing that can wake up scoot is gun shot or smacking it and not killing it and screaming
so its basically the difference between "lets make sure no-one's here" and "i know you're there but i wanna make absolutely sure"
mhmm!
Is R1B2 supposed to only spawn shooters as sleepers
yes
best level
incredible
it was no
who said it was a bug?
feature 
200 shooters are not an issue
you say that but shooters are the most dangerous enemy
are you sure #gtfo-media
Bullpup or PDW. Or pistol.
They are very low maintance and easy to use.
Bullpup has no recoil and tight-ass spread when hip-firing. But suffers from longest reload time among all main weapons.
PDW is hipfire heaven. The accuracy is much better than the little circle would like you to believe. Just point in general direction and hold LMB until target is dead.
And Pistol... Is a Pistol. Ever played USP45 in any video game ever? That's the one.
Also Carbine. It keeps getting buffed for some reason. A very decent weapon stat wise, but something about it just rubs people the wrong way.
Dunno if I'd recommend PDW or Carbine for someone that wants an easy weapon.
pdw is pretty easy
PDW is in the same camp as HEL Shotgun where bad players seem to think it's terrible, and Carbine is actually pretty demanding of accuracy (although maybe the buffs really do make it that good).
plus utility from thermal in levels like b2
Generally, I think AR and SMG will be easier to play.
They are easy, but they are shit in my experience
Both are disgustigly weak in DPS department
I wasn't impressed. Especially with SMG.
smg feels pretty awful
but ar has a very similar statline to the pdw iirc, + longer range and an easier sight
Ar always be the best noob friendly primary
Just solid all around
Good in all situation
hm, takes a bullet or two too many to kill bitter than i would've been comfortable with
but as far as ease of use - it is pretty stable
remember when smg was good
was it
This is so sad, can we buff carabine again?
so is R8 going to be the last rundown? or will it just keep rotating as a place holder
Not sure what you mean by rotation, all rundowns are permanent now.
They could def add new rundowns pretty cheaply, but it's sounding more and more like they intend to leave GTFO altogether.
After assuring us that they were not abandoning the game btw, but w/e I guess.
Calle is very much making it sound like not just budget content, but no content.
I'm fine w/ budget content, that's very good even.
technically it's no new content, because we'll probably be stuck with the same tiles/environments and same few objs
idk
New levels are new levels imo.
Im amussing well get a couple of rundowns after 8
R1 to r6 its pretty much just us walking around hearing spoopy tubes that schaeffer its baging
R6 and r7 its schaeffer trying to so something and barely succeding
So unless they outright kill everybody in r8 theres no way they ending the story that quick
didn't they explicitly say that r8 is the end of the story
did they
wdym
It comes every night without fail.
I can hear them...screaming
They want me to feel what they feel
Goddam dauda its such a good character
my headcanon was always expeditions we're doing are just trial runs while sleeping in our hsus
like the movie source code
so any lore does not matter
just a figment of your imagination
Oh hey
they stealth patched the stamina issue w/ stuck enemies.
You can have enemies up and have out-of-combat stamina.
but the question is your stamina still in shambles during error alarm sections
r3d1 moment
r4b2pe moment
also that's not very good because pulse in r7e1 is a decent indication whether or not the striker wave is over during wave 4 tank fight
They really got to star documenting these changes in the patchnotes
@vital sierra no matter how many clown emojis you put on me
Im not playing act 6

ahem
"As of today, players can experience ALT://Rundown 1.0 Deviation and Rundown 7.0 Rise
permanently β with Rundown 2.0 to 6.0 being released one-by-one leading up to the release of
Rundown 8.0 that will encapsulate the complete GTFO storyline."
damn
Copium, hopium, dopium, devskillingthegameium
Welp
so the copium is now
Either theyre english its bad
Their english is not bad, game is dead with r8 lol
They better start ficing up the game woth every patch then
Surely doubt they'll do any rundowns after the story is finished just because fans want it.
π game didn't even last one year after 1.0 released
Gotta fix checkpoints
Matchmaking
Bots
Not that much to fix tbh
Fully featured game once the fix and improve things
Unless they pulla borderlands and add a expansion thst we gonna have to buy
Rundown 1 act 2
I can see it coming

I mean, I think the lackluster development, apparent internal disorganization, and the super inconsistent messaging in general doesn't bode well at all.
You can tell their kinda disorganize from the last twitch stream
Either GTFO is getting next to no attention from 10CC, or the company itself is just a mess.
There's not really a win for GTFO there.
W8, what happen?
and flamethrower over b4b

as everyone want from the beginning
Operation Health for GTFO
GTFO game complete with 70 levels
70 levels is not that bad
If you watch any stream they allways seem confuse on everything
You can tell wich one works isolated from the rest type deal
Hell sometimes with the way they talk its so vague that you might think they dont work on the gsme at all
Just feel like they mumble for 20 min without giving some insight on the game
Ok
Huh...
so why are there icons for medi pacs, ammo pacs and hsu in the maps legend. are they used anywhere? it would be super helpful if we could mark resources on the map for later use
they would pop up when you tag ammo or meds in boxes but the hitbox for the box is too big so alot of times you just tag the box and not the pack
by tag i mean player ping
Damn. Been playing this game on and off since r1 and Iβve yet to see one of those pings lol
you have to really try to ping the pack
Still not super useful either if you have voice coms
ye
Still think permanent map marks would be good for the game
same with moving resource packs around the map
but everyone in gtfo-chat disagree
cause "It won't matter much anyway"
when it completely does
Actually got one yesterday.
Got the ammo icon and even a unique voice line "ammo here!"
The problem seems to be that locker hitbox is way fatter than pack's hitbox for voicelines
So its a real problem to ping one instead of the other
i just said that...
Good.
Thank you sir skill issue, until I come back with another pointless question, au revoir
So I have few questions that is bugging me
the artifact heat... what does it even mean? I got mine at 92% atm but dont fully understand what that entails.
why are the there a a bracket with [1,-,-,-] after the completed?
The brackers are completions and its sectors
So the 1, would be main objective
1,1 would be main and extreme
1,1,1 main extreme and overload
All of them filled would be prisioner efficiency
All sectors cleared in the same match
Artifact its just he value that you pick them up
The less heat you have the more artifact you need to pick on that level
so 100% is not good then?
No, 100% its good
oh
Less than that its bad
also, should i try to complete all the brackets then?
Its there to stop people from running the same levels
Fuck no
Enjoy the game
Do natural progression
Main , then main and extreme
Then pe
Ye
you do r1 then you first try pe
but its not mandatory right?
no
Go trough all main objectives first so when you come back for the optionals you will know your way around
ah i see
Also yoy wont be spending 3 hours in alevel and shit
so if you want, just go for high and be done with it
and they're not deleting rundowns anymore, so you have all the time in the world
imma just do r1-r7 then go back to it
Pretty much
Does anyone know if r7c3 has the bug where if u disconnect u canβt get back in?
They fixed that a month and a half ago
I hope they didn't bring it back when Alt R1 released
Alr thanks
Really sorry, couple newbie questions here: Does this go on sale often? I know it is right now but I just found out about it so it's not in my budget atm. Also I'm sure this gets asked a lot so I apologize but I know it recently has had or is going to have some big changes. How playable is this if you have no friends who want to play it?
Apparently the r7c3 bug is still there, I literally cannot rejoin c3
can someone elaborate on sleeper checks? how do i prevent check 2
It has gone on sale at least once every year from what I can tell, sometimes more often. Playability without friends is up there, the LFG channels on discord have been the main way I played this game. As long as you don't let the few bad apples bring you down, there is a good amount of community members in the LFG that are friendly and willing to help people learn the game.
not sure what you mean by check 2
if you mean pulsing just literally stop whatever you're doing
Thanks I really appreciate the info! I'll keep an eye on it next year and try to grab it when it comes down again!
Is gtfo directly inspired by the thing (1982)?
Could be, but can't be sure. Falls within same body horror category and mother could easily be imagined being a part of The Thing, while gaping maws for a head are reminiscent of that one scene, but that's about it.
1 bio 3 sentry
We ran 4 turrets on R1C1 and by extract we had no ammo, and no turret ammo, are there guns that should be prioritized for this level specifically?
having multiple sentries shooting at the same chokepoint leads to using a lot more tool ammo than is necessary, let the sentry shoot some and you shoot the rest, two sentries max
oh that makes sense, sentries will shoot at the same target but realistically only 1 sentry will hit
1 bio, 1 sniper sentry, 1 cfoam and a back up sentry
2 machinegun of your choice, 1 sniper, 1 revo (whoever got the best aim)
bam\
good loadout for r1c1
buy me dinner later
Will do!! thanks!!
what would be the pros and cons between the 2 machine guns?
which one is better? spear or hammer?
the first one is for damage the second one is for wave clear and cc
they have different uses
spear is probably the weakest melee cuz u cant sprint with it
First one is which?
Lol youre ok
one sec
Like do you mean in general release like rundown 1 being first one?
the veruta XII is the fast firing one
u kind of hold left click into the wave to stun all of them while ur team mows em down
Arbalist XI is the slow one
its for single target damage

Are there specific weapons that bots tend to do better or worse with? Or should I just give them whatever weapons are relevant to a level?
hmm
they only body shot
so high efficiency weapons are generally gud
machine guns, pistols
the like
AR, machinegun
with the carbine body shot buff what about that one?
its strong
is there an est time for the release of rundowns 2 and onwards?
I know modding is discouraged on this server. But if I were to try out mods when i'm doing solo, would I get banned or something?
yup, i was just looking for a mod that increases ammo economy so i can test guns out while not lfg
yeah i knew when i was looking for it that i could never and would never bring it out in an actual game
wouldn't surprise me if there's a shooting gallery mod
also if you want modded lfg I think the modding server probably has a setup for it
.t modding
GTFO doesn't officially support mods and we don't allow them to be played in public lobbies or voice channels on this server, and lengthy discussions should also be avoided (mentioning them is perfectly fine). However, we do recognize that a GTFO modding community exist and if you are interested in them, you are welcome to join the independent modding community Discord server. https://discord.gg/rRMPtv4FAh (If you have any more questions, please read rule #12 in the rules channel for more information.)
already joined that, but thanks
i wish they kept the holo sights on the high caliber pistol
QQ: does anyone know the magnification of the assorted weapons' optics in the game? eg smg has 1.5x, revolver and pistols are 1x, dmr is 3x etc.
The magnification is stupid since it depends on a set base fov
How much you zoom in (or even out) depends on the fov you have
Hammer is unfortunately objectively better than spear.
The only advantages the spear has is slightly higher damage on critical hits (headshots) and notably longer reach.
Disadvantages are:
- not as good at breaking locks;
- inferior stagger (can't stunlock a guy by just spamming him with quick attacks);
- lower base damage, which ends up fucking up the critical damage as well. In practice the spear will still deal more damage on a headshot, but not big enough to matter (like literlaly 2-3 damage points);
- the most important bit - can't sprint while charging, like all other melee weapons, which forces the player into a defensive posture waiting for the target to come to him instead.
The only thing spear seems to be very good for is soloing / dueling giants as extra reach keeps you safe out of their 40 damage punch range.
hammer is disgustingly effective at soloing giants, so that's not really a plus for spear
even charger giants don't really stand a chance against one prisoner with a hammer
it's pretty degenerate
can sniper sentry one-tap a scout to the head?
yes
do sniper sentries automatically go for the head?
kk, i thought we had to put them on boxes to target heads
but thats for giants right?
they always target the head 1 shot for regular scouts and 2 for giants
all guns can explode heads
head gives dmg multiplier so you get most of the damage there
also they dont die if head is popped
like strikers
yeah thats what I'm talking about bc strike giants if they eat a headshot they won't die but you said it takes two headshots from a sniper sentry?
shooters, big shooters and scouts head will only explode on death (if you shoot it that is)
yes
doesn't the sniper sentry explode strike giant heads?
how does it get the second headshot?
body shots
so 1 headshot 1 body shot?
yes
hey everybody, can someboyd explain what does "compelted (1,-,-,-)" means in rundown hud?
BRB wheres my coypaste
- means that objective is not present
a 0 means you did not do sec or overload depending on which slot
Shit, not in the phone...
first digit is main objective clears
2nd digit is secondary objective clears
3rd digit is overload objective clears
4th digit is prisoner efficiency clears (main+secondary+overload in the same clear)
First slot is main so always present
Thx so first dundowns shold be just (1,-,-,-) since there is no sec obj
yep
Thx again! have a nice day
u too, thx!
np π
R7B2 has a sec, R7B3 has them all. you can check every mission beforehand by clicking on it and looking at sectors
It's a completion counter:
A, B, C, D where
A = Main objective
B = Secondary objective
C = Overload objective
D = Prisoner Efficiency (B and C done in the same attempt).
- means not present in this level
i have a question cause the wiki was helpful but not as detailed as i needed, does anyone have a list of every alarm type/class ever "used" in the game plus knowledge of reactor/uplinks past and present? you could dm me of you so choose, or reply by @ ing me in spoiler chat. ty
thanks
any maps that can be completed within an hour or less? i got work in a bit but i want to play
R1A1
if you know what your doing
well anything from R1 can be beaten under 1 hour
thanks g
Most A's take about 30-40 minutes depending on how quick you are with stealth.
You can shorten that time by going loud, but uh... Watch out for that final stand.
r1a1 with 2 new players was 17mins for me
What does the hacking skill do?
makes the hacking mingame have more or less blue blocks
ah ok
Actually comes very useful on levels where you hack under pressure
+100% hacking makes it hilariously easy
i am the lock melter
well I was gunna use the artifact that gives you a shit ton of ammo but lowers you hacking skill
Hello. I'm new to this discord. Just wondering if anyone have any tips for R1C1? Me and my friend's monkey brain somehow can't clear it after 5 tries.
Like just 2 of you or with bots? Because the game is not balanced for less than 4 people, unless you 2 are very good
2 + 2 bots
Well first of all cfoam launcher and mine deployer are pretty worthless here
Give one of the bost a biotracker and bring 3 sentries
Sniper sentires for effect, burst sentries for longevity
Does the bots automatically mark the moving enemies with bio tracker?
Arm boths with Carbine + Machine Gun combo. They are the only guns they can use well (and carbine is currently a little bit too strong)
Yeah, the bots will constnatly ping all and any moving enemies within range.
They have like 50% more range than players and a quarter of the cooldown
Compensation for the fact that they are not that smart and can't call out sleeping enemies
gotcha
Use the pauses between waves to run off and scramble some loot
Bring the biggest ammopacks you can find at the beginning of The Path
and then just... hold the line
One of the issue is, the turrets run out of ammo and refills after phase 5-6 and we can't go pick up the resource at the earlier places
you should
the cooldowns increase with each wave
just remember where you left them
hell, you could try to do the BIG BRAIN stat and try swaping resources around
like swap ammo for medpack, than swap the medpack for earlier ammo
and with this weird game of supply checkers move ammo and tool refill pack closer
And again - sniper sentires run out faster than burst
so bring 3 bursts or something, might last longer
my team did it in the tunnel right before the reactor, but now i think it was a suboptimal spot
I've tried the bridge and the section in front of it
the section in front have a very narrow hallway
there's enough tool ammo even with 3 sniper sentries honestly (that's how I did it with 3 bots), you could maybe try to hold like the first 1-2 waves without sentries if you're still struggling with tool ammo after following Artek's advices
should be easy enough, the first waves aren't that hard
oh, that's a good advice actually
save the sentires for a couple of waves
We only had 2 sentires
i was the local cfoam enthusiast, as always
actually saved our assses a couple of times, but it really is for the memes mostly
And of course pay attention to your own guns
Sniper rifle is under big scrutiny for eating ammo like mad
Try HEL shotguns and HEL revolver
with so many enemies funneled into a tight corridor surely you can take advantage of their penetration capability
I'll try out the shotgun
since I can't aim
Thanks for the tip. I'll try to clear it again once my friend's free
Also, If I'm in Asia, how laggy is it to play with other region?
I'm in Taiwan and I play with some friends in SEA and it's inconsistent. Sometimes there's lag sometimes there isn't
had a bug once where the lag caused the alarm door to close on us so we can't go back to the previous room
Yeah, shit like that can happen with bad desync issues
fellow taiwanese 
taiwan wifi is pretty poor compared to other places so u can expect to get lots of lag
Sadly I'm not Taiwanese. I'm just studying here for a few years.
when i qas playing in taiwan i got lots of lag
Taiwan wifi is godly compared to where I'm from
It also depends on how good the hosts Internet connection is, you can play with someone overseas with strong connection and it will feel better than playing with neighbor on McDonald's wifi
so i just got the game today is rundown 1 the place to start or is 7 for the story wise part
it's complicated
R6 is the start of the story but we're now getting previous rundowns
i'd suggest R1!
Start R1
Its easier and its in chronological order, TECHNICALLY
First five rundowns had no story, they had deepest lore
Rundown 6 is where shit kicked the fun (but its currently not in the game, so...)
And Rundown 7 continues the "plot line" if we can call it that?
Now old rundowns are coming back and there's lot of hints to some extra dimensional multiuniverse bullshit or whatever, but it shouldn't really matter for chronological events
R1 is definitely the place to start for getting used to the game
gotcha gotcha ill start working on those then!
ty ty i might mess around on a solo run to get a run down and use to controls and mechanics first tho
check out training tab
rip the efforts they put into making their current a tiers accessible as fuck because you guys send people to the old versions instead 
y are u dick riding
10C's thoughts are an enigma
how is it dick riding
its their own fault
not yours
they already killed R8 before it exists
they're gonna add some crazy new feature in R8?
that will then only be available in 1/8th of the game? 
This entire thing does feels like an experimental projects to see if they can make a very quirky game with unique content drop gimmick and see if they can go somewhere with that.
...and eventually through our collective whining it was shaped back into "conventional" game design routes.
Game got fascinating history of development, at the very least.
You could write an essay about this and probably get a degree.
pfffft no fucking way
idk how they convert them to current version but it probably more work for them to do that
they also have this thing where everything they've added to the game has to keep existing even if its incredibly broken
the hope dies last
The more you stealth for D3 the harder it is for you
right
more so D2 then
hated that level
it just threw all the worst shit at you
a little bit of everything
gas here, spitters there, chargers all over the place, fucking mother, absolute darkness with charger scouts in which you are not allowed to fail or its an instant wipe
question from an R7 baby: what about stealthing made it more difficult?
You have no time
It was a reactor with some very nasty secondary objectives that you must do between waves
The overload objective made fog start to rise so the longer you took, the less you could see, and if you don't know the reactor part layout you could easily get lost
Wtf are you talking about
literlaly my experience and i wasn't even stealthing
You don't need to do secondary between reactor waves
i got carried by some overpowered lads (was it Nomad?...)
Unless you're doing it the soy way of main first
and jesus christ i couldn't differntiate between corners and walls in that
the room of death and yellow lights though
that room was cool
literally a room you are not allowed to wake up no matter what
stealth or die
maybe in perfect 90% accuracy performance scenario
???
that room was full of very tanky shit
Just kill all hybrids and giants, and ping pong the tanks
and also wasn't it a respawning one?
Yes it was a respawn room
so no point in doing that
It saved time
only that
o i remember doing R6D3 in full fog
dat was fun
our group didn't know u were supposed to stealth the bac sections so we pulled tank room twice 
Ammo was not a concern for that level, so you didn't lose anything by shooting that room
well 3 times
meanwhile when you knew what you were doing, you wouldn't see fog until the last wave of reactor but you would still be able to see cause it was at crouch hight
also this is wrong. you had 15 min to do it AFTER reactor without fog
which made this secondary basically free
Whats the use of the shotgun sentry?
being good at the game makes the game easier. more at 11
None at the moment
theoretically, to cover wide area
Great at camping corners.
none practically
But any and all tactical advantages it could provide are offset by the fact it wastes ammo like mad
In short, use burst or sniper instead
yep
yee
burst is basicaly lower damage, but spreads its ammo more equally
Mhm
sniper basically means 1 bullet = 1 dead sleeper
(although sometimes it wastes shots on corpses but whatever)
I can go through like 4 alarms without having to use a tool refill on a burst if iβm lucky
Especially when thereβs multiple
not since they buffed it by slowing it down
I think it was R1C1 (the one with the reactor where you had to put codes in for 8 waves) where me and my entire team just had 4 bursts and placed them on a choke, we barely had to fire
The secondary was the mini-reactors, correct? Or... Goddammit. Can't remember. There was an objective with the guy carrying something while other 3 hold shadows, then he carries something again while the other 3 kill small waves of 3-4 biters coming from entrance shaft and then something something that was supposed to be done in fog between reactors waves
welcome to the current state of the game where entry shoot for you
no
Again, i got carried by Nomad in that one (i think?) so i literally did no thinking. They showed me where to stand and shoot gud. I did just that.
I mean, iβm fine with it. Usually we only have 2 sentries which hold them off sure, but we still have to fight a lot
We only decided to do 4 sentries for the meme
R6D3 : high reactor - once done, lowers fog
secondary : collection objective (glp/osip/Ids type), Shadow enemies
Overload : reactor shutdown, fog rising, starts an error alarm once the door leading to bulkhead key is open
your sentry placement is lackluster then. 2 sentries can hold a wave completely by themsleves
with time you will learn
Donβt know where else to put them on these maps except on a choke
give them more range or something
longer hallways
also i cannot imagine a scenario in which 2 bursts can hold a proper wave
not one of those 4-5 enemies, the big ones
Sniper just got nerfed
it was a buff
w h a t
increased fire and start delay?
isn't that bad
oh wait the wasted ammo
he means it wont shoot the dead bodies
it shot so fast it wasted bullets on already dead enemies
ahhh
shoot less == you can balance your resources better which is always what you want in this game. it also consume less tool overall which is also good.
well I've noticed double sniper isn't as good anymore
you can have more tool refill for other tools which is always nice.
For a short moment of time sniper sentry just became the funny burst sentry that shot 2 high caliber chonkers instead of 3 peas
Sentry thinning out waves > sentry killing the whole wave where you are overloaded with ammo and run out of tool first
I want auto sentry back
so the sniper sentry receive the perfect buff
i want to hear the brrrrrt again
it shouldn't have the bio symbiosis.. it's already too good without it
I tried auto sentry with a mod that brings it back as it was. I didnβt really notice it being too good. It staggered a lot which helped with scans but it mostly ate through tool refills with not much thinning
Or at least thats what it felt like
It could be really good and iβm just dumb
your assessment of it is correct
Yep, it was worthless. But i just like it because it could go BRRRRT. Music to my ears, especially if there were multiple.
I find burst sentry very lame to listen to.
auto sentry was good if you had it close and paired it with a weapon that does near one-shot damage
but now you could just use a BOOSTER for that too
Hm.
Do you think shotgun sentry is so bad because of all the SR Sentry Damage boosters?
its because it aims for head
I still have plenty of them, but they're basically worthless as neither sniper nor burst can use them effeciently.
Shotgun sentry is born to use them but even then...
What is the most efficient way to kill snatcher ?
u can easily stun it with a choke mod as it rears toward u to snatch
id ignore it for the most part and just keep an eye out
and when it strikes have ur team focus it
Hey guys, getting back into GTFO for the new update. And Im reading the new 1.0 update and I wanna know if the 6 new rundowns are the previous ones just revamped and the 7th one is brand new? And they will be new from here on out? Just curious!
1.0 was rundown 6.
rundown 7 is the current rundown so the next new one will be R8.
Before that though they want to re-release R1-R6 before doing R8.
Right now we have R7 and R1... so next one will be R2... in [insert time here] time
how to r6c1?
keep dying to last wave D:
What builds would be most recommended for R1D1?
2 burst sentries, 1 sniper sentry and a bio tracker for tools
For weapons I'd suggest at least 2 Techman people Arbalist MGs (We had a sniper with 3 mgs)
Also when you defend do it on the second room up from the obj i think it was. There is a room with a bridge and utility truck
Face it to a hole in the wall where the enemies will flow through as a chokepoint
That should get you through to 8 with minimal issue (Or at least from my experience)
thank
Now that the way rundowns rotate has been changed, will old rundown specific guns be returning or have they been removed entirely?
It appears that the concept of a rundown-specific gun has been retired, and that any gun that is not currently available will be added with alt version of the first rundown in which that gun appeared.
alt r1 in particular brought arbalist and combat shotgun back
i wonder when they bring old good hammers back
best map for scout killing practice?
google scout play ground
any other maps to help practice killing things?
or game mechanics in general
like parkour maps
or kiting maps
i would say R6 C1 where there are 5 scouts at the end. But in general you can try R7B2. It has uplinks, shadows, and scouts. And it's not too hard. Should suffice your need
its called playing the game
.t modding
GTFO doesn't officially support mods and we don't allow them to be played in public lobbies or voice channels on this server, and lengthy discussions should also be avoided (mentioning them is perfectly fine). However, we do recognize that a GTFO modding community exist and if you are interested in them, you are welcome to join the independent modding community Discord server. https://discord.gg/rRMPtv4FAh (If you have any more questions, please read rule #12 in the rules channel for more information.)
Kiting maps is more for solo running, it was very popular before R6 since everyone had infinite stamina.

Sliding also made you a bit faster
Now it's used to preserve stamina
(Or dodge move through enemies quicker yadda yadda)
ah kk
if you mean stat wise, they won't since it was a balance decision
if you mean skin wise, only time can tell
it's not like you need it anyways
just learn damage percentages
how i can say in "looking for group" if i can hear voicechzt, but can't use it?
and i also don't sure what high pulse do to the character
You don't have a mic in that case
thank you
In many ways it was a buff but ofc. Many will care only about the 4 to 3 damage nerf.
||BUT MOST IMPORTANTLY WE LOST OUR HAMMER DRIP||
Iirc. More stagger. Half charge lock breaks. Smoother consecutive swings. Right clicking mid charge doesnt bash anymore instead it just cancels the charge.
I've encountered some newbies too that watched old melee videos not knowing you can't tap striker occi oneshots anymore either (unless boosters but eh.)
Why canβt I see the other rundowns, I only see rundown 1 and 7
they are still working on the other rundowns
cause they not out yet
They are yet to re-release them, comeback in a month or two.
Ooooh ok
Thank you
π do we play or do we wait with this game?
Hopefully I don't lose my R6 progress :v
Honestly... I cannot wait to start recognizing pieces of maps from when Markiplier played it back in the days
Btw. Is r1 is entirely one same tileset?
I swear all maps looked almost exactly the same.
Hi there, new player here with new friends. We're getting stonewalled on Alt R1C1 ||(the reactor holdout)|| and I'm wondering if a) this is the right place to ask this and b) if someone may have an idea on how to improve our strategy. We are running 3 turrets and one biotracker for marking and making sure that we move lots of tool and weapon ammo close to the front, but eventually get flattened in the last 3 waves.
If this is the wrong place to ask please let me know and I'll go ask somewhere else. Thanks!
Don't burn too much tool too early, you can go by at least the first 2 waves without sentries
If you can though, have 1 sniper and pop the hybrids and giants before they create an issue
If not, try your best to stagger them before they shoot
Hybrids are the large ones, right?
Scolliosis barrage shooters with spiky heads
Ah ok
Also, where were you defending?
find a nice place to hold halfway through the map with a nice sightline, set up a couple of sentries there to hold with. When the wave ends send one guy back to input the verify command and everyone else run about and look for resources to bring back and use if hands are empty. Machine guns are nice weapons for holding out
We were holding a room up from the reactor
Bridge is by default where people usually defend
You can move a room forward, it has a nice choke which they come from on the right side
You can change a turret to mine deployer and set up high mines that only explode on big dudes.
Also, when we did it, we had one sniper turret and it did the job
really wouldn't encourage the giant mines
split up your sentry placement and keep them further back so you have time to shoot. you get a ton of ammo that you should be trying to burn through, dont use short range guns. the person that does codes should have the longest range guns.
they don't really do much
giant mines are a scam
if its reactor you can wait till code show up and still have enough time
where do you usually hold out
the bridge is the perfect place
and its not that far from the terminal
me personally? bridge up the catwalk.
you will, my R1 and alt://R1 are different progress
was meant to be response to this message. oh well
How you know that though?
cause i got both
Not sure I'm following....
people played r1 lol
I can play both old (original) and alt R1 whenever i want. lots of peeps can
But how do you know about lost progress?
the server keeps track
it really doesnt matter in the grand scheme of things
you wont loose progress
It matters for cosmetics!
r6 and onwards atleast
cause when i boot up old R1 I have more clears ya dingus
there were no cosmetics in R1-R5 ..........
Hence my confusion lol
How can you be so sure we will lose progress?
also I imagine alt:R6 will use a different pool of cosmetics than original R6. that makes the most sense
Again cause I can compare my old R1 with Alt R1 ..........
the clears are not matching so they are seen by the server as two different rundowns
I don't think we're talking about the same things..........
so R6 and Alt R6 will also be seen as two different rundowns
hence Alt R6 will let you unlock stuff even if you already unlocked stuff in R6 cause the server is considering it as a totally new thing
And what's your source?
and because it considers it a totally different thing it will ALSO not wipe the cosmetics from old R6
bruv
im hopeful they wont do alt 6-7 since it really doesnt need to imo
but if they do djdna its absolutly right
well Alt R6 is on the "roadmap"
Look, there aren't unlimited cosmetics the game.
they are adding more with each update
we know
you will get them
in time
bro you are trying to make a point that does not exist.
source?
djdna its been as clear as water
π€£
i really dont see whats going on
you will get your cosmetics
since the alt rundowns have cosmetics unlocks
Either R6 progress won't be lost, or progress in alt R6 will be ignored.
Because once the game is 100% finished, we be able to unlock all cosmetics
not the OG old rundowns
it won't be
none of old rundowns progress has been wiped till this date
btw you were right in your last vid
source?
about the real reason why they did not add CP
how can you know i was right
How do you knoooow? Cosmetics were released in R6 and there is no alt R6 yet xD








