#gtfo-related-questions
1 messages · Page 22 of 1
bot bio its the best thing in the world
They cheat.
Bots can use bio beyond the capabilities of any human player
to fill in the spot


What an emoji
i cannot wait to do r2e1 with bots doing a surge in fog and the bot suddenly going melee mode
because of 1 striker crawler
Ugh
10 out 10 10cc best AI
STOP
Maybe I give him the bio tracker after all
Hammertime
Take hel weapons then they won't block your shots
Sometimes they break and they dont even shoot, they just keep perpetually pinging and not participating in the fight

I've seen everyone saying they run choke mod to deal with snatchers
I feel like the pump handles them fine mostly too though?
You can run any high damage weapon for them.
Sniper, pump, choke, and HCP are all fairly ideal.
For choke or pump?
Choke range is very long.
Mostly for Hel and combat shotty 
Pump has solid range and has yet to fail me vs snatchers
aim body
not head
head its armored
Except when I get grabbed and all my friends brought the veruta because "it's busted" and now I get carried away while they spin up
HEL S and CS are both a bit slow.
people bitch about the head been armored but, if it wasnt armored would make snatcher waaay easier
MG can handle snatchers fine, just needs sustained fire.
And you have to be good at the weapon.
And Veruta is p busted ngl.
I feel like you don't always have the time for sustained fire
It's mostly kept in check by being quite hard to play.
Yeah, it's not what I mean by "high damage weapon"
Although "burst damage" might be a better term.
Sometimes there's multiple big guys or a snatcher jumped around a corner and is gonna break LoS and you need to do something NOW
Veruta excels at just about everything except that
Assuming you can control its absurd recoil
Which is why I tend to prefer pump shotgun if I can rely on my team for wave clear
Or the combat shotgun but again haven't tested that vs snatchers
HCP got nerfed but it used to work fine
Choke mod mag size is a deal breaker for me tbh
remember when chokemod was suppose to pen but it was just a developer oversight 👴
gtfo drama
thanks to that drama we did figure that penetration on shotguns was broken
since it was never coded in game
Which rundown was thay
r4
Huh
I feel like I remember the same issue happening with the scattergun
But it did such absurd damage nobody cared
I joined at the start of r5 so r4 was before my time
It might as well have had pen
pretty funny if it pen tho kekw
It erased anything you pointed it at
Wide angle disintegration beam
My headcannon is the devs made scattergun OP on purpose to carry new players through r6
For the 1.0 release
Fortnite actually does that to make interest when a season starts
I mean people who play fortnite......
i mean… fortnite…
I mean ....
Pump shotgun weapon swapped, when done close to frame perfect, appears to save half a second (hipfire ready) or a full second (ADS ready) - 16% and 29% of the base reload-and-be-ready-to-fire times respectively
it'd save even more if not for shotgun-swap sway - probably another half second on both
It saves even more if you, instead of swapping back, just swap to another weapon, use that till it needs to reload, and then swap back to the shotgun, because then the reload times of each weapon can share their weapon swap delay, and also skip the swap back (one swap per reload instead of two)
is there any mods for GTFO that give the ablilty to rebind croutch to toggle and press?
mhm
so what about it? 
it's in the setting
settings, gameplay, crouch toggle
unless you're asking of a way to bind toggle and press for different keys
ya
mods is our savior
@icy cave dont talk cause you mis interped my queston
misinterpreted*
you just straight up asked the wrong question
Bloody self pleasurer
mods for GTFO that give the ablilty to rebind croutch to toggle and press?
no i asked the right queston
And dares to be rude as well
ye, you asked for mods , no?
ok im not gonna use this moment to meme on ya DjDNA (especially after reading through steam discussions a second ago)

since this case is so obvious
😂😂
Love you to m8
so now that that conversation over is there a mod for each crotch button to seprate
also its way easier to ask this on the litteraly modding server 
.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.)
Wait thats Badger, Im a huge Fan 😮
Who isn't tho.
Ive just been wanting to ask him how he got so good, for some reason i can never find his account to message him
If you leave a message on the discord there is a huge chance that one of his 420 alts will see it. Don't worry 👍
am I one of the alts?
Who knows 👀
hm, I'm not convinced that Joe's Pants is a badger alt
a little too earnest and high effort with the pump shotty reload cancel/sway investigation
is banned account message get deleted as well?
ah, no
anyway, he already got banned
for the 10th time

Farwell random stranger
I mean, badger does investigate mechanics/enemies/guns/etc, so it's not entirely out of character
well, i wouldn't say joe pant
but I guess it's usually more blunt, more "lol 10cc incompetent", less exacting numbers
well, you know when you see badger
really easy to identify by now
the moderator/admin can just ban them with their eyes close for how many times they banned them

😭 rip pre-r7 pump shotty
as of r6, pump shotty was just in a perfect spot balance-wise
it'd be even nicer if the swap bug didnt exist

sway bug 
if anything I would've recommended 10cc cut down on the natural reload of the gun, so newbies could operate something closer to the actual performance of the weapon
lately I've started to fear that it might be sway feature
maybe it's not the shotgun sway bug
maybe its the every other weapon no sway bug
or maybe
its the shotgun sway realism feature
🙂
but also the way they gutted the high cal and the precision rifle while buffing the carbine, has already left me with little faith in 10cc wrt fine-tuning weapon balance
high cal is still fine
GTFO
realism
🤣
its not unusable
considering it wasnt sticking out as a too strong gun before
weapon balance since after r6 has been… questionable
i think i only 100% agreed with sniper being nerfed
that's a pretty shallow goal for weapon balance
you guys have
really high standards
im not sure you realize how nice you have it here
its uptime was a joke in comparison to the pump shotty
very spoiled gtfo balancing perspective

with the single exception of like, the smg, all the primary weapons have clear and discernable identities and uses or upsides, and are viable, and all the secondaries are viable and of a reasonably-similar power level
I know virtually no other shooters where this is the case
coop shooters included
Usually half the guns barely function
r5 had far worse gun balance imo
I disagree, but weapon balance is a minor aspect.
I already ran the analysis on the high cal. It has basically no comparative upsides post-nerf. It lost all of the breakpoints which distinguished it from the waveclear guns, and it can't hang in waveclear.
We don't have clear victors but there are a couple of guns that feel meh and got overnerfed
That alone puts gtfo in like, a tier of game balance few other games are in
Probably
so when people sasy "these area shallow game balance goals" "balance has sucked forever" "10c has no idea what they're doing"
I do prefer having 3 shit guns instead of 20 shits and 3 actually viable ones
it just comes across as like
warframe moment
super out of touch with game design and balance overall
I've played a lot of shooters and most of the time, there's about 4 useful guns
it feels like GTFO should be easier to balance
You're putting words into my mouth. I didn't say either of the latter two.
And you invented the goal the first quote pertains to, you don't know what 10cc's goals were.
You said one, and you said you have little faith with them fine tuning weapon balnace
balance*

But ok
You go do it
see how it goes
I'll stick to the game that's in a category maybe 1 other game in the 200+ I own on steam reaches in terms of balance
I base this on my observations over a long time playing the game, and community knowledge of the relative strengths and weaknesses of the guns
And I maintain it's a warped expectation based on getting used to a high level of balance
They do a fantastic job here, far better than most others in the industry
I feel like you two are arguing past each other
Perhaps
If you want to turn "I think 10cc's balancing decisions are bad" into "I think 10cc are incompetent devs" or whatever, then you're misrepresenting my views
The two are very similar in my eyes when balance is clearly to a large degree a goal of theirs
I like reading this while I hear shit like "hel rev and buckshot shotgun is the best loadout, anything else is trash"
To be fair neither HCP nor PR deserved to get hit as bad as they did
I don't think the goal was to gut the HCP
Maybe a little bit, but come on
It was to move it into its own niche more
Out of the niche of the pump, and towards ammo efficiency and comfort
Hm. Perhaps
Again, what's "clear" about 10cc's goals here? Can you rule out, say, that their goal is to get balanced pick rates on a spreadsheet?
They forgot to give it like one extra mag though
It seems clear to me we aren't going to see eye to eye on this, so I'm comfortable letting this go if you are.
I don't think you understand weapon balance in this game.
What is there to understand
precision rifle being gutten made sense then in what way @scenic viper
Gun must be viable and have a reason to be picked over others, its that simple.
If the reasons are as shallow as "it looks cool" then it's probably a bad gun.
if they want it to have more of a niche, give it something else
Even a range buff would be appreciated
Game devs frequently focus on identity and concept over balance. Focusing on balance exclusively tends to result in balanced and inaccessible, unfun games. Devs usually iterate in builds of the game which are multiple updates or experimental patches away from the one being played actively. It seems to me rhis was an attempt to move it into a compromise between the revolver and the shotgun style weapons, rather than just being a lower mag, swayless, faster reload pump.
I didn't play with that one pre nerf, so no comment there.
A range buff would move it to compete with the choke mod, and I suspect the goal was getting it out of those scenarios.
I can see this with the range nerf and close range buff
it already competed with the choke mod before. Like waaaay more than with pump
What
R2 pump when
It had nowhere near the range of the choke mod. By the time it left pump range damage falloff was heavily nerfing its abilities.
I'm a genius at balancing so shhhh
We got r3 cs back
@latent obsidian there you go. grab your popcorn
… choke mod and high cal before were way more similar than if you buff high cal range now
Since… suprise. Dmg matters a lot in this case
lol, this definitely isn't badger
high cal rn cant 1 tap chargers, cant 4 tap giant striker/charger
No it ain't
Yes, but the pump was closer in function to the HCal that choke mod imo
nah his trolling usually is a bit more on the nose
Don't think so

And again, the goal was to move it away from these roles, I suspect
Badger can't keep himself in check
Anyways
in your opinion
It was between choke and pump
not facts?
If you want objective truth from discord conversations you're looking in the wrong place
Question. How long have you thought of this regarding gtfo
How deep have you checked into the gun stats?
You just discovered what a reload cancel is. You're going to tell us that you understand the uptime/range tradeoffs between the pump shotty, high cal, and choke shotty better than us?
Calm Down man. He is new
I told you I was done talking to you and every message since has been a passive aggressive attack
Lmao
I've been polite. You've insisted that I'm somehow calling 10cc incompetent. Chill dude.
Anyways, with that guy gone
and if it was in regard to my question
I legit just want to know
I dug in pretty deep in r6, when HcP dropped
since I (well and fn) have worked over stuff like this for hours
Specifically high cal and choke /pump comparision
I played with it then, and now
hcp dropped in r7 tho?
HCP was not in R6 m8
Meant 7, woops
I spent about 8 hours the other day testing weapons
out of curiosity
And I've played with it since in alt r1
Who the fuck is badger
QRD on badger and on why everyone goes, "hi badger" at people?
Go for it, I don't bite 👀
I'm questioning why this guy is so confident about these weapon balance claims as to jump on a soapbox about it.
My personal opinions on game design, on the other hand, is largely informed from working on a AAA shooter myself.
Hey he is confident. give him that
but yeah joe
We appreciate discussions about weapons. Thats litteraly half the reason i know fn
just came on a bit harsh with the „this is how it is, you seem to hate on dev“ for a bit
It's a running gag here
I still am of the opinion that anyone that thinks that the GTFO devs don't know how to balance guns have a warped perspective
He is pretty chill ingame, but he likes memeing and can get a bit agitated in discussions
It reads like watching tekken fans call their roster imba when every character in their game sees tournament play
Something not true of most other fighting games
Etc
Weapon balance in this game is generally pretty decent
But that doesnt mean we cant discuss it and definetly doesnt mean we cant condem the recent bad changes
Regarding high cal, we especially had discussions about it being changed into a more niche position between revo and shotguns. But they undershot their goal
You have no knowledge on how they work
I got no issue with discussing weapon balance
I mean, not internally?
I can absolutly tell you theyre not the ones balancing
And since he was banned, he likes to pop around with an alt.
I will leave it at that
I have some guesses I can make based on having worked at other companies, but no, I don't work at 10c and can't realistically say anything other than a guess which is pretty likely to be inaccurate
But I can still speculate

And still have informed opinions based on that experience
I don't feel super strongly on the HCP thing
it wasn't that huge of a nerf
That's a much less strong opinion than mine about overall balance
It's very possible you're right, and it was closer to choke mod before, and additionally they changed it for reasons completely unrelated to what I said
I just got the impression with those ammo efficiency changes and damage nerfs they wanted something closer to an easier to use revolver, and it fell a bit short
And ended up sort of muddy
the issue withe the hcp nerf is that its only niche rn is „easy small killing“
its slightly more effcient in that then the shotguns. Way less than the actual small killers. But it cant compete with shotguns vs anything other than smalls rn )other than flyers)
Exactly what we said?
I said this earlier too
It was one of the first things I said

But yeah it was very similar to choke. The mag size was the only thing that made it a tad more like pump
You focused on me saying it moved away from competition with the pump shotgun, but the second half was me saying it is closer ro revolver now
and even then. 6 is equally far away from 4 than it is to 8
Yeah but range was closer to pump too

It fell off fast
thats why it was middling between those 2
Worse wave clear than pump, better than choke
Worse vs chargers than choke, better than pump
well and a lot of other stuff i cant go into rn
matchups play a big role here
And for those dmg breakpoints (this is where range matters) are important
I mean, I'd agree
Which is why I'd originally said this was an effort to move it away from competing with shotguns
The damage nerf succeeded but didn't leave its mag size or efficiency high enough to be a strong competitor to the revolver, which it was pushed towards
It sounds like we agree outside of me thinking it was slightly closer in function to pump than choke mod
Which makes this significantly funnier given all the "who do you think you are, what are your credentials" that was thrown at me moments ago
...and towards competing (inadequately) with the large pile of waveclear-focused specials in the current build. I think it's going to be a while before you get this guy there, eva.
I'll bring my ID card the next time it turns out we have similar opinions 
its not just revo (tho its supposed to be balanced with it in mind) but machine guns and HAR (aswell as pump shotgun as a waveclear option)
Those contribute I guess
But I'm not left feeling like removing the veruta would make the HCP stand out more vs its primary competitors
lol, I'm skimming through the channel. I'm struggling to see the message where I picked on this guy's credentials.
Ymmv
I guess it'd stand out more in of that the veruta stands out in terms of performance already, regardless of not being as close in function
Though the HCP retains a degree of ease of use neither weapon has
Veruta is probably the most versatile weapon right now imo
It's very potent.
I’ve tried a lot of different weapon combos, and I think the only weapon I ran more than it was AR, until we got Hel shotgun in the primary slot
bc I just like shotguns
It's worth noting that the shotguns still serve a purpose simply because rhe veruta, for all its strengths, lacks burst capability
But also because I’m my teams crowd controller
Yeah that’s why I disagree with hel shotgun being where it is
the shotguns are also still more efficient vs a lot of bigger enemys
not just due to burst time
In primary I mean
No hel weaponry should be in primery slot
Maybe there was a reason why hel revo have a version of special
Wink wink nodge nodge
Yeah, I think hel revo being there is tolerable, but hel shotgun feels too powerful
@icy cave 🍿 😄
Its just too good stagger
high ammo count and one shots point blank while being a wave clearer? nah it's balanced 
Hel revo definetly wasnt tolerable in r4 ill tell you that 
Even that aside, it handles big enemies shockingly well at the same time
Yeah considering its supposed to be an alternative to the combat shotgun favoring pen over stagger, feels like there should be a heavy delay between shots
It can one tap charger scouts ;-;
But it's worth remembering the weapon was added in a rundown that didn't have the combat shotgun
They didn't compete when it was introduced
Yes ik, but even when combat shotgun wasn’t here, it is still extremely powerful compared to anything else in the primary slot
And any of the other shotguns
Dont hel shotgun have 13 damage? So it doesnt oneshot ? Or am.i tweaking
I also feel like it's a very level design reliant gun personally
Theoretically but last time I checked the spreadsheet folks couldn't get it to work when testing
I'd assume the expression you could use is "situational weapon"?
Sort of, but I was going to lead into: outside of the rundown it was introduced in, I feel it overperforms as a result
Well ita gonna be more crazy when older rundowns comes back slowly 
Until r3 thats it
From there everybody and their mom will run doble hel
I feel like r7 had a lot more levels that were more open, long, or lacked good chokepoints to abuse it in compared to prior rundowns
I miss the Burst Cannon more than I miss the Hel gun
Gardens its pretty much the best envioroment for such weapon
19.8 damage

No burst cancel for you!
Take my statement with a grain of salt because I never ran gardens
Even without I remember spraying trough strikers and usually getting 3 kills anyway
out of 5 bullets
not optimal but I wouldn't call that bad
I also think you can argue that piercing weapons, in a game like this, are like
Extremely powerful
B1? D1? What o.O
well yes
all hel guns til now were pretty good at least
When your spawn cap its like 25 enemies then piercing its gonna be broken
Idk, I feel like piercing is stronger with more enemies not less
I dunno about that one
With 500 enemies going through a chokepoint with the hel rifle, piercing 500 is far stronger
The more enemies there are in the wall of flesh the harder it is for your piercing to miss
You can say its less effective with less enemies but even then you deleting and have the potential to take a bunch of enemies out of the total wave
i mean piercing is just strong generally
😂👌
vs massive enemy waves its easy to use and does more than no piercing
in smalls waves it takes out a lot more of a wave per shot
2 enemies with the hp of 500 enemies split between them does better vs piercing than 500 enemies with the hp of 500 enemies split between them
The more enemies there are, the more you're going to pierce
Same for aoe
500 babies 
In a game with lots of chokepoints and enemies that don't really use cover
And are easy to funnel through one spot in many scenarios
Piercing needs to be balanced around the expectation that you'll pierce on most shots
All the level design in gtfo are funnels and chokepoints
The hell revolver isn't THAT much worse than the DMR even if you NEVER pierce
It's worse, but not unusable
Truth
The hell shotgun combines that with being "cqc reliant" in a game where the vast majority of enemies sprint into cqc even if you dont position yourself
And if you do, you can force all of them to
It's no wonder these weapons overperform when , again, both weapons are functional even if you never pierce
Just not great
In spite of this they don't overperform in the way that like
The scattergun did

It's pretty tame all things considered
And to be honest I really enjoyed the scattergun
Spattergun
Wide angle disintegration beam
not that you've ever actually hit 5 enemies with one shot
Redundant bs like always storm
Theres a reason why you spam it
the only thing i spam in gtfo is the quit button
unfortunately this game's UI designer is a maniac for holding things
Biggest true bomb of this game
can a sniper sentry 1 shot a charger scout
I kinda agree with Joe
but like it applies to everything, from resource packs, to deploying
i think it can only on a weak spot
Even then, imagine accidentally using an ammo pack on yourself because your buddy moved
Also idk about you
no
But one time my roommates cat jumped on my desk and then sat on my hand while it was on my mouse
Depressing lmb
Causing me to shoot and wake a whole room
Sentries don’t benefit from weakspot iiirc
oh
And by 1 time I mean 2 days ago
they benefit from crit spot

bruh
but not from back dmg multi
Oh ok
so charger scouts is a big no
even with back dmg multi, i don't think you can 1 shot charger scout on the back
i think i dealt like 50 damage on a 60 hp charger scout
i don't remember correctly then
You are old
maybe i was testing the front
to see if sniper sentry can kill scout on front shot
maybe
testing stuff before datamining become a thing
"they took my job"
by the time sniper sentry came out datamining was well developed
I was under the impression data mining was around for this game, but prior to r6, at least ostensibly, numbers were being derived via other methods for say, the spreadsheets in circulation, to avoid the ire of the devs
R5 is around when I remember them chilling out and coming to an agreement with the dataminers and mods
Unless I'm wronf
either very early R4 or late R3 iirc
as for the damage spreadsheet you're referring to, it was based on ff yes
the guys making it used to enjoy it
They were very diligent
It's a very useful resource
I'm glad someone recently contacted erregia and updated the sheet for alt 1
Erregia is still around and works on it to some degree, I commented on a math error and they fixed it
Does the high caliber pistol one shot to the chest or only head shots ?
strikers any shooters head
scout head
anything bigger. Never
Kk thank you
It really is in kind of a weird spot
It feels like they want it to be a jack of all trades but it's just not good enough vs big enemies to be that
I feel like with a significantly faster reload speed, it could fit a niche of being less efficient than the shotguns and the revolvers at what each handles (big and small enemies), but still handling all of them efficiently, and having high uptime
Essentially functioning like a pump or choke mod shotgun but trading efficiency vs large enemies and being way worse vs chargers, for slightly better vs small enemies, comfier, and having far better uptime
Uptime is a big deal in this game
I feel like the HCP's biggest draw RN is comfort, and increasing uptime would let it clear waves similarly the veruta, while bringing the burst it lacks, and comfort - of course with way less efficiency
Uptime is comfy
I just tried it out yesterday and noticed I one one shoting little guys with out a head shot, giant guys seem to take around 5 ish shots from 20 m away
Also is there a good level where I can practice stealthing giants solo ?
R1d1 generally spawns a bunch of giants in the room it drops you into, with lots of smalls around them
Easiest one is probably r7b1
Go down with bots. Clear up to the 2nd checkpoint and then take the bots away to stealth the giants in the zone after it
Ok thank you
R7C1 has a ton in a scout infested zone, it’d be good for advanced practice
actually, after the check point in R7A1 would be really good practice
I’ll give that one a try I remember it having giants as well
espcially since you can wipe after and run right to them
That one sounds way better actually I try that one
R7B1 is still best
if you want unclear stealth
but yeah a1 zone 48 is easiest for straight up solo attempts
ya i am getting more and more comfortable soloing guys i can do a cluster of 3 guys without waking up the room like 70% of the time, but giants and scouts i kinda just freeze or panic since i dont got as much experience with them
but thanks for the level recommendations
scouts are scary cause if you mess up they just gonna scream
Ya and they walk in weird ways sometimes
i find hammer and spear a hassle at high pulse so i tend not to use them, soloing giant strikers can be risky if you dont want to wake the room.
you cant solo hybrids easily.
scouts are definitely weird how the hammer hitbox interacts when you release with large circle instead of small circle.
Just keep practicing
Its just a matter of getting used to the arc imo
i really like the hammer so i have gotten used to it
I used to avoid hammer too, bc I didn’t like how the arc was with scouts
Soon enough you'll be killing scouts left and right
You just gotta lose that hesitation
right now i watch them for a bit, and clear the small guys then sort of hide around the scout and wait for them to come close
Yeah, getting used to rushing scouts is weird
^^^
honestly, the majority of scouts lately we've just shot because of the insane amount of ammo.
You’re taught to fear them as a new player, I never wanted to get close to them
it feels weird just running at them and hoping you get to them
Stay calm, fully charge, wait for it to stop. If the tentacles get close don't panic, just go for the kill. The amount of scouts I've killed while there tentacles get triggered is pretty damn high
installs plus ammo mod
"wow this game is so easy"
I usually walk the majority, then sprint to get it to stop moving at the last second
i use to do that but figured i should melee them
not knowing how to melee them will definitely bite you.
Unless the room is absolute garbage, always try to melee
are you calling me a cheater?
foxy grandpa
i had a room that had 4 in them, and they all were covering one another with their tenticals wasnt fun
Yeah
nah I was referencing earlier thing
C1 moment
as meme
Rooms with 4+ scouts happen
ah
R6C1 moment
had the whole triangle formation and everything
R6/7
R6D2 moment as well
r4e1 synchronized burst cannon moment
Ig it doesn’t happen in R7C1 as much
R6D2 worse cause not normal scouts
Ooooh R7D1 overload
Yeah
It can go from 0-6 its a scary room
And the scan door's scans go into the middle of the room as well
ya it was the overload zone
they should give us a scout playground eval map.
Lmfao
Yeah its also scary bc for some reason those scouts trigger the Za Warudo bug a lot
Idk why
whats that?
Scouts are most dangerous under a time crunch
wait isn't R7D2 have 5 scouts in second room?
No?
4-6 charger scouts, ye
Oh wait
yeahhh
i had the bug where i got kidnapped and my mouse directions were wack
For the stick
"what are you doing! grab the stick!"
Welcome to the upside down
What’s wrong with you! Take the memory stick!
yep it hurt my head
my memory died thank you
Dw I get that quoted to me by my squad every time we play now
We heard it a lot because we used it to cancel the Schaeffer dialogue every time we dropped D2
I just turned down the dialogue volume lol
Yeah I wanted to hear character callouts bc I rely on them, so we just raced to the door
Quick question: what's the max number of scouts for R1C2, assuming you only open 1 between 99 and 98
cause I had 3 in the same room of 98
R7B1, The best way to grind/practice Scouts
so, if you want to lab stealth scout attempts R7B1 is your man.
you stealth kill the first zone (Zone88), you do an alarm for one of the locked zones (Zone_89 & Zone_90) and WithOut Opening That Door, you do the second alarm door as well. BEFORE you open any Security doors, and after both alarms, you go to the console and "List Key" and then you "Query Key_color_123" to find out which of the two security doors you open.
You then open the security door that has the key in it and you stealth into that room. Without killing the scout you get the key. then you push forward into Zone_91. This zone will have three rooms and one scout total. Kill the scout if you have to but leaving it untouched is good for practice with this loop. The security door is to Zone_92, once you get there, you have a check point.
Once you finish that check point scan you can stealth attempt 2-3 scouts in a row behind you. If you botch it, and wipe, you just get sent back to the checkpoint. If you succeed, you can just shoot the bots and take fall damage to reset to checkpoint and try again!
Set up takes me a little less than 10 minutes, and then I can get 3 scout attempts within 5 minutes without reload screens.
Load out recs:
PC: Any, Any, Hammer, Bio
Bots: PDW, Mach Gun, Hammer, turrets
So assuming no weird stuff going around, a max of 7 +3 if I open both doors at the last part, correct?
Should be 1 in each if I'm not mistaken
Yes
I believe so, 98 might’ve just been bad luck
Certain zones can have variable scout numbers
thanks
Bonk time
Bonk

Hammer bonk
Spear poke
Knife stab
Bat whack
Hwack
Knife shamk
Giant scouts that can only be hit with spear to make it useful
Even then I rather just shoot it with a hi cal than use a spear
Gaint scout
stop manifesting it
larg scout that summons army of big lads

thats just r5e1 scouts with extra steps
How the game currently works they would need to make another scout wave setting. Right now per level there is a single scout wave setting so all scouts will summon the same wave
I had wondered about that, since all levels seemed to have the same punishment
Guess that settles it.
Yeah right now it spawns 12 sleepers from the category that can spawn stickers shooters and a big
6 bbc wave sounds fun 😍
Your thinking to small tbh
12 bbcs?
are the wave count point values for each enemy type published somewhere? the wiki maybe?
Yeah the data blocks have them
hammer the wall sack
For every scout you wake up 10cc puts one more spitter on the wall
If you set off 3 scouts do they each send their own wave or just one ?
Or is it just a really big one wave ?
afaik they will all spawn a wave each so a big wave
a scout calling 5 pablos
although there is a spawn cap, so the total enemies to be spawned in might get queued behind each other
I doubt much can be done about this, but I might as well ask before we just end this run
R7C1, restarted at checkpoint, two players are stuck holding cells that they cant drop. Enemies are also running through doors. Anything that can be done or do we have to restart?
We tried dying and resetting to checkpoint again but still have the issue
for the cells, have em disconnect, put a bot, wipe, restart and have them come back
usually that works
dont know about the doors tho
If I’m looking for a game, and I’m new to the game, could I join later levels (like R7D1, despite only having A1/B1 unlocked)? Or do I need to unlock it first?
you can be taxi'd to later levels by people who have access to it
it won't unlock it, but your clear will be counted once you get it unlocked
if you are looking for a game check out the lfg channels! specifically lfgbeginners, you can find some nice people to show you the ropes!
If you want to get a game in tonight I could hop in and run one
nah im good, already got one, but maybe later
How do you beat R1C1?
Relatively new to the game, so I don't know any of the strategies or anything like that
well, considering how C1 is just a very big alarm event, good coordination with ur team is crucial, good managment of resources to see no one is like dyin and 2 people have no ammo
understand the level very well, thats very important
and... uh try to get a good place to do the objective, im tryin to not like just say the tutorial on how to do it, but havin a good position its very useful
I only play with the bots, is the level screwed in that case or are there ways to play around it?
I go out to one of the further halls and place a sniper down and mow things until the code needs to be put in which then I run back and put it in. But around 6 rounds in all the resources deplete and I don't have enough time to run for resources and go back to the console.
i wouldnt say its impossible, because pretty much every level is possible solo
but i would say its substantially harder w/o people, specially bein new to it, cause bots have a lot of disadvantages and theres a lot to like iron out on this game
i would say if u plan on do it with bots, choose their loadouts carefull and be careful with their tools specially, but yeah with people and coordination, the level gets easier and manageable and i would recommend doin it
Hmm, I might have to match up with people if I wanna finish it
i did had to do it that way, but idk, maybe u could try a few more tries and when u feel like youv have reached the limit, try the lfg
It's definitely possible with bots, I beat every r1 level with them
yeah but, it is at least a bit harder
bots on reactors is herding cats
Hey guys, just picked up GTFO just this second and I was wondering how hard is it to get a lobby
in LFG? not too hard
the in game match making is pretty miss or miss unless you are looking for the tough stuff
Cause im quite interested (thats why I bought it duh) but I heard this is a NEED a full lobby and communication
yup coordination, whenever you are doing stuff at your skill level is necessary
having one bot isn't too bad, but you gott learn their strengths and weaknesses
are you only on the first lvl, i'd be happy to join, i only have japanese teammates rn
It's currently downloading, I joined the server the second I bought it lmao.
smart, if it finishes and you need a teammate ping me
depending on how your game goes boing, let me know, we can probably 3 stack an A1
Whats funny is I heard of this game before, but my interest peaked when a Gamestop worker recommended it
hell ya, power to the player
they left, and i did too
EZ
so im just sittin here 
you want to hop on a discord VC? or keep it in game?
what makes discord easier, I haven't used the game chat so i wouldn't know
being able to see if people are muted mostly
ah
hey hey, once its downloaded, if you want to head over we can tackle A1
Im down the vibe in VC for a bit
and if you want the full tutorial run you can stp the training and just hop in
sounds good, pick a VC and i will hop over
join 05 with us
anyone know if there are training mods that are updated? just want some place that I can conveniently practice XD
For LFG groups, do the join links automatically appear after you type all the LFG stuff? Im tryna find a group for r1c1
.t lfg
Hello! If you are unaware, we have Looking For Group (LFG) channels to help users group up and play the game. They are located here: #lfg-north-america / #lfg-latin-america / #lfg-eastern-europe / #lfg-western-europe / #lfg-asia / #lfg-oceania / #lfg-africa / #lfg-beginners.
If you are unsure of how to create or join a lobby, please see the instructions here: #how-to-matchmake.
short answer no, when you make a post you have to add each piece manually
I just realized theres a lfg info tab. My bad lol
no sweat! happy hunting
Also, do you have to have all players at extraction to actually leave? Such as like if a bot gets downed halfway across the map so you dont have to keep monitoring them
you only have to have 1 for extract
but there is shenanigans you can do for player/bot slots
there are rare cases where theres a team scan security door right before evac
Is it possible to stagger lock a giant with a bat ?
Or is that more a hammer thing with breaking limbs ?
some people claim they can do that but im not 100% sure and no, you risk waking up the room if you try to solo them with hammer
You can solo a giant with light swings with a bat
I showcased it during r6
Not worth doing if others enemies are around though :p
If you do it right you will stagger him just before he hits you everytime
Else you get punched
why stagger lock when you can just bait the tongue?
bait the tongue so you can continue stagger locking?
i mean, they get an attack off, you just dodge it
i am gate keeping stagger lock from myself, i am doing the watered down version
So they don’t scream
ah! thats the trick, is there not enough time to interrupt it from outside of swing range?
Not really you can leave and enter but the timing is a tad tight you can’t be wasting 1-2 light hits with bat / charge time with hammer
but the tech is to be charging your hammer hits outside of swing range right? or is a proper stagger lock truly seamless?
Stagger lock is perfect with hammer zero chance of getting hit the only way it goes wrong is if the giant puts their back into the wall
damn, i need to learn what that looks like too lol
Tbh i don't think it is necessary to learn such a thing when ammo is so common
Just get back of the head dmg and insta kill is with your gun after
Heck even pistol can do it by mag dumping one clip into the back of the giant right after that back of the head hit
ohh tone came through bad, that was an excited "damn" i have more to learn
Solo melee against non mini boss enemies is a fun skill to learn
Its always good to learn to kill giants stealthily
Ya that’s typically how things go for me
I can get typically two hits off then I get smacked, just a little hard to get what they are doing next if they are in the dark
you can linger near em just outside of melee range and go in for a hit if you hear the melee charge up
or pull down and let them step out
I know the technique to do it, I think it’s just a confidence thing at this point, cause I tend to panic cause I don’t want them to scream
But I didn’t know the melee charge up made a sound so thanks for that tip
all enemies have a sound that you can hear when they are bout to attack
it'll be some time till you get used to it
basically me when dealing with shadow scouts when there are blaring red lights around (c3sec)
not looking forward to shadow scouts
they fun tho
they dont sound like fun
just your lovely neighbor with anger issues also squiggly
You can snipe them by aiming 1.5 Doritos high
Agreed
Whole of r1 is meleeable and is easy with a squad and a good chunk of r7 is too
meleeing the reactor sounds rough lol
Nah its not
I dont solo as i would get destroyed trying to melee XD
But yeah, even four people with hammers sounds, hectic
But im generally running in soloing everything i can if the rest of my team needs to deal with something
Only things i cant melee solo are mini bosses / bosses and snatchers maybe shadow giants too
Honestly 4 people hammers wouldnt be too bad
If u have time i do recommend learning how to solo enemies
As soon as u can solo big strikers or hybrids ur basically all set to take on a few at once
Just gotta use your environment
3/4 charge to limbs with hammer breaks the limb and staggers them
Using my environment is definitely gonna be the hardest part, I am sure I could solo a hybrid or giant striker if I'm allowed to be loud
but more than one, and the Situational awareness to do that, that will be a very high hurdle for me
u can solo big strikers aka giants and not wake a room if u need to
as long as u 3/4 charge and hit the limbs
big shooters aka chickens just get at their feet and they can never hit u which is funny
hybrids u just treat like a big striker
the stealth team hammer on mom is kinda cool
stealth hammer mom wouldnt be too bad as long as everyone is there ready to go
i mean hammer stagger makes it pretty free as long as two people dont miss in a row
Jeezz Usss that high rolling 
i mean on R7E1 u can melee solo pmom with melee if u really wanted to later in the level
its using a cheese spot tho to deal with the babies
yeah i mean you can
but shes soooo far away when u get out of the spot which means u can get maybe 1-2 melees off
and then every 2 cycles you get antoher melee
125 full charge melee 
no full charge does 100 to p mom i think and 500 stagger dmg
20 is full charge melee on hammer
p mom has 2500 hp which 2500/100 is 25
hammer does 20 dmg full charge base
and staggers after every 2 charges
sadge even tho can put gif it doesnt allow XD
spear does more if u hit the weak points
Damage is not the overtuned part
whats the overturned part then
ngl i barely use the stagger from hammer XD
only type of stagger i use is really just the limb breaking
Then nerfing it so that the mother doesn’t stagger in two full charge hits wouldn’t be that bad
that would probs be a worth while nerf
Stagger should really only be a bat thing
limb breaking and bat
charge time on hammer is also overtuned
you can basically just bludgeon bigs to death
charge hit charge hit
no paying attention to what the big is actually doing
unless the big is on a staircase, in which case you need to respect the jank
ye
Hey so, me and a friend did a 2-man run of a level. Is it possible to get the bots to do anything more useful than be meatshields?
nope
Damn
And you probably will never finish the game as a duo
Just to put the expectations right
Probably not. Big ones are already a pain in the ass
Oh there is way worse 😅
I've seen videos so i don't doubt that
R1 is very doable tho. But R7 is gonna be another story 😏
Yeah we just did R1A1 or whatever its called
Yeah the whole of R1 is not gonna be too complicated
But for R7 I would recommend finding 2 other players. (even if R7A1 and B1 are ez pz as well)
Sounds like a plan. We have other friends that play it but they were busy
i mean you can duo everything. Its just hilariously more difficult for anyone new
YOU can, but most ..... 😔
They are horid meatshields ngl
More or less bullet sponges or team sabos than anything
If ur gonna use a bot give it bio haha its the best it can do
Yep. They kept moving while we were sneaking and giving me heartattacks
Them moving while sneaking does nothing
They provide 0 sound and their guns are silenced which is nice
I didn't know that about the guns. That's cool
Cough scout
me when playing with bots the first time
Scout?
walked through scout tentacles i thought im bout to die
Is that tentacle boi?
Yes
Oh yeah, its terrifying
Yay -_-
I found bots either ran infront of u while your shooting or would stand behind u and shoot u in the back of ur head
However i managed to kill two scouts without alerting
and i haven't played GTFO since Markiplier did his solo levels
Scouts are easy to kill compared to their varients XD
First rundown
R1 solo was a pain
and then haven't touched the game till a couple hours ago
Would be worth while getting a group that can help teach u stuff
Yeah probably XD
Servers are slightly dead (oceania is a prime example) at the moment
So its really just trying to find a group till r2 alt comes out
Got a timeline on that?
Nope
Wont be too far i dont think tho as we had r1 a while ago and all they really did was change a few tiles updated the textures etc so hopefully within the next month or so give or take
Neat
My group did r1 alt within a few hours haha
Jesus christ XD
It got released and we went eh fuck it anyone down for an all nighter?
Was about 5 or 6 hours i think it took us
2h 20 min was R1 😔
Yes
It's not even speedrun times 😭
B1 and b2 dont take too long all of 20-30 mins
C1 is short just get to the objective and do it
Meanwhile it took me and my friend like half an hour to do R1A1
C2 took my group like just over an hour and a bit as it was whole new map XD
Cut that down by a bit when i helped another group
D1 was about 30-40 mins first time as i was just helping out and following around as i had alr done it before haha
Then we went back and redid it and i was just meleeing everything and was all of 20-30 mins as they took it slow
But yeah i can see how 2 hours to 2 hours 30 can be done easy
Took my group i think was about 3 hours or so
Few levels were done duo
Few trio then we finally got a 4th when we were at c2 XD
Far too short of a rundown imo
R2 should be longer
E1
A and Btier are going to be first tries
Thats the only time sink i can see XD
D tier wont be too bad i dont think
E1 im hoping is close to how it was originally and not completely changed
Eh I expect newer players to kind of hit a wall on R2D1
No doubt
They will hit a wall in c tier probs
Decent players they have at least played through most of r7 if not all of it should beat c tier no problem
Depends. Cause Shadow uplinks but then on the other hand .... 3 codes each
Ofc class 9
That's gonna f with them but it is pretty easy to Perm foam depending on spawn
9
7 post nerf
Iirc
Well it kinda is THE ONLY thing in that level 😂
It's so small
Iirc its the first blood door that was introduced
I don't recall. would have to check my recordings
Yeah u go down the hallway open the door and the blood door was right there
Was a great level but to have it class 9 i think its more a c tier level and wish they did that instead of just nerfing it
Yeah it's like one blood door and then go for key , then class 7 or 9 depending on patch
19 min as well
pretty short 😅
That 's why I think D tier is the place where some groups gonna struggle
A1: 2:34
B1: 4:11
can clear 2 levels in the time some people take to get to A1s 2nd alarm 😐
lay off! i gotta go over the 2-room rule, c-foam, terminals, stealth basics, scouts basics... its a long level!! 🤣
My team has just finished r1 and we're heading back to r7 now. Last time we got stuck on c1 as a duo+bots, now we have a third. Does anyone have c1 tips?
We lost in the last alarm, we'd just run out of ammo during extraction with the bots
Was very rough
The error segment
lower the fog in the first section
keep the bot on defending in the second section
look up the map to save time/ammo in the second section
Do the uh, objectives you have to collect
Do they move between runs
I remember memorizing them during one run after a checkpoint
The objectives during the mini error alarm
There are exactly 3 in every zone you open with the battery
within each zone those 3GLP are in random places
Gotcha
And there's six zones, so you'll only end up going into half of them
and in my opinion I think it's a 1 bio 3 sentry mission
We mostly struggled on the ||snatcher alarm and ensuing extraction||
I think we had bio mine and 2 sentries
high cal weapons are your friend for the third section, 1 surgeon with a choke mod does the trick, but a whole clip of most secondaries works iirc
I had the pump but i kept getting targeted and my friend was bringing veruta so he couldn't save me
We'll probably bring a pump and a choke mod or combat and a choke mod minimum
sure sure, you can also block the shot like with big boy strikers using corners
so those two doo-dads by the doors are also your friend
Gotcha
How do uh, combat shotgun and sniper rifle perform vs them
Can the sniper 1 shot to the chest weakpoint?
Fair
gonna be answering some questions i saw
Glps (the 9 things you gotta fetch in the error part) have different spawn points if you do a new run. Theres like 20+ locations per zone for 3 of them to spawn in
Combat and sniper are both decent vs snatchers in that they can stagger them easily. Sniper cant 1 shot them.
2 sniper sentrys, 1 mine and 1 bio perform the easiest cleanest imo
since mines help with the first alarm and then extraction run
Having a cfoam launcher can help massively with the extraction run as you move into the next room and c foam the door behind you as the rest of the team keeps pushing/clearing forward. That's if you can manage the rest of the level with 1 sentry though. Also, there are c-foam nade spawns commonly in that arena scan room you can pray you get a couple, and don't waste them on the ground during the arena scan
even just 2 c-foam nades makes a world of difference, but besides the three doors on the extraction run, there's only maybe two other doors in the whole level that are worth c-foaming
ye
and having two sentries gives you SO much flexibility on the GLP collection
GLP error waves can easily be held by 1 player and 1 sentry though
dont need to hold waves when you find all glps as quick as you can 
but it makes leaving behind a sentry an option if you push forward.
its not more efficient, but it is more flexible
plus having two sentries in the S room scan is nice
3 go around hammer town and 1 finds glp
Or just run around guns blazing
Wait we talking about R7B something ?
Where you find the 9 thingys
Hammer town is fun too 👉👈

if you choose to hammer the waves
can't you just all find glps
and hammer as things get to you
what if i dont have a hammer, i just got a pen
write their names down and contact their mothers
seems fair
Is there any resources you guys know of for uh, getting better with mines? Beyond just "place at knee level at doors"
I'm trying to get better at doing things like getting hybrids and giants to trip them without strikers and shooters doing it, or taking out groups without cfoam/doors
if you want a mine to trigger off giants and not regulars, place it at/just above head height
Also, do mines benefit from head / back damage or did they remove that
head damage still works afaik
Don't think they get back damage, they share the same characteristics as sentries
Is there a damage falloff?
yes
How severe is it? Like, if they're in the laser, can I expect full damage?
If the tile permits, placing mines perpendicular to small doors (laser is facing the door instead of parallel) can clear more enemies
You can put down 8 mines on the ground, fill up with tool, and then essentially have 16 mines you can use (very niche but can come in handy for some levels)
Interesting. I thought it was the other way around.
I knew about this one, it doesn't come up a lot but it is good when it does
mine is a pretty straightforward tool
Are hybrids too short when they run to hit without getting shooters?
I'm also wondering if the hitbox stops where the laser stops, or if you can set up intentionally blocked lasers to manually trigger by shooting and have the cylinder go around the obstruction
there is a height difference, but idk what it is
seeing as footstep noises don't go around barriers, i would be surprised if mines go around. but idk
Hmm. I'll test later.
oh shit mee too


