#gtfo-related-questions
1 messages · Page 71 of 1
wouldn't be terrible in secondary at least, if you plan to do that (it's easier than main, I found)
It probably is, I don't know what the secondary is for that level- we just wanna clear main XD
worked for me surprisingly well
you can honestly get away with a lot
i cleared it as a duo with bots (main and secondary) and i was using bullpup/PR - the funny loadout
wowzers
then again
Precision is nice for the big targets that eat up the sentry
so far I've done everything in R4 like that
no, precision rifle is not nice for giants
you say you have a sniper player
get them to take out giants
Big targets, including hybrids
hybrids are also good sniper prey
ehhh, on hybrids PR works a lot better but you're still better off with a sniper for them
if you can manage the ammo
Yeah, that's the issue
It's 6 shots for PR to kill a hybrid out of 49 - roughly 1/8 of its max ammo
Sniper on the other hand is a onetap
That's not as tough to manage as sniper ammo-wise
I do have a pretty good booster for ammo but lost two uses to crashing
Well, efficiency- +49%
While sniper is harder to manage, sure, I think it pays off with the amount of bigs in that level
I've gotten pretty good at tango with bigs so I'm not too worried about them (with spear)... so long as people don't keep coming to shoot it and then it backhands me XD
Pr its the sniper for small enemies
we had the same thing, the waves sesem a little delayed
just recently i got gtfo and i joined the server. rule 13 is a bit confusing to me because i assumed the rundowns were supposed to be played in order. should i skip all previous rundowns and just go to the newest one?
nonono
it just refers to old versions of the game
yeah i have a copypasta with the full explanation so ksdmk im still gonna post it
:3
soo this game used to work like fortnite seasons
when Rundown 2 came out, it replaced Rundown 1, Rundown 3 replaced Rundown 2 and so on, everytime a new rundown came the old one got eliminated
on Rundown 7 tho, the devs decided to bring the old rundowns back, and they did it the ALT://Rundowns, the old rundowns but slightly changed and optimized
there it is

Nah, not a bad thing. You get artifacts/boosters and cosmetics for completing old ones
Yeah... R7 is brutal compared to R1
ima keep chugging through em. i certainly enjoy the extra content anyways
I kinda wish they'd introduced some checkpoints into older rundowns ;3;
that would be nice. i just played training and i was wondering why i havent seen any checkpoints
Checkpoints made experienting with approaches live in levels a little less punishing if it didn't work well
i like checkpointless ksks
bit more tense n very faithful to the original ones
since r6 and r7 r the only ones with em

Yeah, but R6 and 7 are pretty brutal, with hours of play on the line if one thing goes wrong the checkpoints are a godsend
Which levels take hours of play from these?
i think it adds an interesting factor because it encourages to play stealthy. if you mess up in the earlier rundowns its a fight for your life or else you lose it all. its def annoying when you are trying to extract out and you lose, having to go back so far
,,, i mean r6 is prob like 3th or so easiest rundown
I know the last R6 with the big boi, my OG team was taking an hour or so, and we never got to the end. All of us were the slow methodical type, not run around with knives blazing
yeah r1c2 cost me, too much ksdmk
from r6, im not sure, i think all of the D tier and maybe c2
from r7, the levels that r super long r b2 c2 d1 and e1 i think
i mean, it depends mostly on ur skill
theres not really a set timer
those r just like the larger ones but u could also do em under an hour if ur skilled enough
Yeah, I’m not sure any level in r7 besides maybe c3 ever took more than an hour to run
Definitely not a checkpoint hater to be clear tho, I think they’re great for new players
Was just curious as to what you were referencing
My OG group were slow stealthy, the group I have now one of the guy very often goes to 20% and stays there the majority of the level because he wakes up so many sleepers
ah what novia was referencing ksks
i honestly am alr without em. i like that risk that there is and it adds to the immersion of the game
The current group is faster, but I like slow methodical
yeah it just depends on playstyle a lot, some levels from r6 did take a lot, but tbh so do lot of levels of r2 and r4
r2d1 is like
7 years long
if u do it slow
We're struggling in some R4's
There’s a time and place for both I think
Yeah. I'm a bit soured against fast playstyle because back when 6 and checkpoints were introduced there was a bug that'd happen if you reloaded and you were holding an objective item for the scan. There was a different bug too- I couldn't pick up resources, thus use them on myself. Went into the level with the boss with two randos that were doing the run ahead and kill everything thing when I and the other guy I was with said we like the slower game
And then they yelled at me a bunch at the end when I kept calling for ammo. "I'm bugged damn it, I told you two!"
Sounds rough
Yeah it wasn't fun
I don’t think fast = wake everything and throw though
You can be fast at stealth and still be methodical
Those two didn't but those two were really suspicious
Lol
Hack-y suspicious, because they'd go to a group of 5-6 sleepers that were within range of one another and kill them in seconds with hammers, not a single one gone off
I mean
It's possible, yes
That’s very possible if you understand aggro
I do that fairly regularly and I don’t cheat 
I understand how clicking/aggro works, but how they were doing it, never stop moving just kill and kill and kill, something felt off with how they pulled it without a hitch
Enemies have a scream timer
But also just the fact they were told that I and the other guy wanted to play the level not get a carry
And prox aggro only reaches a certain range
This is fair though
that hurts so bad
If you’re host and you say you want to go slow they should respect that
Oh yeah I was host
thats just ppl being assholes not fastplay being bad
I personally wouldn’t join such a lobby, but that’s no fault of yours
which sadly, that does happen a lot
Exactly this ^^^
Which level?
Uh... R6D1? The one with ||Kraken||
I mean
Although I still enjoy doing so, they should’ve respected your wishes
it is a long and semi boring level
Mmhm. I loved the reactor sequence, the first time I encountered the tank was great
Agreed and I wouldn’t join that lobby, but definitely cringe randoms
Exactly
Yeah it was an LFG post with I and another guy looking for a full team
Yeah
Like... dudes, c'mon =3=
Lame
I can't wait for R6 to come out again so I can replay the level
And not have to worry about the bugs present at the time
And checkpoints... those will be nice
the heavy carry item bug still exists
the resource pack one also still exists I think
alt r6 introduces super checkpoints
It does? Well I guess we've also not done levels with checkpoints either
Resource pack as in can't pick them up, or about the funny business if a bot has one?
The checkpoint soft lock
Interact bug
yeah
Ah. Well then. Has there been any troubleshoot type fixes?
I think I missed the part where you mentioned bots
I know disconnecting and reconnecting didn't work, gotta completely restart your game
no
they did fix sniper melee
Interact bug only happens to host
Kinda hard to fix
or wait was that r6
“They”
Bots carrying resource packs display them at 0% instead of "consuming" which goofs the AI up a little
"they"
so true
yeah bots still do that
uhhh
there are SOME fixes for
heavy carry item
but its time consuming and you have to do it EVERY single time you use the checkpoint
Bluh. Easier to double check and make sure any heavy carry items are like 30 feet away from checkpoints when you scan XD
That doesn’t do anything
I have gotten it after I used cell
2 minutes before checkpoint
interact bug can happen to clients too
if you pick up your sentry and look away too fast you can get it
probably can happen with other objects as well, but have had it happen personally couple times with sentry and seen it happen to others that way
Yeah I’ve had it happen both ways
ive mainly just seen the vers where 1 person just has the plague for someone
Can confirm client and host can both get it
and they cant give shit to 1 specific person
I play on 6400 DPI so the client bug happens regularly to me
the host one is probably a different bug then
but the client one can be fixed just by disconnecting and rejoining
is it normal to have constant max spawn of shadows after picking up the data sphere in R4C2
yes
yep
HOW can i pass r1c1?
@winged turtle
Give all bots Burst Rifle + Machine Gun (any).
Give Bishop BioTracker, the rest - sentries of your choosing.
Go to LFG ( #how-to-matchmake ), find at least 1 person and have either him or yourself be on code duty and put in the codes in the last second while the other guy is busy doing scavenging runs into outer rooms to bring supplies.
Hold on the bridge leading to reactor - it makes for a perfect killing zone and it puts your closer to supply rooms than holding in the reactor itself / the creepy tunnel leading to it.
Its probably doable solo, but the level is just not designed for it. The fact that you have to be the one to go and insert codes each time wastes a lot of time. You'll have to sprint you heart out and probably run back to defensive posisitons with the wave already on your tail and praying that your sniper sentry wont accidentally shoot you on the way back.
the level honestly isnt bad at all with bots
but it will need understanding of mechanics
No, it just needs sprinting and min maxing
whats hard about sprinting?
and you dont need to minmax with bots, you need to in solo
My finger hurts holding it down for so long
That’s why I needed a speed break 
Just remember not to get on the truck or the bots will be stuck trying to give you stuff and never shoot
Captain America: puts foot on chair "So you are having trouble with R1C1"
a reactor is ultimately 3 parts,
1 Wave Defense
2 gathering resources in between
3 getting the code into the terminal in time
If you already know how R1C1's reactor works, then its just the first two things you need, and they can go hand in hand
the most popular place to defend for many reasons is the bridge tile. the hole in the wall at the south end is a great choke point where you can get angles and focus your sentries, the bridge itself is a perfect funnel if/as you fall back, and its only about a 30 second run to the reactor terminal.
when you start looting after the shooting, you have quite a lot of resources around you to spend as the code person runs out and runs back. and on longer warm up times for the later codes, you have enough time to run forward and loot in previous areas.
when giants spawn having someone with a good weapon for bigs like sniper rifle is useful (especially for hybrids that will launch a 40 dmg barrage from across the map). as well as saving tool by only having 2 sentries down for most waves, saving it for later waves or the waves with Hybrids (4, 6, 8).
this is definitely a 3 sentry + 1 bio tracker level, and when you learn all sentries are not created equal.
Burst is the best all-arounder.
Sniper sentry thrives with bio tracking and the long sight lines on this level.
shot gun sentry is good for tight corners, but goes through tool a bit quickly so it is not well suited for reactors.
Autosentry is in the game.
if you have a bot, they are a boss with the biotracker so give them that, and if you have three bots god go with you.
"Autosentry is in the game" lmao
Does anyone know how to tell bots to use deployables on the steam deck?
Wanted to try it out and so far that's the only roadblock so far
finding team for 7E1 quite hard nowadays,tho cant be helped because it a long arse mission lol
less about being long, more about tedious (especially with usually 1 person being on stand duty)
well it pretty much same tbh,long mission usually tedious to do anyway
It's just an hour
well i wish,not everytime you get a speedrun team
that's regular times
R7E1 just feels long cause it's boring
well,stealthing the big chargers zone on a6 and mothers is boring aye
so much is boring. babysitting pablo, stealthing the zones.
codes is pretty fun but that's it
and first alarm
but all that is just an hour. 1.15 if slow
as DJ said
Speeding (or even speedrun) times are 40 min (25 min)
tank fight is snooze, other dimension is snooze
reactor is the fun part
i enjoy snatcher hunt duty tho,since i hate that mf
the concept of the entire level is good but the execution was a step back in quality
Anyone know why tank sits afk behind the r7e1 reactor flesh wall sometimes for no reason?
for 3/4 code
Just hangin out
probably same reason tank just fucking afks in r4e1 bread
does the cfoam booster only work on full charges?
in my experience yes
I don't have enough foam boosters to test this more tho
i would guess it works proportionally with the charge
at full charge it works completely, at half charge it works with half the power, with single blobs it doesnt work
but i have no idea
its just rounding shit
the easy answer is it doesnt work with single blobs and will work with full
and in between is more complicated
you have a point
Foam boosters is the % of ammo spent
So full standart charge = 12 blobs
with let's say 15% booster full charge = 10 blobs, but all 12 fly out
but if you tap, something equal to 80% won't make a shot free , you'll still spend 1 ammo
Do mines work on the shadow enemies?
Assuming cfoam does as well then?
Cool, appreciate it
Idk died 3 times on the last rundown 1 level with team
It's always in the final run to extraction
Was gonna try something new, maybe cfoaming enemies so we can get more time in the run?
soo pro tip
bio + sentries make the sentries see the enemies in case u dont know, which means if u need assiatnce u can get em with ur sentries
and the levels has no doors, so mine + foam isnt gonna work
Marking with bio or just holding it or what
and just foam means enemies can get around it very easily
just always have bio tracker 
markin the enemies
markin the enemies lasts less on shadows but if u can like keep taggin em
sentries will keep shootin em
Never not have a bio tracker
never dont no not have a bio tracker
Bio Tracker is one of those things you don't notice too much until you don't have one. And then it becomes noticable real quick lol.
And my friend said it doesn't always mark all of them
But I haven't used it on shadow levels so I wouldn't know
bio can b a lil quirky if ur new usin it but once u like get the hang u can
u can get most of em pinged
its the same as with normal enemies
He's usually good
Idk what his problem is with shadows then
maybe like the ping fades before the sentries can shoot em or they panic cause who wouldnt so they only tag like the first enemies of the wave
Well thank you for the info very helpful
the Long Range Flashlight is also nice against shadows because it clearly shows them for the team from far away
and thermals can also spot em with the... thermal
so pdw is a very nice weapon for the lvl
pr not so much since its a bit, small for its long range at the end and there is a lot of big ones
also pr is just funky
Combat shotgun is also nice vs shadows
Don't even need to see them, just twitch and shoot
Warranty on teammates not included
combat shotgun all around is goated
what is the strategy for r4c2 after picking up the data sphere?
walk in the straightest/fastest path possible to extract
close whatever doors you can behind you
you should be able to walk faster than back spawns, front spawns you have your teammates shoot
yeah shadows are so slow you should make it to exfil just fine
R4d1 tips for final room please I've wiped there twice now and I wanna die
(I hate reactor missions)
I did this when I fucked up a scout and tried clearing but the bots get dicked down
Lemme guess 3 botsM
Yup
Ayayay
Yeah just dont fuck up the room you should be good
Just look where terminals are on a map
Yeah well skill issue tbh
Is it scouts or everything’s else
It's the scouts + time remaining tbh
How much time do you have
Doing that damn lv4 alarm with bots is stinky
Like 4 mins right
2 solutions maybe take bio yourself
Or take foam
Will speed you up and make it safer
Ngl idk if I'll be able to do it with only 2 sentries
We'll I've only wiped twice so
Third time's the charm 😎😎😎😎😎😎😎
I am sure you got it do you know where terminal is
There are two potential locations as far as I understand
Yup
I have a map I looked at
whats your loadout
Where do I go for server specific questions?
here
oh ok, I can't see any of the other LFG channels, and some are off limits to me. Do I just need to be here for a while or do I need to do something to access the other LFGs?
never heard of this 🤔
never mind, I just had to go to the search function "Channels & Roles"
All you have to do is just run and basically never stop honestly, only stop very briefly if you have multiple enemies in front of you
At least that's what I did when I finished it
Exactly what we did
Then you might've been just unlucky
We're typically all on low health by that time and get picked off in the run one by one
I mean yeah you want the most health possible.. iirc when I did it we were all at like 80-60%hp (though I might be wrong since it was like 2-3 weeks ago)
its 3 or 4 enemies per wave that spawns (with decent time inbetween)
Do not leave someone behind for no reason.
Simply shoot the shadows that are coming from ahead
keep walking, shoot and if needed revive people that goofed
shoot it
I believe I ran through some of the shadow waves since I didn't know about them at first 
its completely doable, just a bit more risky
the cracked strat is having 2 people already on extract when the alarm is over 
does anybody else have problems with c-foam grenades not baricading doors ive had several occasions where i threw a grenade at a door and it just put it on the floor and it cost me two solo runs now
did you light tap it?
i held til full charge
idrk what happened i figured id just ask in the discord in case theres some niche to it im missing
doesnt happen frequently but not much u can do there other than pray to god
damn
i had two grenades to baricade a door for an alarm and threw them both and they didnt work T-T
from where did you throw them :0?
i mean i would be more careful if i knew about them in the first place
i realised there are some shadow enemies past the halfway point of returning to extraction 
Dont run
What probably happens is
||shadow wave|| is slower to move than normal enemies, you think you're done with the wave but there's remaining enemies
clear that wave first, then start moving and shooting
So is there only a finite amount of enemies during extraction?
No
Or do multiple waves spawn
What happens is that they keep spawning after the alarm
but with the alarm they spawn many more
so alarm is turned off but they're still spawned in a rather large wave
I've seen people try to push through that wave and that's harder than just wait for the wave from the alarm to be over
then you push "little by little"
Basically, when alarm is done, wait for the "big wave" to come to you, finish that, then push little by little
Or rush, really, I guess what's killing you guys is you either get lost or you try to run into the larger wave
I am usually the second to go down
But based off what the farthest running one got, there was quite a few to say the least
you started running when the alarm was done right?
Just stick together and kill them together
thats the mistake then
I will be honest I don't remember
Does the extraction only become available after the alarm or no
Then yes we finish the alarm and then run immediately
But the alarm spawns way more enemies than the endless alarm afterwards does
You can always do the classic
Clear everything then movr
Finish the alarm, kill everything then you push and kill everything that spawns forward while you go to extract
Instructions unclear. Gtfo was deleted from my account
In a way I have cleared all enemies
The only right outcome
What's a diminished alarm?
waves of enemies spawn faster but have less enemies
normal alarms spawn more enemies but with more delay
Give or take
13 / 25
Basically waves for new players. They're much weaker. Any level that has them was basically meant as a tutorial level.
Which once again comes into a hilarious clash with this whole rundown thing.
damn such, pasive aggresive ksmdkm
R1 doesn't have them, R2 probably doesn't either and then bam - 7 rundowns in you suddenly have them
This whole FOMO shtick is really screwing with the game's coherency
they arent necessarily easier
Explain
sometimes they can be arguably worse since enemies come from multiple directions rather than 1
iirc they spawn their waves quicker
which what chill dude just said can be quite rough for new guys
Hm
(this is mildly counteracted by global door hit cooldown but sometimes you dont have that)
also yeah diminished alarms were what
r5 extension?
I don't know, i feel like wave strength is the single most important thing sleepers have
Not really? Replacement is a big deal, and is something you can play around by stalling enemies just a little.
if you cant quickly dispatch 20 biters - they just surround you and nible you to death from all directions. Having less of them makes it easier to just nuke them out of the room and continue as usual.
its pretty noteable on r7b1 1 room diminished alarm
kinda fucky
I had the privelege of experiencing that level "properly" with 2 room spawns
Like, surge waves aren't scary because they're mob cap.
It was so much more fun
Surge waves are scary because they're constant mob cap.
They always ccme from the entrance room and you get a nice sniping position on them due to all the catwalks
Now they just spawn in the fucking key room and bumrush you through the darkness
I understand their reasoning for changing it, but i don't agree with it.
Its a goddamn B1, you literally didn't have to.
2 burst sentrys would make that so boring lol
Aesthetically speaking watching sentires stall them off in the security door was amazing
i thought diminished alarm just starts off with fewer enemies then ramps up to normal
The neon scanners, the gun flashes
The wave timer is kind of funky.
Because as it ramps, it thinks it's low on enemies and starts wanting to spawn more.
It might not matter after max ramp, but at least for the first wave or two it will start the next wave on its own even if you don't kill a single enemy.

@civic wave silent shot isnt shooting when doors are opening
it wasn't when the door was opening, it was pdw quickswap after the door had opened
Quick switching doesn't cause silent shots afaik.
nah door was still opening when i shot first scout
hm maybe the door was not quite open for the second shot
actually no I think the door had only just opened, so it would be silent shot assuming that there's no grace period
1st shot legit
2nd shot fringe case, id say silent shot. But its hard to tell overall
but not all glitches are instant disqualification. With both scouts dead the room wake up is ignoreable, especially since they sprint into it right away. Would it have been 1st silent shot that wouldve most likely disq. it
I shot second scout and door was just about to be fully opened. It would have made no diffrence if room woke up from that shot tho
It's not possible to be a silent shot
hm, I guess
Because silent shots require you to switch off
Accidental silent shot would be a PDW shot
Which can
't kill scout
i thought this too, but i've definitely had moments where i try to pull a room and nothing got pulled because i quick swapped
on 150+ms hosts only though
^ Happened a decent number of times when using bio & quick swap
I've done this with pulling rooms more than I have genuine silent shots, drives me crazy when it happens
i have never successfully silent shot when i wanted to with quick swapping but have fail pulled like 10+ times

i feel ya ryk
i do it so often randomly when i just wanna reload cancel
and yeah i think it happens mostly with bio
shoot -> pull out bio to ping but nothing awake
can you do it with reload? I feel like that's what's happened with most of my failed pulls
To be super clear, this isn't quick switching.
Quick switching is swapping to a second weapon, and then shooting with it, to my knowledge.
anyway, it isnt a silent shot anyway and wouldnt have disq. it due to circumstance
its also why a shooterbug isnt necessarily a insta disq.
this seems dumb
hm why?
it depends on the situation ofc. Lets think about it you play the whole level without shoterbug getting fucked by hybrids and shit. You stand in exit scan and a small shooter hits you and you don´t take damage. Why should you be disq?
^its generally situational
Hell you could have accidental door bug, but if it has 0 influence you wont be moved to lawless for it
doesnt someone disconnecting dq you?
disconnecting?
ah
the rules are set up for that yes
its so you dont dc to move key quickly to host
if a case happens where you have an accidental dc that doesnt give you time advantage (but also doesnt kill the run, which would be super rare) at a rly good time. Then that run could be accepted possibly (up to verifyers and mods)
@mossy aurora hope that clears it up?
me when steam maintenance mid run
absolutely tuesday'd
just got the game, i was wonder about how long a rundown takes to complete??
hello!! sooo depends a lot on ur playstyle
an entire rundown or a level
a rundown or a level
a level depends on like how long is it, but usually most are around the hour or hour and a half when ur new, if not less, maybe more
and rundowns have different amount of levels, rundown 1 has 6
sooo thats about 6 hours, but of course as a newie u might fail n do some levels slower some faster
it just depends a lot
an experienced group could do shorter rundowns (1 and 3) in aroud 3 hours
longer rundowns, which is everything else, I'm not so sure about
Fireblades crew did R1 in like sub-2hr
god we really gotta get it done in sub 1 hour
its hilarious that r1c1 takes up like 33% of that somehow
i mean i don't know why that's a "somehow" lol given how the level is
Reactor go brrr
i think it was like 10 min of warmup
its would be the least "speedrun" like speedrun of r2
everything else was run at good speed (well r2c1 only with a tech thats now lawless)
okay i have to ask since @toxic sky keeps saying its bad
is the burst cannon still a pretty solid weapon or is it garbage
it is fine
its still pretty good for big ones
and if u didnt killed more than 3 smols per charge, u can still use it as always
it's still good. just get your recoil control skill issue fixed .
good for bigs/bosses, but a bit unwieldy
aside from that. it doesn't oneshot strikers. but it literally leaves them with 1 hp
majority of the people saying it's bad are the people who can't control it's recoil imo
its p good for bigs and boss enemies still
i wouldnt say its bad
just average and still ok
but u cant just use it vs smalls and stuff
not bad. but Niche as Eva stated
imean HAR's made no sense
the recoil is manageable but it doesnt feel great
I can understand Burst cannon
manageable, same shit people said for HAR
did anybody rly use HAR?
hell no
yea burst cannon makes more sense with it
but it makes it feel so bad
is r4c3 overload > secondary > main?
[this has nothin to do but im normally the guy that says 'oh a gun feels bad then its not fun' but now its just reversed ur the one sayin it feels bad :3]
If a door is closed will no noise pass through?
no
Is running and shooting safe ?
whatcha mean
Like doing that behind closed doors where enemies are
yeah should be
Thanks
unless there's another door to the same room that's open
if a doors closed u can shoot kill wake up the room ur in
secondary first, then overload
Yes, closer doors cut out all noises, minus bugs and glitches. Haven't experiencing any myself, but the possibility is there.
Thank you
you can still scope it out I guess, or just spend the 3 minutes to restart
Only thing that bypasses closed doors is the door alarm right?
It requires too much attention to use for smalls now imo.
eh, sort of
i did
alarms do not wake up enemies, they spawn new ones
And also the ammo nerf means it's treading water no matter what you use it for.
P sure moms is basically its only good use-case.
which is unfortunate for immersion but such is the nature of gaming
and even then, you can still fire into smalls and if it works, great
if it doesn't it just feels bad
um not really
an alarm makes enemies spawn from the other rooms in ur zone, if u left a room w/o clearin they might go there and awake the enemies, but once u deal with the alarm, u can open the alarm door and everythin will b asleep behind it
unless u, open it while shootin or somethin
yea i cant see myself ever using it vs smalls now ray
i dont rlly use the gun anyway now
high recoil on a burst weapon... literally blasphemy against gaming laws
As a beginner should I start with Rundown 1
Yes.
yes
Thanks
It is the easiest one and has the least mechanics.
yeh
Also what’s the difference between Melee m1 and m2
Due to the nature how this game was handled R7 feels like a goddamn whiplash. Its a different game almost.
I used Burst Cannon vs smalls in an e1 run and when it worked on 2-3 sleepers it was cool, but really it was awful
um left click chargers the hammer and deals a lot of dmg, and right click shoves, which stuns enemies
Not so much hard - just very different in... Many things.
Damn
Like forceful lore dumps, new enemies, new maps that are not present in first 4 rundowns...
It's alright w/ Autopistol, but "alright" in a loadout that handicaps you is ehhh
the game worked differently
but u will catch up as u play
u will see the different changes
itll b cool >:3
thats a rlly funny loadout idea ngl ray
im gonna do that sometime
the busted loadout
weapon mods exist right? wonder if you can get old burst cannon (and maybe even bring burst cancelling back)
probs
you can
That's p easy to do. Burst cancelling less so, but I think mods are there for it.
ok right, so
that means you could also mod old hammer stats back into the game right? and then heroic heart
and then extra penetrating hel revo for good measure
.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.)
yea but I'm never gonna bother installing mods
fair fair
"QoL" mods.
ah right no embeds here (damn you), why am I even wondering about this when I have old files
I thought I heard old files stopped working after ar4? Or did i misunderstand
Nothing stopped them from working afaik, although I did have trouble with old files when alt r1 original released
Hm, guess I'm dumb then
what does artifact heat mean
so every time u pick an artifact it contributes, lets say for example, 0.10 to the progress of a booster
once u got enough artifacts to get to 1, u get a booster
artifact heat means how much the artifacts contribute to the number, in this example, 100% artifact heat means 0.10 for each artifact, but with 50% artifact heat, that number will go down to 0.05
ah thanks
its oki
heard this game was made by the devs of pd2 which is pretty awesome but
how is it actually different from other co op shooters on high difficulty like aliens fireteam for example
they said its high intensity
haven't played aliens but my usual description is "takes more brainpower"
so it deters most shitters from even bothering from trying the game
how vital is teamwork for a successful round
i mean always, but mainly on deeper (harder) levels
but when you're new you pretty much always need to be working together if you wanna live
i dont know about that specifically
but the difficulty isnt that enemies suddenly become insane bullet sponges (tankier enemies appear more often tho) or that theres multiple times more enemies in combat. The spawn cap is the same for the easiest and hardest levels
hows the game run
usually good most of the time
there's a few levels where performance goes down the drain
i play on a laptop and it is good
i mean i play cyberpunk so ive seen some shit but
not nearly as bad as cyberpunk
i just dont wanna see any embarassing glitches or shitty unpolished elements
hows the gunplay, music, graphics, aesthetic and so on
dont tell him...
?
IMO those are all top tier

shooting things feels good, game has a great OST
see i bought SCP 5K thinking it was gonna be high end gameplay wise
graphics are ok but was bitterly disappointed
you're probably gonna get some of those
especially if you play later rundowns
bots are
how about not walking through open doors?
if you avoid using checkpoints you will avoid most actually impactful glitches
don't play with bots and you won't see guys walking through closed doors
unless massive desync
god i wish they walked through closed doors more
theres one level that has insane bugs tho
go to shut a door, mf bot decides to go to the other side and stays there until the heat death of the universe
as long as its not inherently a part of the way the game is coded
if you want a polished game with a bug-less experience this game is not for you honestly
not bug-less but theres levels to it right
I feel like thats overstating GTFO's bugs
most of the games issues are desync related (so when you have bad connection with the host)
this game is easily a lot buggier than other games I've played
there's probably still gonna be some stuff like that
stuff that makes logical sense to be able to do but you can't do
This
If the issues are because of desync, I can understand that
But its still a great game
last thing
it depends, some people consider the game's existing bugs to be already too much, it depends on the person's standards
let people actually talk about the gamebreaking bugs and its a realization of how little those happen
the desync ones are HORRIBLE
they dont
they dont care
you're
not gonna see much more of that here

eh
more at the end of its update span. With there probably still being 4 major updates
This isn't really the place to expect positive answers given most vets are pretty bitter about the state of the game, lmao.
This
I mean its also kinda true though
youll see very negatively shaped opinions instead of simply critical
EA move
thats fucking bullshit though
i mean
I'd like to think I'm not bitter about the game I'm just being realistic
unless if you're asking if the devs care about the lore then yes they most definitely will patch to fix missing logs
🤓
The game is still great if you're sold on its premise.
Look I just dont want to waste like an hours work on something that's gonna turn to shit in 6 months time
GTFO still delivers on being GTFO.
as a dude who is not a vet and started back in like Jan: game is fun and has a lot of content if you're new, but understandably vets are annoyed they haven't seen any actual NEW content in like a year and it will probably take even longer
I really want this game to be what I think it is
upi
fucking
offset
this game can easily keep you busy for hundreds of hours
just
learning
and getting better
I mean the games not gonna get WORSE. if you have friends to play with, its a LOT of content that isn't going anywhere
If you've looked at what the game is like now, its not gonna change much from that
if you like the game for how it is, the bugs arent big enough to be that big of an issue, but if you aren't that into the game and what it has to offer, i can see them turning someone off
They are gonna add some more content and thats about it
Maaaybe they will fix some bugs at the end of the day
but thats kinda cope
ive bought games wherein the publishing company abandons any form of support for the game and moves on is all
it creates problems
inb4 cyberheist bombs and we see Rundowns 9 through 15 announced
and again
If you take aside the desync related bugs you are left with far less impactful stuff
the game is p2p so if you're worried about servers going down then it shouldn't be an issue i think
Ngl, the company would more likely dissolve, Grongus.
last thing
sadly you're probably right
i think theres 3 levels where you can get soft locked
hows the gunplay compared to other titles i might know
GTFO ain't paying for 100+ devs.
gunplay is probably most of what keeps the disgruntled vets still playing
gunplay is real nice IMO. guns feel good to shoot, things feel good to kill
so its pretty good imo
yeah guns feel real nice
is it similar to dead space, gears, payday, kf2
Arid 5 High-Caliber Pistol is probably one of the most satisfying guns i've used in any game ever
its first person so not like gears or dead space
The gamebreaking/impactful bugs just feel very bad especially for newer people when they happen after alrdy putting in 1-2 hours into a lvl. So I can see them becoming very discouraging.
paydays gunplay is pretty shitty unless they changed it in recent years? audio isn't really strong, guns don't feel punch-y
when a new team says they got checkpoint bug and the response they get is "Just dont use checkpoints
"
haven't played it since like 2015 so things might have changed
😔
this is why you start at R1 so when you get to R7 you are good enough not to use them
that kinda stuff kinda angers me yeah
like you're not wrong but you're also an asshole
compared to kf2 then
also a stupid reply to newer people that probably like using checkpoints to learn the game while not losing tons of progress every time
its like "Yeah that's the answer but it REALLY shouldn't be"
better IMO
are you talking about payday the heist or payday 2
there's a huge difference between the two, even more so when payday the heist was made by ulf and bo
which means there's a huge influence from ulf for the first installment
which is probably why the heist is better
even more so when I would say payday the heist plays more or less similar to gtfo
even the mechanics are somewhat similar
for example, the 25 spawn cap is present in both games, there's only a select few weapons and all of them are distinctive from one another
a trade that is present in gtfo, not so much now
if you're comparing it to kf2, then I would need to know if which difficulty you play
because normal plays vastly different when compared to hell on earth
a lot of the enemy mechanics change from difficulties, this ranges from zed attacks to movement
while gtfo maintains a constant difficulty
there's also a perk system that heavily discourages players from off-perking, which means a weapon that is proficient on a sharpshooter will give you a poor feeling when you use it on firebug
and this is not present in gtfo
melee combat is also pretty simple in gtfo, while it gets a lot more complicated in kf2
@sleek mist Not sure what you're looking for specifically, but GTFO's combat tends to be built around a fairly standardized arsenal where weapon choice is all about dealing with certain threats for your team and weapon usage is all about playing around your resources effectively (knowing when to make the most of your ammo vs. go ham, and being an effectively combatant in either situation).
I like the feel of the guns, personally. Recoil varies a lot per weapon, and might either feel overwhelming or quite tame depending on the shooters you're accustomed to. Since it depends on weapon, though, you'll probably find at least a few guns you enjoy to start out.
there's directional swings, combos, heck, even shoving can cause different incaps on zeds which can save your life in some scenarios
Checkpoints were a mistake 
remove checkpoints and add the ability to exit + save a level in-progress to come back to later on those hour long mfs
that would be wonderful
there's also a skill of learning zed animations by using shove to save ammo for wave 1
if you can only rejoin once :p
this rly depends on where you start
if you go from rundown 1 to 2, then theres how many level related bugs?
R2B4 sound bug, r2d1 sound bug, r2e1 missing cell
All 3 pretty rare
terminal bug
mfw i'm trying to pay my taxes and that mf says detecting personnel...
gonna buy it prob next week
you mean where it locks you out? Thats desync related no?
no
I dont need a whole ass analysis of which lvls have which annoying bugs. All im saying it is probably feels very bad for new people to have the game break while theyre putting in effort to learn the game only to get stuck or sth like it. Sure, a lot of GTFO is about wanting to learn the game and get better, but it definitely feels good getting a win once in a while
it goes on sale quite often btw if you don't mind waiting a little bit. Most recently 30% off
biggest bugs for me IMO are the bloodstain blindness bug and the fucking snatcher bug
that bitch locks me out when i dont let it finish its ping
also someone walking close to you when you are on it/exiting it can cause it as well i think
it is kind of insane that terminals just stop functioning if you walk away, like they just won't finish a ping-in-progress
this is the only time I've seen it happen
i think i've encountered the terminal completely locking me out once in a few hundred hours
The terminal lockout is p annoying, no idea how they introduced that one.
It's a soft-lock that actually affects me, too.
it very much feels like desync related stuff. Tho this might be just it happening more often with bad connection by chance
jesus i have 400 hours in this game and i'm still so behind on content
329 here. patiently waiting for r5
Seen it at least 3 times, twice on essential terminals in R4.
B1 reactor and a D1 code terminal.
i did r2d2 with a few pugs who were traumatized from getting locked out on code 9
I've only seen it once on an R7D1 alarm terminal when someone was crowding the guy typing

W8, they were all essential, I think it happed on an R2D2.
It was like code 2, thank fuck.
i think I would scream
if that happened
Hold Q after exiting
But they'll ping only once even with -t
IIRC
I had a friend who swore. Terminals still work when you're away from them.
Let's just say we waited for a fat minute for nothing to happen until one of us walked by the terminal
Uplink works even if no one is near the terminal
hold q when walking away and they still do their stuff
Most of the commands don't work when deactivated
I will never abandon an uplink until i hear verifiable proof that it's finished
yeah i don't trust them shits
To be fair it wasn't a unlink terminal we were testing. It was the Overload reactor terminal in R6D3
is the C-foam launcher's indicator wrong? I play w/o crosshair but ive noticed on a friends stream that when the launchers gauge is full, the crosshair is still charging
yeah its a bit funky
i mean one blob is like 2 charges on the Foam launcher itself
... idk if thats a good example
It has always been like that since I can remember tbh
Personally I've always considered the crosshair to be the one telling the truth, albeit, I'd lie to you if I didnt also tell you that I never bothered to check
Perhaps the Gauge is the strenght by which the foam is propelled?
i honestly dont think the speed changes
It doesnt from what I'm seeing
Can confirm that shooting as soon as the gauge is full does not fully foam a small door
While I'm pretty sure doing so when the reticle is full does
you need 9 blobs for it, tho the effect doesnt always happen with 9
So I guess the gauge is the circle but it fills up only to a degree
both small doors filled up with gauge filled circle + 3 small blobs in different spots
I remember reading SOMEONE saying that the blob foaming a door is dependant on whether the first and last blob hit the same spot
but I could be wrong
just count how many blobs you fire at full gauge
?
What I wrote was to address this you wrote "tho the effect doesnt always happen with 9"
And my test were just half-assed to see what the relation between the gauge on the foam launcher and the reticle was
Since Grongus asked why they weren't synched, since the gauge on the foam launcher fills up to full before the reticle does
They aren't synched because the gauge on the foam launcher itself only goes up toa certain point while the reticle shows actually how much it can get charged
Why it was done that way? I dont know
The effect only happens with 9 if you stacked the blobs on each other in various spots
Or 1
Iirc 9 single blobs all over the door doesn't have the foamed effect
I've no idea how to find that post again since I dont recall the exact words used
Yeah you're right
What I remember was related on how sometimes a blob doesn't count if you're client or some shit like that
Hello there, me and my friend are quite new to the game and we have issue beatting hordes of chargers (R1C2 I think). We play with 2 bots.
What are the best weapon for this kind of situation ?
Tks
Hel rifle one shots chargers and penetrates through to hit enemies behind, so you can kill several with a single shot if lined up. Hel gun does something similar but it takes two shots to kill them.
best suited are weapons good against chargers (hel rifle, choke mod shotgun and hel gun) and general spammy wave clear guns (veruta machine gun and combat shotgun)
What kind of tools are you using?
That also matters
I run bio tracker. Friend is full auto turret. One bot have mine or turret and last one is alway turret. Most of the time auto or shotgun
I find shotgun very unefficient. Hel rifle I like but never run on this mission.
Auto sentry just staggers so switch it for Burst IMHO. Giving the bot the biotracker instead of bringing it yourself has the downside that they wont relay enemy position info, but the upside that they have much more range and much less CD on that, so if alarms are what you struggle, bot bio would help
I mean, regarding weapons I've nothing to add that darkeva or ellda already said
I usually give bots Burst Rifle/Veruta but I've no idea how much that impacts your case tbh
May be worthwhile just putting up a post in the LFG Beginners tab and seeing if a couple of people would join you too? Always better with people I find
Tks all for the answers. Will try this envying and give my feedback.
Have a good one !
Why not. Will talk with my friend.
If they cool with it I'm happy to volunteer
I'll keep that in mind. Tks !
Yeah game looks awesome, gonna buy it on sale
loads in checkpoint and can't drop heavy item

Funniest thing is. I've seen this happen where 3 people were stuck carrying a item and only 1 person was free from the bug
which have higher ttk against a big charger among the 3? choke/burst/hel rifle)?
Hel rifle I'd imagine
Choke
Single bbc? Choke mod for sure
HEL rifle takes too long to charge
Choke shoots as fast as you can pull trigger
Provided you don't miss of course
higher ttk = highest time to kill?
So like fastest or slowest
against multiple i would imagine hel
Low TTK = things die faster
okay sorry for the wording lol : better ttk
Then choke, yeah
It would be weird if you were asking which guns takes the longest time lul

but I think if you miss a pellet then you'd need to reload
now? i think it 19x5?
And how much HP a BBC has? 120, 150?
and it a 15/mag so
120 if you can 4 shot it with a choke mod
can 2-3 shot with choke if back?
2 shot with perfect multi
So either:
- Single flawless burst of BC then finish with main
- Mag dump a choker, but if even a single pellet misses - switch to main
iirc i managed to double kill with a single mag from the back
i miss the 20bullet/mag burst man
Use a booster 
bc still has 20 bullets in a mag tho
wait is it? havent used it again after i heard they nerfed it
someone told me it 15/mag lol
Nah they lying lmao

god darn it
i've been played for a fool
i thought if it 15/mag with only 19dmg/bullet i would better off bringing choke instead
so havent touched it again since
Thr biggest nerf was the recoil
High chance you'll probably miss the 5th bullet anyway
was it that bad?
so it got super gutted on most aspect
Pretty much, average players don't use it anymore
the reign of bc is over
Only masochists or just S tier players
If you need giant droppers just bring choker. Way less maintance.
or those who was cluecless about the nerf
like me cause 95 its still perfectly ok for dmg
and u can still use it againts smols w/o much problem
with a good burst u can take two kills, which like isnt amazin but u only really got more kills if u really was able to control it
which means u probs will b able to take the two kills now
and the recoil it is pretty funky but if u can also kinda see how it works, the range hasnt changed so u can still use it like that
No the biggest nerf was the -1 dmg
The recoil was the unneeded nerf that makes it shitty to play ontop of being not insanely good anymore
Pre nerf bc was a laser lol
ik skdmk but well i think it had 15 m of range which like
medium
u could probs use it from there question mark
More recoil shenanigans?
the recoil was absolutely the biggest nerf

is there any sort of Class customisation capability without getting into a match ?
or anything class/loadout related in any shape or form ?
your weapon/tool choices
Ah okay, sorry completely new, only done tutorial thats it :/
You pick main and special weapons, tactical tool and a melee
Tutorial doesn't have that and drops you in with basic bitches
Gotcha
Main - low focused damage, usually quick reloads, meant as a spam weapon.
Special - your actual main weapon that does all the heavy lifting. Reloads for ages, ammo burns quickly.
Melee - depends on your taste, but hammer is the only correct choice right now, every time. It's just too versatile.
Gotcha, Thanks for the info-dump 😄
lmao
me who usually runs hammer but will pick knife whenever i know it should be fine to: i miss stabby stabby :(
why cant i find other players when i search for players?
you using matchmaking?
ye
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.
ahhhh thanks
just some advicee
be sure to do the tutorial first [Training], start on rundown 1 since its the simplest one, ask to not be carried and make sure that everyone joinin ur lobby joins ur voice channel

Unfortunately some players aren't gonna try to strike a balance between teaching and just hard carrying.
We need more active newbies...
Im actually a big newbie and I'm trying to understand what is this game about
And try to find some teams that would accept a newbie (my primary language is french but I do well in English sometimes)
the only thing i can say about is game is if you choose to buy it, welcome to hell mate
do the training first so you can get a grip at the game, go to lfg beginner to look for a group, ask them to not carry you and if possible teach you how to play the game
.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.
after that, play 1 game with the pros in order to change your perspective about the gameplay
who are the pro players?
Yeah I joined a nice team and tbh, hell is nicer than I thought
don't do that
fast mode in gtfo
feel like it usually means overexplain things and ruin the 'magic' / horror of being new at the game IMO
its just ruined the horror side of gtfo
Like taking a newbie to R1C2 and going "Okay so this level has a new enemy, you're gonna want to hit them in the back" VS letting them have their "What the fuck is that" moment going into the nest room
true
the new player stuff is very very good
Ive gotten a bunch of my friends to get this game and I make sure to explain borderline nothing
after 100 hours and your first d clear
being new at this game is the best part
you can go crazy
plenty of time to be an experienced player trying late levels over and over but you only get that fresh horror experience once
Play with other newbies
no!
even a direct hit doesn't set them off. They just break free and go about their day
If you hit them while they are cfoamed and they unfoam, then they are awake and will hit/run/scream
i meant a direct hit from a cfoam blob
ah
Guys, who knows what is the purpose of voice channels titled as names of enemies and other stuff??
I think they are just voice channels with diffrent amounts of max people. So if you want to duo/trio
but i don’t reay know
Yeah pretty much that.
I refuse to teach something unless I'm the only vet in the chat
For a lot of reasons I ain't going to elaborate
Mayhaps other people have my same qualm
I get that
I don't feel qualified to teach new people because I am only alright at this game and it also just feels...impossible? Like, everything is too great an info dump and you need to run with that group for hours over multiple missions.
for anything to be digested
you can't really teach much just passing by that will actually help
Well I'd say that depends on the info, really
beyond the basics I mean
like range of sleeper awareness and variation in their states
Once I "taught" a group of 3 newbies that they could just keep foaming a door while the other guys scanned and one of them said "We'd never think about something like that"
I think most people can learn simple things like what wakes, when to stop moving, how to place mines, how to re-foam a door
right
I think a lot of newbies don't think of re-foaming
but it's immediately understandable once pointed out
Yes, indeed. Basically there's info that makes a lot of difference and it's easy to digest
Another big factor I feel is language barrier
Since I am australian timezone, playing 5-10pm or so my time I see a lot of people from asian regions or sometimes euro regions
and it's harder to communicate with them at times
The one time I tried to bring up a new player I just duo a1 with them and make them use terminals and clear stealth
And then can explain alarms
Enemies spawn 2 rooms away, stealth works on "green light, red light" basis, thats about everything you probably should point out.
pointing out the 2 spawn rule can be undercutting though
since it doesn't work that way under certain conditions
like terminal code alarms, uplinks, they don't use that rule
Uplinks do but it's zone-limited
For uplinks it's 2 rooms away unless not possible which becomes 1 room away
must be same zone as terminal
that's what I mean
and beyond the fact uplinks operate differently than standard alarms
where it spawns on a set timer as opposed to when half a wave or full wave dies
Even I didn't know that
nuance is important
Enemy spawn, I shoot enemy
but you also can't explain all the nuance at once
but you also can't assign a permanent teacher to a constant group in this game
At some point it reaches nerd / sweaty tryhard threshold for me
27 seconds after half the wave is dead a new wave will spawn on standard alarms
once full wave dies, new wave basically instantly spawns
about 4-5 seconds
and since leftover mobs from old waves can bleed into the new wave you can't perfectly track it to abuse it so
You sure? I always believed it to be just a queue system and the game only spawns if X slots are empty
it's a thing, we had a whole discussion here at some point with ray about it
and several others
don't quote me on the seconds though, just what I remember
it may still spawn till wave cap first before that takes effect
I need to find the old conversation
sorry, was a conversation with alpha, not ray
i think that links to the discussion at the time?
