#gtfo-related-questions
1 messages · Page 84 of 1
I mean you at 10 so grats
the worst now is when waiting for a train
nothing to do, back then it was easy
just smoke cigs till it was there
I tried to use chewing gum but it works only for the first 2-3 times
at least my breath was fantastic
also to fully stereotype myself: I smoked gauloises blondes
changed a lot but mostly Chesterfield
oh well glad thats behind

What do you think the best melee weapon to give your bots is?
they have fixed charge times and damage amounts for melee. so, spear?
doesnt matter
I just give it to them based on personality
which is which in your opinion
its a skin you dofus
Hackett looks like a knife type of guy, Dauda gets spear because he's a big brain, and Bishop looks like the type of paranoid maniac to use a hammer on everything
thanks guys
you give Dauda spear cause he african. don't lie
is there a meta primary to give them?
wtf
pdw, hel rev, carbine, ar
long range automatic guns work well with em, either burst rifle or assault riflle r best :]
I will indeed not lie - that's part of it as well, but i genuinely do think his scientific origin will appreciate the most ancient and useful tool humanity ever invented
potato potato
m8 it was banter. don't say its true plz
Its last one the list, lets put it that way
it happened so fast
I mena come on - explain to me why Bishop would take it
is there a current meta kit for the player
Not good enough, try again
Carbine, Veruta Machine Gun, Hammer
usually guns just, depend based on the mission, so try em all out
sometimes u will want more firepower less firepower n stuff
and also depends on ur team
so just adapt to the situation n the mission
I got a question:
Soo I'm looking here at the steam page and there is this picture showing 1.0 , 2.0 , 3.0.. 8.0 RUNDOWNs...
What are those ?... Expeditions [58/71]
ingame
those are the rundowns
Game used to work on a weird FOMO model.
Rundowns basically meant "campaigns", and every couple of months devs would add new one and remove old one.
Currently they decided to go back on that model and are slowly releasing old content back into the game under "ALT" prefix. They're mostly the same, but not completely and there's even a lore reason for it too.
its the different "campaigns" you see when ingame
We have rundown 1-5, 7.
6 is currently still removed (as the last one to meet such fate), but we're gonne have it back in a month or two.
Soo.. is it possible for me to go back in campaings ?
yes
they all in there
except for R6 which will be back in there in two months
and no worries, you will not finish R1-R5 in those two months so you have time
Well I just bought the game.. I'll give it a go.
oh funk! b sure to play the tutorial first, its called TRAINING :D
also yeah when u finish that up u can head to the LFG channels to find players
:]c
One drop per mission completed for the first time, 1 unique helmet per rundown finished
probs stops at 100
i never seen nothin at more than 100
except for resources but those r coded already and not that uncommon
What height should one deploy a mine to deal damage to a tank?
anywhere above the belt is fair game
a bit above your head works pretty well
i think you gotta make sure they are vertically aligned
Like, on the ceiling facing down?
there's a bit of leeway on how you do it
just need the mines high enough + close enough together I guess
maybe, what i mean is a vertical line along the door way
as opposed to in a cluster, or horizontal line
both clusters and horizontal can work iirc
I've used clusters before and I think I've been in a pub run where a few horizontal lines on one another (like a square cluster) worked
1st is what I'd always go for
both times its worked for me has been the first way
Second way is more dubious because the tank can miss the mines, but usually i see the most success with it
anyone happen to know why they added rich presence for steam but not discord lol
Mods made this Discord and it made them hate Discord users so they didn't add it
What happen if this ARTIFACT HEAT gets to 0% ?
u would get nothin for the artifacts u pick up
I see
pretty sure it bottoms out at 20% tho
Do you think The Warden has drip ratings for the prisoners
is it possible to one shot a tentacle monster with a knife? ive heard before that anything but the knife can one shot it, but i wanted to double check
back of the head full charge knife will oneshot a scout
i would recomend jumping before hiting
what do you mean by jumping? like to maneuver around it, or just so you can get a clear shot height wise?
also just so i know for sure, does running and jumping around a scout alert it? I know gunfire and touching the tentacles do. but I've been too nervous to actually run around a scout thinking they might hear me
so overall - scout will only triger if you shoot, something screams, or its tentacles are touched (you then have like 1 second window before it becomes immune)
flashing it or running or jumping will cause it to relaese the tentacles faster
with bat or knife (or sometimes even with hammer) its good to jump right before hitting it so that you do not hit the back/shoulder instead of the head
okay okay, thank you!!! I'm gonna have to practice that
np
how knife work is a bit diffrent, its a stab that come from below upward => if you stand too close to an enemy and aim for the head, it will hit the body first => more chance to miss the back of scout head. jumping and melee would make less chance to hit the scout body
i just got the game
ohhh okay ty!
so how exactly does gunshot sound work? what I think I know is:
- gunshot sound travels 40m -10 per OPEN door (is there a special number for sec doors?)
- cannot travel through walls (ie that 40m “line” is the shortest path from player to enemy without going through walls)
- does not differ per weapon
- enemies only wake up from the shot sound or by proxy wakeup if the target dies too close to them
- sentries are significantly less loud (10-20m?)
no idea if this is right though
this is just what I picked up from some pubs
is there a good guide/video on this?
I wanna learn the kind of mechanics nobody really cares about
interesting
- doesnt work out. Max aggro range witnessed is 2 rooms away. Which is <~10 meters
- it does travel through walls. It just needs the room to have an open path
- yes
- gun shot sound and all types of proximity aggro (be it the enemy next to it dying or waking up)
- they are less loud, dunno about the range
The rough numbers given usually for 1st are
50/30/10 for
Same room/1 away/2 away
I have a problem
how can I change my name ingame ? it's using my steam name (which I don't like to use for games usually) and I want to change that
i think the game always uses steam name, and there is no way to change that
Usually depending on you shooting
The sound is loudest coming from where it came from
Example would be R4B2
Overload-after class IV blood door
mhm
If you shoot from outside
room wakes up
Or even like 3 steps inside of the big room
Half of the room wakes up
But if you shoot from the stairs
Whole room goes wild
yeah
suppose that room is about 10m from the stairs
that would mean the first 20m of the room would wake up according to my calculations
This applies to the strat that i see ppl killing charger scouts on R7D2
Props to @sacred dew
For showing me that strat
oh i’m not talking about the bullets
I mean a shot
Yeah
I dont think when bullets hit a certain wall/object would also cause sounds either
Don’t remember really
yeah
It also works quite different as i can recall
so we discovered that you’re fine to shoot in the room before that tile as long as the bridge is clear
even if the door is open
Where u standing again?
So at the hinge right corner
wait gimme a sec
Right after goin in to that room/zone
uhmmm
gtfo weird stuff
how tha fuc when i drop from same height
there are place that ill take damage and place that i dont
oh wait
i think i know why
this lead to a new question though
is the minimum fall damage 9%?
i still bring the same equiqment
i meant irl
thats strange not gonna lie, how big of a height diffrent you need per 1% fall damage?
definately diffrent
😄
Ya got footage?
Otherwise this doesnt seem believable.
Tho, the tiniest elevation changes can change the % of the fall dmg if its at a part where its gonna be rounded or not
Litteraly what i wrote above lol
Alright so if I shoot near an open door and that area has another door open, I can aggro that second room if the distance between me and the enemy is 10 meters or lower?
Pretty hard unless you have:
Room 1 |
--------| Room 2
Room 3 |
For the record, I linked something I recalled Wesley said about client, guns and sounds
alright and so sound is measured in a straight line with disregard to walls as long as the nodes are connected?
What wesley said is basically what i said (not a suprise)
He does describe silent shooting tho (a client only glitch)
wesley is talking about silent shotting, which is a major bug abuse
Yeah it explains some... oddities I witnessed a couple of times that made me rethink how the sound mechanic works
room
e. e. e
———————d—
me
if my situation is like this I could wake up the first enemy from the left and not wake up the others if I’m far enough away from that wall?
Yeah, I tend to play on high latency, and often silent shot by accident. Pretty common when you shoot and then swap to bio to tag the pulled enemies (:
Yes. The sound doesn't 'travel' through the door. It travels in a straight line and then gets dampened by being in a different room.
The reason silent shooting works (afaik) is that it tries to make the sound of what you have equipped when the shot is registered by the host
its why host cant do it
yeah I played w someone who had a macro for that. pretty cheesy
luckily I had kickplug
so silent shooting doesnt work when going from a gun to another gun
Wait that is a thing?
yeah
😄
a mod i think
mushroom.kickplug
Thanks
unless that gun is a modded silenced gun or something
Hm. Is this one of those QoL mods I heard about...
the kick mod? definitely
i didnt record it
although this one is actually qol
but i know why though
its the ledge
the jump height was a bit slighty higher than the ledge
@tardy ingot Would you like to hear about a tank bug I discovered? It's very very applicable (this part is sarcasm).
is that another modder?

Ignoring the HELs - what would you say be the best MAIN anti-charger weapon? Which one of them just deals DPS with none of that precision business?
I can't read
I noticed
Bullets
Rifle 🥰🥰
Hm. Alright, shall attempt to remember that.
Rifle, huh... Fascinating.
Or sawed off?
They gave it that one shot charger gimmick
But overall you should just get more benefit from hel revo
Ye ik
how is this with the pellet spread?
Give or take just a tad shorter than pump
landing a clean 1tap on chargers with pump shotty can be tricky in my experience
I don't remember any person really complaining about it too much
Chargers just probably more tricky with Sawed off
So I assume it's consistent enough
I assume people just don't tend to bring pump shotty for chargers
Not really
Can someone explain the meme in #gtfo-media Please about shooting scouts. I think im an idiot. How is shooting the scout the superior choice?
Most people just bring hel gun
ya
in my experience I'm chipping out the remainder with main after landing most of a shell in most cases
It's faster
How?
Imo. Shooting scouts is just faster and most vets can deal with woken rooms
sometimes I'll get a clean kill and it's this nice rare treat
The scout dies faster
You can just run at the scout
you do not wait for a melee oportunity
and hit it with ahmmer
Just run at hin
no need for opportunity
No time wasted on approaching the guy and murdering the 20 smalls between you
yeah smalls are a problem
Running at a scout takes more effort than just point and shooting it
ok i assumed ti had some deeper meaning thanks
re: the scout meme: I think it's highly wasteful, should be saving those bullets for locks
True
especially sniper bullets
What else are my sniper rounds for??

exactly
is there anyone who actually shoots giants with a sniper?
like its clear it is intended for locks
How many anime people drinking coffee images do you have
Another question. What is the point of the burst cannon. Its less effective with giants than a sniper, and with small people, the first bullet will kill and the rest miss due to recoil/them being dead. I just dont see a scenario where its useful besides maybe 40 enemies in a big pile so you can just let it rip.
Don't have to aim for head.
Even than it's left with 20-25 hp after a burst to the front
burst cannon leave a giant in very low health, and u like a sniper can be reused for smols, can kill two with a single burst if u aim well enough, or leave 5 in nothing health too
and from the back it one shots a big
A sniper shot to front body leaves it with 80 hp iirc
arguably a midground giant killer between sniper (long range but requires a headshot) and scattergun (close range but deletes with bodyshot)
will they nerf scatergun i wonder
as noted by others it used to be so much more though
yeah, it still nice, just u can use it for so far away cause of the recoil
Do you remember the orignal scatter gun
They already did...
but it's still medium range
yes
before they nerfed it first
Scatter gun is for on demand baby striker shredding.
scatter gun 150 dmg 2 pen 16 bullets i think it was?
I don't remember it having pen
think it was nearly 200 damage, the pen apparently never worked
I remember just having a group of 4 all with the scattergun before the nerf on some modded maps. 30 giants died in seconds
It was supposed to have pen at some point
nah not 200, i think it was 150 for one shottin hybrids n stuff
Then it got removed in patch notes
the only issue with that scatergun - there are not enough enemies
I do imagine it would have
then it came down to 120 i think?
It having none feels... Counter intuitive
So basically you're telling me. I had the potential to scatter gun pen all 3 of my teammates in 1 shot

I think the spread would have got them anyways
scattergun was a 1shot to players so yes
it might be in line for an ammo nerf, it had less ammo than sniper in r6 but would have more than current sniper based on the last time we saw it
otherwise it should be fine
But if it had pen. I could do all 3 with 1 shot
it was nerfed to 14 bullets total i think
I don't think it's in line for any changes, it wasn't that great besides being funny to use
14 x 100 bullets
since each shot ejected a wall of bullets
I just wanna load in 2 jumbo shells.
how much health does a big mom have again?
1000 i think
Rather than loading a weird 2 round mag
l o v e l y
1000 is either mother or big mother
yeah against bosses it was kinda bonkers
Big mother is 2500 iirc
that is 2 scateguns
If you were client sure
3x
5x
i think
So wait, I can't catch it
It was one or the other.
yup
that will be funny
shotguns are the optimal choice for mother already
The optimal choice is using the hammer 🥰🥰
save ammo
the optimal choice is bringing mom to extract and making a zoo for the warden
The scattergun crosshair took up half the screen
oneshot pablo
how u do dat?
Or highlight the text and it should let you spoiler
the issua with that level was taht it had 100000 checkpoints
yeah
you walked 5 metres and it gave you another one
R6 was easy all things considered
yeah it was very much made to attract people
and it did quite well
D1 was very easily marketable
the fact R6 lacked an E tier shows that it was meant for new people too
R6D3PE was a good challenge
the funky room
It was also the only hard one
gen shutdown on ovl starts an error, team has to split. 2 hold error, 2 sneak tank barracks
turn off error, do shadow class VI, start shadow error, turn that off, plug in cell, do reactor while fog is rising
yeah funky level
oh ok yea i remember
Last code is short timer with shadow wave on repeat, while one player basically search for key to open room to last code with tank
then when reac is done, 15 minute timer to do secondary
after 15 min surge error
everyone - prepare to die horribly
well there ya go. that was kinda the only hard level in R6 but it was the most fun.
i remember dying to the surge
R6D4 was fun as well but just not that hard
Going back to those levels after massively improving should be fun, however
I still think people are going to realize r6 difficulty is in line with most other rundowns
Current version feels kinda bad to play imo
Why do people prefer the revolver over the high caliber pistol out of the two special weapons?
mostly because after revisiting most of the others it's become clear that a lot were misremembered difficulty-wise
yea i started in r4, but r6 was the 1st rundown i finished, and we struggled on it. Going back now after finishing eveythign else should be fun
hcb has low ammo
and both one-shot smol's
Wait really?
Better ammo economy especially vs smalls, and faster reload
Has a sick reload cancel too
no i lied
Oh wow, righton.
also we'll be comparing with the same weapon balance
So if you're good with headshots I guess it's just an overall W to go for the revolver?
Yup
not really
Yeah, against most enemy types
If you're doing a mission, like let's say r2d2 where you're getting massive hordes of enemies with larger enemies upon occasion, is the revolver good for the big guys too or would the high caliber pistol be better for damage?
you think r2 wasn't far easier than people made it out to be?
R2 was nerfed
not by much
By a LOT
they took spicy fog out of r2d2 and moved some rooms around, but it's almost inconsequential
extra doors, nerfed alarms, removal of infectious fog, flipping error around
Removing a cell/gen from c1
Revolver is meh against giants. Like any weapon that relies on stable precision shots. HCP is definetely preferable.
Gotcha.
HEL rifle is also alright, especially if they make a train
yea for the gigantus the hcb is better, but then take a good weapon for dealing with small mfs
most of the levels in r2 are just conceptually cakewalks anyway, there's no version of c1 or c2 or d1 that could possibly be hard
R2B1 has 4 extra doors to foam, R2C1 uplink is now one zone away from extract making shadow error useless, R2B2 extra door to defend, R2D2 removal of infectious fog, R2D1 first 2 alarms nefed so hard due to lay-out enemies trickle in and you can solo hold
they're goddamn b and c levels
R2E1 error flipped around so you start in fog instead of ending in it.
I'm just trying to get together weapons that'd help us out with R2D2, alot of people seem to suggest using the revolver but our group found that the HCP seems to just do way better.
I'll give you some amount of e1, the error reordering and removing fog from final zone is a nerf
they buffed earlier parts but nerf overall
even if I grant you that difficulty of b levels somehow matters, original r2 b levels are some of the easiest ever
But I was not really aiming at R2 cause altho it's nerfed the most probably, I agree that people were most nostalgic towards that one
You take R4 and R5 A, B and C tiers they slap R6 out
D tier too actually
Revo is crazy good if you can reliably hit headshots on smalls, but worthless on giants. HCP is just much easier to use across the board.
Also do consider HEL rifle, I do remember enemies creating penetration opportunities quite a bit.
you high on your bath salts
overall r4 and r5 are for sure harder than r6, that's indisputable
sec. phone call
but r4's earlier tiers are just kinda long
I'll dismantle later
sure bud
Jumping itself increases fall damage :|
On a side note: does crouching decreases it?
I swear I sometimes make the drops crouching that 100% would damage me if just walked off.
Could be placebo, so I'm curious if anyone has a confirmation
thats new
No lol
not that i know off, so most likely not
then again, i rarely crouch of edges
Most reliable. Dmr
Most efficient, machine pp (in theory)
Carbine also works
I was going to say earlier that it looks like double tap and burst rifle should do okay on paper
into chargers
You cant always do that
Enemies on the scout or in front of him make it not doable. Enemies somewhere on the way increase the risk for a scream aswell
Shooting is quick and safe, no hassle
tbh it feels like the "vets just shoot the scout" meme might've been made by someone who's uncomfortable meleeing scouts coping
truth is you want to be able to do both, because both come up often
Sometimes I just shoot them because I can I want to
I say run, but i mean just walk
Just makes me feel good and I don't really need that one HCP bullet.
you can still make it with its tentacles extended if you hit as soon as possible
but yea in some cases its easier to shoot
- you cant if you walk in a lot of scenarios
- even when running theres tentacles that are too long
- enemies waking up close to it will make it insta invulnerable
Wait a second. How exactly DMR is "reliable" against chargers? How many shots does it take to kill? Like 5, 6?
u could just test it in r5b3
In at work so wiki it is.
4 btw
When you take into account all R4 B tier throws at you it. R6Btier is a joke. Not to mention that R6B1 should have been A tier to start with
the moment's over dude
lol
I am working technically
obv. r6 doesn't have a fleshed-out b tier
I just don't think that really means much for difficulty
besides, my point was that r6 is in line with "most" rundowns, not that it's as difficult an undertaking as r4 or r5
well yes R6 is middle of the road
it's on par with r7 and a step up from r2 imo
I would say on par with R2 and Step down from R7
and I think a lot of the people putting r7 a peg above were either on the r6 hate wagon or on some r7 cope
and I think this probably comes back to that time when you said r7c3pe is hard somehow
R7A loses, R7B wins, R7C wins, R7D is equal. R7E well it's there
R7C3PE is a decent challenge it is by far not in the hardest missions cat
I think in terms of levels r7b3 and r7c3 have this problem where they substitute "lengthy busywork then hard part at end" in place of "actually hard for a meaningful duration"
It's is harder than R6C3PE or R6C2sec or R6C1 for sure tho
Afaik pen never worked on it
Also 192 dmg iirc
huh qwq was it really
I would argue most teams struggle with the early part of R7C3PE
I'm curious how this changes with non-broken sniper
Not that much, R6C2sec is still one mag for the Error wave
okay, I don't rate intermediate player skill issue with bigs in difficulty at all
R6C3PE no sniper on the team, R6C1 idem
you have no idea how many times I've grinded through r7c3 early part duo, it's trivial busywork
You can solo with a lot of guns
If you mean burst her. No
Youd need to reload a lot even as client
Bur then you need to say based on what you rate
that's anecdotal
Its on r2 levels imo on average
Generally harder but no E tier
Thanks Eva
D1 yes
otherwise meh
hard to really pin down firm criteria, but I'd say that it really has to remain hard when you have firm strategies and are playing close to your skill ceiling
Ok you were doing fine just before. now you can stop 😅
tbh I'm not sure at all how I feel about r2e1
In that case really only E Tier comes to mind
No. R6B1 is not A tier
Its comparable to R2B3 for example. Easy side b tier
meh
hmm, you're suggesting that r2d2 and r2b1 are equivalently hard when played by a 4man at their skill ceiling? (as an example of where I think what you're suggesting leads)
R2B3 can also move to A tier
I can agree that early bit of 7c3 is grindy. It's not really hard, it's just an exercise in patience.
R2D2 are not hard when playing with a 4 man. R2B1 is not either
I consider r6c3pe harder than r7c3pe tbh
R6C2sec, prob not. But sniper nerf might make it seem harder
I'd argue that there's room for gradation
you finding R6C3PE hard is baffling me. it is such an easy map, it is literally auto pilot
How the hell is R6C3PE hard?
Id say no change matters aside from R2D1 which is incredibly nerfed and E1 which is overall more on the same level in exchange for the ending being easier
It would still be one mag a wave, you just would need to hog more of the ammo packs
I dunno
it has more bigs than r7c3, and actual tanks you have to face
Theres 1 a level (main) thats harder. Thats r3a3
r7c3 beginning is trivial boredom
there you go downgrade the both to A
r7c3's waves are kind of a predictable cadence: wave of smalls, 3 bigs, then 2 smalls and a shadow big, repeat
the error is less of a challenge than r6c3 due to what spawns
Only difference is doing blood door of doom in error vs tank + waves while moving cells rly
I do think r7c3's difficulty at the time was bolstered by the guns available, hel weapons would've ripped through that level
Like, 2+1 sleeping? and you could get the Extreme one to fall off the map or something
Figuring out Secondary with a horde on your ass.
It felt supermild as along as you knew where to go and what to do
2 > 0
R4C3 has 1...
Who is talking bout R4C3?
Comparing Cs?
It also has a charger error lol
yeah which makes it harder than R6C3
yea lol
I mean R4C3 is above R7 AND R6 C3
but that wasnt the argument 
R6C3 if you know where to go and what to do it's just abusing doors
ok mb
R4C3 is prob the hardest or 2nd hardest C?
I think everyone agrees there
the designs of r6c3 and r7c3 are just much easier to compare side by side imo
same with r7c3
slight exception that sometimes you post sentries outside of terminal rooms to do a few uplinks
but it's not a big deal
Back to pasta making you go
Can't disagree with that one 😂
I still have to wrap up the r4c3pe duo
had one of the clutchest last-man's of my life on the final class 4 into turbine room
R6D1 straight to Apex Door challenge
then died to turbine room
when I say r6 is around r7 in overall difficulty, r6d1 is doing none of the work at all to get it there
Ye
my hope is that they tune the rest of r6d4 to be as fire as r6d4 opening
honestly r6d4 having 2 of the hardest scans of r6 was oof
shorten fog zone (like they did r5d2) then make it and the ending error harder
The other thing is. What levels do you think they might add Snatchers into R6
Only parts I found hard about R6D4 was start and the end wave (before we tried foaming it, then it became trivial)
R6C3
I was thinking the scan in fog zone could become a surge
Charger t scan is quite a challenge
I hope B2 tbh
not a walkthrough like other alarms
Doesnt fit tho
Mayhaps, but it really needs something imho
Plus you could get one at the error on the end
then remove the checkpoints (implicit buff to mommy dark zone, but chuck a pmom in there), do something to buff the end, and relabel as r6e1
also iron out whatever causes the chargers to stutter in that goddamn t scan
stuff stutters due to ton of dimensions being loaded no?
0 rooms away: 50m detection.
1 room away: 30m detection.
2 rooms away: 10m detection.
I was just changing something in the options and I noticed this thing called "separate use keybinds" with an extremely helpful hover-over tooltip that says "separate use keybinds". What does that do?
It's good into shadow + charger giants and mum. Definitely worse than sniper into regular giants, but also definitely better than sniper into smalls, especially clustered smalls.
Definitely a very niche weapon, very few levels feature the enemy combinations that make it the best choice. R3D1 is a good level for it, arguably R4C3PE (but regular charger clear is so important on this level that it's probably not worthwhile). Otherwise, it's still serviceable on any level where sniper is good.
I believe that is supposed to be for having separate keys for use-on-yourself and use-on-someone-else, when giving out ammo/tool/medi.
Oh, that would make sense. I remember now there being a use on other button that does nothing. I guess I'll be enabling it to avoid some rather common meme situations.
Thanks
burst cannon is still really good, people just can't use it well, you can analyse it all you want, but at the end of the day people still don't understand how it's used or why it's still good
and why would it be "really good"
where does it shine. Or where does it not have a major flaw?
i dunno if a joke
but either way, what a point is this supposed to be?
its very much a joke
are we talking sweep-bursting a pack of smalls and then chipping with main or something?
like, people obv. get that it's strong into bigs/bosses
but you no longer 1burst 5 smalls with it
i mean id say people very much understand perfectly hoe its used and its defo not as broken as it used to b but id say its not abhorrent, its still flexible n good enough to service its both functions
mum squad wiped on r5e1 cell skip, i took BC, i solo kill mum, we win, BC good
:O
What kind of robot you have to be to land even 3/5 bullets on a random wave
depends on enemy position i guess
make recoil normal and its perfectly fine
yeah, recoils gross but eh still usable in medium distances kinda
...
kinda
:^
I think that what makes BC good, is that its burst damage is just kinda completely in a league of its own, which an effective user can utilize to diffuse what would otherwise be a squadwipe scenario. It gets you through that single moment, that one hardest part of the level, and it is ASS at every other moment.
but its not back yet :3
use it while u can ksmdksmd
tbh idk how good scattergun is at minis tho
i guess its like sprayin the sawed off but with more dmg
I highly value weapons that let you do that. As a player I optimize for the hardest moment in the level. Other players don't value that as much, and I am grateful they exist, otherwise my HEL shotgun BC wielding ass would have died to the tiny lil regular alarm ages ago.
yeah, kinda a lot
lets just say, getting 2 kills per shot isnt hard. and that puts it over normal shotty in efficiency immediatly
Have you played with inquisition rework scattergun @tardy ingot ? It's fricken busted but an interesting direction to take the gun.
nop
what does it change :O
pen + 3 round burst, makes it feel a lot more usable in corridors
Not that it needs that at all, but sometimes scattergun only hitting the front 2 enemies felt a little weird (though R6 stats meant hitting the front 2 was still more than enough).
my disintegration cone isn't disintegrating everything in the cone, just most of the cone
fair enough, and there's basically always enough room in a 4man to put someone in a role like that
what you described though makes me think a bit of pump shotgun
like sure you don't get the same level of raw power
I value pump shotty in the exact same way. Squadwipe diffuser.
it has a waveclear dimension that burst cannon just took a big hit to, though
0.1 to 0.2. Took the weapon from SS giga busted to S tier.
it induced mass skill issue for a while, but I tbh I think it's still busted
Oh that’s not bad at all
I said 0.1 > 0.25
lol i heard someone call it a full second charge up
Shoulda listen to me 
it's a pretty big hit to dps, but it still has something like 70dps which is still nutty
I think landing your headshots post-nerf is mostly skill issue
how many fully charged knife hits does it take to kill a giant striker?
I don't know, it's an interesting nerf
24
i have a buddy who is testing it, he started a few weeks ago, he should be done counting tomorrow
thanks
22 body on an awake giant, I think it becomes more like 15 if you occi stab a sleeping one to start off?
how viable are knives against a giant?
they're basically not
even with that sleep occi stab
I once knife solo'd the first few zones of r7c1 for the memes, but it was product (foam, yellow drugs) all the way
so like, you can learn the numbers for foam + backstabbing giants if you like
but mostly you should only really be interested in knife on levels where you're only really looking to melee smalls
also another question do knives have this hidden feature where normally when you melee kill a sleeper next to another sleeper they would wake up but with the knives are they less likely to wake up? or is the aggro range less?
tbh I don't know how the purported extra stealthy feature of knife works
kniving giants is actually not that bad if you know your timing and hitbox
especially when you're client
No
If you kill while one is glowing, you can kinda win rng with it not waking up
Pretty rare though, its not reliable
Apparently knives have extra damage against sleeping enemies, or so I heard.
Well the person who said that is full of shit
Right. Not surprised, doesn't sound like a mechanic 10c would code.
gotta remember melee and guns use the same enemy detection system, just with different values
this game is streamlined to the point of detriment
If it sounds like it'd take effort, it wouldn't be coded into the game
this is correct
knife does do double dmg to sleeping enemies
not inculding scout
Fact checked it
oh huh, neat
yeah only melee to do it
tbh it doesnt do to well on the knife
it would be much better on spear
nah it should be on hammer to return occi
knife would do better with 1.5 extra back dmg
it wouldnt do much on hammer for occi
it would destory giants
one tap them for both spear and hammer to occi
LOL
the only two break point the knife gets with sleeping bonus is you can back shot strikers full charge and kill and giants occi with yell drug kill
That's what was throwing me off - killing biters with a not-head backstab.
I was like "it doesn't feel like it should do that, but also makes perfect sense. Huh."
And then I tried to backstab a shooter and it awoke
shrug
I guess you can also break a giant limb from stealth as well
but why would I do that
Jish when you dont 2 tap kill hybirds: 
Jish when you dont go down: 
i wish more people learned how to 2 occiput hybrids
makes a lot of c to e levels faster
does it really speed up your completion times??
in gtfo-related-questions: hammer needs buff
knife definitely has the purported sleep multi btw
back stabs on sleepers kill
does killing things faster in non alarm situations speed up completion times
*sleeping sleepers
hm, interesting
never heard of it or tried it before, feel like I'd already have known about it
What if spear was meant to have stealth multi as well, but they forgot it just like they forgot to remove stamina from shoves
yes. i only know how to kill a hybrid with light taps
doubtful, its big feature was meant to be pierce
Well, where is it
Certified Ryk momento
you can melee hybrids 😲 i have been shooting the r5c1 respawn room every time i go into it
removed because of 5shotting with one spear stab
What was C1 again jish?
I forgor 
as far as I recall there was no compensation buff for spear
there was not
That explains so fuckin' much
TBH the spear isnt awful
2 S1s, 2 uplinks, EX is another uplink
Spear is great
I now feel genuine anger
it having light tap 2 is bad
and then 2 rooms filled with big stuff
spear having dumb stam choices is bad
2dmg light tap POV: 
if it was the same stam cost as bat
it would be fairly meta just with a very very diffrent play style than hammer
What are you talking about, stamina means nothing
Imagine running while charging with spear
jish can u pls make a mod where shoving a teammate will aim punch them but do 0 damage to them
good change
!!
That can be arranged

it means a lot because you have to choose to stand your ground or run away
Still
if it could stand its ground for a bit then run away
you can
You can literally 1v10 or just kill one and run around both clearing and position your self easy
Maybe if charge was like 30% faster
poking around corners is really good
Or... Well, 20%
charge is pretty fast already
The corner tech
Instantly no hit carries through
light tap 3, plus stam downgrade makes charge better and gives it something to do when sleepers get woken up
The pillars/server machinery is ur ally
without just staming out in two hits
Left click
yeah
Explains why I can't finish off enemies I full body stabbed
Charge=m1 + hold
Full charge to chest and then 2 lights
yeah
U use knife?
light tap 3 fixes a lot on spear
Spear has 1.3 multi on charge precision
light tap is also where charge dmg starts from
1.0 on light sadly
Aside from people stunlocking a biter so that he doesn't scream
it is a massive buff
people who dont understand light tap dont like stam
tbh
Wait so you're basically just proposing a +50 raw damage, no?
no
3 --- 17.5 from 2 ----- 17.5
it is an insane change
I don't see anything aside from double tap kills
then stam from 0.05 ---- 0.025
Still
double tap kills take no stam
Sleepers(not awake) take multi as well for being asleep
and it makes the charge amount to get head shot kills from the front modertaly faster
like
it is a massive buff i dont know how else to explain
I feel like this is a hot take, but I don't know.
All I know is that for me it means nothing
I only care about full charge dmg
it still does something for you
Ye
because stam not costing as much means you can full charge at normal speed for longer
I see the words, but don't get the meaning
Wait
hit things easier
stam effects charge time on melees
Lower stam =shorter hold charge?
Holy shit
Then just call it a faster charge time
What is this galaxy brain crap
yeah low stam slows down everything not just your speed
why did my bot try to melee a giant striker
it is a stam change
SO THATS WHY YOU RUSHED ME INTO CLEARING HYBIRDS
they're stupid beyond belief
it was one that was already awake too it just happened to get close
Bots will melee anything that gets within 3-4 steps of them
Irrelevant of context or enemy type
You mean Stoopid
so does that mean they can try to melee the immortal enemy?
I put a "decent chance" on that
i think they are not suppost to melee tanks
Anything with a health bar
They will mele
Pablo =9999999999.9
no, in that case they just stare at it
which results in a very quick down
i tried fighting the mother on the expedition named alpha and the bots kept trying to melee the baby strikers that the mother spawns
just hit the invisible head hitbox with spear
What have i missed?
The arc of meles
???
Yo @past mesa 2 full charge hammer or one 1 full charge and 50%?
Bet
@sacred dew can choke mod shotgun instant 2 tap kill chager scouts?
Yes
based
The gun has literally no delay between shots
from the front? yes if you're accurate enough
from the back? one shot is fine
the charger scout can stagger off target a bit and cause some pellets to miss, so I'd be inclined to triple-tap
And how much for charge up hammers?
why do you need to be accurate enough, the cs won't stagger for 0.2 to 0.5ish seconds if you're client
1 full + 80%? Or less?
I always count from the back
Cause i like those juicy dmg multis
Aye
Btw whats yall favorite level for each tier?
Based on peak of interest (difficulty can be a factor)
2 hammers to the back within like 0.5s? more reliable if client hits the scout first then host
I have almost all my heart to R6 already

across all rundowns? imma wait to playe R6 to say
Fav level?
gimme a min
I’d have to say…
Damn i don’t really know, but I’m a big fan of the one with the foggy bridge, snatchers and tanks.
And chargers.
Have any advice for R1C1 ?
I'm wondering if we defense in the previous zone is feasible
On the bridge
Always a great spot
Was it R6?
Or it might be R4C1
R7D1 probably
Cause the big room where main plus forward extraction is
no pouncer in R6
Whats ur fav?
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.
is a really long text ngl
its a copypasta a friendo made for thwse situations but its 70 miles long
Holee
i dont wanna explode the chat more
Thats alot of shite
hole :3
no thank wheat
Was cookin with bones
its their copypasta
Oh
:3 thank u wheat
Oi @winged turtle
they offline skdmk
Newbies send their thanks
I really liked R6C1 for some reason
Hmm , 30 seconds is definitely a great information
I remember that level fondly
The big drop off and moving scan
Don't know why. Maybe my unreasonable love for waterworks tileset.
Tbh i fucking loved R6B1
take into accout the more waves it passes, the time in the warmin up phase increases, from like 15 to 30 to 40 to more than one minute
allowin u to go further into the level for more resources
If it wasn’t dark as shit when doing power re routes
i am always offline these days
ah hi :3
tbh yes maybs i should like copypaste the parts that r like importants but its a very cool text very useful
Maybe
also qwq
I’ll be back
Ill be mimir then
Have another question , I see lots of players crouching while sprinting .
What's the point ?
ah, u slide! if u start runnin and u press crouch u will hear and see ur character slidin
this is just kinda niche thing to do while runnin, it can save a bit of stamina and be a smidge faster than runnin
but most people, like me, use it to have somethin to do with the hands while just pressin W
COD slide
Wait its buffed?
And I think it was nerfed
Last two alarms aren't 6 anymore and everything past I think the class 5? is chargers now
OG the alarms stopped going up after when you hit 6 and they were mixed waves
it preserves a little stamina and only slows you down a little
To 10 being the apex door
good for long distances
Like carrying a cargo or sth. ?
um no, just generally when runnin from one place to another
when u have a cargo a cell or anythin like that, u cant run, therefore u cant slide
Oh , got it
Thanks for helping
its okii good luck on ur runs!
Pre alpha warden - 2017
Fuck this reject homan i want to become sleeper
nuh >:c







