#gtfo-related-questions
1 messages · Page 88 of 1
oh the spawns arent infinite?
i was always under the impression until you finish the door the dont stop spawning, you cant just clear and scan later?
enemies will continually spawn until the alarm is over. they're trying to say that sometimes it's better to clear an entire wave of enemies before you scan to give you extra breathing room, since normal alarm waves don't respawn enemies instantly
Oh gotcha
scans can appear anywhere within the room you're in, though for some alarms the scans do tend to stick to particular parts of the room
enemies on the other hand spawn 2 rooms away as a rule
so your setup should focus on holding the room itself, not just some imagined limited space around the door you're trying to open
casually sees striker spawn behind uplink terminal and down terminal guy
Still funny to me if in the right conditions. That can happen
no, jank spawns never happen, stop besmirching this robust game

If only that were true
Even than Jank spawns usually happen if you're doing some junk set up
WHY ARENT THE REACOTR WAVES OVER
when the timer is done
We had that happen and a darn striker was stuck on a wall like 3 rooms over.
this seems like a silly question
is the high cal still good post nerf?
I always preferred the choke mod but wanna try out the HCP
imo no
aw
people seem to think it's good at killing smalls
imo it's not great into bigs (not enough damage/clip), not great into smalls (waveclear specials like hel gun/veruta/arbalist/har/revolver just have far more capacity to kill waves), and terrible into chargers (25 damage into a 30hp enemy is oof)
but make up your own mind I guess
some people seem convinced that it's decent or even good
yea no the moment I heard it doesnt 1 shot chargers I'm out
i am shooting a deagle
it better one shot normal stuff
Its decent. Definetly not good
Its a good gun for newer players tho due to how easy it is to get maximum value from it
and yes fn
A beginner getting ~8 kills per refill on strikers with it will be better off than getting like 5 with a machine gun spray and pray
sure, it's a "fine" newbie weapon
1taps the smalls, takes care of the scouts with a headshot
it does things that new players value
I don't know, I don't like the idea of noob trap guns with limited room to grow
I regard it as a trap if it's accessible but you can't get comparable performance to the rest of the specials out of it
it can, until you are in the top 10% or so
top 10% of players? levels?
players. Tho levels is probably a bigger volume you shouldnt do (due to chargers now lol)
I don't know how fair that is as a way to gauge things, since players outside the top 10% largely aren't playing at a level where the performance differences between guns really come into focus at all
thats the point?
The gun is perfectly fine until you become rly good at the game. Then its on the lowish fine end since it has definite weaknesses (chargers) and other specials start outvaluing it due to rly good control and knowledge
anyway, I think we disagree on balance philosophy here, and there's little more to be said really
you always say other wave clear specials hard outvalue it due to efficiency.
Yes, in theory they do. But those always need specifics
Revolver needs headshots
Machine guns need very good control and headshots
Combat shotty needs low range and headshot
I think the other waveclear specials have better throughput, not just better efficiency
it also currently gets the 3rd highest dmg per refill (after combat shotty and burst cannon). Making it actually one of the more efficient „easy“ giant options (no hs/pen)
tbh I think if this was just about ammo, high cal is fine
I think you undervalue it as you grew to love r7 high cal a lot
I do agree that its far less adaptable and has a lower ceiling. But after the recent buffs its ammo numbers are a good counter balance for it to be ok as a gun. Not weak
again, I don't care at all about the ammo numbers
you can think a gun is weak without thinking it gets bad ammo
I think it always had questionable uptime into waves (you even used to throw this at me when trying to convince me that r7 high cal was bad, nothing has changed), but now it's noticeably worse into bigs and horrendous into chargers
and you've already noted that its ceiling isn't up there with most of the other specials
I'd go further: a good player's typical capability with any of the other waveclear specials is significantly above high cal at its ceiling into smalls, bigs, and for most of them even chargers
again, I think we just have different balance philosophies
you think an accessible low-ceiling special is good for the game, I want specials to have comparable ceilings to one another
you'll notice I even softened my opinion above when I gave it: "imo no" instead of just "no", "make up your own mind", mentioning other people having more positive outlooks on it
you're never going to get me to say that current high cal is in a good place
I said it wasnt as good as choke mod !
I put the "high cal is a bit better into waves due to larger mag" argument in front of you and you rejected it
then they changed absolutely nothing and now I'm hearing "it's okay into waves"
i argued that at highest gameplay choke mod firerate counteracted the somewhat bigger mag decently well
its still ok into waves as it was before. Definetly far easier than choke mod in that regard
The gun obviously lacks a ceiling. But that just comes down to opinion on how gun balance should look
I think having a gun thats good for newer guys but doesnt stack up as well when you get good is perfectly fine
imo it kinda sucks to say to an intermediate player, "yeah that high cal you've been getting attached to? uh, ditch it"
similarly I think "use hammer, using any other melee will stifle your development" is a correct sentiment, but a really unfortunate one
spear is ass, but new players like it, and imo they should have access with a growth trajectory with spear that nets out somewhere close to the ceiling of the hammer in the end
Spear 
Considering Melee is a big part of the gameplay, I dont think they're gonna try to balance it any further
I think there are viable directions to take spear
By contrast I like knife quite a bit more than spear, but I think knife is far harder to balance
i do think knife is already fine as it is (the only thing they should fix is its hitbox being sharper)
nerf hammer stagger -> bat becomes more viable
spear :I
knife is fine in the sense that it has a firm niche
I'll be sincere with you, I'd find it scummy to nerf hammer after so many rundowns of it being what it is
just nerf stagger down
no need to have 100 stagger dmg
does it make sense? yes
is it needed? no
I think, if anything, they'll buff the other melees a bit
...
I don't think it's healthy that hammer is the everything melee that basically needs to be mastered to progress in the game
It's not but at this point it's inevitable isn't it? Game only had hammer for 5 rundowns
like, I think the right balance of hammer would make it viable in every level
but I also think a similar thing for the rest of the melees
Enemies were also built with hammer in mind
thats why nerf stagger, its the only buff it got for r6
it was just way too late in the game's dev cycle imho to add other melees
they sped up full charge too right?
oh ye (tho the bigger buff in that case was fixing recharging after a hit)
giving spear a high stamina consumption running charge is imo a clear path towards fairly buffing it
allows you to soften the "can't run while charging" drawback
you can also mess with the damage numbers, I like the idea of running charges getting extra damage
but in general you get a lot of knobs to turn to balance it
and since it's close to hammer in terms of charge duration and damage and whatnot, you don't need radical new design ideas to make it viable
whereas, I kinda think knife needs something into bigs to be well-rounded
but I have no idea what
that, and/or the damage to kill scouts from front, but I feel like that takes away a lot of cool factor from knife use
probably the ineffectiveness into bigs is the thing I'd most want to address, but I haven't liked any ideas I've seen for that
fn: guns are being incredibly powercrept
also fn: lets power creep melees to death
hey I want hammer nerfs
revert charge speed buff and stagger buff
a giant should be able to carry out a full tongue attack between fully charged hammer hits imo
i mean... it can? you just dont fully charge anyhow (didnt do it before either in og usually)
you very definitely can fully charge hammer and strike to interrupt a tongue attack after a soft stagger
it's, like, how I solo giants all the time
shadow bigs seem fast enough to beat it though
iirc the giant shooter version has faster attack speed
remind me spear tops damage again
Perfect fully charged occi to the Giant's head vs Hammer
42 vs 40, something like that?
Kind of questioning the enemies spawn mechanism .
Do they naturally spawn out of thin air in other zones ?
yes 2 rooms away
68,25 vs 60
Yes.
They attempt to spawn 2 rooms away from you (you're in room 0, nearby rooms are Room 1 Buffer, and then they spawn in the next one after that).
If there is no option - they will spawn closer, including straight on top of you.
So if I didn't clear out the zones two rooms away , will it make the first wave bigger than it should be ?
Potentially. The horde does not scream to awake until they have a visual confirmation on you. They will probably just pass the sleepeing enemies and let them be.
However if there's someone left in the next room over - there's a high chance they will hear the gunshots and wake up anyway.
Also if you mined the door leading to Room 2 spawning zone - the mine produces noise as well and will wake up the room too
In fact it will wake up both Room 2 and Room 1 most likely
So yes, you will get a little bit of extra on the first approaching horde
Might cost you the run if there was a little bit too many
visual confirmation not necessary, they can scream when 1 room away
Thank you
also doors breaking can wake sleepers even if there's no mine going off
not sure of distances on that one
So clearing out other zones near the alarm doors before triggering the alarms should be the best ... ?
Yes, it should be prefferable
Hmm , but I remembered that two days ago I ran through R1B2 .
We ran to the spawn point after the mission for the evacuation . And the enemies still spawned on top of us , then we died for it .
Not sure what the problem it was .
apparently the extraction error in r1b2 just ramps up with time
so rush there asap and dig in on extract scan
if you mean they spawned literally on top of you, like same room, that's some 0-room spawn jank that shouldn't happen
I don't think it's common in that level if it helps?
So the enemies spawning point should change while we're moving , right ?
yes
Yes. Always 2 rooms away unless they literally have no choice or if you're spread too much. If players are too far apart - enemies sometimes just spawn right in front of people, i don't know why.
It's bizzarre but I think it's very very small, as in they need to be very close to the door
I believe the game rolls an internal dice on who to consider the "spawning player", then spawns 2 rooms away from that player
As in, nearly touching-force-aggro distance
either that or host
for alarms and uplinks it is based on the room the terminal/alarm is in as far as I'm aware. Not that you'll leave that room often
but for errors it seems to be something like this (feels like it)
alarms I've no idea if that is true, uplinks need (with exceptions I guess) to spawn enemies in the same zone as terminal
yeah unless no valid spawns
then uplink is chaos
yeah if that happens it's 0 rooms away
enemies plop from sky
it's 2 unless it cant, then it becomes 1 unless it cant, then it becomes 0
meanwhile people really do uplinks next to a sec door with a whole zone on the other side, then tell someone to watch sec door 💀
mhm
although no actually
heh I've had weird cases like that, people telling me to foam a door they're not going to come from, but then they insist "just to be safe"
on R5C3 there are no valid spawns even 1 room away
but it doesnt spawn on top
might be hardcoded spawns tho
R5C3 is an exception because double/corrupted uplink
fair
AFAIK corrupted uplinks do not follow that rule
they are something different
I'm not really a super-fan of them tbh
they're different for sure but I'd liked a simple level that has just that mechanic so people get used to it
Most of the tries I did of R6D2 Extreme got fucked up because the terminal boys never did corrupted uplinks
and while the checkpoint was there, I kinda felt sorry for them a bit
Once they got the hang of it, it went smooth as butter
It can also mean the team was not close to each other as the game will choose a player and drop enemies 2 rooms away . If another player is in that second room away..... well rip
errors can be set to have an elevator bias, depends on the map
I'm not so sure about this "2 rooms away from random player" business
if that's what it actually is, it's pretty lousy programming, because "2 rooms away from the group" is perfectly definable
It might be host, I did not check. but when teams split up is when the enemies suddenly spawn on the others . Except ofc when spawns are set
It's Def a thing
but I know it can degrade into something lousy, for sure
Only weird case I know is R1D1 first alarm
Where, for some reason, I've seen them plop from the sky if someone stands in B
R2C2 had this. Where if I went to fast in front I or another player would get spawns on them
And that level has no set spawns
my running theory is that "2 rooms away from the group" is the actual rule, but something can happen through network issues or session length or whatever that puts the spawn system in a funky state and causes weird things to happen
I keep dying at the end of R4C1 to the tank. Is there a good way to fight a tank that i'm missing out on
(i played with 3 bots)
Dont do bots
You could mine cheese him
Bots suck against tank
bots are pain with tanks, yes
if you have to use bots, then you're probably going to need altitude
The idea is that the squad should split up and surround him and take turns shooting his tumors.
Bots never split up. So you cant surround him and therefore cant fight him the intended way.
off the top of my head, maybe you can get into a position upstairs in the room prior to the tank room, with the tank downstairs below you?
But then the spawns should not fix themselves when the group is again, together
hm, I've seen broken stuff like 0-room spawns in duos where both players were in the same room or 1 room apart
so imo it can get pretty bad
Yeah but that's a different issue
It makes sense that when 2 players are 3 rooms further than the other 2 the game has to choose where is ... the group
Well... now that I think about it
how it does that no idea. but when all 4 join up it immediatly stops and spawns are normal
The "chooses random player" would explain what I saw 2-3 times on R1D1 first alarm
because if said player is in B
it becomes 1 room away so both A and C are possible spawn locations
easy,
a room is 0 rooms away if there is a player in that room
a room is n+1 rooms away if (it is not k rooms away for k < n+1 and) an adjacent room is n rooms away
And that's regardless of it there's players in C
pretty much
that's nice but not how it works
in practice
my running impression is that when it deviates from that, something is broken
The game for a wave will take a player (dunno if host or not) and put him to the rule regardless if another player is in that 2nd room or not
That would imply it staying broken
But it doesn't
When all players join up again it acts normal
ehh, I'm not so sure about that
THATs why I'm pretty sure this shit happens
nah, I don't think anything about this is easy to test
at this point I just want to know what the code says
ask calle 😂
10cc, famously transparent about their game mechanics
Balance essay still on the way
We just need to get them out of F tier, i can live with a B
And as anti meta that you are you are prolly going to make sure nothing is S tier?
Just fix reload cancel and there will be no more complaints from me.
I dont mind S guns. I just hate feeling guilty of using Fs for sentimental reasons.
Somehow I doubt it
yes yes type something something. I meant just purely random alarms.
i thought u were talking about errors in the message i replied to
I think it just picks a player then spawns as if that player is the group
exactly what I said
fair fair yeah I mean errors but the classical kind
and yes they can have spawn bias or a fixed spawn
glad we agree then I’m too lazy to read all that
I think level wise you might have some
Read it !!!
some levels are straight up boring
agreed
agree as well
an issue with the possible "pick a player and spawn 2 away" rule: spawn blocking is a thing
I think spawn blocking is not actually a thing though
it never works when I try it
you’re just decreasing your odds
but not blocking
ehh, spawn blocking is a common enough thing that I can't agree
all it usually does is it ends up spawning enemies on top of someone who’s spawnblocking
I only see it used on uplinks and those have wacky rules anyways
The only time I've seen something like that is R3D1
spawn blocking is most definitely a thing
And thats because the number of rooms is so limited
right but the spawn system needs to have some sort of reference point
and it sure isn’t the average position of the team or anything right
error spawn checks and uplink/alarm spawn checks might have different conditions
probably
im not sure if i've ever seen a spawn block of an error
actually they definitely do because uplinks can’t even spawn in other zones
again "n rooms away from the team" is easily defined
whether they use a sane definition or not is another question
right we’re talking about spawnblocking though
so where is the team
the team is in every room that has at least one team member in it
I'd have said it was simply looking for a room that is at least 2 rooms away from EVERY player but no more than 2 rooms away from ONE player
that will probably end up in a situation with no spawns
no valid ones
so randomness follows
On small maps yes, which is why we see what we do on levels like R3D1
so spawn blocking an error is a thing?
if there are no rooms that are 2 rooms away, game opt for 1room spawns, then 0room spawns if that fails also
as in controlling where the wave spawns by where you stand? of course?
yeah what I mean is spawnblocking in a wrong way can end up in some nasty situations if what ellda said is the algorithm
if there are no 1room spawn options then you're literally blocking every room that can reach you, so 0room spawns are deserved
but that'd also require there be at most 4 rooms reachable by the players at the time
or for an uplink (and this happens often) 4 rooms in uplink zone
why not?
even if you disregard the scans
you know the start of R2E1?
there are no 2 room spawns right
Sure
alarm scans happen in 1 room, so we very rarely experience discerning conditions in natural play
if you go to extraction point after pulling the surge you get spawns in side room correct? because it’s two rooms
I would expect so
I've not observed that
on extraction, in big room, in side room
But I've obviously not setup those conditions
i would expect them to still only spawn in side room then
if people are in spawn and big room
yet that isn’t the case
Unless it picks 1 player
As the pivotal point
cause big room is connected to both rooms
if you have people in both big room and extraction the enemies can spawn at extraction
and side room
I’m not completely sure about big room
it’s a mess at that point
but I know they spawn on extraction
isnt there some interaction where host location determines spawns?
i remember people saying like "i need to hold the error im host"
well I’m assuming it picks a player
could be host
but definitely not full team
or this would be non existent behaviour
gross
but maybe
I'm wondering if desync is involved
I think people thought this at one point, but I don't think anything came of it.
Yep , I'm also considering this possibility
Current explanation, which seems fairly consistent, is that it tries to find a room 2 away from a random player which isn't adjacent to any players.
Like you think you have gone back to the evacuation point , but the system think you're still in the area where you collect the DNA
True. But solution to this one is not "just adjust 2 numbers", so im not gonna grill them on that because no way they re fixing any of it.
Spawn blocking only works when the person is 1 room away. As soon as he moves 2 away waves spawn on him
So yeah it's exactly as I said
On R3D1 spawns on top of players also happen when they split up to far away
Uplinks HAVE to be in the same zone. Error can spawn in a different zone
I don't agree with this
Try it out I would say
So this is for errors. you would say?
i.e. I'm thinking back to R6C2, if I am holding the error at the end I am not staying one room adjacent to my team that is clearing ahead
I am 2 or 3 rooms away
And they always spawn on the spawn side of me 2 rooms away
R6C2 had a set spawn, as they never spawned in front
never
horrible example
alright what about the R4B2 error?
You take R2C2 or R3D1 and split up you'll have spawns on top of you immediatly
R3C1 too btw
R4B2 it happens as well actually yes
Spawns on top of you if too far from each other
It can happen mind you
had it a couple times cause people too slow
So if I'm two rooms deep in the mother zone and my teammate is holding outside of the zone
you'd expect the wave to spawn on top of one of us?
or say it could?
Cos we never saw that
No for some reason the ovl has forward spawns fixed iirc so they could spawn on top of your m8 holding at the back
In main it happens for aure
sure
100%
I'd be curious to see footage of it in a map where the number of areas isn't heavily restricted
Like it's simple we can do a couple runs
the only way I see it happening is if there are like 3 or 4 rooms and the team is split
on a big open map I don't see it happening
We set up run a couple of the levels I mentioned and then this discussion will be finally sealed. All I am saying is it happens and it stops as soon as the team is together.
So the game is definitely making a choice on a player or part of the team and spawning them 2 rooms away from them regardless if there's players there. Or it just goes off host and then the players going too far from host can get spawns
It isn’t if you are to far it is if you are exactly 2 rooms away with no one in between
If you are 3 you won’t get them on top of you
yes sorry but same proinciple
principle
Unless you have them spawn on top of you for a different reason
split up get the waves
Yes?
yeah well @silver fable doubts it is like this. He says its only due to desync when enemies spawn on you
Na the game doesn’t block your own room
and if you split up the game will make them spawn on neither group
Oh so we agree and I don’t agree with fn
I said from what I see, if you split up two rooms apartyou get spawns on top of each other
yes
Exactly two rooms
If it is more or less it doesn’t matter
you disagree with fn and @latent obsidian
Yeah no worries
You can also be exactly two rooms away if you have someone In the next adjacent room
That way you cover each other rooms
yes, thats fine. its only when no one is not in between
No I mean you can have the in the room past exactly 2 to be 3 rooms away
It will cover both
You don’t need the person in between
Just someone needs to be adjacent to you somewhere
We call it daisy chaining
its really fun to find out about daisy chaining directly before an alarm with a fixed spawn
looking at you R7B1 when i was on <10 hrs
R7b1 is one rooms distance so nothing works
Because you don’t block the adjacent rooms anymore
Or your own room
Everything is just fucked
were mines buffed in r4?
ik there was like a point when they just got like as powerful as they r now
R5 iirc
but wasnt the tank 8 mine strat a thing in r4? or is it that it jusr worked then with those mines too?
That I don't remember as I never mined a tank, out of the loop on that
i look it up n it seems like it was, 2021 messages abouts it
but idk if they were buffed, maybe its just cause it was r5 when it fixed the bodyblock issue, but still did the same dmg?
yes, people would mine the tank in r4c1 and r4c3, you are right that the buff was that enemies wouldn't block damage from each other
Yes, in r5 you got mines that properly blew up waves, but -2 capacity for mines
So you can only hold 8 mines instead of 10 AND IT MAKES THE TOOL REFILL ANNOYING
:]
I wonder where is GTFO's save files are... saving..?
Steam cloud probs
Then is there a way to manually change them?
Or to be exact
Change what maps you've completed
Yes
It would be a pleasure if you say it to me then.
If a level existed the same Id then the game would count it. You just need to send a packet to the server
Not as easy as making a one a two
Complicated, but kind of fair for this game.
Thank you, I'll dig in that direction...
...Or alternatively, I can bypass all of the levels that I've completed earlier along the 46 hours, but... I'll take a time to think about it.
Another probably silly question, isn't there a rundown 6?
yes
the alt hasn't been released yet but some time in the next couple months it should be
I mean, do the devs remove the rundown that they are updating?
they used to
Yes, that was a thing
The 5 alts we have right now are revived versions of removed originals
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
and so next up they need to release ALT://Rundown 6
7 is the only original
This makes everything clear to me, thanks for the information :3
is okiii
Is there a way to place resource packs in empty spots in lockers, so you can stock a specific locker up? I didn't think you could but someone did it in a game, so unsure if they cheated somehow or I'm missing something.
Not without a mod
Without a mod you can only swap
Ah
Thanks
Decided to go a hard way and replay all of the levels, 'cuz there's literally no cheats that letting you skip levels (or to be exact - all of them now obsolete), and creating my own mod, even though I'm Unity Developer... Nah.
Thanks for the help tho
i mean you can use known glitch abuses to get near free clears
if you just wanna get through quickly
Where I should go to find them?
i mean 1 way is to check speedrun boards (tho we lack guides for some lol)
The one id recommend is doorbug. @tepid sand actually has a video on it on youtube
If you use it right you wont have alarms spawn enemies that youll have to fight in most situations
Door bug
door bug is easy to do once you know how and works in nearly all levels (some cases are not rly abuseable unless its 2 people playing tho)
I've noticed that the enemies doesn't hear you until you open a door in appropriate zone, as well as rarely hearing shots from the other zones after a some time after you've opened it. Is this but have something to do with this mechanic?
I'll just go and watch the video.
yeah sound barriers
when closing doors a sound barrier is placed so u can kill an enemy and nothing wakes up (not intended)
not the same as opening doors
More GTFO Guides coming soon ™️
I've noticed that after you opening a door (especially the security and bulk doors), there is some kind of delay (that is noticeably higher than the door animation itself), when enemies from the other side don't hear you. The door can be opened already, but you can freely consume your ammo in any way possible to deal with the remnants of the last alarm or so.
Pretty useful bug, after all, taking to count game difficulty.
But it might be fixed already.
I'm got a salary and I finally able to play an official version of the game. Up until now I've played older version (Alt://Rundown 4 release version), so I'll go and investigate a new fixes (as well as bugs, thank you @tardy ingot & @tepid sand again).
this sounds like way more work than command console
such a silly question when we have 6 rundowns to choose from
like yeah no they just release and remove multiple rundowns once every year
I've completed all of these levels alone, so this is the chance for me to try out new stuff and the team work in particular (because it will definitely be helpful in R2D2 level, were I've stack for 23+ attempts because of stupid bots, keeping dying from the sniper turret and NOT using a secondary weapons or weapons AT ALL on the, to avoid spoilers, place where you're meeting the enemies)
if you are going to use door bug, it will be faster and a better experience to no-clipped through the whole level imo
any tips for beating R7C3?
Where you wiping
the first zone 
Supply efficiency boosters. Get all the ammo in the world you need then just shoot like mad
lol they probably aren't there yet
Just team tag giants. it should not be a problem
Otherwise...
||Git gud at stealth for first half, you can try code skipping the secondary terminal (find 2 letters, then guess the rest), uuuuh you can put off doing the secondary objective scan until you finish clearing the rooms for the main (clearing those zones with lights on is far easier), but it will degrade game's stability like mad.
Then uh... You do the terminal, do your best to get into the armory asap, don't fight anything you don't need to fight, get back to the checkpoint door before timer runs out, get ready and then just survive while doing the overload.
There will be shadows so PDWs and even Precision rifles (like one) could prove useful.
And there will be giants chargers during the overload (might be part of main horde, but i don't know).
HEL Shotgun saved my ass on that missions.
Oh and melee damage boosters can help you basically skip the first bit. Its honestly the most obnoxiously grindy part of the level with wipes. I got so sick of stealthing C-Scouts again and again and again and again....||
@finite solstice ^
||Once overload is done - you just start moving forward, clearing zones, acquiring loot and waiting for doors to open (if you were quick enough).
On a good, not cursed run you'll probably make it to the final pre-extraction door before timer runs out. Then you just hold the line and pray ammo doesn't run out.
The final "fuck you" from the level will be throwing a tank at you for the extraction. You can have like 2-3 guys scanning the extraction (its a long one) and one guy just distracting the tank because you're NOT killing him just standing on the extraction scan as a team - he'll just cover his ass and grind you down from range.||
Thanks!
TLDR
TL:DR - git gud at stealth, git gud at !scouts, git gud at picking your fights and then git gud at shooting while also gitting gud at terminal teamwork
Super TL:DR - git omega gud
For some reasons its always C3 levels that are utterly cursed
D's after that are usually just default crap with extra hot sauce on it
But C3's always have to get extra quirky and try some insane new crap to throw you in
I thought artek used the Bucket command seeing that big strand of spoiler
Is the Warden a rogue AI or is it government controlled?
Biden controls it
Lmao, that explains everything.
We actually have suspicions that it might be Alien controlled.
The original AI - BIOCOM - was a KOVAC PMC creation to handle the logistics of their Legion operatives (us), but at some point W4RDN was injected into it and it hijacked all and inherited all the access and functions of it.
BIOCOM is still there, its trying to shake off W4RDN to this day, but its just not working - its bashing its' head against the wall for how many years it now was since the injection... Like 5.
you gonna find the lore cool
but then you gonna realize its caca
and you have to go trough 75 different emails
Lore_Dragon
that jump from og r5 to r6 got me fucked up
Interesting, thanks.
og r5 was like yo we gonna meet schaeffer!
next thing interdimensional travel and bs
Bishop: so I got teleported there. Alone.
Schaeffer smaeffer. Idc it's all about the giga chad
Any general strategy tips for r2e1? Is precision rifle ANY good in this level
KLAS HENRICKSSON
Uh... There's like... 0 shadows in there? I think? Maybe? I forgot
the surge area? the error section?
No that's the first level where you have to stealth them
its not gonna help against the finale, that's for sure
We got to the error section once and died to no ammo and not enough people with guns
A classic
Having to hold something is tough
ok so if you were low before error, even after doing sideroom
then you know
you might need to start watching a tutorial or two about stealth
We're using double sentry plus mines
We do stealth well I believe, we're slow on scans though
We were holding two fans and the hsu so only one person was with a gun at a time
We should probably only have 1 fan next time
you dont need two turbine
why ar you bringing two?
just have 1 so you have 1 guy free
More area, helped for just moving before the scan
you gonna die faster like that
1 neonate
1 "fan"
1"cell"
you can ping the other cell in the error section
Right it was 1 fan 1 cell iirc
so you have the bio keep track of everything
I forgor about the cell
and defend you
you only really need the fog turbine for the beggining fog pit and the surge
Is putting sentry facing the entrace a good idea for the first scan? It uses all of its ammo most times which makes me think that it's helping during the first surge
The first scan in the error is the hardest part
First scan in the whole mission
That shouldn’t really be the issue tbh
You can use it
You can decide not to
It doesn’t matter to much
it's more important to call out if you should push the surge to reach scan or take a different route
Yeah go backwards to go forwards type of deal
On the error part?
First surge
Problem with first surge is when it takes AGES to get to the next spot
Sometimes it takes 2 seconds, sometimes it takes 20
Then you kite back
And wait
The 2 second deploys should not be a requirement to clear
Away from where the sleepers are
Surges spawn them pretty quickly killing when you don’t need to can drain your resources
So just find a safe place to chill for a second
Better if you bring the whole team that way sleepers don’t path werid
Do surges only spawn a certain amount until they stop spawning them?
Like, once 30 spawn none more can until 1 dies
surge keeps the enemy count at spawn cap the entire time
kill 1 it immediately respawns
Struggling with hybrids at the second surge. We've tried sniping them but no luck
Is just pumping ammo into them as a team better to take them out quick?
If you can’t kill them try to stagger them
yeah put few shots in em and resume the surge defense
Theres too many that they seem to just group up on us
it'll stop em for like 3-5 secs
Gotcha
Here me out we can buff the hel auto pistol by nerfing it dmg that way you can permanently stun them for longer
I think the MG needs more stagger too
Yeah x3 should be enough
Maybe pen 4 aswell
Can’t have it falling behind other weapons
R6 ALT 🙏
Don’t worry carbine buff incoming
inb4 pablo is there for DX
a FireHammer cosmetic. right???
Surely
deserves it
nobody can control that recoil
gotta be an incentive to learn the gun
you dont get a hammer cosmetic. you get a burst sentry cosmetic
pablo cosmetic ?
FireGavel when
LOL where is that emoji from
feelsvladman
putin rn
if you don't know where the code goes, look all the way to the right in the match make
It doesn't "go" anywhere
You just copy it and a button magically appears
To be honest, considering how many times this topic comes up, I'd rather them put a field for it
So it'd stop coming again and again as a question
if only we could set up a bot command for that
i guess its too hard
what am i
crazy?
It wouldn't stop anything anyway
they'd still come here
and you'd still write the magic words to trigger the bot
nothing changes
correct me if im wrong but some bots have a feature where if a word is said it can send a message
even if, they'd still come here and ask and the bot would trigger
add the field and noone will ask that question again
yes
well we are at a point where some game "features" arent being worked on
adding a small field? you kinda askin too much
When play beepo?
Take me to E tier

I did all maps once, I'll just do easy shit until R6 gets released, which is arguably more easy shit anyway
How bout B-D tier

What do you want to do?
Any
I too have done all
Want challenges on E tiers
Failed at apex door yesterday R5E1
Still wana go again todae

Hey guys, yesterday I played with my friends R1-C2 and i too long we taken 2h and 40m and we die in the end, i need to know if R1-D1 is too long as C2 cause if not we gonna do D1 today and tomorrow as it is friday C2
D1 is shorter
there is any way to see estimated time of the levels?
d1 is very dependant on ur skill, cause its like 4 rooms but if take ur time and explore it can take an hour or more
Nope, and its gonna vary player by player
But some levels certainly are longer than others
And R1C2 is probably the longest one in rundown 1 for a new team
If its taking you 2 hours 40 thats quite a lot longer than usual tbh (for one run)
That's why some of us just take a break for dinner or bathroom a lot of time lol
a
yeah that will bump the time up a bit
thanks <3 we gonna play D1 today
you're welcome
the whole level is 3 (or 4) alarms and all of the doors that aren't alarmed have nothing but enemies and resources.
juat keep in mind to
- not open up new spawn directions for the alarm, and also
- check how much resources are in a zone before you go, by using the terminal command, "list resource zone_76"
where can I go to look for people who play mods like "legacy" and "lockout 2"
.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.)
Lockout 2 is too old it won’t work unless you had old game files
k
Legacy isn’t really the best rn
I would suggest heat if you are getting into it
Or system error
I would suggest GTFO
i like the modded rundowns, they are pretty good references to the OGs
but with our buffer guns
OLD RUNDOWNS ARE NOT MOD
What Is Old Is Mod Again!
OLD RUNDOWNS ARE NOT A MOD
so why aren't we allowed to play the ALTs? is this not the official server?
original files/rundowns aren't up-to-date with weapons/fixes etc. and technically isn't modded since it wasn't modified. it's just old content they don't want people playing it
What are some gun recommendations that are good for taking out the larger more tankier enemies quickly, aside from the sniper?
shotguns
mh shotguns are a good option, they arent as fast but have nice ammo and are flexible for smols too
MGs can wittle their health down quickly with a mag
burst cannon has lots of firepower, can kill a big one with one burst from the back, and it leaves em pretty bad on health from the front, but its less flexible since its a 5 burst weapon and each bullet does 19 dmg
so u cant oneshot a smol with one bullet
but with two
hel rifle has the same dmg as the shotguns and it can penetrate many enemies with one bullet so thats cool
it leaves giant strikers with 25 hp (assuming all shots connect)
even less if one hit the head
if one hits the head. the giant is left with 2.39 hp
Oh righton. What’s a good shotgun recommendation?
I take it the choke mod might be the best in terms of versatility in lethality against enemies?
chokemod is interesting since. unlike the other shotguns.
chokemod has up to 15m damage range
and a tight pellet spread
pump shotty is the most versatile choice tbh
I’ll give both a try.
you choose combat for potentially more wave clear potential and efficiency
you choose chokemod to roleplay as sniper while having ok efficiency into smalls
I love role playing as a sniper (I’ll miss all of my shots).
I’ll take a gander at both. I’ve been using the drekker as I like to have one thermal weapon and one regular but it’s just not cutting it for a particular rundown.
So I was wondering which weapons were good for damage against biggies.
Precision rifle doesn't do as much damage as you'd expect
hel rifle's damage is give or take in line with shotguns (aside from weakpoints)
r3
majority of us vets have already seen all these guns because they were available in the past due to "Rundown specific" gear locks
huh, what. BC does a max of 97 dmg to a giant. The single headshot does only 2 extra dmg
ever since the alt rundowns however. everything has become availible regardless of rundowns since they aren't removed anymore
Any of the shotguns (only difference is range), Sniper, Burst Cannon. That's about it.
Maybe HAR?... It feels alright against them, but won't just nuke them out of existence.
chokemod, pump shotgun, sniper, burst canon, to an extend arbalist and hcp\
well tbf you can get decent value from most specials for giant killing if you just go for back multi
I did my math wrong ngl
So the burst cannon seems to have an extreme amount of recoil which I love, but, how do I use it more properly? I’ve basically been aiming at crotch height for big guys and essentially going side to side with waves of smalls?
back damage makes all guns viable to kill giants
I somehow did the math for occi + 4 normal body shots
Correct
kekL
hel pp :|
you love the recoil? 
I wish it was more tbh
It’s really fun to use imo.
Would be a really good way to 180
Recoil_Dragon
I generally have my weapons be polar opposites so generally for my primary I’ll run smth like the bullpup or van auken smg.
so based
MANUFACTURER ALERT
So it’s silky smooth.
MANUFACTURER ALERT
Interesting
🤮
van auken is like 3 different guns iirc
Sub machine gun
EVERYONE POINT AND LAUGH
There’s three different van auken smgs?
I only remember the Carbine
Because ain’t no one have time to learn there names
No smg
Machine pistol
(except mgs)
We use regular names since they'rea actually better and you can tell the difference
Van Auken is the Manufacturer. not the actual name/acronym of the gun
Except mg
manufacturer jusut wastes time and its just a noble thing and inconsistent
Worst guns
There's only 2 van aukens
“Van Auken smg”.
Honestly yeah that’s totally fair though
Stop just say smg
o7
medium smg
assault smg
Heavier smg
Heavy Burst sentry
Guys what about a weapon that staggers enemies and healed teammates and enemies
For 0.2 health per shot
Shots good doesn’t it
I love the heavy SMG.
0.1 faster reload
no you dont
He isn’t real
hes not real
bro likes smg, heavy smg, and bullpup
HevySmG you BecomE MaGNeetO
Must be a government plant
what the fuck is happening
developer planted polayer
sir what are your thoughts on precision rifle
I like the sniper
The one with the cool thermal scope
I once questioned another vet player for having Heavy SMG and the guy proceeded to sandbag me every now and then just for that
"Oh the heavy smg killed the giant"
"Oh why didn't I let you choose my loadout beforehand"
I mean I use har im not that good of a source lol
idk sounds like you deserve it
sandbag?
I didn't have any ill intention behind it
"Hey don't bring x weapons, it's bad" -> 🔇
oh mb....
but he chose passive aggressive violence
I mean I love you when people tell me the meta guns are bad
You shouldn’t take hel rev
It isn’t good
Hel revo bad
Heavy smg goood
impossible
Pr has 8 bullets
Really let that sink in
I can't wait to see the Twin Scatter_Dragon
still strange Scatter is mag loaded but only 2 shots
because they where to lazy to make parts for an actual gun
literally the only reason
they only did like 2 parts, slap an sight from alpha gtfo
scatter gun in my mind is like the Kickback for Ogryns in Darktide (basically a 40mm grenade launcher but with 40mm buckshot)
No idea if this is actually meant for me or not, but it’s actually funny seeing people recoil from my gun choices.
The precision rifle is awesome, it SWEEPS smaller guys. Just gotta hit headshots which honestly doesn’t seem super hard with it. Super easy to use, it’s got a weird left hand side thing where you have to aim abit to the right but you get used to it. Super nice as a thermal secondary!
Awful reload speed. Could just use revolver for 1 tapping smalls
Garbage into chargers and giants
Very true!
most of the people reacting are experienced/vets

precision rifle though. just niche
Oh no I don’t think it’s a bad thing, it’s just all fun. The precision is absolutely a niche gun for sure.
maybe if damage was buffed to 15 it would be alright... or OP. I Don't know. Doesn't feel OP.
Kill charger in 2 perfect shots, big deal. Any other interesting breakpoints?
8
perfect giant kill in exactly 8 rounds
itd get 3 shot tumor on tank
In a mag but we can already do that
Amazing
Mmmmm, 2 hybrids per flawless mag
that's kinda alright
Now that's a special
Honestly 3 bullets into chargers wouldn't be so bad if the thing had ammo to support it
With each day i miss the 12 mag
it was fine
what was wrong?
I think they thought it'll be as op as r6 sniper
6 per refill and max ammo of 18 or so
If you're just sprinting straight at an enemy you can run past them before they get their attack off, if you're in front of them when they start their attack your best bet is to run/strafe to the side.
Generally not advisable to try to run backwards, their attacks have quite long range. Other than that, play near cover so you can hide behind something.
^^^ Tru speaks the true true
so if facing them always strafe side ways? unless if it's ia giant ?
when you reflexively dodge shooter projectiles even up close
It's lowkey scary how I've done this to a stray shooter projectile when a teammate woke them up near me
shouldn't be that bad, if i recall r2d2 was far more difficult
always strafe side ways, best way to dodge tongue attacks, and almost the best way to dodge shooter attacks
after R1C1, that level is the next wall new players hit
me who crouches last second to dodge shooter projectiles
and lose movement? third best way to dodge shooters
weird how projectiles have a slight homing curve when it's shot at you
to be fair. you can slide last second as well
slide?!
it has no animation
but it is a thing
just looks like you're crouching moving really fast
thought you meant like a modern warfare slide, i'm thinking that I don't think i ever seen anyone in gtfo do that
oo
Slides can be used for multiple things
take note.
you can slide and stand back up into a sprint again
it's how some people shoot on the move without losing sprint speed
(though it's typically hip fire)
I had a phase where I did slide shots a lot with shotgun
oh
there is too much tech in this game to learn at once, take your answers and go!
otherwise we will spend the next 4 hours throwing up stats, strats and exceptions at you
hours upon hours doing rundowns and failing lol
usually its fundamentals not tech you are needing
what have you been failing on recently?
just reached earler r4b1 earlier
ah
R4 and R5
idk what those are like w/o all optionals, but its a completely different game like that
yeah ugh
slides would be better IMO with even the slightest animation
took me like a hundred hours to realize it even existed
I’ve been running pistol alongside the sniper and I was wondering if anyone has any alternatives they like to run with sniper
any primary as long as you abide to its playstyle
Rarely_seen_in_asia_Dragon is right. The most important is to play to the weapons strength
So I just picked up the game and literally never played:
From what I understand: The original levels got removed as new "rundowns"(sets of levels) got added, and now they are back with variations called Alts?
Does it matter what rundown you start with as a new player? Like are higher level rundowns harder, or does each rundown start at a similar difficulty and get harder each floor?
It's all over the place really diff wise
Start on R1
Alright
Ez to hard would be: R1->R3->R2/R6->R7->R4->R5
I’ve heard R7 is pretty good for easing in
It's actually horrible
A1 its alright from r7
R7A1 is the easiest level. But when reverting to R1 players be like: where checkpoints, where voice acting etc etc etc
but imo its just better to go in order since it makes more sense
and introduces the new enemies and such naturaly
Only been in R1 and it seems pretty alright, checkpoints sound nice tho
This as well is a big one as Majority_in_africa_dragon says
they sound nice, they horrible
checkpoints need to be removed at this point
should have never been added
Horrible for making bad habits?
They have as much chance of breaking the run as to saving it
the feature its broken anyways
this too but they are just flat out broken and riddled with bugs
I'll never get the hate for a feature you can choose to opt out of
Because it just don fit the game m8
Bad habits and the reason for a lot of the gamebreaking bugs
It's just a cave in from the devs and they have not been able to fix em since introduction. meaning they'll probably never fix em
well part of this is its it no longer the same original progression they are alts now right?
So idk how much the ALT versions changed which is why I asked
Mostly the same
Almost nothing changed
Describe how... R5A2 introduces ||Snatchers|| naturally?
theyre the same shit aside from a room flipped here and there
same levels, minor lay-out changes, some enemies introduced earlier than originally
C-scout never had a natural introduction either
if you hear the audio log in r4e1 it makes sense
Fair
Fair point.
my man trying to be slicked
Was there any intro to ||Shadows|| in R1?
d1
Same as OG
Felt pretty out of nowhere unless I missed a log
its in the objective name
I dont think many players will CLEAR rundowns in order barring R1, really
Nah cause R2E1 will be a hard wall
Most would get stuck at R2D2, R2E1, R4Ds or R4E1
i dont care if they do but if you go in order it makes sense
But then you are 2 rundowns in
They might aswell just jump to another rundown at that point
Kinda unreasonable compared to R7C1 intro
Yeah but you don't really miss anything by skipping R2E1 except the whole Why and how we got the objective from R3
What objective name?
Reactor_shutdown
And that ONE enemy
I dont like how the game's narration went from lost logs in terminals to glorified audiologs, but at least it's easier to grasp and hard to miss
And that tells me there’s going to be that enemy type?
Comparing to ||fliers intro in R6B1||
we were fine on audiologs and emails until rundown 6 fuked it all up
That doesn’t make sense
Honestly I think the transition from R2 to R3 is good. you pick up the thing in R2E1 and in R3A1 you still got the thing
thematically, its suppose to be a surprise
lights go out, this new thing appears
It did, by being too direct about it, but at least it made for reasonable enough introduction to enemies imho
very much wowser
Like, it's bad, but it's coherent
So wait are rundowns the same locations every time or are things like cards/doors randomized?
Sure, that's true
i only remember shaeffer moaning at my ear for 10 min
Nah maps are static
Fair enough, I guess it’s not as crazy impactful as a new mechanic but a neat surprise
Not like you weren’t going to use your flashlight anyway
Yes that's all R6-7 maps save for a bunch
i just want r8 to settle thje romance of schaeffer and henrikson
so they can end this game
So if you've already played a level you dont need to do things like query or ping because you already know where to go?
Are enemies also static?
Enemy and objects are randomised, altho within a fixed zone
I hate that a lot, but it's a tad more atmospheric than "lights out now bad guy you never saw or got teased for spawns, good luck"
So you need to ping and query anyways
Querying some stuff is useless since it always the same zone
Like querying key in R1A1
Objectives sometimes will have 2 zones it can spawn in. so it will be 21 or 22 for example
Pinging usually isn't
So you query to know which one
Listen to Disco Baguette Genetics
Eksdee
i mostly hate r6 on the audio since it took quite the time
you kinda just sit there listening for 10 min
sometimes in combat
R6A1 door to big room ......
wich makes no fucking sense
D you remember me !!!!
since im trying to kill sutff infront
Yeah R6A1 is particularly annoying about it
but apparently they need to shove lore up my ass while their at it
replayabality just goes to shit
and theres no way to turn it off neither
Start slow ass scan to force you to listen every.single.time
r6c1 was worse
Normal people would say: Down my throat. But you do you.
Fair
R6A1 long sec door
R6C1 long sec doors
were both terrible design
Oh we agree absolutely
not rude enough for me
I had the feeling of R6 as a step towards the "suits told us to cater to mass appeal"
like 8 min or so of the r6c1 run were spend waiting for the teleport area and those scans
Fair 13%_responsible_for_53%_Dragon
This one is for you @drowsy hawk
nah
they still have "creative freedom" or whatever that means
Frankly, I do not believe that one bit
Not with Tencent
I expect a GTFO 2 that'll basically be what most people thought GTFO would be, spooky underground Payday 2
GTFO 2 will also retro actively re add the rundowns from GTFO 😂
is there any time scaling?
or is there no penalty for going as slow as you want?
Depends on the level.
No penalties most of the time
For most: No go as slow as you want
GTFO 2 will finally have all the cool stuff
MAPPER
Just do learn to go faster
PLACEABLE LRF
Spending 4 hours on an a teir
Ain’t it cheif
Cosmetic rewards for PE runs
I got up to use the bathroom (playing w bots) was just curious
It always scares me
Biggest one is being scorned by the community 



