#gtfo-related-questions
1 messages · Page 90 of 1
Like R5B1EX is a slog bc there is 0 progress
Would be super perfect but alas, spitter bug
which one is that
The one that kills your sound and then crashes the game
oh jesus
Happens a LOT on that level
never had that
yeah I was on extract with the bots on D1 and my game crashed
Was super fucking frustrating
Especially because I really like that level
It’s why I didn’t use spitters when I was making modded levels, I tried it and immediately got sound bugged
extremely gtfo input
why are glowsticks better now??
they turned green and also i can command bot glowies
Eh just something to pass time
R7 green glowsticks are better, ya
can you add someone into your game after you started?
Yes
Is there any suggested weapons for R1E1? Gave it a go a handful of days ago, we ended up wiping towards run end unfortunately. Wondering if maybe it wasn't a load out issue on my end
r1ee
r1e8
now this! is Modded rundowns!
R2E1
My disappointment is immeasurable
sorry :/
go for forward cell can be found in zone 615. so you only have to carry 2 items for the most part until you get to the terminal to ping the cell fetch that roll out
lots of mains fill a similar role, but better
cfoam is good so make sure you kill the error wave have someone pull the surge then close the big door foam and scan, any sentries facing the door will do
after that you can drop the turbine
only need baby
I had mine duty last time
and secondaries are all pretty good, just not PR and you can make it work
dont take mine is whatever for the end portion
better have 2 sentries
We were literally like 40/50 meters from extraction last time
they can trickle enemies
ah i see
It was tragic
you need to funnel the enemies to the bottom door of the last surge and foam and sentry all you got there
the trick with this, and most errors, are running forward fast enough to save the doors for funneling that you want
My honest suggestion from a lot of clears in pubs is not to bring C-foam. C-foam is definitely very powerful on the level but it requires you to save the doors that you want to foam, this can require riskily pushing forward ahead of the team, through enemies, in order to open the door before error breaks it. It also requires just knowing which doors to save, which you likely won't be very familiar with while going for you first clear.
My suggestion is double burst sentry + mines. On each of the final two surges you just plonk the double sentry down at the entrance doorway and they make everything incredibly manageable.
Hey question, me and my friends have been trying to do R2B4 but one of my friends cant load in with us for some reason, the moment the drop finishes it dc's him back to the main menu, we've tried verifying files, making him the host, uninstalling and reinstalling, and choosing different equipment but nothing seems to work
the other rundowns are fine its just that level
yall have any ideas?
theres report of this issue in #1049599987878723635
maybs u can find somethin there
gotcha tyty
They may have to do that one solo, that's what I had to do
damn it'd be a shame if that's the case
From what I understand it's a weird hardware bug
But read the report in the channel cuz I'm not 100%
can i play gartic phone in lfg channels is that allowed (say yes)
i mean they arent like LFG VCs they just say GTFO-Number........
theres is also the mixed sizes
What do the tiny red dots on the bio tracker mean? Not the large red moving ones like scouts, they're stationary and just sleepers, but they're not the normal white bubbles, just red dots
that is red dot glitch. exactly like regular dots white and red, except you can't ping them if they are glitched and moving
They are rage induced sleepers who are in pingable and they deal more damage
Sometimes they will scream and lose their rage
Cfoam,double sentries,and bio is what my team ran
I know im extremely late but ;p
Not even that many doors to foam
Ladder foam
Ladder foam and double burst for the first fog hell room surge
The “floor”
everyone purposefully did not mention ladder foam 😃
ill pass
much better level but still nah
Not feeling it today?
kinda yeaah
Try Ultrakill/Trepang2
Both bangers ^
Instant dopamine
ladeer foam is the new door bug
P-rank P-2?
nah
thats the one thing I havent done cuz I hate the gauntlet
(I did the gauntlet on release and was disappointed and havent done it since)
P-1 difficulty ramp
P-2 difficulty ROCKET
Cybergring is fun

Basically charging into a ring full of endless potential plays
But i like to just destroy P-2 in like 4mins
I touch the game to beat up minos and sisyphus for an hour or 2 and then stop
thats bout it
Question. I've watched a few T-Nenpi videos and other players it seems like their fog is really able to be seen through way better than my game. My shits like a green brick wall even with the long range flashlight. Any ideas?
Lower fog quality
And
If you dont just walk in and smoke the fog
It wont be a brick
flash lights can sometimes hurt
The fog literally fuck you up and flashlight dont work cause the lighting already did
Trust jish

For our lord and savior “Jishsus” Christ
https://youtu.be/wbYugg4FU3A?t=3371 Ya like mine looks nothing like this.
Is it just the level?
That's like clear as day.
Yup
Word. I was wondering.
Makes more sense now.
Suggest having > 100 infection resistant
Lol ya, I saw he had it for this once shits sillly
I gotta wait to get there 😛 My group got to R4D1 today. Almost 1st tried it.
Going into that one blind was fun
Any level goin blind is fun
First time R3D1/R7D2 was dopamine receptors being blown at full blast
We should just start some R7's Ive heard their good. Just skip b/w the acts.

Chat dead 
quite surprised at the ability of pump sg to wipe everything on a choked point
Yeah I know “duh ofc it a sg lol” but it did so well that i was impressed when it saved my ass back when someone woke a mom lol
sometime you learn something by trying new stuff
It is a door kicker
I like shotty a lot, very versatile
this out of context and without knowledge of gtfo
sounds sarcastic
What 3 turrets y'all taking in to R5C3?
I dont take turrets
I take foam
4 foams
Yeah but telling bots to foam Zzzzz
the true loadout
Committing war crimes by filling the world with foam
all they need is a little bit of foam
or just 4 male prisoners shooting out foam onto 1 target
is it still possible to get certain cosmetics like masks or shaders that were only able to be acquired in fall or halloween of last year,
?*
hello, no dont think so, they were limited
some are now in the pool tho i think, so u can get em like by normally finishing missions, but im unsure which ones
ik the cammo gear and the praesidio backpack are still unobtainable tho
commando set / Crimsons Grit palette / Lunar new year mask / Kovac Backpack / Onyx color palette
Red R7E1 mask
Event exclusives no, they're probably not coming
Everything else is freegame
I'm curious, Lugubrious IS or IS NOT obtainable as of now?
as far as I am aware its not available
It's tied to R6 objectives
10 mains
which is stupid imo because the release of X expeditions made it way easier to obtain
im betting they dont make an r6 mask and just have the pallet for completing all mains
R6 already has a mask
Twin blade
well
it's from completing extension specifically
Hi all. Not so new, but not recently GTFO player. Quick question. Is rundown 1 easier than 2, and 2 easier than 3 and so on? Or is that strictly just used for a reference of release? I know they're more difficult the further down in the rundown and so on.
its technically only releases but it mildly follows that
they do get more complex and get new mechanics because they were released later, which kinda translates to difficulty as well
Makes sense, I started playing during what seems like 7, but I think at the time it was the only option? But getting back into it and seeing all of the rundowns now available.
ye, just waiting on 6 and then were done with rereleases
ez to hard : R1 -> R3 -> R2/R6 -> R7 -> R4 -> R5
Thank you!
Hey, I'm curious about the decisions to make certain aspects of the game as "on/off" mechanics rather than something gradual.
For example doors can be either closed or open, but not in-between.
Enemies being alerted in the rooms all at once instead of based on distence - say I fire a gun and kill one of them from a certain distence it's either none or all that get allerted.
Certain enemies having only "on/off" systems as well, like dealing damage to scout at a wrong time makes him completely invulnerable, being overly punishing with little choice on how it could be approached to deal with it.
Similar thing with enemies who scream to alert others, seem to alert the whole room - even if it's in cornered in a small corner far off on it's own.
enemies can get partially pulled, you just did not find out how (by shooting) the rest is correct and is meant to be that punishing
Yes, but the doors? Seems like it would provide more versitility.
how so
well constructed list but I wouldve put r7 above r4
Half-open door -> can shoot through while preventing them from crawling through. While also allowing the smaller ones who shoot, to shoot at the players as well.
It would create more interesting encounters.
nah too OP.
agreed
Not necessarily, can be balanced.
anything other than crawling shooters wouldnt pass by
and it would make it in fast situation a complete shitshow of hopening a door and not by mistake having it hgalf way open
Basically sounds like safespotting which already kinda exists and is considered cheese
this tbh
Currently a bunch of mechanics feel cheap and overly simplistic - defending them with "it's supposed to be this punishing" feels like a way to avoid doing more creative design.
or you can shoot through the cracks in the door if you really want to
I dont get how any of it feels cheap
I could feel doors being simplistic cuz theyre kind of a buggy mess
I don't get whats punishing about a system where you mine the door and the whole wave is gone.
anyways
I don't mind punishing or difficult gameplay, I just think it could be done in a way to provide more options for the players on how they could approach things and make encounters more unpredictable and interesting.
That part isnt' punishing, it's just very repetitive.
having possibility to have a door halfway would change nothing to repetitiveness
thats the reason bloody doors exists
the other stuff you mentioned has some nuance to it that you can abuse
It would provide alternative paths of dealing with enemies behind the door. Not entierly a fan of having just one meta to play through the game.
Currently as the game is, if you don't play exactly the way devs intended - you'll struggle to get through levels. There are ways to make the game challenging without locking it down to one playstyle.
close door or funnel, you have a choice
r7b3 vibes
lmao
Having the door halfway open the ones that can't fit through bash through it at normal speed, yes?
Like it does same way, the point is not to be able to stop the door from closing half way. Rather it would stop at whichever point you'd foam it at if you do it before it completely closes.
this is right. like can only giants would hit them or would it take 4 or 5 bubbles and so on
So either:
The door breaks after like 5 seconds and then you are funneling like usual anyway
or
You cfoam the door to stop it breaking while getting shot by the small enemies on the other side (???)
anyways. you have an opinion and thats great. I got mine. we can agree to disagree
I feel like certain discussions are kinda pointless tbh
and then you permafoam but with a worse set up
yeah
Yeah and you can shoot back. The point is not to make the game easier, but to create more unpredictable and interesting situations.
Since they'd require shit to be rewrote from the ground up
diversity of options is a great sign
Maybe. Had to try
opening doors when most of the wave is there so you can mine a second time
Disappointing.
So you are adding this option so players can impose a more unpredictable and difficult method on themselves?
Not always, but yes.

More options makes for more variety.
I don't think that sounds very worthwhile
I don't think people would choose to do that
Why not?
They wouldn't have to, it's optional.
Wait for door to close before you foam then.

unviable options are not really options tho
How is it unviable?
like ellda said, its basically the same as a funnel but worse cause theyu stacked up, or a permafoam but worse cause you get shot at
Which idea?
^ exactly as Dj said
I was gonna expand on the stacked up thing cos I didn't mention it before but he got there 🤷♂️
Just read that and I've no idea how that'd change anything
giant gets called by alarm he needs to break door, fine
everything else just goes underneat that
so...?
just out the window with that i guess
Can't even mine door at that point
I think its better to see a bit more of the game.
unless I mine really high
but it wouldn't one shot giants without boosters anyway
unless I place two
Wouldn't have to, depends how low the door closes.
It's not half, full or none. It would be whenever you foam the door on it's way down.
thats...
unhelpful in anyway whatsoever
So can I close the door 95% of the way and then shoot the enemies legs without them hitting me at all?
I can hear all the angry teammates cussing the foam guy already
so Im lost. are you saying if you foam the door while its closing that should make it stop midway?
how so?
why would i shoot the legs and foam and waste ammo
Sure 
imagine the giant just pull the door back up
i can just foam and mine ez fix
yes
Could be you have no mines left, or some other reasons. 
I'm curious SPITE, what did make you think this is needed
this really makes no sense at all
the point stays: why would you as foam +mine works better
if you have no mines left big L
the door works like a garage door
if you no mines you would probably leave the door open so they don't group up
Playing the game and getting annoyed with "on/off" only mechanics in the game and how it was lacking variety in gameplay. It felt repetitive.
if its not connected to the end of the door
How many levels have you played?
then it has no use at all cause enemies can squeeze through
not to mention that physically if the door is not fully closed it would break WAY easier
just go and see more of it before making these kinds of ideas
Point is to add variety, you don't have to just change the way door works. Could adjust how other mechanics works - but even if you just change the door on it's own, it adds variety and unpredictability to the encounters.
Been since the first EA/rundown
if you want variety play modded gtfo
if you've done everything in vanilla
no u
but NO ONE would do it !!!! cause it makes no sense
If you've played all the rundowns I am stunned that you would suggest this
damn doesn't want to add variety to your own gameplay you're missing out 😔
In the end, probably. :v
It's not something that came up just now. Me and my friends have been brewing on a bunch of things with this game for a while now.
how about
well you can already cross one of them off the list
you cook up some new contents for enemies/weapons
and probably the rest too
There are no mods that add mechanics I want and I'm not going to code the game for the devs.
What do you mean cook up?
just cook
unlucky i'm sure there could be modders that could be interested (the chances are low)

Ideas like "a normal striker but when you kill him it'll release a bit of poisonous fog if he was alerted"
That's sensible
Game lacks ways to interact with environment, rather than more enemy types or weapons.
you want a real idea?
new sleeper enemy that makes you take damage a certain amount of damage over time but the bleeding can be stopped by using a medkit which makes the use of ressources more complex
More ways to interact with environment is good
whatchu mean by this?
i mean
Changing how far you open the door isn't really
i agree that gtfo lack a bit of interacticity with environnement
anythin is out of the window rn seeing that 10C wana just throw the game for good and let it die
idk, this game is repetitive in the overall what you are doing, but to me theres a shit ton of nuance in pretty much every part of that overall, so im failing to see the problem
but the door one just uninteresting

I had to try

wait until the conclusion of this game
then theyll add modding into real
hi can i ask a quick question?
and you can do so much
how much copium are you on m8 !
always
as create anything to your hearts content
is there an official site to buy the game or only on steam?
i mean any platform
but usally steam
its only on steam bruh
is it?
why you say stuff like thgis
I feel like people would just tank it to 0% then get ressed
yeah
thought it was on xbox as well
no
maybe i forgor
i mean... you can buy a key too
Unless you want it to be like inf where it caps to 1% hp remaining
in the middle of a wave? getting downed sucks man
what if you're downed in the middle of a scan?
Depends how they will add modding, if say door state as on/off is hard-coded and moding tools will be just "more levels", it might not be that much of an improvement - althoguh that would just be me judging before seeing now.
but anyways thanks guys
That'd be interesting indeed
bro
yes that is possible .,.... for steam 🙂
have you even touched mods?
and the thing is it's already real 😳
let the door thing go m8, not gon happen
Yeah my idea is copied from a modded rundown too
if i had nitro i would show the funny L+bleed+bleed+bleed but i don't 😔
I'm just using it as an example.
Don't ask me which since I never played any I just watch the lets plays
what was your idea? i'm 2 lazy to scroll up
he wants farting sleepers
Makes plenty sense to me
sleeper but kill while alerted and does inf fog
they already exist in vanilla man
without fart damage tho
I saw it in a gameplay of... maybe lowbei? cant remember, was a modded rundown
enemies squeeze through it easily and giants can just pull the door upwards
How is that a bad thing?
and the doors are touched activated

Sure
But as I said, it would stop them if you throw foam on it
mid-opening/closing
"It's Rundown 10, and sleepers now can use Guns, they mainly go around with SMGs. Scouts aren't gonna get bonked no more since they carry a burst cannon"
shooter #5 gonna snipe the cfoam man through the gap in the door
If you want a gun idea - how about something akin to a stake gun in pain killer or some crossbow that fires piercing metal rods to impale multiple mobs with one shot?
R10 is gonna be you all fighting other KSOs
maddox POV: 
Kinda like HEL Gun I guess
Hel weapons POV: 
well can't find it but if you watch videos you should check out project zaero he's a pretty good modder check out his rundown "visitor" and "redemption" he also made fatal experiment
Stake gun oneshotted most shit IIRC but Painkiller was a different game
Might argue stake gun didnt need reload but it didnt have the RoF the HEL Gun has
And it had crazy actual trajectory drop off
||let me attach mines to my buddies so that one poor fuck could be sent off in to a horde because it's the only useful thing he can do with no ammo||
me when no ammo 
i usually place a mine on my teammate
on extract
what the hell
So what's the deal with bots just randomly not wanting to do scans sometimes? It's uncommon enough to where it doesn't bother me that much, but when it does it's awful. This just botched an R5D2 run with a friend. Is there a fix for this?
No idea. No one knows a pattern why they do or dont do that. Probably an AI issue?
The short term solution is to kick the bot out of the game by switching his player slot to CLOSED and then turning him back on once he's needed.
Long term solution... Probably "better bots" mod, although i can't guarantee it fixes that particular issue.
the lobby has probably got boned
press escape and see if u have the lobby button or not
happened twice yesterday to me during r5c2
The lobby button as in "Return to Lobby?"
top left side
should say options rundown lobby
if only options then lobby is dead
there also been some occasions where it happens without lobby going haywire
If it disappears, then the lobby is just botched?
yes
I do use Better Bots and sadly it doesn't fix this issue.
Right. Closed player slot it is.
if that happens and lobby is gone bots wont reconnect
I could've did that but was salty and just quit out lol. Only like 20 mins in though.
That level in particular, I've been trying to do with one other friend and 2 bots. ||If you get a scout spawn in A or B in the respawn zone it's a reset. It just ruins you for 3rd code hunt.||
how is it if you dont mind me asking
hey guys for all the people looking for group in the beginner channel which level is the most noob friendly i should look out for?
r1a1
Any of the As from any first 3 rundowns
rundown 1 is pretty forgiving
A1s speciall, yes
so R1 and then the earliest letter in the alphabet i can get?
Levels tiers basically determine overall difficulty.
A = Easy
B = Normal
C = Advanced
D = Hard
E = Very hard
ah thanks seems simple enough 😄
just some advice!
always ask to not be carried and make sure that everyone joinin ur lobby joins ur voice channel
and be sure to do the tutorial first [Training]
Most of the level itself really doesn't seem too bad. They just dump everything on you at the end with the ||code hunts.||
||I think 1st and 2nd codes aren't too bad if you have at least 2 players to shoot stuff. Code 3 is tricky because of limited ammo by the time you return to respawn zone. If the charger zone has a bad seed, then that's painful. Sometimes charger scout is in a good spot and you can c-foam it or just shoot it. ||
||It also doesn't help that bots will take resources in reactor and use inefficiently. Generally if there's a hack lock, I'll open it, otherwise, make a mental note of what's in there cause I don't want to fumble with hack locks during timers.||
Overall I think the pressure is put on you hard towards the end with holding waves vs. maintaining ammo supply.
i just did the tutorial 🙂 but wdym not to be carried? Doesnt a completion require everyone do stuff?
experienced players can play the game faster and better
as a new player take your time to understand the mechanics and general feel of the game
Eh, being carried could diminish the enjoyment of clearing a level because it doesn't feel like you did anything.
Some experiened guy walks it, just tells you to go there, do that, put that cfoam there... Boom, you're at the extraction zone and you have no idea wtf the mission was even about.
Not to mention they can just stealth clear rooms all by themselves running around with a hammer like Grog that ate too many elderberries.
better bots only improves their fighting abilities so you can trust them a bit more to be more reliable
the not entering scans its an issue of the game itself
Yeah. I keep hoping that easternunit will update it to fix more issues with bots even though that's a pipe dream and not his responsibility.
its not that he cant
he doesnt have monobuild
to see the games code for reference
so he's limited on what he can do
devs pls give mono with alt r6
Ah, I actually remember you said that in r5 review
Making better gtfo 2.0 when
sup yall
first time this has happened to me in game
has this occured to anyone else
where a smaall black circle appears and grows
just wwent back to normal but weird
oh
Some also had a water drop that grew
oo
When do we use sliding? what is it for
long answers nothing really. short anwser slide reloads and it "saves stam"
you can reload while sliding?
Sliding isn't considered sprinting state per say. But fast moving crouched that keeps sprint momentum
just surprising this game lets you do that
Which. You can also shoot while sliding to keep sprint speed rather than slowing down
Which is better if you have like a pump shotgun or something
hey guys, what weapon should i take with sniper rifle?
also, what should i expect on "secondary" level difficulty?
secondary is a mix of just level padding, something that is mainly there to adjust main/overload difficulty afterwards, or is what you would expect it to be which is a slightly more challenging side objective to main
same for overload but overload is generally actually harder
mostly you can just learn a single decent main and bring it everywhere
there are some specials which pair well with certain mains, such as long range mains with shotguns, or rifle with hel gun
but imo main-special synergies aren't a major consideration when choosing loadouts
your special choice should be based on challenges you'll face in a particular level and your role in a team, your main should just be whatever you're comfortable with
especially as a new player, focusing on learning a range of specials to cover multiple bases while keeping your main the same so you have a consistent crutch seems like a good way to go
for sniper especially just "a good main" feels especially like the way to go, since you're not going to get any meaningful synergies and most mains are already geared towards sniper's blind spot, i.e. smalls
nah yeah gonna stick to main for a longer time, just got my ass kicked : )
thx for answers tho
what level did you take a gander at
i don't think i understand, what is gander?
whatd you try
ah
nah I meant level
oh well, then i guessed right
took raptus trefen(this uzi-like gun) with sp, got overrun in foggy place while doing alert IV door
skill issue
honestly a lot of people probably don't even remember what's in r7b2
it's one of the more forgettable levels
but from my (shaky) memory of r7b2 secondary, it's probably one of the secondaries where the difficulty isn't that far from main
the content of the secondary is qualitatively different from main though, if you're not confident (and reasonably well equipped for) dealing with shadows then yeah I guess it could dunk you
make sure you have a biotracker on the team (though really it's a good habit to always have a biotracker on the team), and you might also get value out of pdw in your main slot to suss out shadows
yes
gonna keep it in mind, thanks for an advice
Oh yeah we got dunked on last night in r7b2 secondary
The main felt far easier in comparison
I think it was the same place too, class IV alarm with the shadow swarm
What are the different sentries' roles / when to take which one?
- Burst should be your default goto sentry. It puts good damage into waves, either killing smalls outright or leaving them on very low health, and the sightline requirements aren't too onerous. It's not good into bigs or chargers, but most of the time with a sentry you just want it to thin waves of smalls, and burst sentry puts in good reliable work in this department.
- Sniper sentry is effective into chargers and can actually take out bigs, but it's slow to obtain targets, and won't tend to get much work done at all into waves unless it gets very good sightlines. Can be quite good on reactors due to big sightlines and effectiveness into bigs/hybrids. Gets a bit better when paired with bio due to symbiosis, but still, if you want a sentry that'll put work into waves stick with burst.
- Auto sentry doesn't really have the damage to kill. It staggers well, so theoretically it can be used to stagger and delay waves when killing isn't a priority, such as with surge alarms where killed enemies instantly respawn. In practice, ehh. Again stick with burst.
- Shotgun sentry is in an awkward place. Sentries automatically aim for heads, but aiming shotgun-style weapons at heads is pretty bad because some pellets pop the head and then most of the other pellets pass through and don't connect, so shotgun sentry starts from a pretty jank place. To compensate for this, 10cc just buffed shotgun sentry's numbers multiple times. At this point if you can set it up in an appropriate choke it seems to do a lot of work (and chew a lot of tool), but if you don't want the headache of trying to figure out how to make shotgun sentry do its job, stick with burst.
tl;dr: mostly take burst, consider sniper sentry if you want something to hit bigs and chargers specifically
if you're doing a reactor like r1c1 and you're not committing tool slots to mines or foam, then 1 biotracker, 1-2 burst, 1 sniper is a pretty good mix
but most of the time a good default loadout would be 1 bio, 1 mines, 1 foam, 1 burst
then when you know better what you're dealing with you could consider swapping out some tools, such as by trading mines and/or foam for sentries
no
sniper and shotgun do
oh, all sentries require pings to see shadows
but I wouldn't cut bio just because your sentries don't benefit from it
you get a lot of valuable info from bio, it spots enemies in dark and fog for you, and it doesn't consume tool refill so you can put more refills on your other tools
Is it a good idea to leave the sentry outside, pointing into a cfoamed door?
not really
definitely a strat that players used in the beforetime before realizing that it wasn't that good
in particular, it won't make the door last longer
if even one enemy is behind the door, the door takes damage at a set rate
and especially if you've mined the door, the mine would just wipe out the enemies when the door blows anyway
I can think of some really niche situations where you might want to do it, but usually it's not a good idea
Alr
either put sentries on your side of the door so they put in work on waves after the door blows,
or if you're not foam+mining the door, leave open doors on a set path between the enemy spawn location and yourself to form a funnel, find a good sightline in that funnel path, and sentry there
How do I know where the spawn is?
2 rooms away is the usual rule
if there are multiple rooms that are 2 rooms away, usually at least one of those rooms is selected at random for spawns
there are exceptions to this rule, but it gets complicated and 2-room rule is a good starting point
Alright thanks
np
ha nerd

Do you need to beat an expedition once to unlock the secondary, or what are the conditions there? I just finished Rundown 1 (R1D1 was nutty) but there are no secondaries for any of the expeditions still.
No secs before R4
1,-,-,- means they not there, otherwise it would say 1,0,0,0
You can see in advance if there is a sec by clicking a mission and looking at sectors
And they kinda hard to miss ngl 😅
Ohhh okay, I see. Yeah to be honest I was so focused on the first rundown I hadn't even really clicked through the others (in case of spoilers) but I see now that they show all the secondaries, overloads and PE ahead of time now
For now enjoy R1 -R3. you still got lots to see and learn before tackling secondaries and stuff
R2E1 probably being the biggest hurdle to overcome on that road. IF you overcome it that is
Hahah good to know, I'll make sure to come prepared for that one. I'm really grateful that earlier rundowns are all available now, I'm really enjoying playing through them "in order"
You'll have a blast. R1 is a nice extended tutorial. 😏
Bruh I finished R1D1 by the skin of my teeth, I can't even imagine 💀
Looking forward to getting butchered repeatedly
You can't imagine till you do it. you'll have smooth sailing till R2D1 probably 😅
Then you'll get hit.
hard
LOL, I can't wait
👍
I appreciate the help DJDNA!
No problem man
@nimble summit #gtfo-media message
High cal pistol. Has more total ammo and isn't as range-limited.
wasn't sure if you were memeing, but
- pump gets an 8 round mag and a fast reload cancel, which gives you far more uptime (and less downtime you need to find for reloads)
- with the above and the extra 5 damage you get great fight into bigs (two full giant kills vs high cal's one and a bit, and then pump shotty snatches another mag quicker on top of that)
- with the above and a precision multi of 1 you get unrivaled fight into mothers and situationally good fight into tanks
shotgun is more ammo-limited, but high cal comes nowhere near matching the impact pump shotty can have in a situation, and I don't think they're all that comparable in current balance
I think it's a pretty awkward gun to balance with its current direction
30 damage high cal in r7 was perfect
Except for the part where it completely overshadowed choke mod
Feel like it was too comparable to choke mod
now it's an easy-to-use gun that's oriented more towards waves but really struggles for throughput
it didn't have choke mod's fight into bosses (especially tanks), nor choke mod's range or ttk into bigs
Yeah that precision multi on the high cal is rough
you had plenty of vets saying r7 high cal was a bad gun
and then others saying it overshadowed choke mod, which imo means it was in an interesting place
I honestly feel like current high cal is fine, it's an easy to use weapon, it doesn't have to be OP at high level
I've had this argument too many times
imo having noob crutch weapons that don't stack up to other specials when played well isn't healthy
Only thing I'd change about high cal is bump mag to 7. And maybe a little more precision damage to make headshots worth anything
Very true, I've heard people say the same thing about the bullpup
it's a difference of opinion on balance philosophy that I don't think is really all that open to debate
and I didn't ask for a general debate on high cal's balance again
I was just answering tengu's response to me in the other channel

its there to promote booster usage
Bullpup is already bad when used by beginners and stacks up even worse later on
High cal is a great value for beginners to intermediate players and falls off on high end play
"why have a feature if your not gonna use it" -dev on stream
I love my bp and pr
we getting that
buff
True but I've seen people take the bullpups low recoil and say it's a "good noob weapon"
Maybe one day but I'm losing hope
noobs absolutely eat up the bullpup for general feel/handling reasons
God knows I did
Its still my favorite primary aesthetically
Looks good, sounds good
I'm not sure that's the same thing as "good noob weapon" though
I mean, maybe it is in a way
if they're happier with how their weapon handles they'll be more confident and all that
whereas even if they objectively can get more performance out of carbine or pdw or whatever, they'll use it poorly because they don't like it
Its not, that's just what made me like the bullpup
Ironically this entire discussion is about the bullpup and high cal, my two favorite guns in this game
dang, hard life
Just watch chaos follow
I will vehemently defend the high cal as not that bad
But also if 10cc wanna buff it then who am I to stop them
it's competition is hel gun, veruta, arbalist, har
to some extent hel rifle
imo it'd look weak next to r6 har, let alone our current crop of waveclear specials
its competition is not the shotguns, because those do a different job
I don't know man
Choker is the same thing just with 2 less bullets, twice the range, 10 times the hair trigger and an extra damage too
Don't even need to ADS too
High cal Is just lame these days. It's not super bad, but the second there's a hint of the spiky Bois - you should switch, now
hey guys, what weapon can 1 shot the breeder beside sniper ?
sorry if i have the wrong name for the zombie, i meant the zombie that can called out the sleepers
if you like to optimize for everythying for sure
the one with the tentacles?
yeah the one that can turn blue after we hit more than 1 time
sniper to the head, pumpshotgun to the head, high cal to the head
It's not even optimising. With how dangerous and fast chargers are - you just shouldn't risk half assing it. Either better gun, or you sweat your eyes out switching back and fourth between your weapons.
pump shotgun, choke mod shotgun, high cal, precision rifle, hel rifle, sniper
switching weapons its sweat?
want to be pretty close with pump shotgun so that enough of the pellets land, doesn't need to be perfect though
thanks for the info
burst cannon can also 1burst it, even with body damage
Doing it very fast and accurately is
it's artek
what
I miss when high cal was the compromise sweet spot gun 
they took my duos gun and gave it to noobs
I mean i was saying that you can bring a weapon thats not that good against particular enemy and still be good
a win for high_cal_in_4man_dragon, I know
nah
but it was too good i aint gonna lie
Id rather not risk getting jumped by 3 chargers because I couldn't hold the wave back
i kinda miss it
my dude we still have hel gun
and veruta got a buff
like, the opposite of nerf
somehow
we got saw off 30 damage tho
yeah but helgun requires funneling tho
highcal with 30 damage i just kinda point and click
meanwhile when we take 7m of range, the precision multi, and nearly all the rate of fire from choke mod, put it in a beggars cap, and 10cc gives back a mag with 2 extra rounds, apparently that's too good?
if they kept 30 damage high cal they somehow had to buff choke
choke goddamn 1.5-refil kills tanks (oops 1 refill is a few shells short, but still fucken sniper requires 2)
and downs bigs in like 0.5secs
from 15m away
with macro
gun's fine
choke its the macro gun
that'd be pretty weird imo
throughput-challenged into waves and bigs, ass into chargers, but weirdy ammo-efficient into tanks
I guess if you go to like 1.1 you get 1tap mommy tumors too
guys i wanna ask again, can i join a room that i haven't unlock yet ?
Yes, hosts can taxi you to other levels and their completions will count.
ahh okay, i though i cant get into the room that aren't unlocked yet on my acc
thanks artek
You're just a contrarian for the sake of being one gato
🤓
gato thats a statement not been a contrarian
🤓
IM NOT THE NERD EMOJI YOURE THE NERD EMOJI
Hey sorry to interrupt the 🤓 discussion but are the spawns at the end of R3A1 constant or do they come in bursts? Would it be possible for a single prisoner to run the obj back to extract solo while occasionally dropping to fire or no?
The mission isn't super long but I don't want to spend the time it takes to clear it just to test out the last stretch
What kind of burst
its doable yes
i guess it would b
hard cause of the first few hybrids spawns but depends on ur tool i guess
I guess I meant do the enemies just filter in constantly or do they come more like waves when you do security doors
Waves
Okay that's cool, that definitely seems doable like the others said
Is that what that kind of alarm is?
Oh okay, no worries. I'll discover it for myself then!
noice
nuh
Hello! If you are unaware, we have Looking For Group (LFG) channels to help users group up and play the game. They are located here: #lfg-north-america / #lfg-latin-america / #lfg-eastern-europe / #lfg-western-europe / #lfg-asia / #lfg-oceania / #lfg-africa / #lfg-beginners.
If you are unsure of how to create or join a lobby, please see the instructions here: #how-to-matchmake.
just some advice!
always ask to not be carried and make sure that everyone joinin ur lobby joins ur voice channel
and if you are new be sure to do the tutorial first [Training] and start on rundown 1 since its the simplest one
What does the Light-Gas Rifle mean for the Hel Rifle?
Hel= pens targets (should be up to 5 but due to shenanigans it can be less)
and it has a lil charge up before shootin
😄
how do you pen the targets ?
You use any of the weapons that have HEL in the name
Their bullets can penetrate targets and thus hit multiple aligned targets
just means the bullets will travel through an enemy
HEL Revolver (main)
HEL Auto Pistol (main)
HEL Shotgun (main)
HEL Gun (special)
HEL Rifle (special)
and i feel like i'm forgetting someone...
i don't think so?
No, i don't
It looks... Unique, but like in a wrong way
First of all wtf is that disgusting pistol stock
Apparently it has a tripod
And then there's the first person view
It looks stubby. Then again... That's literally every gun in this game.
The vibe i'm getting is the "little meta goblin"
i like it, its has a very different feel than most guns and idk why, kinda like hel shottie has that unique front and obv the sight is fantastic
it is like squashed
but idk i think it adds more to it
it is like, supposed to not be a super heavy rifle
just a funky lil dude gun
Hey everyone, I'm looking for a new auto weapon, I couldn't find a real tier list and the weapon stats are overwhelming to comprehend.
Can anyone recommend a Main auto weapon that isn't the Hel autopistol? I'm jumping back into the game after a long hiatus and have been using the Malatack LX exclusively and was wondering if that was my best bet. Thanks 🙂
hello, really like all the automatics r useful... for the most part, id say give em all a try and see what u like and what u dont
tryin every gun is just funs since u get to experience a lot
but well, usually the pdw is very rated too
Yeah thats a good idea, can you try different weapons in training now on a whim? I hate starting a level and then figuring out I hate the weapon and have to roll with it till I complete it or die. But I will give the PDW a shot, and people have been talking about the bullpup? But I guess it has a super long reload.
um, nope, training has a set of weapons predefined, smg shottie burst sentry and bat, but u can just go to like an A1 or others levels where u know theres lots of shootin n try em there too
I didn't even think of that, thanks
is okii, may good lucks findin ur perfect gun >:D
I've been having a blast with the Van Auken SMG and the bullpup rifle. If you give those a try, they're pretty good generalist weapons.
I usually like to have one thermal weapon in my loadout and while I personally don't like the PDW, I still do reccomend it. Supposedly it's better than the van auken or bullpup but in practice it really doesn't seem like it. Really good for hip firing at close range though.
hey guys, I'm in a game with 2 friends and a bot. Bot has tool refill and won't give it to us even though I have 20%. Checking the wiki and this chat, I don't see anything to do?
does the trick where you use a sniper sentry in a different room to kill giants quietly still work
auto mains are in a pretty rough spot in the current balance
pdw is the only good one (it'd be a strictly better smg even without the thermal, and then it also gets a thermal)
bullpup in particular is terrible
like, if you took a second or so off bullpup's reload then it'd be decent
but few mains are impactful enough with a clip to justify a 2.4s reload
if you want a tier list with a bunch of words written alongside it, look up rayalot's most recent weapon tier list on reddit
I disagree with some placements and rationale on it, but you'll find that most experienced players agree with most of it
carbine might also be of interest as a gun that's not an auto, but can spray out lead faster even than an auto, and is also just a very pushed main that's pretty accessible
I can't remember because I never use bots, but there might be a bot command to use tool under the chat menu on Q?
nothin to do, the bot probs already used it and it bugged
also no bots dont do those commands
Q doesnt do anythin in resource management
but check if the bot has a 0% tool
then its just bugged
Anybody try this game in VR?
I heard some people have. I imagine it performs even worse.
the idea is amazing but the code for the game itself is already strung together with gum
Game runs pretty good for me. At some point, I'm gonna check it out in VR. I don't think it would be the ideal way to play but could be fun for every now and then.
"pretty good for me" probably gets 10FPS and snorted the copium of being a poorie
it would defo be 700% more stress :D
nice
BRUH
"the game runs fine" mfs booting up R7D1
skill issue
i couldnt boot up r1d1
the fraught relationship between FPS and d-tier levels
I could get 15 FPS on R1A1. 🙏
jesus
we both runnin the game so bad yayyy qwq
Sorry. I was just trying to be modest. It's actually 25.
:[
What are ppl running for their specials these days? I used to love the burst cannon but it doesnt feel the same anymore
yeah got nerfed
but well u can choose whatever, there isnt really an unusable one
what do u usually do in ur groups? lots of dmg? big boi kill? wave controller?
HeavyAssaultRifle, HelGun, Pump Shotty, Sniper
all specials are viable
just depends on what you wanna use
giant kill is nice to have actually, if you have any reccs
primarily what i used burst for in the first place
Sniper then
sniper, choke
chokemod, and normal shotgun, hel rifle if u aling em well :]
and its a bit lower dmg but u might high caliber
hel rifle?
hel rifleo
nah thats for funneling and too niche
thats why i said if u aling em well :3
my group generally runs precision x2 and the arbalist
varied loadout its better, 1 pres rifle its nice
Just take precision x3
2 precision rifles? please god no
Might as well
I admire the dedication but
what can i pick up to help supplement from that? the double precision seems to kinda cover the giants
cant let the first pr get all the kills yknow
pres rifle its not for giants
precision rifle is god awful against giants
theyre for smalls
precisio rifle doesnt have dmg for big guys
wtf is this
Oh, ok then
its like an easier revolver
3 pr rifles would be for giants
Prove me wrong
i mean so 3 machinepistols :3
I mean we're still super early on/new, just got to r2d1 so excuse my ignorance lol
prove me wrong
nah thats fine
i love pr you know me but i aint gonna let my man run x3 of that hell naw
it sounds n feel powrrful but it, isnt
it happens
we just fight eachother here on a daily basis
Can you campaign for a pr range buff
Why won't the prisoners just escape are they stupid?
dont worry about it
I think the people over at #gtfo-lore could give you a better answer than anyone here
get that 50m
bots literally have the ability to fucking ascend out of the pit we drop into
It would be nice if it could kill scouts at longer ranges than choke mod
had bot dauda stuck on one of the rocks out in the elevator shaft
they r mentally controlled kinda im pretty sure
def not considering the shit we do in r7
they are not
Ehhh
c3 too, we open a backdoor for henrikson
“Proves” is a pretty strong word
even our characters dialogue strongly suggests we aren't
hackett saying shit like "I don't wanna know" in response to enemies on biotracker
why would a brainwashed KSO joke around at all
But just escaping is a hard thing and also a pointless thing
i never got past the first alarm door on that level
or whatever door that was
the charger room
Blood door
I ran it with two buddies
But we also get moments in lore where the kds agents aren’t really human
I ran knife, they had sledges for bigs and having someone with a fast melee made the blood door easier
Bishop tp in r6 things
thats the part where i fail at
i have a few friends
only 1 plays gtfo
but got burned out
I have no idea whats going on there
(The 7 hour R7D1 run incident)
well thats your problem, 7C3 is absolutely horrific with bots
Will there ever be an official way to play this in VR? I’ve bought this game because of the VR modding and playing it in VR is an AMAZING experience so far!
probs not, since 10c doesnt specialize in vr
Ah…well maybe they could get help from the modders who created the vr mod if anything 🤔
yes collab
if they wanted vr for this game they woulda implement it a long time ago
probably once the game its fully release
Well it’s like @ocean spindle stated. Maybe they don’t know how
oh they do
if some dude in its spare time can do it
they definetly can
but vr its such a small % of the player base
thing is they dont wanna do it
that honestly its probably not even worth it
i rather see the next game
That’s cause VR needs more AAA games like this to help push it…thankfully modders are solving that hehe
not a fan of payday 🤷♂️
Good to know. I was genuinely interested in this.
I have yet to try it but I just got it recently hah
Well unless an official version comes out, there’s always the mod to try out 😅
Yeah, had seen some stuff about it from awhile back but nothing recent. Didn't know if it was still working with the game or not.
I can dm you the server link so you can keep up to date with it if you’d like
Sure. Thanks.
Definitely! It’s a crazy experience to try in vr when you got the sleepers blood all over your “face” from smashing it with a hammer lol 😂
should they add skins to this game? similar to like skins in ghost runner?
I feel bad that the studio is not making a consistant source of money
Not a live service game-dev
We really are in late stage capitalism aren’t we
pick your favorite company
BECAUSE ITS FUNNY JESSICA
just like the MCU, making jokes most of the time during a serious tone makes a good scene
kixeye without a doubt
does nrv probe reaction at the end of the run have real meaning besides lore?
No effect on actual gameplay so either lore or fancy text
Soon enough we get to the good part, bandit economy
Probably a silly question, but you don’t lose out on any lore/intended progression by doing the Rundowns out of order, do you?
I accidentally started R3 last night after finishing R1, and I really like it, but I was intending to play through them in order
not really
the lore is very "segmented and you dont get a lot of it until r4 and r5 if you read logs
and progression the only real progression is sleeper revels
so levels like r1d1 is a revel for things and if you play other levels you might spoil that
Yeah, playing through R1D1 blind and solo was one of the best experiences I’ve had in this game so far
how much of r6 lore is "continued" in r7, cuz idk the r6 lore
just know that 6 and 7 have the most in your face lore
Okay, good deal
I’m really liking the little snippets of lore but I wish there were more, so that sounds cool
most sleeper revels arent ruined in the game
but you should probs play r7 up to c teirs before r5
Wait really? Why R7 before R5?
That’s bizarre, but I’ll keep that in mind. I’m trying to play through each Rundown completely before moving to the next, so I guess I can do R7 after R4!
Why is that?
most revels happen around then
so if you play all c teir levels
you will have seen most of the spoilers that can be ruined
the scary things are treated really well pretty much everywhere
Interesting, alright. I appreciate all the info, thanks!
I'd expect newer players to tend to get stuck around r2c2 onward in r2
well, especially d2 and e1
imo having all the rundowns available allows you to get around what has felt like one of the big issues for newcomers: not enough A/B tier stuff
Yeah, I heard it gets really rough around that point. I can always come ask for a group here if it seems unbeatable, for sure
Honestly I didn’t mind the difficulty of the c/d tier stuff in R1, but perhaps that changes in the later rundowns?
it starts to demand knowledge of how to plan or navigate things that new players tend to take a while to onboard
as well as execution things like having more impact in combat, dealing with scouts, etc
there's just far more slack for newcomers to get away with really grossly ineffective approaches to things in earlier levels
I could see that, for sure.
so when you get to later levels and are expected to tighten things up and do things properly, a lot of those crews who've been kinda brute-forcing it get stonewalled
at that point it's at least good to have earlier tiers available in different rundowns, so that you can kinda have more opportunities to pick up effective strats in more permissive content
hm, r1's C/D tiers are pretty light though
r1d1 in particular is probably by far the easiest D tier level
Oof, that feels bad. It took me almost two hours to get through that one by the skin of my teeth
It was so hard not to take chip damage at the end because of the visibility
out of curiosity, did you find it harder than r1c2?
Yes, and mostly because of the engagement areas. I brought mines and they were absolutely awful in every one of the alarm phases.
interesting
tbh I don't remember the alarms very well at all in r1d1
if you have more of an open room layout with few or no doors to mine, then you start to look to things like sentry funnels
They’re just big rooms, and zero rolling doors to mine, which I rely on a lot.
I def should’ve brought sentry for sure
by the looks of things my playthrough was a duo with bio and a sentry
I just remember finding the level very forgettable
Huh, wild. What kind of sentry were you using? Burst?
at the time sniper sentry was still pretty good, so we had one of those
but burst is pretty nutty
Seems especially good if you’re running with bio cause of the synergy
if you're a 4man you could look at bio + 3 burst sentries, and just do funnel strats
especially if there just aren't a lot of good doors to mine
I don't know though, I haven't thought about the level in a long time
actually you could look up professor scaler's guide, he'll have tool recommendations and setups that should be effective if you're curious
Oh cool, I’ll check that out. Could be good to get an idea of good loadouts prior getting two hours into an expedition, hahaha
even with synergy I'd only run sniper sentry if it'll be primarily be firing on bigs or chargers
burst sentry is firmly the default wave sentry right now
I don’t have a lot of trouble with bigs so having some wave thinning with Burst seems like the best call
it's less about having trouble with bigs in general, and more about the specific level having fights stacked with bigs
Oh, fair point
for example, some reactors throw a lot of bigs and hybrids at you in a single wave
so maybe the right balance there would be a single burst sentry and a single sniper sentry
or 2 burst 1 sniper, loadout permitting
Yeah, you could even pull the burst sentry to keep them from popping the giant’s heads
Which I’ve heard is one of the only real issues with them
bit more of an issue if you have a sniper rifle on the team and the burst sentry doesn't have much else to shoot at
sniper rifle's in an okay place right now, but it's still pretty niche
Yeah, it seems very good at what it does, but needs a team with a load out supporting it
much of the time if you want the ability to drop bigs at range or get damage on bosses, choke shotgun will give you enough of that capability while still leaving you some fight into smalls as well
so I'd default to choke and move to sniper if you really feel like a hard commitment to that role is required
right but at that point 2 snipers would also wave thin effectively AND profit from symbiosis
so it's a hard call
honestly just bring whatever sentry you want is what I like to say
I think with sniper sentry's current balance, people are struggling to justify to themselves even bringing one
like, I'm one of the more experienced players who's actually still somewhat positive on sniper
but 2 feels like a bit much
it's no longer r7 anime sentry
it’s beautiful here
LOL
on this, I do think a lot of the fun of this game comes from applying your understanding of the mechanics to devise plans for alarms, etc
I mostly recommended scaler's guide because you've done the level, but it took you a while
so you could treat it as a bit of a debriefer
to see what's possible
I recommend these videos
keep in mind some of these are outdated
but the underlying mechanics are largely the same
like, if you want to run scaler's strats on each level then that's okay too
this is what I send to my friends when they start
scaler makes mistakes though
like leaving south door open on R4D2 start surge💀
I know they can technically break middle door
lol, scaler's not perfect for sure
but that’s once in 20 runs
he’s fun though
but even an imperfect resource can help
I used to play with scaler and ari
until they became youtube and twitch famous
lmao
I point people to rayalot's weapon reviews/tier lists all the time, even though I've spent probably thousands of keystrokes on here arguing with him over weapon rankings/balance
I don’t really agree with the concept of a weapon review because I feel like they SHOULD be treated as equals (primaries)
even though they are not tbf
but for specials sure they fill roles
I’m building my own rundown as we speak along with some balance changes
although I’m considering cutting down the weapon loadouts to 4 options per slot
to make it feel more class y
I don't see any reason for there to be an egalitarian principle for mains or whatever
if a main over- or under-performs, then we should talk about it
like machine pistol, AR, burst, dmr
and that’s it
or maybe sawed off
no way I’m putting hel shotty in
people gonna be mad at me for this
true
if your goal is distinct flavours of main, dmr and br are a little too close to one another imo
it’s a delicate balance because I’ve played with a burst which has 3 dmg 1 precision and it’s straight up OP
fair, I’ll go sawed off, pistol, heavy smg, burst rifle
and then balance them accordingly
weapons are easier to balance if there’s less of them
hmm, I kinda liked seeing AR in there



