#gtfo-related-questions
1 messages · Page 91 of 1
I like AR but I think heavy smg feels better
so
I’ll just give it extra range and precision damage
hah, sure
like a harder AR
heavy smg is pretty easy to balance from what i’ve felt so far
specials is gonna be more trouble btw
I’m gonna ban HEL rifle and gun
I think of specials in roughly three categories
sooo, i havent played in over a year. anything major i should now about between now and then?
category A: hel gun, veruta, arbalist, har, revolver, precision rifle, high cal
category B: choke shotty, sniper
category C: pump shotgun
ambiguous: combat shotgun, hel rifle, burst cannon, scattergun
Yeah that is a fantastic idea, since I love going in blind and dont' want to spoil myself
A is waveclear (loosely uptime-range)
B is ranged damge, high value target killers (range-damage)
C is high-uptime damage, sacrificing range (uptime-damage)
combat shotgun is somewhere between A and C
hel rifle somewhere between A and B
burst cannon used to be in C but lacks the performance into waves post-nerf
scattergun when told "take two of uptime, range, damage" said "I'll take damage and damage"
Hm, what would you guys recommend as a special into R3A1 if one was to try and complete the final obj solo?
pump shotty, combat shotty, revolver
can't go wrong with a pump shotty imo
I've been bringing the Arbalist V but I think the spooling up is going to really hurt trying to trudge the Neonate back to spawn
Damn really? No mid/long range? I guess you don't need it there tbf
Oh wait you're just recommending specials, I'm dumb
not really, the hardest part is probably the class iv and the burst sentry should do most of the work anyways
you can get away with anything tbh, the mentioned weapons are just the more effective ones
anyway my recommendation would be to pick at least one gun from each category I outlined
2 from A, 1 from B, and 1 from C would make sense for example
Cool, I'll try the pump shotty rather than the Arbalist in the special slot, and I'll try to not blow myself up with a tripmine right at the start either 😎
Is r3a1 the one with hybrids at the end
Then yeah I also would recommend pump shotgun
arbalist can be fine, it's waveclear-oriented but both mg's get a lot of damage in the current balance so they're quite decent at downing bigs too
though as you mentioned, there is a bit of a micromanagement hurdle with dropping baby then firing when wave comes
brings me back to r2e1 duos
Yeah, I love the Arbalist to death but the spooling up and the long reload might be just too much there
arbalist is in a strong spot right now, feel free to lean into it
it massacres waves while being one of the wave specials that's blessed with respectable power into bigs, you'll get better at managing the charge-up, it has a decent reload cancel
Nice, happy to hear that it's actually a strong weapon
I've not looked into reload cancels at all, I'll certainly have to
veruta is the stronger machine gun at peak, but arbalist is not far behind
It's still one of the strongest pick, same with veruta. Bringing it within a team is never a bad choice tbh
That's great to hear. I did try the Veruta and I found it super hard to see my targets. It could just be me but the crosshair is just way too big
hel gun, veruta, arbalist, and combat shotgun are imo the biggest balance offenders right now
in that they all play quite a bit too good outside their lane
despite playing amazingly within their lane (waveclear)
if you're running anything within that group then you're running an amply strong weapon, to say the least
I’ll probably put 6 in or something. 4 does not do the variety in specials justice
does c-foam blobs corrolate with c-foam ammo, excluding c-foam boosters
I wanna say pump shotty with extra flanking bonus, veruta with slightly less damage but 2 stagger, sniper with 15 ammo and revolver with 15 damage (hits charger breakpoint)
what am I missing
C foam ammo is the amount of blobs you can shoot yes
20% = full charge = 12 blobs I believe
this is honestly a pretty good spread as it stands
I wanna make the MG less versatile, do you think this small rework would be good or bad for the game?
from my taxonomy above it's 2 from A, 1 from each of B and C
I could technically speaking add one piercer
I'd consider maybe adding har, just as a nimbler, more accessible auto special
just feel like they’re hard to balance
uhhh fair point but I guess most people playing would be doing so because they’re bored of originals
yeah I think you need to take damage out of the mag somehow to bring veruta back into line
sure, but I wouldn't say this is just for beginners
yeah I could see damage being the way to go
that’s fair
I wanna make it feel more “heavy” though
like uhh
a medium between precision rifle and heavy AR or something
full auto slow fire rate
hits hard but also kicks hard?
either that or the complete opposite
like more of a cqc SMG esque weapon made to magdump quick burst damage
I'd revert the fire rate buff at the very least
I don’t think it’s overpowered now though
har is overshadowed by just generally more solid and well-rounded waveclear specials right now, but its dps is a bit silly
pump shotty is more sustained damage though
I'm not saying it's strictly better pump shotty or anything silly like that
but r6 har was fine
hell I used to think r6 har had a bit too much damage
now I long to go back to that balance
but not scattergun
(for har at least, let's leave r6 sniper in the wastebin of history)
hehe
my beloved
r6 sniper but with explosive rounds
10x3 damage per shot
😎
it’s just a worse scattergun then
but better against smalls
imagine wiping surges with that
I might experiment with the idea but it feels impossible to balance
like scattergun
(and sniper but don’t tell 10c about that one)
scattergun is easy to balance
hook it up to a belt-fed 20rnd magazine
done
perhaps add dragonsbreath pellets for good measure
wait till you get a team that are bringing 3 snipers on R2E1
I honestly think scattergun in the last balance we saw it in was fine
right now it might look a bit sus with its r6 ammo compared to current sniper
maybe make it one slug for 160 dmg with 50m falloff instead
unironically ive always wanted a one-round gun in this game
the sniper's sniper
can do
make it a BFG
dunno not a fan of railing
probably the only way you could have an AOE gun in this game would be that
1 in chamber, like 4 on backup
I’ll go pierce as opposed to AOE because AOE is hard
nah
it’s not gonna make it into the game
if I do ever add a piercing weapon
any kind
it will have longer chargeup than in vanilla
bc the ability to use hel rifle reactionary has always felt strange to me
i feel like hel rifles ammo is what unbalances it to me
even if you pen NOTHING it has the same damage/ammo as the pump shotty?
like whipping it out and just no scoping a charger to the front at 40m
yep
it’s kinda stupid
feel like cutting it down to 25 from 28 would be a decent start at least
if I decide to add hel rifle it will be as a low dps weapon
it’s 30
wiki says 28
right now
did they buff it
it's been 30 since, like, r5
I think in r3 both hel specials were introduced with weak stats
so I got confused
then they had a hiatus in r4 while burst cannon dominated
then they both came back in r5 with the damage numbers they have now
or hel gun might've received a slight damage buff in r6? it definitely was 2shotting chargers in r5
thats brutal
from back in the day when they used to get weapon data by shooting each other because data mining was taboo:
https://docs.google.com/spreadsheets/d/1TLAEQjYkB8eT67iz2PejtbGBe83YTjUNsf5DlAixegs/edit#gid=599022828
ahh numbers!
helgun was as its most balance
but that was my taste
hel rifle yeah it was kinda dookie
people just really understimated the pen and helgun back then
hel rifle being able to cream 4 chargers in 1 shot is. really something
fwiw, current thinking tends to value fire rate for dps/throughput, which makes the nearly 1 second between shots on hel rifle a significant impediment
Hel rifle relies on pen to be effective
you get 30-something dps out of hel rifle, which without pen means you underperform most waveclear specials into bigs
and the precision multi makes it ass into bosses
Hel rifle the most balance gun in the game
hel rifle balance debate is convoluted stuff
imo the skill ceiling is high on it, there's a lot you can do to mitigate or often outright cancel the firerate issue
and its output ceiling is still ridiculous
Who cares about dps
noone really
dps is nice but def doesn't make or break a gun 99% of the time
ive never picked a weapon and said "yo its total damage tis wild" or "yo the dps its crazy"
dps is the main argument in the "hel rifle trash" corner
ive definitely thought those things about the carbine
i just kidna see what the gun can do and its advantage
DPS is kind of meaningless for how gtfo is
Revolver has high DPS if you mcree every mag and reload cancel, that doesn't mean jack shit
DPS is meaningful on primaries
less so on specials imo
all specials kill fast enough to depend on skill and holding back ammo
yeah okay, for some guns dps isn't a great indicator, something or other makes it an unrealistic way of gauging what the gun does
can it 1 shot strikers, charger, whats its purpose, do i funnel yes or no, can i set up a multikilll?, does it have thermals
more applicable to what dps it does
but for other guns, dps is the thing what tells you how long you need to point the thing at a big before it dies
although the very reason why carbine is so dominant is because of its DPS
carbine is dominant for more than that
Isn't the argument for why hel rifle isn't that strong is that the pen doesn't work how it's supposed to and it's really niche, not because it has low dps
pretty much
for me it’s mostly the haha my gun kills stuff fast so I can get away with getting swarmed
guns pretty balance imo
people oversell pen bug, it still gets a lot of pen
thats true
but the ammo efficiency, mag size, total ammo being so insanely high help too
mag size and reload are so good yeah
reload too forgot that one
i feel like compared to other auto/bursts the carbines reserves are endless
esp when it can cleanly 2-burst grunts
I’m having a lot of difficulty balancing my ammo when I play carbine
whatever I do to balancing in my version
cuz carabine its just braindead gameplay and you can just spam it
and can deal with a lot of things
I will allow burst rifle to one burst with 1 body 2 head
because of its high damage and fuck ton of ammo
these are all fair enough, and as someone who takes dps into account I wouldn't try to use dps to shortcut these factors at all
so if you take a more balance primary you'll be more careful on how you using it
but carabine just busted
carbine is kinda busted yeah
carbine makes the game feel like l4d
just effortlessly mulching hordes
same with +main dmg hel revo or dmr
I don't understand how you're saying pen bug is oversold but saying hel rifle only has 30 dps
if I would include carbine I would nerf its damage and increase its precision to make it restricted to closer ranges and more accuracy I think
If you're only getting 30 dps out of hel rifle you aren't using the weapon how it's supposed to be used
also pen bug is only an issue when you shoot legs basically
Nah it happens for other things too
nah
that wasn't factoring in pen, just talking about its killing power into one big in isolation, which can matter
its broken even on bodyshots
Crawlers are ass for hel rifle
it has 6 pierce in the datablocks right
trust me, when i was doing that cringe rebalance video i had to do like 17 retakes because the pen didnt fucking work
i regret deeply saying revo needs 16.1 damage
that shit was stupid
only that part tho
I think revo deserves to two tap chargers
small doors
high cal in the corner sobbing
thats where you notice it the most
high cal can easily have 30 damage again btw
r5e1 you will notice it
it has 8m falloff
it’s not like chargers automatically die
like with AHEM hel rifle
how much pen were you getting on average though?
Yeah but no one who understands the game thinks "hel rifle isn't that good because it's not that efficient against lone giants"
memory its fuzzy but i always varied from 2 to 4
who uses hel rifle on R5E1 when you can use sniper instead😎
i think the issue its more about the consistency of getting those kills
like i go defending this wave thinkinh my hel rifle will pen 5 but then the homie only pens 2
then my next shot pens 4
if you're frequently getting 1 because pen bug is absorbing absolutely all of your pens, then yeah there's a case that hel rifle doesn't get pen
I don't know, I think you're still getting a disgusting cleanup if you're penning random numbers between 2 and 5
I mean, rayalot sweats on hel rifle fire rate a lot
kills bigs slowly, pen is overrated, etc
I think ammo efficiency is the thing that bothers me
yeah but ray its a crackhead
I feel like somewhere in rayalot's (negative) opinion on hel rifle is an opinion that it doesn't output the damage fast enough
your teammates can deal with giants
assuming 4 people shooting has all the damage you will ever need, ammo efficiency is the only thing that matters
okay maybe not the only thing
ehh, I haven't hurt for ammo in so long in this game
yeah because they made all the weapons so efficient
also I mainly duo so I feel throughput way more than ammo
I solemnly swear I will cut all ammo packs in half in my rd
make people think about their tools
but also I feel like if 4mans aren't stressed on throughput ever then that's a balance issue
what's new I guess
make them bring sentries to conserve ammo
sounds like more reason this game needs a hard mode
trust there’s hard stuff out there
DPS is how we should judge guns in this game
?!
they just made bodyshot damage higher
you will se the trend if you watched how the game evolve
true but I mean more a 'hardcore' mode that shakes up the gameplay for vets
Hel rifle is fine if you play it with your primary like you have sniper. Use it to supplement your main when you need to, and use it fully when you need it to do it's role
bring back r1 audio-only pings
I love how we're all like "dps must be the sole measure of gun goodness" or "dps is a trash metric that should never be used"
before headshots where really important, they kinda are still but not the way it was before
yeah but the magdump nature of alarms makes bodyshot damage feel too good
nah
fair point
been accurate and efficient was the shit
now i can just straighup dont give a crap and bodyshot everything and still have ammo spare
ammo balancing is hell on sniper yet it’s the only special I bring
unless R4E1
then I bring burst cannon
oh and R2E1 I guess
U mean u are low on primary? Or u are low on special
but that doesn’t count
yes
I think it can be brought into the action in the average fight more than sniper ever can, kinda like a choke mod
the recovery cancel on hel rifle is good for fitting hel rifle shots into fights
because shooting sniper into smalls feels like a waste and shooting main into bigs feels like a waste
and the levels aren’t perfectly balanced
Shooting mains into big is perfectly fine
with sniper you always have either too much or too little ammo
never in between if you ask me
If you're low on main just shoot to stagger and hold the camera for ur buddies
the sawed off would like to know your location
look sawed off sniper is a fun loadout but it makes me feel pretty vunerable
hel shotgun sniper is probably your best bet
and also objectively overpowered bc hel shotgun
ew
almost 400 hours in this game and I just can't enjoy the hel shotgun
not when you have sniper ammo on hand though
battlecruiser gtfo over here
then it feels like you’re making your team waste ammo
"yeah I ran through both of my clips, I need a week's paid leave to reload"
because sniper has near perfect efficiency against giants
if you’re still surrounded after emptying a hel shotgun you’re doing something wrong buddy
Good
Pub gun
I hate it
it is v good
i have the same thing with hel gun
i know its good but it just doesnt click
every situation I’ve seen ppl take it in they just don’t use it well lmao
it has poor breakpoints
AWOL it's very nice for blood doors
so statistically it looks decent
Idk what it is but people just spam it from narn
uhh what
You don't like your hel shotgun teammates peppering the enemies from 20m away, seasoning them for you to kill?
okay lemme rephrase
hel gun has undeserved, incredible breakpoints that break the game
yea I don’t like that ryk
😦
hel gun does not do it for me
I would rather bring revolver and that’s saying something
idk I ran hel shotgun for r2e1 duo for a bit and it was really good in most areas
hel shotgun against surges is great
But I ended up swapping to carbine and didn’t rlly notice like any difference
okay but this is different from saying it has bad breakpoints
it has rifle chip on smalls, chargers don't get to exist around it
yeah my bad, I thought it had 14 damage
but it has 16.25 doesn’t it
14 would be bad breakpoints
I don’t use it enough to notice it does two shot
carbine stinky
carbine bleh
I remember this
I remember it being ass into isolated smalls, therefore bad in error
hell I had an r2e1 duo with hel shotty arc too
same problem
it was so good for the surges tho
Carbine worked super well too tho
I will admit client hel shotgun was kinda nice
ya I definitely see the argument for it
1 taps on sleepers felt good
but I also just swapped back to hel revo + veruta meta loadout and got a good enough fight into the surges
just had to learn to fight, iuno
Any Sentry recommendations for R3A3? The amount of spikey bois and giants is leading me to believe I should take Sniper Sentry over a Burst Sentry
there are no chargers in r3a3
anyway 1 bio 2 burst 1 sniper would be my suggestion
no real need for foam or mines in r3a3
It must've been those then, I'm not sure what else. They killed me in one hit when they got to me
They didn't look like the Hybrids from R3A1
we're talking about the reactor level right?
Yeah, the reactor one where you need to duck into the other rooms to get codes
it has to be hybrids
unless a cheater in the lobby?
hybrids can melee, but insta-killing is giant charger territory if you have meaningful health beforehand
Hm, alright
still, 1 bio 2 burst 1 sniper is my advice
if r3a3 is spawning giant chargers then I believe that'd be some sort of bug with the wave data
which isn't unheard of, we've seen patches randomly add shadows to an alarm that didn't used to have them in r7c2 for example
I could totally see that
which reactor round were you up to?
yeah game could have just gotten funky
I know games like Risk of Rain have a stage director that uses credits to purchase enemies, and certain things can mess with them and let the director spawn some goofy shit
haha giant charger go boom boom (I had 80 hp)
I had just finished the first fetch, so 4? I was on the tail end of the third code, dealing with a giant who spawned behind, then turned around to see the spiky guy sprint past my turret and turn me into paste from full health
hybrids are insta kill territory but not their melees
chargers in r3a3?
apparently
could be something funky with data blocks a la that r7c2 shadows situation
I mean there is a possibility the heat thing work as intended
I'm gonna run it again and see if there are any issues, could've just been a fluke
upstairs in the room just north of reactor can be arranged to be a nice holding place for when they start spawning from multiple directions, fwiw
Oh that's an interesting thought, I didn't think about moving after the doors open up
may take some wrangling with leaving the right doors open (most of them) or closed (the east one upstairs, where you'd be holding while they run across the balcony to you)
but it's pretty decent for getting enemies to come at you from a single direction rather than multiple
Yeah that's what I need more than anything. I was doing fine on ammo, tool ammo and health, right until I died LUL
it's not necessary per se, but might be a good idea if you're getting bbc spawns
How much foam from the launcher do you need to freeze a c-scout? Do you spray it directly on them or at their feet?
You can do it with 4-6ish blobs, its best to spray it right on them
And how long does this freeze them for?
mm maybe 4 or 5 seconds?
I'm trying to sneak through that one area in r3d1 and the scouts keep tripping me up
Enough for the same person who cfoamed it to full charge hammer it twice but its close
You in a full squad?
Yeah
A lot of people pull that room, you can fight it and be okay if you defend in the right spot
Do what you can with the cscouts but worst case scenario is you get caught in the room and die
If it were me I'd try and snipe one of the cscouts in the back and then run outside to defend with sentries
Depends on how nice your layout is ofc
I'm worried about supplies considering the alarm and funny enemy that awaits just after
Does the resupply room have a good amount of resources?
There is a decent amount of supplies ahead of you at that point
Does a back shot with the sniper take them out?
But you should be well stocked here because you can explore all the areas you rushed through before
Yes
Oh, and speaking of scouts
In all videos I see, people just run right through tentacles and hit him multiple times without him waking up. In our squad, if we so much as graze him, he immediately goes invincible, leaving no time to even shoot a second bullet
Well idk about hitting multiple times but you get a second or so leeway after touching tentacles
If you know what you are doing you can run up through tentacles as they are extending and get to the scout in time to kill it
Running in while they are fully extended is possible but cutting it very close
Hmm
but they react to gunshots faster than touching tentacles
I've also seen people getting multiple melee hits in after botching the first one when the tentacles are retracted
Not sure why the scouts seem so sensitive and quick to react in our play throughs
uhh, from two different people?
One person certainly can't hit the scout a second time in time
We've tried coordinated take downs of chargers before and as always, it seems like they have no leeway with us
I think if one person hits it hard but doesn't kill it it might be staggered for a short time so another person could finish it off, but thats a small window
Yeah, we don't get a stagger, it hunches over and screams in less than a second after being hit
Well yeah, less than a second is expected
Do you have a video of what you're talking about cos you shouldn't ever get more time than that
I'm not at my PC right now, I just thought I'd ask and see what other people have to say
fair
I guess we just need more practice with scouts
Double melee to kill cscouts is possible but difficult
Is there any level you recommend for this?
charger scouts in particular? R7D2
Theres also this for regular scouts on R7B1: #gtfo-spoiler-chat message
there's a small amount of leeway time that you get after hitting a scout, I believe less than half a second, where it can take additional hits before it'll go invincible and scream
not too sure on the mechanics, it may be due to a stagger
for charger scouts in particular you'll require at least two full back hits with hammer to melee one
and due to host-client jank, it's recommended that host hits last
and angle matters -- you'll lose damage if you're more than 22 degrees off from a direct back hit I believe
Yeah, this all seems like it would be too difficult to set up in that room full of so many charger variants. I think we might just pull the room or sneak past
depends on room layout
but yeah I'd never sneak past
It's r3d1, from what I've seen, you can safely sneak past the room and never look back
snipe one (sniper or hel rifle or choke mod can do this with a backshot), kill room, kill scout wave if another scout went off
If you actually get past then good for you but if a charger scout corners someone part way through the room you're toast
yeah again, depends on room layout
sometimes the layout just hands cscout melee opportunities to you
Really, the scout isn't the biggest threat. The issue is that the room has so many other enemies, and the scout forces you to move when enemies are throbbing to escape the tentacles, so its a lose-lose situation
other times they hover on top of a clump of bbcs or whatever and you don't get a shot
We also have one player with decently high ping, who oftentimes scuffs easy stealth portions
Definitely don't sneak then 😂
this is one of the most difficult stealth rooms in the game
again, just snipe a scout and pull room imo
Yeah, guess we'll just do that
Hopefully the scouts are in different rooms again like last time
as long as you pay attention to the scout wave direction you should be okay
your combat skills are arguably more important to develop than your ability to sneak through scout rooms anyway
Our sniper is really good with it, so I have confidence they can kill the scout, should it be only one in the room
I actually posted a video he made in #gtfo-media
Just some other random level
If you can't kill both (or even just one of the) scouts then you can also just keep running away from the room all the way past wherever the scout waves spawn. At that point you can turn around and all the enemies will be coming from the same direction and you can safely hold down M1
But he's quick with his gun
I watched that actually, pretty clutch hold
Yeah, the mission end screen was cut off due to short, but only one player was alive at the time the mission end screen appeared and he was in "critical"
True, that room has multiple entrances, so I can hear where they are coming from and run in that direction
Well if you're confident that you heard where they're coming from then you probably want to run the other way. Achieves the goal of getting all the enemies to be coming from the same direction even faster
Yeah, I have surround sound, I'm always the one who tells the squad which direction they're coming from during the waves
Guess I'm the ears of the operation?
a sound job 
He'll be happy to hear that
Yeah I watched that too, it was hype.
But yeah, guess I'll get him to clear the scout and then we'll pull
He's happy to hear all of your praises
you had teammates ?
you talking about like this?

Wow, impressive
I'm sure the other charger giants and charger hybrids would mug me after trying something like that to one of their own, though
that clip is because im playing on 350 ping host from asia
and like they said ealier, if host is one of the people meleeing the charger scout he needs to hit second
Does anyone know if there will be any steam achievement business happening with this game?
Probably not
oh well
doesn't really change much
would've been nice to maybe have some extra "challenges". Like an achievement to finish a rundown checkpointless or finish a level hitless, or something like that
No
Sadly so
I would want to have some funni achievements tags like “You survived”
Yea and it would add more replayablility for ppl who have finished to game but want to continue playing. They could try to get 100% on the game, and finish the extra challenge. This also seems fairly simple to implement, so it would be nice.
but im not gunna get my hopes up
since you know
Considering how bugged achievements were in phoenix point... Lets not.
Inb4 another RESET
Could I get some tips for using the Biotracker effectively? I tried it for the first time today and it just wasn't it. I see video of squads fighting waves where everything coming in is just constantly lit up.
But when I used it, the range seemed totally random. Sometime it would light up everything on the scanner, and sometimes only a few close things. During the last wave of R1D1 I literally couldn't use it fast enough to mark creatures before they got past the sentries
Honestly I don't know myself. The bots are kings with bio and we are nothing compared to them.
The key seems to be to wait until wave gets closer to ping as many as possible and hopefully the time between waves is enough for a cooldown.
Well for starters
In alarm spawns
You typically wana hol it at 50 charge of tags
That way you have the luxury of tag first and run back to bio scans
Or late for team/sentries
Yeah, the video I was watching had a bot with the tracker and the entire wave was just constantly lit up
Interesting, so you mean just kind of tap M1 to keep it at half charge so you can use it on demand as needed?
They just ping everything.
Oh okay, so I'm just not ever going to be able to do what they do
If I'm understanding
Not that but
You wana wait a lil bit for enemies to be in range of tags
How can AI even compete with my sultry voice?
Or youll just be stuck with one guy getting tag
Yeah, I think I'm struggling a little about what "in range" is. Will everything on the scanner's small screen show up? Or is there a range within that range?
When the bio tracker goes ham
Thats when you take 2s to charge up and tag
you can hear a little beep every time an enemy enters your ping range
And voila 80%> enemies population is tagged
the ping range extends beyond what is shown on the bio screen
Okay, so I'm just trying to throw as wide a net as possible
The range of ping Is slightly bigger than screen
Someone might choke and tag only one guy
Just a little bit. Like 1-2m or something.
Damn, really? It must've just been a connection issue then when I had some range issues before
If you get the pinging you can tag em
I had one ping where there were like 5+ on the screen and it only tagged ONE guy in the front
Simple enough
Desync cause those
I can tell
Cause ive been there
Ahhhh okay, that makes me feel a lot better, hahah
But bots
bio has more range than the screen suggests we asked if right clicking would let us see the full distance but bleh
They are literally a living scanner when using bios
I mean going trio plus bot on bio is literally a free 30% sentry cpu buff
Good lord
Yup
Alright well happy to know I wasn't missing some obvious "oh you need to do X to tag like bots do!"
Bots can both make ur life good or in all situations shit
Anything else you may ask?
Yeah, is the Drekker Pres MOD 556 any good as a primary? I've been using it in tandem with the Arbalist V as my solo loadout, but would I be better served running an actual AR or something like the Double Tap?
You mean the rifle?
Yeah, the Rifle
Th semi auto with the green scope?
That is the one
I mean its a jack of trades to the dmr
Having more in mags
But you gonna have 3 shots a normal licker
While DMR 2 tap or 1 headshot
Pretty same reload speed
I'm wondering if the ammo efficiency (or rather, inefficiency) of running the DMR in tandem with the Machinegun would make them a bad combo
Like I really wanted a good long-range accurate weapon to compliment the MG, since I use that for hordes or magdumping giants
DMR good make shooter go ded
Which machine gun
Techman Arbalist V, the one with the short spool up time but a lower RoF than the Veruta
Yes i know
I main machine guns
Oh nice, okay
But if you’re running a low RoF gun with a tap gun
Youre gonna fall off on self defense
And i know for a fact that youre not gonna be like me and switch to hammer and destroy a whole wave
LMAO
So yea
Yeah seems unlikely
Do have combos that really synergise
Like both I always go pdw and Veurta XII
Or pdw/sniper
Why PDW you may ask?
I may ask that indeed
Thermal sights based
Damn, and that's worth not having any long range accurate weapons?
Based
I mean
i mean most fights are within 20 meters
Arbalist is a very accurate weapons
he would shred everything close
But youll be fighting mostly in 15-20meters
I suppose both of those things are true
Trust the process
anywhere else youll be fighting at tongue range
I've only finished R1 and just started R3, stuck on R3A3 currently. So I've not had much experience with any of those particular tilesets
Why R3?
Gotta go by numbers brah
I meant to go R1 into R2 but I misclicked 3 and I REALLY like it so far. And the helmet cosmetic you get for completing it is a banger
Its annoying for A3
r3 its a banger
Yep
its action pack tho
R3 is one of the goods
levels are short and sweet
With or without a E tier
Tell me R3D1 based without telling me its based
Yeah, R3 has been good fun so far, I really love it. The medical tileset in particular is really cool
i will say
You mean labs
when you go back to r1-r2
Yes, that is the one
levels gonna feel slighly long
and then from r4 and onwards
levels are gonna be long
That's good to know. I honestly don't mind the length but it does make the end really tense on a 1:30+ run
Still waiting for R6D3
I love when someone wants to sneak through respawning zone with 3 tanks and fails
Then runs out of the zone
Spawning 3 more tanks and hybirds
its gonna be longer than that
but if you make moves and you master the basics
you can have some pretty good runs
time i mean
Do consider going back and finish R2
I believe it. The runs I've lost are usually do to bad positioning during an alarm or running my resources dry by doing stuff like whiffing fights with giants
Cause R2 is basically “you got time on u boi cause this gonna be a long and painful ride”
Its a testament of resolve on time
Oh yeah, I definitely, definitely will. I meant to do them all in order, but I was told I wasn't going to spoil anything or ruin any lore by doing R3 then R2
Going blind in C1 or D tiers is long and very high risk of team wipes
r3 and onwards got cool enemies
Yep
thats basically the spoilers
Rather not spoil em
r2 have a teasing moment of it in r2a1
Yep
Thanks! the reveals I've gotten so far have been so good
You dropping anytime soon?
I could join
Oh man I'd love to, but I'm actually about to head to bed, cause I've got work tonight, sadly
Nice, I'll have to take a raincheck then
@neon gust how much you betting on R8 being completely recycled stuff
If its the end
We better fucking get to the surface
Or backwards - reach the inner sanctum that they found.
While lying motionless of the HSUs with no clue whatsoever
Grid menu for boosters would be nice. Scrolling through each one and clicking on them is obnoxious.
That one has been foreshadowed for a while now.
First time?
yep
No, I'm going to be complaining all the time.
Yeah... I asked them kindly, but no one wants to design a new UI.
Imagine me stacking and dropping them every time i want new ones
I could design one, but I can't implement it
Modding POV: 
I'm too busy with my own projects to make mods for this. But I can help basic design stuff.
Hah
As if the peps in modding aren’t like you
But sure
Cant deny any help this game gets

any tips for R3C1
go faster, bring hel rifle, go faster
Fast at the error door or the whole level?
fast after hsu
the error
u dont need to speedrun the first few areas
i mean why would u apart from bein sick of the level like i was :3
the fact that its boring
im guessin ur havin trouble with only the last stretch, are u with a team?
or bots
heavy assault rifles are fine
last stretch issue
with a team of 3
2 people defend 2 look for hsu pull doors if there is no scout and mine it
yeah, well usually it is about just quickness, the two zones are a bit different, one has a giant room and the other are many rooms
usually the best is for a couple people to hold off the wave with cfoam and a door or defend it a bit away for others to go in, at least thats how i did it i shouldnt b sayin its the best
a bot is better than nothin*
yeah
when i did it one person went in, cleared rooms, bonked the scout and searched for the HSU cause it was the one room zone, with the other u can pull those since theres many doors and the hsu is way deeper
so itll save u time yeah
the alarm gets worse as u go along so also b sure to go as fast as possible, if u need to shoot the scout cause u cant go runnin to it and u think u can deal with the enemies there, its also viable, and just along the way when u do have the HSU
if u see any doors u can close, close and mine em, even if u have someone with foam they could hold off the entire wave usin it all
does anyone know the exact number of missions that include big flyers? (including R6)
10 @frigid meadow
oh wow, more than i thought, are most of those R6?
5 r6 5 r7
Could change with alt R6, but who knows
ah ok thanks
9 of those levels you are almost always going to see them.
r7 has at least one level where it is "rare" to see flyier spawns
How do I gain access to the NA region on the discord for lfg?
I think using "Channel & Roles" thing at the very top of the list
Not super sure, go check
I keep failing at the Monster level, does anyone have advice/loadout tips?
hello, whats the part ur strugglin with?
the ending part where you have to grab the 9 items while getting swarmed by sleepers
me and my friends are able to get there no problem, but once we get there its just hell
well, smol pro tip, if u choose a whole path, like goin through the entirety of the 3 zones, u will see the swarm gets bigger for every zone u open
but if u open both doors at the start, if u go through both the swarm will be the same size, the smallest one, which means u can get 6 GLPS freely-ish
apart from that, usually dividing ur team into 2 and 2, 2 searchin 2 defendin works pretty well
and also meleeing enemies to save ammo, tho its not a requirement either
ok, do you have any advice for a loadout i should use? I normally use the hel autopistol and the high caliber pistol.
theeeeee autop isnt really for dmg, its for staggerin, it is a very coop weapon and can b useful sometimes but if ur defending or tbh in the whole level, i will not really serve u well since the waves are endless
if u want a similar feel, go for the machinepistol which has about the same range but twice the dmg, which isnt a lot since autop is 1 dmg so machinep is 2 but
better than nothin
apart from that, i would go with somethin maybe a bit more ranged, since the S alarm is very long range, and u will prob want the range too later no spoils
but its not a requirement either
ur team have have the long ranges
what would you suggest for range?
maybs an assault rifle as automatic, burst rifle, dmr, double tap as semi automatics, tho burst rifle requires less headshots as the other two
rifle is very long range and less aiming intensive, tho still very helpful
annnnnd hel revo
which is, very nice, two shots a sleeper with one headshot one bodyshot i think
but well ur whole team doesnt need these either, short ranges could also help if u got enemies very close
ok, im thinking hel revolver and the regular shotgun
thats a nice combo yeah
i used to go with the chokemod to kill off bigs in the S scan, but thats cause i played it with bots so i was just used to takin care of those lmao, then in completion i was in a team but i still had it out of routine
what is a cell skip
a strat in, if im not wrong, R5E1
idk what it is about tho
i mean i guess it involves a cell not being used
Guys are enemies supposed to be respawning in R7B3?
Anyways this has completely wrecked our attempt
We didnt have enough resources to finish the level 😢
yeah, at the start of the mission theres a red text popup sayin 'Warning, regenerating biomass detected' or something among those lines
look to the ceiling, in rooms where u see coccoons, it means enemies will respawn there when ur team is 2 rooms away
have you beat r1a1
go for whichever you want
R1b1 is really hard and it takes forever
R1B1 requires a strat then it becomes very easy
and level length wise i think it is average
no
Wdym
there are no strat
tell them what to do
i cannot not make them melee things when not supposed to
give them tool and gun that are efficent to use
people have done many solo with bots
then you should know how far you can push them
that is why i am saying that section is not good for them
they still have limit but still, you can push them far enough
Any thoughts on the Heavy Assault Rifle vs. the Machinegun? I've been running the Arbalist V for R3A3 and the spinup time and mediocre ammo economy has been giving me trouble during the last few waves that are a little more run and gun
HAR feels vert nice since its kinda a second primary
and unless you have time for aiming with machineguns, recoil will be a problem
The recoil on the Arbalist isn't too bad in this scenario since 99% of the time you're just facing a choke and magdumping giants, it's been okay in that regard. It's just been a bit of a struggle when I need to go search for a code but enemies from the wave are STILL spawning, so the long reload time and spinup are really hindering me
oh that is your problem
Reload cancel the arbalist with melee cancel/swap
LOL
Its way faster
I don't know how to reload cancel, I suppose this is a good time to learn, hahah
if you kill the wave fast enough they will stop spawning on time btw
HAR feel kidna weird to use tbh
Reload wait fro bullets to swap to 40, Shove (melee) , swap back to arabalist
Same goes for all guns that have a reload cancel
both assault rifles kinda feel weird to use
I'm not kiting them at all, but by the time the terminal search phase starts they're still trickling in. Maybe it's the spots I'm using?
if you do single tap then its good
which one?
the normal one is fine to use
its just carbine is better
har have some recoil issue
Ya. Carbine is just all around good.
would prefer the machine gun that have 60 bullet verson
Carbine's the 4-round burst one, right?
Ya
main+ 4round burst
Carbine is kinda busted
I've heard it's super super good
HAR is just weird
And really good ammo economy despite 4 shots per pull
you can make it pretty much full auto if you keep clicking
I only swap it on certain missions where I use the HEL Shotgun cause reasons
It definitely feels like it should be a special
I think it's objectively good at what it does but boy does it feel bad to use
the long reload make it weird to use for a main gun
but it work
its just weird
Yeah, no arguments here
Ya it has very niche uses.
Me: a full auto shotgun. Sign me the FUCK up
(And well it has pen)
One random: guy out here like Terry crews from expandables
I like sawed off. ☠️
Anyone know why some reactor waves are so delayed? For R4D1, chargers only showed up a full minute on 2nd wave after alarm was finished and after we cleared the 2 scouts West.
Depends on where you hold and how quick you kill
if ammo is your issue with arbalist, then heavy assault rifle isn't going to help you
especially if you're magdumping bigs, the machine guns get to do this more than har because they get more ammo
this sheet provides efficency comparisons etc:
https://docs.google.com/spreadsheets/d/1JgIVxWac3LVQvO5btULhpdlYU_Dfe2x2ZxdcQ8-Uy8I/edit#gid=1513327600
in terms of being a nimbler gun for run-and-gun responsiveness, har is that, yes
har is in a bit of a weird place right now, imo it tends to be underrated
it was always great into smalls, and it actually cuts down bigs faster than the machine guns
but you will notice your ammo dwindle if you need to cut down bigs with it often
which kinda makes it a fair waveclear special
Its 5 total for big flyers
Jish said flyers total
ah gotcha, thanks for clarification, but are there missions in R7 with big flyers, or are they R6 exclusive
r7e1, r7c2
Is the Accrat ND6 Heavy SMG any good?
yes, solid ammo efficiency, decently short reload, does what a main weapon should
Thanks.

3 in r7
someone said the heavy smg is good?
Heavy smg sucks @naive vale
why does it suck?
Awful efficiency
Garbage dmg/mag
Being a full auto
yeah heavy smg gets dunked on a lot, hence my 
huh it has really good efficiency i thought, you can kill 55 strikers with its max ammo which is more than most other mains, also why is full auto a reason it's bad?
I like full-auto because I can burst anyways and full auto a giant if needed.
it is just pdw but worse
ah nvm, appearantly the kills/refill is wrong on the spreadsheet. It has average efficiency. But dreadful mag size
Dont full auto giants with main guns usually :|
looks like if you do perfect 2+4 kills you can get efficiency comparable to the pistol
but you need to put in unrealistic work to get anywhere close to that, and its poor body efficiency is probably closer to the truth
https://docs.google.com/spreadsheets/d/1JgIVxWac3LVQvO5btULhpdlYU_Dfe2x2ZxdcQ8-Uy8I/edit#gid=1513327600
(edit: eva says the spreadsheet efficiency numbers are wrong, feel free to ignore pending confirmation)
well you're never going to use it against giants since it's a main, all mains have very poor efficiency against tankier enemies
heavy smg needs 3 mags to kill a giant
Use sawed-off. 🙏
I know, I always use special but that isn't an option sometimes.
As said above, its efficiency is better than stated. But average only at best. And mains suffer from usually not getting even remotely close to their theoretical efficiency
Not that one fn
the other
if you wanna mag dump giants. See hel shotgun or carbine
i know but the practicaly doesn't differ immenesely, especially since this game emphasizes precision
hel shotty does 3 1/2 times as much per mag compared to heavy smg
Carbine does 2 times as much
granted the amount of staggering is staggering
Burst is incredibly important
heavy smgs mag size is not good at all
im not saying you full auto spray, of course you're going to burst, i dont see why the mag size being big is a bad thing
Let me shower real quick i gotta get rdy for uni brb
to me the damning things for heavy smg have to do with its throughput, e.g. low damage per mag, likely 3 kills per mag unless you're a god
if you gotta do stuff go ahead, i was mostly just throwing that comment out while browsing
ammo efficiency is still going to be the most important factor, and mains dont really differ all that much in kills per mag, not to mention reload times arent that long and mostly dont matter anyway if you're keeping your distance (which you should be if you're not running a shotgun)
nah, imo ammo efficiency hasn't mattered that much in a very long time
and heavy smg is probably hurt by keeping your distance due to its falloff, no?
I looked up the reload times, looks like heavy smg has a decent cancel which helps
in any game with scarce ammunition, ammo efficiency matters due to the fact that you just dont have many bullets, so every bullet becomes much more important
yeah but gtfo isn't really a game with scarce ammunition
depends on specific falloff, but there arent many long ranges in this game to begin with
some missions i know go overkill with the ammo but most missions restrict your resources, that's always been a core part of the game no?
yeah but you suggested that players should be keeping their distance when discussing reloads
especially with the amount of alarm padding
yeah reloads dont matter at mid ranges i meant which is most areas in the game for fighting
there are exceptions but most alarms are in moderately big areas
it's a part of the game's "identity", but if you're skilled with gunplay and getting neat kills then almost every level in the current build gives you more ammo than you need
in short range yes reloads matter a lot more obviously
friend, heavy smg's falloff starts at 7m
oh really? first ive seen this take, are there specific rundowns that follow this trend? or more overall thing you'd say
I'd have to go out of my way to pick specific levels that actually feel ammo-constrained
no need for the passive aggression lol, just talking
also idk what 7m looks like exactly
no aggression (passive or not) implied/intended
pump shotgun starts falling off at 4m
to get a real idea of how falloff works out though we'd need to nerd out with falloff efficiency calculations
like, hel revo falloff starts at 10m
but at like 20m out you're still 1+1'ing strikers
Fall off goes from a liner relation shit from start distance to max distance where you do 1/10 of the dmg
yeah but to know how it affects kill rate you need to analyze breakpoints and whatnot
It doesn’t change much for pdw and heavy smg
I guess for an auto you can just say "when does x amount of bullets go below 20 damage"
Thanks for the info! I did end up trying an expedition with the HAR instead of the Machinegun and I definitely ran into troubles after needing to dump into bigs multiple times in a row
we're spoilt by the ammo pools the mg's get access to
burst make gun shoot at light speed
its just broke my mouse
do you know of a falloff chart i could look at? now im curious about this
apparently this sheet does those sort of calculations?
https://docs.google.com/spreadsheets/d/1JgIVxWac3LVQvO5btULhpdlYU_Dfe2x2ZxdcQ8-Uy8I/edit#gid=1867550002
ahh the bottom i see, thanks
oh even better, appreciate it
I don't know, most of what I've said about heavy smg is kinda armchair stuff
the autos in general are in a rough place, so when they add another one I kinda compare it to pdw on paper and if it doesn't stack up I kinda shrug and move on
Ammo efficiency on mains doesnt matter that much unless the gun is already cracked or bad.
I don't even think pdw is really worth running
dtr, dmr, hel revo, carbine, burst rifle, rifle?
like, the thermal is neat, but it's also kind of a crutch?
and in order to bring it, you need to not bring hel revo or carbine
which in particular means not bringing hel revo
and tbh I check out even there
hel revo is bae
but I do think they should do something to lift the non-pdw autos up
pdw is in a nice place if I put my balance cap on
arguably overtuned maybe? I don't know, it's cushy how they made the thermal gun a good hipfire weapon
Also mag size is incredibly important since it lowers what you can do immensily
heavy smg at perfect value draws even on kills/mag to hel revo (a lowish ammo/mag main which has pen and far superior range tho, aswell as being better due to being a semi)
It can not kill 2 chargers per mag. It needs 3 mags to kill a giant or hybrid/chicken or bbc (death basically)
i mean map wise, rarely are you at super log distances, wdym about the ammo efficency?
also outside of dtr dmr and maybe burst rifle, main arent necessarily long distance (but i guess it depends on what you define as long range)
I think as players get better, they get much better at maximizing the value offered by range
aside from carbine all of those guns easily kill stuff 20m out the same way they do 5 meters
like, putting work in on enemies 20m away is pretty common
the usual combat is between 2 and 20 meters roughly
having a bit of a hel rifle arc taught me that you can get value spreading engagements out to the 30m+ range on the bigger tiles
wrt 20m, if you can start an engagement on a wave with your main that far out, then you get to use your main on that wave as it closes that distance, which means your main gets to put in work for a longer duration
mains as a rule are throughput-challenged, so the mains that get to use range to prolong an engagement get a pretty meaningful advantage
@frigid meadow anyhow. Heavy smg is a bottom 3 main basically
it struggles to keep up with a lot of guns
i see, ill probably do some of my own research to be sure but i appreciate the insight. last question, what would you consider to be 2 of the mains' best options?
Carbine and hel revolver
Hel shotgun is arguably giga broken, but its niche due to how it works. Thats why its commonly held below those 2
gotcha, thanks
actually one more last question, why are full auto guns seen as weaker (i mean guns you CAN full auto, i dont MEAN actually shooting full auto), in terms of mains
harder to actually be efficient with due to bullet control
Also a lot of them have very bad stats generally
sorry fixed a typo
imo it's mostly just the bad stats thing
people tend to waste a lot of ammo full auto due to overfiring, and just plain missing
the full auto weapons also have worse stats by just a little bit.
combined, they're still pretty OK, but not best
there are advantages to being able to spray rather than having more of a marksman semi experience, the auto just needs to be actually good
as a new player they're nice
I think new players are most prone to wasting ammo on autos
new players with semis are more likely to learn neat kill requirements
but like, the auto specials right now are cracked
i just remember crutching on heavy AR majorly some years ago 🙂
bullpup: awful reload, base dmg, bad dmg/mag and dmg/refill
Smg: low range and dmg aswell as dmg/mag
AR: lowish dps, dmg/mag, dmg/refill
Pdw: low dmg mag/range (exchanges for insane reload speed, thermal and good dmg/refill)
Machine pp: awful range, spread, not so good ttk
Cuz they actually get more dmg than their semi counterparts (combat shotty aside) for wave clear
oh, is there a best turret at the moment? last I checked in was when burst was god
or are they balanced now
burst should be your default
sniper is arguably undertuned, but can still put work into chargers/bigs when you need that, and is good to mix with burst on reactors where it can use generous sightlines to do good work into bigs
auto bad (okay it's meant to be a stagger/delay sentry, on paper maybe good into surge alarms, but in practice even then ehh)
shotgun bad (inherently wonky because sentries aim for heads which wastes shotgun pellets, they compensated by buffing its stats into the ceiling, might be good if you care to put the effort into finding good setups for it but imo save yourself the trouble and take burst)
aight, sounds good 
on this,
I've registered my mild dissent on these bullpup damage remarks before, imo give it a good reload cancel and maybe a slight improvement to bullet cost and it's fine
I can actually respect switching to mpp for huge up-close holds, though it doesn't get that far out of carbine's shadow here and if you're running a nimble special then you should pass up on mpp in favour of hel shotgun, so mpp's area of comparative advantage is pretty narrow
obv. prevailing opinion is that pdw is pretty strong as is
Bullpup 2.1 DMG coming alt:r6 confirmed
man, if new players weren't so fond of the look and feel of bullpup, I wonder how hard 10cc would buff the gun's damage and ammo in the face of players snubbing that reload
bp: 2.1 damage, falloff: 12m, bullet cost:1.5 >1.8
smg: 2.3 damage
AR: 2.7
machinepistol, hipfire 3 > 1.0
carabine: 2.38? > 2.1 falloff 10m > 8m burst delay 0.1 > 0.235

now go fight
bullpup would have to near one-mag a giant to justify that reload
why are we using giants as a metric
theyre for smalls
if the gun its design for a small
then why try to justify buff it by saying giants
sure but the impact has to at least come close to justifying the reload
and most specials reload quicker
one-magging a giant was just an example
the reload needs to justify the benefits of the gun
bp have good, range, laserbeam spread, the only gun with 1x pres mult
you still only bodyshot like 4 enemies per mag with a 2.1 damage bullpup
if all the gigachad vets are going to get perfect neat head+body kills with no overspill, then I'll stand corrected
nobody hits full spreedsheet numbers ever
but at 2.1 damage you neat bodyshot kill a striker with 10 bullets, which is 4 per mag without overspill
so in practice maybe you get some headshots, maybe you get overspill
you will get headshots
imo it nets out at around 4 kills per mag
then you send your gun back to the manufacturer for a reload
unless whoever its shooting its a lobotomite then i really doub people will go and bodyshot only
like I said, I expect some headshots, some overspill
hel revo without reload cancel

and hel rifle was just for funneling strikers