#gtfo-related-questions
1 messages · Page 126 of 1
If a door is fully cfoamed and I spray more on it, is it just as effective?
Or does it loose efficiency after its covered completely
afaik it does nothing
until enemies attack it to damage the foam of course
I mean if it gives the door extra hp
no it has a cap
idk how true this is but i remember reading someone say that the foaming animation is just an animation and 9 blobs is the max a door will hold
I'd assume it does, but does it give hp with the same efficiency or is there some sort of diminishing returns
Ah I see, and how many blobs would that be?
OK so 9
Thanks
Also goat name ngl
Of course if one blob "disappears" because enemies are attacking the door and you put one blob it refoams it, or permafoaming wouldn't be a thing
Yeah, just wondering cuz having a bit of trouble w r2e1
And the 1st surge alarm would be much easier if it had no cap
Once the door fully freezes over - its capped.
However: you can contunously reapply cfoam to the door as enemies keep damaging it and keep them out that way effectively forever (until your foam runs out)
I knew that much, it's just I kinda can't do that bcs full team scans on r2e1
Thanks!
Is the "regular" shotgun any good? It seems amazing just from the stats bcs 30dmg per shot, 8mag, ofc very short range tho
But I don't ever see it used
it is good
it has a bit of ammo issue
it is used, it's a very flexible ok gun, just on many groups usually they go by more specialized guns for the level
it's a very nice like blind choice, or even just if u like it for some situation
if you compare it to other weapons
Can salvage near-wipe scenarios because of that 30x8
but its a sick allrounder
^ What eva said
which is probably why its not used as much in later levels centered around a gimmick
eh
Got me through R2E1 didn't it
But yeah, not ideal when the adults start to show up
I see, I was considering it bcs it seems good for dealing w smalls during surge alarms
combat shotgun > shotgun for anything small
i mean... yeah, shottie is fast, but it has too much dmg and lil ammo for what u can do with other weapons
pump shot vs ||tank|| is also a very fun fight
I see, Ill try that. Thanks guys (:
if you're going for a shotgun for r2e1 just take the hel
its got all the stats that excel in r2e1
Idk why but i just can't get used to the charge up so it's not rly a option for me
I miss all my shots with any charge up wep
hel shottie doesn't have a charge up
das hel gun or hel rifle
it doesnt charge
^ what Coz said HEL Shotgun is so good for the Surge alarms in R2E1
Ohhh I was thinking abt hel gun my bad
I didn't even consider hel shottie, I'll have to try that out too
The Pen + Stagger makes it a great weapon for R2E1
I'm not getting within 10m of a tank
1 more gun related q, is heavy ar good? Cuz from the stats it seems that the machine guns are just better, except for the charge up ofc
And the range but range won't matter much in r2e1
Its arbalist without charge up and like 30% quicker reload
Its very versatile, but runs out of ammo immediately
30 / 119 is such a fucking painful number to look at
is very much a weapon to tap tap tap lightly
not like a machinegun that u can spray
Yeah
basically, all specials are decent at least. Some obviously might be bad vs certain enemies (aka precision rifle vs chargers or sniper vs babies) but they are all fine
HAR is on the weaker side of those but also works decently well as a small clearer
Choker is under review. It feels meh to use
i like choke
Tried it on R6A1 like yesterday
Alr good to know, I'll just stay away from it for now then.
I love choke
There is... A disgusting feeling to clearly hitting the striker and not see him die
shotguns be shotguns
nah thats you
we had this discussion yesterday
choke is strong enough
And 2.7 reload time for 4 whole shells is too much.
its not rly worth it to take since its a specialized generalist
and theres better generalists and better specialists
artek
the same
fucking
gun
was A tier
for like 4 rundowns
in a row
and it got no changes
Yeah, and now it has competition
it also had competition back then
High cal, shotgun and sniper
now its just
high cal, shotgun, sniper, burst cannon, scattergun, hel rifle
and hel gun
theres 2-3 guns per niche of choke mod
basically
I do remember people claiming that "actually the high cal is the inferior choke"
choke mod is perfectly fine to take
yes
because that was the case for R7
after that high cal got changed/nerfed
back then choke mod was the best anti tank (until R3) and best anti charger weapon
I'd still give it a 10% boost to reload speed. The reload to shoot ratio never felt right.
After that i think i'll have exactly 0 complains
doesnt it load shells at a time
the reload animation is always the same
the guy inserts 2 shells
same as pump action actually
i mean all the mag versus one at a time
i kinda think this to burst cannon tbh
when it got nerfed i hear for so many people the recoil made it unplayable, but like literally the worst of the bunch, can't get used to it and now it's short range
and now after buff, the recoil wasn't even touched i think but immediately people started sayin no it's back, just crouch as u shoot it
and it's like, bruh and u sayin this till now?
Yes, it reloads the whole "mag". There is not a single gun in this game that reload by the bullet.
tbf the crouch thing is smth we didnt rly know about (some may have known but wasnt spread)
and yes, the 20 dmg breakpoint is MASSIVE for it
yeah, i get like one shots smalls it's huge but all of the complaints i saw with it where only recoil, only recoil actually many said the dmg was fine but the recoil killed it
but like, two days after r6 i hear that crouchin strat
and i'm sitting there like ah until now u discovered it
3 / 12 sniper
3 / 12 sniper
do it, you cowards
people were malding about the recoil because it deserved the nerf to 19 dmg
it wouldnt have been good without the buff
and with the recoil the 19 dmg one just felt bad
no yeah i get its bit of overkill and im glad it is now like it is, but for me is funny that strat wasn't talked until now kdmskdm
Yeah, shooting smalls with BCx19 was horrible
Imho they shoud've try to experiment with it a bit more
i think it was, fine, i stand by my word, but now it's much better
like i get the opinions
Try 15, 10 damage, try giving it different ammo ammounts, removing the wind up...
i am not sayin the nerf was too little or they should've fixed recoil nah kdmskd
So like Titanfall kraber
now it's 110 is fuckin hell kdmskdm i'm scared
you just want them to remove the wind up, so no
If you're an FPS god - good luck
idk if this, this might b dumb but
burst cannon wouldn't feel so powerful without the charge
shouldnt u be eating rn?

it needs the charge to feel so powerful, not to be powerful, to feel
what u nommed
it is weekend
en español, ahueso
isnt it like 4 am or some shit like that
good luck
my pillow are made from bambo
the space between them will cut yo ass
maybs i'll bring a towel to sit on em
i will not i'll forget but, what do u know kdmskdm
The content we face has changed a bit.
honestly no
Choke: good vs bosses and chargers, decent vs giants
what does R5 have, all 3
what does R6 have, bosses and giants
and it legit existed in R4 as a weaker gun and was alright. But back then burst cannon was cracked af
dont say its appearantly weak now that rundowns are available where its still completely nice as a choice
I'd contest that it's good vs. chargers.
id say its the same vs chargers as high cal tbh
It's good for some charger errors and it does the job well if you need it for other tasks.
4 shells and not a hyper reload (i consider pump as a faster reload)
But the 4-shot limitation is really gnarly.
i would jsut take hel rifle lol
hel rifle, the best anti charger weapon is better vs chargers? SHOCK
i dont say its better
VS smalls too frankly
Like, when 3-choke is taken on the R7E1 speedrun, it's not because Choke is amazing, it's because choke has a good spread to cover all of the needs of the level, while HEL Revo can carry any loadout.
but it is what i would take
@sturdy glen yup pretty similar
higher range, higher fire rate vs smaller mag and slightly worse reload
RNG chance to get a double kill
I think this stands out a lot in R3D1, for example.
Choke is just very limited compared to other options.
I do, but the fact that you can play for it
implies more meaning than you are saying
pen is very strong
depends what you mean limited
its limited in its max output vs anything specific
but it isnt limited by what it can be used against well
It can’t kill small consistently beyond a certain range
It has a good spread for everything in R3D1, but because it's a lot less potent it can just be better to accept the sacrifices of a more specialized weapon.
this is true
but the point is that this doesnt mean choke is weak
which is what i (and as far as i can tell chill dude) have been saying for 2 days now
btw
While Hcp can guarantee to 1 shot most of the time
how much better do we think choke mod is for bosses than high cal
choke isnt weak
other guns are just more specialized and strong rn for those special things
it does, though.
Rayalot quoted to say choke is F tier confirmed
8-mag PR is weak even if every level has shadows and bosses.
i mean
imo
anything with a cracked out reload
or a very fast reload used by reload cancel
Surely the extra precision should make a different in ammo consumption or something
its mathable
ye I dont think choke is weak from a balance perspective, it has just been role creeped
My high opinion of choke prior was also largely deferring to people that use the gun more than me, but the more I've actually played choke the more I realize I strongly disagree with those opinions.
is a gun that i would love even if its dmg stats suck ass
Technically speaking that should be like +25% damage...

I genuinely think that choke is just kind of mediocre.
I feel like when it comes to cornering a mother - i'd rather have choke than high call. Something about more reliable hipfire and less kicking.
true
but youd come across that like 1-2 times per game
i think a lot of the high cal being better now vs bosses is the stupid ass client interaction with tumors
on deeper level
And i don't risk accidentally hipfiring my teammate on the other side of the target
it is, this is why ive been so invested in that part of convos lol
i know it isnt "better now" but knowledge of it
the extra bullet in high cal as well
because I used to think choke mod was super good for bosses purely because of the client shotgun abuse
id be down to have that discussion
but i think its rough over text
since a lot flows into it
agree
dms :o
mag size, fire rate, pellets vs single shot, dmg/precision
circumstance of boss kill
host/client
host to client gun combos
etc etc
Literally just buff reload. It reloads slower than its competitors for the same break point that also have more ammo in mag. That's insane to me.
Why would i pick a gun that deals same damage, but has smaller mag AND reloads slower? Kinda... Kinda stupid, if you ask me.
a buff to reload speed could be neat yep
Or make it fires a slug instead
You just recreated high-cal
man
With uh... 20% more prec damage
I saw one implementation of that
but they kept the "spread" of a shotgun
so it did not fire "straight" while only firing 1 pellet
it was painful
Except nowhere near the dps
Fair
the mag dumps
High cal has longer cooldown and far more annoying kick of recoil
Can't just throw shots down range at maximum speed reliably
Choke kinda can do that
It doesn't kick that badly, does it?
tbh
Choke mod is like 10 times the fire rate
It can fire as fast as you slam the button basically
@tardy ingot Would you disagree that taking choke for versatility tends to just make you bad at both wave clear and giant clear?
I think that's the main problem I have with choke.
you can reliably shoot the choke mag in the span of 2-3 high cal shots
not bad
but it spreads its power yes
if sniper is 10/10 vs giants and 1/10 vs smalls then choke is 5/10 and 6/10 or smth (just rough numbers dont think too much about it)
which is basically the point ive been making so i kinda agree
I would absolutely say bad.
Choke has very limited wave clear, and struggles to kill giants very quickly if it's not one at a time.
Like, R2D2 is an awful level for choke.
I do not think so, I think that's a pretty accurate description.
Choke is only marginally better than most wave clear options for giants.
I agree with him, the thought of trying to hold waves on R2D2 with choke pains me
R2D2 is a fine level for choke
you just arent main wave clear OR giant clear (which is its issue again btw)
choke supports both options decently well but cant shoulder either alone
meanwhile a sniper player can only deal with giants not with smalls
and a MG guys wont want to shoot a hybrid
The issue is, I don't think you're actually losing much by taking Sniper instead.
Your Main is the vast majority of your small clear either way.
because you have more than enough wave clear with a competent wave clear player
but that doesnt mean choke is bad
That is the problem
In other words its the old bullpup
THIS
thanks
conversation closed
Its a gun you are only allowed to carry because your team does everything for you anyway
But at least you actually deal damage this time
can we close the arguments and do some runs?
it just doesnt do anything best anymore
There's no reason to get a bit more but terrible wave clear when the consequences are your giant clear is also terrible.
And if you're killing one giant every now and then, any waveclear special can also do that.
solution really should just be, reduce base reload and give it no reload cancel whatsoever
you get what you pay for
It has reload cancel? Didn't even know
pretty much every gun does
just 0.1s
it bothers ppl like me when guns dont have it cuz I kinda do it instinctively
really makes anything already cracked out on reload speed
For the argument's sake: what would 35 dmg breakpoint change, realistically speaking? Touching nothing else, of course
skip the load up animation
the only guns i dont care about it are the ones that are fast and smooth
like machine pp and sawed off
in which it 3 shots giants
honestly
Consistency, and you can play more eco for giants and bosses.
sawed off is the main one
i honestly rank it 6th
I think improving Choke reload would be enough, though.
It kind of blows for wave clear because of the poor uptime, it's not always pheasible to dump two mags into waves due to the downtime involved.
Same for killing more than one giant, you and others end up in so much danger when you have so much time with no staggers and there are still priority targets up.
Use cases for HEL gun, HEL rifle, and burst cannon? Furthest I have gotten is R4C2 so if they are good against something that hasn't shown up yet, please don't spoil
being good
all of them have very high ceilings
hel rifle having the lowest of the 3 but being the easiest to use
and BC being good for bigger enemies
Choke is doodoo
I took it into an r7d2 back at the start of r7 and I was a spectator that run
HEL Gun:
Jack of all trades if you can handle the charge up shenanigans.
15 dmg per shot, penetrates, i think it oneshots biters on a headshot (if you can land one), can be spammed somewhat.
Catching a whole wave in a tight choke point is devastating.
If its not up to your taste - then that's that.
HEL Rifle:
Its like HELG only upscaled - twice the damage, half the mag, reloads just as long.
Oneshots all small enemies in a single hit - no headshot needed. Also counters chargers
to shit because it oneshots AND penetrates them. You should've seen them by now - now imagine killing 3 of them in a single shot.
Can be used as a downscaled Sniper Rifle with a worse zoom.
Burst Cannon:
An alternative to Sniper Rifle with a bigger skill ceiling.
Shoots in a 22x5 bursts meaning 110 raw damage which leaves giants with a sliver of health. Great for bosses too.
Advantage over sniper: can be used against packed hordes of smalls as well - just whiff your burst across the wave. You should reliably get at least 2 kills, which is more than Sniper can do in the same situation.
I feel about the same on basically any level.
Especially if you want a carry weapon, there are so many better options.
yea know ur place hel rifle user...
The only reason that I would take it back then was it was great at snatcher kills but it's overshadowed in even that role now
theres only everbeen like
1 time ive used choke
and it was for r4c3 duo
but even now i dont think its worth there
I think I saw you used choke in r4e1 duo where u choked in the reactor hold....
LOL
yea man idk how it got there...
thinking about like r7 times, im not even sure what i was running
i used high cal for a while then they nerfed it
i think i was a pdw mg pub tbh LOL
Veruta or arbalist
veruta was the only one back then
of course
honestly idk what else i wouldve used at that stage of the game
maybe i couldve stuck with high cal
Wasn't around in AltR1
Was it not?
Not until AltR3
Right, i misremembed once again... It just felt like it never left. Or maybe its a statement how much i don't care for it that i didn't feel the difference.
dude what even was av ailable in r7
i feel like im blanking so hard on some of the guns
I think HAR survived
Can precision rifle one shot scouts
Precision Rifle (pre nerf)
Yes.
hel shotgun!!!!!!!!!!
Oh right, the big boy joined the town
and everyone thought it was dogshit
Stunlocking BBCs in C3
wasnt HAR super hard to control in R7?
Also that, yes
It was horrible
Absolutely disgusting
With recoil like that it should've delt 10 damage a bullet
recoil and bloom nerfs will never cease to amaze me
least player friendly balance changes
What's the bloom in that context
random directional firing alongside the gun moving
I think it was legit just sniper, high cal, and mg that people were mainly using
Pump action never leaves
I don't think it was popularly used in r7 though
Then again most people can't get value out of it properly, nor do they want to
Good ol' melee with ammo
im always gonna be against that weapon just cause it drives me insane watching some people run it
its so polarizing yea
that goes for most non choke mod shotguns tbh
ive seen some pretty painful usage of combat, regular, and hel
its so funny tho when people say hel shotty does no damage
@sturdy glen hel shotty supremacy
i dont think i ever thought it was bad tbh
but then when combat shotty was readded in alt I fucking loved it and learned how to use shotguns in this game
hel weapons are usually pretty good
but it wasnt a gun i was terribly invested in
i rlly started to hate it when i played pubs
whats worse
Someone shooting hel shotty at 10 meters
Or someone spraying machine pistol at 20

i guess at that point u have to ask which one is gonna stagger more
obviously as a regular thing
if theyre full autoing the hel shotty at least it looks like its doing something
but yeah ammo goes poof
i think i shot hel shotty at that range in the fuckn c1 speedrun
its ok if you shoot it to stagger smth for someone at that range
just do it for fun i guess
I think it just hurts the more damage each shot could be doing when they do it
cuz those ppl will do it with any weapon
this is why hel revo will stay winning
except for that one guy that thought heavy smg was better
hope hes having a good day
hel revo is overall better just cuz it always works
what's not to love about it
the only real reasons are
- liking how other stuff feels better
- wanting certain things hel revo isnt as good as in
i guess hel revo kinda sucks in the full auto department

so do most mains
its just kind of an argument of what you should expect from your main
i took rifle a few times before nerf because of the bigger mag size
and it pairs well with hel gun
in which hel shotgun is NOT the status quo where it excels
i can see the same sort of argument for pistol now
i liked the feel of carbine hel gun for r2e1 duo as well, that was fun
carbine and dmr are the only real permanent competitors to hel revo
both playing very similar
id always just take hel revo cuz I love pierce
like what other things are there that hel revo is outvalued for
- hel shotgun overall for close range and bigs
- shooters/range (dmr)
- thermal (pdw)
- stagger, hel shotty/auto pp
- raw output (Carbine)
Uh think thats it?
Maybe you add sawed off now for charger insta kill ? Lol
id argue mainly just shooters for dmr
unless you purely just mean having zoom
actually, wait nvm chargers ig it matters
ok tbh eva if im going stagger i dont think im ever taking hel autopp
oy
it does insane work at that
like actually insane
but…
It sucks at everything else
exactly
well… it has decent efficiency with pen i guess?
pistol is p good for stagger for a decent few enemies
and not doing 0.1 damage
this is like the strongest pistol has ever been i think?
The range is also noticeable in some other situations, but its not exactly the most common thing yes
yeah, the main situations I could think of wher eit would matter are ones you wouldnt be doing anyways
I rank hel pp quite low
ie shooting a giant from really far away
but people have forgotten how well it holds waves
cuz small breakpoints remain the same between both at range
ive definitely not forgotten
you can actually stonewall alarms with 2 of them
using barely any ammo
issue is cleanup
take 2 hel pps, 2 hel shotties
4 hel rifles (to fuck the shooters)
Hel pps stall, hel shotties murder

i dont think i will
did you take hel shotty hel rifle
lmfao
blocked.

What would be the best special to compliment HELPP if i were to run it?
HAR or HCP probably, right?
one that does damage probably
Depends on what you wanna do
id almost want to say BC
I want to deal damage
perfectly played BC prob
like 5 people on the planet can use burst cannon well against smalls tho
true
I need to learn it cuz it feels as good as pen
and i havent bothered trying since the nerf
host bc feels great

the thing with like hel auto pp is i dont wanna just only stagger enemies
unless its a gimmick run
it just feels like a gimmicky weapon
i think hel pp is „fine“
theres only one person on this planet that im ok with using it
in that it might want more ammo
like, if you want to play stagger to peel it works completely well as a support gun
ok but what if i took pistol instead
actually no hel shotgun can apparently stagger 4 BIG CHARGERS
at ONCE
so i guess pistol loses
I don't think anyone's using HELPP unironically ever until they buff damage to like 1.2 if not higher
the comparison was unfair to begin with cuz pierce is stupid
then learn to aim with hel pp
get the efficiency boost

ok but i dont wanna be the stagger monkey of the team
Dmg doesnot matter herehonestly
im so close to diamond...
oof, i havent played cait in ages
I think it does. No one likes a gun that's made to do anything else but actually deal damage.
i learned that taking that game seriously was a terrible decision
so now i just mess around in the rare case that i do play it
i coached a div 3 team for the lulz a year back
it was interesting
Reminded me why i love n hate the game
just playing to fuck around is way more fun
i just want them to bring back mathematically correct sett so i can instakill lux again
Autopp and sniper work well if it's a level where u need sniper but aren't using it constantly
The absolute support player lmao
Like in r5d2 for example, you can use sniper ammo during the first alarm, use autopp for the entire duration of the class 9 or whatever it is now and end up fairly balanced afterwards
Never fights smalls, just stagger them. Deletes giants and goes back to small staggering.
There's some maps where you cannot burn main ammo fast enough to keep balanced, autopistol would be bad for that
dual hel pp 🤔
huh?
ryk i know a player who could balance their ammo out really well...
im sure u know who i mean...
LOOL ok i get it
dual wield hell pp
if only
me and my friends just completed R2E1 after all this time, I'm wondering why theres no checkpoints for any rundown before 6? Cause there are very difficult missions in previous rundowns?
they only added checkpoints in r6
adding them in previous rundowns would ruin the experience
idk I feel like dying 2 hours into a mission ruins the experience already don it?
besides they had a chance to with the ALT rundowns right?
and if it does ruin the experience why add them to rundown 6?
The levels were designed with that possibility
The levels in r6 were designed with the intention then in mind
The alts are just a way for you to play the old levels largely how they were (minus some changes that some people don't like), adding checkpoints to them when they weren't there before would kinda sully the games identity a bit
There are already plenty of old players who are unhappy they were added in the first place
it just feels some missions need them more than the missions in rundown 6
its weird having half the game be extremely difficult and then the other half being ez pz
As a new player I liked the checkpoints if r6 n r7 but after playing ALT 1-5 rundowns I can say they were completely unnecessary
I've been playing this game a while now and R2E1 was unnecessarily difficult to get past
and I feel like its necessary to pass cause it provides the start for rundown 3 the neonate
story wise i mean
E tier lvls are supposed to be like that
yeah but it was harder than rundown 6 in its entirety
I simultaneously like checkpoints and dislike them
It's nice to not have to replay an hour of shit to get back to where you were, but also it takes all the risk out of the game imo
Extremely hard and can wipe you if you play around too much
like i passed most of rundwon 6 by myself meanwhile took maybe 20 tries with a full squad to get past r2e1
i dont mind risk, but its already hard enough allocating time to play with friends in different timezones, jobs, stuff like that, and wasting 3 hours to pass a mission just for the hell of it isnt very fun
i like the risk, but theres risk in not getting to a checkpoint
i think if they were limited use it would be better
right now if you hit a checkpoint, you're locked in no matter how bad you do
this
i dont want it for every mission
just the ones that take like 5 hours and are hella difficult
like r2e1
I get why E tiers dont have em
i mean whos the target audience? mostly the people who get to play games all day are kids but this isnt a kids game and adults dont have the time to be wasting 3 to 4 hours a day
whys that
well they're supposed to be the culmination of difficulty, the game throwing everything and the kitchen sink at you
The only e tier in a rundown with checkpoints deliberately doesn't have one
it makes sense E tiers don't have checkpoints, even if I despise r7e1 partially cause of it
nastiest yet best way to say that lol
then maybe they didnt need an e tier in rundown 2 lol
Why's that?
Full charge still breaks giant parts with hammer right?
like if its a prologue to rundown 3 story wise and its only rundown 2 shits just gettin started
yea
i can do that with the bat
R2E1 serves as a good intro to E-tiers imo
feel like it coulda been better placed
i think levels like R2D2 previously teach the player to work under pressure
prepping them for r2e1
like rundown 4 and 5 are kind of filler rundowns right? rundown 1 is start, rundown 2 is start/rundown 3 prologue, rundown 3 is the neonate, 4 and 5 fillers, and rundown 6 and 7 is when the story REALLY kicks off
or maybe thats cause i never got a chance to play the original rundowns
5 isn't a filler with it's ending
and they stripped 4 and 5 of story materials
kds deep?
yeah
remind me what happens again, the big alarm and survive
but does it have any story significance?
initiating influx protocol basically means we've woken up thousands of KSOs for the Warden
waking KDS Deep up from it's eepy sleepy
so the protocol wasnt the warden saying "aight have fun try and survive 30 mins" it was a protocol to wake up KDS deep in order to get more operatives for more missions?
i think you're thinking of the warden protocol from one of the B tiers
R5E1's objective is to 'initiate influx protocol' which involves fighting through hell (or oaklahoma) to reach KDS Deep and override it's crisis protocols
was there a bit at the end of the mission? its been a while since i played
that mission i mean
yeah the final zone is KDS Deep
ohhhh cooool ill have to replay
the KSO/HSU storehouse
im a huge nut for the story
you play the original rundowns right?
was there more story parts i never got to see?
like were rundown 4 and 5 more story driven then they are now?
i like the missions that revolve around the story more
r5e1 is significantly more difficult than r2e1
R5e1 tank nerf
no I joined around alt r1
not really but 6's story actually connected to 7's whereas now we just have two seperate-timeline story-heavy rundowns
yeah you have NO idea how much that bothers me lol
im a huge story nut and the fact they wont do ALT 7 hurts so bad
I never saw why they needed to change the story of ALT rundowns ive summed it up to either laziness or they are going someplace with the different dimensions but theyve done it so poorly
but hey at least the gameplay is satisfactory
no idea, that money they spent on VA's to re-record everything couldve been spent better elsewhere
👀
There is The Funny Method...
2 actually but yeah
Doesn't the true funny method not actually work for r6?
Idk, I tried it once and it didn't really work, and someone I've been playing with said it didn't either
Bobo told me r6 is different with it's progression
bugs tf out if you didn't play original r6
Oh yeah that'd do it
2??
Oh
Other one is a mod
if only these funny methods could unlock the old r6 cosmetics
I think there's a funny method that could but I'm not an expert in funny business
there is the funny unlocker mod but I mean permanently/in vanilla
I am referring to permanent funniness

Again, I am no expert
I think it's zaero I've seen talking about it in funny server?
Maybe endskill idk
I don’t think it is public.
Endskill does 148 copy’s of the same chest peice
Very cool
Yeah there's no actual thing for it I think
It's just possible
🧐
R2 was the only rundown you could play back in R2.
So no E-tier is just bad for your best players.
It is absolutely just the fault of the player if they want to beat everything before they're ready.
I mean they planned 8 rundowns from the start I feel like the didnt need to introduce E tier into R2 I mean
the E tier on r2 was cause the devs saw r1 was too easy, completion numbers were super high and many levels were soloed
I don't think they planned anything of the sort 3 years in advance.
Almost 4 years, actually.
they didnt planned that
wtf
if u see like development of the game
it was very different
and theres no fuck way they planned 8 rundowns
and if they did they were super super different then
And delaying E-tier "while we work on it" is just stupid.
That would be a pretty terrible design philosophy.
Thats what they did tho
Again, it is your own fault if you expect the game to cater to your skill level the whole way.
I dont think they planed two rundowns ahead
tbh
D2 and e1 didnt release because it was still testing tho
no yeah that- last part
i imagine they did it to both see if the players could do it
If my memory serves me
This too, we had a really long period to get used to what R2 had to offer.
R2D1 was E-tier before E-tier.
r2d1 statsitics
The game has gotten much harder since R2.
I'll also defend that the curve they went with, while maybe a bit steep, was largely quite good if you were a sweaty player from R1.
Pre-nerf R2 felt like a very natural progression.
And then R2E1 was the next step from that.
i think, gtfo curve of difficulty rn is bad, but thats just a symptom of the rundowns, and it does have tutorial n stuff n r1 which is not super horrible
on the og i cant say anythin i wasnt there
i can say, i think they went, a lil too deep into the r2e1
cause it has the lowest stadistics of completion
ever
like by r4, i get it, they needed hard, they 4 rundowns in
oof
but on the 2 i think they got a bit too excited by the time delay n stuff
but thats my dumbass
cause i am not og player
In R2 it was more that there was a massive skill gap between the best players and much of the playerbase.
Like, the whole reason for post-nerf was because the difficulty at that time was a lot for most players.
Especially when people were still struggling with R1.
yeah i mean i completely get is hard to just create an inbetween with those situations, i bet 10c did as much as they could with the split and even if i tried harder and had more time i wouldnt be abl to do it better
but nowadays u can see it by what it was and think it cold
like knowin how it worked n stuff
That skill gap still exists, but skill levels have shifted around such that the complaint is more often E-tier being too easy.
which maybe insane tbh
Plus things like checkpoints making R6 and R7 levels more accessible.
I think its just good that ppl reach the E levels period tbh
i think, r7e1, sayin that
nowadays havin alt r2e1, even if it wasnt nerfed and we had the same guns only for that level r7 would still be a bit harder
but it just hass too many exploits
and i kinda get why people say it with those
i mean
like the charger alarm the dimension alarm the
He doesn't know about the wall 
rest of things
it is easy even without the expoilts
the flesh wall the crystal n stuff
its fairly easy without cheese compared to r5 and r4
Nope.
You don't know about the wall.
it doesnt ask that much of you
the only thing thats "hard" on it is lack of resources
ah probs not, i am flesh only
"I think the devs put this here so we could skip the first half of the level."
but idk, is just, maybs its my dumb bones, but ive just seen both takes of r2e1 being easiest and r7e1 being easiest
maybs ur not referrin to that but, idk
Imo that is a stupid way to design in a game like gtfo
i dont really recognize difference of difficulty and artificial difficulty and tbh i dont wanna get into that
cause i can be, a bit confident on some stuff i say but that one not at all
regarding e tiers being easy now, im not sure tbh
I mean, R7E1 is at least a unique set of concepts.
i mean e tiers not easy as in they a1s, but easy compared to the rest of em
i think we are just weird
I dont think ppl consider them actually easy
It has many flaws, but it's not the worst thing ever.
r7e1 took me a decent bit of time but it pales in comparison to how long og r2e1 took me
I think that's part of it, though. People remember E-tier being harder, and they want that experience back.
ok well ray i went to play og r2e1 after beating r7
problem is, the game has shifted so much with stamina and guns, if u took a pro player that started on r6 maybs or r7 and then make em play the og r2, they would be better at like kite cause no stamina and idk all of that
but also weirder cause movement and guns and...
idk
this is not true
id have to play new e tiers to really decide
why is my guns not hittin as hard
cause my vision is skewed having played them all 400 times now
but also u get into no stamina, how used u are to like that old movement and how u adapt...
at that point theyd obviously be easy
i guess its just, super played dependant
theres a diff between
no stam in current game
and no stam in old game
like with what rick was saying
old lacked a lot of QOL we have now
OG and post r6 is just, super funky different versions of the game on enemy movement and stam and guns and even some enemies bein faster or different, like shadow giants on the og
being, fast
or just straight up easier shit
u had occi my beloved tho
R2 kiting is def a bit funky, although hard to put my finger on why.
R3 kiting even more-so.
just what I was told
I do wonder if there are small enemy speed changes sometimes.
i felt sleepers tended to stick to me
more in og
sorry i was writin blind i didnt see the rest of convo
i am sorry
Yeah, there was a very obvious difference between R2 and R3 if you were an active player at the time.
shadow giants i think they, idk if it was a bug or intended but were fast as fuck
i think thats the only one
but i could b wong
wrong
comin in hot with that but no not expecting it to "cater" just commenting on how its mega difficult meanwhile missions past it are way easier
Kiting felt kind of "off" in R3.
and the missions past that being other D and E tiers
I don't think that's true, though?
I think you're experiencing something unrelated to the actual difficulty, which is pub quality.
R2D2 is a hardstuck level
Your teammates will generally be very bad.
R2E1 is the "I just got past the hardstuck level" cesspit, as well
i wish i could i am sad
to slow boring
ive unironically been wanting to replay r2d2
my english is not lettin me understand these convos help
I replay R2D2 pretty regularly tbh.
It is extremely carriable with just a bit of directing people and playing Burst Cannon or HEL Gun.
"i just happened to have someone join my game that knew the map now im stuck at an even larger wall
"
enemy collision didnt exist back then too so it was quite different yea
disgusting. do people try side room holds still
I do everything I can to force people onto the bridge, lmao.
honestly it is the reason i stopped playing the level
"side hold" makes me annoyed as fuck
The phrasing of the quote is on-point.
Propaganda
im gonna do r1a1 with u and first alarm ask u to hold on the side with the broken door
and it happens so often in pubs
so u side hold
According to UMS people at the time, it was apparently a tile-dependent bug.
The game ran smooth and pathfinding wasnt complicated
And existed in some parts of R2.
But I also think there was a fuckton of speculation involved in explaining it.
i tried runnin og r1 and my frames were so nice
until an enemy appeared then they went to my normal gtfo frames which is 6
Like, I've also heard that it was a bug related to adding babies, and they had to change something about enemy pathing to make them go as fast as they do.
I don't think that anyone actually knows how it worked, at the end of the day.
It just "felt off"
felt FELT
feelings
gtfo really fell off
FELT OFF like something is wrong
- gtfoless
Grammar police
OG R1 kiting was insane, though.
Oml
You just pick a loop
and you run through it
fucking headless strikers LOL
i dont watch a lot of gtfo pre r6 and r7 cause fuck me but idk i see people do that every rundown tbh skdmkm
except r3
they were slower in r1 if u broke head jish
oh
Any limb worked, as well.
and head was around forever
They'd move at like 20% speed.
crazy
can u elaborate wtff
its so funny
i wanna know
Cuz shit didnt work correctly
If enemies suffered any kind of limb break, they'd be "injured," and would move at 20% speed.
Doors that are opening didny work like they do now
Door glow Omegalul
If you open a door even mid animation it will be "fully open"
oh
do u know when it stopped?
Suddenly wack ass sleeper would trigger because you left your flashlight ipen
There's also lots of BS related to moving after certain glows start causing insta-wakes.
Instantly
LOL
It's a mechanic that was only in R1, and I don't even remember that it was a thing.
I've only experienced on replays where my usual stealth habits cause wakes for no reason.
Can we pls bring back slowdown mechanic for loud
Just give it a cd before bringing a sleeper at full speed again
Not that hard
😭😭
It did not stop, unless you mean removed, in which case it was removed in R2 because it was such a broken mechanic.
Enemies got a big speed boost for R2, too.
R1 enemies are insanely fucking slow.
yeah removed im sorry bad english ksmdkm
my bad
but damn, oki so just for r1 they were slower n then never again
thank u
It's just such an abusable mechanic that it was obvious maybe halfway into the rundown that it really shouldn't remain in the game.
Oh, and sentry through door.
Omg, R1 was such a time.
can we bring back shotgun sentry stacking
Up to 4x Shotgun Sentry damage in multi-player.
i dont understand
how this could ever happen
I really dont
5 whole rundowns of sentry back damage "bug"
this shit is so funny man
ape together strong
anyone can think of a level that starts with a scout, i havent played in awhile and i wanna practice. I know R2E1 does but I haven't beat R2D1 yet.
R7D1, R2C1, and R1B1 have scouts not behind alarms.
sweet. thak you. I think I have all of those. I appreciate it.
How does the booster infection resistance work? Does it slow down the rate which infection meter fills or does it prevent infection from going up past a certain percentage? I have a 40% detox one but dont wanna waste it
it slows the infection rate
over 100% meaning that it is too powerful for the infection to do anything
Thanks for the info!
Any good levels to farm aggressive artifacts? Or is the best option to just play normally and pay attention
yep
just play
farming artifacts wont make you better
play normally and pick up some if you want to use them
can i use 200% hp cap in lfgs 🤔
But are there? Its just that I'm not gonna use em unless I have plenty. And well currently I'm lacking in aggressive
I'm the type of guy to not use consumables unless I'm near cap, that's y I'm asking
the good part is
I'll try dat then
this game isnt made with boosters in mind
Thanks
contrary to other games with consumables
Latter.
I know I know, but it's still nice having the occasional 99% infect resist
Just randomly replay A and B levels, the easier ones
youll get that by just playing
The secondary zone in R6B2 for some reason has like 20 artifacts
delete the useless ones whenever like glowstick power and hacking stuff
Quick 3 small zones
But even in soulsborne games I'll just collect a bunch and never use a single one "bcs I might need em later". Its just that werid mentality I have.
And yeah those games arent designed around consumables at all either but yk what I mean
ill need em later, 20 completions later i think i still need em
Exactly
Exactly
Muted and Bolds are the expendables
Burn them on every mission. Every single one.
It's Agressives you keep for a dark day.
Yeah I've been using those regularly. But aggressives? Fuck they r rare
No?
I have same 5 Agressive boosters for a year now
whyd you wanna warp gameplay everytime
Because I don't care?
warp gate enjoyer
And like... 10% main damage and 15% regen cap. Big deal.
yea but why use them then
It's just throwing them into the trash without actually doing that.








