#gtfo-related-questions
1 messages · Page 198 of 1
nvm i must've deleted it
imagine 4 huge burley men absolutely railing a pmom with 4 short rifles and 4 burst pistols
Based on manure
How much melee damage boost do you need to kill Scouts with a knife to the front of the head?
Damn, that is way too big of an investment
I wanna help some friends get comfy with scout melee kills. Guess I'll let them bring a muted melee booster and a hammer, I think full charge to the back should kill scouts with any melee booster still? Its been so long since I checked the math on that
You can hit anywhere on the head with a full charge
I know, I can do that perfectly fine. But its not as easy for people who are brand new to the game and a bit nervous
Yeah even so i would not practice killing scouts with a melee booster to the back. Its better to get comfortable with killing scout in the head, even if you dont succeed when you first try.
What is the best way to use the burst cannon?
By shooting and dragging your mouse across a couple enemies or weakpoints, or just blast a giant with 2 bursts to kill them
I also practice running by walking.
any melee fully charged no booster kills back of the head
Should only be 70% @tame fulcrum
Well yes
But its also a thing that its JUST about confidence.
Charge, sprint, jump + hit
In some situations you can treat it Like Hel gun
ive never heard that before ngl
Host doesn’t have to deal with client bs so yeah you can just fire it at enemies in a straight line and kill them
As client your entire burst probably gets eaten by the first guy lmao
Seeking bat advice. Don't use bat and looking to explore other melee weapons. Can all Scout types be killed with a full charged bat to the head? Can you run up to Scouts while charging bat (or has a patch removed that ability)?
Not all scout variants have a Head multiplier
Next to Bat cannot headshot a normal scout from the front
Hammer and spear can kill regular scouts with a full charge to the head (same for shadow scouts), knife and bat need back of head for them. You can run up to scouts while charging the melee with every weapon (except the spear which has a slower sprint), scooter scouts can be oneshotted to the head with a full charge of all melees but knife which needs back of head. Charger scouts and nightmare scouts cant be oneshotted with a single melee
Oh, that is interesting. are there other weapons that are heavily influenced by being a client?
Akschually charger scouts can be one shotted with yellow syringe
im talking without any extra modifiera fucking nerd
🤓
Scattergun is way better for boss killing as client than host cause tumors don’t instapop for clients
Was it ever explained how Raya 2 shot a mom with scatter as host?
Or was there some other thing I missed from that clip?
hes really good at this game
Pure skill
I didn’t watch the clip so idk
I could guess he maybe just spread the damage enough for it
but idk how you’d do that so I’d have to ask him
Double Tap rifle can 1shot a striker If both of the bullets Hit the head before it bursts Like a watermelon
Although you have to be on a very high Ping for that
does each level/expidition have mutiple runs?
As in variations?
Ah i See. Its Just a Count of how many Times you have completed a certain objective in that mission
(Main/secondary/overload/PE)
oh
Not all lvl have them
how do i do the other ones cos i explored everything
When you select the Level it Tells you what objectives it Has.
secondaries and overloads appear only after Rundown 3, so every Level in 1-3 Has only the Main objective
It only has to be 1 body 1 head with DTR.
Not both into head
i was about to say
Not sure why you would need the client desync for double headshot though.
Not even dmg falloff with the 40m range
(Unless for whatever reason you are shooting that far with DTR)

Didnt mean to say that its the only way to 1tap them, but that its possible
I guess if your first shot is too high.
And you're client
Pray you hit the head with second shot
I've still yet to test binary trigger mod with DTR

Is ther a limit to have many boosters you can have?
I know the bold and agressive ones stack for instance. But I dont know if the muted do
Am I just wasting new boosters when I pick up new muted once ?
yes theres a limit
you can see how much space you have on the booster selection menu
okay so ther is no point in waiting to use muted boosters then
there comes a point even the game tells u some boosters got discarded
i recommend using random boosters once in a while
i would just recommend burn a muted like every time if u really want new ones or just throw the ones u don't want
just to clean some space or you can delete them
muteds u get a ton
Muted auto use usually
Because everything has 100 artifact heat
Then again all my mutes are infection and cfoam both I don't care about
use foam then :3
It's actually fucking weird every time I'm not bio
For a new player, which rundown offers the best intro to the game? Our group started with R1, but have heard other rundowns offer a better intro for new players
R1 is across the board the easiest rundown to start on but if you aren't finding it interesting enough you could take a look at R6. R1 is quite basic and more enemies and concepts are introduced later so R6 might be more interesting for you
Ellda's right
R1's the easiest and R6 is the most "broad" without any MAJOR difficulty spike and the hardest map it has is probably R6D3 PE
Perfect, thanks. We have finished R1 already and really enjoyed it, we're introducing a new player to the game soon so wasn't sure if we should re-do R1 or maybe go through R6 with them first
Theres plenty of levels to go through, so playing R6 and having everyone experience something new would be cool
I just cant see R6D3PE as the hardest
Its just so solveable, there no moment where you are ever under pressure if you know the strats
Meanwhile R6D4 and R6C3 :0
Dont really know but I've found R6D4 very forgiving with the checkpoints
Could always do R2
It basically is the same as R1, but introduces more new mechanics (nothing overwhelming).
Has a higher difficulty peak in D tiers. The E tier is harsh tho, so probably skip that once ya get there
And R6C3 is like every "rush here" map, knowing where to go and when makes it really easy
Checkpoints
Dont
Matter

max knowledge OP 🤯
None of the levels are very challenging when you know where to go already
For newbies, which is the context they do
Checkpointing is still a fail
So I disagree
C3, D3 both punish being lost kinda hard
Checkpointing is legit a fail
if you don't know the map
Oh man, yeah R2D2 took us probably 15 solid attempts until we beat it. What a rush when we did beat it though
With few exceptions, like R2E1 just being a massive pain
was talking about R6 really, I don't consider myself so above the game that every level poses no challenge any more
this is true with D3 ye
But that leads to being easy once solved
Nah
I mean people abuse that shit but the game gives you one you use it
🤷♂️
i cant argue whether its counted as a fail in the files
but it is legit a fail
You still died
I guess it's the same reasoning by which using boosters is cheating
And again the purpose is newbies
boosters are cheap
but they dont let you redo smth you failed
yes
They are gonna get the clear
But they still failed
checkpoints dont make a level easier
They make it easier to get it cleared
its an actual difference

Which is the purpose?
this isnt me hating on checkpoints
i dislike them for people using them brainlessly and their bugs
I really dont get
how checkpoints making some maps easier for newbies
???????
is somehow a controversial statement
.
I feel like you guys are not listening to each other
Well
By that extent you could add checkpoints to R4E1 or R8E2
and they'd be just as hard
you could
correct?
I disagree 🤣
man fighting that pmom tank combo certainly is easier now after failing it 53 times with a checkpoint
also
checkpointing = dying = failing
Like, I think they save time and it's a pve game so who ultimately gives a shit
it just means you have to redo less
Perhaps the nuance here is that the checkpoint doesn't make the content any less challenging, but it allows you to meet the content again quicker, and practice the failure point more quickly
But dying and being able to redo not from scratch is tantalizingly described as "easier" in my book
I'd wonder if you'd have told that to people that wanted so vehemently a "non-cp" badge
yeah tbf if the checkpoint skips parts then it makes it easier
I would have liked that badge
some kind of distinction on the rundown screen
It's weird because a lot of people push the checkpoint as the mark of shame
This
im drawing a difference between actual difference and ease of clearing
cheats dont make a level easy, they made it easy to clear (obviously checkpoints arent cheats)
- checkpointing = failing means that having to checkpoint a level already SHOWS that its harder than a level you didnt need to do so
Then people go in the other direction and use mods that add checkpoints and whatnot
I mean it kinda is 
Game isnr rly designed around checkpoints
level being hard is preference
but in the end
I think they make the levels easier and it's intuitive when E levels barring one of them do not have a checkpoint at all
who cares about what people say
i feel shame when i have to checkpoint clear cuz im used to them making a run dreadful
That „E“ tier being a C tier anyway
I press X to doubt on that
I think a reward for non cp is completely fair lol
CPs as of right now are a huge cop out in a way
I feel like it's pointless
I don't think using the checkpoint should deprive a player of any cosmetic or progression or unlock
What
I would just like to have tracked which levels I have beaten without a checkpoint
that you feel shame because "checkpoints are bugged"
Nothing should, it's a PvE game
or just make it so u can view stats of playersd and on of the stats are: levels completed with checkpoints used
problem solved
like a lil combat record
all this chest thumping and shit and whatnot is really tiresome sometimes
Stats are always fun
honestly i dont care bout that
(Tho ye stats are fun)
i think checkpoints (bugs aside) are just not well implemented and should have a limited amount of uses per run. So that you cant do the break the brickwall with your head tech.
oh I can agree with the limited amount and whatnot
but none of this refuted
That using a checkpoint means you failed the run
I disagree with checkpoints NOT making a level easier
this is where the thought process diverge
This is just personal perception though tbf
i think of it as 2 things while you think of it as 1
Unless you consider for some reason a checkpointed run not "a clear", but the game doesn't track them so the game disagrees
Is it?
I think its objectively true since you had to die
And it's fine, people dont have to agree
but the game gives you a clear anyway
Nowhere does the game state you have to not die to beat the level
in fortnite u can die n get rebooted and yet still get the win
so thats not a fail
Like, I understand what you are saying, really
so this aint either
No i consider checkpoint runs clears (tho i prefer one without a lot)
Im just saying if you ran a level and checkpointed 5 times. Then its not „first try“
I understand both viewpoints and like has already been said you just disagree
In this way redoing the level also isnt a fail
yea like if 3/4 people die but last guy lives,they all cleared it
you see the issue?
not just 1st guy
Nowhere I mentioned first trying I guess
don't quite follow you on this one
Of course redoing it isn't a fail?
BRUH
Because you still cleared it????
You just died and used the checkpoint. Aka since you have to die to checkpoint
Checkpointing = having died
Yeah but I didnt have to redo most of the level
You can have 3 downs and still extract
Cant have full squad wipe in fortnite and still win
Hence it was easier?
right okay so
failed the run and cleared the run are not mutually exclusive?
In your terms, Eva?
this makes no sense

If you redo a level due to having died
Then clear it
Then that means you failed
If you do a level. Die, then checkpoint
Then clear
Then its a clear aswell. But you also still failed
It does
Aaaand????
And so it's easier than doing from scratch?
if you checkpoint you are doing both if you clear yes
also i can fail a run. Then start a new and clear it
One just uses checkpoints to skip a part of the level
This doesnt make THE LEVEL easier
But it makes THE CLEAR easier
I mean, look at it this way: checkpoints are placed where they are because I'm pretty sure they saw testers dying a lot at those points
It does :3
if you have everyone die
Did you fail
yes or no
Okay, sure
no if theres a checkpoint...
But the point of the level is to clear it?
i wish i could answer :3
Yes
but the levels isnt easier
I mean you can glean that info from stuff like R7C1's checkpoint right before the juicy part
What was the original point of this again?
I feel like it's a safe assumption
it is cos u skip time and continue on u dont start again
That checkpoints don't make a level easier?
Dying and checkpointing = having died
I say they do, Darkeva say they don't
but sleepo doesnt differentiate between the level itself and the clear
i also say theyndo
does semantic mean meaningless
It means very rooted in the precise definition of terms
This is all interesting since a lot of players hated the introduction of checkpoints because they'd make the game easier
And I defended it by saying that it's optional
id rly not think too much of this in that sense
Lots of checkpoint spots are random af and others are clean
But again
Dying and checkpoint -> you died
Dying (full team) -> fail
You can still clear of course. Thats how a checkpoint or restart works. You never get locked out
Having to redo a section means the section didnt get easier due to the checkpoint (unless you legt cheese the issues their design has but thats cheap af lol). So
- the level didnt get easier
But. Because you didnt have to redo the start and probably have some extra knowledge by default you will now have an easier time clearing said level
The game can be easier to clear while still not interacting with the actual difficulty
I think boosters are essentially the same
boosters dont make the level easier
Just the clear
cuz the level isnt impacted
I feel that a lot of maps would have three times the clear % if they had checkpoints, let's put it that way, do you agree?
so ur saying like in dark souls if u die once u lose everythintg and should restart,since no point using checkpoints cos it means u failed the game
This is actually a questionable point since we dont know if deaths and then checkpointing are counted as fails
This sort of divergence where you see the clear as something different than the level is a bit alien to me (no offense)
this is even worse
Eva is defining difficulty of the level as the content of the level and challenges you are posed
Sleepo is defining difficulty of the level as the ease and time which it is likely to be completed in
correct?
you are using the wrong scenario
If you die to a boss. And then have to retry
Did you fail the boss?
Let's put it this way, finishing a game without any checkpoint is harder than the same game but with checkpoints
of course
Not stuff like 8 hours in a row, stuff like you die that's it goodbye savefile
Oh on this i can agree that its rly just an opinionated stance thing
I think checkpoints shouldnt be considered since no level is BALANCED around them (same as boosters). But they obviously make clears easier still. So splitting that makes both discussions possible
I redo all of the boss though
For most cases I can think of
Some games save if the boss changes phase but that's going into an entirely different argument tbh
theres cases where it saves if you finish a stage
In a very... Stretched way?
Would Malenia be easier if you could restart from phase 2? 🙂
i still would count every death as a full fail tho
The game itself remained the same. Mechanics are the same, enemies are the same. The only thing that changed is the price of failure.
Since surprise
Dying (in gtfo full team) is failing
Means I can fail less so it's harder?
You guys are just arguing with different definitions
There's a reason 99% of games have a save system of some sorts
And no death runs are either fan projects or a cool special gamemode like the "only 3 saves per game" of dead space.
Yes because being able to save makes it easier
No, because NO SANE INDIVIDUAL will replay the entirety of Dark Souls 3 because they died to fuckng soul of cinder
🤣 I sense some... story you want to tell there, Artek
Not really, i never done a no death run before, but still.
basically
R6D4 isnt easier than R6D3 because you can checkpoint to redo it
you still wiped on it.
Id even argue getting the clear is harder since youd still have to redo and survive that harsh section
While in R6D3 its just solveable and you shouldnt struggle once you know how
Checkpoint are grind protection mechanic
they make dying less punishing
but still means you died and failed
doesnt mean you cant clear on a checkpointed run
Cuz thats exactly what they exist for
But if you had to wipe before a clear that level is probably harder than one without wipes on it (very generalized)
I'm sorry but wiping on the way back from R5D1 secondary was fucking PAIN and it really desentivise you to replay that level again.
Checkpoints, on the other hand, are a sunken cost fallacy personified. Might as well get it done now, lest i replay the entire rest of the level.
Something that came back to bite me hard on R8D2, where i regreted so many times not getting a clear on that 4:AM run when i realised that it was a miracle we got past that secondary.
Take a map, let's say R4E1, add 2 checkpoints, right before reactor and right after reactor. That map would get cleared more often than what we have now, do you agree on this statement?
Because I define "easy" as a map easy to get a clear on (badge of completion matters, game doesn't track checkpoint being used so I dont either)
easier to get a clear
Level itself stays the same
The easiest way to understand this split imo is that the default should be NOT to checkpoint. Or rather NOT to die
the reason why E tiers dont have a checkpoint is 1. probably prestige and 2. to drive a point home
For me how easy it is the get a clear defines how easy the level is
Apparently that's where our thoughts diverge
Well I cant use a checkpoint if I didnt die
That's pretty much it, yeah.
Clearing level is "easier" but level itself stayed the same and still requires the same amount of skill to be applied to it to actually get a clear.
People just don't wipe on their 1:35:58 run and lose any and all interest in the game
so by you having to die it means that the difficulty on that death doesnt change
It just changes the cost of getting back to it.
Which makes clearing easier. But not the actual difficulty that you need to overcome
I feel like you are a bit of the party (I'm really struggling to find the right word so dont dwell on this one) that thinks you haven't really "cleared" a level until you did it X way or whatnot (not talking about doorbugging to get a clear or whatever)
eh
i dislike cheap ways out. But thats because they usually arent balanced around.
(Like boosters breaking game mechanics, using checkpoints to beat smth after 10 hours or doorbug etc)
For me if team X finished map 1 without a checkpoint and team Y finished it with a checkpoint then, with only that metric avaiable, team X played better than team Y
but i dont mind people getting the clears (well doorbug aside)
But even boosters, the point is that the game gives it to players even when they failed to make things easier
ifs like cfoam ladder r2e1
i think its cheap. But its still a clear. Id just generally recommend people to retry with sentry for actual experience of how its supposed to feel
well… as long as you dont brag about clearing with X or smth
oh and i think thats fine
This pretty much
But im happy for both unless Y starts acting like they did it just as good/better
I mean I said the same about people abusing mines and doors on R5B4, which makes the map even easier than it is when you know which door to mine and when
Ladder foam is, in all probability, simply not intended to work like it does
So it's incredibly cheap
But checkpoints are... well, engrained in the game, it's not "an unintended mechanic", I cant see them in any way other than something inteded to ease the level
the thing for that is
Mines work perfectly as intended (dont need foam anyhow for r5b4). Ladder foam doesnt
checkpoints are an addon
That honestly isnt perfectly thought out
i hope you can agree with that
Of course I agree they're buggy as hell
I've played enough rounds of sticky cells to agree 😄
yes
well just Main sectors
do u need a password for sec R8A2 anymore?
and if so any1 got it?
does the ping every enemy acheivement, also include guys behind security doors that you havent opened?
nvm i got it
why do people that que for no voice chat and voice chat get thrown into the same games
Strange how that happens
probs a thing of em setting the option but u can just use lfg chats instead
is it normal that during the fall the game sends us to the lobby?
is there any way to mod some checkpoints into the game?
i play with my friends but we are playing mainly for fun and spending an hour just to get blown up and go back to the beginning does make it hard to want to keep playing
Play only R6-R8, I'd say. It's something difficult to mod in, and I don't think anyone has done it for now.
Also, to be frank, I'm not sure how much you can get out of GTFO if you find it too punishing. That's a lot of the game.
i mean
there's a lot of these types here
like
if you dont play the game like x then you wont be having a good experience
if it takes me like 45 mins to get halfway through a level i'd just like to save
kinda defeats the whole point of the game
im pretty sure there is a mod that adds checkpoints into earlier rundowns
yeah "ALT checkpoints" on thunderstore
ah ty
but does that mod actually adds checkpoints so if you leave you can start from them?

I know you're being sarcastic (nvm I re-read what the guy asked) but I think the game simply isn't built to do that stuff
Kinda like it isn't built to have more than 4 players
On the other hand it's worth noting that "Alt Checkpoints" also adds checkpoints to R6-7-8
Save NO, I'm pretty sure that mod ONLY adds more checkpoints, you can argue it saves time if you fail but if what you want is something that basically stores the state so you can quit the game and restart from there I dont think there's a mod that does that.
this games just made with the 45 min in mind, so when u cross all of that ur more tense and more willing to if u die sacrifice another 45 to get the win
and there's levels who take less or more but they all kinda follow the same mentality
is it possible to play with more than 4 players?
nope
nope
Utterly impossible: game is hard-coded for 4 players or less and allegedly breaks if you attempt to add more.
(Fun fact: for their trailers they use 4th player as the free camera - if you pay attention you'll notice that only 3 characters are ever present on screen and never more. Even devs can't work around this limitation.)
is it possible to turn off mouse parallax in the menu? feels very nauseating
This game is officially released? Are the Sleepers ever going to be less buggy?
Yes it is and wdym?
sleepers as in generally aren't buggy
yeah outside of scout bug, sleepers are actualy one of the less buggy parts of the game
1/4 of all gtfo players report a smooth experience
The client experience won’t get fixed tho
1/4 of all gtfo players die on extract
fuck you
you will be part of that 1/4
=)
Give all gtfo players 2tbps internet speeds
They always seem to activate for no reason no matter how sneaky I am, animations seem off...dunno I played last night after like three years and it still seems like the experience three years ago
im going to install the funny mod and you cant do anything to stop me
heh, you will be there too
sleepers don't activate for no reason, u must be doin somethin to wake em up
It just depends on ur internet and ur hosts net
or have very bad desync
on animations it's the exact same if they appear laggy well it's ur connection or host connection
if u just mean like "they don't look too real" that's very much another thing
And yes there was a moment when I threw some glow sticks and it was like a good minute before they showed up on the map
Lag of some sort
that seems like enormous desync
but that's not the game
that's host connection and or steam connection and or internet being bad
or all 3 of them
that's why i say and or
and or or and?
Speed doesn't mean latency
and neither usually means stability
Not directly at least
It's why I was always smiling at the guy that "HOST 1Gbit!" lobbies
Ok, guess I should host next time.
To be completely honest, ESPECIALLY in P2P games the two aren't really related
Of course if you've an ADSL2+ with shit snr margins and shit attenuation you're gonna have everything bad
But there's people with very good pathing on certain FTTC that beat on latency certain FTTH
Another unrelated question--why were there 18,000 people playing on Nov 27th last year? (2023)
But it's all weird when you factor in the fact that, well, p2p games are not really what those lines were built for
According to Steam Charts
freeweeks
i think that was a free weekend
just 2?
R7 release and R8 release
Dec 8 as well
If we count open beta and alpha, 4
but one of them was for like 48-72hours
hey thats still a free weekend
was it in the weekend tho
Cant remember
well then it was a "free period of time during the week"
I think Alpha was weeklong but I may be wrong
A related question--why game so hard?
Is it?
My friend and I played R1A1 last night and died like 50 times
Maybe we are just bad
I dont consider myself a gaming champion by any extent of the words but I cleared all expeditions
yeah you guys are bad
It's just "hard to get the rythm"
still room for improvement
it's got a steep learning curve for sure, newer players always die to fear of the unknown and panic
give it time and you will learn
ESPECIALLY if you make a point to NEVER ask for help/guides
one day you will just clear the rooms flawlessly
and of course if u haven't play the tutorial
We just wish we had two more people to play with 😄
cause it's like important
you can always watch guides
The damn bots were killing us
I mean like they were setting off sleepers
Wut
even if they shoot
No matter what they do, it's silent
ah the classic case of "it was the bot who triggered the sleeper not me!"
they can walk through a scout with no problems
the bots can throw a rave and it wont do shit to sleepers
If you give them an hel weapon, you wake something up, they shoot it and dies but the bullet penetrates and hits a non-awaken target, said target will not even move
if you give them a scatergun, all you will hear is a loud bang before your hp drops to 0
If they were allowed to hit something sleeping for first, they'd just clear rooms no matter the content
Nor even touching an enemy, or shooting, or anything, they're 100% silent
What in the world
The alternative would have them be useless tbh
yeah either they dont trigger anything or trigger every room
I mean, they still play pretend
They are rather useless imo
Like when a giant is glowing they dont move, usually
bots my beloved
But it's just for show
better than having no one in 2 slots
and you can get used to playing around them
at least u can use their tools
Ok. What about spear killing a sleeper next to three others? Will it wake them up?
if they are throbbing yes
one of their greatest strengths is that you can tell them to pickup a heavy item anywhere in the room
if they are super close, like kissing close probably yes
if its close it will wake them all up
A human using a spear yes but you need to define "next to"
otherwise if only u got one close and the other 2 kinda afar it'll only wake the one up close
also spear ew
If the balls on the biotrackers touch (pun not inteded) they are gonna wake up no matter what
if the sleepers balls touch... wait a second
no not really
if two are very very close they won't long agro anything i believe
that or only one either long range agro will not both
Always
Technically correct.
i mean if someone is pulsating right next to another one
Only 1 enemy can wake up from feeling another enemy die.
If 2 enemies are next to each other - its always going to be the close one.
if they are very close the pulsating doesn't matter then
they will awake no matter what
And long agro won't proc on the second one.
no?
Well yeah assuming one woke up
Basically, if you kill something that woke up due to something getting killed, killing that enemy itself doesn't make noise (of course, walking up to him etc still does)
Then that was it. I mean they were pretty much on top of each other
But to be fair that's not something you should think about if you're a beginner
Oh?
Yes then bonking one will alert the other no matter what
if u just see three enemies on top of each other prepare to kill em on sync
if enemies are far away between each other wait for em to stop glowin and take em one by one
that's pretty much it
Same true for scout, if an enemy alerts and it's super close to the scout, the scout wakes up istantly no matter what
Instructions unclear scatter gunned teammate
Once you get comfortable you can use long range agro to your advantage
Like getting a small guy to wake up rather than a giant
Using long range aggro to stop proximity aggro
Problem, the group I play with can’t get past the first alarm half the time
But I think that just boils down to a skill issue
I suddenly remembered the second thing i remember
There was foam. Lots of foam.
For the first half of the level we just fed the foam man.
And i think we had 2 sentries.
Burst of course, but maybe snipers could work too, especially later.
Move away from scans if pablo is close. Pull him away. Then run to scan
Sentries heavily alleviate the waves
This is just to pseudo cheese the full room s scan
its sadly no rng on spawn point (hell it always SPECIFICALLY spawns in that room) so foaming it permanently is super easy vs fighting waves + snatcher + pablo
Yep. That's how they did it.
honestly the tp crystal cheese is 
its a cheese. Id just try killing everything
When was hel rifle re-added again?....
Because we got lots of new toys since then
And HEL-Rifle definetely makes that level about... 5% easier, maybe.
alt r3
Hel rifle addiction is a sad, sad thing
mMmm Yummy lines 🖍️
have someone babysit pablo
wouldnt have thought of that
don't do crystal
crystal croinge
in r8c1 pe
do the waves stop spawning between each timed sequence
when doing overload
after u verify that attempt
u get shadows if u did sec
otherwise the waves stop right away
but yeah those shadows last a couple mins spawning probs so u like get incentivized to do all of em back to back
but u can kill the first entire wave, loot all the other zones now that they are unlocked and then continue
anyone know if lugubrious and crimson grit are still available
Is it? I thought it got added to the RNG pool
(Lugubrious)
It's just hearsay from a guy who obtained it over a year ago.
Interesting the wiki just lists "rundown 6" though, as if it were still available
And not alt// or og//
it would make it more clear
I was simply under the impression they were all made retroactively avaliable with the launch of alt//r1, which was supported by the time by what others were saying (I already have it, so couldn't test)
cause i mean rn people dont say alt r whatever they just say r6 or r1
It says Rundown 6.0 at the top, then chronologically goes down before settling on ALT://Rundown 6.0 (and then R7/8)
like if you scroll down enough it becomes pretty clear
I'm on mobile
cant say much
unfortunately not many people read wiki's thoroughly or take everything in the wiki to be true
I mean, I don't really expect people to have great comprehension or reasoning skills to begin with
confirmation bias plays a part though, I'm sure there's more people who've figured it out than not, but they don't come and ask about it, because they figured it out
fair
confirmation bias is terrible
*has had 1 guy constantly tell me 8 foam blobs is full foam and 9 is just the animation
isn't there something weird that, if you don't stack any foam blobs then you need 10 but if you do then you need 9?
yes
My guess is that in their "testing" they didn't account for stacked blobs
Much blob
Which is funny because it's literally a charge up splatter foam, not semi-auto
thats funny when i was a noob i got told that as well
i say was very lightly
That's just a cost reduction on how much a charge costs in terms of "foam ammo", I did a couple of very "basic" tests a while ago
k
na
i didnt say Alt 6 at all
ur imagining that
are any guns considered universally meta? what is a general rating on the Double Tap rifle and the Short Rifle? These are the weapons I use frequently atm, sometimes taking the Koning sniper if there are lots of giants.
yes
double tap rifle is a really good gun
not really
the Short Rifle is bad? i normally get a pretty high hs% by my own standards, so it kills small melee enemies in around 3 bullets which seems efficient to me
but it's difficult
it kills but compared to other stuff it falls down really low
does the double tap skill ceiling extend past just shooting things in the head?
short rifle it's literally the main rifle in the main slot, but with more mag and reload and less stagger
so it's really not ideal
it's the damage fall off that kills it
the machinegun does more while being full auto staggering a hella ton and havin about the same reload cancel
if youre good at hs youd be better off with revo
hmmm
u gotta hit a headshots and then a bodyshot with both bullets of the burst, always
otherwise it kinda loses its efficiency
so u gotta control the recoil
the machinegun seems hard to land consistent bullets (maybe a skill issue?) i feel like i miss about 25% of the bullets at least i fire with the gun so it loses efficiency for me
this guy gets it
and revolver type guns seems very punishing on a miss so the short rifle strikes a balance at least for me so far
finally
u can always burst the mg, not hold it full auto
it does take a lil of practice
revo isn't really that punishing
it is yea, but short rifle is punishing on a hit
cause it reloads at the speed of light
(missing in general is always punishing)
i can control the vertical recoil pretty easy since i play on 6400 dpi and default sens ingame and i havent noticed any sideways recoil
so the double tap is a good rifle to stick with?
plus even if you don't lead a head on revolver you still do like 75% of a striker's hp
which revolver do you mean? there is a mastaba revolver, and some others?
just in case you werent aware, mains are objectively weaker than specials
if u hit ur shots sure
if u want somethin more rangey u could aways try dmr
so that should impact your choice of "rifle"
hmm
sorry by revolver what type of revolver did you mean
mastaba
the special one
yes
is the high calibre pistol not nearly as good as the mastaba revolver?
they seem like similar high power handguns to me
afaik there is no stats page for guns
at least in game
yea in game is super vague (its really annoying)
revo has like
roughly double the ammo for half the damage
and a lot faster reload
yeah for reference strikers have 20hp, chargers have 30hp
revo does 14ish and high cal does 30
ones basically a lightning fast high skill ceiling small taker
the other a high dmg bodyshot weapon that's slow
these are bodyshot numbers?
yes
so high cal does not benefit from headshots cuz it will already kill them but you get half as much ammo (this is the trade off)
high cal is a lot more generally usable but revo efficiency and range is very valuable if you can play it well
(and uptime)
though both have pretty good uptime for specials
theres a lot of nuance in breakpoints but ammo and body shots vs hs is probably all you should care about for now
guns are guns
hammer is the eternal and almighty weapon that you will ever need

hammer almighty
Hi!
Trying to figure something out here: what is the usefullness of Regen Speed, since you rarely wanna go under 20% and it won't heal you over 20% (right?)?
Is it just to clutch that regen up to 20%?
Ye.
Also niche cases when you stack with regen cap.
Also also niche cases where you can use it to 'out regen' infection (you still hit regen cap, but 20 is better than 15)
Some people find playing under 20% liberating, since its technically infinite health if you can space out taking damage, thus you can do silly things like not caring about fall damage.
It has very limited use in normal combat by itself, since you still have to regen, uh... 5 HP before you can take another hit from a striker.
BUT if you combine it with something like 25%+ regen cap (regen back to 25 HP = can take 3 bites before going down) - then you become quite a hard to kill bastard and can clutch dodgy situations or simply come out alive from situations you wouldn't otherwise.
Same effect if you combine it with damage resist boosters >20%
With all that being said - its still a D tier booster at best. Personally i find them useless and just delete them on sight.
It doesn't help that - if i remember correctly - there's a delay before health regen kicks in, so the value in open combat is further debased like that.
They'd have to provide these boosters with crazy values - at least double of what they have now - before i'll even consider them.
...or they could reduce regen delay as well, but its too late for that.
booster tierlist when
Thank you!
no
cause tierlist is for vets to make and they dont use them
very sad
glowstick proximity SSS tier
only thing vets make is bad advice and misinfo
time to make our own tierlists with blackjack and scouts
eh why not

hmm
Boosters tierlists wouldn't make much sense since some are highly map-dependant (bioscan speed kinda, but especially inf resist)
you can still generally rank them
it just wont necessarily tell you if smth is where it is for a specific map or not at first glance
but booster tierlists are
anyway
fog repeller booster is superior to every other booster in every other way
Tbh fog repeller boost and glow stick booster
Should probs start you with fogs or a glowie so you can use the boosters always
Then they would be pretty good ngl
r3a2 lawless fog repeller booster makes the level 10 times easier
Yeah detox can be best booster or like a 0/10
negative booster condition tier list
When boosters were introduced, I'm pretty sure some had as a condition "near a glowstick" which kinda made glowsticks have a bit more usefulness
poke sleeping giants
and is there a reason to press this button instead of charge weapon left click and kill
is this joke
or
no
why would you want to do this instead of hit
u can cancel charge with right click if u think u wanna stop
but shoving prevents enemies from screaming if u fucked up ohk stealth
honestly? i never fucking use shoving
but melee cancel is useful
yes i understand melee cancel
but yes the right click
like
hit with the handle
i dont see a usecase
for this
can be useful if there's suddenly a dude on you about to lick
shovel them to cancel the lick then charge
saves health
or when backtracking
sprint + right click do some animations
you can also poke sleeping giants and they wont wake up
or quick shove when sprinting with a gun out or smth and running through an enemy to, again, shove them to stop the lick and get your hits in before they do
yeah for enemy attacks and scream cancels its very good
people just sleep a lot on it
skill issue
shove is fairly useful yea
especially with hammer stagger nerf
main use case is enemy inside of you on a team scan
actually using the shove when you reload cancel is also a nice optimization
shoving through enemies very good ^
though im more of a fan of slide shooting them to get them out of the way
I think if your reload cancel button timings are perfect it doesn't make a difference whether you shove or swap between guns (or that's what I remember hearing) but yeah shoving is often easier
i kinda feel a cooldown between swappin weapons but might just be me
theres pull out animation but thats about it
I dont think thats what you mean tho right
based ppl rebind shove to a thumb button so its much easier
that's what i have as well yeah
forward mouse is shove, back mouse is teammate info
I have been told I am insane for doing this
Like insane in a bad way
Wait that's considered weird? I did that since I started playing
tfw only three buttons on mouse
Another underrated use case is melee camping ladders.
because shove is aoe, u can shove all enemies coming off of a ladder allowing ur team to reliably clear huge waves off ladders without taking any damage
this was super op when the bug to shove with same speed as light tap still existed
tho even with that fixed, having 2 people alternate shoves or even just 1 person shoving seems to work fine
R1c1 is pretty good
But you can just take a bio
Then use it
And it is so much better
actually is secondary and overload worth doing
i have did afew but compared to extra challenges they feel more like extra chores to do
its quality depends on the level, theres some that the level IS the scondary
but usually depends on like ur skill n stuff and if u feel if its too hard
they r just usually brag rights too soo
they add fun but ah
Just extra carriage for dem walmart bags
Take burst, it’s always better tbh, sniper sentry requires a good position and a long sight line. Without either it’s useless most of the time
Also you don’t need a bio tracker for a sentry to shot them unless there a shadow
But your in R1 so don’t even worry about that till much later
r1c1 has both good positions and long sight lines
also bio works with or without sentries its just a good tool to use always
so having a sniper its good
Ye
Is that a reactor?
Been a while
yeah
If ur a complistionist like me its a requirement, otherwise 90% of the time no it’s not “needed” sometimes you do have to go in like a secondary for the loot
I think it’s a certain E mission with a tank error alarm is the best example I can think of
alr thanks
Actually no, they only used to give additional cosmetics in og rundowns as opposed to ALTs.
But, now that steam achievements are here, you might wanna do them again
Yea yea yea yea but you were never encouraged to do them until like r4a3 which is playing boring without them
Look at it like this if u know u know but new players are never ever encouraged to so them outside achievements
Yes they are what?
Also never encouraged to do them until r4a3? thats literally the 3rd level with optionals
I mean that r4a3 is literally fucking nothing without em
Other levels are fine
It's only in og r6 and r7 that they give you cosmetics for doing them. The moment alt r4 releases and you notice they don't = fukken useless objectives impossible to enjoy game
Big problem
Optional objectives have some of the best content and fun content in the game
Yes
But what I find weird is outside of -,-,-,- and achievements they are never encouraged to be done
And so we have uhhhhhh are they even worth it questions
Well , they are
the games objective isnt to collect cosmetics or anything, its to enjoy and play the game
optional objectives are literally just extra levels inside levels
Most of the time
You dont play the game for cosmetics, you play it to have fun
Without optionals, the game would be worse
So what you're saying r1-3 are bad
I think you’re intentionally missing the point
Yes
a lot of good levels with great optionals would be missing some of the best things in the game
Imagine r5c2 without the thunderdome
Honestly the reactor could go and I think I’d live
but there’d actually be 0 reason to play that level again
imagine r5a2, that level would be so forgettable
0 reason to play any level again yet here we are
No
0 reason for you to play any level, sure
I play r4e1 because i love the reactor
If there was no reactor, i would play it WAY less
There are many good levels with no optionals
Remove the main 
But the ones with optionals enhance the experience (usually) a lot
r5c2 optionals are both banger
and harder
the only reason i dont spam that level is main
T3-E2 moment
I just never do r5
true
R5 has some good ass levels
R5 replayability is 
But also some DOGSHIT ones
Lmaoooo
hands down the worst duo I’ve ever done
That sounds painful
Just door bug smh
Average 100 hour player
surely no one would notice why there’s no enemies on the alarms
Literally had a guy door bugging on r3a3
Back on the other thing
I really like some of r5's levels
r5d2 is good af
No, average eastern Europe player
r5b1 is good without secondary
r5 rly suffers from being tedious even for the good levels
even r5b1ovl
Random ass zones to get there
its ok
r5 is like the ultimate hot and cold of rundowns
its a shoot only
I always get confused in r5b2 like where to go where the fuck is secondary what order aaaaa
R5D2 is probably the only level i dont have any issues with tbh
R5C2 is sick but main… just tedious
same
I think r5e1 cell skip is good
Tbh never played the level normally
Cell throw is eh
Cell skip?
Yea
Ah okay
Cell throw
Idk if I do
god i love the mom pull
I don't even remember the layout of the level past the first alarm on top of error
So I'm not good on any strat
Some Serbian guy door bugged it for me with better bots but I wanna do it legit
But I'm overseas so no team
cell skip is fun
To be fair pre r8 no one bothered to play the game much either so
difficult but fun
I think last time we had a proper cell skip attempt we wiped at the last alarm and called it
After like 8 tries
So yeah
real
beepo is so based for playing 100%
in the settings the game mentions "shadow maps" twice
is that referring to the dark maps or maps with shadow enemies in them
shadow maps are how shadows are actually added to a gam
it's nothing to do with how dark the maps are or shadow enemies
settings affecting the shadow maps will affect the quality of all shadows
I'm guessing this is about shadow quality and resolution options
yes
I don't know those do and don't affect
Chill strat goes hard, but also the old strat of just pull the room, sit in a corner and pray while chaos starts raining goes pretty hard too
It is unbelievably fun, highest quality GTFO available
i wanna run it lmaooo
However much yellow syringe gives
^
unfortunate
Well there you have it
Nah afaik 2 perfect occi hammer fullcharge are enough (bug with desync)
Yellow Syringe gives a 3x boost.
Welp I see it was mentioned already but
Ye
(enemy hp)/(full charge damage) x (charged weapon precision multiplier) x (enemy precision multiplier) x (back damage multiplier)
👽
I was gone about a month after r8 was in the game
I mean no patch is dedicated to optimisation but it's possible that one or two improvements happened here or there over time
Its feel weird having more fps than what i normally have
oh so that's like no patches since you were gone other than buffing sniper and changing tumours, then reverting the change to tumours
also the bug fixing patch no?
or was that before a month?
the r8b4 nerf n stuff
i have no idea lmao
i think that also happened so
now im curious
in r8b3 sec, i think the snatchers wouldve been funner but whats the general opinion
one tank or two snatchers better
Is it common to get booted back to the main menu, if so any way to prevent that? Been in R5A1 (Solo with Bots) in the secondary area and just got thrown back into the main menu. Not even the lobby and Artifact Heat is at 100%, as if I never even attempted it just now
sounds like losing connection
doesn't usually happen, if it's consistent you'd definitely want to take a look at sorting that out
if not, well, not much to do unfortunately
Hasn't happened for any missions I've done in R1-3 so far
shouldn't need to worry about anything then, but still sucks
Is this a bug? in R4B3, Zone 40, (forgot the area) enemies can spawn directly behind the terminal after uplink started.
Sound like a bug
is it a bug if it happens consistently?
the zone 40 uplink has a specific tile
on that tile enemies always spawn behind the terminal
i might be wrong but i recall that tile being notorious for that
i just dont remember if there are other levels with it
its a small section of the room past the small stairs
but even if that section counts as a room divider (which by the looks of it, it shouldnt) it would only be one room away, not two
yet they constantly just spawn there on your ass
no I think I know exactly what happened
there's a room divider behind the terminal, the zone only has 3 rooms, and you either had someone spawnblocking in A or nobody spawnblocking in C
if everyone stands in B the enemies can probably either spawn in C, behind you, or in A
why the fuck is the tile structured in a way where u dont wanna spawnblock that part of the room because the doors are in opposite direction
why cant they spawn two rooms away from other zones
zone having only three rooms never matters in other levels
it's an uplink and the standard rule for uplinks is that enemies must spawn in the same zone (with a few exceptions, e.g r5c3, r6d2, where uplink zones only have 1 room)
Guess I never really noticed that



