#gtfo-related-questions
1 messages · Page 272 of 1
thats different
huh party started when i left
ok unironically
is there a bug
where a scout tendril is invisible until touched
gatcho ass
No? But you can cull scout feelers
ok maybe im just blind but im going over my clip frame by frame and im not seeing it even adjusting up brightness
Mb I forgot that the lower bound could be broken by using the setting folder
can u actually do 1 fov? or does the game just break
Send the vid to chill
IT is so funny
can i please get the vid too?
fine
thats fucked
yes, yes it is
Editing in files, probably
Im p sure the game would be fine
Not your camera though
i see
true, making the game more fair by not seeing
Your About Me reminds me of mili
it is from mili
That's crazy
Unfortunately it's 1am and I've just finished my 9hr shift so i cannot remember which song it was
Between two worlds?
lament, in hell we live
very much so
i see that xD
Any advice for r1c2 zone 100 alarm? Our team gets overrun after like 2 rounds of scans…
cfoam ladder smh
How many turrets should we bring
one
just bring mines cfoam sentry
K
if ur opening both alarms at the sides doors, dont, u only need one
a sniper or a burst sentry should work... fine, tbh its hard to sentry that alarm cuz two sides but u can find spots around
use everything u have, it is the ending so
foam the doors put down all ur mines and heal up to the brim
R there still decoders in zone 100
and then guns- any 30 dmg is great for chargers so chokemod, hel rifle, shotgun, high cal...
100 is extract
no, only in 99 and 98
but by that point
u should have one or two left
so u only need to open one side
Ye we only open 1 side
the rest is just killing the waves as soon as possible and dont rush the scans if they are full of enemies
chargers are 7x more dangerous than strikers in proximity
so its better to go back, kill and then go for the scan
They’re kinda tanky
my man is calculating
Since we can’t tap in the head
thats why 30 dmg guns r so nice for them, they oneshot
otherwise stuff like hel autopistol or hel shottie should do fine altho most of ur work is gonna come from ur special
Think we’re gonna bring more h cals and stuff
not much from ur main
isn't it just
5
guns
it feels like 30
u can bring other 30 dmg things not just high cal
no like there are 5 guns above 30 dmg
Yeah we enjoy h cals more since ease of use and stuff
scattergun sniper high cal chokemod pump shottie hel rifle burst cannon
and probs some im forgetting
alright just be careful with the slow reload and low range
forgor bc and chokemod
cuz more than 6 or 7 meters it wont oneshot
smh
and thats a pain
play hel rifle
tbh bc is not that fine on chargers, its 22 dmg per bullet with a 3 burst so
its very good on smalls and bigs not chargers
literally best answer to chargers
Oh
Aight
Should I take like sawed off for main for the close range burst
it works its pretty good, just play it safe and dont go too much for the oneshots at hyper close proximity
hel revo / sawed off / hel shotty works
its fine, consistent 4 shots
3 per mag for a main is already good
specially with that consistency and range
most other mains fall way harder
most autos, double tap, rifle, pistol...
Oh yeah istg carb was just tickling them
how much dmg was carbine? i forgors
Not enough 😭
uhh 9.52 so would need three bursts and then a touch
its fine for its reload and firerate
carbine is like 3 kills per mag
eats ammo
Think we just need to take foam
rlly those 4 r the mains for chargers, dmr, carbine, sawed off, hel shottie
erm
chargers do that in general
hel revo..
We reserve the medpacks for waves that’s the strat r
instead of dmr
i forgot it existed ngl
dwdw
pretty much, if ur ok on stealth u dont need to heal for that
Yea in stealth it’s just sometimes one of us gets backhanded by a giant or something and goes down
healing for 40 will still take u down so, if u wanna play it safe chain stagger instead of all hittin at the same time
and if u see its not getting staggered stand back and shoot instead
from what i remember the level has enough ammo that only if u wake up every scout ever u struggle
and it also has quite some tool
We do fine on resources tbh
If we wake up a room I opt melee
I just get to a corner and smack the guys that come around
yeah corners in this game are not the play unless u need to hide from giants :b
yep
i spam the crap outta it if i wake up a guy on accident
anyways, ty for the help, me n my team are gonna try c2 again tmrw
gooood luck!
we're gonna need it lol
Probably
yeah
how hard are the other d tier missions in r6 compared to r6d1?
slighly or way harder
hm okay
gonna try to clear this and then the other story rundowns (r7 and r8)
ok thx
d4 would be even more tedius without the checkpoint and if you're not prepared
Tbh d4 wipe points are the start and the end
No in-between from what I've seen
D2 secondary can be tedious with a team of complete randoms
Main is very easy
I'd say R6D2 is the next easiest out of the them
if we consider PE only I'd say D3>D2=D4>D1 in order from hardest to easiest.
Is d3 harder than d4
It's just longer I think
I'd say d4 is the fun one and d3 is boring ass but I may be biased from playing the latter way more back in the day
A fuckton harder
I'll never understand why people consider D4 hard
Even in OG there were ways to standardize the ending, like foam the staircase, they stay foamed, enough time to run and earn distance.
Because first surge and the last alarm
what is hard on d3
This
Definitively had a lot of pugs waking up the tank barracks and a lot of shit go wrong during reactor
It's way more mechanically complex than D4, D4 is just a weird start then everything else is something you've already done before
What's hard about D4? The tank you fight doesn't have anything attached to it, is just a tank and a blood door. The T scan isn't really an issue unless you fucked up hard somewhere along the line and have low res.
the error portion can be unique but its intended to just be sit 2 ppl at spawn and camp the error
that t scan can be pretty nasty
can fuck up the surge
I'd disagree with reactor being generic and there's plenty of groups that fail the split because last blood door has a tank
ending is hard if you dontk now the foam
so 1 code
like I said
and then the first 4 are about as generic as it gets
That and the barracks sneaking, the "error" of shadows, the whole point to either doing Overload or Main first...
It's way more mechanics than what D4 has IMHO
but were assuming the players know all the strats for d4?
why dont they know the strats for d3
Even assuming they know the strats for D3 and D4, D3's are more complex both in theory and execution...
splitting up is complex?
Is it done a lot in the game?
I would argue yes
Nah
treat it this way
It's the you that plays mostly with premades that thinks that
2 ppl on your team decided to go clear rooms for 15 minutes while you
low and behold
also clear rooms for 15 minutes
there room just spawns awake and is only like 3 enemies
and then holy shit you have to stealth through a room with 2 tanks!!
stealth is so hard
it may be splitting up but its not r4e1 splitting up
its half your team is bored out of their minds cuz theyre just meleeing an error
Oh I dont know what to tell you
Get a pool of pugs and you'll see more failed R6D3 lobbies than R6D4
pubs are not a part of the games difficulty lol
youre just arguing for the wrong thing
dont argue level difficulty if that is your argument
Dont you think that premades give you a bit of an eskewed view of how hard some maps are?
no I think it gives me a much more unbiased view of it
If more people fail D3 than D4
I am taking the challenges at face value
D3 is harder?
the t scan on r6d4 is objectively harder than every alarm on r6d3
the last code of r6d3 is fairly nasty, but so is the ending of r6d4
and if we want funny rooms to wake up and wipe to
just take the mom zone
R6D4's ending is way more standardizable to a somewhat decent degree of success
and in that case, the mom zone is objectively less scary than the tank barracks
so r6d3 wins out
etc
D4 also has more confortable checkpoints
But let me guess checkpoints do not matter?
🤣
personally I accept the argument of memorizing spawns as affecting difficulty
because that can heavily effect some levels
Fellow matchmake presser who presses it way less than I do, d4 infinitely harder in matchmake
Infinitively harder than D3 PE?
Yea
bha
ive pubbed both of them before at least a couple times but it was with a duo so that kinda solves all issues I imagine youre fixating on
D3 is impossible maybe because its reactor and therefore desync alt f4
I agree that d3 has 1 singular moment where you need at least 1 other person to know what is going on
Well that's a different issue
which is the last code hunt
but I just dont think that is very much
and I dont think anything else youve mentioned has almost any value
errors are just not complex
youre fucking tour guiding your pubs anyways so objective order is meaningless
I mean, let's say you need to explain 3 people how to do D4
wake the tank barracks?
Then same thing but D3 PE
Which of the two session of explaining would take longer and have more details?
"shoot the reactor waves"
if they die its because they suck at shooting/meleeing not cuz theyre pubs
bro I pubbed fucking d3
with sleepyboi
like
??
D3 is longer explanation purely because d4 explanation is "good luck you better shoot"
he did 5% damage in the fucking lobby and it was a piss easy clear
You can pub both
and he woke tank room 3 times cuz he didnt know what was going on
That's not really the point
and tbh
I guess you and the other 2 picked up A LOT of the slack
idk how I even classify waking tank room in terms of difficulty
D3 would be easier time
D4 u have to pray we survive surge and ending
ngl I think 1 person downing on d4 in quite a few parts
Jeez, to pray
is a lot worse than anywhere besides last code on d3
One???
Listen, if you say that they're about the same level I can disagree but understand, but you saying it's "infinitively harder" it's just nonsense to me @hard nexus
yeah I was referring to Manbarondenna with that
if you asked me to put it very simply, I would not be confident in my own ability to clear sections of d4 as opposed to the entirety of d3
and that is where I value difficulty
Oh ye nah d4 is easy all in all its just 2 major points of failure for randoms
D3 infinitely more salvageable
I value mechanics among the player, especially since this is a discussion where tour guiding is an assumption
not how dumb my teammates are
And I think D3 PE's mechanics and strategies are harder to grasp than D4's
mechanics as in player ability
Neither are rocket science, of course.
what is traditionally referred to as mechanical difficulty
No as in WHAT the team needs to do to have the best chances of success
no I MEAN in terms of player ability
that is what I value
and that is what I think is a much much better way to evaluate objective level difficulty
if I assume my teammates are dumb as a sack of rocks then ig e2 is not a clearable level because they walk into every respawned room the instant its back
I dont think I understand, but let me try to: Do you believe you've more chances of carrying 3 players in D3 than in D4, correct?
bro
the point is that THAT IS A TERRIBLE METHOD OF JUDGING LEVEL DIFFICULTY
Bha
let me think for a sec tho cuz I do want to answer that anyways
lowkey
I think d4 because of the checkpoints yea
if I was pubbing id be scared for first surge and ending
first surge wipe is an easy reset, pubs dont lose motivation
ending is close to a checkpoint and its the end of the level, pubs dont lose motivation
i feel like checkpoints are a wipe anyhow
you dont realize that this is a stupid argument
that I am indulging
only if 3 of them wipe on tank with ctrip
reread the whole thing eva
oh ive seen a bit
trust
🤣 how generous of you
Imo d3 is easier than d4 once you understand the mission fully
But d3 is probably closer when you are mostly blind in both
Let me reiterate
"I mean, let's say you need to explain 3 people how to do D4, Then same thing but D3 PE, Which of the two session of explaining would take longer and have more details?"
Than somehow try to work fucking around
With D4 being more complex than D3
Because
I really cant
That is not a good metric
a level can be easier but longer
There aren't a lot of levels that ask you to do what D3 does
eva youve pubbed d3 a decent bit right
If that cant be a metric of how hard a level is I dont know then
ya
how do you dumb down the entire level to your pubs
is it smth along the lines of
"shoot the enemies that are trying to kill you with the 600 ammo packs on the level"
?
i dont think its good argument because d4 is just "good luck mate"
Did D4 steal your lunch?
i think the only thing i say much about are the 2 errors and „kill tank“
man
ive had an arc
Where 6/7 pub lobbies died to tank as 3 man
needing me to clutch a 3 down vs tank and waves
bro i was doing d2 secondary recently and i forgot about the fact that the tank will spawn behind me
kekw
that was really fun surprise
ngl I always forget that its an auto open
Fun but god was it funny that it happened 6 times in 2 weeks
For you or the tank?
for me and the noob who was defending me
also yea you rly just shoot absolutely everything (but respawn room, i avoid that in full pubs until after reactor usually)
actually there is a lot of r6d2 going on in matchmaking this month
its a good level
really fun level tbh
big fan
smh discussing level difficulty without using the 4 difficulty axis
i did both
secondary is such a mood killer ngl
No wonder this argument is farcical
secondary is so close to good
secondary is not good?
its just a little bit too filler on a level that does not need it whatsoever
secondary is just 
Not rly fun to shoot
foaming is snooze
i like dual uplink idk
Everything that isnt the uplink is fun tbh
dual uplink is somewhat fun generally imo
but that one is boring
The tank is fun showing up
The flyer alarm is too
Secondary should have a longer uplink and remove the alarm for the sec door with the password
And have the uplink also spawn fliers
didnt it use to do that
The uplink only spawns chargers, right?
right now yes
The sec door on the right has a cluster alarm with fliers
in og i recall otherwise but might be wrong
Yes
but wasnt intended
- double damage
it was removed in og aswell
peak
i think at that point they were already removed
as double dmg flyers was extension first pat h
i think not
could be wrong
because clearing d2 secondary double damage is what i did it was really something
also also
waking 5 charger scouts is actually a strat
after doing the alarm in full fog
i think all uplinks should be buffed to more than 5 codes for sure for sure
r4c1 sec in matchmaking is really fun
especially if someone wipes
Yes
Go into zone
Hel gun/rifle goes brr
all screamed
but holy the stairs chokepoint makes it piss easy even all 5 waves
its honestly the duo strat if you just wanna get the lvl done
oh no we have to shoot 2 waves of chargers?? IN A LINE??
tbh majority of levels ive noticed
you can shoot
?
if your lobby has cerebral capacity to shoot enemies u can just wake everything
yup
we did it in r6cx
even more so, being good at shooting makes everything easy when you do that too
quickest clear of my life
hel rifle heaven ( album )
if this game was advertised as shooter
it would be a vastly different world
maybe we'd have an actual playerbase
do we want cod sweats
listen
you see the ppl we get anyways
it cant get worse
at least the cod sweats would have fun
better cod sweats than chinese players knifing nightmare scouts
then among the panic activating class 12
You can remove the casual racism pretty please
you choose to interpret it so
im assuming thats a matchmaking joke
im just referring to what happens in matchmaking
So say matchmaking players
yeah unfortunately language and thus comms barrier persists in matchmaking
my bad chief
actually with language barrier matchmake players its 50/50
either they are new to the game or gtfo gods
had a guy try to explain the game doesnt let him put his sentry down in french
i think its to be expected that most players are either people who bought game at 50%, or OGs and veterans who played since a long time
also
some vets set their cosmetics to the starter ones to disguise as noobs for some reason
especially prevalent during sales
they mightve just made a new modded profile
ah true ive had that happen
Where can I drop a invite link? Need 2 more players. Sorry if it is the wrong channel tho
.t lfg
Hello! If you are unaware, we have Looking For Group (LFG) channels to help users group up and play the game. They are located here: #lfg-north-america / #lfg-latin-america / #lfg-eastern-europe / #lfg-western-europe / #lfg-asia / #lfg-oceania / #lfg-africa / #lfg-beginners / #lfg-middle-east.
If you are unsure of how to create or join a lobby, please see the instructions here: #how-to-matchmake.
any advice for r1d1? our team just finished c2 last night.
Just make sure you have a bio user and you'll be fine
Have you done the reactor shutdown yet?
Or are you struggling on your way there?
we died on the class 5 alarm on our first try since it was our first mixed scan thing, haven't tried since but we're prob gonna go tn
Did you open the side zones early?
Unless you fumble really, REALLY hard and need the ammo, common consensus is you always leave the side zones for the alarm scans closed until you're done with the alarm
That way they only come from one way
And you don't die
nope
we were just surprised that the team scan was running away from us lol
Well then what tools are you bringing
Well it'll get worse
Much worse
tracker +3 sentries(2 burst 1 sniper)
yeah it was our first mixed scan lol
That's not a mixed scan
no?
ah
In the alarm text
For instance, a mixed scan can have team scans, clusters and even some of the weird ones you'll encounter later
s scans?
Sniper sentry is weird
ik we rly need scanner cuz of the ||ghosts||
Cause there's not enough long sightlines
works fine against the big guys
Oh well yeah I suppose that works
we always have someone on big guy duty
since they seem to be getting more and more common
Eh you usually get good enough eventually to not worry so much about it
It's more of a common notion to have someone prepare for bigs
Oh right one last piece of advice before I go back to doing my lab report
🫡
The side zones actually lose you ammo if you go loud
So be careful
it's pretty worth for a comfy clear
if you're dying on the class v then the extra meds is nice
its completely fine considerng the amount of giants on r1d1 alarms
you want the biotracker for every level anyway
???
hybrid spotted in r1d1 !!!
violence is the answer
i yearn for a day where we get chickens as a wave enemy
I'm sorry grain sizes are all my head can think about for now
i like running through their projectiles it makes me feel badass as hell
used to be cooler with the old shooter tracers 😔
why grain sizes?
i think hes writing a lab report
well yea thats why im asking
considering i study smth where grain sizes arent an uncommon topic xD
Oh for some reason I have to write a lab report about ceramic sintering
The lab of which is just GTAs tell us what they did rather than us doing it ourselves
I feel like I was scammed
make your own lab :3
You will clear it very quickly
It isn’t as bad as c2 or c1 tbh
You don’t need side zones
Try to do two alarms before doing one
Then do the early one for like a 5 use ammo then you should be fine
There is logs in each of the 3 side rooms if your going for the achievement
That sounds pretty cool actually
It might just be me tho lol
does anyone know when snatcher spawns are in r5e1?
theres one on blood door for giant error and one when you look at the warden door for the last alarm in the level
like go up to the warden door
tysm
Is there a way to delete bugged "ghost" enemies through CConsole?
(i.e., enemies that are immortal and just stay still in one place)
?? enemies can bug out so that they're immortal?
do you mean enemies that get stuck out of bounds
psure they doesn't count as actual enemies so ure not stam capped or anything
i think they don't even exist tbh
That's not the point
I can't test bcs they trigger mines :d
team it's a reset
I don't wanna reset every time they bug out
That's such a massive time waste
How am I gonna WR my GTFO testing speedrun? 🙂
I have like 11 enemies stuck like that
I'd like to also know if I can repair doors
are u playing l4d or smth
can penetrating weapons penetrate through say tanks/armored flyers
to the enemies behind them
are there any cfoam tripmines in r5c2
Yea
The amount of tks
I’ve gotten like that

ty
Live somewhere with better ping
There is a mod
To get rid of ghost enemies
there is a way to get “rid” of them with Unity explorer
It isn’t a ping issue. If you kil them right as they spawn you can ghost enemies even on host
Think it has to do with the clean up logic not being set or something
how hard is r2e1 compared to the rest of rundown 2?
significantly harder
i heard theres lots of like enchanced alarms yea?
it introduces surge alarms (which require better coordination) but that isn't the most difficult part really
(not sure how spoiler sensitive to be)
what does cluster alarm mean?
cluster alarm means it features cluster scans
set of scans consisting of 8 small yellow ones
ah
for the surge alarms is it better to stall out the enemies/run from them than to actually kill them?
if the tile allows for it
the further away enemy spawns are the better it is to kill them
cuz itll take em longer to run back ya
Well
No and yes
depends on the room ig
Killing enemies actually is one of the most effective ways to stall them
either way R2E1 is massively more difficult than anything else in R1-R3
it'll do good to prep us for later rundowns yea?
other way around actually
might be better to just skip then?
It isn’t the worst idea to grind on it
But if in your first day or two you don’t make it half way
You should skip it
halfway is like past 2 surges?
halfway is getting to error
Imo, get to "the ending," and once you've died there once or twice you should consider moving on and coming back later.
oh lord
id say @sleek drift try a few times to see it
and then if you realize "ok this is hard" go to R3
yeah we've just finished r1 gonna start the r2 grind 2day
i dont think a-d should be too bad?
a-b def not
How was r1c1
It is actually really good practice to get to the "last section" so that you can get used to the high difficulty, but when it spikes it will very likely be a brick wall where-as other rundowns have a lot of easier content to play instead.
easy
C depends (mostly c2)
D you will see
D1 and D2 in R2 are considerably harder than R1D1
Well you got this probs
after we sorted out our team comp it was free
~~this sounds like someone took sniper ~~
If you didn't get hardstuck R1C1, you are ahead of a lot of the new player struggles already.
disagree tbh
just cuz someone is fine with r1c1 doesnt mean theyll handle other normal levels well
R1C1 isnt a real wall, its just different and people stonewall themselves
Na r2 a-d should be fine
r1c1 is a "can you shoot mildly competently" check
A-C1 for sure
C2 depends
D1/D2 will see
Yeah, but there are a lot of ways to get stuck on R1C1, and those ways are all big deals for the rest of the game.
If you can't dodge enemy attacks and generally avoid damage, you will struggle with everything in the game.
i agree with that ray
but passing it (after sorting slight stuff out) doesnt make the C2-D2 part actually fine for those parties usually
yes?
but people clear r1c1 without knowing how to do that
There is a few ways you could realistically pass r1c1 but having any of those skills or a mix of a bunch of them is good enough
For a lot of the game
its good to have
but wont mean r2c2-d2 are going to be fine
its the same reason people who can have no struggle on r1c2/d1 can struggle on r1c1
I think that's frequently not the case, and when it is the case chances are you've had to show some mastery of other parts of the game, like tool setup or resource management or good weapon choice, all of which give you an edge everywhere else.
i think you guys are heavily overestimating how easily r1c1 can be brute forced
without any of that
Anyways shooting is the most important skill in the game anyways
i litteraly just saw it 20 min ago
that i can agree with
R1c1 is a shooting test
And in gtfo the waves only ever get so hard
There is an upper limit
but
c2 - makes people panick
d1 - people dont get comfortable pulling rooms and struggle with the order of the level
d2 - codes and way harder (dual side) spawns
r1c1 lets them hard prep and is very calm from the start
But the answer is always
Shoot better and you probs would clear
Like c2 people get caught up just not shooting?
ill let the beginners who are stuck on any of those levels
D1 people get caught up not shooting and solo stealthing fog
know
its obviously true that if you play better youll win
but holy
do you hear yourself
Yeah I do but we are literally talking about how
aka not comfortable pulling rooms
erm it was burst cannon
The shooting level r1c1 gives good skills for the rest of the levels
d1 was kinda free, we thought reactor shutdown was gonna be brutal but it was just scans
It's also pacing. People really struggle to make progress and move on to the next thing when under constant pressure.
we second tried d1 after we got folded our first attempt since we were just goofing around
Increasing my credence that R2 will go well.
Not surprised
it honestly just depends on your defintion on fine
cuz clearing r1c1 in a few tries rly does not make someone able to 1-2 try c2-d2
I mean they won’t get hard walled
they might still do so
Everything will take a few attempts but it will be fine
i still dont agree
ive seen people 2nd try r1c1 and get hard walled on c2, d1 and d2
(at the same time)
or rather, after another
based

the high cal friendly fire was real 😔

Me knowing damn well I can't shoot well enough to carry.
You don’t have to shoot well enough to carry
eh its not like its burst cannon, scatter or choke
(Combat shotgun carried me in my r1a1 solo while i was missing all my dmr shots x-x )
Based
combat shotgun is amazing bruh
just take sawd off
if they like combat shotgun r2c2 will be fine
I was trying to stick to weapons og r1 had available when I did that solo
Based but yeh
its a good gun for that level sure
but it mostly depends on 1. using the right tool and 2. not panicking 24/7
best thing abt slug is its sights
Bbcs coming out of nowhere will still scare me :c
are those invis
k
our scanner guy dcd in the middle of our d1 run but we just booked it after the reactor shutdown was finished
it was kinda scary since we didn't know where the enemies were since no scan lol
flashlights go brr
Lfg R2E1?
wut dis
we were sorta panicking so we just booked it to extraction
then we just shot into the dark lol
No redo then
we don't really mind a redo
You should try to beat your time
R1D1 redos after first clear isn't that bad
It's just not screwing up scouts
Try to get a sub 45
sub 30
2nd try, not having it fully done with one person dced
if they want they can prob get easy sub 40, so sub 30 is a doable goal
Clearing one is usually enough right
cuz we thought the shutdown was gonna be r1c1 part 2
the zone after it has enough ressources for the ending
@tiny wyvern you dont need any generally
first clears, yea
pub safety. eh i dont think it matters
yeah I suppose
Clearing zero is fine and you can wake up all scouts
But clearing one should be enough
tbh the zone b4 the reactor had hella resources
Yeah
we were pigging the fuck out bruh
Yeah it's for the shadows
honestly shadows weren't too bad for us
dey be slow
Imagine if we had shadow chargers
Shadows are my enemy
i would uninstall
cant wait for big shadows
Big shadow tongue stance
thank god theyre slower
LOL
if they were as fast as a normal guy i would cry
☹️
I think they tongue faster right
what
wtf
honestly the stagger regarding stance is way stupider
It happens with strikers to
Crawlers are fastest? Then running the crouching I think I forgot tho so that might be miss information
oh wtf
Yeah they all have the same cooldown but the wind up animation is way faster on some strikers than others
based response
its the only thing we have confidence in
It is often the best response to every issue in the game
its a great response till the bullets run out
Is there anything you shouldn't really shoot at when alerted?
I mean spitters I guess
well tbh everything should be killed unless you need it alive
immortal
i browse wikis when im bored
@digital mural used to be called pablo's wife
why tf did yall name him pablo
Naming scheme that just stuck around
ic
Just like some people call giants frank
ganked by frank 😔

There's a lot of spoilers on the wiki
So do be careful
Knowing what they are often does not help you kill them much
yeah, well I'm to type of player who likes to know how and by what they're gonna get fucked up by lol
when the wiki player hard carries the lobby
we usually get like 1.5 hours in and die brutally in extraction
Unfortunate
That happens on pubs sometimes
Suffer I think for r2 a and b tiers you should try to clear each level under. 30 mins
Speeding up the gameplay matters now that you are starting to get the basics. It will help you greatly for the challenges down the road
Especially speeding up blind gameplay
2C1 would be a reason
getting faster also just makes the entire gameplay experience better because every attempt doesn't tale forever
me when pubs don't want to term ids on r2c2
The constant error typically puts them into a panicked state
Yes
mm
It was a hardstuck level back in og for newbies coming in
it might still be
im thinking r2e1 but the zone that right now has the one scout in error
has 4 scouts and no other sleepers
do hel weapons have falloff when penning multiple enemies or do they only start to have falloff on enemies that exceed it's falloff range?
just with range, nothin with the pen
does r5c2s reactor not have global spawn pushing?
im watching some solos and it really doesn't seem like it does
oh sick
it did during og
i need to play og some time
bump
it does?
@native sun you have an idea?
cuz it seems like they are spawning in reactor for that one clip start
even after the very first wave, it to me looks like they're spawning in reactor or at most 1 room away from reactor, which still wouldn't line up with global pushing
I think you might not fully understand global spawn push. Solo behaviour will always seem normal.
It is the idea that if you had two players.
I am
global spawn pushing is still the case even in solo
i mean if it is they teleported across half the map in 5 seconds
jish they are correct
Because in the speed run we get global spawn push
they are
I know I am stupid
The entire time ?
lemme check the wave settings
.
sorry just assume player diff and didn’t think about it
There might be two behaviours still that are player dependent. It could also be the forced direction distance
From spawn fixes the issue in solo?
like there is a minimum amount of rooms from spawn wave has to spawn?
most of the waves used dont appear to use any special wave settings
It would still be in elevator zone
do reactors inherently apply some spawn rules to the waves attached to them or
We don’t fully know
wait nvm
I guess?
i love that this game has so easy to understand and consistent mechanics
We should test that we can reproduce the behaviour?
First
Maybe
wave 3 has different settings than all the other waves
erm chat i'm stupid what's global spawn push
LOL
and those settings have override set to true
but idk if that overrides reactor settings
LOL
not sure which has precedence
Easy to test
Reactors work funny
it's why holding not in reactor sucks and causes wave to drag on forever
Wait so wave 3 doesn’t have spawn push
cool
????????
my honest reaction
sorry zero just wave 3 doesn’t have spawn push. So reactor global down push minus r5c2
No way through CConsole I presume?
Wave 3
Only restart the level
You could checkpoint
(assuming you can override reactor wave settings with regular wave settings)
is it actually just wave 3 that would be very unfortunate it should be all the waves (in same solo i linked already it looks like wave 4 and 5 has same non pushed spaws but it's less clear)
Like, it doesn't use the level's CP?
wave 3 uses 257,258,259
every other wave uses 7,9,22,23,30,40
what these numbers mean i do not know but ill trust the funny words magic man
257,258,259 are specifically labeled for r5c2, the other waves are just generic reactor waves
thats so fucking weird
its wave setting numbers, they define what spawns at what time
by "generic" do you mean that they appear in other reactor expeditions
ye
i see
so unless the spawn mechanics (in general) are special in r5c2 reactor it should only be wave 3 that's scuffed
Looks like Chill's already found the answer, but ye, just looks like that wave has enemies set to regular from-elevator
as stated that doesn't line up with behaviour in linked solo for wave 4 and 5 (which also seem to not be spawnpushed imo) but oh well thanks
Likely same thing, those waves don't use the reactor spawning settings
chill said the other waves are normal and it's just wave 3 if i don't misread but whatever the case
4 appears spawn pushed
Would have to check every single wave
Does this mean wave 3 doesn't use Striker_Fast
This is so sad
enemies virtually spawn on top of him?
doesn't seem very pushed to me
not necessarily
Oh, tru, since you're here maybe you have a better answer. Through CConsole is there a way to:
- repair doors
- delete bugged "ghost" enemies (immortal stationary)
I got suggested using checkpoints for the latter
But in the direction away from reactor(?)
Ig I can use it for both
But maybe there's a better way?
- Unity explorer
- Unity explorer
Damn
though still, not having stragglers at end of wave while holding that far away seems whack to me
Fair enough
or just checkpoint before testing smth
Probably a mix of chargers get there fast and they just kill fast
Just checked map, that hold spot is 4 rooms away
therefore(?)
Entrance is 5 away
So they're not pushed as far as would seem
I actually don't remember what happens when you've pushed spawns so far that they actually don't have a valid place
they spawn on top of you
at least they do that in r4d1
(in direction of final code)
ok can confirm it's only wave 3
wave 4 and 5 abide by global spawnpushing as expected
How many mines to kill a tank again?
8
But i highly dont recommend it
I'm spawn camping
Oh you poor thing
your worlds gonna be crushed when it doesn’t work one time
I mean, it's just 1 tank so it doesn't matter that much
I just wanna see if it's possible to make a consistent setup
The tank always spawns in the same spot
So in theory it should work
7
Anyone knows if you can alias timescale command to be increased/decreased by some increment?
I.e., I press + and the timescale value is increased by 0.1
Actually, I have an idea of how to set it up
what are you trying to do freind
Testing
what
🙂
: )
Not rly
Just testing how it goes for now
Trying to see how much value I can get out of mines
I can clear the first 2 waves solo easy
Now I wanna see if I can do more on 3rd wave
introducing code 4 no cfoam or spawnblock
it's just dumb
if u wanna kill tank u might be able to premine it in some weird ass way
but like
why bother smh
Cuz funni
You might as well say "why bother even soloing the first 2 waves if you can just shoot"



