#gtfo-related-questions
1 messages · Page 276 of 1
Is shooting better just hitting crit spots
Cuz I can do that pretty consistently
I’ve played a lot of fps b4 so my aim is acceptable
its very situation specific
i always switch between spraying and aiming carefully
ideally you let the enemies come to your crosshair, thats the best aim strategy in any game
if you're hitting your shots "shooting better" mostly means target priority and (this is something i learned the hard way playing solo/duo) to keep up
hitting all the shots is irrelevant if you aren't shooting enough to begin with. letting enemies stack is really really bad in solos
in 4p everyone can kinda chill with the shooting but with a quarter of the firepower you don't get away with it, at all
Ah

Hey, i heard that the hel gun and hel rifle used to not give out its full pierce. Is this still a thing?
same thing with the hel auto not piercing
hel rifle pierces 5 instead of 6 iirc
and hel gun is 4
sentry or pistol?
the sentry
they both pierce normally
what does "iirc" mean?
hel rifle doesnt get its full pierce (6 enemies hit) for why exactly ask tru0067
hel auto sentry didnt pierce for a while in R8 due to it not being done correctly, but does so know and even has a bug where it gets back dmg (smth no other sentry does). Its still an ultra niche sentry tho
Piercing has a global cap of 5 limbs pierced.
So, weapons with high enemies pierced can hit easily hit trajectories that penetrate through 5 limbs before hitting all of the allowed enemies.
So, HEL Rifle can pierce 6 enemies, but it necessarily can't hit more than 5 since each enemy hit counts as hitting a limb, and it will sometimes only be able to hit 3 or 4 enemies because multiple limbs are in the path per enemy.
tq team for correcting me 😔
Isn't really a problem on HEL Shotgun or HEL Revo, because it is very hard to hit 5 different limbs on 1 enemy, so you'll basically always hit the second enemy.
np.
If you want specific targets to prioritise.
Crawling strikers are fast as shit, anything thats licking you ( stagger it if you know you can ) , shooters, and hybrids right before they start their barrage
my squad's having some trouble with r2d1, sheer number of enemy encounters plus lots of fog is a lot to handle - anyone remember how they got through that one?
the r2c2 (?) alarm malfunction one was a hassle but we've been stuck on this one for longer
what are your tools (and guns) and where are you failing usually?
also what order are you trying to get the cells in?
our last try we were running 3x sentry (2 shotgun 1 sniper) and a biotracker, with an assortment of different guns - we get around halfway with 2/5 cells in in the main room and the extra cell for the locked zone but we're usually pretty low on resources and infected so we tend to get taken out by the next large wave (whether from an alarm or screwing up stealth)
quite possible we just have to be better and conserve ammo/health but it seems quite difficult to keep infection down
definetly take a mine deployer (drop a sentry for it)
and do not take shotgun sentries
oh, interesting
(they miss a lot but even when they hit they dont do much and they eat through tool) take a burst sentry instead. Unless you are exclusively trying to have the sentry to deal with bigger enemies (chargers and giants) it will basically always be best. For those sniper is good then tho (obviously keep your bio always)
the mine deployer will make the blood doors a lot easier
you dont have to give it tool refill realistically as you only need to use mines when absolutely worth it
so the 2 sentries will get it all
actually great point on the blood doors
ohhhh
also which "locked door" do you mean?
yeah that does make sense
door to 614 or something that needs a cell to open
oh the ressource zone
yea its good to go in there as the return on ressources (and the return cell) makes it a good deal
but only do so after having done the alarm for the cell
realistic path is to do the alarm first (either 613 or 611 iirc, its rng between them)
then do the 2 blood doors once youve gotten the ressource room cell plugged in
after that you only need 1 more from the key
Heres a thing I've actually done the maths on how long, based on one of the dauda audio log, it takes one striker to break a hole in a blood door
And recommendation dont It almost drove me insane
lol
some general tips for the level
-
dont be scared to shoot a scout and then melee (or if necessary shoot) the room. Stealth if you can but pulling scout + room is worse
-
dont stealth IN fog, if theres enemies in fog, kill as much as you can then pull them with a gun shot (or let an enemy scream)
-
use fog repellers well
with the right use youll have 0% infection until you go into the blood doors
noted noted
this is very helpful, thank you
@trim sorrel Eva's tips are all excellent. I personally recommend a slightly different route (this one gets you access to the disinfect station, which isn't necessary by any means, but does make things more lenient in terms of taking infection)
#gtfo-related-questions message
thanks!
disinfection station is definetly a decent trade off for the slightly harder alarm that you do in that path
I think my main reason from shying away from recommending immediately going for the next alarm is that I think some teams may be struggling for resources at that point. It is a much easier alarm if you do it at that point but especially if the stealth has gone wrong up until then I could easily see teams running out.
The 608 alarm is much more difficult, but the route means you get the resource zone just beforehand, so you should be going in with full everything.
hmm
I def see the argument
My concern would be that if someone is out of res by that point through stealth (3 zones with solid ressources) then theyd probably not get through the blood door (for key) and actual alarm scan zone with enough res
hey, does anyone know the spawn cooldown on mothers/pmothers?
was looking it up and couldn't find anything on the wiki or online
I'll have a dig for it
For mothers, between 10 and 40 seconds, depending on how many enemies she spawned with her last birth. Assuming she gets a full birth off it'll be 40 seconds.
(Note: measured from when she starts birthing, so really around 30 seconds from once you've finished dealing with the birth)
For pMother, same deal, but between 8 and 28 seconds.
thanks, was asking because my squad was about to face a pmother, we just cleared r5d1 secondary 😅
Also updated the wiki with it, so if anyone else asks https://gtfo.fandom.com/wiki/Enemy_Attacks#Birth
Good luck prisoner o7
Any1 got advice for r2d2? Me and the team somehow first try d1 and we’re probably gonna tackle d2 tmrw
better wake up scout than repeat reactor wave and dont afraid to pull the room
guys is there a map/mod where I can practice weapon/melee?
You can practice your weapon with cconsole
ummm how to do it?
Just install using thunderstore or r2modman you can find more info in #hc-modded
alright thanks for the info there
If you dont want to use the console, R2E1 has a scout basically in front of you at the start.
starting the first alarm in r6b1 is honestly more chill
Permanent waves in decent lighting
Yeah I meant for scouts specifically since when people are to train on meleeing enemies, it's usually scouts
that one D2 mission has like 4 charger scouts at the very beginning :)
ah alright thanks for the information there
uh rinse and repeat
and time to practice ur aim and enemy patterns
pray
no need to pray if we use grenade launcher
(c)lockout 2
hel rifle
Weird question but has anyone ever had an issue where typing underscore ( _ ) in the terminal doesn't work for me, I have to use my laptop keyboard not the external keyboard I use to game with.
have you tried typing 2 ( _ )?
Are You sure You don't need to type like Shift + (_)?
Tbh defend on bridge the whole thing and find codes quick
Okay so found out the issue it had nothing to do with what I thought I did, it was cat related. Pretty sure my cat must have walked on my keyboard at some point and disabled the key via razer synapse
eat the cat
What
easy solution
My issue was the key itself was disabled
Not the kat
Kit kat is safe and will not be eaten
should we take 2 mgs for d2 since its c1 part 2
if you ask anyone here if you should take machine guns, you'll always get a no xd
i dunno if our squad can use stuff like the hel gun/rifle super well and get full value
its not quite c1 part 2, d2 is a diff in that u get alot and i mean alot more awake enemies, also way more big guys especially
we can take burst cannon and whatnot
big guys haven't been super problematic for us
well here is the thing with those guns, u dont have 2 get max pen, being able to consistently hit 2 targets is already way more value than most guns
^
bring hel rifles and sawed off/hel revo and you'll be fine
sniper is viable if the player can hit hybrids
idk if we can even hit collats consistently
in fact, getting more than 3 most of the time is not practical, 3 is the sweet spot usually, but if ur not confident with aim 2 is more than fine already
we haven't really touched hel weapons except revo tbh
where are u defending exactly might i ask?
havent tried d2 yet, just drafting a plan lol
Then this is a good level to learn doing so
well missing 1 or 2 shots happens to everyone is not a big deal
sir yes sir
regarding mgs
Taking 1 as a comfort and decent close/mid range wave clear option is fine
oki
other than that
Burst cannon/hel rifle are the easy winners to take (more hel rifles than burst cannons)
and well the typical reactor loadout of 3 sentry + bio
2 burst 1 sniper i assume?
the more 1 tap weapons you bring the more sniper sentries you want
also bc is very good for this lvl yea, especially if u feel like ur struggling with big guys
1 tap weapons like sniper bc etc?
weapons that oneshot smalls
ah
so like sawed off
i honestly disagree
mainly talking sawed off / hel rifle / high cal etc
burst sentry will mostly be there to cover enemies close
there should be plently of resources yea
you either
-
arent good at shooting and need sentries to cover (burst >> sniper)
-
are decent and let some through (burst >> sniper)
-
are ry good and have basically no leaks (burst >> sniper)
sniper sentry becomes better vs bigger enemies (as in you struggle with the giants or later rundown chargers)
ic
i think we'll take 2 sniper 1 burst then
why would you prefer burst is you have no leaks
i trust in my squad and i's aim
Btw this is also why you shouldnt be too worried about collats making or breaking hel weapons
Hel rifle with no collat = 9 kills/refill
veruta at perfect efficiency may be 20. but even getting just the bodyshot efficiency (13/refill) is honestly harder than getting any pen on hel rifle
sniper sentries always shoot giant heads first right, or they at least try to
better for alarms
Doesnt potentially instagib you
Doesnt shoot randomly when you kill the enemy anyway
Unless you struggle with giants id just go 2-3 burst
Oh aight, yeah giants are not bad
better for alarms is the big sell here tbh
burst sentrys have synergy with each other basically
Other sentries dont rly
the other points are kinda null to me because they're just skill issue but yeah
yea
but tbh
If you can mostly solo/duo hold reactor waves the level is a cakewalk with or without sentries
i don't think r2d2 is solo holdable in 4p tbh just because half the wave immediately runs behind you and doesn't line up for pen
To explain this
Burst sentrys dont rly steal their own kills
They swap target mid burst if smth dies
Sniper sentries often shoot the same thing if placed even remotely together. So you have to space them a bit, which just isnt worth it for their value hs smalls over burst sentries imo
wave splitting go brr
later waves you hold several directions so that isn't a problem though
what angles are you placing sniper sentries at where their value isnt dependent on giant type enemy kills
bridge to spawn -> yes
But thats also main hold spot anyhow
bridge to reactor is awkward af for sniper sentry
their kill/refill is worse for smalls than burst sentries but they kill pretty fast tbh
sniper sentry is probably better for reactor hold
But who actually does that
(In general lobbies)
fair
also if its split waves sniper sentrys do depend on bio
sniper sentry starts shining hard on like r4d1 and so on tho obviously
gotta add the sentry part 💀
i think the number is accurate either way tbh
Isnt it 2.8?
wiki numbers give me 2.6
How do u do that, seems like a useful skill to learn
no like
Its bad
enemies splitting up vs being in a line
Weird it says 2.8 for me?
But like less enemies in an area?? Ig hel rifle can bank off of them lining up more?
also gotta remember sniper sentry has to start up/lock on
And then re lock on for every shot
you dont get less
They are just fanned out
as long as a target remain it it's target area
Oh ic
sniper sentry sucks so hard if it doesnt get to shoot the first shot
it keeps firing at the fire rate
Yes
Ok so triple burst sentry is what I’m hearing
triple burst and take burst cannon/hel rifle
Have you seen sniper sentry not shoot after 10 sevonds 
i have and it's kinda funny
2 hel rifle + bc + scatter?
no scatter tbh
And whatever mains we feel like running
You can take a sniper sentry
Its good to have since youll not place 3 sentries for most of it anyhow
i'd rather see sniper
So swap sentries out after every wave
you're talking to the guy trying to solo r2d2 carrying sniper
if u take scatter ur more likely to shoot the person with scatter lmao
im a lost cause
Is a hel autopistol good btw
eeeh
more like just refill them and put third down if you feel pressured
(Pick up if necessary to move obviously)
Yeah I figured, prob just like another bc or something idk
Aight
generally - decent/good (depending on word meaning for the person) gun
More utility focused. Not that great on r2d2
The stalling is super nice tho
BC + hel rifles (high cal and veruta are fine aswell, just dont stack mgs lol) work well enough vs giants
2 burst cannons is overstacking imo
Not worth on reactor
in general? imo prolly most underrateds weapon in the game, it is somewhat outshined by hel shotgun but overall still pretty good, for this lvl in particular its not THAT useful because its better to have more killing power
have you seen what kinda stupid shit i do challenge wise?
I getcha
Ok so tldr more gun = better in d2
i remember the fuckng sniper + melee r3d1
Funny times
i don't think it's outshined by hel shotgun
it's much nicer vs single target stuff so i think it is much more comfy with niche specials
its more utility, far less kill power
fair enough everyone playing the game goes insane eventually
👁️ 👁️
how far have you cleared again?
dont wanna spoil
i have spoiled myself
wait are u not done with the game what
but i have some of r5 left, some of r6 and most or r7 and entire r8
WHAT
kk
every day i'm further from god
its more niche than hel shotgun is prolly more accurate statement, a good amount of situations where hel auto pistol would be gud hel shotgun does better
why is this surprising
i like and use autopistil more mostly cause i like fast reload
yeah but
is triple hel rifle too much
I mean
2/3rds of playtime is solo/duo stuff
i finished the game at around 2.9k?
im suprised u havent touched r8 at all
eva game wasn't out at that point
gaming god
stop capping
breh
:3
what do u have on r5 left
dis guy

i cleared the game with i think 432 hours?
c2 c3 d2 e1
smthin like that
yea me like 350 or smth
no d1 poggers
no d1 at least nice
im like on the verge of clearing c2 pe solo
honestly i wish we had gotten my ideal r8e2 
but it is so annoying to grind
Me clearing the game at like 2k
what would that be
is it surge long kite time
can u solo ov even consistently
wave 4 is prolly omega tight on time no?
yes
with what
giant capping
that's
The only gtfo stream on twitch is in Russian 
lame
am I streaming chat
actually question, if u repeat wave 4, does mom also spawn again
I think Wesley is there?
wave 4 doesn't spawn mom
giant cap is just sad ngl
wave 4 does suck
it's the worst part of reactor by far
mom is better
tank is better
i've almost done r7d2 w giant cap so
wave 4 is awful
ah was it 6 then?
wave 6 spawns mom
i just remember w4 being a pain in da ass
with what are u wave clearing even
sawed off hel rifle
ya hybrids would always destroy me when me and my static were trying to get our first clear
my aim was even more ass then xd
you have not tried to solo wave 4 of r5c2 reactor, clearly
i mean u have a c-foam grenade for mom no?
Sky. I'm cringing from him eating a ammopack but not reloading. 
yea gl navigating in wave 6
my boy
touche
i have been switching between sniper sentry and mine deployer
mine deployer is more comfy
what a goat
not really bleat
god damn
pubs can carry everything, i could make new acc and clear game in 240 hours probs

Overload added: overload cuts timers to ~1 hour total (with overload giving just enough time to beat overload) this means youll get nightmare error for many teams on extract
Overload is a thunderdome with nightmare scouts in waves, moms, tanks, potato and snatchers.
Term for code 3 is in back, but room has no scouts and instead another boss like enemy added
Shadow class 6 spawns loads of shadow giants
Kraken fight has snatchers spawn (and work) from the fake close sec door
Ending alarm has more enemy diversity (flyers/bbcs and enemies spawn closer and from the „room“ behind)
🧀
that's F tier eva
i beat the game with my static, tho i did do pubs of lvls ive cleared before in those 432 hours with some more experienced players who taught me alot about how da game works, so take from that what u will shrug
or very high E tier ngl
Nuggies with his ~25 hour clear (any% on a fresh account was so funny ngl)
the tier is based on the base level
Overload and thus pe woulde been optional
thats exactly what isnt what wouldve been wanted
since overload makes the time you get per term smaller
:(
and at that point you just have an actual F tier if the PE is forced
sadly some of these things dont work (snatchers bug out in the tile, so do flyers at the end etc)
so overload would be at beggining like just a terminal command? as for the code 3 thing, do u mean like a brand new boss enemy or smthin like a tank or megamom?
megatank
smth like tank or potato or sleeping snatcher added to the room
with gigaballs
immunity to scattergun specifically :p
and yes
basically in the unused room on the right at spawn
fr
like r5c2 ovl
i see i see, would be interesting thats for sure
tho that 1h in overload oof
u would need 2 go like basically max speed
smthin like that
its time wise designed to give people less time for kraken specifically and thus force nightmare error to spawn on extract aswell
which, with the added bigger enemy diversity makes that a lot more challenging to deal with vs a cake walk with frame issues
well an R8E2PE would be the pinnacle of gtfo
but well
Spiff would be on it til 2027

yeah
i get the extractpart but if ur still fighting the kraken and the nightmare surge starts u would just be fucked i think lmao, idk if u can rlly brute force ur way out without running out of resources
thats.. the point
its an E tier PE
if you are out of time at kraken you lose
whats wr glicthless again
tho thats doing reactor and 2nd class 6 at the same time right?
u might just have 2 do that in PE lmao
Theres like 11 runs ahead of it
Well 10 cuz im not doing progress on the any% until weekend lol
No lol
for PE youd just have to get to the ending scan before time runs out
how far are u in any%?
evaAAAA
im the only one checking it out and it needs me to sit on it for hours
i'd just verify it saying i watched kek
i need to verify all the milliseconds
and add them up
need to check for desync moments
potential glitches
etc
booster scrolls
can't u check them before drop
well can u do that without doing the class 6 + reactor at the same time, isnt that like a massive time save? especially factoring in like reactor w3 code will prolly take at least 1 full extra min with termi being at the back, idk maybe im underestimating how much time u have, i feel like 1h is rlly not alot xd
yes
if done there
and thats still going through 83 drops
Yes you can lol
crazy
veterans can pretty easily get to around 1 hour times if they want to
yea sub 1 hour is not that hard
well that i know xd, but i thought the whole reactor+class6 at the same time was needed for that
naw
i see
both class 6 cut about 6-7 mins or so
very easy 2 fk up
yep
i still wanna revisit e2 for a 22 min time ngl
So I woke up in hydrostasis pod right? Plummeting into a dark hole... Who knows what's down here. Everything runs around like it's trying to recreate kamasutra positions.
And then I bumped into a scout for the first time... It's feelers touched me and it rang the dinner bell, I died shortly after
But hey I found a cool looking mold of jelloh
what mods are allowed while speedrunning
they are not allowed
I tend to avoid running E tiers for personal reasons
I get a very foul taste in my mouth whenever I think of the shit that was done
ew
theres only mods allowed for the modded category board
But i couldnt tell you which, as thats the only board where im not active (tho tbf, theres like 1 run every 5 months on there)
i was thinking of someone (read: not me idk how to) writing a speedrunning mod that just disables boosters etc
they are banned yea
like all u need is vanilla and boosterless pmuch
Theres 2 1/2 ways we can check for boosters
and having a mod means entry barrier for new players is higher
everything else is depending on category
So unless necessary mods wont be in vanilla speeds
oops i forgot to booster scroll
you solo anyway
exactly

i am not single, how dare you
fair enough
but like
- drop screen showing no boosters into starting
- booster scroll (or multiple povs)
- logs (not 100% secure in case of early drop bug/fast equip)
are used to verify

Not even the glow stick power????
😭
does anyone know about a video or post that explains enemy spawn mechanics in gtfo
i have tried looking around on youtube and have not found anything
Iirc they have to spawn like 2 rooms away from you? But I don’t think that’s like set in stone since I’ve had guys spawn on me before
basic rules, more advanced or in super detail?
i know some basic stuff about spawns when preparing for bioscans, but I get confused when preparing for the exceptions
like reactor tests and constant alarms
basic rules are explained in basically every scaler level guide, his alarm guide (and most probably his beginner guide) aswell as my "how to get started" guide
The more advanced stuff (reactor/uplink etc) is somewhat in scalers alarm guide. But not elsewhere rly (wiki maybe?). I am working on one 
the details youd have to ask for among vets
that and knowing which/ how many rooms I have to clear adjacent to a bioscan room so sleeping enemies don't wake up
I'll definitely check out the alarm guide
reactor spawn mechanics 💀
theres always exceptions (unique cases) like say an error having set spawns (cant spawn anywhere but 1 specific room)
But in general error alarms work the same as normal alarms
reactor cant spawn in the reactor room under normal rules. Tru has made a detailed writeup on it, but the basic idea is that if a reactor wave isnt forced to spawn from 1 direction, then players push spawns out into every direction, depending on how far away the furthest person is away from the reactor itself.
( I hate this shit )
just 1
enemies only scream in your room or 1 room away
the only other way for them to wake up is by a door breaking if they are super close to it
I see
i thought they spawned 2 rooms away
nono they spawn 2 rooms away
I love r6b2 sec iirc. Where they spawn 1 room at that one uplink
.
mfw I watch the bbc appear in the other room
thats just uplink rules (only spawn in your zone)
exception being r8b3 and r7c3 (aswell as double uplinks)
Hah the acronyms we use are weird
hm?
Me dying inside when the pub wants to push out and wave spawns ontop of terminal
they're helping you kill the wave faster by bringing the spawn closer
time is money
which'll make the waves spawn more often
🙄
delicious
stop trolling
trail blazer is always teh correct pick
- Miss me with that infection.
- Tool power

- Global fog reps

okay but
I can long kite the matriarch
surge alarm
🙄
what can you do huh
breathe in spicy air
??
Me: looks at soul nuker
on a side note
i'm playing R3B1 solo and this first alarm is genuinely awful dude
the enemies spawn up my asscrack
most forgettable level for the general community in r3
im just plagued with knowing it
every other lvl in R3 has SOMETHING cool in it
maybe not A2, but A2 is unique and fun
A2 is in a way also unique
yeah, no alarm doors
R3A2 is also a legit 4 way split if you want
👍
R3C1 honestly is so shit
its such a long
"do this to do this to do this" just to get a charger error thats the 1 part people remember
shitty ass lvl
I see many ppl just crumble at error
legit one of my least fav speedruns
They just like. They either rush in and die or stand around not knowing what they need to do after opening
Is r3c1 the next time you see error door after R2E1?
TYES
what cell does player 4 get
there are only 3 blood doors with cells no?
That's another thing. A lot of ppl I see don't know what errors are when they reach r3c1
oh yeah because teamscan on all the doors and stuff
so no time to carry starting cell
well "door"
theres 1 teamscan
and sadly that team scan (and kinda the gen cluster one) stop the level from being doable in 1 min

can't wait for alt alt r3a2 that adds a checkpoint scan on every blood door
alt alt r3a2 exists
with no teamscans
and it's sub 1?
ah right the extract fucking sucks
that the extract takes just over half of an r1a1
L
the issue of every game
when you get good enough
most of the time is spent not playing
(in this case standing one extract)
have u thought abt starting to play again?
that'd solve the issue I think
if you played the game instead of not playing
unless u wanted to spend ur time not playing
r5e1 moment
E2 when we finished scan and forgot about pmom
i knew about it
thought we'd kill it fast ngl
I'm ngl. I was just getting baby swarmed along with 2 nightmares midst trying to fight tank

at what point in the opening animation of a security door does the room count as open
when it's just a tiny gap you can shoot enemies inside without waking from sound (long/proximity aggro still applies)
but when it's open it's (duh) open
somewhere inbetween it stops being closed and it isn't when the animation finishes
i'm pretty sure it is about when the animation finishes, but i have no forbidden datablock knowledge
gunshots appear to have a very slight duration
so you could shoot outside of aggro range and then walk into aggro range and the gunshot will trigger enemies
^ You can do this while jumping through doors, as well.
If you shoot, and then jump in while door is opening, the sound comes with you and wakes the room, even if you're very early in the animation.
moving into a room does that yea
(funnily enough you can do the same when you get the void (door) bug
(allowing you to silent shoot in your actual room vs the loaded room
)
will there be new weapons eventually?
the game development is finished
no more new content
o
Uplink spawns change vs regular alarms is just that it restricts to the same zone as the uplink, ye?
Does it apply to corrupted uplinks?
R6D2 secondary and R5C3 don't (but they are just one area in those zones). R7C3 doesn't (but do those uplinks even have enemies or are those just the warden protocol enemies?).
since theres not rly a situation thats "the norm" id say they dont (R5C3, R6D2, R8C1)
for normal uplink it just restricts to the zone with 2 exceptions
If you fully spawnblock an uplink zone do you get spawned on
Or does it force it out of the zone
yes they spawn on you (example r6b2)
If you partially spawnblock (so there are 1 room spawns) does it prefer 1 room spawns
yea
Epic
tho
probably not if you leave a 2 room distance
like a broken daisy chain
i think it basically just works like r2e1 like that
where if you have someone in term room and 1 in spawn it wont spawn inbetween but on each other
Ye
but yea you can spawn black to 1 room away if the zone size allows it 

i will probably re-use parts of that for (when I do) the full alarm/spawn rule/setup video
What're the one room distance alarms?
like all of them?
👁️👁️
R6d2 secondary flyer alarm
thats in room spawns due to how flyers have set spawns kinda
Flyers behave uniquely like that (see r6d1, r6d2sec, r8b4 etc)
R6D4 proves it borks them otherwise (they spawn in the ground)
Yeah, was pulling that from the datablocks, guess that doesn't really fit
R8b2 travelling alarm is another candidate for 1 room away
Class 12 (r8d2)
chat we need to explain room dividers to ppl
im making a full list with certain things
Gotcha
that's not entirely true, they also spawn inside walls
even the ceiling kek
Aren't people always complaining about some alarm in R7B1
the first one has funny 3 room away spawn but all the other alarms behave as normal
Yeah
One room alarm
Randomly
if we exclude uplinks then these are ones i can think off rn off the top of my hat
i might also add stuff in () if its not due to spawn rule but due to environment (aka you can potentially manipulate it into 2 room spawns or its only 1 possible room)
(R1B1 class 2 alarm)
(R2E1 1st surge)
(R3B2 1st alarm)
(R4C2 ((if blood door not pulled) 1st alarm)
(R5C1 1st class S)
R6D1? (Technically unique room)
R7B1 2nd alarm
(R7C2 first alarm)
R7C2 full room alarm
R8B2 big tp room alarm scans (unsure)
(R8B4 1st alarm)
R8D2 if class 12
R8D2 dual scan (some enemy groups)
I dont remember if r8c2 has 2 room or 1 room spawns on mri scan
Im excluding locked spawns like r6d3 (errors) or r7e1 full room chargers tho
@native sun
?
you are thinking of r7b2?
oh i am you're right
I complained so fucking much during r7
R8D2 is just because there's no room for 2 rooms away, no?
r7b1 i think alarm in big room to get case has 1 room away spawns?
No
Class 12 is set to 1 room
a lot in the list are
if you reduce to class 4 (its acc just a different alarm obv) its 2 rooms
Yea and they have ()
Kk
class 12 being 1 room is partially what makes it a challenge
and i was wondering why are they knocking on the other door smh
You also have the spawn from elevator events to get less than one room spawns
Or the silly set spawn locations
But yea theres like 4 normal non room locked alarms with actual 1 room spawns
and then theres r6d1
and well indont know about mri in r8c2
MRI I think has set spawn points
probably
Or it feels that way
i dont know
Shadow giants can prove that they have at least 2
i sadly didnt pay attention on c2
not my favourite level since the first part is so ?
i know the level
Just not the spawn positions during testin time
But yea hope that helped tru
I dont remember exactly what waves for the r8d2 dual scan were 1 room spawns and which 2 room (flyers obviously same one)
but i think @marble mist (sry for ping man) might know
Ah
oh you mean first one?
No worries I was thinking about set spawn points
i forgot about that one actually (tho it would be in brackets)
You could included that
i skipped it since i had the full room alarm on my mind from sec 1
i will edit it in
A lot of the dimensions spawns are “one room”
in the most pragmatic sense that they break down one door
o.O
😳
What
if you dont know about brazil skip
Theres videos that explain it
if you are confused about 14 rooms, thats the spawn distance you can technically get in the run (tho prob even further in theory if you wanted)
could go to like 16?
Can from elevator spawns spawn on top of players (e.g. if the players are 2 rooms away)?
like 17 if u go into shadows
yes i just constructed a map in my head
actually why DONT the chargers get stuck during brazil skip
ive never thought about this before
isnt shadows just 5 rooms deep
2 for first, 3 for 2nd
which would add 2 on top of the 3 i used for extract direction)
they are built different
extract is 3 no?
if players are in spawn, yes
Yes
But not if you go two rooms away, ye, it'll just use the players closest to elevator
I'm tripping
ooo if you're 5 rooms from each other can they spawn in between
Yup
i only know that this can happen in modded with elevator spawns
never encountered in vanilla
chargers - room before room scan - room scan - A next zone - B next zone - respawn1 A - respawn1 (iidr if it's B or C) - respawn2 A - respawn2 B - respawn2 C - next zone hallway - reactor hallway - reactor - shadows A - shadows B - fog A - fog B - fog C
i need mental help
it is 15 (17 for shadows)
I think this is modded shenanigans
might be
R8B4 uses from elevator, and duos have a solo hold with no spawns in between
i sadly dont encounter the scenario in vanilla as often
R8B4 broke and had it happen after checkpoint tho
Which is fixed by now iirc
but just for context
Which one is b4 again by the way
Insurrection
but ye sky
i can visualize like ~95% of all rooms in the game 
photographic memory coupled with 3000 hours of being an idiot
Okay yep that hellhole of a mission never played it my og squad left in like r5 or something like that
I memorize map usually after 7-8 clears so
R8B4 pre-nerf was really funny
r4e r7d2 e2 r3d1 r6c3 is all i have rn 🥺
you will definitely have fun in R6C3 PE
the good kind of fun
And now I'm stuck never beaten the game past r5d1 and probably never will
it is fun ye
like 14 clears rn or smth
2.5 people in my group can kinda do this too
one of them doesn't remember every level i think but a good chunk of them
sometimes we'll be talking about certain rooms in a mod and refer to a specific level to help paint what room we're looking at, and the last one is just like "look at these guys, knowing every level"
this is based
like saw a random room in a mod recently that i knew from another mod, and had to think for a while about where it was in vanilla
and the other guy was like "oh is it the room from x level in a different mod?"
usually u just see a tile which is either iconic or exclusive to a level
(room was the r4a2 secondary big scan room)
Levels i dont fully know are:
r1b2 (2nd last room in most northern key zone i know generally but not exact 3d layout)
R1D1 side zones
R2D1 disinfect key zone
R4B3 optional uplink zone (cell/key i dont remember which)
R4C2 zone 15 (tho i know the layout now)
R4D2 turbine zone
R5B4 side zones (all 4)
R5D1 west side zones (i only know both east ones)
R6C3 (cell zones)
R1D1 side zones, the most useless zones to ever exist
^
ive went into them once
when we were testing achievements
lol
flying into that
never opened the doors normally
I really don't know why the devs bothered with them. At least put a key in them or something
or remove all resources from the previous zone so players are forced to go into them if they want resources
shocking information as this may be to both of you, there are players who exist who find that they still need the resources in those rooms. insane, i know, but they exist.
yeah, bad players
you do, sure
a good chunk of players do not
so i ask again
what is your point?
that you don't need them?
your point is they're the most useless zones to exist. i would argue the terminal command room in r7a1 is cause it accomplishes basically nothing but confusing people
tbf
removing the side zones would make it actually more deserving of a d tier without making it actually harder in its peak. But raising the base line
True
This one is still such a ???
some people at least get actual usage of the r1d1 side rooms
just cause you don't doesn't mean that they're completely useless
because, shocking as it may be, people aren't that efficient with their ammo by the sixth level in the game
There are better ways to implement them though. They're massive zones. You don't need two of them if they both serve the same purpose. Also being a D tier, it only serves to deflate the levels difficulty as a D tier. R1C1 had plenty of ammo mangement. If you're on R1D1, you really shouldn't need the extra ammo.
ah yes, r1c1, famous for having a tight amount of ammo
i think the argument that the zones could be implemented better is kinda fair
Being so big just extends the level time. They could have just done the R3C1 method of having 1 zone dedicated to being a resource room but with the drawback of being packed with enemies
but i think the side zones existing as a choice for players to have a better chance at getting a clear when they're still improving is good
Oh yes, I think that's fine and I agree, but its the way they're implemented in the level that's bad
rundown 1 is easy, that's part of its whole thing
i do think r1d1 is a bit easier than it should be, but i don't think completely eliminating the extra stores of ammo is the way to go to make it harder because then it'd be a stupidly insane hurdle of managing ammo well, or just getting supply efficiency and having no issues which happens already on other levels
to the people that need to go to the side rooms to get ammo, i'd say it would be
Many beginners, when they clear, do it without the side zones
i've seen plenty of streams of people playing the game that end the first alarm with like 0/0
theres many that still go into them. But we can safely say that not all of those needed the ressources for the clear
yea but if you play like that
Then maaaaybe the level should punish
I feel like implementing a cell/key in the R1D1 side zones would at least give it more purpose. Or even a very easy error alarm that turns off when they progress to the next zone.
Right now it's just boring perma stealth for every side zone
i get being too low before 3rd alarm and wanting to make sure
but thats only rarely what happens
The original level was BORING. 10cc could have at least spiced up the side zones in the remake
more often than not they just die to the alarm or pull scouts and die (or then run out)
and yes
If people absolutely run out of ammo due to stealth issues they will run out in side zones aswell often
i think the problem with that is that then it gets even closer to r5d1 main
at least r5d1 has a bit more of an identity from r1d1 cause of it
R3C1 did it a lot better
You get good stuff, but theres a threat so you feel pressured
(As a beginner)
If you run out of ammo due to stealth then players have fucked up too many times and deserve to wipe. With R1D1's side rooms, now there's less punishment and less room to grow as a player until R2's later levels
i generally agree
especially since some wake ups are still allowed
but i do think the leniency is there for a good reason
i don't think that's a bad thing tbh
cause i see it more as, they can get more invested in the game by getting further earlier on
Heck, adding smth like a 3 use to the 3rd zone wouldve been a better situation than having the side zones
Not reading everything but the travelling scan is for the general strikers which are 1 away, the nightmares and hybrids are set spawns on a timer that are 2 away, and flyers are on big centre scan that spawn on you
do you guys have weapon recommendations/weapon to avoid?
I usually run Bullpup/AR with 3 burst shoot one
all weapons are good :)
Do u want the brutally honest answer
yeah sure
Bullpup and ar are sadly, arguably some of the worst in slot 💀
i think both bullpup and AR are usually pretty high on the "avoid" list
but
use whatever you genuinely enjoy, cause getting better at the game will make most everything just kinda work out
Burst cannon is good tho
this
If you want us to tell you what guns are better we can't but don't let being ""optimal"" stop you from having fun
hmmm alright thanks for the info guys might giving other weapon try later
might possibly put ar on that list too but most of the other guns will at least do something
common choices for best guns are usually:
hel revo, hel shotgun, sawed off, carbine
those are the usual suspects for good guns i think?
(at least for mains)
I'm glad someone else agreed with me that burst rifle is dog
I see everyone putting it like on par with DMR and I'm like what
Dmr, dtr, auto pp
I've seen a couple tier lists with it up there
And I'm like huh
I swear I do worse with it than stock ar
maybe it was good like 2 years ago
not anymore
Rayalot put it in b tier on his post balance tier list
Not saying he's necessarily wrong, I've long since learned there are people who know far more about this game than I do
But putting burst rifle in the same tier as dmr and dtr feels weird
I think BR was a weak B if I remember or a strong C
Burst rifle isn't the worst weapon but it fairs decently
*fares
*dreadnought
idk i feel like i pull the trigger and shit just doesn't die
possibly a skill issue
dreadnaught is a perfectly valid albeit less common iteration
then people started calling me goob in game and i didnt respond to it
aight goob
i will shit your pants

You gotta hit the client triple headshot
does anyone per chance, got a spreadsheet with all the logs for the achievement?
thank you
Ok we tried r2d2 with 2 players and a bot, we got abt halfway and then died when getting the 6th code… I think I’m taking sledgehammer next time so I can contribute to stealthing giants
Is it worth shooting through the side zones btw? Since we were a little short on time
will there be rundown 9??
Pull room to save time is better than repeat reactor waves
depends on how confident you are at fast stealthing
It confident when there’s a bunch of big guys
if your bio gives good callouts, the room isnt too crowded, you have a couple competent hammers, you can walk stealth fairly comfortably
but theres more than enough ammo in that level to support shooting rooms
oh and also no scouts
dont shoot the room with 5 scouts
1-2 we can deal with fine but if there’s like 3-5 in proximity we can’t take them all fast
Yeah I figured
then just have your giant killer go wild and make sure your bio is on top of things
That’s like 60 enemies if they all pop?
Do enemies come through the doors we open to get to other zones when we defend a reactor wave btw
enemies spawn 2 rooms away
usually
if you open a new location thats two rooms from where you're holding, then yes
Shoot we’re gonna have to redo our defense then
if its like 6 rooms deep, then no
it gets funky cuz they like to spawn 2 rooms away but i dont think the reactor room itself counts as one of those rooms
iirc
someone correct me if im wrong
Is there a spot for later waves we can hold out in and not have to defend against enemies from 3 sides
Sure
It’s not gonna break the level tho r
i know most people like to figure things out for themselves so i like to double check
eh
it does make holding significantly easier
Don’t tell me
but most of the difficulty comes from spawn mechanics being fucky anyway so whos to say
I’ll figure it out and if we get stuck I’ll ask for it
Double hel rifle machine gun and sniper is fine for specials ye
Mains we take like whatever
if you were to pick a level to run sniper on
Carbine usually
r2d2 is not a bad one
hel rifle is good, the veruta mg is fine enough
mains are less important yeah
carbine goog
I’ve been asking my team to use bc but they all think it’s kinda weird
I don’t blame em it’s hard to use
it is
but its so much better
its ok
if your sniper can consistently hid headshots, and prioritizes hybrids, then it should be fine enough
Reactors are very different
Yeah our sniper’s aim is really good
I’m preparing for the essay
i thought i recalled that the rules are (usually) the same but the reactor room itsewlf doesnt count for the 2 room rule
usually
i know some reactors like r4e1 have special rules
then it should service you well enough
you know what they say
we need sniper for scouts
We’re actually getting good at meleeing them
There's two options:
- Spawn {[number of rooms the farthest player from the reactor is] + 2} rooms away from the reactor, in any direction
- Spawn in the elevator zone
Unless d2’s time pressure makes that unviable?
so is r4e1 just elevator
For R2D2, the first group of enemies in each wave will typically use the latter (and so always spawn towards the player's spawn (across the bridge), while every other group of enemies in the wave will use the former
not if you have good speed stealthers
Correct
and a bio who can accurately tell when its safe to go for a scout kill
Speed stealth is a wip
Yeah I was on knife since I enjoy tearing through the little guys
There’s a lot of big guys to we’re def gonna swap to hammer
if you have two or three competent hammers you can get away with running a knife
not a bad idea honestly
Just learn the solo knife pattern
You got this
We always run a bot since we’re missing a player on our stack
Im working on it 😭
you want a fourth?
I think there's a bit of a false dichotomy with "stealthing rooms" vs pulling them and shooting.
For fast clearing rooms you generally just want to walk at the enemies "stealth" killing them, until the room wakes up, at which point you either start running while meleeing them (if there aren't many) or shoot them until there are few enough to go back to running and meleeing.
We’ll see
yeah like that strat with knifing a giant to death in like six seconds
I’m coercing more of my friends into getting gtfo so we shouldn’t have a man down
thats the spirit
If a striker screams in a room and no sleeper is there to wake up did he really scream
threaten them with death and dismemberment until they play the funny hammer game
oh hey speaking of enemies screaming
Also one of our members is on vacation (like a weakling) so we r 2 players down currently
Yes. Provable because now the second scream won't work.
can r8 spoilers->||nightmare shooters|| still not wake up rooms
solo it with 3 bots
ez
They can
They can, but ^
Only the first scream an enemy does can wake anything
You just had one of two issues
I’ll get there one day
but the room wouldnt actually wake up
You probably misrecognized one of the many screamy sounds they make for them 'using their scream ability'
quite possibly
I am proud to announce that our squad has officially overcome our spear addiction
i have a vague memory of scaler saying something about that but it was forever ago so who knows
maybe i made it up
ahh, they grow up so fast
so proud of you
We now only run knife hammer and bat so we can make police jokes
We mainly run bat so we can do police role play tbh
No hunting the mamoth spear jokes 😭
Unfortunately
The spartan jokes will be missed
I can’t stop myself from screaming ‘sir stop resisting’ when I’m using bat
I can’t take the game seriously when I’m using bad
It’s so funny since smalls can’t do anything
try running four bats and beating up a giant
That’s going on the a mission bucket list
We do a a mission every once in a while so we can have some fun and we’re always surprised by how easy it is compared to the current level we’re doing
I already move DMR up in new list, and the new naming convention redefines what "B" actually means.
Which is weapons that are niche or mid.
The S-tier Mains are just really far ahead of everything, and there's a gap even between the Main shotguns and HEL Revo that is hard to represent.
Nvm, I know the fix.
The weak semis and bursts get moved to bad
Every auto in excessively bad
Every goes down
Won’t be beaten with things one
There is no excuse for playing anything worse than HEL Revo
ray is reaching my tier list
I think slug does get shunted to bottom of bad or top of excessively bad, though.
Pistol and BR are just better
probably
maybe slug really is better...
What if beep was right?
🕯️ Jish, you have to let go.


