#gtfo-related-questions
1 messages · Page 385 of 1
moth it's the only one that gets it bcs of a bug
none of the other ones can get back damage
(At least that's what I've been able to understand)
Yes
I thought shotgun sentry still got it
Or smth
I don’t remember
No it doesn't
Only hel auto does for some reason
bro is cooked
pub
It's really good with bio 
good at killing teammates
Good at shooting the dead
guys I had issue where gtfo game keep going back to fullscreen after change to borderless
any solution for this?
nvm found the solution
apparently my Nvidia Setting force my GTFO into fullscreen
just need to change setting in Nvidia setting then fix the problem
Do you unlock the next rundown if you join someone else's game midgame?
Like someone is doing R2D1 and you haven't unlocked R2E1 and you joined that someone when they are at the last segment of the rundown.
every A1 mission from every rundown is unlocked from the very beginning
so you basically can do R1A1 to R8A1
if you join someone, you can play that stage and if you finish that stage, it will count as completed
so that would unlock the stages that prerequisites that stage?
you get the clear for it if you joined mid game yea. in your example, you still wouldnt be able to choose r2e1 yourself if you dont have a clear in like r2c1 tho
Thats cuz E tiers require all available levels in the rundown to be cleared
Only your clears affects what levels you have unlocked
🙏
you can just try it out and you will see for yourself, you will figure it out 👍
you won't lose anything about progression, so don't worry
only 1 game got to the finale out of 20+ in R2D1 i'm so sick of it aaaaa
alrighty thanks very much
If you ever need advice you can always ask here
r2e1 is quite a bit harder lol
my pair and myself is not prepared but we will persevere!
R2D1 is just tedious and slow, some crazy people can speedrun it but I am not one of them, so I took like 1,5h to complete it my first time, but the level itself is actually not so hard
so you are playing 2 and 2 bots?
my first time completing that mission was me and 3 bots, I took very long time but it was easier for me than playing with my friends because they always woke everything up and this costed us ammo and hp, so we moved to another rundown meanwhile I cleared R2D1 someday later alone xD
gg lmao, I do think I'm the one who messes up more in our duo
I think you just need more experience, so it is better to start another rundown and then take it more easy and practice
I did the same, I also played other rundowns because E missions were just too crazy
the main issue i think in all our runs on R2D1 is the fog being omnipresent
the thing is, you can somehow go around it if you do the zones first, which are higher, so the fog is reaching them as much
also if you play with bots, you can command them to go and pick up the cell, because they can dive into the fog without getting infected
- Fog repellers
- dont stealthkill enemies in fog ever
- chose the right route
what Eva means with 'don't stealthkill enemies in the fog' you can shoot one bullet and wake up the room, close the door, put a mine behind it and just kill them that way
or when there is no door, just shoot down somewhere save
That
If you feel the room is extremely risky to stealth or to melee kill scouts
Blast your way through
i shall be noting these
also, I am not sure how do you know about R2D1, every single cell you input in the generators, the fog lowers a bit and there is also an extra zone where you have to use a cell but you get a ton of resources and another cell
we noticed
[[R2D1]] statistics
slendo [no funny version] [Fish] was playing
update: we won 👍🏿 i wasn't there for the first 3/4
another question, what are the yellow highlighted stages
as far as I know lore missions but I could be mistaken
yes story missions
either by logs or things that happen
usually things that happen
so yellow missions should start with R5, right?
r6
:O
Following them is going to show you the most important part of the story at that point
No
they are only for the story, not that you should do them at first
also, all levels do belong to the story
The priority ones just indicate higher story telling usually
Forsaken was playing
How the heck do the bots work???
Like, the communication wheel KINDA works with them a little bit
but mostly doesn’t?
the communication wheel only works for placing/picking up tools and then picking up/placing down objective items, and then follow me (in co op)
in terms of bots, that is
It also works for “let’s go quiet” (i think, could be placebo)
na
bots never start stealthing by themselves either
and they also only shoot awake enemies
oh and their shooting is silent so nothing can wake up from it
Adding the follow me to the list (co op only)
That seems.. slightly exploitable
yes, yes it is

bots are incapable of making any noise and are also immune to enemy screams and tendrils
so if you wake a sleeper with a bot near you there's a chance it screams at the bot (yes screams are targeted for some reason) and it will therefore make no noise, room stays asleep
It is now my headcanon that their guns are actually loaded with silent blanks
they just kill enemies by sheer force of willpower and belief.
wait, really?!!?!!!!
theres a lot of misc jank with enemy/bot interactions
like R6D3
the overload error breaks when bots follow the person going to shut off the terminal, making them nearly guaranteed to wake the cocoon room and wipe
the error in main just a few minutes later does NOT break in the same way, that error will always spawn in the designated zone
in fact, i think R6D3 overload is the only fixed spawn point error in GTFO that breaks because of bots
overload error always spawns at elevator
and shadow error only spawns in the same room
or well from there
untill they stop spawning there and you are fucked
yeah, that is how it works
but if the bot follows the person going to shut off overload error
the overload error spawns will follow that bot
and not just targeting on spawn
they spawn 2 rooms away from the bot, which causes immense problems
that is also just incorrect
i wish i kept a recording, cause it would explain better than words
for D3 ovl, you want the team to hold in B as 1 or 2 people go through C to get to the cocoon zone, and then continue to shut off the error
the error, with normal players, always spawns enemies in A, regardless of which person the enemy is targeting when it spawns
the errors, with a bot or multiple bots, if they all stay with the person holding, nothing goes any differently
BUT
if one or more bots follows the player hunting to shut off the error, the enemies spawning from that error will ignore spawning in A, and spawn 2 rooms away from the bot, from the direction of spawn
well dont let them
which means if the error hunting play is in B of the zone after the cocoon, the enemies can spawn IN the cocoon room
make the person defending take bots
yes, i know
i just don't believe you
thats what me and my partner figured out the hard way
like i would bet more that something just leaked
no, its just straight up they spawned in the cocoon room, or in C and ran in the cocoon room
is this R6D3?
yes
theyre set spawns i believe?
and only with bots following the player going to shut off the error
it is set to be elevator
yes they are
i can vouch for that. this shit is real
with normal people, it never breaks
my bad chef
why would it do that that sounds weird
im trying in my brain to thnk of a why
ill try to queue it up and show
IDFK why it does that
its so weird that i promise i couldnt make it up
its the ONLY level where it happens
itis about the onlylvl with set spawns as those that can actively b broken
maybe r7e1 too?
i dont know for R7E1, havent gotten an attempt past the blood door with 2 bots
its weirdfor enemies to be set for a spawn and have it not be natural
so
funk funk
don't worry i'm testing the theory right now
i dont remember if it really was because of bots, but i do remember a run where they were spawning everywhere but the elevator. Holding it was so fucking ass
gtfo is a game without any bugs btw team
if it was a duo could it be cuz of ur friendo standin IN spawn, and shadows being forced onto another spawn?
like standing in the elevator
i was standing in B
my friend was host and terminal hunting
we tried the reverse and the same thing happened
so client/host doesnt matter
its the bots themselves that break it
ok yeah no its weird
its so fucking weird
i hate it
it confused me and my friend for so long because we werent sure if it was client or what
we tested what on earth could be breaking it and the only common thruline
was that the person going to deactivate the error, had a bot, and on those runs, the enemies spawned 2 rooms away from them, instead of only A of spawn zone
so I replicated the exact setup that you were using and nothing has spawned anywhere except elevator
thats so weird
well, ill have to try to replicate it then, and if it turns up nothing, then i dont know what was going on
like i think you just had a leak and no one noticed it
cuz well you have only one person looking out for smalls
so if they don't notice one small from any wave it's just ggs
i am certain it was not a leak
the doors were closed and it was not broken when we wiped
i find it far more likely that the spawns broke than smalls teleporting through doors to wake the cocoon room
well i was afking in b of zone after respawn with a bot
and my partner was just meleeing for 10 minutes
and nothing spawned anywhere except elevator
your partner went in through and past the cocoon zone, with a bot?
ill try and get footage
I FOUND IT LOL
and i have video proof
for some reason its when host took bishop specifically that it broke
it wasnt breaking when host had dauda, i was hackett, and bishop was my bot
for some reason, when the host takes bishop (a bot designed to me, the client), the spawns break and spawn 2 rooms away from the client bot.
0:00 Host suggests swapping bots, enemies spawn A
0:27 Host enters cocoon zone, enemies spawn in B
2:33 Host enters A of zone after cocoon, enemies spawn C
video starts when host suggests switching bots, so he gets bishop, i get dauda
there are timestamps for when the spawns shift and break, and you can see at those points that nothing ran through A, they spawned in those rooms
my best guess is that the spawns break specifically because its a bot that was assigned to a client?
because i went with bishop in the same run and the spawns didnt break
so it might be that the spawns are based on whichever player character is closest to the spawning point, and if the assigned bot doesnt match who theyre supposed to be with, it causes this?
if i tried doing the same thing with host's dauda it would likely maybe break as well
i have the full run, its def not desync
it only happened after we switched bots
we were in the error for a while
he went with dauda, spawns were fine
i went with bishop, spawns were fine
Average GTFO bug
and then he suggested we switch bots and the spawns broke instantly
ill upload the full run if further proof is wanted, it def wasnt a freak accident or shoddy connection or anything
Oh also are the bots different in any way?
Yes
beween them or
if this means modded or any sort of custom logic, no, this was run entirely vanilla, without any bugfix mods or anything we usually run
we wanted to be certain that this was the game itself being screwy, and not a culprit of any mods
so this is just:
Host: Woods (GhostlyMire)
Bot: Dauda
Client: Hackett (Me)
Bot: Bishop
though, tbf, i think we tested R6D3 overload before we started modding, we started modding because of R6D4 killing one of our runs due to spitterbug causing my game to crash before the final error alarm, and thats when we started adding bugfixes
if it means bots are different from players, yes they are
they cannot wake enemies without directly shooting them, if enemies target them with a scream, the room will not wake, they do not collide with enemies, and a whole host of stuff that makes them both stupid and stupidly OP
Oh no I meant like, between bots
like are hackett, Dauda, and bishop, actually any better or worse at certain subjects? I remember someone saying to give one specific one the biotracker
nah theres no real difference
(I do apologize, i’m really terrible at phrasing things clearly)
its just favoritism from personal experience
and preference of voicelines
from what ive been able to observe, all of them have the exact same AI
its just that the different ways they naturally position around other bots tends to put some in better or worse positions than others
dauda tends to run in front of my gunfire more often than the other bots because he's naturally closer to the enemies than the other bots most of the time, for example
No
They are all the same
but if dauda, or hackett, or bishop are the only bot, they all behave the same
We just like to joke one is better than the other and stuff
yeah
Somehow in my runs Bishop is always throwing, Duada is glitching himself and Hackett is soloing entire waves
for me its flipped around a bit
dauda is always walking in front of my guns, bishop always glitches into walls, and hackett either balls out or does nothing
and i do think thats just a result of how the bots are ordered to space out
it tends to put hackett in the back so he spends the least time trying to melee waves and sticking to his guns more
(also he just has some of the best biotracker dialogue)
close runner up is woods for his best line:
"i got dick." when biotrack ADSing when no enemies are around
My tierlist for bots:
S: hackett
A: bishop
B: woods
C:
D: dauda
We Must Bioscan!
can the hel revolver one shot strikers to the head?
no
Only with boosters
yes
it's tough for me to choose it over the dmr given the increased mag capactity; it seems to me that the dmr is generally more useful but maybe i'm just not using it well
does 2 pen mean you hit 2 enemies or 3?
plus revo reload is practically nonexistent
2
the hel rev reload is 2.3, same as dmr
reload cancel
ah
makes it under a second
ill take 2 kills for 2 bullets on a main over dmf def
yeppers
sounds like a certain other gun that isnt hel revo
isnt double tap better over dmr
indeed without aiming
an exquisite weapon mayhaps
it seems to me that dmr is better at crowd control, more times than not, because guys oftentimes aren't lined up to be able to take advantage of the pen, but with the dmr you have 12 shots and can at least stagger and create more space, but I guess this is assuming regular reload times which is irrelevant to you guys if you're reload canceling
once you start canceling, you dont stop
yeah if the revo only takes a single second to reload that's kind of op lol
shoving
do you just press 3/2?
use your quick melee key
no youll need to swap back
is scroll wheel good to do?
but its faster than swapping to a gun at the cost of a bit of stam
interesting
I have no idea if many ppl even use scroll wheel period in this game lol
fuck man even in cs and here I still use scroll ☠️
so better to shove and number key?
If u switch back to the gun before the shoving animation starts u don't actually use stamina btw
you can get a bit more advanced by swapping to your other gun and just using it instead of swapping back
The timing is weird and a bit unintuitive but generally as long as u are fast the stamina cost doesn't apply
thats the use case for not shoving
or if you REALLY need stam but thats basically never in regular play
thats what I do with scroll
yeah thats pretty good then
fairs
damn rly?
ADS when swapping to the weapon you want to use will also let you shoot earlier
Yes
No stamina cost as long as the swap back to gun is fast enough
Easy to get consistent
now that one I really needa get used to cuz I do not do that at all
but the difference is pre gud
its good in general as well yea
never get used to the nuclear reactor symbol of a crosshair to jumpscare
U just need to actually learn to always swap gun -> c -> gun insta rather than just the first half
byeah these are mainly to like, really push your uptime on shooting
can you explain to me in call of duty terms
in a pub, ya need everything ya got
lol
ok so wait, what's the best way to reload cancel lol
I'm seeing different things here
Press C, then press 2 or 3 depending on gun u reloaded
if you want to use the same gun -> shove swap back
if you want to use your other gun -> swap to other gun
like as it relates to the animation
the ammo will update on your UI
ah ok
Reload once and look at top right. When ammo gets updated that's when the gun is reloaded, every frame of animation after can be cancelled
for most guns the timing roughly makes sense with the animation
but its not really a general rule
in most cases its when youu hear that click in all the guns
Some guns have a sound that syncs up for example Hel Revo which makes it easy
you kinda just learn it for most guns
Some guns don't such as sniper
and a lot of guns its early enough that even doing it poorly will be good still
revolver my king ❤️
the way it works internally is an arbitrary number given to every gun so it doesnt have any real connection to the animation
another q - does ads with biotracker do anything or just let you see the screen better?
but in effect it does because it's the same every time right?
correct
ig I should rephrase that in the future when explaining
mentioning stamina also feels like a waste of text ngl
no one learning reload cancel is ever gonna need to care about that
Stamina doesn't get used anyway as long as the swap from shove is fast enough anyway. So it doesn't matter at all.
tgb stop gatekeeping info!
functionally no, but you can use it to "break" the swap animation to start your ping sooner
what weapons do I bring against big charger error alarms?
big chargers in general*
Scattergun usually (assuming R5B1), sawed off is fine too
how does error alarm spawning work? can they only spawn in explored rooms
Generally it’s 2 rooms away from your group, however if there’s a ”main” group (ie one with more people) I have found that enemies spawns 2 rooms away from that meaning they can spawn on top of you, @tardy ingot could prolly fact check cuz this is smth I don’t know much in
Also what’s the level?
it was R5B1
is it better to do overload first?
But generally I’d say shoot one wave of big chargers then run into zones with ur group
Reactor first
I think sec was the bad part of the level
[[R5B1]]
Yes do overload first
gotcha
enemies choose one player AT RANDOM and spawns enemies 2 rooms away from that players "group".
the "group" of a player is all the players in rooms connected to each other with no gaps
it's likelier for it to spawn on the smaller group because there is a bigger chance for it to roll from the main group
Also @ionic galleon you can pull the ”wrong” error alarm, run to the correct one, enter correct zone and find hsu to have another zone of loot
And you don’t even need to finish scan
If you arent daisy chained then stuff can spawn on top of people (or close) depending on distance
Bigger group only matters in terms of chance for spawn direction
If its
Room - room - 1 player - room - 3 player
Then there is a higher chance for it to spawn on the „1 player“ than on „Room“ or „3 player“
Just do hsu and it cancels both
theres also internal chance for directions, but lets ignore that lol
Team don’t we love this games rng
(It’s mostly fine)
@ionic galleon to explain a bit
R5B1 you do main -> ovl -> sec
if you want to do PE
Do you have some loadouts recommendations I could use?
But yea I’ve had giants spawn on top of me before
I run hel shotgun + veruta
Sawed off scatter/hel rifle/bc/hel gun for everyone (either one of each or more of hel rifle and scatter)
Veruta into giants moment
Defo have at least one scatter
Are swarms worth shooting at with scatter
veruta will not cut it for the overload. you need more firepower, which can be found in the guns suggested by moth
or just big guys
Yes
if you hit 2 smalls or more with scatter it is worthwhile shooting
are you doing it solo with 3 bots?
yeah for now
zed im not sure what optimal gun is for solo/bots reactor tbh
was it hel rifle or burst cannon?
All bots on burst cannon
bc
i haven't touched r5b1 reactor with bots, but for r2d2 i gave bots BC and it worked very well
for r1c2 i gave them HEL rifle and it also worked very well
@ionic galleon burst rifle burst cannon bots and urself on sawed off and hel rifle
i think either work, but burst cannon has more going for it
Make sure to stagger BBC’s
hel rifle for player for sure then
With sawed off
i have (true) solod the reactor with both hel rifle and bc, and while i had more success with bc, hel rifle is for sure easier to get value out of and with covering fire from bots the uptime/reload of bc becomes a lot less valuable
hel rifle is insane for r5b1 reactor
either way hel rifle will likely serve them better for the secondary objective which i think justifies it enough
you have like 3 insane line spots
Isnt it two sentries one mine one bio?
for sure
4 cfoam
Sniper sentry and burst or?
sniper sentry
tbf 2 sniper sentries with bot bio probably just carry harder than any guns choices could but yeah
This is NOT r7d2 speeds
I’ve started appreciating sniper sentry more when I’ve realized it can two tap giants
like i play some true solo mantle but gave myself triple sniper sentry holding bio and i literally could like
tab out
at times
for extended periods of time
sniper sentry is very goated
Cheater
what sentry is best for normal security doors
worth knowing that sniper sentry + 1 burst cannon burst also kills them (if sniper sentry hits head)
copypasta 🥀
Burst generally
do you know what mantle is
it's
R1E1
the reactor with like bbc surge as a reactor wave
is auto any good tho?
It’s got some niche uses
just because you haven't unlocked r1e1 and the four tool slots doesn't mean im cheating
generally any time you consider hel auto take burst, and anytime you want sentry to kill anything but normal smalls take sniper sentry
The most value youre gonna get from it is the staggers and back dmg
But its not as flexible as burst sentry
How should i position sentries during alarms?
burst sentry is not flexible team please
it kills strikers, shooters, and small shadows
that's IT
I usually place it near the door facing the rest of the room

it has wide applicability because the enemies are very common, but it's very narrow in its target selection
You have to know how to place/use it properly to get very good values out of the tiles it actually works on
Hel auto can be extremely good tho
But its safer to take burst in most cases
UNLESS you know how to use hel auto
flexible in placement and level selection
Not very flexible in amount of enemy types it covers
Inside your room or outside 
In general you want sentries covering an open sightlines where enemies will path, this usually is doors you leave open or somthing similar
The only level I can think of off the top of my head where you’d want helauto without knowing how to best use it, is R2E1 for the final couple surges
But it’s way more useful once you find good ways to position it
R4C2 too
R5B1 so first alarm
Oh yeah R4C2 PE for sure yeah
But even then I’d prefer cfoam for stalling over helauto
Generally I think like this: Surges=HEL - Reactors=Sniper - everything else is Burst
There’s also solo speeds where it at least is used for r6a1, thought this is a niche of a niche
R5E1 has 2 surges but I wouldn’t say helauto is a worthy choice
After trying both I'll say that placing foam correctly on the staircase is harder than placing the HEL Auto correctly, which granted doesn't mean either are incredibly hard to do, just that you've more margin of error
I guess that’s valid
I am used to foaming so that’s why I prefer it so if someone isn’t, that’s good reason to take helauto
I can agree with that for some cases
Also ladderfoaming is ew
Meant for r2e1
Yeah
I did use it for my first clear for that level, shamefully, for the class 4 in the fog zone, but not for anything else
Everyone has had their ladderfoam moments
I just didn’t see that class 4 as a particular problem and wanted more attempts to reach the error
you mean the class 4 in the fog BEFORE error?
I usually just place 1 sentry top ladder 1 bottom
and get like 4-5 strikers at most to reach me
placing a single either burst or hel auto sentry at bottom of ladder properly completely covers that alarm to triviality
Yeah it’s not a very dangerous alarm
out of my 11 clears of r2e1, only 1's ladderfoam and that's enough 🤣
^ only have one ladderfoamed clear and it's enough
I mean, i just don’t really like playing R2E1 anymore after it taking 20+ attempts with people that couldn’t play frequently enough to retain knowledge of the level
Had to construct an entire written guide for them
It burned me out pretty hard and I wanted it done with
For sure, solo pubbing Es is kinda hell (I think it was worse before because most of the people who played were new-ish), I know that struggle since it took me a damn week and a half to clear R4E1.
Keep in mind that most people here know AT LEAST 1 more vet to pump the chances in their favour, and rarely go solo+3 pubs
it took me a week of pubbing r8e2 and i didnt even make it past reactor, then i found a guy who got some of his friends to help me clear it lmao
They were too busy with other stuff and just genuinely forgot most of the level in the weeks to get another 1-3 attempts
Yeah same, took me more or less that
r8c1 also took me a while i think
It's infuriating that I finished reactor basically 4 times but 3 out of those 4 someone woke up the last code room for no reason
but that was because everyone always thought you had to do the timed sequences one after the other in quick succession
yeah that too
the benefits of meta knowledge
At the rate things were going, we just weren’t even making progress anymore, we would always die to the first surge of the error every time despite getting there in the first 5 attempts
level was better that way
I was so tired of runs randomly dying in the weirdest places to I just started using best available tactics to try and hold some semblance of sanity
And the run we won, we only barely won
I think it's much more lenient today's state of lfg tbh
At one point, everyone except 1 person was down in the final zone, and the final up had 1% hp lol
I usually get at least 1 more guy that is doing R2E1/R4E1 just for fun
So me saying an r2e1 run being good enough with the least threatening surge being ladderfoamed

Is just me being done with it
somehow reading this is making me WANT to pub
It's a videogame you dont have anything to prove eh
i got it for r7e1 and r5e1 earlier this week and genuinely it was pretty good
I’d be down to clear it again without ladderfoaming but god I just hate that level so much after dying to the same surge in the same error like 10+ times in a fucking row because our friends couldn’t learn
Tbh didn’t sound like ladderfoam was affecting you that much if you didn’t use it for last surge, plus I’m pretty sure class 4 is reg alarm not surge(?) but might be misinformation
It wasn’t
And also I’m pretty sure the alarm in deep fog before alarm protecting neonate is class 4
moth the alarm sequence is
class 3 surge - class 4 surge - class 4 surge - class 4 - error alarm - class 3 surge - class 3 surge (cluster scans)
People usually die in R2E1 at the first surge after the error, that's number 1 reason of death, number 2 is usually simply fucking up beforehand and that's mainly just people not knowing enough to deal with surges in general
Mother 🔥
listen im labbing shit and there is currently a mom RIGHT in front of me in e2
Lmao
This was in fact the one i was thinking you were ladderfoaming
Yeah it wasn’t that one
🔥
That one is arguably harder than the class 4 surge just before it
Cause the hybrid can snipe you from fog
eh if you manage your foggies and don't give the hybrids los it's usually fine
Which one of these is for the optional res room?
moth the optional res room has NO alarm
like please
Optional res is just a blood door
Gosh jolly I don’t do optional res room
Zed be expecting me to know shit before doing shit
yes pub
Joever
what's the achievement
Team I’m just a pub
i find your lack of knowledge disturbing
please autism a bit more all over gtfo
That doesn’t know the achievement
Nuh uh
My autism is in uhhhh idk
yes you're in denial we already knew that
you speak about autism
I quitted an R4E1 pub right after reactor because I was being micromanaged like no tomorrow
down to where and how I'd place my sentry because God forbid I want to scratch my ass for a wave at code 3
Being micromanaged after the reactor when you have a billion res is crazy
No it was during
Ah ok
I still remember my first R4E1 lobby, with a vet and a low skilled pub, gosh that was funny but i feel bad for the pub
Like
I can basically clear the first 3-4 whatever code waves alone with 1 sentry and my PR
r4e1 is a level balanced around having 2 players and 2 pubs
I should have quitted the lobby after I got told my loadout was "weak" for having PDW/PR
R4E1 is a level balanced around two players
It's just
nah they were real for that
It's exhausting to be costantly reprimended because sentry only goes in that spot and only after code 5 and leave that ammopack there and why didnt you take the tool in that box and place the sentry here not here
Fuck that shit, finish the level yourself, after reactor it's a cakewalk anyway
i think pr is a good pick for r4e1. it suffers from usual pr weaknesses but r4e1 FOR SURE is one of the levels where its strengths become apparent and helpful
I'm not a sharpshooter but I could consistently land nearly all headshot on PR by standing far, 9 enemies dead is enough and I can just finish the rest with PDW, I was also NOT solo holding
pr is actually decent on reactor hold
tru and i were testing pr strats for duo at one point
but yeah
Average lobby expirience
PR isn't bad as others are saying
besides like why does it matter what guns you take if you can work with them well enough
as in make them work
mfs be hating on veruta when it used to be classed as a good weapon 🥀
i;m hating on the copypasta
not veruta
I love veruta
how could i not love veruta
me of all people
was also the same time 6000 weapon stats spreadsheets were being thrown around
looks good on the spreadsheet = strong gun
EVERYONE was saying that
still waiting for pubdown scatter
How do I stealth kill the spiky black scouts
2 people melee the back at once or foam it
Ye, good chunk of weapons get the kill, mostly from using back damage
Can I foam it with a full charge cfoam launcher or do I need a grenade
Idr how many blobs is needed, but I don't think it's a full charge from launcher
Can just full charge if you want to be safe about it
Oh right, if you have a yellow syringe you can one shot them too
Id rather shoot it in its back with hel rifle (as long as its R5B1 ur talking about)
Stagger the BBCs also so they don’t eat ur bots
6 blobs or so
Definitely not a full charge
4 is enough if nothing funny happens
Honest question: when is it not funny?
Got it
do graphics settings affect visibility?
like fog quality or shadows for invisible enemies
shadow quality and/or resolution can make it a bit easier to see shadows
so max shadows and contact shadows enabled?
i just know its easier to see them on max shadows vs lowest
i used to play on a handheld pc so played on lowest and it was very hard to see shadow enemies
now it is quite easy
is there a level with fog and enemies in it at the very start?
so i can test the settings for myself
that more so depends on the level
i havent noticed any difference in enemy visibility with fog settings
sometimes i feel like i shine a light into fog and i just get flashbanged
might be bloom then idk
if you want an early level with fog and shadows early on then r5d2
But considering how you are likely new. R2C1 is somewhat fast to get to (1 and 1 b tier) or R7B2 (same)
thanks!
Your group is on a 1 day streak! 🔥 Here are yesterday's results:
👑 5/6: @agile field @vivid umbra
6/6: @ocean spindle
Forsaken and slendo [no funny version] [Fish] were playing
Man, I threw…
what is everyones favorite level in the game? Im playing through rn so I havent finished all the levels yet but my favorite is R6D1 "nemesis" and my gf's favorite is R5E1 "KDS Deep". I want to know what levels to look forward to :P
ngl u probs will see lots of r8 answers ksks cuz r8 has super inventive lvls
r4e1 is pretty fun, i liked r5c3 and r5d2 a lot :3
Depends
R3D1 is very compact and well designed in terms of pacing
R4E1 would be a good contestant for me if it teleported you to beeeg door after reactor
I see R3D1 and R4E1 mentioned a lot in terms of favorite levels
we are gonna do R3D1 soon! Cant wait
Ive heard R4E1 is one of the hardest levels in the game though
yeppers
peppers
certainly isnt considered fun bc its easy
R2D1 I like a lot but I understand it ain't for everyone
Best non-E reactor perhaps R4D1
nothin in this game is easy lol! Thats why I love it :3
R3D1, R6D3 and R8E2 are my top 3 pretty much
but levels such as R6D2, R6D4, R5D2 and such are also quite high for me
R3D1 isnt necessarily "super special"
its just very compact while offering good diverse encounters
I liked your stealth guide btw really helped me get better at doing levels
yeah!
(I generally support the above statement, but R3D1 is based on it)
seems like R6 and R5 just are stacked with dope levels
dodo stealth guide when 🔥 teach you how to wake scouts
I'd play the shit more of R5D2 if I had a fixed team tbh
its kinda 50/50 on distribution
r5 has like 3 good levels and the rest are either forgettable or abysmal dogshit
fire rundown design
ah yes but everyone has those 3 levels in their top choice tho lol
my gf is hyping up KDS deep a lot so im looking forward to doing it just have a lot of levels to do beforehand
to get to that point
i gotta run r5e1 regular once then hop on the fast method
just need to convince someone to walk through the level slow 😭
getting a team is like the main challenge of this game
How many passwords exist in this game??
we been doing
R6BX
and first time saw the like
A LOT
parts where you have to get each letter of a password
713 i think
we guess worked
R5E1 slaps cause i find it fun and the tiles are cool, second favourite id say R8E1
i really love the asthetic of those levels aesthetically and because the lore relations to previous levels is fucking sick
im embarrasingly turbo hype about levels having connections to previous ones with the locked security doors and stuff in R8
alot of them
I think there is a site someone made that has all of them
first
should be 733 no
7 something
surely its 7.024
I think its 733 as well
I think i also guessed the password in an r8 level first try
I think it mightve been r8b3?
But it was just soup
it is 733
wait the passwords are in doors with alarms right
what if we theoretically just guessed passwords WITHOUT opening the doors
will the game let us?
for reactors?
5 hour clear incoming (that’s the easy part)
we should run that back btw
I’m so sleepy rn
that level’s fun as hell
Frfr
Fiiiiine heuuuuuuuuugh
there are missions where you have to go through some zone to get 1 letter but you can go and look for 2 up or so and then guess
What weapons benefit most from reload cancel and what weapons benefit the least?
[[Reload]]
this should have a list of all the weapon reloads + their reload cancel times
Thx
ofc :3
yeppers
Does GTFO support ultrawide? Anyone play on it?
@sly pivot
works on 21:9
no tweaks or setup needed, just out of the box
Anyone got tips on R2D2?
We've been trying to hold on the bridge but unsure if thats a good spot
Room just below reactor is usually where people hold after it unlocks
@uneven kiln how does the command go for tips for R2D2?
there isnt an r2d2 one
theres only one for r1c1
I thought I saw one before
my bad then. sorry for pinging
I'm kind of a risk taker when it comes to R2D2 and I just hold in starting zone while teammates hold bridge
that is until about wave 8 and then I move to that spot
I see. So maybe i should be closer to the start, we've been covering on the bridge exactly on the middle.
bridge works fine
you know that starting zone L shaped thing with the underside?
Yeah
I sit up there looking at the upper lane looking right at starting room with a hel weapon
it is a very risky very high payoff spot
bridge is otherwise fine
(I do bring a sentry with me so I can reload)
I'll try the L shaped zone with a HEL rifle and see how it goes, thanks.
We've been reliably making it to wave 8
it is rough and definitely not something you can hold alone
r2d2 waves are slightly funny
you get pretty amazing lineups there but yeah doing it alone you will die between reloads, so that's why I have sentry and usually 1 teammate floating between bridge and that area to help assist both groups to not get overrun
my blanket recommendation would be hold bridge or reactor, depending on what you're confident in
the first wave always spawns elevator direction
so you can push up and camp that
but then you spawn push anything else
my inclination if you're dying on wave 8 is to ask how your code search is going
even I myself go back to bridge anyway if I notice waves are spawning from code hunt zones through reactor to the opposite side of bridge
omg
we've been doing good on code search, i'd say the scout affected areas are what we struggle on.
i watched their streams !!
because empirically at that point i'd expect a problem with code hunting itself or properly looting the zones
the farthest we got was wave 9 and we died due to lack of resources, we didnt see anything in the last room with fog.
the last room with fog has a buuunch of ammo but yeah you kinda need to punch it in there to get time for it
Since i was afraid to try it and make my friends lose time on it, can a HEL rifle reliably 1-tap headshot scouts from medium range?
you have a fog turbine at some point
I think it's in donut shaped room
yes
you can also pull and shoot all the rooms in fog using biotracker, run to a terminal, and run into walls 10 times over finding your way around
it's what i do 
yes the one you enter for code 5 search (2 scouts)
that one time we got the turbine way too late and we died to timeout/reset wave/lack of resources
we didnt happen to see it until then
in that last room with fog I just pull every room tbh
there's enough ammo in there
there is no scout in that zone thankfully
you get foggies in reactor / bridge as well
which is good to keep in mind
but generally you just pull the fog zone outside and kill it there
that's probably what i'll do if i get to that point
I got too many head bumps from crashing into walls inside fog.
that zone is so mazelike and lockers can be in a lot of nooks I'm sure as you saw
bringing repellers from where sky mentioned is huge for buying you time to get and distribute resources in time to get back and situated
thank goodness that fog isnt infectious either
if that fog was infectious i'd probably have cried.
But yeah, thanks for the tips yall, i'll hold on to fog repellers until that zone as well and use them to loot after pulling the mobs out.
in the original r2d2 the fog was infectious, but you also had a disinfect station in reactor
lord.
adding that to the wiki right now
that's hot trivia
so that means the fog during the first alarm after getting the keycard was infectious, the fog in the 5 scout zone, and then the final codehunt zone
tbh i can't remember how different the rooms were
if nothing else, the level layout was flipped a bit
they turned left into right in ALT
best bet on the 5 scout zone is just to try to get as many before the trigger right?
Has anyone else noticed issues when playing in exclusive full screen vs borderless windowed?
what issues?
code 6 scout zone was massively different, being an open room divider with the terms being super far in
thats the biggest change I remember vividly
Like for example, in the menu screens I had this weird glitch where sometimes the screen would flash back to the previous menu I was on
yea that happens to me sometimes
normally after changing settings
when it happens i press alt+enter twice, puts the game out of full screen then back into full screen
is there a bug where hel rifle doesnt pen as it should?
due to how the game is coded, there is a limit to penetration independent of whatever number is in the weapon statblock
so yes, really
yea, seems like im only getting double pens when 3 are lined up
tru has a plugin for it, its called PierceBugFix
I don't use it except in modded tho because it makes all hel weaponry A LOT stronger by being more consistent
some modded rundowns literally dont run without it so
I am glad it exists though
this is compounded by "DeadBodyFix" which isnt really a fix so much as it is removing another limitation on hel weapons with enemy corpses absorbing bullets until they disintegrate
maybe i just SHOOT THRU THE FUCKING LEGS HOLY
this looks like the body taking it or?
you mightve gotten multiple pierces on what appears to be a striker wave fast
which is why the bullet stops there?
just note that the animation on replay mod isn't synced with what u see in game, so it's not accurate to the actual occurance
the gunshot is indeed accurate (for the recording player), and indeed when the bullet ends is when it stops
Replay actually records the raw raycasts the game does, that's why when there is penetration u see gaps in the tracer, since the game starts a new raycast on each pierce.
The first rays starting position is however moved down to the gun muzzle (on replay side) as all gunshots actually originate from the face, which is why the first ray may be misaligned with others (the end position is accurate)
The vanilla pen limit is 5 iirc.
i see several spots where raycast stops for one enemy, could that be where it got eaten?
yes if you see multiple gaps in the tracer then that is a clear indication of pens getting eaten
This is most common in giants, they quite frequently eat 2 pens and you see this as 2 gaps in the tracer on replay when hitting a single giant
from what i see first enemy ate three second ate two?
adds up to 5 so sounds about right
but as mentioned before, pierce bug fix exists to handle this issue
ye
If these are obviously bugs, why do you prefer not to use these fixes?
Also, regarding these bugs, did they always exist? Or did Hel weapons behave appropriately in the past and at some point the pen got messed up? Same question as it relates to the dead body fix issue
5 kills in one shot is kinda... insane
lowk you rarely get advantage from 5 pen
getting consistent 3 pen is more important
in my experience when you shoot through crawlers it's very hard to hit a lot of pen
cuz you go through a lot of bodyparts on them
in comparison to standing striker stance
Because they super empower some of the strongest weapons in the game to the point where I kind of forget everything but the most oppressively strong ones exist. HEL weapons being randomly held back like this keeps them at least somewhat in line
Piercing regarding bullets only applies to hel weapons anyway
Bullets not being absorbed by enemy corpses before they disintegrate also doesn’t really make sense because you can still lose bullets to the ambient corpses throughout the complex
I’ve used both of these plugins and got bored real fast because it directly affects weapon balance
When a weapon has 2 pen, like the hel revo, does that mean it pierces 2 enemies and hits 3 total? Or that it hits 2 enemies total?
Hits 2 enemies total
The Choke Mod Shotgun despite not being Hel is coded to have 1 pen
But it doesn’t pen at all because you still only hit 1 enemy
One could make the argument that PierceBugFix isn’t actually fixing a bug if you pierce through an enemy limb, then their torso, then their leg if you shot them from up a ramp
That’s just piercing the same enemy multiple times in a logical manner
However that also feels kinda bad when you consider the pen values
yea but you dont deal that amount of dmg to it, at least not when its giants etc
So when it says “a single enemy can use up multiple of these hits”, it means a bullet passing through the same enemy’s different body parts?
That would be fixing it in a different way, yeah. Like in that scenario you’d do at least 90 damage to 1 giant instead of only 30
i think it'd be a cool gimmick
but like pen is as good as it is anyway
so essentially youll lose pen due to it hitting the enemy multiple times yet only deal the base 1 shot amount of dmg
Same honestly
And this occurs because the bullet passes through different parts of the enemy?
How does that apply to wide enemies as it says it does “particularly” so in the screenshot above?
idk
basically u have a giant
and if you side shoot it
you'll hit two arms and body
which will eat 3 pen
think its cuz you can hit their different limbs and it count as two+ hits
but he'll only take 30 damage
the game checks for pen after certain distance. if the enemy is too dummy thicc then it will be flagged twice
Ah ok like if you shoot him in the frontal plane
i think some hitboxes overlap as well
Ohhh
so if you shoot just as it is you have a chance of losing pen
no lmao. otherwise Tanks and moms will eat all the pens
i'm not sure ure correct
cuz smalls also eat pen
that were Trus words iirc
and they're much smaller than bigger enemies
well I asked tru about same thing a while back
Well I guess that kinda makes sense that you’d lose some pen shooting through a dummy thicc enemy
i mean we have proof of one striker eating 3 pens
this first pen
like i'd assume it happens more to giants
So is this a bug or the intended design? Or do we know? One striker eating 3 pen is kinda insane
bug
And like I asked before has it always been this way?
ye
Or did it work properly at some point in the past?
Surprising this was never addressed if it was truly there since the beginning
It’s a very wacky thing overall how GTFO pen works and even still these weapons are all A Tier (minimum)
I also think tumors actually eat pen
I think i brought it up
i can test the tumor rn
ye go for it
because of their size yes. but if you shoot into a tank it will not eat all 5 of them
whats tank ID?
Do most people run the pierce fix here or no?
prolly not, most people id say dont even run mods
correct but if you shoot tank from a side it'll eat up amount of pen same as tumors in line
I think u always spend 2 pen on tank
btw moth did you get r3a3 done yet
like on e2 i shoot my wave through tank
and i'm very certain i lose at LEAST two pen
just by hitting tank
died last wave last code cuz i got 5 bajillion giants spawning right and in front
nah I dont run piercebugfix personally except in modded rundowns
which makes sense cuz i shoot body plus at least one tumor behind
yeah thatll happen
unfort tho
With moth and dodos solo successes with hel weapons its not like the weapons really need this fix for vanilla environments
i just quit after that
i could see it be great lowk
it's just like level dependant
or like a line dependant
you and zed run vanilla atm right
always ye
AND it is fine without it
but if I run modded i do have pierce bug fix ye
yep same
and it does feel better
tumors eat pens
ye
and its not distance based
Totally different ballgame when you are doing wildly more difficult modded missions
no i just meant modded client
but i don't have it in modded like rundowns
unless it's built in
na it's chill
like
r4e1 hold r2d2 hold r3a3 hold ALL benefit
cuz u literally get 4 to 5 pen a lot
but yeah idk it just doesn't matter if you kill 5 or 3 cuz it's enough either way
listen
i think dead body fix
is MUCH of a bigger advantage
at least with burst cannon usage

I noticed this too
average malefic troll moment :3
It makes burst dragging crazy easy
no like
you don't even need to drag
you treat bc as pen gun
because you don't spend bullets into dead bodies anymore
That too
like you just have a built in hel rifle which is also very good into everything big
scattergun becomes absolutely braindead with it aswell
ye
BUT
it doesn't one shot giants from time to time
for god knows whatever reason

I guess I should mention what gets listed on the bug wiki page, as in how it’s curated
The plugin fixes a vanilla issue while retaining vanilla integrity to a reasonable degree. So no distinct advantages other than fixing jank (say for example ScoutBombingFix, BioScannerFix, ShooterBugFix, MemoryLeakFix, SnatcherBugFix, etc).
[[bugs]]
[[Bug Wiki/Tech Support Wiki]]
Also mentions anti-exploit ones for people who want those
i dont think its necessary to say that its a vanilla issue, since it is not the modded wiki
maybe something like "fixing the issue without compromising the vanilla experience" or something in that spirit
That does sound better, I like that
I was just editing that page earlier because Dino pushed DoorEnemyFixUpdated which improves clientside logic especially so that your mines and cfoam don’t get triggered/eaten by enemies on the other side of a fully closed door until the door actually breaks
personally i dont really care about it since you can play around it, but ig if someone really needs it they can get it
@fringe sparrow
I’ve seen clips of people taking out big monsters with a gun from a different room without waking up the room but I can’t seem to replicate it
If you shoot while a door is opening/closing you cancel the sound of the gun
If you are far enough it won't wake them up too
closing for regular door, opening for security door
only gun
also it’s possible what you’re describing is silent shooting if a door wasn’t involved
which is an exploit
yes
door close is also generally looked down on I think
dont think too many ppl care about sec door opens tho
if you can do it with sec door you deserve it
yea I think thats the typical reaction
is there a way to fix having the cursor visible on your screen other than restarting?
maybe alt tab does something?
nah unfortunately
I hear the wave music still playing but I dont see any enemies. Is there a small guy stuck somewhere?
Yep and it can be due to two main reasons: the enemy failed to find a target or it spawned on top of a random object with a sliver of navmesh on it and in both cases it will almost never do anything unless you go and find it and kill it
team
is it possible
to scoutbomb
yourself
like i think i just did??
ok well kinda not scoutbomb
like reverse scoutbomb
There’s no real way to prevent these stuck enemies in vanilla but EnemyAnimationFix + StuckEnemyFix ran together (as Host) and you will pretty much never see it again if it bugs you
As Host?
yeah
the tweaker
what is diminished scan mean
