#gtfo-related-questions
1 messages · Page 467 of 1
the devs wanted to add a system where you would find different weapons and items as you progress through the rundown
@full sundial i do block the ppl i dont like and i do not join lobbies with those ppl
the problem with not joining those people is that chronologically, i must always be the last person to join a lobby so i can be sure the three others are ok
these kinds of restrictions limit how many groups i can join
so i know that they wipe the previous rundowns when new ones come out, but that makes me worried that missions will never get over a certain "level of difficulty" b/c rundown 10 could be someone's first time playing the game, and that could be a really terrible experience for that player/party if rundown 10 is much more difficult than rd 1 or rd 2. it could also get annoying for skilled players in that they end up having to do a bunch of "easier" levels in order to get back to the later, harder levels.
it just seems limiting for the "growth" of the game? and that could genuinely just be because i'm not looking at this correctly, if i'm missing anything i'd love to hear it, but it just seems odd to me. imo this is remedied by somehow keeping the older rundowns, but i do understand not keeping them so that the community is always cooperating on the same stuff. i think if they were locked behind some like "older levels" option somewhere in settings, clarifying to the player that this isn't the current experience, but that they could play them if they really wanted to - would be a really nice feature.
regardless i've been enjoying the game a lot, just worried as to how it'll pan out over time
@real pasture thats a good point and idk how devs are gonna handle it but i hope each rundown has "tutorial" levels and that new players dont need to have played the first rundown
i agree but i think that could get annoying tho
i guess but honestly im fine with going through tutorial levels again
Tbh I dont think this will be problem. Atleast for now. A1 of R2 already looks harder than A1 of R1. I believe it gets harder. A1 might be the only one which stays more newcomer freindly. Also it is a hardcore game. So I believe it only gets harder
@thorny current it shouldnt get so hard that its inaccessible tho
that would discourage new players
and devs said they would be "self funded" from sales of the game
I would like it to get harder, I’m just apprehensive as to how the difficulty would be for new players or even players who missed out on finishing a rundown
@real pasture Most experienced players already play levels several times, so requiring they beat a few easy levels to get down isn't too demanding. The levels will also be hardest on the first plays, since so many advantages in R1 are from map knowledge.
thats fair, yeah
since the game is in early access there's a lot of new stuff to learn for all players, hell, maybe in the final version stealth will be nothing like what we have now
old players should have things to learn in new rundowns' "easier" levels too
We wouldn't want to balance the game so rundown 3 is 200% harder than Rundown 1, just cause a lot of players played it,
hopefully the balance will be both appealing to new players, and old players alike
permanent progressing will come, but not this rundown
what kind of permanent progress are we looking at
@hasty mauve How much will difficulty vary between rundowns? Are you aiming for making some rundowns easier and some much harder, or is there are golden level of difficulty the team is looking for?
(in-so-far as each letter is a difficulty, rather than some rundowns going further down and others not)
would be fun if they did it environment- or story-wise, depending on when and where you're at the difficulty naturally scales
I mean, hopefully, the tiers will determine the difficulty right?
so a A tier, you know what to expect,
and E tier, you wouldn't want to touch with a stick if you really don't like a challenge
granted D1 wasn't as hard as we wanted it to be in R1, but we're only human 😉
i think he means what tiers we should expect more of
Nah, I was wondering about the consistency of a particular tier's difficulty.
So I got what I was looking for, they're aiming to make each tier about the same level of challenge.
that's the plan, so here's to hoping we succeed 😉
can you beat a1 with only three people?
my friends and i keep getting to the keycard door but we cant beat the scan
you can
any tips
what tools are you using?
ok
thats what we tried but my turret was low
and how do you clear rooms with scouts
you should manage to finish the scans before they get in though
is that even what they're called
yes
i watched a playthrough and thats what they were calling them
ok
if there is a scout should we prioritize killing the scout first?
idk about others but i try not to
You should clear some of the room out first
get enough space so you can walk around and hide if needed
and cfoam wont alert anything?
Nope
Kill some but dont too much. Not that it rly matters in A1 most of the time. Only clear those enemies to get an easy path to kill the Scout. When you leave most enemies alive and fail to kill the Scout the wave, which spawns is smaller.
for A1?
yeah
For A1, shotgun sentries and c-foam launcher
What Akela says^^
are you 3 people or 4 now?
Should only need 1 C-Foam Launcher
id personally run one c foam, 2 shottgun and one biotracker
The 4th can choose what he wants. Another turret the tracker or the mines
The best way to deploy the sentries is where they will shoot the enemies in the back for more damage
3 shotgun sentries is gonna sap all the tool refills
Well they dont need to deploy all of them at once though 😋
The first alarm door should only require one if you c-foam the door leading to it
The second one requires 2 at most
Well let them experiment a little too. It is boring if we tell them everything^^
wish i had 3 friends
Awww
i'd bring a mine deployer
we've experimented a lot lol
i think learning how to use the biotracker is a good idea
get a feel for it
the game doesnt have a tutorial or anything so
we're kinda lost lol
alright we're gonan give it a go thanks guys
there's a how to play wiki page
yeah i hear the guy who wrote it is a dick
Ok, also you know you can fortify doors with cfoam?
The guy from the wiki?
yeah the person who wrote the how to play page is a dick
the how to play page seems fine to me
aw thanks
wow really
xD
hahah im the one who wrote it
i figured
i figured but it was too late to figure
Go figure.
dude the original writer sucked
like your version is much better
I did a sweep before you re-wrote it and it was an oof
thank you :)
does anyone know the optimal way to do C1
behead naruto runners and leave one guy to run in circles while the rest chill for 20 minutes

so kill all except for runners and then behead runners?
was a joke
it's a cheap tactic and only really need to do that if you have 2 people or solo
what about for four people?
honestly don't know what the optimal way is
personally never played as 4 and haven't seen people discussing how to
diddly darn. is the 1-2 man strat generally the way most people do it?]
2-3 I’ve found
kek no, it's way too boring
If you want a good position use the entrance of the forklift room. Take 4 shotgun sentries, but only use 2 for the waves
Try and keep them functional
And keep high use re packages near your team to refill your stuff quickly
Have 1 dedicated person as your terminal guy
The rest defends
didnt think of running quad shotgun sentries. thanks for the tips
Hope it works for you 🙂
i do know that if you need time you don't have to verify as soon as possible
give yourself extra 40 seconds to clean up the waves and restock
I would say you have always enough time for that. Btw the terminal guy needs roughly 30 seconds from the forklift room to the reactor
i dont right now know which room has the fork lift but im sure i can find it\
From the view of the reactor: First Reactor room, then corridor, then bridge room then forklift room.^^
thank you for the intel 😃
@elfin depot way too late but I just realized I should mention since a lot of newbies have this problem
@vast seal @thorny current There's a better strat in 62
If someone triggers try to melee them
thanks for the vid btw
close one door, leave the other open. All the enemies run by some stalls, and you can put all the sentries there.
If they scream, run and don't shoot
Shoot alert range is much bigger than them screaming
Actually piss easy, two turrets mops up the vast majority of them.
Get back to a cleared room and then open fire
Also when in trouble kiting them is better than holding your ground
alright me and my buddies got past a1
we're not to great at stealth yet so we had some trouble on b1
Stealth is all about patience and being aware of your surroundings
You do know about flashlight syncing enemies right
Basically yes
Thing is
Within 3ish meters enemies will go red guaranteed when you kill one
Further away they will only trigger if they're awake
Distance depends on enemy type
But basically you flash them so they all go awake and settle down for a clear kill
do the big ones trigger easier
Nope same
I mean shooter vs striker
Are the two main ones in this rundown
Oh and I had this problem at first too
Sometimes you instinctively crouch when you hear one near you
Don't, crouching and standing up makes noise
Just in general I usually kill a room starting from one side and leaving tricky spots (big guys and clusters) for last
If there's a scout it'd help if the one with pump shotgun tries to melee him
If you think you won't make the melee and can't run, blast him, a good shot will kill
Much better than dealing with the summoned wave
thanks for the tips @minor fractal that should help alot
is two shotgun turrets cfoam and biotracker good for b1
Again I've only played alone and with one friend so don't know group tactics
But a shotgun sentry is really powerful
The 2nd is either mines or another sentry for us
That looks fine @elfin depot
I think cfoam is more useful when there's doors to defend around
For the second alarm the launcher has high value
If I can say one thing about bio though
The few times we took it, I noticed we quickly become too dependent on it, trouble clearing when split up and can lose habits of hearing everything
Maybe you can make a minigame for yourself out of it, guess how many you hear and where then check on bio
alright
That is interesting. Never had that problem. Most of the time my team doesnt even have one^^
ig we'll give b1 another try later
That's the thing, we almost never take it, so I guess we're affected even more by it
in fact if you hear one and are trying to leave it alone, walking will cover more distance than crouching before their hearts begin to beat
if you open a whole map
all them doors
and, lets say, I alert a scout
does ALL the monsters from the map hear it?
no it will only be the enemies from the room its in
thks
how's the correct way to silent-kill using the mine deployer? I got it by accident one time, and the other i got myself killed
i wouldnt recommend using that method cause its being removed in the next rundown
don't get used to it, it's fixed in rundown 2
@hot jolt Use a c-foam launcher and spray it a bit.
Kill it within 7 seconds ideally, or stay the fuck away and let it return to walking.
If you touch it while it's frozen or kill something adjacent to it, it will wake when it unfreezes.
Else, it doesn't give a shit.
Oh, I never let the scout survive being c foamed, didn't know as long as you don't wake it the normal way it would just continue to walk
thought it would instantly wake no matter what after it unfreezes
Yeah, just make sure you don't miss with the c foam lol
aim for the feet is my suggestion, but some do direct hits
just easier to hit the feet, aim where it is going so it walks in the c foam, etc
@full sundial Didn't know either until I tested it.
is there damage falloff on the sniper?
shot a scout like 50m in the head with a sniper and It didnt kill
any tips for C1?
@reef condor there's a bottleneck point you can use with turrets to help make your run easier.
@hallow cairn No, there is not. You missed.
Bullets do have travel time, however.
If you do not aim for the top half of the head, there is a good chance you'll hit the neck.
how will enemies behave with mines though
if you're across the whole map when the scout blows up, will the whole room just wallhack to your place? how do they know where you are
p sure the sound still originates from you so if ur far enough away they won't get alerted
that just makes me imagine the characters making pew pew laser noises
There won't be silent mines in rundown 2
The room the mine is in will get alerted probably
that doesn't answer the question doc
There should be a portable minimap
if you're across the whole map when the scout blows up, will the whole room just wallhack to your place? how do they know where you are
@distant ice This how the enemy behaves in general. Once you fail or they are awake they hunt you. For example and that happened to my team once. We divided in 3 and 1 and the 1, who was rly far away alerted big strikers. They downed him and those 2 went straight for us. So let us use this rundown. Zone 99 in C2. You put a mine there and stand at the spawn point of C2. The Scout dies cause of mines the room alerts and comes for you. Makes no real sense, but this is the game mechanic.
This is how the new mines will work. I believe
that's what i thought but i just wanted to raise concerns over this behaviour
if once awake they always know where we are, we need an explanation for that
just off the top of the head some unkillable enemy that doesn't do anything other than stalk you and make some noise sometimes
They will prolly put something in the lore, which would explain that^^ We just need to wait until they have a smart explanation for it.^^
Well that might be an answer Soy. For example the tongue has some sensors. Once awake it can track you.
Yeah, I believe so too. They dont have eyes so this is one of the only methods to navigate and recognizing prey or enemies
Can you even stealth kill the big boys?
Yes
Its the vibrations from the ground
4 people fully charged in the back
Can you even stealth kill the big boys?
@craggy pier yes
1 can aim at the back of the head
You can kill one with a shotgun turret and 1 melee hit
Ok, we've only ever been able to stack 3 on them
You only need three actually
You wont trigger the other enemies
That sounds like a bug
yeah
wouldn't be surprised if it were fixed along with mines
Devs are changing how sound works for some things
Hopefully the turret door glitch too
Turret door glitch?
There’s a lot of fixes in R2
don't worry about it
But also a lot of new bugs
Not telling you 😋
I should probably stop talking and get to testing
i'll ping you every time i run into a bug next rundown 
Ye, find those nasty bugs Soy. Make the game better 🙂
My thoughts exactly
I thought the only bug flashlights have right now is, that they cant shine through broken doors.
The flashlights doesn’t light up when you enter or leave a room
well that's more a broken door bug than a flashlight bug
yeah when you shine through broken doors
Broken doors seem to be bug magnets
They fixed the flashlights and made it brighter
Did they?
They didn’t seem different to me
Looks the exact same to me
I find it funny some doors only break one direction
does look somewhat different but that might just be settings
Like you break it open with your hammer and the metal breaks inward
but why would you break a door with your hammer

idk, the door gets stuck somehow
got chased by striker, quickly use C foam to freeze yourself so they don't know what are you
I saw a lot of people upvote the suggestion for an enemy that drags away downed teammates
Would be cool if the C Foam had the added use of stopping those enemies from dragging teammates away
You can easily open a cfoamed door without destroying it
dragging only seems plausible as perma-death
Right click the door after the cfoam is gone
big no to perma-death
Perma-death does feel very anti-GTFO
I dont rly feel that this dragging enemy would have any form of impact. Looks kinda useless to me
as i said
either perma-death
or just annoying
well actually didn't say that just thought it
maybe could actually be exploited to get people into better positions to revive
Maybe just maybe. Other than that you prolly just put in an empty room and thats it. He simply cant go in a not cleared zone
maybe a dragging enemy not on incapped but on normal people
drags away from extraction points
but that'd be too L4D
Yeah, no enemies push the players around right now, they show their force by the amount of aim punch you get rn instead
Which might change, but I think it is better for gameplay if the player wasn't pushed around/moved by enemies
i mean some sort of displacement would work well
but it's the same deal for players, we can only stagger enemies
and shove is pointless
Shove is useful on big shooter stealth kills, and stopping a woken sleeper from screaming if you don't have time to charge up a hit
woken sleeper scenario seems buggy to me
can't comment on the shooter case
2 players so we always leave them alone or for last if we have to kill
but they somehow seem to scream just before dying anyway
are there gonna be boss monsters?
yes
no

is there anything after d1
R2 in 10 days
oh thats sick
1010 days.
oh wait we're not counting in binary
theres only 10 types of people, those who understand binary, and those who dont
the answer is A
this is multiple choice? thought it was written
I thought this was a coloring book
no its a pop up one
Do the enemies in C1 stop spawning when you are at the point when you need to run back to the entrance?
there are some missione where they dont spawn but if its one of those missions with the alarm finale , they not gonna stop
I wasn’t 100% sure if the alarm was still going
Because we sadly just lost after we inputted the finale code for C1 and one of my friends said they were still spawning so we tried to run for it
And got knocked 😦
Any tips for B1? Seems like a stranglehold on ammo.
And there's just so many that stealthing is effectively impossible
My friends and I are pretty fine at stealthing the rooms we can stealth, but then we get the ones that are impossible to stealth through
wich rooms are impossible to stealth?
no rooms are impossible to stealth when you got four players
just mistakes are very likely in certain rooms than others based on sleeper positioning
Well the ones that place 6-7 in close proximity, usually happens in the smaller rooms
yeah, have everyone get one guy, then all of you bash the rest before they scream
yeah
if you hit them in the back of the head, they die instantly, the small ones
We've actually foregone the bio scanner just because we know that there are too many to bother tracking in this floor
use that to your advantage for taking out bigger groups as a team
Yeah, but how do you kill 7 before one screams?
you get each person to get near one
You can stealth solo
you can make this
as they wake up
4 guys kill 4
the oother 3 start waking up
make 3 users start left clicking them to push them and one killing them
or just charge up to half and hit the head
yeah
they don't scream if you start charging up right away
many ways to kill lotta guys
then bonk em in the head with a half charge
another way would be to get the ones on the outside of the group
as long as you don't move too much, you can pick em off two at a time
kill one, the one near it wakes up, kill that one, the rest stay asleep
very tricky, but that's how you solo it
You can kill 2 of them
Just right click the one that is about to scream
And spam left and right
yeah, but if others are nearby, that won't work My Dude
but if the two are alone, you don't need to right click at all
just hit the one waking up in the back of the head
and it dies right away
Yes, you can
I know
I know that you know
I know that i know that you know
lol
its possible to do three
kill one
half-charge to the head the second one
then zero charge tap the head of the third and keep on swinging
if you get lucky with their arrangement
you can even kill the second one with a zero-charge to its occiput
When older rundowns still be available when new ones release?
older rundowns will be deleted when new ones release but there will be a reigster of the times completed
They will probably have a back up of the old rundowns saved, but rn they won't keep the rundowns in the game
Hi guys,
what are the advantages of being an ambassador?
a few dead channels and getting emails about news that everyone spams in the chat here anyway
also orange nick
ah okay thx
is there any scaling at all based on player count? from videos i've seen vs me playing vs me and my friend playing, it seems like with fewer players we generally find fewer enemies
@distant ice It's just RNG. Almost all rooms in the game can have significantly fewer enemies, while they can also be extraordinarily crowded.
Yeah, like how the starting room can have enemies or not
is there a way to determine where a horde will spawn?
sound of screams
Yes.
if theres a security door open, theres a chance enemies can come from there
The alarm mechanics are pretty straightforward
but otherwise just listen for the yellingn noise
As long as you're all in the room where the alarm sounds, you can base it off of how far away rooms are.
The room you're standing in is 0. The shortest path to adjacent rooms makes them 1, and so on.
waves always spawn in 2, unless 2 is unavailable, in which case they appear in the play spawn.
we are in b2 and about to do alarm door for zone 23 and at the end of the room is a hole in the wall which leads to a long room and to the right of the hole is a closed door so will they spawn in the hallway room or the room behind a door to the right?
They can spawn down the stairs or in the room to the right of the hole
@golden umbra They can spawn in 18C (through the door) and in 17B (across the long room through the hole)
okay so its a coinflip
yup
Only those two zones ,though, as long as you're in 18B
Something you can try, delay the team scan
Wait to hear the roar while one guy stands in 18A
then run to do it.
they might only be able to spawn in 17A
is it worth the trade-off though
actually i'd like to know something about that
I haven't done much testing though, it's possible the waves spawn based on a random prisoner.
would this delay the spawn of the next wave
i dont like abusing the game's spawn limit tho
but one wave isn't enough to hit the limit though is it?
I abuse it to the extent I think is fair.
So I don't run in big circles or make them all headless, usually
Storm, the next wave isn't on a timer
"abuse it to the extent i think its fair" -raylot72 on the topic of ethics, 2020
It spawns when there's 5-10 enemies left, not sure the exact amount
But what if I'm a noncog?
what about C1 then
So see, as an error theorist
it seems like at first more than one wave spawned even though we tried not to kill anything
i think u can abuse the spawn limit on c1 as well
and afterwards, we kill one and one spawns
C1 is an exception because it spawns a set number of waves per event.
not a whole wave
It's not an alarm, it's a reactor.
It's hardcoded to summon a wave, wait X amount of time, summon another wave. Only limiter is the mob cap.
Security door alarms don't work that way.
They constantly summon waves based on how many die.
so the 200 iq tactic would be to c-foam everything
Nearly 400
and NOT to place turrets so they would kill c-foamed ones
Yes and no.
Less enemies means less door damage.
life doesn't always give you doors
So, to some extent, it's nice to have a turret there.
Something you can do, though, is use mines and no turrets on some doors w/ c-foam.
Which does what you said and kills most of the enemies when they finally get through.
in D1 we actually decided to c-foam security door (the only path) and place everything elsewhere
i only left one mine before c-foam
but i can't predict how many will get killed by mines
But to elaborate on the c-foam thing
Yes, there are less enemies.
But you're still expending resources.
Killing them is just an alternative way of spending resources to holding them off.
So it's up to your team's loadout and what you have on you.
but if there's no cooldown on spawning waves
imagine you somehow forced enemies to spawn in a specific place
and put 4 turrets there
you'd just end up with hundreds of kills instantly
and out of shit
it'd be nice if there was some benefit to killing them
cuz now just leaving a dude to run around is too appealing
(though that's pretty much why we managed to clear the whole rundown as 2 in the first place)
imagine the strain though
i mean we take this fall damage cuz of the heavy equipment right
sprinting around the place with that doesn't seem plausible
actually how does that even work lmao
sprinting around and you're fine, fall 2 meters and your leg's broken
wel
i guess u could try some math
and figure out the average and maximum force ur foot would need to sustain
yay, my favourite...
imagine not being able to carry 100+ lbs of equipment and run at full speed
i dont have to imgine that
lel
Has anyone heard any voice lines when someone else is downed?
You mean like "I'm down!" Lmao
ah damn
But as we know R2 adds new lines
give me a break its harder to get lines when you cant play them solo
Nigerian man must break legs for British man to say word
Honestly you’d be better to try D1 for that voice line I’ve heard three times in that map alone
actually i can do it to and bishop will still say it
Pretty sure he says it with all three but I can’t confirm
Help! I can’t understand how to deactivate the alarm right at the beginning 😓
Use the door that leads to the alarm door, you can close it and reinforce it with c-foam, or just put a sentry outside the door aiming at it so it shoots the enemies trying to break it down, or you could put a couple mines inside behind the door so when they break it down they all blow up
and while that defense works, you stand in the security scans to deactivate the alarm
there are other strats you could use too, but that one is the easiest and most common
Help! I can’t understand how to deactivate the alarm right at the beginning 😓
@pseudo isle you complete the bioscans
Thanks!
Is there going to be an option to use the machinegun as it currently exists in the next update? I saw the "upgrade" and they have completely ruined the gun
No reason at all to run it
I mean, the name Machine Gun didn't really fit the gun's play style, so I hope they add in a heavy assault rifle or a battle rifle that has similar stats to the current MG so when the new one gets added, that style of gun (high damage, medium ammo count, slow reload) can be introduced to the game again
but as of rn, yeah, the current MG will be no more when the update comes from what I have seen
semi-MG time
still i have no idea what that's supposed to be or how it works
its just a dmr at that point?
but like weaker
A heavy assault rifles job would be stopping power like the old mg
Dmr is a precision weapon
a semi-MG? That was announced?
in a very old interview
yeah, don't think that'll be a name that'll stick
but I bet they would rename it to something like a battle rifle
its the reason when i saw the second ludvig leak image of an digsite tier expedition, i immediately knew the gun he was holding was a machine pistol
or something like that, heavy assault rifle
I don't care if they just reskin it, or since they already reskinned the new mg, just keep the old one and call it a battle rifle or something, just keep it
It fills a roll that no other weapon can, I love that it can deal damage at range and up close for those who can learn to use the spool up time
Its better than the DMR in every way
Which is why basically no one uses the DMR outside of fresh players
Why are you comparing me to dmr?
Both are high damage decent range weapons which fulfil a similar roll
But one is primary one is special
And?
They shouldn’t be compared then
It isn’t a choice of one or the other like it would be with AR and SMG
No, its saying that MG is a better DMR, there is no practical reason why weapons are split into primary and special
MG and DMR are completely different
Not in use they aren't
?
!
A machine gun and a designated marksman rifle are for completely different situations
Yeah, in theory, but not in use
Which is why I said rename the current MG to battle rifle
DMR is a semi auto marksman's rifle, used at medium ranges with high damage, but not sniper damage or range
MG is a full auto high damage weapon best used at medium range but can be used in close range with practice
Unless you main the MG I don't really care what you think about it, just to be clear
Lol okay dude
I don't care what you define an MG to be
Clearly we are both on two different wavelengths
I don't care if it's name changes, it is a fun gun to use in the game, and it is loved by many in it's current state
Don’t get annoyed at me I’m not the one changing it
And furthermore, the primary and special slots make no sense, just give us two weapon slots to bring what we want
How does it make sense that a sniper rifle and a revolver fill the same slot?
Yet not the handgun?
Just let us put any two weapons in those slots, if someone wants to be a cowboy with two revolvers why not let them? Sounds like a fun way to play
You do realize game balance is a thing right?
mains are for the sleepers and and other new small enemies. specials are for deadly threats
the whole reason weapons are categorized as special is because they have stats that are more damage effective over ammunition usage
primary weapons have stats that are less damage effective over ammunition usage
thats why thos are two split gun slots
primary weapons also have more ammunition
the reason why the sniper rifle is in the same category as the revolver is that the sniper rifle retains a large amount of damage over any range
and for this it has very few shots due to its range and damage
the revolver is in the same category because its a weapon that can one-tap normal enemies, and shadows, meanwhile its fire rate can be better used against chargers or big guys
however it doesn't do as much damage as the sniper it makes up for this with far more ammo
and unlike primary weapons, all current special weapons have the capability to kill a scout completely from stealth, although some of the special weapons shouldn't be put to that use based on how difficult it is to kill a scout with them.
yes the mg is getting changed, no it may not be able to kill a scout from stealth
but its a special weapon regardless, therefore the new mg will be more dps effective over ammunition usage, and if that holds true than just like all other special weapons, it should be able to be used to quickly dispatch one big striker
Is there any specific reason as to why the current rundown is being thrown out on the 31st? My friends and I just got the game the other day, and after all our work we've only got one level done, and we're really not sure if we're going to be able to get the rest before the 31st, which is really disappointing.
Sure, but couldn't they just... have a level selector? Like any other game would do? The game is only 3GB, so size clearly isn't an issue here.
its because the way the devs want the rundown to work
they have a great explanatory video
they want it so they release a build
and players can get through the levels
levels like A1 will usually be 4-man tutorials for new comers
meanwhile levels like the future E1 will be an extremely difficult and challenging expedition to go through
yet satisfying, hopefully
they want it so they can scrap old rundowns and replace it with a new one after a while
they want to get rid of old ones so the community will stay focused on the same challenges
this is incredibly important
since its too difficult having people run out for different SETS of maps
and because the devs want to add a new game mechanic
warden community restriction
itll lock certain expeditions in each rundown
the expedition will unlock once the community completes a certain amount of expeditions as a cohort
this is to allow people to help each other more with certain levels
Wait, so some levels will be locked behind community interaction?
and the only way the restriction will work is if everyone is on the same rundown
yes
because if everyone is on their own rundown
the lock will never be lifted
I don't want to be a downer but most games that do that don't necessarily turn out so well
it certainly will help with this games matchmaking
Like even in Deep Rock Galactic the Unions, despite being very nice for everyone involved, hardly reach their quota
well tons of people want to play R2 to its completion
and its not like those quotas that are timed
it will last till the end of the rundown
until everyone reaches a certain point
so people will pool up and the community will help each other
in the devs eyes at leat
As long as they don't make it impossible it should be fine
and the community will be ready with all of these players straight from the beginning of R2
and not being rushed with a week left from large quantities of new players who bought the game close to a rundowns end
correction: until a set majority percentage (i.e 75%) get to a certain point of completion.
Yeah I mean, the community lock is more an incentive - not an impossible goal so to speak
^
Honestly helpng newbs is sometimes more fun for me than some 4 mans
For me at least since my friends r being poor n haven’t bought it
does the map numbering reset for R2?
i.e. will A levels start with A1 or A2 and so on
damn
is there any specific release day for GTFO on PS4, as of now i’m aware its only on PC but in the near future could we see a console GTFO?
@steep night the devs are focusing on the PC release. They are aware people want it for console, but they want to get through PC release before looking at other platforms
makes sense, still hoping one day we’ll get our release, thank you!
console edition would be for masochists
as a console player i completely disagree to that
the only problems for console would be the aiming and framerate but you can say that for any game
in this game in particular it's hard to aim tho
the sleepers' movement is all over the place
and you gotta be able to turn 180 fast
not any different to the spastic movement of some PvP fps
isn't it
for the most part the models feel hard and heads stay in the same place moving forward or follow a static pattern
yeah but when i played at least everyone would jump around like hell
still a very predictable pattern
but i mean there could be some autoaim to help
which ruins the whole point of fps
i guess im just bad at predicting then
i mean i'm thinking csgo and tf2 rn
i don't play cod, battlefield and such so don't know there
well if you watch any vid about aiming tips there's almost always prediction there
Will the infection rate be important in the next rundown?

😫
Optimal strategy for D1?
The loadout I prefer to run:
Biotracker
Shotgun sentry
Shotgun sentry
Mine deployer
The route I prefer to run:
- 69 alarm, 1 sentry 1 defender
- 70 alarm, 0 sentries 2 defenders
- 71 alarm, 2 sentries 0 defenders (upped to 1 or 2 later if necessary)
- 73 for relatively easy supplies (optional)
- 77 and 78 for tool refills and health
- Reactor sequence after both turrets are brought up to 60% and there are at least 6 mines in 68B and 16 mines in 71.
The strat is a lot tighter on resources, and requires you have some people skilled at GTFO's gunplay. As long as you wait to use almost everything in 69, and don't aggro any scouts or most rooms, you should be fine. 2-3 uses of ammo is enough to ensure the two defenders are armed for 70's alarm, and you can save pretty much all of the medipack in most scenarios.
The other 4-5 uses of ammo and the last of the medipack can be used to arm people for any failed stealth in 70 and whatever gets past turrets during 71's alarm.
Hello i am currently playing with one sometimes two friends. Does GTFO scale the amount of Enemies? Like more players more enemies?
No, it doesn't.
The game was made for the intention of 4 players, but it is possible to complete levels with as little as two people.
ok thanks. yeah we got to B2 with 2 people.
Oof. That level is going to be really difficult.
ye it sucks but we get further every try
Man everyone talks how b2 is hard, now I feel like me and my friend lucked out clearing it 1st try
It's just a matter of not alerting any enemies for the sake of conserving resources.
^
Yeah, most people lose a lot of health and ammo due to waking a room of 10+ shooters
Most don't bring the DMR, so they spend a lot of ammo trying to kill them, or a lot of health trying to hammer, or both
Just started playing, how do you one shot sleeping enemies with melee weapons
The normal shooters and strikers you can one shot with a hit to the back of the head no charge, or hold down left click to charge and a hit to their back will kill them. The shooters will survive any hit to their front chest/legs tho. The strikers will always die to a fully charged melee hit. The most general kill method is fully charge the head, but as you get more used to the stealth, you can get quicker and realize only a half charge can one shot them if you land a headshot.
Best place to start is fully charge head hits though.
ah ok ty
Use that info as you wish, but I recommend you start by playing it safe and full charging at the head. If an enemy is sleeping standing up, it is even safer to hit them in the back of the head so if you miss the head, it will hit their back and they will still die.
hey all, so i have been following GTFO for a while and have been really on the fence about buying it but think i am ready to make the plunge. However, is it best to wait for a sale or just go ahead and get it full price? And is there anything in game that may not be clear or explained that I need to know? (I know about no matchmaking, or voip, etc.)
So what's the real difference between the Shotgun and Combat Shotgun? Does regular Shotgun do a bit more damage?
Combat shoots faster and the regular one is more accurate/more damage
That makes sense, thanks!
and @steel ibex I'd honestly get it as soon as you can, play the first one and the second on in a week
Be aware paradox if do indeed get it today you’ll only have around 7-8 days to complete the first rundown but know that you aren’t missing out on much
So rundowns are basically, for the lack of a better term, 'seasons'?
Yeah pretty much
i did not know that
It’s only been recent that they’ve made a timer for the next rundown we knew it was coming but not exactly when
ah okay. in that case, i think i'll wait for the next rundown, that way i can go in kinda blind
31st of March is when it comes out
Got it, appreciate the info, kyle
Nice RUINER PFP btw
aye someone recognized it, appreciate it dude
also @steel ibex , I highly recommend you get a team of friends or people you meet online to play through all the expeditions together. imo, it would be a lot more fun to figure out the game and what to do on your own as a team for more of a challenge instead of having someone who has beat it before guide you guys through, but some people like having a guide, so just my advice.
@full sundial yeah my plan was to get me and two of my friends to just go in blind
try to get a third friend if you can, as this game does not scale the difficulty to your team size, it is built and balanced for four players
it is still possible to play with less, just more difficult than intended
@full sundial yeah i know its intended for 4 players, that's why we wanted it to just be us 3, we enjoy a good challenge
the game is already a good challenge, so if you struggle with three, I recommend you get a fourth, but yeah, it is definitely possible with three
at least this rundown is, idk what the next rundown has in store
Will there be achievements for this game in the future?
You can view the roadmap here: https://gtfothegame.com/roadmap/
@steel ibex there's actually a sale going on right now, check isthereanydeal site
And no it doesn't list resellers
how exactly do strikers' tongues work?
for the tongue, turning 90 degrees twice when you dodge just as it attacks is no problem, but it seems that being to the side of the striker is relatively safe?
meanwhile behind it you get hit again
I think it depends on a few things
Timing and placement have to be somewhat specific to dodge
i just tried running past sleepers several times
running to the side of them seems to be much safer than running straight through them
when you're running straight through them, they only seem to miss if they were rushing towards you
also running sleepers' tongues seem to break more and crawlers' are more straightforward/fluid
crawlers' can be sidestepped
but idk if it actually depends on how they move or if it was a coincidence
Honestly I don’t really understand completely how the tongues work
They’re quite strange
anytime i try to learn them i just end up assuming it's EA and bugged all over
It’s kind of like a really fast and accurate projectile
but some of them are more like that trailer thing
I wonder if they always aim for the same spot
others are like the windows polygon screen lmao
and wdym aim for the same spot
i think they're sometimes like the homing missiles from shooters
when i tried to dodge the broken tongue, it did a U turn with two 90 degree turns
the fluid tongue just got dodged, that's all
I meant do they always aim for chest
oh
maybe wherever pivot point is
i don't see any reason to make it a variable instead of just a constant
Yeah but it could depend on where you are and distance
Yeah like I said I really don’t know
if we're getting a loot system does that mean a weight system would be in the works?
I'm looking forward to inventory tetris if it's fleshed out
What game are you talking about?
What's a good strategy for C1? Me and my group have been unable to finish it but we get very very close.
I am trying to solo D1 before R2 comes out, but I have failed on the warden door alarm twice now, and during the second time I tried, I opened Z73 and Z75, then c-foamed the doors going from Z73A-B and Z75A-B, which obviously did nothing because I was in Z70, so they spawned in A instead of B. Does anyone know if I were to manage to get to Z69 before the wave spawned in, if the wave would spawn in the B sections of those zones/Z68?
Not asking for advice for soloing D1, just asking if anyone knows how that spawn would work for the alarm door
@full sundial It should, since waves prefer player positions over alarm positions. Don't think it's possible, though.
You can try using 77 for loot instead, since it shouldn't be able to spawn enemies.
True, also, while I was looking around in 74B, there was a tool refill I couldn't find for the life of me
it showed up on terminal and I heard the ping, but couldn't find it after like 5 minutes of looking for it
Fair
in 74B, there was only one pit
Which one we talking?
the one closest to the door to 74A
What about the one on the north side with ramps down?
Those are the only two hard-to-find locker locations I know.
74C?
No, 74B
there wasn't another pit with ramps down, just the one pit with a ladder
Do you know the ramps leading to a pit in 68C and 22A?
similar layout to the starting zone, 68C
oh, yeah, that small put
pit*
checked there
Aight. I'm out of ideas, then.
didn't consider that a pit, but yeah, it is
I deleted the video, but it was just confusing af
never been that lost trying to find a storage container
does anyone know of any gtfo concept art from the devs or smthn like that?
There is a bit of concept art showcased in the YouTube video of their only released sound track, if you search for GTFO sound track you will probably find it. Just make sure you get the video from 10 Chambers Collective channel, not some other fan made video.
its a bit yea, I would love it if the devs released a bunch of their concept art from the start of making the game
just to see how their original ideas formed and changed
I think I saw some more concept art in one of their videos where they talked about GTFO on they channel
Can't remember which video, but you should check them all put, some interesting stuff, not a lot tho
Do red glowsticks do anything in particular or are they just the same as regular glowsticks?
Ye, same
Some think they light up better in the fog than green ones, but that is probably just opinion/perspective, not actually true
Also, I've had pretty inconsistent results when testing this, but if enemies are "sleeping" (their red glow is off), you can kill enemies near them, right?
If there are two enemies within about 3 meters of each other, they will immediately wake up if you kill the other
But other than that, yes
Makes sense why it seemed inconsistent then, thanks
It's pretty hard to judge exactly what is and isn't close enough to be alerted
Sometimes it feels like the way the others are facing can influence it as wel, but can’t say I’ve ever tested that
Yeah, on the biotracker, if the enemy white dots are touching, they will wake up if one is killed, if not, should be safe to kill when they sleep
You always can use right click to "Stun" the enemies, it helps with multiple enemies
Also, once you get the hang of it, an uncharged hit to the back of the head of a sleeper will kill them, so you can kill a pair of two enemies that are close together that way
Hit the one that wakes up in the back of the head
I've tried that Lavars, but it seems also pretty inconsistent, there doesn't seem to be any real feedback to when an enemy is stunned like there is in L4D
The enemies also can recover quite quickly from a stun to scream sometimes
@ancient plaza If they are shoved back, they are effectively "Stunned" for a short amount of time.
it's more of a delay of the scream than a stun... xD
Another thing: If I foam an enemy and kill its buddy, it won't care once it's unfoamed, right?
Yeah, if you're with a teammate, you can stun the enemy while they charge up an attack
Because I know foam is stealth
That can work if you get 2-3 successful bashes to stun them for enough time
Actually never tested this, and my last session was some time ago :D
If an enemy gets foamed, they will still react to light and sound, but they won't wake up till unfrozen
But everything is subject to change with the next patch ^^
But if you freeze one and keep it frozen, the it unfreezes on it's own, and you made no noise to wake it up, it will not aggro
Ray tested it and told me about it, he did test it on a scout tho
But i think it counts as interaction... not sure though
Probably works the same for sleepers
Yeah, but their interaction with c foam is the same
But would be cool to test.
I've foamed a couple sleepers for stealthing before, they never care once they get unfoamed
I would assume
Yeah, just if there is enough noise, damage, or light to wake them up without the foam, they will wake up after unfoamed
If they behave the same as a scout
Which they most likely do
I mean...
In regards to c foam
We have to test everything with the new build anyways.
Because they want to fix the silent mines too.
Yeah, but rn, that's how it works on scouts, and probably does on sleepers too
Havent tested on sleepers tho
I can't test it unfortunate. But an experiment would be cool
So keep that in mind, just assuming
Here, I can test it rn, won't record it tho, watching YT
So just gonna test it for myself
Then gonna sleep
You don't need to test it NOW ^^. Only if you want
Yeah, I want to :)
Not hard to test, just gotta find two sleepers holding hands
Actually, maybe they weren't close enough together, but the c foamed guy didn't react to the c foam or his buddy dying
Gonna test again
I know for certain that they don't react to being foamed and then unfoaming via natural timer countdown
What I'm not certain of is whether or not they'll notice if I kill their buddy while they're foamed
Yeah, testing it in D1 rn, wasn't getting many pairs on B1
Just confirmed, c foamed enemies don't react to their buddy dyinf
Even if they're close enough to insta wake up
Still, it is fairly easy to take two down solo, or just get a friend to help out
Instead of wasting the c foam
maybe the scout doesn't actually react then either
Ray said it did
To an enemy dying nearby
Or actually, he didn't
He just said it wouldn't care about being c foamed I think
i think it was something about bumping into a c foamed enemy
Don't remember exactly, I will @ him and he can say for himself
@minor fractal check out the convo we just had
is he EU
Idk, but he isn't online rn
@desert yoke changed my mind and recorded it, posted it in #gtfo-media
+1
hopefully you aren't too put off by the fov
I absolutely am. I'm offended by your fov. x,D
lmfao, it gives me a small advantage 🙂
I mean... As long as it is YOUR preferred thing, just keep going ^^
lol, if you want more 120 FOV action, check out my YouTube channel for a B2 and C2 solo run full of only 120 FOV
I ran Half Life 2 with 360 FOV... it's Hilarious and unplayable.... but fun xD
lmfao, I remember how insane you can go with the camera in gmod, zoom super far in and out, not the exact same as FOV I don't think, but very similar
I saw some youtuber in minecraft change their FOV to infinite. It was mind numbing.
lower FOV helps me click heads
froze a scout, shot the sleeper next to it (was the last one in the room), scout unfroze and didn't care
froze again, ran around and straight through him, still nothing
but when i froze and hit him in the head, he immediately screamed after unfreezing
Its good to note the scout is both blind and deaf hence the whole feelers thing
Well Blind and deaf to a certain degree
and if you shine the light on him too much he'll sprout the feelers again right after they come back
He cant full aggro unless he is touched, hears a sleeper scream, gets hit or shot at and of course if his feelers touch you
any other actions will just cause him to sprout out immediately afterwards
!= blind/deaf
Yeah, doesnt immediately aggro off light or movement, but reacts to it
I dunno it would make a bit of sense if it is blind and deaf to me at least
I actually wanna test If it reacts to a gunshot by its self in a room
think so
I'll test it tomorrow I need to get up for work
If ya gonna do it attempt B2 or B1 Or A1 they seem easiest for scouts
i always go b2
shit like this is why i want a practice chamber
well i didn't actually kill everything but it did react
stupid thing is it was like a .5 delay, but nothing had screamed yet
So the scout did scream?
inconclusive
I'll give more on that tomorrow then
nah imma actually kill everything now
yea he does
empty room, shot nowhere near him, tentacles weren't out
i.e. i was both far and didn't shoot at him
Welp shit I was waiting on my bed phone out and now i feel bumbed
Thanks for testing it man
honestly it's like they know
this son of a bitch walked up to the security zone door taunting me
easily could've killed him many times
oof, Im pretty much shit at the game, you guys are like pulling off this shit and i can't even kill a giant with 3 others
how would you do that btw
?
Position behind the back. Go fully charged and hit them there.
Hitting the back makes more dmg
Also coordinate
the attack
2 on the back and 1 on the back of the head should be enough for a big striker. You need 4 for the shooter.
Always make a swing afterwards to be sure its dead
i'd probably actually suck too since i don't have any experience with teams
solo stealth way easier
I dont stealth big guys solo. I just kill them. Pump shotty for the win. Everything els gets soloed though.^^
i meant in general
i don't pick on big guys at all unless they're in the alarm room
once everything else is dead it's just target practice if even that
especially since ammo is plentiful
Yeah, that is how I do it. Even going against 4 is easy. I kill those I deem dangerous the rest of them can sleep. The only map where ammo is a problem is B2. Luckily it doesnt have that many big shooters.
and big shooters are pushovers
i think ray said you can actually stealth solo melee them
Yeah, he tested it. You always have to stagger them. Besides the shooters, I wouldnt do it against big strikers. I believe it is not worth the risk.
@full sundial @distant ice I had thought they react if adjacent, but if not I expect the scout doesn't either. I suspect it's only bumping and damage after all. I don't remember if I tested actions like shooting or allies screaming.
what is the strategy for the stagger takedown
You take one fully charged attack to stagger them, then another fully charged and hit a leg to stagger. Something like that. One fully charged after another
Seems like it works. Atleast what I heard from ray. Prolly enough before they alarm though. Most enemies attack first before screaming. Seems kinda wonky to try against strikers cause of there bitch slap.
The stealth melee against giants is inconsistent.
Their animations are wonky, so it's hard to tell when they scream or not.
But it seems like it might be RNG whether or not they'll scream by the time you stagger them.
yeah that's my problem too
Big shooters in particular, I noticed that you can often stagger them for at least a few swings, but sometimes they just scream immediately after they recover, which doesn't give much of a chance to respond. There might be more advanced strategies you can try by going for a full charge on the body normally but a partial charge on a leg or something to get extra staggers faster when necessary.
The waking affect seems to only apply after a certain point in the scream animation, which is why you can still interrupt screams by stagger with small enemies.
Haven't done much to perfect the strategy, though.
Hey guys, do you know if there's any plans to implement a difficulty setting? I've found I'm.... not great at this game, but would love to play through more than just the first few rooms of A1 :p
@weak void Are you playing solo or with a team? The game is intended to be difficult and played with a team of 4 people and where you struggle at first but get better over time.
Yeah, team of 3. We didn't get very far today, but will be trying again soon. I understand the intent, but we would definitely appreciate an option to make things a little bit easier
as long as you try to play smart, you know, read the environment, use prior knowledge from your failure, and try to prevent that using what you have around you, your own skill at KB + M isn't as needed in this game as other difficult games
this game is more of an interactive puzzle kinda, but obv, still a FPS
sounds like a quote from a master
Agree "I'm not good at this game" just means you don't know the strategies yet, it will become easier and easier the more you learn about your mistake, the enemies, and the mechanics
Don't hesitate to ask questions here '^'
well some people could just be bad at shooting/aiming
I'm very bad at shooting and still
tool placement is 75% of what most of the levels revolve around
the game is 90% about mechanics and 10% about skill IMO
quick maths
50% mechanics 50% skill 50% style

what style? xD I have so much style like a potato
Gotta work on your 360 noscopes with the pistol
who needs style when you got swag
Anyone been having really weird issues in game lately? Enemies being aggro'd without any sleepers screaming, enemies getting aggro'd by movement that nobody made?
Nope, been attempting D1 solo and things have been normal.
Might be connection issues between you and the host, just the host, or if you're the host, on your end
i've been trying to do the turret through the door trick

