#gtfo-related-questions
1 messages · Page 472 of 1
Machine gun in rundown 1 is indeed too good
Lol seems everyone can agree to that one
MG still does a lot of damage, a little less than before
but with almost 3x the ammo, it is well worth it
just the recoil throws off newer users of the MG
once you can control it, it is probably the best killing machine in the game
Doesn't it also have that charge up?
yeah, that's only noticable when you're trying to burst fire the gun
to save ammo
it is like a .3s charge up
Damage per bullet is way less than rundown 1, still a good pick but other weapon is competitive
not way less, dh
can kill small guys in 3-4 shots
a bit less damage, 1-2 more shots to kill small ones
about 2x as many shots for big guys
but it has about 3x the amo
ammo*
so very similar damage for all of the ammo it has
That's 50 percent less
around, but it has about 3x more ammo
to make up for that
and a 2x bigger magazine size
Well dh just meant less damage per shot not damage overall I think
yeah, damage overall is probably higher now
just it is harder to control since it's recoil is higher and fires faster
so you can't conserve the ammo as easily
True
but if you can do that well enough, it is a great weapon
I know someone said pretty much all weapons are viable but what do you all think of the revolver
Personally I like it but I don’t know if it’s that great
When compared to other guns
it is pretty good, but it isn't a great choice
it can compliment the SMG/Machine Pistol pretty well though
to get some headshot kills, then swap to main when you need to reload or they start getting close
It's the other loud choice to take down scout
much more difficult to do so though
unless you get up close and spam to the face and hope you can get two of your shots to land before it becomes invuln
Highest single bullet damage other than sniper
true, DMR just a little bit behind
I hate scouts and the party I beat rd1 with and I have legit been thinking scouts get alerted when you move and shine your light on them....
Then today I found out that’s not true
Fuck.
Revolver can one tap scout if you shoot from behind and at the head
10 meters at most
It's still quite loud though and in some cases where there are more than 1 scouts in the room it can't really be done
c foam is a scout killing noob's best friend
easiest way to do it without being a waste of a weapon slot like the sniper
sometimes dry-killing scout with melee can be really frustrating due to random spawn
for example I had a scout spin around the only door for 10 minutes and 5 sleepers around the scout, including one big.
eventually it moved away and we killed it
but it was waiting for legit 10 minutes.
well pathing wouldn't be an issue if it didnt have sleepers all around it tbh
its combination of both
Sure, but in some strategies cfoam is more important than bullet, knowing what options you have available is fine
its pathing is choosing to stay near sleepers, I think that's how the scouts behave
they are more likely to walk somewhere if a sleeper is there
I know that's true, from experience
I seriously dont know what to do in those cases other than wait for the right moment
but it can take ages sometimes
I don't want to spoil the levels, but what we did was basically sneak through previous room, and opened security scan door
if you're gonna dry kill a scout though, you want to keep some sleepers on each end of the room so the scout can still choose to walk around the room
behind security scan was the said scout with his friends, constantly moving around the door
seems when you kill all the sleepers in an area, the scout doesn't go there as often anymore
@dusty hawk 1st be confident. 2nd light up sleepers while scout is near you. 3rd sleeper are synchornized so you can easily BONK a scout
another easy way to kill scouts is to get them on an incline like a stair case
I have 0 problems with scouts in general, like that funny room in one of B levels. I just walk in and bonk them all
but when they nearly stay in same spot 24/7 and block the path its super annoying to have sleepers around it
mhm, shotgun makes quick work of that type of situation
recommend you try it to save time unless you don't mind just waiting for the scout
it helps that scouts aren't triggered by light, which is something I only learned after beating the first rundown like 3 times lol
even crazier to find out you can just sprint near them too
they put their tendrils out when light hits them, but they aren't too sensitive
Just found that out too
you have to really flash them on purpose for them to put their tendrils out due to light
No, they don't care the lights
I really like the current rundown because its definitelly harder than the previous one.
I would place a mine and pull up a youtube video until I heard the scream because I was so scared
they do, tested it back on R1B1, and use that to get them to put their tendrils out when I need
You recon someone will solo all the levels as they did in rundown 1#? haha
after playing through all the B and C levels im thinking it might be not possible
there are some crazy people out there
or if someone does it, it will definitelly involve glitches
Indeed
a guy named plant already solo'd A to C tiers
just hasn't done D1 yet
he is a bug tester so he has had a lot longer to play them though
so keep that in mind
so he's the solo bug hunter gameplay huh
I am pretty sure there were some cheesy tactics involved
there is no way you can just legit defend some of those doors
alone
to test out if the rundown can be solo'ed
yeah, most solo runs involve a lot of kiting, Rinnosuke lol
C2 he said you can solo with bio track
leading the enemies away from alarm scans to give you time to do them, etc
you need to know where they spawn so you can do a quick drop of the turbine and shoot
@full sundial do the C2 enemy keep spawning or they need to be killed in order to spawn?
and it would make it REALLY easy to kite them around
yeah they removed that I remember
they keep spawning, Alpha, but I bet there is a max amount
but for example C1 in this rundown is insanely huge so kiting enemies wouldn't be that bad
I think what would 100% remove solo from this game is if they made enemies spawn without limits
but the ||initial 4 can turn into 8, I didn't bother letting more spawn during our run lol, saw another wave spawn and then killed them all||
so if you keep kiting them they just keep generating more and more
yeah, exactly
that would make soloing a lot more challenging
increase the cap would be more likely
after like 10 minutes of kiting you'd have to kill 500 mobs
removing the limit of enemies would cause a lot of bugs
Honestly you’d have to be pretty fucking good to solo so I don’t think that really needs to be done
I mean making sure it’s not possible
its not about solo, if some people want to spend 3 hours running around they can do whatever they want tbh
I was able to solo all the expeditions of R1, but R2, this is a whole nother ball game
only done A1 solo so far
But I am quite annoyed because I think this game is a fun challenge
gonna give B1 another try tomorrow
but there are people who play full 4-man teams and they still cheese everything they can
like the B1 door
I guess everyone can play as they want, but this removes the challenge from the game
yeah, I don't cheese as a full team unless everyone is down during an alarm door
then I kite the enemies to try to get them back up and continue fighting
did that for B1 once
B1 is the first wall for new players, and then you get someone who just runs the enemies into narnia, complete the level
and the fresh players are going into later tiers without knowing how to shoot
@dusty hawk I'm currently running into that issue.
yeah, I like to tell new players at the end of A1 to step off the extraction scan when it reaches 95% and fight till we run out of ammo or start to get overrun
I want to be able to play through and be taught how to do the encounters and learn, but my first time through my team was just kinda running stuff through.
so they can use their gun more
back in R1 there was C1 to teach people to shoot, but the layout of that level was very forgiving anyway
its harder to fight in the dark with many objects around
We have ||c2|| now to teach people about hammer fighting 🙂
What the hell I thought rd1 was hard I haven’t played rd2 much yet but...
just call up the scout and his friends to have some shooting range fun
I gotta say though current C1 is a really long level, lo
I haven't done D1 of this rundown yet, going today with my friends
I saw Alpha footage of people playing that expedition, that one was C1, and it was a long one, I wanted that difficulty but didn't get that in R1 sadly
closest to that was C2
but now, they brought it back
really liking the game now
loved it in R1, love it even more now tho
We managed to one-shot some levels so far, but C levels took us few tries
yeah, was able to do A and B tiers first try, besides B4, something happened in there that confused us
think it was a bug, but not sure
but yeah, C and D tiers had us attempting several times
will the Infection get a buff in the near future?
For us the one we didn't one-shot was B1 and then both C. B1 because we were still testing things out and people didn't have their favourite weapons or tools
We switched to 4 shotgun turrets and SMG+Machinegun each
and it was a breeze
yeah, we tried B1 with three people, didn't go well, but when our 4th got on, ez
that extra fire power, extra person doing scans, extra person with another tool, makes a lot of difference there
I am still loving Machinegun after changes, for me it was always the meta weapon
I don't think only for me haha
same
it is the best weapon imo for just killing everything
even better at killing the bigger enemies now
less efficient against smaller enemies if you can't control it right, but if you can, it is great
I still remember the first time we picked up ||The wind turbine and we thought that it causes enemies to aggro on you so we dropped it instantly after picking up haha||
Out if curiosity how many hours do you guys have it seems like a breeze for you guys XD
like 40 hours total
Wait for real?
yeah
what kind of fuckery is this... no way???
I only ever play with my 2 friends and my wife though, and we are all quite good at shooters so that might be a part of it being easier for us
im curious now actually, let me check steam
43 hours. I have a bit more than my team since I soloed some levels on rundown 1#
but now I'm not gonna bother
...
I don’t know what to say about the eyes closed guy
But with 43 hours soloing levels on rundown two seems pretty insane to me
For example I know there were lots of people who had issues with the C1 level of last rundown, we beat it on our first try
Nah I don't solo rundown two levels :P
I only did A1 and B1/B2 of first rundown solo
Although maybe thats also due to me not knowing about how the scout can’t sense movement
How do people even do this
i have ~50 hrs and couldnt solo any of the rd1 levels or first-try with a team on any
played a lot of shooters as well
but i guess it is what it is
I didn't play with PUG yet but my friend did, and he said it was terrible
sometimes you get very fresh people and its hard to make up for it
But its fine, everyone has to learn
Also lots of people get many hours because they like beating the game multiple times and doing stuff like "hammer only" or speedruns. We just play fully seriously to beat it, and then not much after 😄
we beat it 3 times and stopped playing till Rundown 2
I beat it once
Asked a friend to play d1 again and he said no
Cuz it’s like two to three hours
And we were scared
But you beat it three times...
well 2-3 hours for our skill level
D1 3 hrs i don't think so ;D
LOL
The first time we did D1 on rundown 1 took us about an hour
yeah...
the next 2 times it was like 20 minutes each
i guess we are just too slow
20-25
20 min sounds insane
first time when i was at R1D1 my mate said "Stand here and wait for enemies"
i can only think of two things
I guess you guys like staying together and clearing mobs slowly? We did that on first run
But then we just walk into the room, spreat in 4 areas and clear everything each person solo
it makes things super fast
we are either stealthing too much or waiting for scouts to walk in mines too much
@dusty hawk same. Just bioscanner guy tells which one are stacked
😄
We never really did speedrun on previous rundown, but for example in D1 on R1 you had those doors that you didn't have to clear, they just had resources in them
we didn't bother opening them, just ran straight to reactor
well we use the terminal to avoid things that aren't needed
but we had low health and resources so sometimes we take those
I think its a matter of practice and accuracy. If you can kill mobs so fast they won't really damage you and you don't worry too much
its much easier to fight them when they are further away too
so do you rely on guns a lot or do you melee kill all
well, guns only for alarms until its the end of alarm then hammer
otherwise, we hammer rooms
Once you practice a little you will see what can cause you to waste less time
for example you have 3 mobs next to each other, you'd wait for team to group up and sync-hit them all to get them all killed
One person can do that too if you are fast enough at hitting them before they "shout" when they wake up
We do all that
But we didn’t know about the scout stuff
We just waited for the scout to hit our mine
For like thirty minutes literally one time
the scout on D1 we just shot with sniper rifle lmao (in rundown 1)
lol
it didn't even aggro the room
yeah i heard if you are far enough it won't
but we decided to carry other weapons instead
Oh yeah we also didn’t know that so we thought you can’t silently kill with sniper
...
Lol
It's extremely rare that you can silently kill with a sniper
Oh
There are only few rooms like that
You need to be in a different room, and the aggro range is still 50m
Damn
So if rundown one gave us a decent amount of trouble
How much more difficult is rd2
In comparison
😆
umm, I'd say the B levels of rd2 are about as hard as D level of rd1, actually
maybe a bit easier..?
You could beat R2B1-4 w/o much effort I guess.
But its because there is a bunch of new stuff that I won't spoil
when you get used to them it gets much easier
the levels are longer in this rundown as well.
yeah, then you go to C and game again says "F*ck you"
A tier is easy
B tier is fairly standard
C tier is hard
D tier is very hard
C levels are harder than anything in rundown 1
D I can't say till we beat it today hopefully
Ahhh fuck
A1 was hardest for me cos i don't know how to play at all 😄
My friends and I are all poor in FPS genre, we finished R1. 3/4 B levels in rundown 2 is completed first seen w/o froreknowledge.
30 wipes and some guy joined and said " you can manage from which side they will come to you"
that opens my eyes
And wipes more than 10 times in R2C1
haha, C1 was fun for us too
we wiped like 3 times before we cleared
once very late in the level and it felt shit
As for the infection levels is there any reason to go into the ___ in A1 because my friend and I killed ourselves by accident for two lockers
There is
My tier list from easiest to hardest:
R1A1, R2A1, and R2B3
R1B1, R1C1, and R2B2
R1B2, R2B1, and R2B4
R1C2 and R1D1
R2C1
R2C2 and R2D1
there can be a ||box you need to carry|| there
@minor fractal i would say
A - learn how to play B - look what we've got for you, it's good game, these things are cool, woah much usage of items C - we've got your soul, f*(k you and your squad D - Now show us that you learned something from past runs.
Use ||fog repellers||
Oh thanks @minor fractal
Hmm funny that you rate R2C1 above R2C2, for me its reverse
I mean under*
I felt R2C1 was harder
for me also. C1 is a pain. C2 is pretty easy.
@dusty hawk Yah, but I also can kill 5 scouts in a row without screwing up.
||Shadows don't scare me either, I did way too much R1D1 for that||
How is rd1 c1 easier than rd1 b2
rd1 c1 was just shooting
Because C1 had piss easy sentry placements that made it a cake walk
it was actually one of the easiest levels
Really?
Dang
I guess it was hard for my party because we would stand in the reactor room instead of fighting all over the place
Hmm, I never actually tried killing a scout before it stops. @minor fractal can you run into the scout, jump and hammer the head? lmao
maybe u got experience
how do you do this when there are other sleepers in the room
running in to kill them
I always kill them by waiting until they stop, and stay crouched under it
then I hammer them
@mint garden just sunchro sleepers and run to scout, they won't wake up
I usually isolate the scout and wait for it to walk towards me, then sprint to get it to send out feelers, watch where its head goes, and kill it. You need to time a full charge for those actions, as well.
Yeah, i just always wondered if you can speedblitz it since I never tried that, I always kill them when they are already putting tendrils out
funny for you to assume I haven't killed scouts when I beat rundown multiple times 😄
I wouldn't call my strat a speedblitz
so would you say it's safe to crouch under them when killing them
I didn't call your strat speedblitz, I was wondering if speedblitz was possible
i always worried the feelers would hit you
and thought maybe you tried it
@mint garden i don't think it's safe cos they're constantly moving
you can enter the tentacles right before you kill
oh
yep. you've got that 1 sec gate to kill after you stomp on tentacle
the scout doesn't become invulnerable instantly when it detects you either, you have about a second so its not that bad @mint garden
ye
i figured that
when one of the tentacles is hit and it turns red there's a period of time before the tentacle retracts and they turn green
i'm guessing the green part is the invulnerability
There's also a period of time after feelers are sent out before they actually detect you
blue*
So, if you can be right up on them with a full charge when they send them out, you're golden.
There's also a period of time after feelers are sent out before they actually detect you
@minor fractal damn i never knew that
To be fair not many people kill scouts with hammers, usually in team there is only one person who can do that reliably
so there are many things that are not too common knowledge
@dusty hawk You can also ask @full sundial for his strat, as he prefers to crouch walk close to them and then stand up for the kill while they're walking.
I've also found you can get them in one of their walk cycles while crouching.
Question, can you kill the scouts while they're in the middle of alerting or do you just have to set up and take it?
IMHO best option is to go solo and try to kill these scouts.
it will help in the future
They are invulnerable during their scream @elder sandal
Makes sense
Any alert will give about a second delay before then
i love the story about blue glowstick
If I can, when they're on the stairs, I get on the bottom of the stairs and force them to put their tendrils out by flashing them or walking around, then kill them when they bend over and put their head down
Easiest way to dry kill a scout imo
Yeah what I wondered was more of a speekill strat, where you would sprint into the room and instantly kill the scout. But that can be done with a shotgun as well since u will aggro everything anyway by sprinting
If the positioning is right
not to mention if the scout isnt right by the door u will aggro mobs that will aggro the scout before u even get to it
not too viable I guess
They have:
-Slow walk
-Fast walk
-Moonwalk
-Side-skip
During their slow walk, their head is bent down, so you can just crouch in-front of them and look up to kill them.
I like watching them climb ladders.
Oh yeah, forgot about the fast walk where they put their arms up in the air
Fast walk is pretty good if you intend to stand up in-front of them or if you want them to tentacle.
Moonwalk is riskier, but can be fairly consistent since its head is raised more.
Side-step, either fuck off before it gets too close or force it to tentacle if its front is facing a good direction.
Yeah, I have had a few accidental successful kills while they skipped, but just as many fails, never go after them on purpose when they do that tho
They just do it out of no where sometimes
I feel like the "accidental successful kills" on side-stepping are common for anyone who does it enough.
Yeah, get lucky not to hit the arms
I've had occasions where I didn't see it until it was right in my face and I just fucking flick
Often they do their sides steps when going down or up stairs as far as I’ve noticed
This discussion shows that aside from being good at shooting I don't have much experience in this game haha. I didnt even recognize that they have 4 movements, I only really saw two.
Yeah lmao, like in Z70 on D1, was dark, it skipped at me, and I got it luckily
But they’ll occasionally just fuckin skip when ever they what like Ethan said
@dusty hawk I feel like I’ve just woken up lmao
Its fine Smokey, in the end you beat the rundown so its all good 😛
Hell I’ve only noticed their skips and normal walks and moon walks never really noticed a fast walk
I didn't know they had two front-facing walk cycles until I started learning the crouched kill, and I realized it was extremely difficult sometimes but piss easy others.
I never realized they had a fast or slow walk till you said it, and then it clicked lol
Because I have seen both, but didn't think anything of it
I’ve had a few instances in C1 where the scout gets stuck between enemies and can’t move for like 3 minutes
jeez there is a lot of technical analysis that needs to be done on this game
My strat for scout was always just to walk under it crouched, wait for tentacles and headshot it with hammer
no thinking about it, just that every time
Not really we just take account of everything
It's because there is no tutorial, so we gotta figure it all out together
Still though nothing more satisfying then bashing a awkwardly positioned scouts head in
Kind of like when TF2 came out
but I guess by doing it like im doing it can take much longer time waiting for good moment
Something else you learn about scouts if you fight them enough is that they head has two positions with feelers extended, and it moves from one to the other half-way through.
I expect more people know that, though.
worst experiences with scouts are when they just camp around big guys
Oof yeah I learned that the hard way in RD1
can't take either out
I havent seen them go from standing to bending over half way through tho
and they won't fkn leave even if you wait 10 minutes
Only from bending down to standing up
the always bend down when sprouting
Yeah if they camp around big guys you're better off clearing the room, shooting the scout and then shooting the big guys tbh
for me at least
They don't always bend down, though.
Sometimes they dont bend down
They just stand head straight and then squat down then move back up
???
They either bend a little like their back hurts or they bend a shitton, from what I have noticed
but I never saw them switch mid-animation
I just need to record half an hour of watching a scout walk around and send out feelers.
And then we can settle all the questions about scouts
It’ll be like natural geographic
I'll start a go-fund-me for paying Attenborough to voice it.
XD
Do that Ray lmfao
the tentacles come from their back-neck area always, don't they
Seems like it
i have seen them do it like they're startled-shocked but that one doesn't make sense since it makes the tentacles clip through their head
when devs finally get around to things like that they'll probably change it
I can back this up I have seen this before
Back in R1A1
Scout must’ve heard one of us immediately tentacled and when it did it was in it’s bent animation than quickly changed to standing straight
yeah
regarding that link ^ is that something you can consistently rely on
if so that's a game changer
or is that one also reliant on their positioning of the head and whatnot
you have to know how long it takes for the scout to get up after sprouting, otherwise it's the most stable their heads will ever be
i never paid attention but i think every scout only does it one way
The only other position I've noticed is when they lean back after sending out feelers. Very easy kill either way.
It's more like a 19/20 kill for me but I don't like those odds
I've figured out that the Scouts have an opening whenever they detect you with their tendrils. They kinda just freeze up as they quickly suck them back in.
That's a very small frame from what I've seen
It's like a second. But it was enough for me, because I got a maul kill on one tonight!
It was just R2A1, but it's still nice.
Between detection and invulnerability? Idk how to determine the frame but I think it's way less than a second
or wait you meant tendril turning red? ye that's plenty of time
Anyone who has finished C1, any tips on the very last extraction point?
we tend to manage to do everything pretty smoothly, but kind of screw up at the end
where is the last terminal that you do?
that is information I can't seem to retain
the routes we take from the last terminal to the final extraction point seem to be fine though
we ran double sentry with mines and a bio tracker
the sentry's seemed a bit useless without the bio tracker which seemed to be a slight problem
for the ghosty bois
since the last wave is full of them
@surreal sandal don't use all your resources before extraction
hmmm
that might've been it
we were all 40% and the bio tracker guy was 60%
reserve more medi's for the extraction?
or sacrifice one guy which would take aggro from most of enemies
You can also at the end c foam the big door at the entrance and keep doing that to keep them out
new here, what does lf, lfg, lfm1 and so on mean?
lfg means Looking for a game lf1m mean looking for one more they could also say lf2m or lf3m
Is there a way to access the old levels? I never beat D1
Nope sorry
F
Aight guys I'm back with some questions.
- Can you C-foam Titans?
- Scouts take more melee damage when stuck in foam (right?) , does this apply to gunfire as well?
- If the answer to 2. is yes, do all enemies take more damage when c-foamed?
You can c-foam the big guys, I don't think they take more damage considering anything less than a full charged hammer will kill a c-foamed scout
1.yes ( 1 c foam launcher Full charge )
source: panic smacking a c-foam scout when the first, 80% charged hit didn't kill it
- no
Bonus: you only need 3 - 4 Gu ( 1 - 2% ) to freeze normal sleeper / Scout
Titan need 12 Gu = 1 full charge of C foam launcher
Ok thanks guys
do enemies still take headshot damage if u shoot/bonk the air where their heads used to be
i remember that was the case in rundown 1 and wondering if thats still a thing
I believe so
o dear
Hi I have a question to everyone, there is a thing thats happening in my 4 man where consistently the person in the 4th party slot is not seeing the last security circle ( as in can not see any visual indicator but if we tell him where to stand it scans) at the key card door on the very first level, has anyone else ran into this ?
@gaunt blade there was a problem in rundown 1 where the paths on the ground wouldnt show up at all, then all the scan circles would suddenly appear on the floor at once
there wasnt a solution as far as im aware besides just sitting there and waiting for them to render
have u tried waiting longer?
@sage pecan Thank you heavy box! We tried waiting as long as it would let us without getting swamped with monsters. But the other 3 arent having this issue, it is JUST our 4th player. How would you be able to wait longer when the alarm is going off though?
in his case, the white path didn't show up, not the circles themselves
@gaunt blade If three of you can see it, why don't one of the people who can see it, just do the scan
?
Thats just the thing, he says he can see the ones we are standing on, he can see three just not four, @tribal ether that makes more sense tbh also
But, the one he can't, you can just get another teammate to take
In the absoulte heat of the moment its hard to communicate when we are getting swamped but that is also a fix i can see
Restarting game, pc, verifying files, resetting graphic settings - tried all these?
@gaunt blade ur describing a problem ive never seen actually :( but yea if u havent tried yet i recommend that guy restarting his game
Really weird that 3 would show up
Yeah inst it the WORST? like we were so baffled when he explained it , its such a weird bug, if it even IS one, i think its on his end but its so strange
see the thing is, he could see the 4 circles on any other door scan, but its JUST the keyvard door he cant see the last 4th circle on, its consistant
it might be a connection issue
Then you could just have him defend, while the rest of the team does the scan
i still think its worth investigation instead of just using workarounds
maybe ask d0c about it
There's an infinite amount of workarounds, it's just a very interesting problem
@gaunt blade u can try asking @lilac fulcrum but be prepared to send some files

Not sure if this is where i should post this, but are there going to be dedicated servers at some point?
Dedicated servers?
not sure if i understand/can explain correctly, but in practice a dedicated server would be a program run separately from the game that hosts, well, a server. I guess in this game it'd be a lobby. Naturally that means you can operate the server without having the game launched, and the most prominent feature in it is custom content
Hmm
How exactly does silent melee attacks work? It still alerts sleepers nearby
it always does that in a certain distance (3m-ish)
if you hit the ground and/or wall near the sleeper it will trigger immediately
otherwise it depends on the distance and if they're awake
yea "silent" as a weapon description is misleading
its certainly quiet
but sure as hell isnt totally silent
what would a silent weapon be
chloroform?
walks up to sleeper
-Does this smell like chloroform to you?
sleeper: -is already sleeping-
can you shove a scout to stagger it/
No
It triggers instantly
But it seems that once it screams it staggers more easily so then it might work
But that beats the point
Any tips for beating B1? We are in the huge room leading to 719, cleared 720 and we aren't sure we should risk to get the supplies in 721..
||The supplies in 721 should be pretty good, and the alarm isn't too long ||
anyone figure out how we unlock the other levels
Unzipped how do I hide for spoilers?
The text, you just hid it for spoilers, or was that automatic?
No I want to ask you another question but I don't want to spoil
Wait, you're asking how to put a spoiler tag?
Yes
Highlite the text, then click the eye
It's called warden restriction and the levels will unlock after enough people clear existing ones
Need a "way too frequently asked" channel
Did someone ask that?
but i mean i know people have been completing the other levels and its barely gone up
hello people
im pretty sure that the % will only go up when the devs release a new patch
hello Sanarrrrrrrrr
UnZipped, 721 wouldn't be worth it for them lol
that's the other ||bloody door||
and that being open would make the 719 ||alarm even more difficult||
@ocean moth if you need more supplies, you can try the 718 alarm, don't open both 720 and 721
Oh, my bad, still don't know that map inside out
Thougt it was 718 they he was meaning
it's good, just making sure that this decision hopefully won't ruin their run lol
718 is high risk higher reward
cause there is a ||scout|| unless one person in the team knows how to deal with it.
yeah, if you don't like hammering scouts, c foam and hammer, or just blast its head off with a shotgun
C1 is pretty unfair in my Opinion ,||I mean we got now 2times in a row 2 Rooms each with 3 Scouts in it, while other runs we had barley 1 or 2 scout closed followed up. its not hardcore in my opnion ist just bad RNG, that we can instantly restart the round when seeng more then 2 scouts in 1 room there. also the ressource is almost non exsistetal so that every wave basicly means almost dead that its impossible to beat the invisible guys in the first uplink or even after the security door that follows up quickly.|| Any tipps? were struggeling hard
does your team have a dedicated sniper?
its not essential but if you wanna be sure not to trigger the scout use the sniper
we have but if the 3 scouts cross each other its impossible to not trigger them when killing one
and going stealth is just rng too
you dont have to do the uplinks in the order you see them, you can go in which ever way you want
How is stealth RNG?
avoiding random spawned enemies that walk random routs each then go other walking points as soon as the door is opend or an enemie is killed
is not rng?
that is the ai programmed. There is almost no randomness to the movement of Scouts. Sure spawns are rng though
you dont have to do the uplinks in the order you see them, you can go in which ever way you want
@craggy pier thats acctually a good idea, we didnt try to to the uplink later
what we did when we played C1 is we did the 1st uplink terminal last
basicly c1 for me is right now as soon as we see 2 or 3 scouts in 1 room, we restart cuz its almost impossible to beat the alarm door after that
C1 is a good place to learn how to melee scouts imo
@stoic dove How they spawn might be RNG, but how you perform stealth is not
the tools
try 2 mines cfoam and tracker
Sentries are kinda oof on C1
sentries are pretty shit on this map
^
@stoic dove How they spawn might be RNG, but how you perform stealth is not
@tribal ether stealthing 3 scouts is rng imo, but i guess thats up to everyones thoughts
Getting 3 scouts in one room, I agree is shit RNG, tho still the stealth part is not
the point zipped is trying to make is the spawns are RNG but how you tackle that RNG is not
practice makes perfect
anyway making it more usefull to reset the round then to acutally play it cuz of the enemy spawn makes it not challenging it just makes it feel unfair for me
get used to meleeing the scouts yourself if your group needs 1 man for the job
you can also use cfoam to make it easier on yourself with the scouts.
^
Resetting cus of bad RNG is not the games fault tho. Working with shit RNG is sometimes required
its not that were saying git gud, but....
lol
Getting the perfect run, will most likely not happen
except for A1
That is true. Multiple scouts in one room just makes it more diffcult, but in a good way. Because you always have to change your approach. So you and your team have to adapt in certain situations or you could simply snipe them everytime. Cfoam is a nice way to kill them with the hammer, esp if you have no experience with melee killing them. Also the sentries are just useless when you start the uplinks. They cant put out consistent dmg. If you go for mines it should become easier for you.
Not that I celebrate multiple Scouts in one room^^
I usually snipe the scouts, I don't like getting close to them, they're creepy
For some reason I just went Ultra Instinct with this run. I killed many enemies with the hammer, dodging all their attacks- I 'unno how I pulled it off.
The man with the freaky fred PFP is scared of a scout? Colour me surprised
Freaky Fred is not scary, he's precious
Trust me they ain’t all that nasty to deal with once you’ve got enough experience with em the main issue is when there’s more than one and the sleepers next to em
Well we've been having terrible luck with sleepers, so we're not bothering-
Just the two of us, around 12 sleepers in a lot of rooms? yeah no-
I’ve dealt with twice as many it just it’s easily doable with twelve sleepers but when they’re grouped up with around 6 or 7? Yeah it’ll be hard but with some finely crafted coordinated strikes it can be down
No one should just go out and clear a room of sleepers by themselves it’s just leads to fucking up even more
They're always grouped up. At least by packs of five
But I know I’m a culprit of this so I’m just saying this from experience
And since we're only two players, we usually have to kill the isolated ones, then set up a crossfire and handle the last ones the rough way
Well here’s a little advanced tip to help you with those pesky groupers
If your behind a sleepe and can get a clean shot on the back of its head with a hammer you can kill it with just a simple click
Works with all small sleepers
Look to where they’re positioned find the best way to take em as many out and presto you just cleared a group of em out
Though it sounds easy when said you’ll have to practice it no doubt
Do guns have damage fall off in this game, or is their range descriptions for general accuracy?
@waxen garnet from what ive experimented with in rundown 1, the "range" ratings are indeed for damage falloff
idk if its changed but i believe the "long range" rated dmr and sniper dont have falloff
"medium range" stuff has more falloff
and obviously "short range" rated has the most aggressive falloff
Yeah I've been trying to figure it out exactly
honestly i dont have proof
i just found in rundown 1 that the dmr could oneshot shooters at any range
the revolver one-shot them at close range, but didnt if i shot them from two rooms over
thats how i can tell theres damage falloff
but i cant say exactly
My play group and I are trying to figure out why shotguns are basically shit unless the barrel is in the infected's mouth because of [reasons]
xdd
IT's a toss up between damage fall off or pellet spread
yea im not sure whether its either
good question tho
but honestly i cant tell either
The SMG and other short range fully automatics also suffer in the same way
i cant say much about those cuz i never use the
them*
i like shotguns more than short range autos
but yea definitely if u could record and compile evidence u could get some rep in here
i think*
I can't imagine no one else has not looked into this yet
but I've no idea where to look lol
lolol
honestly i dont think most people care
the consequence of guessing wrong is pretty catastrophic in this game
so everyone plays it safe and never investigates details
thats my guess as to why its not a well-studied topic
i dont blame them honestly
i wouldnt wanna mess up game time with some dumb experiment
i just wanna win and go sleep/do homework
I mean you just get people together to experiment, but not everyone has that time
true
yea if u coudl find a reliable group
thats willing to experiment with u
that would be ideal
i am not such a person xd
gg
but gl finding them 👍
idk if it helps but
the pump shotgun shoots 10 pieces per shot
while combat shotgun is 6
at least thats what i remember from rundown 1
and assuming it hasnt changed, then thats what u get per shot
also the combat shotgun has wider spread, which means the fewer pellets need to cover more space
so its hard to tell whether ur shot is rly gonna kill them unless theyre so close
that ur guaranteed to have all pieces hit
and even then u should aim for the head
pump shotgun has tighter spread and more pieces to work with
so u can kill stuff from farther than u could w/ combat
It makes sense in that regard for spread/pellet count
yep
kinda makes combat shotgun "underpowered" but i still like it
the enemies try to get closer to me anyway!
Combat shotty is good to stagger with but forget killing lol
oi give me questions not long chat boxes
i sorry @full kettle
❤️
Well, my question remains if the game uses damage fall off mechanics or not
because the behavior of some weapons is hard to discern
o yea can u give us input paradigm
i say there is damage falloff, but thats just my experience
i dont have any recorded proof
why waste ammo on far away enemy when enemy comes to you and my zoom scope is a 7x?
none of the scopes have that strong zoom tho
like looking thru a pair of binoculars to stab someone
even the sniper isnt that strong
yeh but it is the theory behind the response
true
yeayea
honestly the optics should be cleaner
i dont need all this visual garbage
@full sundial are the range ratings (e.g. short range, medium range, long range) for the damage falloff behavior?
@waxen garnet was asking abt it
personally i remember from rundown1 that there was dmg falloff
i tried using sniper and dmr and none of them seemed to suffer dmg falloff, but the revolver's one shot kill ability was limited to a finite range
so thats why i think there is but i didnt record any of it
seems like it, HeavyBox, I was using the revolver and at range, when I am pretty sure I landed a headshot, it wouldn't kill sometimes
but at medium range/close range, it does one shot to the head
but that could be me missing, but I am pretty sure I landed the shot on the head
since they were running in a straight line, it was hard to miss the head
Is it possible to add GTFO to geforce now?
thx @full sundial , theres ur answer @waxen garnet
aight
the revolver does have damage fall-off, I don't know the exact numbers but it does lose its one-tap potential at ~30 meters
just wondering... ||in b3 there's zone_165 which is above zone_164 which has the scout and the keys... is there a reason for that zone or is it just a resources zone?||
resource
if i remember correctly, it should be a resource room
is that one of the extra security doors?
yesh
@wild blaze yup, you can, that's the only way I am able to play GTFO lol
@dusty night 165 is loot zone
so
B3
i did the uplink
but nothing is happening
no extraction point or anything
what do i do?
Probably a bug
well poop
yes
||i did the codes and the horde is stil coming, the connection said successful||
idk then
after finish the last one
it will say to run back to get extraction
or
that took forever
no
the terminal work as
if you're AT the terminal
it will update
if you leave
before the terminal said it's done
then it will stuck
at 99% or something until you run back to that terminal
the terminal can be reset and make it unavailable if one guy is at the terminal , log out to see what the code
but
the other guy run at you
trigger the terminal to reset
that's why i tell my teammate to back off until i am done
i don't want my teammate to cause the terminal to go blank
leave me and my terminal ALONE
exactly
can you change the cycle of the sleepers and synchronize all of them by using a flashlight?
yes
thanks, i had that theory but i was having trouble actually doing it
Why is the servers getting shut down since the game was a colossal flop?

@reef condor eh I’ve seen the spawns of alarm doors and to me it seems to be more random yes hell even in C1 I’ve seen scout waves spawn enemies further up then where we haven’t been though it’s only 2 or one sleeper that actually spawns that way
any guide for r2b3?
hmmm
yeah it seems way more random compared to before where they come from just 1 side
its good in a sense but makes turrets kinda pointless
Don’t get me wrong there are some maps where they’ll spawn in a certain spawn point take for instance B1 they’ll only spawn near the entrance and the ||motion door you open|| so sentries have their uses
But for maps like C1 and D1 the spawn points are so fucked that you can have them spawn. On top of you
kancer kyle you have any tips for b1?
B1? I ain’t a pro by ray should set you up
@reef condor The spawn mechanics are the same as they used to be
Any room 2 away is a spawn point.
what tools for b1
really?
Hey guys, sorry if this is in the wrong channel, I have three friends, we just got to the big door on b1 with the class ix alarm on it. I'm wondering if that is the end of the level or if there is anything more beyond that section
we request no spoilers
then why ask
i told him not to ask
@craggy pier if ya could try and use spoil tags when asking about levels if ya don’t know how just type in these on your keyboard | | together at the beginning and end of a sentence just so that if newbies stubble upon this channel they aren’t going to get spoiled
they don't want the spoil
but telling the end it's a spoil
already
you need to play it
And also ||once ya do finish the alarm there ain’t nothing left it’s just and extraction||
thats a really long spoiler
||well there isn’t room wise but what cap was talking about is the fact it spawns waves of giants after ya||
can you still join mid game if you dc'd?
you just remind me of Kenny 5 hours run
@primal pike wants to know how the fuck we're supposed to complete R2-B1
git gud
Hi. Are there any tricks to using the bio scanner? I would use it, but it sometimes doesn't mark all the enemies that are on the scanner. Has blindsided my team quite a few times. Combine that with the cool down time, and it gets quite cumbersome to use.
It's become an issue with ||C1||
||Those invisible enemies arent being marked properly. Need to figure out how to do it properly.||
Bioscaner can mark enemies only if they're moving
Yes, I'm aware of that
Trust me the bio tracker is the lifeline of a C1 run
when theyre standing still you can only see them on your screen and need to tell your teammates how i tlooks
||shadows have the shortest marker time when tagged by a bio tracker only lasting upwards of 4-5 seconds so keep that in mind when tracker them so you can maximise tracking all of them||
also bioscanner have lock on how much enemies it has scan at once and mark
Both are very useful info. Thank you
when will they implement mm?
when it's ready
do they have an idea when
Soon™
also, @analog meteor, when there are a lot of targets and it can't target them all, it prioritizes the ones that are directly in front of the scanner, any too far left/right won't get scanned if there are too many to scan them all
at least that is what I have noticed, maybe it works slightly differently than that
but from my experience, that's the best way I could describe it
The bio only tracks things between the two white lines on the sides of the radar. Try to get as many red dots in-between those lines as you can.
if I stealth a room, and dont kill all of the enemies inside it, and then do an alarm door 2 rooms away, will they aggro on me?
it depends if you fire at the enemies
most times it wouldnt, but using guns would trigger them
It also depends on if the wave enemies spawn there and if one of them uses their scream ability.
Not sure about scream mechanics, but it's not usually an issue if the enemies that spawn in that room can't see you.
and you're not nearby them.
I actually don't think I've ever had a run in R1C2 where we did doors 98, 99, or 100 where 96A (a spawn point for them and a room filled with titans we typically leave alive) aggroed.
And I've had similar experiences with other alarms
So I'd consider it relatively safe if it's 2 away @bold shell
good to know
except if the sleepers are near a door that gets busted open and wakes up to that
which is something that didn't happen in R1, but I think that can happen now in R2
maybe that was something else that caused them to wake up one time I saw it happen though
haven't confirmed if they wake up to doors breaking in R2, but I am pretty sure I heard somewhere that they do now
no
they don't
it's just the wave that spawn in the room scream and then broke the door down
Hi I need support to help me
?
What the help they needed, was never found out
They went to tech support
do we know anything about what a pMother trial sample is yet?
yup, just tested it, you're right @vital sierra , the door being broken doesn't wake them
@full sundial the reason why i know this because one of my C1 run i have a guy pissed off the scout that spawn a wave in a room full of sleeper and they still sleeping even tho there is a wave in there just broke 2 doors
they only scream when they see a player
yeah, that's how it worked in R1, but I thought I saw somewhere the devs said breaking a door now wakes up enemie
enemies*
I could be making that up tho, or maybe they meant only when a player hits the door
or the player hit the ground
Does the difficulty rise when the host has already completed the mission? I mean I found much less resources on the map, and I am wondering about that...
nope
theres the same amount of resources on the maps everytime
just in places you missed probably
okay thx
what equipment would you guys recommend for soloing r2b2
Yeah thats what i've been using, hella useful until you run out
And how do you go about killing strikers
?
@craggy pier i like using combat shotgun simply because theres alot of ammo for it
back in rundown 1 u could kill strikers with one headshot from combat shotgun if they were close enough and considering how much ammo u get per refill, i thought it was worth it
Yeah i used a box to get level with the head of a st4riker and I smashed it with a full charge to the head thinkin it would die but it only ended up killing me
wat
i thought full charge hammer to the head of a striker is instakill
small striker*
obviously u cant do that with big strikers
wait is that what you were trying
yea
@lilac fulcrum i made it a suggestion but i have to ask:
Mines trigger to ||infection sacks||, is this intended? Because if so, I really wish you'd reconsider
@craggy pier bruh 😂 u cant oneshot the big guys with just one person
i thought u were talking about the little strikers
yeah Ik thats what I thought until I was talking to my friends and they told me you could one tap them like scouts with the hammer
hell naw
You got oooofed
I bought the game yesterday and it started me in rundown 2
how do I access rundown 1?
Ye, rundown 1 is gone
wow
?t runodwn
Sorry, unable to find a tag named runodwn.
?t rundown
For information on what the Rundowns are and how they work, take a look at this video: https://www.youtube.com/watch?v=qHZwiPVOVvA
Watch this
thanks a bunch
Np
anyone know where i can find a copy of the music that plays when the sleepers wake up
@radiant fable looks like someone posted it actually, but its not directly from the 10chambers channel
pretty much whole video
ok thx
you can recognize it from the first 5 seconds xd
actually it might not be the whole video cuz it seems to loop somewhere
im actually using it on my soundboard to prank my friends and make them rhink they woke em up
I can just imagine you starting the music, and one of them actually wakes the room in a panic
guys, is there a specific time to reapply cfoam? like audio cues or visual?
Hey guys me and two friends are trying b2, do you think for three people, that everyone using mine deployers is a good idea or a terrible one
Everyone using a mine deployer could prove difficult, I would recommend having a more divers tool setup
i mean, i threw one when i heard them hitting the door but was told to wait for every bit of foam bubbles to disappear
ye i recommend cfoam, mine and a sentry
@plain spire Once you start hearing them banging on the door, and not the foam, you refoam
i dont see any reason for more than one mine deployer honestly
ye
if you want extra mines, just plant some where no one goes
and they dont despawn
so you cn pick them up later
It's rarely useful to have more then 1
how would cfoam be helpfun in b1
yeah
what are the areas, || like the main door and then one of the bigger doors with the ambush on the other side ||
Sorry i should be using spoiler tags
Just wondering, will there be more maps than those displayed on the rundown?
don't think so
If you guys know anything of course
just up to e1
Ah ok
Is there a way to know how many scans a door's gonna be
I thought terminal commands would have something but doesn't look like it
can anyone explain how they beat C1
@distant ice in rundown1 the only way was to memorize it i think
but as far as im aware, theres no way to predict how many layers a scan will take
tru tho
i hope u could query it
to find that kind of stuff
at the same time, it might not make sense
like why would an alarm tell you how it works
if you are the suspected burglar
but still
Gee well why would the scans be so bitchy in the first place
Magically know how many people are in 'the team', then force them to run to arbitrary places for an arbitrary amount of time
Oh you're digging here? Sorry but my scan circle landed in your way
Let's not logic here
Also scanning the dna (I assume, but IDs don't change much) of 4 people is somehow faster than that of 1
That's a big kek
Oh yeah
and the security door is like "oH thAAt muST be AuthoRizED peRSOnnEl"
Authorized personnel 
xdddd
Woods check
Bishop check
North nobody cares
Whatever the f that is check
obviously it is what remains of Mr. Jeffrey Miller
Or at least that's what the blood on his teeth tell me
