#gtfo-related-questions
1 messages Β· Page 473 of 1
Oh do I see a bit of tim there too? Excellent
Listen, when you gotta read 1 page and 10 pages, you'll finish 10 pages faster cuz it's too much to actually pay attention, you'll just read one sentence per paragraph
totes
.45 match? Let's round it up to 1 cuz I'm like a nice teacher
:D
That bit of mutation does seem concerning though, you should get it checked out
Right I think this has gone off the rails far enough, 
I think a good way to give info on the scans would be doing it the way (B1 spoiler) ||the end of B1 is done, where it tells you the class, or the number of sets of scans to deactivate the alarm||
might put that in a gtfo suggestion soon, unless someone else wants to
feel free to use that
Might do that when I get up
Real quick question, as someone who just got the game what missions should I be jumping into? I tried A1 and I'm not sure how much progression there is nor how important playing previous levels are to future ones.
I'd squad up with people to do A1 and then go into B tier after.
@idle prism i would definitely recommend doing them in sequence
you might find some levels easier than others but i believe the devs tried to make difficulty progress with depth
I figured it might, thanks folks
Does the sniper shots go through enemies?
no
aww rip
that would be a nice buff
So, couple of questions regarding B2 if anybody would be willing to help me out!
||My team has gotten really good at moving the power cells around the map, but we always get stuck at the alarm door right before the last generator.||
|| the one which is also a trapped door?||
and pls use spoilers when talking about stuf
so here's my questions.
||1. Is there a long way to go after we get the door open?
2. Is there a sprint back to the beginning?||
Also, sorry! I wasn't aware there had to be spoilers in regards to gameplay. I thought it was only for lore
its okay :)
||if it is the door im thinking about which is a trapped door after an alarm door, then there is not much after and you do not have to go to the start||
||It's the door after the security door with the pus bubbles on the way, if that makes sense||
Also, on the behalf of a teammate ||Is there a good place to get practice on killing scouts? He wants to get a hold of it, and we find that scouts always hide behind alarm doors||
is he on the C missions yet?
No, none of us are. We're working together to get through it, and I'm typically doing recon/research lol
tiny spoiler for C1||theres a few scouts in the first zone so i would recomend that one when you get to it|| if he wants to practice now i would say do A1 ||as there are 3 scouts, downside is that they are behind alarm doors||
Okay awesome, thank you so much!!
is okie :)
@edgy pumice ||I assume this is the 269 alarm? The enemies will spawn in 266B, I would set up one or two shotgun sentries in 267A on the catwalk, positioned to hit enemies in the back.||
does anyone know if cfoam goes away if thrown on the ground
like can i throw it on the ground in a hallway and leave to start a scan and it wont go away?
thanks!
Another one re: C-foam, do charged shots use less ammo? E.g. one fully charged shot gives out 15 pellets, but would shooting 15 one at a time use up the same amount?
one fully charge are 12 pellets
@tawdry niche Charged and uncharged shots are equally efficient, they just use different amounts of ammunition.
but you should tap it if you're using c foam launcher
there is no reason for you to spray unless foaming doors or extracting
YOU HAVE TO BECOME THE MASTER OF MATH TO USE C FOAM LAUNCHER
Okie pokie! That's good news then
one fully charge are 12 pellets
Oh, righty
I heard it takes 2 pellets for 1 scout but wasn't sure if that was wasting ammo. I will indeed become the C-Foam Math Master then :P
can you bind two keys to the same thing
is there a really good way to deal with the cist
It's been verified that a ball of c-foam will put them on cooldown for over a minute.
There is no visual indication, though, and it's arguably somewhat inefficient.
Hmm, that just seems like a waste of foam
^
I can't think of any situation where I would be equipped to do that and really want to do that.
There's either too many or they're easy enough to deal with by other means.
Yeam it would require a foam launcher, has one full nade would be waste, and even if you have a launcher with you, which me and my team has on most mission, it still seems like a waste
@remote cargo Usually designate some people with good weapon flashlights to keep track of them while other people clear rooms and such.
Ye, the burst flashlight is great for the ||sacks||
Other times, you just have to keep your distance or sprint past.
can't confirm but as far as i've noticed they react faster if you're sprinting
You should be able to move fast enough that they don't get the chance or just miss.
Useful if you just need to pass through an area you cleared.
There's at least 3 locations on D1 where that trick is quite successful.
try running thru the tunnel in b4 and see how much infection you get
i couldn't kite in that area at all
I've already done that one, didn't have much trouble from what I remember.
I usually do it in ||610C|| and ||612F||. ||608|| is also mostly tunnels, so I do it there too.
If you're not running in a straight line you'll probably get hit.
It might also be related to a low ceiling, since you'll be in very close proximity regardless @distant ice
naturally but if they're placed on walls and corners you're running through it's same deal
I can test it out again, but it's worked really well for me.
so they react much faster depending on how close to them you are (but weirdly enough don't care about how close any flashlight is to them)
as for moving around, results inconclusive
i ran and walked around one of them for some minutes and it seems like they do react faster to running, but not quite sure
or maybe not, maybe just whatever way you do it if you gotta go through them you're fucked
you have video for b3 in your yt?
ye
Do you think the balance tweaks for B1 C1 C2 and D1 make it harder or easier?
I was literally going to ask that
Idek how the tweaks are gonna make those levels harder
The recent patch notes mention "Balance changes", is there anywhere I can read the specificity of those changes?
Sorry I haven't been on here often and didn't find the answer but are we getting stackable consumables?
not in this rundown by maybe eventually
Looking for some C1 Advice - We can clear all the rooms leading up to 204, including 204 without much issue or resource usage, but just like ||D1 in the last rundown, the shadows are giving us immeasurable trouble, the way we solved it there is by mines mines mines but that's just not an option here. Any advice on how we can handle all those invisibitches?||
it's suggested really often so they'll probably implement it eventually
I can confirm the tweak make C1 easier, ||Alarm door 204 now only takes two sequence of circles (previous 4)||
anyone have advice on solo for dig a1
ah what a relief
that I think will solve the biggest issue for me awesome
if you're running solo you're gonna have to just abuse the AI and kite a lot
clear the ranged and giants, then pop the heads off the rest and kite them across the map, run back and do some alarms, kite again when they get close
im trying to use a revolver for the one shot, does that sound like a good idea for the kiting
heads don't matter anymore
oh they changed that?
ye since r2 came out
I haven't done solos since last rundown
so i guess its just more difficult kiting then
Nope
there's a solo speedrun r2a1, check that out
where at?
question.. is it laggy if u playing in different region?
yes very
depends on your net, some people don't care about regions
thank you storm
i just said there's no head abuse sushi
lmao
or you mean "will manage to solo now that that isn't a thing"
I'm playing with north american region while I live in South East Asia, there's some latency but still kinda smooth for me.
Walkthrough for C1 since advice seems to be asked every hour ||Everyone take mines, donβt burn through ammunition. Stealth as much as possible. If you find a room with a scout have a sniper pop it. Gun down most of the room and hammer the rest. Before the first alarm security door make sure the doors in the other room are all closed. C-Foam the security door room and plant 1 mine on both doors. Clear the next three rooms and mine up the first security door room as that is where the invisible guys come from and lay a path of mines on the second floor and first floor heading back to the security door. At this point you should have so much ammunition and medipacks that is should be difficult to lose.||
ok"
yeah I meant now that its not a thing
and buck, I don't need a walkthrough for c1, just needed some advice for specifically the 204 alarm
@keen junco you're gonna have to camp chat all day since it'll still be asked
better post on reddit
glad to see mines are still the hot ticket though, last rundown taught me that
doors foamed with sentry behind still is really nice in r2
|| 204 alarm is 50% easier after the patch so should no longer an issue||
not as efficient as mines i feel
really? how are you placing your mines to make them as efficient? b1 felt like you needed the foam sentries
with the double wide doors
oh i just ran around there
b1-4 seems really easy
i mean i always view it as "a = tutorial, b = easy missions, c = medium, d= hard, e = ???
i don't think a standard has been established, it's just r2
and the difficulty difference is huge
^
we did b1,2,4 on first tries and b3 took us two attempts
c1 we stopped after 7 tries lol
but could be group specific
another time the terminal is in a place where sleepers can only come from 1 direction
ah referring to the ||fog turbine spawn?||
i said b3
what is the official term used for the balls of pus on the walls
idk I just call em poppers
i called them streakier
I do call them rapid shooters^^
i also call them little shits too
if you have time to write all that for a name you have too much time on your hands my friend
I simply like using the systematic names. Thats all.
valid point 
is there a way we can interact with the warden in the discord
it's a bot
Same, I've had a run where it spawns in the infection fog.
are there any levels like rundown 1's c1
cuz i would like a level where u can just start blasting and keep blasting
icic
anyone running c1 after balance update? i want to know if it really got easier just by a little
like changes you'll notice
Not yet, probably later today when my team is off work
We have been stuck on c1 for a while
xD
i could tell you what changed but thatd ruin the fun
@sturdy dew just tell people in spoiler text.
Anyone have any suggestions on how to beat c1 or c2? We have failed about 20 times and need some help haha
I am starting to get the feeling we just suck and need to get better

well if you really wanna know ||there are less scans for the second alarm door, the waves for the uplinks are smaller and take longer to come and there are a few less scouts || that might not be all of it but thats what i know
||How many less scouts?||
That is def awesome because we keep getting the worst spawns, as in.... 4 scouts right at the start xD
That doesn't sound too heavy, level should remain quite challenging.
||I assume C2 has fewer enemies in 116 and 118?||
i dont know for sure ray i only know from people whove talked about it
||C2s alarm door thats completely in the fog is less scans||
Thank God, I hated that thing.
That was the common early wipe tbh.
||How does the infection work anyway?||
||Reduced max health.||
Ahhh, gotcha
||dont forget not being able to see shit||
Have not hit 100% yet so I had no idea
||Too much health means damage over time||
||is it permanent ? ||
||no||
||Infection naturally degens to 85%||
gotcha thanks!
I will make sure to actually worry about that now
||I assumed it meant you couldn't finish the level with 100||
||Removed with disinfection packs or stations.||
||so if you get to 100 it will naturally go down to 85. How much max hp does it remove?||
||1 to 1. 85 is 15 health.||
Sweet, you two are awesome thanks for letting me know π
Hopefully we can beat c1 and c2 tonight. haha
We keep failing over and over again.
However a few times it was because of mistakes xD
guten luck
Yas, good luck when you play
I have a question, if I got a beta key from a friend. Can I still play? Or do I have to buy the full game instead to play
buy
Full game
Wha
No, never
I will never be a no-full-sentence man
Sometimes a full sentence is just impossible
Anyone know how these other sections unlock?
Huh
Like, A tier, B tier, C tier
oh i thought the levels aren't done yet
if it's clear based is there a progress bar anywhere?
Kind of but it doesn't update automatically
Next to the levels you can see 3.1%, reached over 7 days ago now
Is there any info on what else they changed aside from C1?
@prisma briar you can go to patch notes and check what they changed if you are talking about the hotfix
I'm talking about specifics, not "we changed these levels" @toxic birch
ah sry no clue, haven't tried any of the levels yet
i.e. I've heard C1 ||had a door changed from a 4 scan to a 2 scan.|| haven't seen any other info though
yeah i think that's the 1st door that they changed
Do you guys know if the 'non-consistent player percentages between teammates and the map' bug has been fixed in the recent patch?
Ewww, disgusting, gib me hardcore 
Wdym
Oh
Probably need mods or admins for that one
@oblique dust Houston we have a problem
let's give love to nanachi anyway 

Anyone knows what tweaks did C2 and D1 have?
Has anyone had enemies agro while in another room? My pals and I had a situation where we killed 2 enemies simultaneously while another guy was slowly working through an adjacent room(with a fair bit of distance between us aswell). Apparently we pulled the whole room we weren't even in. Plus it was a text book double kill with no other enemies in sight.
@covert valve What level were you on?
First one of the latest Rundown I think?
So A1?
Think so. Might of been the previous rundown. It was a little while ago.
I know C1 has some issues with that/had issues with that where you had sleepers agro while completely white on silent kills but I haven't seen any issues in A1 necessarily.
But from what we know about the mechanics. Does it make any sense?
Interesting that it's level specific.
Yeah I completed C1 last night before the patch so... heh
But I know that if you use weapons it can agro the next room over
Yeah. We were hammers only. And it was a perfect double kill.
I don't know then. That's kind of weird. Might have been a bug/glitch. Honestly, if it's R2A1 it's not terribly difficult to complete so just running it again wouldn't be too hard.
Hmmm. Okay. Very interesting. Thanks
Good luck! π
Honestly my friends don't play enough so I'm going to have to buck up and get into the matchmake discord groups.
I hope so. I know I'm not the best but I'd like to find a good squad to eventually run with. It'd be nice to have a full group, too. Right now I'm only running with 3 people. Sometime parts can get surprisingly tricky.
Yeah you can just give it a shot. Most of my friends don't play GTFO anymore either. I've got two people that I seek out to play with whenever I hop on.
Nice. That always helps. Maybe I can find someone with alittle more...."chill" than one of my friends. π
Sometimes you might even find someone who knows some of the cheeky spots to help you through a level you've run 15 times and sometimes you might find a teammate that kills your whole team with absolute rubbish mine placement. It's all up to chance. π
All good for a laugh. One of my friends was trying the mine deplorer then was blaming us for him dying even though he was standing infront of a mine HE PLACED. Like...dude. We can't save you from your own stupidity.
Some people just can't be helped. /shrug
It went from "haha" to "oh stfu" really fast. Don't take well to being lectured about how I'm letting you die while you stand infront of your own mine.
Sometimes you just end up with those types of people. That's when you sneak away to another group. π
@craggy pier sorry for the late reply, thanks for the info!
Hello! If you are unaware, we have Looking For Group (LFG) channels to help users group up and play the game. They are located here: #lfg-north-america / #lfg-latin-america / #lfg-eastern-europe / #lfg-western-europe / #lfg-asia / #lfg-oceania / #lfg-africa.
If you are unsure of how to create or join a lobby, please see the instructions here: #how-to-matchmake.
does anyone know if you can check whether a door is alarmed or not from the terminal?
EDIT: can confirm, terminal does NOT show if the door is alarmed or not
cool thanks! i didn't think so but thought i'd double check
Hey I have a question, how do you know what door the enemies will go through when doing the alarm security checks
Spoiler question for D1 ||Once you get all the Cells into the Generators is there another segment to D1 or do you just go back to the entry zone?||
Spoiler question for C1 ||How do the shadows spawn when doing the terminals, we locked down the only entrance to a room and they were popping up in the room?||
yah it caught us off guard but we managed, almost have it down
||Which terminal specific? 204/205/206/207? We never have shadows spawn in the same room of the uplink terminal.||
@craggy pier @vital sierra ||Shadows appear to have custom spawn points for some events, like R1D1's extraction and R2C1's uplinks. They will not follow the traditional wave mechanics everything else follows for anything other than the 205 alarm door. The spawn you got was 207C, which occurs for the uplink in 207B. You can prevent it fairly easily by having someone standing in 207C, preferably behind the door across the bridge so they can still shoot enemies coming into the room through that way.||
Can you ping power cells?
Yes, why?
What would you search for the with the list command?
CELL
np
@gentle moss If you have no idea what a thing is called, you can always do LIST to see the entire map's contents and look for things that might be what you want.
Got it, thank you.
Do bullets or any weapons in this game penetrate?
Not yet
How does a player get a purple player name
Being the 4th person in the lobby @noble hazel
are scouts suppose to die in one hit with a full charge to the head?
it seems inconsistent
Yes they are and they do
Inconsistent how?
@weary sluice When are you hitting the scout? Specifically, what is the scout doing?
What hitmarker do you get?
Then you're missing the head
sometimes its a kill with the orange splatter
sometimes its just the red
missing how? i aim at the head
no lag unless host gets lag too
It's alert when you're hitting it, and in the window where it's invulnerable to the host but not invulnerable to the client.
Again, what is the scout doing when you hit it?
Be careful to hit the top half of the head, since there is a risk of neck shots where the head meets the body.
You're probably hitting the scout when it's alerted other times.
It would be easier to tell with video.
alerted how?
If it's blue and is about to scream
Bumping into it, taking too long after touching feelers, an enemy nearby wakes up adjacent the scout or screams, etc.
Could also be poor latency. How long does it take after releasing the mouse to get a hitmarker?
On any enemy?
does going from crouch to standing counts as alerting it?
Negative.
instant for me
we'll try that next drop with friends
use toggle
if you're using hold
that could be a problem
don't want it to go crouch-stand-crouch in an instant
Shouldn't cause much trouble w/ scouts specifically, though?
hihi π new to GTFO
have not been able to go past the first stage as of yet...LOL ...need more pax to play with
you need to kite more
playing solo is terrible..hahhahas. its just me
@minor fractal think we talked about this before, it does seem that a single scout always does the feelers the same way
Even gets up with same timing
@distant ice yo btw, the large tentacle we saw at the end of the gtfo world premiere trailer
was that enemy type ever seen?
Nope and from the sound it made I think it's just the basic striker
question... is it rly that laggy if u play different region?
how lag between australia and other parts of asia?
does anyone know if there is an option to mute the ear piercing scream when starting up the game? makes the experience unenjoyable when my ears bleed just from starting it up π¦
Lag with australia players isnt all that bad The main thing I've noticed is that sometimes enemies will freeze for me and so will scans
but they are few and far betweem
@craggy pier i got 200 + ping with aussie
after
the sleeper
i have to wait 2 - 3 seconds to see if i missed or not
the marker doesn't appear either?
Huh really? was the aussie the host?
the marker appear as i killed them
but after 2 - 3 seconds
they stand up and attack me
and the host say to me
YOU MISSED
i have to wait for the game to register that i've killed the sleeper
but with that time
big oof but just 200ms ping shouldn't make the delay that high
Yeah thats why I dont host
Cause I've hosted one time and everyone was fucking stuck on the floor cause of the lag
yea multiple times cap
my internet hiccup once this afternoon
i can see my teammate dying while i can't do anything to it
teammate running in places, sleeper don't take damage
your screen are shaking like you're taken damage
Yeah although i can only pick up teamates and thats it
i can't do anything
everyone is running in places
but i can hear their scream in discord
Why the warden as only show the report for R1A1 only it show 1/8?
Clicking on it does nothing for me
Thanks ππ»

yo fellow gtfoers (kekw), could someone explain the balance update on c1/c2 in the new hotfix? thanks for your time!
we couldn't see anything changed π π
hello, i am thinking of buying gtfo, i want honest opinions about game
mostly is it repetive game with no content
define content
top tier if you have friends to play with or if you're not disturbed with playing in vocal with randoms players
the whole point of the game is that we get new sets of levels
yes so gameplay isnt repetitive
its kinda repetitive, but in a good way.... you want to make it... you want to complete it... even in hours of "grinding" one map if its fokken hard as usual
okey good way repetive is nice when is due to hardness of game
is there lvl system or anything similar
dats the whole point of the game, one of my best coop experience i had since i've play games
hmm okey thanks
is there lvl system or anything similar
@crystal haven yeah, there's a system called rundown... once you complete the first map, it unlocks the next 4 chapters, once you done that 4 it unlocks the next etc. and there're 2 maps called community maps, which will be opened when the whole community of the game unlock it by completing the previous map D1
he meant player levels lmao
is gtfo in active developement, 32e is quite expeninsive for me
it got an update 10(?) days ago, you tell me
a major update that is, not counting patches
good
is gtfo in active developement, 32e is quite expeninsive for me
@crystal haven its developed by 9 men, so if you have enough patience for big updates, this will be far more the best coop game you played imo
okey thanks for info all
how do you become bonk bonk
the legend says you have to bonk one thousand of scouts
ez
@crystal haven one of the best game Iβve played, I have almost 200 hours played and I am NOT bored at all
Meanwhile some dude with only 13 hours qqing the other levels aren't unlocked and he's bored kek
I just noticed I mistake Cae and Cao since the beginning in this discord
@stuck vale what's your loadout

SMH I'm a nitro can't get me mixed with his orange
Still smg and mg
I'll make the mg work
Qq shit ass recoil af
The worst part of chargers if they make a return is that I have to learn MG.
Because I can't kill the fuckers with any other weapons.
revolver their stomach once after spraying them with an automatic primary
Revolver buff will probably help, I guess.
revolver buff doesnt do much
it stops being able to one-tap strikers at the same range
it just takes 3 less shots to kill a big striker
it would be balance change then rather than a buff
anyone knows exactly how enemies spawn
i place mines in spawn rooms and hear explosions even before the horde scream but idk if it's just the first one that spawns or the whole wave
They spawn 2 rooms away from your room you defend and I think they spawn one or 2 at the times and not as a blob
all I know is on trap doors it is one by one just rapid, think it does the same with wave
wonder what the optimal placements for mines are
for trap doors it is in the middle for small ones, but not sure for the larger ones
On trap doors the normal enemies spawn as a blob. Only the rapid shooters spawn behind them
it seems
i've seen incosistency on trap doors
only once but there was a huge delay between the initial ones and the rest of the wave
by huge i mean you could see the door opening and few enemies coming out
That is because the room was triggered. This can lead to a delay for the enemies in the room. Looks like 2 waves then
it is usually because after the trap door is triggered you fire and alert the room
some of the bloody door enemies are spawned as the door opens and some come from the room behind
you can trigger a trap door lead the spawns away and not trigger the room iirc
I believe some of the ones in the room will follow the door's spawn but not all of them if you don't fire
for mines what works for us is one right next to the door for the first wave, one just above the rusted teeth on the door for the larger ones, and optionally one in front of the door for the ones which come afterwards
i've seen varied performance and some weird stuff with door mines
i always place one but i've noticed a few times it's like the ones that are still behind the door don't get hit
tested out with placing a vertical mine on the ground so they'd trigger it as they come through, then one high up on the other side of the door
yeah that's because of the room enemies vs the wave enemies
the 2nd didn't trigger
and there was only like 20 cm horizontal distance between them
I've noticed at least in B1 the wave enemies like to come only on the players' left side of the door
so that might be why
if you throw a cfoam grenade or glowstick through a scout's tentacle will it set him off?
no
i meant the explosion from the first mine didn't chain the second mine
oh yeah they don't do that
I've never seen it happen at least
can't say i tested it but just generally
2 things can happen with mines, the first is that a mine gets hit with a projectile or explosion from another mine, causing it to explode.
The second is that a speedy boi will break the first and the second mine laser before getting hit with the explosion, causing both of them to go off.
vertical mines are also very inconsistent except for ladders.
How long is the total game time? like how much content is there in a rough estimate in hours?
@warm perch there's 8 different level which gets more and more difficult
@warm perch Minimum of 10 hours, on average people take 30 hours to beat all levels.
Replays will get you even more hours
Depends on player skill
hey, can anyone explain how is the enemy pathfinding? I mean, when an alarm goes off, how can you predict where enemies are coming from?
you can predict where they will spawn, two areas away from the area the alarm is in
and they will rather take a path through one door than two doors, so you can set up doors closed/open to force them to take one path
depending on the doors in the area
I never actually tested that, North, is that really true?
did you test it the other way around with the same doors to make sure they just didn't prefer that door over the other for other AI reasons apart from the c foam?
that happens because they split to both doors
unless you put a mine on the zone door area, that blows up the ones that go for the other door
I tried solo'ing B1 a lot, that's how I know
haven't beat it yet tho π¦
I haven't tested the c foam vs non-cfoam door fully yet, but I don't think it changes much
c-foam doesnt come into account for a.i's pathing of least resistance
but no proof of that yet on my part
did you test it, or just making a best guess based on experience like me?
they also will take the most direct route possible if its one of the routes with least resistance
test it
several times
oh, noice
c1
on R1 or R2C1?
c-foam the left most door on the ||201 alarm|| majority will always go there
only like one sleeper would go for the middle one
despite it being c-foamed or not
im reading,thanks you all, im noting everything
but also the pathing is broken on those stairs so idk
but I have a concern with A1 (yes, A1). When we get 104 and 106
what is it?
on 106 alarm, after doing 104
if everything goes well, they come from spawn point
which is a locked door
it is random which one they will spawn at
^
since both sides have areas two areas away
just gotta prepare for all areas
I like to do 106 before I do 104/105
so we can use all resources on 106, any extra on 104/105 after
since those are easier alarms
much easier
legit put up a sentry and revolver like three of them in the head and you're golden
I can predict when doing 105 alarm
are you trying to solo it, Jamming?
I did with a friend and now we are showing a third one
and my ass got broken
when I put all the defence on spawn point door
and everyone came from 104 area..
if you save all the doors in 103, you can close the three doors connecting to the other areas from area A
then put a mine on each of them, so when they break the door, a bunch get blown up in one mine
a couple more mines around the area and a sentry guarding the open door
that's a good set up for that 106 alarm
on the 103 side of things
so, they still spawn from 103
I mean, why Im puzzled is why I always got the most of them from spawn point
I think the AI pathfinding actually ignores doors.
For the most part
And bases it off of more or fewer areas.
Which is why they prefer suboptimal routes sometimes.
well, Jamming, you probably just got lucky they spawned at spawn point often for you
for me it was like 60% of the time they spawned in 103
103 is more common due to having more spawn points.
argh I made a paint
cannot paste it here
ok so it should be
i got extremely lucky
so, it is better to put sentries facing 103
and c-foam the door
the floor
nt the door
my preferred set up is two sentries, one mine, and one optional tool, maybe another sentry
one sentry watching the extraction area door
one in the 103 area door
mines all in 103 area
one mine on the spawn area door
then if you have another sentry, put it in 103
if you have c foam, do c foam stuff in 103
yeah, don't waste c foam on the floor if you have more doors to c foam
only use c foam on the floor at extract when you have no where else to use it
happy to help, good luck π
thanks all guys too π
are the devs planning on adding new levels during early access or sticking to 8?
isnt there supposed to be a entierly new rundown every once in awhile?
Yup
Spoiler for B1 ||Does anybody know how many scans there are for the Class VII door? I had assumed that thereβd be 7 sequences, we arenβt for sure since we are a team of 3 atm||
yes
||There is 7?!||
Okay thank you so much!
in the patch notes a few maps got balanced what was it that changed?
such as C1 C2 and D1
@stone dirge
B1: ||9 cycle to 7 cycle alarm with fewer spawns per wave.||
C1: ||Scouts have been reduced. You encounter 5 on average vs 8 on average. Less shadows spawn for alarm events, and the second alarm has one less cycle.||
C2: ||Wave timer has been increased to 45 seconds from 30. Alarms have had their scans reduced.||
D1: ||Hybrids no longer spawn for the 606, 609, or generator cluster alarms. Motion doors now spawn 4 hybrids rather than 2. The final alarm has been reduced one cycle and the fog takes longer to rise.||
ok
@minor fractal for D1: ||I don't think Hybrids showed up during the 606 alarm before the patch, and I don't remember 4 hybrids being behind one motion door for 610 and 612, I thought it was 2 each?||
there was an update today
Yes, that's what I am referring to
It was yesterday actually I think
yeah, it was
||Oh yah, forgot the 606 alarm didn't have any||
||There were 4 hybrids before, but it was hard to count. It was the main reason the motion doors were so hard.||
hmm, ||I only remember there being two hybrids and 2 giants, sometimes 4 giants (sometimes both shooters, strikers, or both if there was 4)||
||is the class vii door always 7 or up to 7?||
It was 9 but the devs made it 7
After you put the cells into the generator on D1, do you just extract?
||yes||
Alright
only look at this once you get there ||but wait theres more||
We're just trying to get an idea of how to handle our supplies
yeah, @karmic estuary ||there is a surprise at the end when you put the last cell in, so be ready||
not anything new, just something you need to be ready for
you can probably guess what it is
I can only assume shadows or it fucks my expectations and it doesn't empty it
I mean, I could tell you exactly what it is if you want
but it might be more fun not having that spoiled, not really tho
If you'd like
D1 ending ||the generator turns off, maybe overcharging or something, then turns back on, alarm starts that has 5 scans, fog starts to rise up again (but in the patch, it takes longer to rise, so don't worry too much about that until the last two sets of scans), then once you finish the alarm, the fog stays but is no longer infected fog, and you have to go to extract||
Nice
yeah i was all like ||why do we have to do the alarm instead of just insta extracting||
The game does ask a lot of us
but it appears its ||some way to reboot the system into sterilizing the fog||
any advice for someone who is just starting the game for the first time?
Tbh || pref nerf d1 the ending generator alarm scanning and extraction wasn't that hard || . Now it's even easier.... Smh
Hard part was getting to it
@craggy pier don't solo. You'll find it's impossible for your first time . So try to use lfg channel to help yourself find some people
-audio cues are really important in this game
-very stealthy and patient game. Don't expect to just run in and gun
- communication and team work will go a long ways
ok
so my experience in stealth games will be useful noted, i saw there was no voice chat yet, any recommendations on how to facilitate that,
?t lfg
Hello! If you are unaware, we have Looking For Group (LFG) channels to help users group up and play the game. They are located here: #lfg-north-america / #lfg-latin-america / #lfg-eastern-europe / #lfg-western-europe / #lfg-asia / #lfg-oceania / #lfg-africa.
If you are unsure of how to create or join a lobby, please see the instructions here: #how-to-matchmake.
Uh
the stealth is kinda like red light green light
use your flashlight to make them all start croaking at once, so you can then move when they all go back to sleep
ahh ok
otherwise they will be desync'd and hear you moving at different times
not allowing you to move without waking them
also, always aim for the head/back of enemies
back of the head is the weakest point
for most enemies
makes sense
and charge up your hammer always, tiny taps uncharged won't do much unless you're hitting the back of the head of small guys
there is a lot more to learn, but you can figure it out as you go I guess, or look at YT videos
or just learn from other players in-game
alrighty can do, thanks guys
good luck π
thanks π i think imma die a lot till i figure it out tbh
probably lol, but you'll get the hang of it
wait so is there gonna be no variation and its gonna be the same thing every time behind the motion doors?
hey do i need to play this the dig first or group up first
yes
well here goes something
um wdym
squad up for A1 cause its a 4-man tutorial
just squad up
ok
4 sentries and u can sit there at extraction chillin
Hey would anyone be willing to help me and a friend learn the game? We just bought it and wanted to try it out before telling our other friends to get into it
try checking on the LFG channels theyre friendly towards new people
tyty
noted good internet connection is required, teleporting enemies are a pain to shoot in the dark
that would be helpful 
yo just clarifying for those here this is a question area yeah?
now that's spoilers
then send me dm
anyone know about an issue not allowing you to host or join lobbies
Is it a bug or a feature that I randomly stop aiming when firing?
never had that happen and never heard of such a 'feature'
you sure it only happens in this game
never heard of it, you should probably move to #gtfo-technical-support
Is there any news/info about the ability to kick players from group?
no but probably gonna come together with matchmaking
It's not needed very much but there are times when you get that one player.
@frail bluff might be caused by your sprint toggle if you have sprint toggle on
How do you know how long till D2 and E1 will be open?
We don't know, we just have a vague percentage for the unlock.
Well is it 3.1% left or 3.1% we have succeeded is the question
Succeeded most likely since it started at 0.0
Ok
We have a ton to go then
But the question is what is it we are trying to do to unlock D2 and E1
That's unclear, but dev intentions suggests it's a certain number of unique completions on the C tier or D1.
If it's a secretive alternative objective, nobody has the slightest as to how to go about it.
There seems to be very few secretive objectives to aim for.
If you want to look for any, I would try to spot and report on:
-Any item in any level called a "PDEC" or "Partial Decoder." Should show up on terminal, but, if not, it will be laying around.
-Any useless generator that will accept cells.
Considering we have any progress, I think it's unlikely that there's been completion of a secret objective that isn't public yet. It would need to be totally mundane, which is possible but weird.
Btw those 3.1 % were achived 2 days after release
At 11 days, we should be at around 15%, assuming it's not accelerating.
So I wonder if it did go faster than they planned.
Or if they just want to discourage efforts towards progression.
So tru
I feel like some group would have already beaten E1 by now if it was unlocked
on the first day
Some koreans did d1 on the first day
normal load out
Hey how to use lobby id ?
how many scouts are in the first zone in C1 after the rebalancing?
@sturdy dew ||I have ran only 3 times since rebalance but have not found a scout until getting into a new zone||
darn
Jeez
||rip||
@frail bluff might be caused by your sprint toggle if you have sprint toggle on
@full kettle
No, I went into the game solo to just play around with it and find a potential trigger, but it appears to be random. Just standing there aiming, it just randomly drops
If you bind it to a different key does it still happen
I have not tried that yet, but I am still in bed so I probably won't for a while
why have we got so many fucking keycards now
QC has a wide influence
people are easily affected by the fog
I'm starting to get scared now
@crimson monolith, I just played b1 again after the balancing that happened on April 9th, and it was much and much easier. While before the changes, I cant remember feeling every so satisfied in finishing a gtfo map, because we made it barely, that feeling of intensity is just priceless, really a big shame that we cant relive it no more. Would love to see difficulty settings added to the game... Tnx
I really feel bad for this Devs person, gets pinged pretty often
a noble sacrifice to prevent these idiots from pinging the entire developer team
of all the shit you could pull
Hey guys i wanna know how can i clear R2B2 level
in general, use melee when possible xd
hey guys
how do you fucking cleaar c1
like wtf
is that area
so huge
so many rooms
so little ammo
@sturdy dew From what I've seen:
||201: 0-1||
||202: 1-2||
||203: 1-2||
||204: 1-2||
||205: 1-2||
||206: 1-2||
||207: 1-2||
still a lot of scouts then
any one got any info on D2 and E1?
According to the roadmap (updated 3/23): D2/E1 arent completed yet
According to the PR Kit (3/18): A certain amount of people have to complete the tiers before d2/e1 in order to unlock it
According to ludvig when asked if D2/E1 are complete yet, he said "they're their for sure"
@grand meteor
@craggy pier thnx for the info.
Yo so if two normal enemies are right next to eachother but they aren't pulsing can you hit one without alerting the other?
Not really
But you can hit one, then full melee charge the other one quickly without alerting the room
alright, so what's the range like 5m?
do you get anything from the cargo you secure?
not yet\
are you able to get any new equpiment?
np
friend and i started playing today, took us 7 hours to 2 man R2A1 lol
dumb question cause I'm dumb
for R2B1 on the final apex door, do enemies come from any of the opened security doors or do they just come from spawn?
I swear I've seen them come through the security door on one playthrough but were absent on another try
are there any leads for d2? is it actually a community thing or is it just not finished yet and coming out later
it's the community thing
what's else could it be
they nerf every "hard" level so people can finish faster
if the level is not finished they should have kept those level "hard"
yes
That's a fair point - but has anyone noticed anything else? Like the numbers on d2/e1 haven't changed, any other hints towards how close we are or anything?
nope
i'm trying to beat the levels again but with the lore
they don't just put those in there just for speculation
er, what do you mean beat levels again but with the lore?
like checking logs on terminals?
ye
have you found any logs other than the aut gen status?
I gave up checking after a couple
all of those logs have already been found
at least i have something to do then just sit and wait other people to finish D1
1 log per tier on a single terminal in all of those expeditions
sheesh
and they are not RNG
they've all been found and compiled into a slide
they're in specific terminal
yeha its not rng
unless of course D2 also has a log
D1 already have a log
D2 most likely wont have a log
so the last one is in E1
Do ya know which B#/C# have a log? I'd like to go hunt em down
they nerf every "hard" level so people can finish
faster
@vital sierra
I made your sentence accurate for me
Some people still won't finish the levels
C2 got the heaviest nerfs by far, yet people still struggle with some of the easiest segments.
If you bind it to a different key does it still happen
@distant ice
Yes, I bound it to a keyboard key and it still happens. Also I have moved this to #gtfo-technical-support
Well in any case about the whole warden restriction thing they wont just go ahead and make it so no one is able to play those last two levels
They're more than likely testing it out at first and seeing how it will go on towards another rundown
So that if it doesnt work out for this rundown they'll consider the amount needed to make the warden restriction work the next time a new rundown comes out
they've all been found and compiled into a slide
@placid cobalt I would love to see this if you have it!
how do you start the terminal in b3?
@craggy pier Hackett was nice enough to send in PM, thanks though!
Nerfing some levels this patch is understandable so lower skilled based players can actually complete it. But will d2 and e1 will be easy? I hope not, d1 was a challenge, i love it, i just hope devs wouldn't nerf d1 once the new two levels comes out.
Unlock dates for D2 and E1 anyone???
Thanks for the reply. Is there anyway to track how many people have completed it or which map that they do need help with?
i was told the 3.36 % in the for D2 rundown was meant to be a track of completion of how many people have finished it but after awhile i do not think that is true lol
Hell we donβt even know if people who have completed it and then do it again counts as a another completion yet
If thatβs the case itβs be pretty good but if it ainβt oh boy thereβs no way that goal will be complete any time soon
imo this warden restriction is a bad idea, it locks the content but i get the devs wants the community to help one another and..... there are other ways to do it without locking stuff like this
I mean look at how many folks got stuck on B1 myself included
Nah I reckon itβs an okay idea but it reckon theyβre just doing a test trail to see if they want to continue it further down the path
i assumed you died on the ultra alarm door?? π
Yes
they nerf it
But it became easy when you got the ramp room
you can pass it now
if you can finish B1-prenerf, you can handle anything else lol
Nah there was a way to cheese the pre nerf that made it easy
C1 once you drop down, ping the last terminal to find 206 instead of 207. Do 206
Eh C1 is just nasty to simply cause of room layout and enemy variation
We only ever snuck in to the room with the cell and no others
pre-nerf C1 are just like D1
Cleared the shadow alarm door easily
with enemies variation
Hahaha i finished everything pre-nerf so i really get why people cant go thru bcoz it was really hard
But the last alarm doors always had scouts in every room
Yeah I know the best thing in C1 is to get the scouts very early on that way you deal with less the more you continue through the level
it's tedious
And if you triggered a scout in the door leading to the first scan it was pretty rough cuz all the doors leading in get broken haha
Mines are really good tho
nobody want mines
grab the mine deployer and immediately
one person gonna tell you to change to sentry
Tell em it doesn't track the invisibles if your scanner is down π
Mine deployed can do work but itβs dependent on the person who holds it
A mine deployed is better than a sentry for the fact that it can ||can shadows without needing a biotracker||
you can go on a glitchy spot so they pack up
jump down and place a mine
SUICIDE BOMB ARE THE BEST
you can see 30 enemies just POP

π€£
Oof I just remember when I was the last one and I had a fucking army of ||shadows|| rushing me on C1
Man it was fun but I still hate my self for being stupid when I was dealing with em
why i love the mines so much is
you can close any door
put the mine on the ground
I shouldnβt of stay and killed shouldβve went and picked a teammate up
and watch half or even all of them die
π
Don't think I was ever that lucky. Even after a breach they would just drizzle in 1 by 1
you need to have a stop pit
make all of them stop at something
1 mine = 1 kill are a waste of mine
3 could be reasonable
there is a safe spot to stand on near the big alarm gate after u put in the battery on C1
so its easy if anything goes wrong just stand on it
I love mines because of trap doors, 1 mine can rip apart nearly all the spawns on a trap door
it would wake the room, but it is still amazingly stronk
when do they plan to update to next set/rundown?
or is it not announced yet?
@keen pine It's usually a long while between rundowns.
good. because im stuck on A1 still lmao
once the game is fully released, rundowns will be more frequent as they can focus mainly on making new content instead of a lot of bug fixing, adding in key features, etc, but ofc atm since we're in early access, the rundowns won't be as frequent
the reason why this rundown take so long to make is they added a bunch of new feature into the game
been playing a1 a lot to test some stuff but just wondering when crouching between some doors, do ppl experience all the models to suddenly disappear? i didnt take notice which doors specifically but it has happened a few times
you mean you're suddenly in the void with only a few objects there? yeah i had that
wasn't crouching tho, not in a1 either
Yep I've had that as well
has there been any kind of confirmation if infection status and the pods will be used in future rundowns and keeping the infection gimmick or will there be some new kind of gimmick each rundown?
Does anybody have that C2 infographic for the map
Hope this is the right place to ask, is there anyway to predict which doors waves are likely to come through or even manipulate which route critters will use?
a few questions abt the game, im already w the concept
is there progression or is the game more rogue-like?
how smoothly does it play? (not counting bugs-just when its not bugging out)
how fun is it? is it easy to get mad at the game?
@hidden scarab predicting where enemies can come from can be done at some doors but it usualy wont always be the same so prepare for them to come from anywhere. Closing some doors can cause enemies to sometimes go completely around it or sometimes theyll just break the door down
There is no progression other than progressing through the levels.
Do you mean smooth in terms of FPS? If so, it performs nicely while still looking good.
How fun it is and how easy you get mad is a personal thing. I've never gotten mad or even frustrated at this game and I'm still having fun and I've played it a lot.
@rancid compass
thanks
@sturdy dew Thank you. I've been running solo just to play with the mechanics and some doors seemed predictable, others less so but still seemed to have a common route. Overall loving it
good
Nice
McAllistar Aggregates, anyone got information from previous logs on that name of any sort?
Hello, will there be matchmaking in game?
fair enough, will keep the game to see
discord act like Match making already
and you can
cough
choose who to play with
i know what you mean but makes me to have discord open and i might not want to be talking to peopleD
i know and this type usually needs alot of comunication
hello guys
anyone know if gtfo is better optimized for windows 10?
also i want to know if windows 10 today is better than 8.1
Is this a solo friendly game?
The game ?
It is not very solo friendly
Possible to do, but very hard to achieve
I recommend to play with others first to get a feel for the gameplay
and the mechanics
I guarantee you that if you buy this game with the intention to play by yourself you will not have a very fun time unless you're incredibly masochistic
There is no skill in GTFO, just cooperation. Solos are purely based on trial and error. Not fun. Even for experienced players, lower levels take a extra long amount of time due to the precautions they have to go through and if they get down itβs all over. Hats off to solo players even the ones in my main team.
i think our definitions of skill do not match
That is kinda not right in saying that there is no skill in this game. Actually you can find alot of skill in this game. First off aiming. That is the base skill for all FPS. Saying that it is redundant or simply not rly a thing in this game is false. Using strategies and making plans for your adventure (loadout) in the map is also skill based. Kiting and the right movement against enemies is also skill based, because you want to improve it too a point, that you almost take no dmg. The same is with hammering awakened sleepers. You can do it with losing a ton of HP or doing it with almost no scratch. Sure there is the rng component in this game, but saying that individual skill isnt a thing is just false.
I just find it easier to do a charge shot and then 2~3 normal hits on another one if they are super close. Cannot for the life of me kill a third one if it happens to be super close (solo-run).
So I've been kinda trying to figure this out since day 1 and even more so recently, but I need someone to explain the rocket science behind optimal mine placement and their tips&tricks. Anyone got a mega guide for them or extensive knowledge you're not too lazy to write down? Also it'd really help if I could get an answer on when exactly mines chain and if they do more damage (big boys), and if they have separate AoEs (more area covered)
from my experience, they need to be fairly close to chain, havent tested for damage though I have been killed by a chained mine, so they do make a bigger coverage with 1 trigger possible
and because it kept triggering on the wrong one, I just gave up on it
what do I do in B2?
wdym, the warden objective?
can I do it solo?
possible yes
You can yes, if you are able to I dont know^^
Do they wake up when I put them in generators
no
If I do it stealth
theres a lot of giants
Yeah, there are some of them^^
is there possible to do it without shooting a single shot ?
||1st zone only, you don't have to kill any of them||
speaking of which, any tips for a 3man group on B2? Our setup has been 2 mines, 1 shotgun sentry so far
for a solo what do I need
I think there is an alarm door there
ye, you can literally just delay it until you're done with the scans

