#gtfo-related-questions
1 messages · Page 474 of 1
ok
it sucks that you get so few resources on that map, you cant rely on c-foam nades 
don't have to if you bring a c-foam launcher 
yeee
does the scout needed to be headshot with the sniper, or will a body shot work?
there's a fair chance of getting foam nades actually
either headshot or shot to the back i've heard
don't have to if you just bonk
do bonks kill them on body shots?
every damage can kill on body shoot, if applied enough
they don't oneshot them, no
but technically they're not instantly invincible so several people can bodyshot them, yes
scouts, will trigger by anything that isnt a headshot
i wouldn't count it though
i've always taken the safe route with mines on them because im a pussy lmao
but after they trigger and go out of scout mode, they are normal
well mines make noise now
meh i've hammered a scout wave, it didn't seem like that many
never seen them spawn big guys either
better safe than sorry............ 
really late to ask but back in r1c1 was it possible to delay all the enemies at a normal door and using all the tool refills for foam
yes it's still possible
i never tried and i only just now thought of it
holyshit
how long did the tool refills last
up to wave 5?
i mean i don't know the equivalent for R2 lmao
oh
is the last stage out yet, cant find any videos on youtube
i think it would be E1? or what?
it's not out
D1 is the last one now
D2 and E1 are not out yet
is it worth while to clear all the rooms before starting the alarmed security door?
Dependes how close they are to that alarm door. Waves spawn 2 rooms away from you. So clean zones in that radius. If not you might find a horrible surprise.
i mean if you don't have to go there you can leave it
the mobs seem to just stay there sleeping behind the broken door
That too, but most of the time I want rooms cleared. Makes it easier to kite too. Yeah and that can happen, but you simply need that one twat who screams and the wave becomes larger^^
well since i don't notice the difference in color most of the time, i won't even notice it 
form my experience, if you dont open a path the spawn usually dont go there
but that is more of a general rule, some places act odd if there aren't any sleeperes there
so where did the texture for the retracted egg things come from? looks very familiar
What
ill take a screenshot one sec
Is it possible to desactivate Security alarm by the Terminal?
nope
I Hope he add this in a update
That won't be the case
Is there a specific way to kill the big guys with hammers?
do you mean silently or in combat
silently
1 to the head 2 to the back all at the same time
Cool - thanks!
3 to back works
The only way for sentries to target shadows are when they are pinged with a bio tracker right?
yes
Alright I figured as much, been using that method for a while but was curious to see if there were other options
or you could be a man and just shoot them
Is there anyway to replay the old rundown i want to show my friend D1
No
how do u summit gtfo suggestion?
You can write ?Suggestion Text
ohhhh i see. I replace the Text with my suggestions. I can write it on any channel?
aight thx
No problem
For the Scouts now is there a bug where they will just keep going off when in proximity to each other?
Not that I have experienced. That sounds terrifying!
B2 we ran into the last generator room that had them just going off over and over when in close proximity to each other
It was almost game breaking
👀
@grand spire Not sure why that happens. Might be a bug or not. They do very slowly escape, though.
Oof imagine asking a question and getting hate lmao feelsbadman
No escaping, literally just endless cycle. Wanting to verify proximity before submitting a bug
the tentacles mode thing right? @grand spire
Yup
No lights on them and we were crouched sitting still watching it
They were at the base floor one of us was one flight of stairs the other two flights
it might be bugged out
Tried walking around to different spots and still didn't move
the scout
Yea, it was unfortunately by the generator :/
do you guys have any weapon long range or at least powerful short range weapon
the scout already stuck then just shot it dead
Nah, we did a sneak run with shotgun turrets, didn't want to risk a wakeup call
sneak run with shotgun sentries?
Yup think of it as a pacifist run unless you hit alarms
that would be a bad idea i think
It is purposely meant to be a bit harder
What are the logs
it's the lore of the game ( or this rundown )
are they obtain items?
ah ok
I hear B1 for the final door the scans went from 9 to 7 is that true?
I have the rest of B level done, but I'm on 11 tries now on B1 if this is the case then I will finally pass it
This is the way the devs tell the people who failed at those level SCRUB 😄
i guess no one has figured out how to unlock D2 and E1 yet?
it hasnt increased in % tho in ages
how does the D2 and E1 precentage work?
it hasnt updated for the past few weeks
but what does the qp_ part mean?
what qp_ part?
above the encrypted rundowns it says ://ERR: UNABLE TO DECRYPT; QP_%: 3.1
yea
I'm just curious what the QP could stand for
yeah no one knows
i only speculate through the Lore logs
and only .5% ppl beat first day of alpha
granted it was new then
but i wouldnt expect a completion rate for R2 higher than 4%
when last rundown only 6% of players beat A1
and less for R1C2
I finished D1 tonight, now I'm just questioning when D2 will be released
the dev have the stat of how many people beat the levels
that's why C1 and C2 have a heavy nerf
It's crazy how only 13,486/151,354 players completed D1 for the last rundown
oh definitely. imo C1 is harder than C2 by a landslide even with the nerf
C2 is harder just because it's so dependent on your team.
If 4 strikers is enough to kill all three of your teammates when they're together, you can't carry that shit.
@minor fractal True. If I go with the terminal guy, the other two teammates doesn't know how to get the cell and turbine. If I go to get resources and cell, the bio tracker guy will be down within 10 mins lmao
the guy on terminal should bring a sentry. have a strong close combat build with a biotracker. personally, i recommended 1 sniper rifle to deal with rooms with 2+ scouts. if you fire from deep in 1-3 rooms away, killing a scout won't wake anyone up.
usually one sneaky person can hold a fog turbine to clear the view for the sniper
when shooting a sniper, i recommend waiting until the scout stretches his head straight up to decrease the chance of it registering as a shoulder shot.
for c1 ^
also, hunt down cfoam grenades
What if you get a double spawn in the main room after the cell door
cry
But actually just c foam one and snipe the other if meleeing them isn't a option
Can someone tell me exactly how the new patch tweaked the balance on each level mentioned please?
those level it's easier now
how so?
there is spoiler for that up top by Rayalot
is it possible to 3 man b4?
Yes
3 sentries or what
1 mines 1 foam, last either if you want to do it the way i did it
but that's for the kiting and delaying approach, 3-man might be able to hold so you can do whatever
Use 1 mine 1 foam 1 sentry.
how many sleepers do you need to leave alive for scans?
to not spawn new waves, I mean
For solo plays?
does it change based on how many players are in the game?
no
was just asking. As a team there is no need to do that
I think if you kill more than 6 or 7 they will respawn. But it also depends on the wave. Extraction waves for instance behave differently
most of the time I duo so I was thinking about incorporating it into my runs
Well something like that. 6 or 7 are ok.
||is it possible to activate facility ventilation to permanently get rid of fog||
||you wish||
is it more or less for extraction scans?
way more
would be hard to test in solo so i haven't done it, but i think it might keep them at spawn cap
Ye it does. Multiple smaller waves are spawning in a quick succession for the extraction. I would say 4-5 strikers per wave. So not a big wave. This means they prolly just respawn when you kill 2 of them.
so I know in the patch notes pistol's range got nerfed; it still has a long range flashlight though, so I was wondering how its range stacked up to burst rifle and DMR?
@old crown ik this isnt an answer but i dont know of anyone who has actually done the work to clearly show the damage each weapon does
altho i remember that @full sundial did alot of experimenting back in rundown1 so u could def ask him
^ Part of the reason for this is that the devs do not want to encourage datamining. Getting the exact stats of the weapons requires datamining the files.
@queen cosmos i mean u can do lots of experiments too
sure its not as reliable as what you get from datamining but its possible to find dmg behavior in a legit way
so I know in the patch notes pistol's range got nerfed; it still has a long range flashlight though, so I was wondering how its range stacked up to burst rifle and DMR?
@old crown I'm not sure to understand what you're saying but it has a medium range flashlight not long, and the flashlight range is not related to the weapon range
cf machine pistol having medium flashlight and smg having smol
I thought it had same flashlight as DMR
yes, dmr has medium too
Ye that is one of the reasons I dont like the smg that much. The flashlight is sooo meh.
only burst rifle and sniper have "extended" range flashlights
ye that's a shame
tfw you take smg + shotgun

I like using pistol, dmr or Ar + pump shotty
@old crown https://gtfo.gamepedia.com/Flashlight you have the list here is you want :3
I like using pistol, dmr or Ar + pump shotty
@thorny current rundown #2 spawns so many enemies for me it's too hard now to have semi-auto weapons
do you record or stream your gameplays ?
oh yes cao
I need to not mistake again
yeah I thought the range was connected to the flashlight, unfortunate that there's no range testing yet
@unkempt ridge I record my solo plays and put them on youtube. But for R2 I havent done any. Am not in the mood right now^^ But I know what you mean. I dont use the DMR that often either. Rooms are sometimes too small and cramped for the dmr to shine.^^ But pistol and AR are fun to use. Sometimes I use the smg too.
is there monitor is the middle of b1
||where there is 3 security doors i think||
terminal i mean
Anyone have tips on how to get past power corrupt?
what do you mean
What is your team loadout?
Where are your problems in that map?
How many team members do you have?
So many questions 😄
anyone tried luring enemies with gunshots? It seems that they do scream but i've successfully lured half or 1/3 ish of a room with the rest staying asleep
meanwhile i expected the room to be empty since one screamed
or at least it sounded like they did 🤔
I think all the weapons are not as loud, also it must depends if the screaming sleepers are close to each other
What does it mean when a weapon has "rundown Specific" above it description
ik it depends but i'm talking small rooms here
testing in R2A1, the 3 rooms past the first security scan
@mystic wave They're only found in specific rundowns so it's not guaranteed they'll be here for the next one
@unkempt ridge thanks so much 🙂
do the monsters spawn infinitely when you are doing a security door?
more or less yes
@mystic wave until you stop the alarms, yes they keep spawning
you can stop the spawns if you purposely dont kill them tho
bc the game wont spawn more of them if theres too many that are already on the map
but i think thats abusing the game
Dont rly think its abusing the game, but I dont get why people are doing it with 4 people. Kind of boring in my opinion.
i mean if there werent such a thing as the spawn cap, then the continuing alarm would logically bring more ppl
forcing people to actually finish the scans under pressure
and making last man standing impossible
and lagging the shit out of the game eventually
Yeah that is the problem (lags). Also I think mostly solo and duo players are using it or as a clutch with 4
Lower player games would become imposible if they spawned forever
Not when they do the scans. Most lower players dont even know how to kite (no offense). So if the scans are done waves will spawn eventually. If lower players fail with the scans they are most of the time dead anyways
i think he means lower i.e. less than 4 
Yeah, like solo runs
they'd have to change it to a timer too
which would upset the balance of basically everything
hello dose anyone have a tip for solo door alarms
are scouts hitboxes messed up during certain animations? Had a full charged melee to the head but it only gave me a red hitmarker and set the scout off. I hit the head as the scout was crouching down, having started his tentacle extension for about .5-.75 seconds I'd say, if that helps. He was the majority of the way crouched down but the animation had about .5 seconds left to completion before the anim switched to scout crouch idle animation, I'd guess.
Also do you guys just swoop around to the front of a scout when meleeing, since the animation makes hitting its head from behind not possible due to scout proximity trigger forcing him to lean forward?
Noob question -- do you need to have 4 players to play this game? when my buddy and I tried opening a door with an alarm we saw more than 2 spots for us to stand and not sure how to prevent alarm
No you can play with fewer people, but the game becomes harder
You cannot prevent alarms either
If you are new I recommend asking others to join your party
@supple robin I think I know what you mean. Sometimes it is just weird. I believe bad luck. I actually dont kill her that way. I wait until she walks towards me and then I smack her head. Depending how she walks I sometimes stand up a second before hitting her.
@quasi plinth You don't have to fit in all the alarm spots at once
@thorny current @distant ice thank you guys for the info, it must have been the neck then. I forgot that they dont just lower their head but almost tuck it in which makes the top part of their head almost all ‘neck’ at that point. Ill try and refine my aim to only hit them on the very forward-most area to increase consistency

if you get them far enough away from other sleepers that sprint won't trigger any, you can just sprint the scout - he'll extend his tentacles and become a static target too
easier positioning
how does D2 get unlocked?
this is why we need a warden restriction tag
Oh from earlier, I’m in a 4 team and we have two shotgun turrets and two burst turrets, two burst rifles, one dmr, one smg, three revolvers and one combat shotgun. The problem is that there are so many big strictest and big archers that we don’t know if we stealth the whole mission (power corrupts) or just fight through it and we usually just fail no matter what we do
strikers*
Well the tool loadout isnt that great. ||Use atleast 1 cfoam. 1 mine for one of the sentries might be good too. But 3 sentries and 1 cfoam should work. You can try and stealth kill them but you dont have too. You can sneak past them||
I would recommend killing the giants on the way to your destination.
Ah ok thank you so much!!
Aslo if you want to kill them via fire fight use the pump shotty
it is way more effective against big guys
Oh thank you
Umm last question
And it’s gonna sound dumb so sorry I’m advanced
How do we stealth kill a giant?
if you're talking about the very first zone, i wouldn't pick fights with any of the giants
The power corrupt mission?
B2, yes
for the striker 2 at the back one at the back of the head for the shooters 3 in the back one at the back of the head
And yes fighting is not recommended
one guy just carries 3 cells to the scan, one guy pings the generator and resources, one guy gets the first generator and the last one gets the resources
But you can stealth kill them and it is actually good training
you can also stealth kill the big guys as 2 people if necessary, but not solo afaik
also if you get rid of them in this way and mess up later for some reason the fire fight might not be so problematic
Ok thank you so much for all the help!!!🙏🙏🙏
Always 🙂
Can someone give me tips in B2 ||the room with the 4 scouts that there is the last generator|| Theres no possible way to get out when you get in.
Well when you can get in you can get out^^|| Should be even easier cause you dont have the cell prolly||
Other than that use a hammer in da face
Or cfoam to prepare your kill with a hammer in da face
We didn't have c foam
And we putted the ||cell||
It was my bad that we lost
I went to the scout so i can leave
He did the tentacles thing and after I got pass him he did it again instantly
Yeah they can do that. Best loadout for B2 in my opinion is ||cfoam, mines, 2 sentries||. The cfoam should help if you are not confident enough to kill one dry.
||and I thought it was easy till we reached the room with the scouts..||
the one time I did B2 succesfully we only killed 1 I think and snuck around the others
I always killed all of them with my teams
Is flashlight brightness somehow configured or affected by some factors? Sometimes they look bright as sun itself, sometimes it seems to be barely working
Depends on the weapon you are using. They have differen fl
Tips on mine deployer? Even when a hoard runs into it, it kills like 2 a mine
make sure the mines are behind doors when you can
Also cfoam those doors so that they form larger clusters
I just don’t know if we are using it correctly. Lets say we have my squad on side A and the enemies on B
A | B
We c foam the door
Put a mine down
And the blast only killed like 3 max
Course we put it at head height which i said was a bad idea
I put them hip height to leg height
you might not get the crawling enemies
when you are placing it too high
Normally it should kill 8
Yea that happened
6 - 8
Ill keep that in mind
Also probably a commonly asked question, whats the head health on the spotters/feelers
Wait do the melees have different damages??
no all of them do the same
Ye
purely cosmetic
Oh okay i figured
Tho Mallet still best
GAVEL
LOOL
i was talking more so about gun wise, im guessing any special weapon is enough
pump shotty in the head, sniper in the head and the revolver in the back of the head
One shot each
Okay wait does it have resistance from the front?
Sniper it doesn't matter what distance
All enemies have the back as a weakspot^^
😮
We have been putting turrets on the otherside of the door where they group up
And then just freezing the door to slow em down
Ye and the turrets kill them
Nice
Also also im guessing the melee enemies are a single tap swing from the melee? I was testing it last night and it seemed to work
Ye you can kill strikers with one fully charged hit
half hit in the head
normal swing in the back of their head
For shooters I always recommend aiming at the head. Sometimes they survive body shots
Im guessing you mean one fully charged hit anywhere?
ye
Tyty
So im curious how the health works in the game. From stealth i popped a head but then it started to attack
The charge wasnt good enough I guess
It was a tap 😅
ohhh. Ye that only works in the back of their heads. Also for shooter
Interesting
My squad has been getting stuck on the 7 tier alarm door in sacrifice
We run double sentry and one foam
Well it was 9 a few days ago xD
Yeah i saw x.x
So you are 3?
Change that to mines
Mines work wonders for trap doors
Also do the supply room. But there is a Scout in there. You dont have to but it makes it easier
I think it is Zone 718
Is it in the other alarm door from that giant room with the main alarm door?
Can you explain why you call em trap doors?
Is it just so you differentiate between security doors and normal shutter doors?
More or less. There are alarm doors, trap doors and the security doors (just a scan) I think most in the community are calling them that, cause there is a trap more or less after them. The wave which spawns. Some call them bloody doors
I think 9 people
Yup
Because im a masochist guy who likes a challenge ive been really enjoying the game
But i feel my squad has been getting annoyed
I can feel the tension in the call after we fail back to back
Ooof
Uh that is nice to hear (not that with your mates). You need a good strat most of the times for the levels. So it isnt just running and gunning and a stealth. Sometimes it is trial and error, but you should be able to do the stuff after you garnered experience
It can suck when your teammates aren't has ready has you, to get fucked
Idk last night they were blaming me, got heated
Overall i love the theme of the game and its made really well
Along with the lack of information online, i actually really like it
I can only agree
About the sniper, we use it for the feelers and giants
But in overall hoards it seems bad especially because it doesnt pen
i wouldnt recommend using it on giants
Along with the ammo being like 7 bullets being like 60% ammo
Ye most people dont really use the sniper
giants can take 20% of the guns ammo to die
Im just wondering if we should be using it or not taking it at all
use whichever gun you want but i do recommend trying the other forms of killing a scout
mainly with the hammer
^
If you still want to use a gun for scouts/giants tho, I recommend you try out the shotgun
Ye hammer is the best way. If you are not confident with the hammer only, use cfoam as help
The pump shotty is life^^
Foam against the scouts?
from what i can tell, once it starts the yell animation its invincible
fully charged hammer
gotcha
ye
freeze it before it starts to screm
fair
the scout doesn't react to c foam hitting it, until it freezes up, then it is frozen, but if it unfreezes and you did nothing to it, it will keep walking
Lmaoo thats kinda funny
I thought it puts out its tentacles afterwards?
maybe, but it doesn't wake up I mean
that is true
after it unfreezes it shoots out the tentacles to be careful
Also as a small advise. what I see most new or inexperienced people do is standing around like a rock trying to defend a corner and getting hit everywhere. (During scans) and after a Scout is triggered. Move, dont behave like a potato 😄 Fight in positions where you have the advantage. For example before going in the supply room in B1 clear out the large room first and if you should fail to kill the Scout stealthly. Run in that room around. Try and get enemies chasing you in a line easier to aim and less dmg to you or your mates. Dont try and stay in a room where the Scout got alerted or you are stuck among enemies. Dont let them swarm you.
Might be hard at first but you will become better at this.
Hey so I've been away for awhile but saw in patch notes the MG got tweaked. Is it no longer a charge to fire large burst weapon?
Or is it charge to fire full auto like minigun spin up or just straight up full auto?
As fire as I can tell @tame haven the machine gun has got and entire re-work it still has its charge up but it now has more ammo reserve and holds 50 rounds now but it’s recoil is so strong it could break an elephant in half and I can’t say if it’s true or not but it definitely feels as if it has got a slight downgrade in damage
also tips for security alarm doors
should one person just be on the trap door and freeze it for as long as they can?
should mid scan your team just try and hold position in a corner till enemies thin out>
anyone want to help me and a friend we just got the game
@steep wind try and ask in the lfg channels if you have not already. There should be helpful people there
@dreamy relic There are alot of different approaches for each alarm door. Normally just do the scans as quickly as possible and defend while you are at it. Then you can use one or 2 dedicated defenders for harder alarms. If there is only 1 shutter door for that alarm. You can re foam it until the scan is done. Also putting a turret behind that door to kill the enemies is good.^^ The best possible strat is prolly different for each door. Sometimes there are rng factors which change the approach.
For trap doors. 2 mines should do it. There is no need for foam.
Never stand in a corner. Move more freely. Also it doesnt matter if you thin them out cause they will respawn.^^ Try and kill them while doing the scans. If you need to move away from the scan, becuase you get swarmed. That is valid. You dont have to do that one circle until you are down. Conserve your HP. It is better when you kite them. Dont stand still too much.
oo tyty
does anyone know the typefaces used in GTFO
Why is this game so hard I got it yesterday and I’ve been trying to beat the first level after 12 attempts
its not tho
I die and get overrun
You have 3 buddies with you?
solo makes sense
Solo is way harder
go to the Looking For group channels
Ok I don’t got mic tho
and try to get 3 people to join you
anyone cleared the ||zone 613|| of D1? Whats in there?
It is one of the largest zones in the game rn, you can check Part 3/4 of my D1 Full Clear (we cleared all the zones of enemies then did extraction), check the #live-streams channel and scroll up a bit till you find my vids in there @cobalt fossil
We found a scout, lots of big shooters, some big strikers, lots of small guys, some fog, and the entire zone is red lit
||611/613 seems worthwhile if you're 4 cells in and want to recoup your tool refill. You need to be comfortable with scouts, though.||
|| if you can do the alarms without using tools, sure, Ray, but that's not an easy task for most groups||
not recommended tho
@full sundial ||You have to spend tool for motion doors anyway, which won't recoup you||
|| yeah, but you use a lot less tool on those than the alarms, if you use one-two mines, and one sentry gun as a back up||
||W/out mines you have to spend a fair amount||
|| was told 613 was a nono zone ||
Really depends on the group you run w/
both are no no zone
Yeah, usually ||just pick the final cell from 610/612 that doesn't contain the key||
||I prefer to send 40-60%% sentry to regain 40% sentry, rather than spending 30-50% sentry with no recoup.||
well @full sundial ||I am actually wondering about the unpowered generator in that room. There is 7 cells total and this room has one unpowered generator. What if there is kind of a secret ending of way to put a cell in that||
||like when you put the 5th cells in the main gen everything turns to shit because its like overheating, what if instead you put one in 613 ||
||so during the extraction alarm, you go to 613 and put a cell in there?||
||Before putting the last cell in the core, like maybe this gen becomes available to put something in it if you do certain condition||
||Feels weird to me that they put 7 cells in the level and there is 7 generators what do you think||
That's an interesting idea.
I'd be down to do it a 3rd time just to fully clear it and check that by myself
if you wanna clear it 1 more time and you have a spot @full sundial 👀 😄
Well I went to 613 and checked that gen, but doesn't let you put a cell in
idk, maybe it could do something like you said
I don't got time tonight lol
No me netheir lmao I'll try it tomorrow
aight, good luck m8
||is that gen deep in the zone?||
||and how many cell did you had at that point|| @full sundial
I mean probably, but there is an extra battery
and only 1 extra gen not 3-4 like b2
probably when you insert the last one
All loaded in the core?
the sequence start
no, 4 loaded in core, one on the floor
so we could clear the other zones, y'know
since we were doing a full clear
hmm
maybe you have to put it ||after the alarms?|| Idk I might be paranoiac but its seems fishy af to me haha
maybe|| theres an order when you put the cells in||?
Yeah exactly
we're getting crazier every single day pass by
Hey there, is there a quick starter guide on what weapons/equipment should one start with? Last night was our first GTFO mission and we were able to get at the first alarm door and then we all got slaughtered
yeah well with the ||hidden logs|| and the 2 locked levels, and the fact they said the warden would have secret objectives or something it dosent seems that far-fetched to me
@inner cypress
Shotgun sentry, Bio tracker are the 2 for starter
logs are talking about some digging device, what if there|| is a gen combination|| or w/e that starts the drill thing and when you do it that gets the % up
I need a tin foil hat lolol
Maybe theres a way that connect to ||the generators in D1?||
Tin foil hat
wait
Bruh
The default log that is in all the terminal is called auto_gen_status
lmao, I think this is another situation like the terminal in Z_100
I also never query the generator core thingy lmao, maybe you can just do that and it'll give you stuff
Yeah thats probably it
but why not see all the possibilities
still 7 cells 7 generators 😄
wish you luck testing that, I won't be doing that lol
there is a terminal in Z_100
yes, there is
but there was places with loot that had no terminals too
but was shut down by dev and other by " it was nothing "
not really, since there were plenty of zones with loot and no terminal
well, not plenty
about 3
we have to run for our live for the last scan and there is a terminal
so makes sense for there to be at least one zone with no loot to have a terminal, why not
you should try to check logs on it or command if your teamates can hold the wave x)
I mean I would like something fishy like that more than just ¨we have to wait for a certain amount of ppl to do D1 before we unlock the others levels¨
😄
yeah me too I try haha, but just like in general if the devs would put something like that it'd be nice
I would prefer the completions of the other expeditions more, personally, so even the newer players can catch up to the more experienced players in experiencing the last expeditions
pretty neat idea imo
the devs try to beat D1 but they can't so they use Warden Restriction system to help them out
also is a way for them to add extra content to a rundown without straight up saying it is a level they're adding in
CONSPIRACY
whats up guys....do you guys know if GTFO can run on OSX?
anyone know the size of one wave?
it seems to be the same for scouts and scans - ~11
they'll only come through ||the door further away from you if you have all the doors closed, set up your tools to defend there and just scan. You should probably take some fog repellers, too||
||fog repeller is the key, keep all of them and use it for the last alarm door. Keep your med packs and heal up after you locate the disinfectant station, throw fog repellers right in front of the door, left and right too, have 2 sentry on the lower ground door, 1 left door, and 1 bio tracker ( at least thats how we run them) aim for scans ASAP then have someone holding the fog turbine while the other 3 defend the last waves after door unlocked. And i thought b4 was difficult. Wait till c1 and c2 :x|| @magic sierra
||My team brought a cfoam launcher and cfoam nades. we split into 2 groups each carrying a fog turbine. The group with the launcher went to the door they were beating on. By the time we ran out of cfoam all the scans were done.||
guys what do I have to do at B3 after i get to the terminal
||type uplink_connect then the numbers like 000.000.000.000 after that uplink_verify then the designated name for the code like x06 ball||
what do people recommend for a solo A1 run?
knowing how to shoot straight
@craggy pier how do you use mines effectively?
so ive been playing with a group of friends and we've had issues with r2b1, specifically the end alarm as we all end up out of ammo and low health. is there any ways to avoid this? we go through rooms primarily stealthy and go straight to the keycard for the door, should we be going through each room?
there's a loot zone ||to the right after you go through the first bloody door||
you don't really need it but if you're struggling with ammo it'll help
ah ok, we tried going through it once but got messed up once we got inside haha
No
It would have been a nice secret to have done a option
its like playing c1 but getting rid of every enemy
you you're just waling into empty rooms
and the alarms do nothing
Alright
you also place them infront of doors so that when they get broken through a large amount of strikers/shooters die
@craggy pier Works great for Motion doors.
who knows about the R2D2
How do the new levels unlock, there has been no progression in % for a long time now
It's not updated automatically and the devs aren't updating it
is there a way to have multiple binds?
i tried editing the file to put crouch as left ctrl as well as my mouse 4 button but i get 2 sets of 'crouch' as ctrl showing and if i change within game, both will change
Am I allowed to make a GTFO based game on Roblox? It wont be an exact clone, but it is heavily based on it.
I don't think anyone will really mind a Roblox version of GTFO
Ok, thank you!
how do I enable terminal uplink
for exapmple it says 1241.12421.22
how do I put it to wor
k
There's a specific command, you can always use COMMANDS at the terminal to see if there's an expedition specific terminal command.
||UPLINK_CONNECT xxx.xxx.xxx.xxx|| is this rundown's special.
we are struggeling with r2b1 a lot. we tried to use 3 sentries, 1 cfoam. we tried 2 sentries, 1 cfoam, 1 mine deployer. we mostly do 718 for supplies, we only do the door (720/721) containing the keycard.
we have good amount of ammo before opening the last door (which needs the key), but we die there all the time.
what's a promising tactic to beat this level?
e.g. is it true enemies take double damage (e.g. by sentries) when hit from behind?
if you're already good on ammo when finish the 720/721 then you don't need the 718
7 post nerf
also after the door unlocks just run to it and dont kill any enemies till you reach the point
we tried to foam the shutter door, with sentries on the other side, so enemies only come from the door where the keycard was. we where able to get to round 5 or so with that. but got overrun eventually
There is cheesy way to do the alarm door but still I recommend practicing work as a group, take the circle asap and stick close so the sleepers came from the same direction.
I did b1 first try but we were very lucky because enemies didnt came a lot
My squad is below average with aiming, so R2B1 pre-nerf takes more than 5 attempts for us.
are doing these possible with 2 people
i just bought the game and me and my buddy are having a lot of troublew
Possible but really hard to duo.
for new players ... no
are you in A1?
another general question: where can enemies spawn? I read that they can spawn in the second room from your postioni after starting an alarm, if the way to the player is free. but we e.g. cleared the big room (where there are only security doors), started alarm of 718, and they still came from that room suddenly. it worked for a couple of runs, but suddenly they spawned in that room too
yea
@silver smelt its random
I've seen streams who duo most expeditions duo (except R2C1/R2D1)
maybe they have lots of hours in the game
is there a matching system?
so there is no way to force enemies to spawn only from one direction?
no
k, the internet has a lot of "information" that's not really validated
You cannot control where they spawn, but you can control a little bit how they path finding.
By intentionally close/open some doors.
how about killing the big guys. we were able to kill them with 4 fully charged hammers before, but last run they survived this and we had to hit them again... with them hitting us sometimes. is there an advice to hit them e.g. on special parts expecially to get them down with only 4 simultanous strikes?
Try at least 3 hit from the back, and one aim the head (better be the count-down guy so he didn't miss)
so, e.g. hitting arms/legs especially doesn't make a difference, but head should be hit for sure?
Well, 4 full charge melee from the back also do the trick, not 100% needed.
aah, so hitting from behind does do more damage, even with melee?
2 from the back and 2 from the front should be clutchy enough
Yes, hitting from back deals more damage.
when doing r2b1, with one 1 mine deployer... where should the mines be placed? we tried to mine the security door where the keycard is found, with some distance. but it was not enough
or is there a better loadout suggestion for r2b1?
e.g. we think the bioscanner is never needed?
we're good with hearing and can stealth a lot without triggering
If you feel comfortable w/o bio tracker just replace it.
4 sentries, 3 sentries 1 mine is my recommendation, you should find enough nade to c-foam.
is it useful to keep the entrance to the big room (I don't know the zone's nr rn) foamed? so enemies only attack from the security door with the keycard behind it?
also, where to place the sentries?
||2 for 720/721, one behind the door from 717B and c-foamed the door||
||burst or shotgun? and placing them at 720/721 also so, that they shoot the enemies from behind?||
@silver smelt ||yes it is, but only for one foam i would say, for the most part you want to just complete the scans and have one person defending based on which door you got: 720: send one to defend 720, 721: c-foam the stairs then send one to defend||
shotgun
Shotgun +1, less situational.
3 shotgun, 1 mine
also varies
||at 721 you can just keep the shotgun pointed at stairs, as for 720 the door you need to foam is immediately on the inner left so two turrets in 720: 1 behind door and one a little bit further out||
like almost on main floor but not quite there
Although the sentry deals more damage from behind, I find placing sentry backward is not really effective unless there's a c-foamed door.
just ran it with 3 others, it worked for us
right on, I know what you mean
plus if you do send over 1 defend, you gotta make sure they can hit the head shots
thanks for answering my questions... we're trying this now for 5 evenings and got so close to beating it, but still fail... that's why I thought seeking some infos should help us getting this done. thank you very much!
np
Np
good luck corben
another question, how long does something thats c-foamed last? I know it doesn't last forever on enemies (<10s), but how long does it last on doors/floor?
Pretty sure it's forever on doors
Floor is ~3 mins
On doors I think it's permanent, on floor it's probably stay quite a few minutes.
kk
For meleeing big guys, it seems like they take extra damage if you explode a body part (ex: a leg)
In my run we all aimed for a different part (leg, leg, back, head) and killed them every time, no issues
Same goes for shooting them it seems
@crimson hinge Not really true. The damage is entirely based on their head and whether you hit the half of them that's back facing or forward facing.
The reason you get that effect is because you do a lot of damage.
Rather than the other way around.
(So their head exploding doesn't cause them to die, for example, but if their head explodes it's always after you've done enough damage to kill them.)
How sure are we on that? 'cuz I remember attempting to kill big guys where everyone aimed for center mass or head but we didn't get it on the first swing
Theoretically because the one body part we were targeting was 'overkilled', or people missed because of aiming at something that was no longer there
I've spent so much time shooting at big strikers' heads and seeing them pop but the body still coming at us
Seemed to die faster aiming at intact body parts
... 'course that's just anecdotal so
well rn they're bugged so it doesn't matter anyway
exploded body parts can still be hit all the same
but strikers can be killed with just 3 people from behind instantly so aiming for specific bodyparts wouldn't let you tell the difference
i think the 3rd doesn't even need a full charge
what bug?
exploded body parts can still be hit
4 people hitting a big guy should 1 shot it no matter where u hit
3 people hitting its back is a 1 shot as well

body can still touch the mine laser and explode
yeah but what's realistic about getting headshots on a head that's not there
Thats insanely realistic
I live it when bullets get lodged into something that doesnt exist
or when you get hit by big strikers' hands after you exploded them
or when they use both ranged and melee attack at the same time
Its even better when the legs are the only thing left and it can still hit you with its range and melee attacks
Is b4 harder than b1?
Haven't played it yet
Old B1 i would say was the hardest B
||wallsacks?||
ooooo boi
Puss screamy things
They give low infection tho
yes but in sheer number they are overwhelming
i'm not sure about this but i think they give more infection when the gap between your hp and infection is bigger
b2 is baby level sacks
i would say the layout but i don't wanna spoil for luminal
@stone dirge what storm won't i will
What loadout for 4 players in b4
||Large map, back track to the cleanser station. Fog||
nah. They aren't in order of difficulty
currently, people are saying b1 is the hardest from what rando lfg says
just because it's hardest to carry through that alarm

Honestly i feel like they made B1 too easy
When did they nerfed it?
A while back
@crimson hinge It's very certain at this point. Most titans can't be killed by 4 people to the front. Not enough damage.
Pretty much all testing is consistent with damage based on back and crit but not with the destruction of body parts.
It's also important to note that this was very obvious in R1, since you could blow off heads very easily without kills. R2 has changed that, but the damage delt is the same.
4 fully charge from the front won't kill, but 4 fully charge is natural to have 2 from the back and that will be a kill.
Both titans realistically require only 3 people.
"realistically"
You can bait the swing then hit
But it's hard to hit from the back when the titan is targeting you.
do we need a tutorial on how to get close to the titan/giant?
just walk lol
but in actuality, if you are talking the safest way of doing it
as the titan is leaning back and lighting up, you can hit the head and it should stagger and immediately going in for the second hit should do it
Its worked for me so far
@vital sierra what would you recommend?
also do enemies in general stagger consistently when hit from behind
or just titans
so yeah, that would make sense then when i see them stagger from the leanback hit
I'm not sure the stagger is enough for another full charge, when soloing titan, I'll hit once from head behind, then just bait the swing then hit again.
of course it isn't, but a second crit should be more than enough from behind if you hit the stagger
maybe quarter to half charge
are you guys doing duo testing of titans in b2?
I expected there to be a stagger meter but apparently it just depends on every hit
Exploding body parts are an exception though
They also taunt sometimes for no apparent reason
the titans?
Ye
you mean where they kinda do that pose like shia labeouf doing the "just do it" but don't actually do anything
Idk if that's how i would describe it but pretty much
If you are wondering on how to take down titans, I found out that it possible to solo them if you have a c foam launcher, 1 full charge to the head and 2 to the back seem to kill it quietly.
Though it is very inconsistent without practice I find
is c1 last ||terminal infinite alarm?||
Yup
||crap||
is there a way to cancel your swing?
More or less. You can right click to shove. Would recommend moving your cursor away from the enemy though. It negates your attack, which could be a problem when hitting the ground
you can swing the air
we died at 60% extraction, 2nd try, duo
fuck my life
so what exactly was nerfed? we killed 8 scouts
and ||even the alarms and blood doors are shadows? really?||
Ye that is a thing xD ||I think the only thing which was nerfed was the amount of sleepers spawning idle and the scan for one of the alarm doors was reduced. Although Im not sure with the spawning||
spawning is 2x worst
before nerf
the first alarm shadow alarm door has almost 2x more spawns
well i got a story to tell about that
my teammate went down right after i finished the last circle and i was left with 20-ish of them, kiting around a huge area. Slowly killed almost all of them until they stopped coming. 2 of the damn things got stuck in random places of the map, just standing in place. I ran around searching for them for 10 fkn minutes blindly since my friend was the one with biotracker and i didn't want to risk reviving
and you know how scary it is when i don't know how many are left? When i randomly run into an invisible enemy it might just then decide to hit and possibly insta-kill me (20 hp)
||the invisible dudes can do 20+ dmg?||
oic
if 2 of them got stuck in the same place, they could insta-down
true
i wish they lost their transparency over time or something
like moving expends energy or some shit
Haaah, that brings back fond memories. Kiting was always fun on that map^^
could also let us look at the models then
i wonder if its a good idea to purposely leave fog around so you can see the voids in the fog where they are
no the fog makes it 10x worse
yep
:(
I shot once in the fog and got 2 kills right in front of me. Couldnt see a damn thing. Was just a lucky guess
i really wish the developers would cut it out with infinite alarms that don't make sense
like what, they really dislike the 3rd terminal specifically
Does anybody here know where zone 105 is on the dig?
non-alarm scan --> turn left --> alarm on the left iirc
thanks
Well it makes no real sense, but then the extraction would be boring as hell^^ most of the time.
i mean i think therse some cases where it makes sense
||4x alarm and a bloody door are enough for one map i'd say||
the final alarm of r1a1 makes sense bc u just took the floor administrator's dna without permission
of course theres a hugeass alarm
and that's fine
That is true
but not every friggin extraction
tru
well hold on lemme think
r1b2
u took an officer's dna sample
and apparently that dude has access to r1c1 reactor
i guess it makes sense theres a floorwide alarm
but i think r1a1's dna sample is more high profile
Well with 4 people in isnt that much of a problem Storm. It is always a decent challenge
i would've been fine if it wasn't shadows at least
the whole time it was basically this: 3-5 at the front right behind me, a group of 10-ish packed together lagging behind some, and 2-3 that are just always around the extraction point just to fuck with me
i got like 3% at a time per lap because of those asses
and once i decided to shoot, i died
because i killed one and there were in fact 3 stacked together which i didn't see
imagine tyring to do c1 before nerf 😛
I kited on c1 before nerf almost an entire hour shadows. I can kite them better for some reason than normal sleepers
c1 is also a good map for that
probably because theyre all strikers
normal sleepers are way easier for me i'd say
because of the sight ofc and because i'm used to their behavior
Sometimes I rly have problems with the normal striker kind
bruh the normal lickers insta lick sometimes bruh
when running solo, is c-foam launcher or turret better?
Most of the times mines
oh
you get cfoam through grenades aswell
is there a good way to know which way the wave will come?
when doing the alarm doors i mean
2 zones away from the one you're in
Most of the times 2 rooms away from the room you are in.
you mean for where the spawn zones are or what path they take to you
the second one
so 2 closed door vs one makes them go just one way?
ye
How do you achieve a stable mental status by the end of an expedition?
they spawned in a teensy little hall
rip
for now
Hey guys! Was wondering how many levels does GTFO have as of right now?
8 available 10 total
How do the levels progress? I have seen that they have Tiers on the website but am unsure of how those work at the moment
Complete all of one tier to access all of lower (a to b) tier
Only host needs to have them unlocked
Okay thank you very much!
Y'all think collision is gonna be a thing? Player-Enemy, E-E, P-P?
the downside of adding collision is that the game because less immune to latency.
It definitely should be 👍
Don't think it would work for this game tbh.
I have the exact opposite opinion, i think collision is absolutely necessary
To prevent kiting or something?
Prevent enemies running straight through me and then sideways while I'm shooting them
Prevent enemies from stacking with each other. Quite a few times i thought i was shooting one mob but then saw it was two and got hit cuz of that
Prevent enemies' tongues from going straight through their teammates, hitting us without us being able to see it was charging
All of those problems would just get replaced with other problems by adding collision.
Those are all due to your latency. not collision
I'm the host 
and? You still have latency to your friends
How do enemies lag for me when I'm the host?
Honestly for me collision seems just natural to have
if the enemy is aggroed to one of your friends then the game could be treating them as the host for that specific enemy.
Not gonna make smartass comments about real life and physics but 
Also is that confirmed information you say?
Seems it'd be weird to have and it also happens in solo
I think collision would just be frustrating due to getting stuck going through doors.
Through enemies you mean? Or broken doors
Cuz broken doors are really broken already
if 3 people try to walk through a door but 1 is lagging the 2 behind the lagging one will get stuck and unable to move.
which is a way worse situation cause that will cause wipes due to one person DCing for a few seconds
So you're saying no to P-P collision specifically
A rather extreme example but i guess it can happen
I am saying collision is a slippery slop for multiplayer games
there is a reason most multiplayer games have collision on only static elements
Most multiplayer games i play do have at least one kind of collision
like?
Valve games, tripwire interactive games for starters
CSgo requires high tick rate dedicated servers.
so tossing that out unless you want to cost of the game to triple.
csgo also only have 6 moving entities, not 20+
I would much rather they put effort into improving movement ai and smoothing dysyncs then adding collision.
Priorities are priorities but we're talking overall here
As for that csgo thing, you think local multiplayer games work like what you said?
local multiplayer is a completely different world.
building an online multiplayer game and a local one are like building 2 completely different games.
even if they look the same
So when I'm playing using "map x" + hamachi I'm still using a high tick rate dedicated server?
Who cares what the toolkit is? that is also not local. that is LAN
Excuse me for not using the proper terms
hamachi turns your machine into the high tick rate server and the quality of the game is depending on other peoples connections to you.
other people may be having shit warping and lag but things look ok to you in hamachi land.
Sounds like p2p could be like that with me as host
it could be, but you are sacrificing stuff like entity count and smoothness.
adding collision would result in rubberbanding
I have no idea but I've done that for Gmod, 6 people plus tons of objects and enemies we spawned
Worked smooth af
cause gmod implements a rubber banding method. its fine for casual game.
in hardcore games nothing is worse then the server snapping you backwards into a trap because you failed to send a few packets of holding W.
did somone try the newest VR mod for GTFO and can reply me how well it runs . thank you
No mod talk
We are not supposed to create and play with mods for now. So prolly noone will answer you
That does sound bad but there are problems that are unfair already, though i can only tell what my friend complains to me about
But overall it's mostly enemies hitting without playing animations and the fact that kiting is much harder for him from the way our runs usually go
That does suck and they are going to be working on those things. adding collision would make things worse, cause now instead of only being hit he will instead be 5 seconds back in the middle of the mob when that lag happens
You're assuming we get stuck on enemies while running
Not sure from a lore standpoint but sleepers seem really easy to push aside when running through
I actually do wonder how much they weigh
if you add collision, even if its just slowdown, you will get rubber banded backwards
when your game thought there was nothing in front of you but the server thinks there was
Btw do you know about killing floor? Seems really relevant in this scenario, played it a lot and haven't run into these problems or at least not often enough to remember
yeah, and its enemies move way slower.
X doubt
idk what KF2 has done. But I played a bunch of KF1.
what I remember is way more telegraphed and aoe attacks.
Stuff that is easier to retroactivly fix.
they each have pros and cons.
watch some GDC videos on it if you really want to get an understanding of what the difference is between dedicated and p2p.
pretty sure a listen server is just another word for dedicated.
Basically but it means it's run on the host's game if that makes sense
This game sounds more and more ping dependent
For a hardcore game on top of that, dedicated servers definitely sound like a better choice if it wasn't for the cost
The DbD community is currently in a dedicated verses P2P discussion cause they switched. And people now wish they had P2P back even though it sometimes caused problems.
And that is a game with collision and people always freak out about it and rubberbanding
I can agree. Dedicated servers are sometimes just garbo in DbD. If you had a killer with good internet, then the game was fine. Also the servers were supposed to fix the weird hitboxes. Sometimes you got hit, but it didnt looked like it. The servers have not fixed that xD
First result is steam community, and it's a flame war (what a surprise). It seems dedicated was winning there though
straight up players have fallen off a 2 story building then got Teleported back up to the top.
in Dbd
Many surv me included got alot more issues with "Dead Hard" a meta perk. Although it should have worked the game just ignores it and gives you the Exhaustion status effect.
There is also the problem of windows being inconsistent.





