#gtfo-related-questions
1 messages · Page 488 of 1
Did you take that picture personally Warden?
Ok that's good
its wardens face reveal?
ye

The one where the gerbil is you know....POV
What are the colors here
YES
pink is devs
You two....
yes
Thx for answering my questions I'll ttys I'm sure
I just want to be able to highlight enemies but not use the tracker
cant
^ he gets the meme of you
Hi, Im a new member of the server and im highly considering buying gtfo, im here to ask a few questions. Would anyone know if a GTX 1060 6GB i7 2600 running at 3.6ghz and 8GB of DDR3 1333mhz ram would run GTFO. Im buying a new pc soon Im just really keen on this game and not sure if my system would run it.
hmm, should on lower settings
60fps? ish
Because in a couple months im getting an i7 8700k 2060 16gb 3200mhz but im super keen on trying out gtfo now
prob, i run it capped at 144 becouse of my moniter with a 2060 and 16gb
is it a well optimized game @weary relic ?
id say yeah, but im not the oldest pc player
@astral parrot I'm brand new. Buy the game.
^
okay. thats fine, just wanted to check up on any people
I like it enough where I would upgrade my PC to play it if I had to
I know @tardy falcon but i was checking in to see with anyone
There are probably benchmarks online you can find
alrighty thats fine. just wanted to tag it in case c:
all goods thanks guys 😊
np
Spoiler: What each syringe does: ||The red one gives you health, but also infection, the yellow/green one buffs your hammer for short time, also gives you infection.||
^^^
hey @astral parrot ive got lower specs and the game runs super smooth for me, you should be more than good
also yeah, dmr is bad
i would love to see dmr buff
so everyone would shut up about it when it killed half of the wave
I can still kill half a wave with it. The DMR is fine as it is. It does not need a buff.
DMR as a primary just doesn't work if you don't have a full auto secondary or you're playing with full auto team mates
But even then why use the DMR when you can run HEL Rifle or Sniper for single target elimination
IMO it doesn't fit on a fundamental level in the current game state
how to play??????
I duoed with the DMR and HEL Rifle C1 so.... like I said it is fine as it is.
- Why should I use sniper? The Sniper has a competely different job than rev or DMR. Is kinda a waste of bullets sniping shooters or strikers with it.
- HEL Rifle is fun and works better with that argument.
- You can do alot with the DMR and I simply like that weapon.
im new but should i play solo???
I dont really get those discussions for this game anyways. Use what you want. Only tier which kinda forces you to use certain weapons is E1 tbh.
Other than that have fun in using what you want
Yeah I'm just giving my opinion, use it all you want, I won't knock someone for using it if I see them in a lobby
I just dislike it
¯_(ツ)_/¯
comparing primaries to secondaries 
should i play solo???????????????????????????
@slate raven find some people in #lfg-beginners
Also leg, check #how-to-matchmake and #lfg-beginners
thats what i heard
Solo is possible, but I'd says it's almost impossible for someone completely new to the game to solo a level
thanks @restive reef
Can someone explain how to do the terminals in A3?
So for the terminal in question (the one you are prompted to find), you open it
Type LOGS press enter
List of logs appear
Type READ name_of_log (usually it is reactor_ver_something) + press enter
A verification password appears (4 letters capslock)
Take the password to the main terminal in the reactor room
Type REACTOR_VERIFY password + press enter
Ah, thank you! @dense ether
No
Yesn't
yeah nah
how to inviting friends into lobby?
if they're your steam friends and you're all online, they'll see you hosting a lobby
otherwise follow the instructions at #how-to-matchmake
alright, thanks sir
Is C1 possible to solo?
all have been solo'd
my video on it is processing 
what's your youtube?
in the lfg beginners channel i see people sending a link for the discord chat channel they are in along with a long number. what is the long number? steam friend code?
sorry but im not quite understanding. i want to make a post in the beginners-lfg; i dont know what that number defines/characterizes?
and ty warden
where do i get that number to start hosting my own rundown?
@vital sierra ty
👍
Is it possible to disable the full HUD?
In settings yes, it involves changed HUD Opacity
You'll still have a gun up, so you'll need to switch to and from a weapon to remove it from view to get a full screenshot
Can U find syringe in non lab environments?
no
any news on when the next rundown might release?
How many shots does it take to kill a sleeper/shooter with a AR
both headshots and body
compared to bullpup rifle
well bullpup does 3.4 dmg where AR does 3.5 but still takes 12 front, 4 face, 6 back shots to kill for strikers, shooters take 18 front, 4 face, 6 back
Then it must have more ammo or better accuracy
BP has less recoil, higher fire rate, larger clip, slower reload
the only down side of BP are the reload
the rest are op
same amount of ammo as smg
shoot faster than smg
hipfire accuracy is more accurate than smg
Im trying to join afirend and ive never played but there is no clipboard button for us to share id
or more so, join with an ID
whats happening?
The lobby host just clicks the button to copy id to clipboard, then does "control + v" to paste into a text box to send to yo
Then you copy that id and at the rundown screen (not your own lobby) there is a button for you to join. #how-to-matchmake
Neither me or my friend have a rundown
I mean
A clipboard option in rundown
I've looked at the screenshots... we're missing a button
Whoever is host, did they click an expedition to create a lobby
the lobby is where you select a loadout
ok so you are in the lobby where you can select your loadout. at the right side do you see this button
https://cdn.discordapp.com/attachments/653623062964731920/653626528378257419/unknown.png
That's the button I'm missing, the red one... But in the rundown
I see the discord button, and a "about the rundown"
can you send a screenshot
I don't have permission to attach files here, mind if I pm?
sure
Can I ask? which one's better, Auto or Pump shotgun
combat gets more kills when you're efficient, pump is a better all-rounder and panic button
use pump if you're really bad at aiming
or too good to aim
1 click = 1 small enemy kill
2 click at the right position = 1 giant kill
They serve different players
Both are good multi-purpose specials, since they can each mow down hordes and they have the damage to knock out titans easily.
The pump shotgun can kill enemies very quickly but with a higher ammo expenditure, making it easy to use to clean out hordes. Against titans, first shot will usually stagger, allowing you to easily avoid taking damage.
The combat shotgun requires enemies be very close to you, and requires high accuracy to wield, but the weapon has a lot of ammo to kill with. It's just as good as pump for killing titans, but you'll need to use more of a clip to do it and it's harder to get off an initial stagger to avoid damage. It's all-around hard to use, but can be very rewarding with practice.
@rotund jasper I would try them both out in different situations to decide on which one you think will better serve you.
Does anybody here know which font GTFO uses?
if I wanna sneak up to a sleeper and bash them can I crouch without stopping all the way up to their face and melee or do I need to do increments of stepping to get up to them
they don't react to crouchwalking until you're in their proximity bubble but they just wake up naturally every some seconds
if you're looking at a lone dude, a much faster way to approach is sprinthopping
yeah easier to just get em out the way faster since theres less risk
If enemies aren't detecting you, you should move as much as possible without stopping.
If you're doing standing movement, start moving when all enemies are in a dormant state and learn the timing for when you should stop to a void alerts (~2 seconds will send them into a heartbeat).
is there a best main weapon or is it personal preference?
Yes
Different main weapons have different pros and cons.
You should evaluate your performance and ammo expenditure with different main weapons and determine what you believe would be the best option.
Main Damage per Ammo use:
Assault Rifle: 175
Bullpup Rifle: 180.2
DMR: 184.8
Rifle: 193.6
Pistol: 198
SMG: 203
(R2) Machine Pistol: 216
Carbine: 220.8
(R2) Burst Rifle: 246.4
Main Striker Kills per Ammo use:
DMR: 7
Carbine: 8.75
(R2) Burst Rifle: 9
Pistol: 10
Rifle: 11
Assault Rifle: 12.5
Bullpup Rifle: 13.25
SMG: 14
(R2) Machine Pistol: 15
oh ok
What about R1A3 though? 🤔
I remember R1B2 is a level w/o strikers.
my bad i read that r2b2 lel
R1B2 was hell
🤔 we didn't have any "leaks" level name this rundown huh
R1b2 had strikers 
R1b2 had no strikers for sleeper spawns, alarm doors were normal
I remember R1B2 is a level w/o strikers.
@noble sierra It was sleeper wise, but alarms still spawned them
They had strikers down the hall that went into the fog 
did it
Oh yeah, there are still strikers spawned during the alarm.
And the split alarm door room
I know during alarms for sure
I'll have to watch through an old video of it then
I remember nothing sleeping but shooters though
ye
There were a lot of them yea. But still strikers existed
Big strikers were in the supply room too
I remember only big strikers sleeping, no regular strikers sleeping. I could be wrong and there's difficult to check now.
I’ve done that mission multiple times duping it
Duo’ing it they’re there but few
They also spawned past the first alarm with The scout
So, how do you join someone's game via clipboard, if on the rundown you don't have the clipboard button?
There's only 2 big buttons, but no 3rd "join ---- by clipboard" that I see in other peoples images
if you dont have the clipboard button you:
have an expired lobby code
dont have a code in clipboard
@fervent glade
Ohhh? it can recognize when you have a code copied?
yes.
that solves many issues
what do the green and red syringes do?
?t syringe
Spoiler: What each syringe does: ||The red one gives you health, but also infection, the yellow/green one buffs your hammer for short time, also gives you infection.||
The burst cannon is for big guys?
Okey, so it was a bad Idea to take a burst cannon to R3A3
There is not a lot of big guys until the later waves in A3
yea, it doesnt have much ammo
pump is good heavy hitter
ive never used it aside from using it twice. does it have good wave clear aside the high dps?
(Source: #gtfo-media) The scout left the room. That’s never happened to me before. Is that possible, but just rare or a bug?
Burst cannon needs Charge-up, it is perfect to take out big boys. But the ammo is very low so... not great for clearing hordes
how many audio terminals are there btw
can you decipher the audio terminals?
it plays audio if you read the logs
I've only seen them in A1 and C1
same, i dont know if theres some that are audio but the dont play the static?
only 2?
damn
okay thought i walked past some
Who's plant?
bug tester
Ah.
hes under NDA so none of his videos are available, i dont know about previous rundowns.
Plant has solo'd every level to my understanding. The man is insane
His videos falling under NDA to my understanding only applies if he is on a non-live patch though
Has anyone heard of a scout moving into diffrent rooms like in the clip posted in media?
But no one ever mentioning it previous to now?
And if it was mentioned before, I can't find anything about it
Not online or in the discord
Probs bug
not might be, it is a bug
Again, how could it have not happened until now though
it failed to exit the sideskip animation
Scouts side step near doors often, how has the supposed bug not happened before
at least been reported before
It usually sidesteps that far tho
Might have been due to the sleeper being on the stairs and it want to go down
So it probably tried going around it and bugged out
But wouldn't it just stop the sidestep animation and walk forward? Or change the angle of the sidestep?
again, it failed to exit the animation
not happening before is just astronomical odds of that happening, i couldn't even imagine what can cause it
It didn't fail though
It did stop the animation and continued to walk a little further forward before tentacles came out
if it failed it would have sidestepped all the way to the wall
Either way, I want D0c's explanation of it
same
i'm not sure what explanation you expect from him
probably has never seen it before either
I mean if d0c hasnt seen it, no one has
We waited 10 minutes for the other one, which took over the same path as the one that left the room, to do the same thing and it didn't
It also did side step frequently similarly to the previous one that had left room
the sideskip animation isn't random afaik so it makes sense that they'd do it at the same spot
but normally it'd be hard to tell that something went wrong
if it didn't just happen to go out of the room because of a bug, you probably wouldn't have recorded and reported either
I would agree with that, I do see them consistently do skip in the same spots
he will be in a few hours tho lol
Sleepers
Don't wake them
Or we'll be in deep shit
thank you
Id kill for an acurate explaniation of this clip
it's possible they couldn't explain even if they wanted to cuz it'd be telling how some of the game mechanics work
this is a long shot but as i said earlier it doesn't seem that sideskipping is random and one of the patterns is near a corner perpendicular to where they want to go
what if it picked the wrong corner for it
It's possible, but it's some insane shit
I'm still freaking about it happening, if that wasn't obvious enough already, and it's been a few hours since it happened lol
mhm
on a side-note that looked like a pretty dangerous way to kill
could've got screwed over by it turning suddenly or hands blocking
🙂
I live on the edge
We were hammer only trio for C1
But yes, I barely hit occiput
also the alert wouldnt have alerted the previous room it was in
shouldnt have at least
I couldn't see head placement, but I knew it's head was upright, so I just aimed towards head and ran around the corner lol
How do i find my lobby ID?
There is an option to the right of the screen in the lobby that allows you to copy it
it's a big red "coppy lobby id to clipboard" button
oh noice
If you're in a match already you can find it by hitting Esc and there will be the large red button present as well
hi, i guess we cant play this game without having a mic ?
you can it's just harder
Are we gonna get a permanent LMG Becos those are horde melters
@distant ice but as the matchmaking is right now, i guess nobody will accept me in their group no ? 😕
There plenty of people who play without mic
Me being one of them from time to time
Some really skilled players don't play with a mic
Unlike me who is not skilled at all
Haha

It’s more like as a beginner it’s preferable to have a mic. But with more skill you and the team can coordinate without saying a word
How do I defeat a hybrid in R3A3
you blast it with bullet
Sniper or pump shotty to the head
To prevent it from shooting a lot fire at it
Yeah, I know but It's coming with tons of strikers and shooters
Hide behind cover
High placed mines should help 🙂
^
@dense ether thanks a lot, I'll try. Last round my whole team was using a sentry
My PC it highly depends on your defense strategy. If you use the catwalk/stairway to defend what NyUw says can be really helpful
4 sentries?
In other positions it might be difficult to hide and shoot 🙂
@craggy pier yes
You can always switch at least one sentry with a mine deployer or a c-foam launcher
You can even do it with one burst on the catwalk if the rest of the team has decent aim
But in the end it depends on what defense strategy you use. Different spot different kits I suppose
Also placing mines high so it only explodes when giants or hybrids go through them helps in killing those types of enemies
Just as mid said
It's not usually recommended, though. Mines tend to be at maximum efficiency when they're damaging multiple enemies, while sentries tend to perform best against single targets.
Yeah Ray is right as well
Okay I want to ask, how good is the foam launcher thing at slowing down enemies? I can land shots pretty reliably on sleepers but I tend to get overrun really quickly and was wondering if it might help me out
good to know, appreciated
So I'm new here and noticed players will say LFG NA or whatever but they add A1, A2, B1 ect. what do those mean?
Those are the level they are trying to do
oooo that makes sense
Instead of calling them by their full name, like "Resuscitation" for A1 they just call it A1
aight cool. Thanks! demon slayer slaps btw
It does indeed. Have a good time playing ✌️
🤙
Is there any plans on the Devs side of things to remedy the issue of light not passing the threshold of doors?
it's a bug that they'd like to get fixed, I just can't promise when it'll happen
That’s fair
Yeah, its been really annoying this R
Personally bothered me the most in r1
But maybe that's just because I'm used to it by now
maybe yeah
Getting used to bugs is some messed up shit
games early access 🤷♀️
If i take a friend which hasnt finished A3 into b2 and we finish b2, will he have to complete B2 again once he finishes A3?
ok so he wont need to complete it again to do C1?
thank you
can i get some tips for beating b1 please?
do all 3 doors before opening any 
Warden door first, dont open alarm doors untill all done
the warden door will be your average every day alarm while for the others you can just use a foam guy to keep everything out
Open all side doors if you wish to preserve them
Kill scout/clear siderooms so they dont get dragged in
Long range weapons are poor on that map
ty
I have a question, me and the boys are kinda new to the game. And we are wondering if u can stop the scout with the c-foam grenade
or can u only do it with the launcher?
both work but nade is really inefficient
well we just have some big issues clearing the scouts tho but going with the c-foam launcher feels really weird sometimes
this is a really good guide with a lot of information, but you can just skip a lot of it a find what you need on it
you can kill it without cfoam, you just need a little bit of patience to bonk him
Well, you can wait till you are close to the nearest feelers and sprint through and Bonk him too
and die cuz there were other sleepers nearby
ok the reddit thing is actually really helpfull
wow how did i write that word
tbh we mostly just run over a room if we see a scout. Cuz we mostly just fking it if we don't take the risk to kill the scout
Ehh. I’d rather alert room and kill the scout. I can deal with the rest just fine
This rundown is pretty easy to kill scouts
i meant that the scout can go invulnerable to you alerting nearby sleepers even before they scream
Just bhop. Deals with most of that issue
Most alerts a newer person walks in the room and alerts surrounding sleepers after I tell them to stay out
until it gets patched kekw
Ye
but sure
R4
I feel that one tbh
idk we always feel like it's easier to get rid of the scouts idk
Eh. Once you learn how to kill them it becomes ez mode
Idk we feel like we are keep missing it. And we rather just deal with it sometimes
What?
missing the head. Like if we try to get the scout silently, we only get him 8/10 times probably
somehow he mostly just survives it
ive always wondered do turret shots damage doors ? Like I know ur guns dont but do turrets ?
no
@vital terrace I always aim high because the swing hits a bit low
comes down on top of his head rather than the shoulder
Just wondering, whats the game engine for GTFO?
Is it made for specifically for GTFO or is it running on an already existing engine?
unity
Ooooh
ye
Nice, I was hoping to add a suggestion of adding a VR capability to the game
unity 2018, being updated to 2019 this summer
it has been for a while
...
and modding in general
if not earlier
Well now I feel silly, but, thats awesome!
your excitement concerns me..
you should read the faq before your get further excited
I know
plus if you decide to do it anyways, it will most likely break your game
is the new version of unity gonna impact the games performance @lilac fulcrum ?
Is it normal that you close a door on a scout tendril and it triggers?
@craggy pier yes it's through but it doesn't touch the player
it has to touch the player
I hope performance improves with r4 unity changes.
That aside, ive had scouts trigger through solid walls
@vital sierra so... a bug?
I believe someone said that since this rundown, closing the door on a feeler will alert the scout
Never tried it myself
I've tried it before
I don't remember if the door closed before the feeler got in or after but it didn't alert the scout
Anyone have any more tips for B1? My stack and I can get to the main room no problem and clear the side rooms and the uplinks are fine as well, the issue for us is the warden door and then doing the alarm doors after, we run 3 sentries and cfoam, any tips would be helpful.
mines are powerful if placed well
Have you tried the Warden Door before you do the last uplink? (Yes I know not the best strat)
Other than that I recommend 2 sentries, 1 foam, 1 mine
We usually do the warden door then both alarm doors
Yeah that is the best way actually
But we run out of resources is the problem at the moment
I explain how my team and I do this:
- first alarm door. 1 sentry 3 mines, reinforce the door 1-3 times.
- Warden Door. Use 2 sentries in the slim corridor leading to the room with the Warden Door. The sentries have to look at each other. Have one persone with good aim help defending that area, after teamscan is done. Thje other 3 do the Scans. I can hold that position with DMR/HEL Rifle + those 2 sentries. Recommend Burst and a shotgun sentry.
- do the other doors with the doors closed. Do not open the Warden Door btw. The Alarm door with the 2 shutter doors. Foam the one on the higher elevation (+ 1-2 mines). Dont foam the other one just 2 mines and your bullets.
- Never had a good strat for the other though. Just close all doors mine and foam if possible. Then hope your aim is a thing.
You can also leave one of the alarm doors for later if you have no ressources left at all
If you open the Warden Door prematurely 3) doesnt work anymore and 4) becomes more complicated
Uh how come? I assume stuff doesn’t spawn in there does it just make it harder somehow?
people are underestimate the c foam launcher
Also ty that’s very helpful
They do spawn in there
Oh I see
Once enemies break through one door on the side alarm scans, they will only come through that door (only 1 wave spawns if you scan fast enough)
Find what door they beat on and foam it. Once they break through, group up and open another door to retreat through back into the big room
If you ever are in a pickle during the apex door run through to 3rd floor and camp there until things die down. Most enemies will take the central staircase to come to you so you can fall back down the side of the room
And you don’t need cfoam launcher. You get a minimum of 3 cnades in the map which is enough
(1 for first alarm, 1 for each side alarm)
After team scan on the side alarm doors have one person with cnade find and foam the door the enemies are targeting
Then finish scans
In terms of weapons, long range isn’t all that great. Cs, burst cannon, carbine, pistol, smg, etc. worked great for my team
y'all think we're gonna get new non-rundown-specific weapons
or some of the current normal ones are gonna go away
ye, every rundown there is
Yeah but for guns like smg to eventually be removed
idk i kinda like having the ol' reliable ones
But you mean new perma weapons?
both cases
Mhm
do the prisoner evaluation statistics at end of game mean anything?
nope
its random?
ye
we have any recent stats on R3D1 completions?
^
Infection, health
Okay, R3B2. Me and my friends have been trying to get through this level. But we are pretty much all shafted with the fog. Pretty much the first time we did it, we just walked through the fog, which sucked ass, cause we were all pretty much forever at 1 health. Looked it up after, found out about the fog turbine, went to try it again, and after looking on a terminal for it, found out the level did not have a fog turbine. Are we doing something wrong? What's going on here? How the hell do we deal with all this fog?
There is always a fog turbine in b2. Check the terminal using List fog. Then query the result
I checked the terminal for fog the first time we played, it told me it was an invalid command, I specifically just typed "List fog"
So when I went in to try again and check the terminal
I put in the full name
list fog_turbine
And it came back with nothing
This was at the terminal in the first room. Would that affect the results?
Make sure there are no spelling errors or spacing issues
I guarantee there was not
Terminal locations do not affect the list command only the ping
That's what I thought, I'm usually the one doing the console cause I'm the quickest typist, but like, I know for a fact it was all right. It did the search, came back, said there was nothing. It's just throwing me off.
Maybe I'm just an idiot
I don't know
I'll try again later
Thank you for the help
Screenshot and post it in media and fan art so we can take a look
If it happens to you again on b2
do you need to full charge c foam nade to foam a door?
You should probably full charge so that you don't wiff and it sprays all over the floor.
last time i did a 0 charge point blank and half of it went on the floor lol
half charge is fine
cool
better than letting the door break with a full charge
Can you Quickscope in GTFO?
hmm?
I think
I just tested with sniper and dmr and you could "quickscope" as long as I have the meaning of quickscope correct
Also shooting does not alert a whole room if the room is big enough?
i mean i do a fair bit, especially on giants
and it needs to be 30m away (and i think in another room not to aggro)
'really big' rooms are often split into multiple tile sets, in which case no
Ok cause I am talking about the first room in A2
that is one tile set
@gilded jolt oh that big boi room
To be fair idk if the guy screamed or not cause he was a big striker and idk if it is just me but I sometimes find it hard to tell the difference between their scream and them just yelling out of the pain of me shooting them with a sniper
@gilded jolt shooting a gun always alert a whole room unless you are far enough
Well I shot and it did not alert that whole big guy room
I was like 10-15 meters away from the guy I initially shot
He then proceeded to alert another big striker and it ended there
@gilded jolt If a boi get alerted it'll alert them all
Well clearly not cause I looked around the rest of the room and a big shooter was still sleeping away after I killed the two strikers
like that one guy said "Sleepers, don't wake them up, they'll call their friends"
And probably more but I did not fully explore
Anyone know of animation desync? Specifically my friend was aiming to shoot a scout and it decided to release its feelers a second before he shot. He missed the scout entirely but says on his screen the scout was still walking and he shot straight at the head
I.e. is this even a thing that can happen or was it actually him missing
I'm pretty sure he would still do normal damage?
however
there is a similar bug where desync can mean a full-on melee hit will not register at all. The enemy doesn't die, stagger, or even wake up.
you can literally shot the head off
but if you have a decent amount of desync
the scout can still be alive
other don't see the scout head got destroyed
only you
the one that have desync
Sounds like some serious network spaghetti
like rayalot clip
on your screen
you see a headless scout
but on your teammate screen
they see a normal scout
potential spoiler question ||I dont know if anyone else has encountered this but in the foggy part of the 2nd mission we got attacked by something on the roof and it sprayed us with infection||
R3A2 to be exact
oh ok
it's called
I wasnt there for rundown 2 sadly lol
by many names
We are calling it a Lure/Barnacle lol
potatoes
amazing
oh damn
oh lol
tbh it scared the shit out of me when I first encountered it
it was so unexpected
ever feel like strikers have op tongue tracking downwards
it's like i jumped off and am 3 meters below and still get hit (and no can't pull the latency card cuz host)
I have played B1 many times and today was the 1st time I got the uplink terminal in zone 235 area B. Has anyone else ever gotten it there?
No, never.
I have always had 234D and 235E.
So if it can be 234B or 235B, that's news.
I'm just amazed I haven't ran into it before.
Never seen it with 15 clears.
You would think that if it can be both, it would be 50-50, but I guess not
R2B2 intensifies
That would actually be a very good spawn as well. For 234B, they spawn in 235C without any setup to manipulate their spawns. For 235B, they spawn in 235C. You can move them back to 235E, but that would be pointless since still have two sets of doors to pass through.
R2B2 never had a 268 spawn, though.
It was completely nonexistent.
maybe it did it was just so astronomical odds that nobody ran into it 
0.01% lmao
seriously though why design a zone and leave it absolutely pointless
It was a bug, according to the devs
There was supposed to be a spawn there, but there was not.
that couldn't get fixed in the whole time R2 was still getting updated
R2B2 zone 268 was probably the only zone I have never entered
I entered it tops 5 times in 50+ clears to explore.
Now I actually wonder if both terminals in 234 can be uplink terminals, or if it is only the one in area D.
Alright, then the only thing I don't get, is why it isn't 50-50 for both uplinks
Why is this relevant?
<@&408548765599793173> call me a dick but self-promotion ain't what this channel's for
thanks
@toxic birch @minor fractal In regards to your B1 terminal discussion: While speedrunning the level my group encountered the terminal required for uplink in 234B instead of in the pit where it usually is.
Hey, thinking about buying the game but I wanted to check things out first since I wasn’t sure about some stuff. As far as a “rundown” goes is it similar to a rework? Does the content from previous rundowns stick around or is it gone altogether
Good thing more often than not? And will they ever come back?
Thank you
Is there any way to learn about the story that is known so far? But without Rundown 3 because of spoilers
Alright will do
Is there a progression system of any kind yet ?
You can view the roadmap here: https://gtfothegame.com/roadmap
rgr, thanks!
Does anyone play across region before ? I wonder how bad it is. Is it like a huge delay ?
I want to try that but still I don't want to be like come in and then oh i'm lagging hard I can't play then leave
@unique kettle try it out on like A1 so you arent loosing your team a massive mission if you have to go. I'm in oceania and almost exclusivley join NA games with little/ no lag, I hav also heard others say its based more on how good your internet is rather than region
^ most of the time that is true, but can also depend on client wifi for their end of the delay times
use wires then, ethernet ftw
i've some questions about how aggro works.
so, imagine a room with 2 sleepers ~10m away, with direct line of sight. if i kill one while the other is glowing, will it wake up?
and another case. if i'm on some catwalk and kill a sleeper while another one directly below is glowing, will it wake up?
10m away seems to be borderline further than their detection range is, so no
on the catwalk, it depends if it blocks LoS
a simple way to check is to cause some noise, if it reacts then it has LoS
ofc then there's railings and whatnot that make it bs
you mean i.e. pressing ctrl to crouch or crouchwalking
i mean transition standing > crouching
to crouch is the default 5m, crouchwalking is only within the proximity bubble
how do you think sleepers go to the wiggling stage? is there any table which moves/sounds trigger them the fastest? like we all know running triggers faster, but how much faster? and how much more distance did you actually cover during that time?
and do they stay on the same ammount of "trigger points?" untill they reset back to sleep, or does it decay slowly during glow aswell? or? and do they have like some multiplier the closer you get?
im guessing from some time test on a 10 second track, sprint speed is about 175% of walk speed correct?
so should sprint also wake them 1.75 times faster, or more like 2/3/5x?
Running triggers instantly. I believe in a 8m radius
5m
haven't tested all this but i do know some basic practical stuff
as cao said, sprinting is instant trigger
crouching, standing up, walking, jump sound, landing sound all seem to cause the same-ish amounts of noise
note that you somehow make more noise while you are mid-air as well
from the flashlight stuff i did it seems that it does decay to some extent but i'd have to actually test it explicitly
from the practical standpoint the fastest approach is sprint-hopping
some people in videos hop around, saying it cause less sound, that true? or crouch better? doesnt it trigger the sprint insta alert?
after a jump you don't cause any sprinting noise at all, only the jump sounds
bhop are count as a bug right now
that's why it's better
ahh
idk if devs confirmed it's a bug tho
I'm disappointed that I now realize your pfp is a fucking toilet
it always was
I now know that
say you want to approach a sleeper the closest without waking it up, do you think theres anything better then crouch? like slide in there or jump in there
after you jump
everything will count as silent
idk how people keep seeing not toilets there
it's clearly just a toilet on fire like geez
you'd just have to see for yourself but basically
sprint-hopping will only cause them to wake up but not start pulsing
walking will cause them to start pulsing if you even make it into melee distance
ooh
crouchwalking doesn't wake them at all until you're in the proximity bubble, so you rely on them not waking up naturally
so sprint hop not only faster, but also more silent
I theorize, that sleeper status is governed by an integer, based on an interaction with a scout
you can make them just pulsing Storm
If that int value is above a threshold, it will croak, if higher, pulse
disagreed
disagreed
ye i also think theres some value, really curious if you can calculate certain actions, like u can do 3m walk, or 10m crouching near them or 2 hammers or 4 jumps etc
wait what is this convo even bout?
there can be some value for them to specifically alert
but to cause them to pulse can be as simple as 1-frame flashing
just the duration differs
from what i can tell the devs' intentions are just that they are warnings
to flashlight they do some sort of sloshing pulsing so you can tell that your damn flashlight is on
to noise they do the normal pulsing to let you know that it was noise you caused
Anyway, i once observed, if you continually drench a scout long enough with an lrf
i know what you're getting at
Even when you remove the light it will continually tendril
you can do the same to a normal sleeper if you flash it for just under the alert time
but idk if you can use it as proof since flashlight and noise mechanics can be completely different
Wonder if you could test on scout by sprinting continually
Stop, and see if he keeps tendrilling
i know he can extend feelers again once but idk if you can buffer it further like with flashlights
wtf im in A1 and im not even close to the 252/253 doors, yet sometimes when i enter a room
i hear these scout footsteps for like 2-4 steps
is that just to troll us?
could just be dripping
^
water?
Maybe.
pretty certain there's no water dripping anywhere in a1
does shoving make sound?
shoving an enemy
so i could in theory shove one right from a huge group, out into safe space?
Maybe not that
i think you can
i've done the opposite
shoved a sleeper from like 15m away right to another sleeping one
didn't give a fuck except for the other noise i made
what's the point in shoving one away though
kill them one by one
^
Yeah, bonk.
but i guess you cant crouch walk to keep up shoving when others glow
you probably have a fundamental misunderstanding, aggro mechanics are not based on noise
if you shove one when there's another in range and listening, it will aggro
like you killed it, except they aggro even more often to shoves and non-lethal blows
ohh so if you shove one near another one, the other one wake up right away?
if he's listening
damn sleepers always listening in, i dont think they understand what privacy is
I kinda want to find a sleeper pair to see if shove instapisses the other
ima go ahead and take a single one and shove it up their ass, see how they respond lol
I kinda want to find a sleeper pair to see if shove instapisses the other
for a cluster? yes it does
famous last words
anyone know what the ||scream in C1 is||
||the mother in D1||
check D1
fuck there its again
i swear, i just entered empty room A1 251A
and i hear 4 scout footsteps
clip it
oh yeah sometimes random ones are heard
maybe it's the scout spawning in
i think it might just be a door glitch
Sometimes those are the normal sleepers aswell
i think i hear it mostly after entering a door
yeah and sometimes i hear rando scouts behind doors and then nothings there
oh, and also ive heard it there as well
i think its just a small glitch
and another 4 steps when i open 251B -.- wtf
i think it's just the scout spawning
I think those are just sleepers moving on their place. It is possible to hear the scouts in 252 and 253 in 251B
other than that clip it and we can see this phenomenon ourselves
how can i easily clip something?
yes when sleppers spawn in, they do movement so you hear footsteps
they spawn in with the single pulse for me 🤔
that too
omg now i hear it 15s into spawn
when im next to a sleeper
im gonne record all fk this lol
oh you asked how to clip
ye i got nvidea replay thing thatll work i guess
for nvidia just alt+z, turn on instant replay and alt+f10
that's if geforce experience is installed
ofcourse when i record nothing happens XD
while when i dont record 4 times in 3 games
also about what I asked before ||both doors make different screams, which door is meant to be the big mother?||
both door are the same scream
in C1
it's just they record multiple scream for variety
If you open both in a run, do you get 2 screams?
yes
how do i send videos?
fk its too big -.-
can only send like what 15 seconds...
any quick way to cut videos? lol
i use lightworks, real fast once you're familiar with it (and it doesn't take much to get familiar with cutting)
you can also turn down the recording quality or just upload it to youtube and link it
ah right
ill put it to 30s and medium quality instead of 1m high
thatll work
ok posted it
watch
Sleepers spawning?
how do i know the difference between sleeper spawning and scouts?
scouts sometimes also pauze
If it persistently walks for about 5-10 seconds
ok
Scouts don't extend feelers ("pause") if there are no doors open to their room
they never stand still?
Do they just change direction?
Take a biotracker and just watch it move around
ah cool, so if it is just 2-4 steps at the same volume, not fade away, you can safely assume you didnt hear a scout
You're gonna know there's a scout when you open a door to their room
They extend feelers right after it opens
ye well some dont have doors
Like
or they also do that from doors far away?
P sure they do
ohhh so you can always hear right away? thatll be nice
ok new question
when 2 sleepers are just on the edge of, i kill it insta aggros range
does it matter where i stand when i hit, and does it matter where on the body it impacts? like maybe the other side of the body is slightly further away? or it just counts whole enemy as impact
If 2 are too close together then you can do what you want, the other will insta aggro, when one is killed
Well you could cfoam the other one, then you have a delay there.
you can go around it though
if one wakes to a kill from something further away, the other won't care
you can also wake only one by hammering the ground
so ive been testing the mine blast radius
on myself rip XD
do you think the radius is the same for enemies?
think so and i've tested them plenty myself to say shit's broken
ignoring dmg, just purely talking radius it seems to be just a straight line with the same width at start and end of the line
so im thinking the one on ground or roof is the least effective, cause it waste the whole line. the ones placed like a tripwire seem slightly better, and the ones angled towards the actual path seem super op
cause they only trigger ones they are at the end of the path, and the whole path gets lit up
if you know where they gonna be
you can put it on the ground
and if you want to kill the new enemy Birther
put it on the ceiling is more efficient then horizontal
horizontal mines can only deal max damage when the birther hit it while turning the tumor at it
but still RNG
ye if they have more hp than a shooter then i guess its ok, but otherwise you waste all the line radius
well
just because something's in the blast radius doesn't mean it's gonna take the hit
hell sometimes mines literally kill nothing
there is some occasion where if there is a object ( or corpse) on the way
they will block the entire mine explosion
and you only kill 1
idk if that's actually the case and even so there are other bugs
some dude make a clip about that occasion
about mines, do they only trigger to alive enemies? e.g. in a3 someone's running at you, you kill them, but they still have some inertia and the dead body runs/ragdolls a few more meters, can that trigger a mine?
they can be triggered by dead body
they trigger to each other aswell, they have quite a blast radius, like if you line up 3 on the ground in front of a wide door with 1 being center and the others at the edge of the door(still on floor), they will trigger each other
yeah i know that, but dead body trigger is something new
do mines damage doors?
yes
oh so aiming it at the door was a bad idea lol
ahhh thats nice
if you smash a padlock that lock the door
it will count as damage door
normal open door with no lock count as invulnerable to mine
can anyone tell me how to carry my teammates ? xD
what level
let them all die, finish the scans by yourself and hammer everything
then laugh at them and their 0% hp and ammo
i mean like i always survive last but i don't have the patience to kite
idk where you're at specifically but it doesn't take that much time do to some scans by yourself
alright
does the combat shotgun needs to hit all the pallets to hit on the head of the sleepers to kill ?
no
hmm interesting
(C1 Spoiler ahead)
|| how do you guys deal with the ending where you are searching for the HSU, I keep trying to have someone stealth it and people outside guard it but those sons of bitches keep spawning in-between us resulting in rooms being alerted. I’m not sure of any other way of doing it though. ||
the mechanics are stupid, best thing afaik is to keep the squad as close to each other as possible (rooms-wise)
just kill the scout asap and start blasting the room
Those rooms can be pretty big, especially when the || hsu spawns in the far rooms ||. You have had success in such a strategy?
beat in a duo
and if that doesn't say much, one fuck up is a lost run once you get to them chargers
For the error door:
- use tools to protect the rear Sentries/foam/mines
- have one sniper/HEL Rifle for the Scout
- the rest is guns blazing
- have mines deployed on extract and your way back so the chargers arent that much of a problem anymore.
and just because the rooms are big doesn't mean there's a lot of chargers in them
could've been rng but i haven't really seen many
Yeah, I had it in room E, it was pretty smooth sailing despite mother fuckers coming at me from behind, but room E was packed full and had a scout.
Once that room alerted it was game over
cao basically summed up my strat for it so idk what else to say 
maybe that semi auto shotgun is your best friend there?
Yea what cao said was literally the exact same thing we did when we beat it
For some reason every time I close my game and reopen it, all my progression goes away. For example, I finished A1 to B1 this morning and closed my game, opened the game later on and every place I'd cleared said not completed... Anyone know the reason of this issue?
There's currently a bug with a 3rd party vendor that is used for storing game progression where the game has issues connecting to it. Unfortunately the only thing we can do is wait for the 3rd party to fix it. The devs are working on an alternate solution that should help alleviate this in the future.
do mines stack?
no
like physically on top of each other after placing them down? I don't think it lets you put it on another mine as a surface. I don't think you'd get double the dmg either
boo
mines and c-foam grenades now only come in 1 use
which sucks c-foam nades used to come in 3 charges
cfoam nades were op
Think it follows the mine deployer rule of you can't place mines too close to another
and the stacked damage would still be wasted on the first thing to run through them
i just tested it, they seem to stack
I'm confused as to which stack
They can clip thru each other. But not on top
Is it damage or blast radius
whomever wrote the gamepedia article for mines did not make things clear at all
Article?
Hmm. I think it has a 15m range. If I remember correct
I haven’t looked at the wiki since I started playing
Cause a lot of info is outdated or wrong
you can place multiple mines on top of eachother if you are lagging in the process
they will place when you resync
mines will destroy mines if they are in the radius?
ye
^
however there is a dropoff of damage very close to the end of the laser, at the very edge it will still do 60% damage so it is sill very advisable to stand no where near them.
Not sure how you got "implies infinite distance" unless my tired brain forgot how far the laser can go
That’s why you use 3 mine strays on certain doors
Trigger all 3 at once clearing wave
fine someone who has never played gtfo, make them read the article and ask them how mines work, they wont have a clue, the way its written is absolutely terrible
^
Is there a roadmap
?t roadmap
You can view the roadmap here: https://gtfothegame.com/roadmap
i got a question
in gtfo when you go down
that cutscene
will there every be enemies right below
almost like inside the pods and stuf
just floating
I have never seen it or seen it happen to people
If enemies spawn in the drop room they are usually atleast a little bit away from where u come in
Also I was thinking that you can charge before getting on a ladder and then you can hear the swing sound effect and hear the hammer hitting a wall if you let go of the charge on a ladder but does that mean if you timed it perfectly with a sleeper climbing up that you could melee it while it was on the ladder?
you can keep charging a hammer while climbing
and if you're not on top of the ladder once you charge up
it will swing and alert anything up the ladder
You probably cannot anyway cause it would be basically impossible to time
how does reviving work? does the reviver need to look at the downed player the entire time? or is the reviver free to look around while holding E? and can the reviver look around and shoot his weapon while holding E?
it's pretty broken right now but doc said they're gonna update how it works
walking miles away and looking around everywhere can both cancel and not cancel the revive, no matter what the UI revive shows (or doesn't cuz it disappears)
well
the easy solution to that it's
make player stand still
while reviving or ANYTHING INTERACT
ok so its not consistent? it sounds like u can even potentially walk away from the downed player while holding E and it may potentially still continue the reviving? given the inconsistency, its best for the reviver to just stay put, look down at the downed player while holding E, instead of trying to exploit the bug?
Pretty much
And if the bar disappears part way through don’t restart it’s still going
it may still be going
count to 4 and return to the player
and it won't finish the revive if it's going while you're away, you need to return to the player
ok thanks, i'll try that next time on a hard to reach downed player, hold E and just run away, count to 4 then go back to the body and see if it worked
you will see the bar fill up
or just hear a sound cue
like you used the resources pack
you hear a sound cue when you used it at the end
Sounds like that door glitch for another game where you can just hold the button and walk away
Except it doesn’t always work
So not worth it
so the revive is glitchy but the glitch cannot be consistently exploited. However, if it worked, i can just hold E at the downed player, runs away (let's say because i'm overrunned and cannot stay at tthat location) but continue to hold E, if the glitch worked, then after 4-5 seconds, i would hear a sound, and the down player will be revived without me having to go back to his body
is that accurate?
don't crouch( slide ) or jump while doing that
how do you slide? when would i use that movement?
and the down player will be revived without me having to go back to his body
no, the bar fills up to full as normal and it revives the player instantly once you get back to the player
like you were never gone in the first place
thanks Storm, and i'll be notified by the sound to go back? or just go back after 4 seconds
i mean it's not exactly 4 seconds, as i said the bar continues filling up as if you were still there so you time it yourself


