#gtfo-related-questions
1 messages · Page 489 of 1
not reliable tho
as for the slide, press crouch while sprinting
it gives you a small speed boost for a short time and allows you to aim, shoot and reload while doing it
also apparently makes sleepers miss you more often but idk about that one
for me it doesn't work with sprint/crouch toggle
and having to constantly press shift/crtl for sprint/crouch requires more fingers than i have
i'm still considering using pedals for this
huh
Just bend your damn pinky down from Lshift
pinky
if you dont have a pinky, just use your thumb like @tardy falcon
@still valve also dont use either toggles
but i will
disgusting
just a tip from a few
neko the high skill player OwO
Yikes
owo uwu
well maybe if you werent the first one down @tardy falcon ,@craggy pier, and @restive reef
uwu owo*
i got crouch on toggle personally, not sprint tho
why wouldn't you have crouch on toggle
bruh
crouch toggle for nerds
why would you be crouched ever
^
if you never crouch it doesn't matter if crouch is on toggle or not now does it 
subjective
Does B2 have scouts?
yes
yes
Can legsy bois hurt you?
like if they are cut in half?
yes
not any of the ones with the black things on their heads, those die once the head is gone
strikers, chargers, titan strikers, etc can still get you
Does somebody know, if enemy collision will ever be a thing?
Cuz it sometimes feels a little weird if enemys just run straight through you.
ai optimization will hopefully do something about that
i don't think we'll get p-e collisions tho
As of now it prolly stays as it is. I dont think that either
I mean. I would already be happy if not like 5 enemys just run threw me and 5 are standing infront of me
it's just some ai quirks, i think i've heard doc say something about it
I don't even need collision. It's more about them just running randomly threw my character sometimes
also through*
Use walls and chokepoints to stop it is my best advice
If im ever in a spot where they can get behind me im usualy already moving to a door choke or a corner if theres less of them
Anyone able to share any door alarm strats and answer the following questions please?! We need some advice to help us with a more consistent run to the end of R3C1. We’ve been thinking the best way to do door scans is to try and thin the herd between the spawn room and where we are. Then when they break in try and kite them with 1 or 2 people and use 2 or 3 people to do the scans? If we do that we can limit the spawns to 1 or 2 (not sure if you’re guaranteed 2 spawns per door alarm minimum?). What do other people do? Advice would be great!
Havent gotten there on my own yet or I would be spamming you with advice
Anyone able to share any door alarm strats and answer the following questions please?! We need some advice to help us with a more consistent run to the end of R3C1. We’ve been thinking the best way to do door scans is to try and thin the herd between the spawn room and where we are. Then when they break in try and kite them with 1 or 2 people and use 2 or 3 people to do the scans? If we do that we can limit the spawns to 1 or 2 (not sure if you’re guaranteed 2 spawns per door alarm minimum?). What do other people do? Advice would be great!
@undone latch What is your usual team load out? What tools are you bringing?
If you are quick enough you can only get one wave of spawns on any of the alarm doors in C1, just need to have good scan spots and everyone doing scans. In practice, I find using 2-2 to be not as helpful as everyone doing scans and shooting/hammering enemies as they come in.
Mines are a powerful tool for alarms as well. Putting mines on the door will thin the herd greatly on most all occasions, which can give more time for the scans. Foam can help with making the door last longer too.
@PeaceGod we go SMG x2 Bullpup x2 Combat Shotgun x3 and a sniper for Scouts. 1 x c-foam, 2 x mines, 1 x Shotgun Sentry. We’re not sure how we control which door the herd go to? We can make them spawn at the door opposite the bridge in the first big room and c-foam to slow them down. My pal thinks we need to drop mines before they get to the doors to stop the breaking the door quicker. We use loads of mines as required. Do you put mines on the inside of doors, on the outside or both? And is there any merit in putting mines between spawn and a door to thin them out? Really appreciate the response. This game is so damn good.
trade combat shotguns for semi shotguns, they're your best friend for the end part of C1
they pick doors based on where you are but for C1 the first alarm is very predictable and for second the seem to pick the top middle one most of the time
by foam to slow them down i hope you mean foaming the doors not the ground
your pal is right, usually i'd place 2-3 mines between where they spawn and the door so they take longer to bang on the foamed door but don't die out completely making another wave spawn
i think that point answers the door mines question and we usually put one right on the outside of the door frame, they only trip it after they break the door and it gets like 10cm more blast radius to their side (totally worth), unless you can place a mine inside pointing to the door, then that's the best one
@distant ice yes foam the door not the floor. And thanks for the advice. We’ve got to the end and died several times trying to handle the evil knight type dudes. Poor preparation and a little lack of knowledge didn’t help...
Combat imo is just as good as pump for C1, so make your own decision about those two. You only really need one mine deployer for C1 as well, so I'd suggest another sentry instead. Placing mines inside the zone is best. In most cases, the enemies always go for the same door each alarm if all doors are closed to the room.
I never put mines before the door, I feel it wastes the mine
but oneshotting chargers bro
Thanks guys I’ll let you argue that one!
I've kill 2 shots to back a few times now
Yep, it's not hard to get behind it
i'm not sure how kung fu you want to be during that time
Should we be more worried about the dudes in the last room more than the spawning waves - speaking for zone 20 here
Not even really needing to be kung fu, stagger and blast it
For z20 I sniper scout and pull everything out
you still need to go behind it cuz just staggering doesn't mean they suddenly have your back turned to you
I'm aware
Or, just shoot it in front with the larger amount of ammo you have
It doesn't make too much of a difference
well idk semi has been my religion since R1 for those guys
For z20 I sniper scout and pull everything out
@flat rock is that for all scouts? Do you tend to go loud more than c-foam the scout and stealth kill?
you only really shoot the scouts in deep fog and during error alarms
Pretty much yes
If it's in a bad spot where you can't get to it without alerting something just shoot and pull room
It's not worth risking a wake
I hammer scouts
@flat rock I’m scared. Well that and it seems like a 10% success rate. Any tips? Like right in the face etc?
ray's guide inc
Full charge hammer, wait for it to walk towards you, hit its head
Two mine deployers is bad, you only need one deployer 7 extra mines isn't that useful compared to 2 sentries firing.
Don't attempt to hit it while it side shuffles and don't attempt from behind.
You can walk and have a flashlight on around a scout if it is alone, but be careful doing that with others nearby
Yep. When its walking towards you charge, aim at head and swing once charge is full
Do you run through feelers for the bonk? Can you? And does anyone bother with the bio tracker?
You can run through tentacles yes
If you beat the tentacle back to the scout and bonk him you’re good?
It has a small period of time where it doesn't become alert once you touch one
Aye so be super aggressive basically.
Very small mind you, but it exists
Bio is very good, it provides a lot of knowledge of spawns if used properly
Can also be used for managing what enemies are where during alarms and removing them
Yes so as long as it’s not that ridiculously long tentacle that covers 100m you can afford to be aggressive when going in. Awesome thanks for that
Rayalot does have a scout guide on reddit if you wanted a more detailed explanation of scout killing
Yes please
Its accompanied with videos for showing how kills can be done
I’ll take a look
@flat rock @distant ice thanks guys for the advice.
and then another tiny bit of time before it goes invincible
Just jumping in as I'm @undone latch 's pal, I've read Rayalot's guide (top work fella!) i seem to struggle with the run in and bonk, I can only assume I keep missing the head!
have you tried aiming at the head
Run and bonk takes a bit of practice to get used to, same with bhop killing
aim as low on the head as possible really
Shots fired hahaha @scenic crater
cuz when they shove their head down it's way too easy to hit the neck
Just load into C1 and practice solo or with a small group if they're willing to help you
Stalking Scouts is my favourite part of the game. But my blood pressure goes through the roof and I tend to panic!
ah good old times
so do I just need to man up a bit and be less cautious?
We missed R1 and came into R2. Yes man up I’ve been telling you for years
quiet you!
It does seem to help with confidence at least.
Best way to become confident with scouts is simply practicing and failing, a lot.
take the biotracker, learn to tell 5m apart
stand in the scout's way, sprint a tiny step so it forces its feelers out and go in for the kill
If you can record your attempted scout kills to for analysis it can help you realise where you went wrong too.
ez klappa
sprint aggro yeah?
take the biotracker, learn to tell 5m apart
@distant ice can you elaborate on that? Or is knowing the space between enemies the key to knowing what you can take out with a hammer safely and what you have to take care of as a group?
ye that's the one i'm referring to
telling you distances is why biotracker is best tool
Like I said previous, C1 is the best place to practice for scouts. Go into both z10 and z11 and kill the scouts present there and reset after.
the proximity bubble tells you where crouchwalking wakes them up and where the clusters are
sweet, thanks dude. I'll give it a try. I've been rocking the C foam as I figured it would make things easier in a tight spot, but I'll try switching to the tracker
the 5m (no mark unfortunately) tells you that a sleeper is close enough to react to sounds you make (sprint walk crouchwalk jump hammer the ground (alert))
10m mark tells you where sleepers are close enough to react to a kill when they see you killing one
it's a man's best friend for learning
i did wonder what the different sectors represented, this is all great stuff dudes
Sure and sprint aggro gets you round the room without waking everything right?
Bio is irreplaceable for learning early on
Yeah we’ve been doing this wrong
Sprint aggro is simply to make scout tentacle
the lines on bio have a 10 and 20 on the side of them i believe
it just literally means 10m, 20m
Got you thanks for that
I got as far as figuring out we were doing it wrong, just not how to do it right!
Sure and sprint aggro gets you round the room without waking everything right?
wat
Sprinting within a certain radius of scout will cause it to auto shoot out tentacles, so you know when they go out instead of them randomly spitting out
it's not really random but ye
timed kills are also a thing you wanna practice
you don't always have 5m
Well, yes it's not but it's still more consistent to sprint aggro
I’ve seen people bhop around the place seemingly not waking sleepers up. Wasn’t sure if that was what people are doing?
^
after a jump a few sprinting steps won't make any noise
Bhopping is a pseudo way to sprint without alerting enemies and yes it's a bug
Ahh right that’s cleared it up!
basically it's the fastest and quietest way to close in (apart from crouchwalking which relies on them not waking naturally for several seconds)
people who do nothing but sprinthop are aholes tho
I do a mix, cause I realize not every scenario is a bhop scenario
bhoping its a bug?
yes
We just need to apply all the different ideas we’re there to some degree on timed kills and this has really helped see where we’re going wrong. Thanks to everyone for the advice.
Bhopping itself isn't. The effects of it is
You can always tell someone has just learned to do standing stealth when they stand 100% of the time, even when crouching would be faster.
no your legs are obv supposed to break after one jump and you can't do it anymore for the rest of the game
Damn I'm playing a buggy game then
i mean in theory your not doing any sound mid air just the initial jump and then the landing
I jump a lot of times
i mean in theory your not doing any sound mid air just the initial jump and then the landing
funny enough, this is actually false
you do make noise midair somehow
You can always tell someone has just learned to do standing stealth when they stand 100% of the time, even when crouching would be faster.
Walk stealth best stealth
I tend to crouch for most of my stealth
i only really sprinthop for rooms where sleepers are scarce
its not you moving mid air, its just you asscheeks are alerting the sleepers
ah yes, the cursed clap
My dummy thicc character
bruh
Waking the room again
dudes, you've been awesome, thanks for all the advice, gonna go and bonk some Scouts in their stupid faces
solo C1 ez practice
It's enjoyable
I still feel good getting kills on scouts, but usually the ones where I shouldn't have gone in on it
i just love the rush of a good Scout bonk but often buckle under the pressure!#
Play the risky game for the euphoria of success 💯
i only get some extra bps when the scout smashes his head into a fkn wall on stairs and goes like "your move"
Yea that one sucks. The worst I've had was a scout simply de-rendered in front of me while going up the stairs and when it reappeared it had tentacles out already
i've only pulled off one drop down from above and bonk mid air attempt. But it left me smiling for about 3 days
Only ever had it happen that once
I swear I've had tentacles just render right on me out of nowhere
I always have titans unload for me when I try to shoot them
when you go through a door and everything (walls and floor included) despawns but you hear a scout's feelers 
at least thats what I tell the others!
Certain angles will have certain tentacles show or not show
It's something that's existed for awhile now
i.e. since ea launch (if not before that)
It sucks cause they all have hitboxes still
ah ok, thats worth knowing
Even if they don't render for you
because it's not hard enough as it is....
sounds like you wanna play a game of "they can't see me if i can't see them"
nah, I just want to git gud because I love this game
C1 solo is the way to go then
Bullpup is basically MP with less ammo and shit reload time but better damage
and actually better accuracy
not what i imagined when i heard we're gonna have a bullpup rifle
With less damage fall off
mp was kinda op tbh, got too much ammo per refill
Hey guys! I just got this game and found about the sliding. Does sliding make you move faster? I don't feel like I'm moving faster, but I have no idea
it makes you faster for a short time
ah ok, thanks!
Nah, MP was pretty well balanced.
🤔 well i guess i didn't take falloff into account but idk how much it impacts the performance
MP had really bad damage falloff, hard to control recoil, and only got one more kill per ammo use than SMG and something between 10-20 extra damage.
Tbh, it could have done with a minor buff to make it a tad more usable compared to SMG.
but it was otherwise in a pretty good place.
wow i never saw the kill numbers are so big on smg in a perfect world
Dude, can you not?
i mean i just never checked that it's 14 kills for refill
Oh.
smg was my most used primary since R1 so i myself find it weird i never just did the math in my head
Ive been usin Smg Combat shotgun Mine and maul for solo but I am teaming up this week to complete the rundown.
Should i make modifications to my loadout for team play?
Like, is the bullpup good enough to warrant use in a group whereas solo smg feels like the go to because of ammo cap
What is the fall off range for smg, theyve all usualy in my face as per solo regime so idk when firing from a distance
Also if that sort of info is available on some external link feel free to send it my way
well we don't have falloff but we do have this https://docs.google.com/spreadsheets/d/1TLAEQjYkB8eT67iz2PejtbGBe83YTjUNsf5DlAixegs/edit#gid=812794995
not all damage numbers may be absolutely accurate though, especially for the sentries i've found out recently
Yea shotgun sentry used to give bonus dmg based on people in group right
yes but that's not why
the damage numbers there are based on friendly fire but apparently sentries have different modifiers on that
I have a question, if u don't clear the rooms where u have to walk back when u have to get the fuck out. Do the enemys in the room still exist and basicly just fuck you over?
Do u have to clear all the room that u have to walk back?
Yeah sure, they dont vanish^^ If you have to run back and you havent cleared those rooms, then you will proly trigger them and have even more enemies up your booty
oof ok thank you
@craggy pier Please use the LFG channels
if you have 100% of secondary ammo and you use a pack
does your primary ammo go up more than usual?
or is it just wasted from the pack
Wasted
You need to be using both special and primary a fair amount to be able to take ammo packs.
thanks
so, we are trying to meme D1 with DMR, Sniper, and Biotrackers, any tips with kiting? we keep being overrun
Thanks medium, appreciated
Hey. I am new to GTFO. How do you make a private party to have friends join?
Click A1
and hold create lobby
only people with a code or on your friends list can join
Ah. Thanks
||is there a set time between the waves on d1?||
Idk it might be 45
can hell rifle 1 shot a scout? i just got a red hitmarker, maybe i slightly hit the chest
seems like in dmg sheet it can
1 shot headshot
ahh guessed so, guess i missed then
best thing you can do is clip it and review
oh right, i forgot about the nvidea thing
?t syringes
Sorry, unable to find a tag named syringes.
Well then
?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.||
Thx
Any tips for R3A3? We cant seem to survive the final wave
@dapper spoke Do you get caught out of position or just don't have the resources?
caught out of position
Where do you set up? Baiting on catwalks or very aggressive forward?
we hold in the reactor room and hold the close to one side with sentries and a hell gun
that way they line up making it easier to headshot
You could set up some tripmines you find throughout the level
Just put them behind you
So you can fall back when things start going wrong
but isnt there a point where they come from one of the doors you open?
No
Not anymore
I think that was a bug earlier on.
If you just focus defenses south and maybe hold farther forward so you have room to fall back, that should be enough.
oh ok saw a video but I guess it was just old
Maybe designate some guys with shotguns/SMGs to crowd control if your hel guns get overwhelmed.
oh ok, we usually run 1 sniper/hel rifle, 3 shotty for our secondaries
That sounds solid. It might just be because you're splitting your attention. Yeah, don't worry about your back. Should be all right.
If you find random mines here and there, plant them in high locations around the southern doors/pipes to catch bigger enemies.
sounds good, we are still new so we kinda panic when it gets hairy
I think the only thing that could mess you up is if a group of three hyrbids get in position on you and start blasting.
Wait do they no longer come from behind on wave 6?
Yeah. I guess that was unintentional.
apparently not
Wow
hybrids?
Triggering too many guys from R2D2.
That was like the only thing that made it hard
Eh, it's the A tier and kind of a complex element. I can understand it.
Lots of names for them. Those hunched over assholes that have a ton of health that spam tons of shots.
Since they hunch over so much, they can hide in a crowd, but if you see a burst of 10+ shooter tracers, that's from a hybrid.
in the last level is it built so that the alarm never stops and waves come all the time?
oh.....those guys. yea always rush us in groups of 2-4
You can stop it but yes
Yep it’s built that way
Yep the infinite alarms are annoying
Worse than the previous ones. R2C2 and R2E1 at least felt like you're attacked from a couple rooms away.
The way you end up splitting up sometimes in R3D1 just causes it to shit the bed and wreak havoc.
I have personally not experienced enemies spawning on top of me or my teammates
I have only tried like 5-6 times tho
If you guys are pretty coordinated, you might not.
The spawn logic in the game breaks when you just get seperated by too many rooms...
It might just be something they can't have a quick solution for.
Hopefully they fix it before more error alarms
It'll probably be something they'll iron out if they have it in new rundowns.
I bet they just didn't realize the implications of how it'll work.
Eh I guess
It’s very noticeable in the spawn room as enemies typically can’t spawn in any side rooms you haven’t opened yet. Or they spawn next to the bloody door and destroy the door 
But for some reason it worked just fine in r2c2
Maybe because spawn room was much smaller that time
enemies spawning on you also happened on R2C2
There was just generally more rooms for them to spawn in
Making it a lot less likely
Also, when it happened on R2C2, a good player could still handle it
If a giant spawns on you and immediately hits you, its bye bye to your health no matter what
Yeah that’s happened to me multiple times
Maybe a left for dead method would fix it
Have monster closets that can spawn enemies when the player isn’t looking
Instead of trying to spawn in entirely empty rooms
l4d or literally any other similar game you mean
but l4d likes to spawn tons of enemies just around the corner too
Well yeah those counted as closets
how would it be better
Any spawn point players were not near or looking at served as a viable spawn
Let the wave spawn in set areas instead of on top of you
Better than what it is right now
i'm quite certain they'll do something about it
Well yeah eventually or the mechanic will just be removed
Lud said they were working on difficulty options in a sense
the issue got ignored last rundown already but this time enough people complained, i wouldn't be surprised if R4 introduced changes
Well like Wesley said it was far less noticeable last time
Maybe due to the initial spawn layout
There were much more side rooms
happened just as often to me personally
it was just something you could deal with
you still had time to react and it was smalls
Maybe have already open side rooms like busted doors that serve as hard spawn points for a wave of it has no other option
Think people complained this tile more cause titans spawn each wave

They can literally make a hole in the roof and make them drop from there using the animation of dropping of a ladder
that would make more manageable and would be a bandaid fix for now while they work on more complex spawning
or just put a spawn point somewhere away from the player..... or you know add more rooms
until they add fall damage to mobs too not just players and they all break their legs falling 
there's no such thing as spawn points afaik and more rooms is not the problem
the logic is just flawed right now that's all
more rooms in the starting are would alliviate the poppy starts on d1 having them spawn on you if all players cross the next area quickly
thats why i said put spawn point somewhere
sure you'll have more rooms but you'll still have them spawn on top of you
someone said and i think they said right that they only look at one player when deciding where to spawn
i dont think theyll spawn on top of you if you give them a room on the left in wich they can spawn
oh dw they will
i run in duo and we get spawns on us all the time both in R2 and now
the game will definitively spawn them in said room
instead of behind you when rushing the doors
im talking about remodeling the left side of the are in wich we drop
I think they would need to first improve the spawn system before they can worry about individual fixes for expeditions.
i know, im just daydreaming lmao
Make the room weights an explicit mechanic, factor in every player, etc.
how do ye bhop
step 1: jump, step 2: profit??
awesome
running and jumping I believe. Is a bug anyways will get fixed down the line.
walk
crouch walking
How do you get the fancy join voice channel thing on lfg?
I think you mean the thing where you right click the voice channel you are in then it says invite players you click that and it will show a link and then you copy that and paste it in the lfg message
No you manually type it out like a chad
Yep
Thats how people used to have to use discord back in 1933 when inviting people to play like chess or something before it was made automatic
i need to talk to an admin or someone in the higher-ups about the GTFO alpha gift
then dm one
will there ever be a boss
Technically D1 has a boss
the invisible enemies?
Not included in this rundown
Sadly
Hey guys can hel rifle 1 shot a scout?
ye
we want to change up the sniper because the ammo capacity is so low
in the head
thanks
sniper is better tho
how come?
one shot to body and you can one shot heavy strikers
wait so is it better to shoot the heavy striker in the head or to the body
Head
head
2 shots from the front, 1 shot to the back of the head
^
yeah, np
why is sniper even better than hel?
but like hel does the same thing in most cases
same 1 shot scout 2 shots big bois
Sniper doesn't have a charge up
just .5s tho
It matters sometimes
but it does not collat
Thats your opinion
damn I should get another retard to join the autistic squad then
And I respect it
And I respect it
@spice glade thanks a lot

Hel rifle would take 6 chest shots for a big striker wdym 2
and gross
how to bunny hop in this game men ?
you say bunny hop but you probably mean sprint hop, which really doesn't take any skill
after a jump a few sprinting steps are silent so you have plenty time to just press space again
its like walking sound wise
elaborate please
so i start with a sprint and jump towards the sleeper and they just glow right ?
but when i do that they insta agro
cause you are close, the sprint aggros them
when does it aggro for you
well as soon as i hit shift +w
and sometimes even if i land right infront of them
should i start my sprint when they aren't glowing ?
the former case, you jumped too late, the latter case, it might be a bug, something i've noticed
but if they were actually awake when you started it then it's your own fault
jump and land noise is enough to send them from awake straight to alert
especially if you were really close to one at some point
hmm so how should i approach then ?
i only use it in scarce rooms so it doesn't matter much
in a packed one you're not gonna save any time
oh i see
no, not "bug"
"bug"
i forget if doc or devs said it is a bug
"gub"
there is a landing noise, the bug is that the sprinting steps are silent afaik
there is no landing noise yet
thats just the movement noise
so when you fall a tiny step from a ledge or something and everything in 5m wakes up, what do you call that?
bruh, that doesnt happen from the fall
otherwise falling for 20 damage would trigger things
when it doesnt
its player movement that triggers, not falling
it could be "oh you weren't on the ground one frame and now you are? fall noise".
looks like perfect english to me
For me too ngl
things are getting confusing here witha conflict of thoughts and ideas
*there is no fall noise, period
its player movement that triggers, not falling
absolutely false since crouchwalking doesn't trigger enemies when you're not in their proximity bubble
just movement and jumping
if we take trigger as wake in this scenario
yes, sprintin has a larger noise area than walking > crouching
sprint and walk has exactly the same 5m range
crouchwalking does too when they're already listening, but it doesn't wake when they're not
it only wakes when you're in the proximity bubble
if you ever stupidly crouchwalked up something and "fell" from it, you'd know everything in 5m suddenly reacts to it
bruh, I would know
o-o
and it doesnt unless you trigger from moving
^
ill video test it right now
imma check myself on that one but for the falling thing you need to check yourself
bump ++
you still have a question unanswered?
since everyone is saying different things
bruh, you are the one that thinks falling aggros, maybe you should go test it since you are so keen on it
lets see what it turns out to be
thats why b-hopping is broken, there is no landing noise
i will afterwards but you could've saved some time by doing it yourself 
i read it again and maybe there's a fundamental english problem here 🤔
you say "there's no falling noise, it makes movement noise"
you sure you don't just mean "it makes noise equivalent to movement noise"?
cuz that it possibly does
falling, no
moving makes moving noise
you usually have to move to fall, meaning the moving aggros
I am on Storms side here. I can remember them being alerted, when falling from a ledge. Although never aggroed.
maybe its cause you touched them
well if u touch they aggro
cause falling doesnt like we have been saying
so it wouldnt be that i dont think
well i fell a few times and it alerted them and sometimes it didnt
depends on the drop and how dar
far
Falling does put them "up a stage" in alert
uploading to #gtfo-media
I have said They were not aggroed
Nobody, neko was misunderstanding me.
yeah, i thought yall meant aggro, mb
we do need clear definitions of things in this game but i always refer to "wake" as sleeping-listening transition
alert is when a sleeper literally alerts, turns red and starts attacking, y'know
aggro is when a sleeper causes someone to alert, but it doesn't have to be that sleeper
Fine by me
the aggro definition is a particularly weird one but i find such a mechanic does actually exist
Aggro in 99% of games means something is trying to kill something else
ye ik
If you draw aggro, you are making things attempt to kill you
but what's a good word for it
oof
look at the definition of aggro i provided
I don't think that quite fits
Like Zaero said, but apparently youre the pro, not him
ye ik
it's like an inverse pun
I just say "the room is hot" when they scream. Saying they aggro the room is objectively false, since said sleeper isn't making the other sleepers try to kill said sleeper

you said aggro is when something targets someone else
A better way time say it is a sleeper alerting the room
Room woke 👌
here it's as if someone caused something else to target you
Aggro means something is trying to kill the source of aggro. The sleeper doesn't really select a target for all the other Sleepers, they all individually get aggroed to different players
English is a stupid language 
but you're thinking of the wrong scenario here
I'd just stick with simple terms like "room alert"
i'm not talking about a sleeper screaming or alerting the room
here's a scenario, 3 sleepers listening
you kill the first one, the 3rd one notices the kill, the 2nd one alerts cuz he was closer than 3rd and was listening
i say "the 3rd one caused aggro"
Wouldn't that just mean the player alerted both sleepers?
Alerted would be more proper
^
If the 3rd notices the kill, you mean is just goes to pulsing phase?
no, i mean if there were only 1st and 3rd sleepers, 3rd would've alerted
but he didn't cause 2nd was closer to the player and met the conditions for noticing the kill
when he in fact didn't notice the kill
I find scenarios like that just alert both Sleepers
apart from clusters only one wakes to kills 
Ah, well I never go for kills when several enemies are scanning, but the times I do it seems to alert everything
Maybe I move too much
I seem to have the same happen
Gtg back to work before 
when they're sleeping, you can walk for over 2 seconds without alerting one
Even not moving afterwards
F
when one is awake, he's sent to pulsing straight away
from there it's only like 3 steps to alert, which is barely any movement
bonus points if you didn't constantly move but paused, wasting the 2 seconds of movement
but anyway, the "aggro" mechanic i speak of, i find that consistently only the closest one (that meets the conditions ofc) alerts (discluding clusters)
sometimes you need to clip it to see "why did that one alert?!"
since this is a dead topic anyway
i feel like something needs to be done with AR before it dies again

ludvig said that the head bug is one they really want to fix and hopefully fix it in R4
when that happens AR will literally be the worst primary ammo-kills wise, by far (well i guess "by far" doesn't apply when you count in int numbers
)
(and yes behind dmr)
dmr gang rise
Nope
I will follow Alpha! DMR is Nice!
eh ammo efficiency won't be that big a problem then so no reason not to use it
except i can't hit shit with it somehow while revolver and pistol are completely fine
you do you
unless they buff it
just don't push it on others without reasoning 
?
Tbh anyone can play what they want. That is the best point of the game.
ok but why so vocal
what
Good for you
i
with all the stat on wikia
sorry ig, yall can like it
i mean its good for shooters
DMR: 12/85(7 mags) - 2 headshot = 42 strikers
the best one gonna be SMG
SMG: 40/393 (10 mags) - 5 headshot = 78 strikers
why would you base it on max ammo
but the catch is that you need to hit every single headshot
because that shows how much the fully loaded one can do
so its the overall best you can do with it
if you hit every bullet correct
that the best you can do to stat out weapon
how often are you at full
dude
everytime
kills per refill are way more straightforward
not really
that's depend ALL on you
this stat is for a PERFECT situation
where you hit every shot
if i used the same situation as you Storm
i would say smg are the one waste the most ammo
and could potentially the worst gun
with that stat
i could pin point on a buff/nerf
if you buff DMR and leave the ammo pool that way
DMR will be the best one of them all
killing 85 strikers with 100% ammo
same situation?
ye
you mean taking 70 ammo per refill, dividing by 5 hs for kill, and getting 14 kills for refill?
yeah that sure makes smg worst weapon
i mean

everyone is adore SMG right now
smg is really good yeah
not the point
sure is the dev don't have plan to
you know
completely took it away in R4
like they did with MG
it's not a rundown specific weapon yet
i don't see the logic behind basing performance on max ammo, but whatever man, i don't have to see it
pistol op
BRUH
and that pistol has 100 ammo total, but a clip with 10
its not, its under powered
neko this is just an example
Pistol weak man
Pistol: 15/168 (11 mags + 2 bullets) - 2 headshot + 1 body shot = 55 strikers
lemme continue
so the pistol with 10/100 has 10 Reloads of MAG AMMO correct and killes 50 strikers overall
now my smg has 50 bullets in a MAG and 100 bullets total lets just say
it kills like 30 sleepers lets just say
thats 15 a reload
so that would be saying smg is better by 3x
which is totally wrong because the pistol kills 20 more strikers
see the point?
it feels like you can't tell a refill from mag size
refill is how much ammo you get for using an ammo pack, mag size is literally mag size
i mean from your explanation i get the impression you're saying "refill" as "mag size"
if you base your logic on your mistake on my interpretation, how is it stupid to bring up
i didn't say haha smg better because higher mag size
i said smg gets more kills per refill
sorry grammarly let me fix my english so you can read it
there you go 🙂
happy now king stormpooper 
ok so now it's fine (based on total kills metric) but how is it related to what i said
actually you only edited one message, the pistol one is still there
how do you not see what i just explained 😭
also, again how on earth is that even that relevant
Earth is FLAT
its like telling me my arguement is wrong because i used their instead of theyre
okay let me try to spell it out once
Id like that

i base my metric on kills per refill
your explanation goes on about kills per mag vs kills per total ammo
letter by letter so you dont confuse yourself
which is in no way related to my metric
wait what
you mean you base it off of how much ammo you get per refill?
thats just confusing can I have an example
kills per refill are way more straightforward
you mean taking 70 ammo per refill, dividing by 5 hs for kill, and getting 14 kills for refill?
literally says there, 14
me personally is subjective, why would it be a metric
Mag, stock, refill. Basic weapon terms 
thanks zaero
i can get 1, i can get 10
what would i do without you
I prefer to base weapons on kills per ammo refill
The metric for kill is per ammo pack
i see
ok i get that now
i was just trying to confirm thats what he meant
a yes would have been nice
Since one might only get 15% ammo per refill while another gets 18%, etc.
And how many kills that refill provides
thanks i understand, thats a way you can do it
of which the smg is decently ranked
🙂
BiS*
i preffer to base mine off of 100% ammo though, personally
gone back full circle
thats also a good way to do it though
Here easy version for what each ammo term is. At max ammo R2 machinegun gets
50/176
Ammo/stock
Refill = 69 to 70 bullets
yes i'm aware
and as i said i don't see logic reasoning for it, because if you need it spelled out, zaero already said that per refill % is different
MG can get a kill in ~5 shots, 70 bullets would be 14 kills or so. Shotgun gets 8. While it can get double kills, usually you'll get 1. Let's be generous and say you get 1.5 kills per shot, so 12 kills
Based on that, because of the refill amount, MG is objectively better on a statistical level
yeah Im just comparing based on no refill
so basically overall with a 100% gun
which is the best
but that also plays a big factor too
Ignoring starting ammo, there's a limit to the amount of ammo packs on a map, so it's probably better to base on that rather than the limit a gun has
having refills
max ammo would be fine for a game where you can realistically have 100% ammo
this isn't that game
I think ammo packs play a bigger role
lmao what about levels like A1 and D1, usually you get around 100 there
Unless you manage your ammo extremely well, you'll typically sit at most 90-95% ammo.
It depends on the team. One person relying on melee makes all the difference. But if everyone is shooting you'll rarely have 100%, like R3B1 for example. Most teams run dry by the end
yeah that makes sense
In missions where ammo is in excess, I don't think the weapon used matters anymore lol
a big reason I dont like dmr is because of the ammo refill, so I see the big hole in my arguement
If you have infinite ammo, you might as well use whatever you like best
the weapon matters, you just get to be more trigger-happy, base it on shit other than ammo
Unless you are going for straight up dps, in which case SMG shotgun would be optimal. Otherwise use anything
Consistently landing DMR headshot is significantly harder than consistently landing most SMG or assault rifle shots
Dmr with body shots is dumpster fire garbage
yeah Im not the best at aiming so DMR really would never be on my list of liked guns
if anything its the worst in the game for me personally
If accuracy were as important with other weapons the DMR would be amazing. But because the difference isn't drastic enough on other guns, it really brings the DMR down
yeah thats why I want DMR buff so its more usable without having to headshot
Everyone seems to want to see how the DMR would perform with oneshotting strikers (saw it suggested with 50 upvotes and no downvotes) so maybe some day it'll be worthwhile
It's useful for staggering even when you don't consistently get headshots
Instant kill headshot on all small enemies
yeah thatd be good
Yeah but all primaries are good at consistently staggering except the bullpup
SMG can get several staggers out at an uncontested rate against other primaries
bullpup just eats the enemies 
The only competition before was the burst rifle which no longer exists
rip burst rifle 
The crowd control kings are SMG, assault rifle, burst rifle, both MGs, pump, and sometimes combat shotgun
Combat sucks at staggering giants usually though
The other weapons have high stagger too but are too slow to fire when several enemies engage you at once
i like the pump a lot because i consistently play c1 lol

Slide reloads with the SMG are busted
dont you diss on me and my slide pump
Literally finish reloading before the slide even ends so you only lose sprint for a split second lol
Same for carbine. Forgot that exists
that's a godly stagger weapon too
^
^
i dont like either of those lmao
not dmr, it just doesnt suit me with the low fire rate
DMR I want to like it, its just not good
if they gave dmr the same evrerything with rifle but the mag size and its normal damage, it would be perfect
it would be op*
just continue dmr discussion when head bug gets fixed
the whole ammo efficiency thing is fucked rn

I dont even get the idea of using a bug in describing the efficiency of a weapon. Already had that discussion with others. Yes the Rifle can 2 shot strikers due to the bug. The devs have not considered this when balancing it. Otherwise this weapon would be op.
Same with DMR. Increase everything too much and that weapon overshadows all others. The DMR is fine as it is. It already is better than the R1 version. And the philosophy of using the playstyle still works. You can use objectivly weaker weapons and dont be a burden for the team. It is a PvE game after all. I am fine with this weapon. Play what you want and have fun. 🤷♂️
Also I rather want a player who can use a weaker weapon to the most efficient than having a player using a stronger weapon and wasting ammo af.
Skill does have something to do with it
My shitty aim felt that
Sorry Ricardo^^
It's fine no worries
I just wanted to make a point, that people can use the weapons they like and be efficient
Aim is something that can get better with practice
Worst case scenario is when they strafe to the side when you already have your sights on it's head
yeah all in all, depending on personal opinions weapons can be good or bad
I do think DMR is in a good spot right now
From my experience using it
It's not too great when you always fire without using ADS and aiming properly
Or when you panic and fire one mag at 2 sleepers
Yes using the DMR for the highest efficiency you need to stay calm and have good aim. Also be good at quick scoping. In that regard the DMR is prolly the main with the highest skill required. My aim became alot better aswell, cause I main this weapon.
what you say is right but you sound polarized, just because we're talking about ammo efficiency doesn't mean that everything else is irrelevant nor that you should take BiS based on paper factors (but yes i have seen people who do act like it is)
using a bug for a factor may sound weird also but in practice you will absolutely use it, so it's better for that scenario
for skill-wise it depends what you base it on, technically getting max efficiency out of DMR is way easier than out of head bugged SMG
Hey guys, new player here. Me and my mates are attempting to do the first rundown, have tried it a couple of times and have found it a little challenging. Just any helpful tips you guys have that newbies like us wouldnt know lol. Thanks
@steady imp
Welcome to GTFO, what kind of tips are you guys looking for? Tips in general is kinda broad.
I have not said it is irrelevant. I do understand people, who want to use the optimal loadout. I am the last person, who would shun others for gathering valuabe information, but those discussions turn into something which kinda start to annoy me, altough up there is my honest opinion. Didnt want to sound polarizing
Hey lads, yeah pretty sure its A1, the one of the top left when starting lol. Pretty annoying questions when i could probably just figure it out myself but yeah. So we have only been using the terminal to find which room the key card is in, im sure it goes more in depth with that
I think we need to be a little more smarter with out turrent setups
Thats all this game tends to be, is trial and error. Especially when you're new.
Be sure to place the turrets on the outside of the door you are defending. That way the sentries shoot some of the sleepers attacking the door
Its a very fun game though! loving it so far, one more question, How much more in depth does the terminal line go?
Having 1 person with a c-foam launcher is definitely a helpful thing since a full charge of c-foam reinforces a door
Terminals are used to find mission essential items and objectives. They can also be used to find resources.
For instance:
LIST ZONE_10 RESOURCES
Or the shorter line which is
LIST E_10 RES
To find mission items, like a key just type QUERY KEY_GREEN_420
Or whatever the key color and number is
Thanks heaps mate, Have you completed all of the run downs so far?
So far yes, except for R1. So im not a complete pro
But i have completed R2 and R3
So just so you know, rundown is different than a mission. Which is why you see R3A1
R3 being the current rundown (or season) and A1 being a mission
Okay that makes sense lol, Yeah so we are trying to do A1 im pretty sure
I am guessing the levels get harder as you procced?
they are very hard already haha
Community is very helpful, so don't be afraid to ask for help at any point
c
But yes, missions get harder as you go
Anyways sorry for asking shitty questions but thanks heaps mate
@restive reef quiet son
F
sorry dad
No worries for asking questions man
We all were new at some point, aint gonna learn if you don't ask
Its no fun being stuck on a mission
- No, dont teaach them to play
You know
I'm trying to appeal to this guy of our great community
And here you two come

@steady imp
Feel free to DM me anytime for help for any mission, enjoy the game! Hope you beat A1
@thorny current yeah i get that but prefixing every message with "based on this factor" is even more annoying, you can't help but make a weapon sound bad when you're only talking about one factor where the weapon is in fact inferior. If you want my personal opinion, i already said i kinda like dmr on paper but i just find myself missing way more shots on it somehow than on other semi-autos, idk why
Good lord y'all still bickering about weapons? Can't we all respect each other's weapon choices and move on?
no
@spice glade Thanks mate!
nobody's bickering
because dmr bad
weapon balance != flaming

originally i wanted to discuss AR balance but it somehow instantly went to DMR instead
Hello, I have just started GTFO. This game is pretty damn addicting. But the question I have is, is there a way to not alert the sleepers (I think I forgot their name). Like, there is two doors, but both say alarm will sound, can I avoid this in anyway? And if not, do you have any advice for fighting them?
Combat events are almost always required.
It's highly discouraged to play solo, you should probably look for more people. @tidal dagger
Oh I see. Thank you.
Reasoning for solo play being discouraged is mainly due to the fact that the game is always scaled to four players. It would be hard for a newer player to finish levels solo as such
Thankfully, we have the lfg chats that you can use to find teammates to play with
Pro tip face the sentry towards you so it kills you ass well
protip, firing 18 units of C-foam (1.5 charges) at a teammate will buff them and give +50 armour, not used often cause its usually a waste.
/s
use a c-foam grenade to grenade boost for a massive speed boost.
Pro tip, cfoam actually makes the enemies stronger so do not use it on them and it destroys doors faster so never use it at all
/s
Pro tip, c in cfoam stands for corrosive. One bubble is even enough to take out the big guys!
/s
Pro tip, C in cfoam stands for chocolate, It is white chocolate foam!!! you should definitely eat it
/s
That was a bad one
do i even want to know
Know what
IDK, what did happen
Someone said a false tip sarcastically and then everyone started doing it
Same
Really son
The middle door, dont know the zone letter. When you go into zone 17 and go up that ramp to the left. The door to your right and as soon as you open the door you'll see the terminal straight ahead
Its hard to miss but its like right there when you open the door

Thats a good emote ngl








