#gtfo-related-questions

1 messages · Page 489 of 1

distant ice
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i suggest just getting a friend, dropping in A1 and trying it out for yourself by downing with team damage

cyan ibex
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ok

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ty all!

distant ice
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not reliable tho

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as for the slide, press crouch while sprinting

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it gives you a small speed boost for a short time and allows you to aim, shoot and reload while doing it

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also apparently makes sleepers miss you more often but idk about that one

still valve
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for me it doesn't work with sprint/crouch toggle

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and having to constantly press shift/crtl for sprint/crouch requires more fingers than i have

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i'm still considering using pedals for this

weary relic
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what

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the

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frick

tardy falcon
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huh

weary relic
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Just bend your damn pinky down from Lshift

restive reef
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he might not have a pinky

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dont be insensitive

tardy falcon
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F_ pinky

restive reef
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lol jk idc about your pinky

weary relic
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if you dont have a pinky, just use your thumb like @tardy falcon

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@still valve also dont use either toggles

still valve
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but i will

tardy falcon
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disgusting

weary relic
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^

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unusable for high skill players

still valve
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who said anything about high skill

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im a noob

weary relic
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just a tip from a few

craggy pier
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neko the high skill player OwO

weary relic
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Yikes

tardy falcon
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owo uwu

weary relic
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well maybe if you werent the first one down @tardy falcon ,@craggy pier, and @restive reef

tardy falcon
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uwu owo*

distant ice
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i got crouch on toggle personally, not sprint tho

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why wouldn't you have crouch on toggle

weary relic
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bruh

restive reef
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crouch toggle for nerds

weary relic
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why would you be crouched ever

restive reef
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no one crouches these days

weary relic
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^

distant ice
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if you never crouch it doesn't matter if crouch is on toggle or not now does it GWmythicalThonkCool

weary relic
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B-hops, thats the only way

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but sliding is easier with it off

distant ice
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subjective

swift reef
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Does B2 have scouts?

craggy pier
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yes

tardy falcon
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yes

rotund jasper
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Can legsy bois hurt you?

restive reef
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like if they are cut in half?

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yes

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not any of the ones with the black things on their heads, those die once the head is gone

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strikers, chargers, titan strikers, etc can still get you

vital terrace
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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.

distant ice
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ai optimization will hopefully do something about that

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i don't think we'll get p-e collisions tho

thorny current
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As of now it prolly stays as it is. I dont think that either

vital terrace
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I mean. I would already be happy if not like 5 enemys just run threw me and 5 are standing infront of me

distant ice
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it's just some ai quirks, i think i've heard doc say something about it

vital terrace
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I don't even need collision. It's more about them just running randomly threw my character sometimes

distant ice
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also through*

vital terrace
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Sounds good ^^

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Thank you mate, really appreciate it

solid totem
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Use walls and chokepoints to stop it is my best advice

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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

undone latch
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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!

solid totem
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Havent gotten there on my own yet or I would be spamming you with advice

flat rock
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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.

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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.

undone latch
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@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.

distant ice
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trade combat shotguns for semi shotguns, they're your best friend for the end part of C1

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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

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by foam to slow them down i hope you mean foaming the doors not the ground

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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

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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

undone latch
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@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...

flat rock
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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.

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I never put mines before the door, I feel it wastes the mine

distant ice
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but oneshotting chargers bro

flat rock
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Combat 2 shots, and has more ammo

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Also is more helpful for the rest of the level

distant ice
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2 GWmythicalThonkCool

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afaik no way it can kill in 2

undone latch
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Thanks guys I’ll let you argue that one!

flat rock
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I've kill 2 shots to back a few times now

distant ice
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back

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see the point here

flat rock
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Yep, it's not hard to get behind it

distant ice
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i'm not sure how kung fu you want to be during that time

undone latch
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Should we be more worried about the dudes in the last room more than the spawning waves - speaking for zone 20 here

flat rock
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Not even really needing to be kung fu, stagger and blast it

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For z20 I sniper scout and pull everything out

distant ice
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you still need to go behind it cuz just staggering doesn't mean they suddenly have your back turned to you

flat rock
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I'm aware

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Or, just shoot it in front with the larger amount of ammo you have

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It doesn't make too much of a difference

distant ice
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well idk semi has been my religion since R1 for those guys

undone latch
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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?

flat rock
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I hammer scouts

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No foam needed

distant ice
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you only really shoot the scouts in deep fog and during error alarms

flat rock
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Pretty much yes

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If it's in a bad spot where you can't get to it without alerting something just shoot and pull room

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It's not worth risking a wake

undone latch
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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?

distant ice
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ray's guide inc

flat rock
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Full charge hammer, wait for it to walk towards you, hit its head

minor fractal
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Two mine deployers is bad, you only need one deployer 7 extra mines isn't that useful compared to 2 sentries firing.

flat rock
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Don't attempt to hit it while it side shuffles and don't attempt from behind.

undone latch
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Ok so face four at coming right at you?

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Face first sorry

flat rock
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You can walk and have a flashlight on around a scout if it is alone, but be careful doing that with others nearby

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Yep. When its walking towards you charge, aim at head and swing once charge is full

undone latch
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Do you run through feelers for the bonk? Can you? And does anyone bother with the bio tracker?

flat rock
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You can run through tentacles yes

undone latch
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If you beat the tentacle back to the scout and bonk him you’re good?

flat rock
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It has a small period of time where it doesn't become alert once you touch one

undone latch
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Aye so be super aggressive basically.

flat rock
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Very small mind you, but it exists

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Bio is very good, it provides a lot of knowledge of spawns if used properly

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Can also be used for managing what enemies are where during alarms and removing them

undone latch
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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

flat rock
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Rayalot does have a scout guide on reddit if you wanted a more detailed explanation of scout killing

undone latch
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Yes please

flat rock
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Its accompanied with videos for showing how kills can be done

undone latch
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I’ll take a look

distant ice
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feeler range is 15m

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the time it takes for them to retract is a bit over 1.3s

undone latch
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@flat rock @distant ice thanks guys for the advice.

distant ice
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and then another tiny bit of time before it goes invincible

scenic crater
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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!

distant ice
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GWseremePeepoThink have you tried aiming at the head

flat rock
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Run and bonk takes a bit of practice to get used to, same with bhop killing

distant ice
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aim as low on the head as possible really

undone latch
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Shots fired hahaha @scenic crater

distant ice
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cuz when they shove their head down it's way too easy to hit the neck

flat rock
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Just load into C1 and practice solo or with a small group if they're willing to help you

scenic crater
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Stalking Scouts is my favourite part of the game. But my blood pressure goes through the roof and I tend to panic!

distant ice
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ah good old times

flat rock
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I remember being scared of those things

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R1 vibes

scenic crater
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so do I just need to man up a bit and be less cautious?

undone latch
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We missed R1 and came into R2. Yes man up I’ve been telling you for years

scenic crater
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quiet you!

flat rock
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It does seem to help with confidence at least.

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Best way to become confident with scouts is simply practicing and failing, a lot.

distant ice
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take the biotracker, learn to tell 5m apart

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stand in the scout's way, sprint a tiny step so it forces its feelers out and go in for the kill

flat rock
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If you can record your attempted scout kills to for analysis it can help you realise where you went wrong too.

distant ice
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ez klappa

scenic crater
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sprint aggro yeah?

undone latch
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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?

distant ice
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ye that's the one i'm referring to

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telling you distances is why biotracker is best tool

flat rock
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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.

distant ice
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the proximity bubble tells you where crouchwalking wakes them up and where the clusters are

scenic crater
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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

distant ice
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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))

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10m mark tells you where sleepers are close enough to react to a kill when they see you killing one

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it's a man's best friend for learning

scenic crater
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i did wonder what the different sectors represented, this is all great stuff dudes

undone latch
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Sure and sprint aggro gets you round the room without waking everything right?

flat rock
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Bio is irreplaceable for learning early on

undone latch
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Yeah we’ve been doing this wrong

flat rock
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Sprint aggro is simply to make scout tentacle

distant ice
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the lines on bio have a 10 and 20 on the side of them i believe

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it just literally means 10m, 20m

undone latch
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Got you thanks for that

scenic crater
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I got as far as figuring out we were doing it wrong, just not how to do it right!

distant ice
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Sure and sprint aggro gets you round the room without waking everything right?
wat

flat rock
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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

distant ice
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it's not really random but ye

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timed kills are also a thing you wanna practice

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you don't always have 5m

flat rock
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Well, yes it's not but it's still more consistent to sprint aggro

undone latch
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I’ve seen people bhop around the place seemingly not waking sleepers up. Wasn’t sure if that was what people are doing?

distant ice
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sprint hopping, not sprint aggro lmao

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it's a bug

thorny current
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^

distant ice
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after a jump a few sprinting steps won't make any noise

flat rock
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Bhopping is a pseudo way to sprint without alerting enemies and yes it's a bug

undone latch
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Ahh right that’s cleared it up!

distant ice
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basically it's the fastest and quietest way to close in (apart from crouchwalking which relies on them not waking naturally for several seconds)

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people who do nothing but sprinthop are aholes tho

flat rock
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I do a mix, cause I realize not every scenario is a bhop scenario

neon gust
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bhoping its a bug?

distant ice
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yes

undone latch
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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.

flat rock
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Bhopping itself isn't. The effects of it is

minor fractal
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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.

distant ice
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no your legs are obv supposed to break after one jump and you can't do it anymore for the rest of the game

flat rock
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Damn I'm playing a buggy game then

neon gust
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i mean in theory your not doing any sound mid air just the initial jump and then the landing

flat rock
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I jump a lot of times

distant ice
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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

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you do make noise midair somehow

flat rock
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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

scenic crater
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I tend to crouch for most of my stealth

distant ice
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i only really sprinthop for rooms where sleepers are scarce

neon gust
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its not you moving mid air, its just you asscheeks are alerting the sleepers

scenic crater
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ah yes, the cursed clap

flat rock
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My dummy thicc character

distant ice
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bruh

flat rock
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Waking the room again

scenic crater
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dudes, you've been awesome, thanks for all the advice, gonna go and bonk some Scouts in their stupid faces

distant ice
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solo C1 ez practice

flat rock
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It's enjoyable

distant ice
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R2 maps were better for testing and practice tho

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B2 n C1

flat rock
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I still feel good getting kills on scouts, but usually the ones where I shouldn't have gone in on it

scenic crater
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i just love the rush of a good Scout bonk but often buckle under the pressure!#

flat rock
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Play the risky game for the euphoria of success 💯

distant ice
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i only get some extra bps when the scout smashes his head into a fkn wall on stairs and goes like "your move"

flat rock
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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

scenic crater
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i've only pulled off one drop down from above and bonk mid air attempt. But it left me smiling for about 3 days

flat rock
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Only ever had it happen that once

scenic crater
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I swear I've had tentacles just render right on me out of nowhere

minor fractal
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I always have titans unload for me when I try to shoot them

distant ice
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when you go through a door and everything (walls and floor included) despawns but you hear a scout's feelers GWmemetownLULLLLLLLLLLL

scenic crater
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at least thats what I tell the others!

flat rock
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Certain angles will have certain tentacles show or not show

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It's something that's existed for awhile now

distant ice
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i.e. since ea launch (if not before that)

flat rock
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It sucks cause they all have hitboxes still

scenic crater
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ah ok, thats worth knowing

flat rock
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Even if they don't render for you

scenic crater
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because it's not hard enough as it is....

distant ice
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sounds like you wanna play a game of "they can't see me if i can't see them"

scenic crater
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nah, I just want to git gud because I love this game

flat rock
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C1 solo is the way to go then

distant ice
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many potential but much bugs

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gets on my nerves a lot these days

spark wolf
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don't be fooled

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there's no machinepistol

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this game is unplayable

distant ice
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you have bullpup

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it's a friggin bullet hose

flat rock
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Machine pistol 😩

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Come back to me

craggy pier
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Bullpup is basically MP with less ammo and shit reload time but better damage

distant ice
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and actually better accuracy

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not what i imagined when i heard we're gonna have a bullpup rifle

craggy pier
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With less damage fall off

distant ice
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mp was kinda op tbh, got too much ammo per refill

dapper spoke
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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

distant ice
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it makes you faster for a short time

dapper spoke
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ah ok, thanks!

minor fractal
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Nah, MP was pretty well balanced.

distant ice
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🤔 well i guess i didn't take falloff into account but idk how much it impacts the performance

minor fractal
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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.

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Tbh, it could have done with a minor buff to make it a tad more usable compared to SMG.

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but it was otherwise in a pretty good place.

distant ice
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wow i never saw the kill numbers are so big on smg in a perfect world

minor fractal
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Dude, can you not?

distant ice
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i mean i just never checked that it's 14 kills for refill

minor fractal
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Oh.

distant ice
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smg was my most used primary since R1 so i myself find it weird i never just did the math in my head

solid totem
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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?

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Like, is the bullpup good enough to warrant use in a group whereas solo smg feels like the go to because of ammo cap

distant ice
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subjective

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but objectively smg>bullpup GWrjkKappaLUL

solid totem
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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

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Also if that sort of info is available on some external link feel free to send it my way

distant ice
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not all damage numbers may be absolutely accurate though, especially for the sentries i've found out recently

solid totem
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Yea shotgun sentry used to give bonus dmg based on people in group right

distant ice
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yes but that's not why

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the damage numbers there are based on friendly fire but apparently sentries have different modifiers on that

vital terrace
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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?

thorny current
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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

vital terrace
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oof ok thank you

minor fractal
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@craggy pier Please use the LFG channels

unreal epoch
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if you have 100% of secondary ammo and you use a pack

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does your primary ammo go up more than usual?

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or is it just wasted from the pack

minor fractal
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Wasted

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You need to be using both special and primary a fair amount to be able to take ammo packs.

unreal epoch
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thanks

restive reef
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so, we are trying to meme D1 with DMR, Sniper, and Biotrackers, any tips with kiting? we keep being overrun

jagged basin
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Jump

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Dont be laggy, take short cuts by jumping up ledges

restive reef
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Thanks medium, appreciated

granite juniper
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Hey. I am new to GTFO. How do you make a private party to have friends join?

wise thicket
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Click A1

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and hold create lobby

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only people with a code or on your friends list can join

granite juniper
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Ah. Thanks

shut fulcrum
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||is there a set time between the waves on d1?||

restive reef
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Yes

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Not sure how long though

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I think 30 seconds

shut fulcrum
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30 SECOND SEEMS WAY TOO SHORT

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caps*

restive reef
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Idk it might be 45

weary relic
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I answered in gtfo chat

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Spoiler

shut fulcrum
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I SAW

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caps

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ty

weary relic
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Yeah. Np

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Tho I’m not sure about the exact timing on the giants

idle rover
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can hell rifle 1 shot a scout? i just got a red hitmarker, maybe i slightly hit the chest

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seems like in dmg sheet it can

vital sierra
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1 shot headshot

idle rover
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ahh guessed so, guess i missed then

distant ice
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best thing you can do is clip it and review

idle rover
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oh right, i forgot about the nvidea thing

fallow shard
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?t syringes

eager jacinthBOT
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Sorry, unable to find a tag named syringes.

fallow shard
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Well then

digital gate
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?t syringe

eager jacinthBOT
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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.||

fallow shard
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Thx

dapper spoke
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Any tips for R3A3? We cant seem to survive the final wave

hazy oak
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@dapper spoke Do you get caught out of position or just don't have the resources?

dapper spoke
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caught out of position

hazy oak
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Where do you set up? Baiting on catwalks or very aggressive forward?

dapper spoke
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we hold in the reactor room and hold the close to one side with sentries and a hell gun

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that way they line up making it easier to headshot

spark wolf
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You could set up some tripmines you find throughout the level

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Just put them behind you

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So you can fall back when things start going wrong

dapper spoke
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but isnt there a point where they come from one of the doors you open?

spark wolf
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No

thorny current
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Not anymore

hazy oak
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I think that was a bug earlier on.

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If you just focus defenses south and maybe hold farther forward so you have room to fall back, that should be enough.

dapper spoke
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oh ok saw a video but I guess it was just old

hazy oak
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Maybe designate some guys with shotguns/SMGs to crowd control if your hel guns get overwhelmed.

dapper spoke
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oh ok, we usually run 1 sniper/hel rifle, 3 shotty for our secondaries

hazy oak
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That sounds solid. It might just be because you're splitting your attention. Yeah, don't worry about your back. Should be all right.

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If you find random mines here and there, plant them in high locations around the southern doors/pipes to catch bigger enemies.

dapper spoke
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sounds good, we are still new so we kinda panic when it gets hairy

hazy oak
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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.

gilded jolt
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Wait do they no longer come from behind on wave 6?

hazy oak
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Yeah. I guess that was unintentional.

dapper spoke
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apparently not

gilded jolt
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Wow

dapper spoke
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hybrids?

hazy oak
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Triggering too many guys from R2D2.

gilded jolt
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That was like the only thing that made it hard

hazy oak
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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.

dire ivy
#

in the last level is it built so that the alarm never stops and waves come all the time?

dapper spoke
#

oh.....those guys. yea always rush us in groups of 2-4

distant ice
#

You can stop it but yes

gilded jolt
#

Yep it’s built that way

dire ivy
#

oh i see

#

still trying to find a strategy to tackle it lol

gilded jolt
#

Yep the infinite alarms are annoying

hazy oak
#

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.

gilded jolt
#

I have personally not experienced enemies spawning on top of me or my teammates

#

I have only tried like 5-6 times tho

hazy oak
#

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.

gilded jolt
#

Hopefully they fix it before more error alarms

hazy oak
#

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.

gilded jolt
#

Eh I guess

faint patrol
#

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 SleeperBonk

#

But for some reason it worked just fine in r2c2

#

Maybe because spawn room was much smaller that time

spark wolf
#

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

faint patrol
#

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

distant ice
#

l4d or literally any other similar game you mean

#

but l4d likes to spawn tons of enemies just around the corner too

faint patrol
#

Well yeah those counted as closets

distant ice
#

how would it be better

faint patrol
#

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

distant ice
#

i'm quite certain they'll do something about it

faint patrol
#

Well yeah eventually or the mechanic will just be removed

#

Lud said they were working on difficulty options in a sense

distant ice
#

the issue got ignored last rundown already but this time enough people complained, i wouldn't be surprised if R4 introduced changes

faint patrol
#

Well like Wesley said it was far less noticeable last time

#

Maybe due to the initial spawn layout

#

There were much more side rooms

distant ice
#

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

faint patrol
#

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

distant ice
neon gust
#

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

distant ice
#

until they add fall damage to mobs too not just players and they all break their legs falling GWmemetownKappaChino

#

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

neon gust
#

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

distant ice
#

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

neon gust
#

i dont think theyll spawn on top of you if you give them a room on the left in wich they can spawn

distant ice
#

oh dw they will

#

i run in duo and we get spawns on us all the time both in R2 and now

neon gust
#

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

minor fractal
#

I think they would need to first improve the spawn system before they can worry about individual fixes for expeditions.

neon gust
#

i know, im just daydreaming lmao

minor fractal
#

Make the room weights an explicit mechanic, factor in every player, etc.

echo zodiac
#

how do ye bhop

neon gust
#

step 1: jump, step 2: profit??

echo zodiac
#

awesome

thorny current
#

running and jumping I believe. Is a bug anyways will get fixed down the line.

echo zodiac
#

aw

#

any other way to close in on the sleepers without

#

them goin rambo

neon gust
#

walk

thorny current
#

crouch walking

shut crane
#

How do you get the fancy join voice channel thing on lfg?

gilded jolt
#

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

faint patrol
#

No you manually type it out like a chad

gilded jolt
#

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

glossy geyser
#

i need to talk to an admin or someone in the higher-ups about the GTFO alpha gift

faint patrol
#

then dm one

glossy geyser
#

dont know who though

#

nvm

mossy apex
#

will there ever be a boss

craggy pier
#

Technically D1 has a boss

mossy apex
#

the invisible enemies?

craggy pier
#

Not included in this rundown

weary relic
#

Sadly

willow geode
#

Hey guys can hel rifle 1 shot a scout?

weary relic
#

ye

willow geode
#

we want to change up the sniper because the ammo capacity is so low

weary relic
#

in the head

willow geode
#

thanks

weary relic
#

sniper is better tho

willow geode
#

how come?

weary relic
#

one shot to body and you can one shot heavy strikers

willow geode
#

wait so is it better to shoot the heavy striker in the head or to the body

spice glade
#

Head

weary relic
#

head

spice glade
#

2 shots from the front, 1 shot to the back of the head

weary relic
#

^

willow geode
#

got it

#

thanks guys

weary relic
#

yeah, np

fathom junco
#

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

spice glade
#

Sniper doesn't have a charge up

fathom junco
#

just .5s tho

spice glade
#

It matters sometimes

fathom junco
#

but it does not collat

spice glade
#

Yeah and

#

Doesn't really matter most of the time if you line up shots

fathom junco
#

also how do you scale the team to 3 people?

#

also also hel is just better sniper

spice glade
#

Thats your opinion

fathom junco
#

damn I should get another retard to join the autistic squad then

spice glade
#

And I respect it

fathom junco
#

And I respect it
@spice glade thanks a lot

spice glade
distant ice
#

Hel rifle would take 6 chest shots for a big striker wdym 2

vital sierra
#

HEL rifle is like normal rifle

#

but penetrate + more damage

#

6 chest shot

weary relic
#

and gross

fallen tide
#

how to bunny hop in this game men ?

distant ice
#

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

fallen tide
#

like i fon't want to wake the sleepers

#

don't*

weary relic
#

its like walking sound wise

fallen tide
#

elaborate please

weary relic
#

the sounds you make B-hopping is equal to walking

#

detection wise

fallen tide
#

so i start with a sprint and jump towards the sleeper and they just glow right ?

#

but when i do that they insta agro

weary relic
#

cause you are close, the sprint aggros them

fallen tide
#

hmm gotta experiment with the range tho

#

its inconsistent i guess

distant ice
#

when does it aggro for you

fallen tide
#

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 ?

distant ice
#

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

fallen tide
#

hmm so how should i approach then ?

distant ice
#

i only use it in scarce rooms so it doesn't matter much

#

in a packed one you're not gonna save any time

fallen tide
#

oh i see

distant ice
#

besides it's a bug

#

gonna get fixed eventually

weary relic
#

"bug"

#

its supposed to have more noise

distant ice
#

no, not "bug"

tardy falcon
#

"bug"

distant ice
#

i forget if doc or devs said it is a bug

fallen tide
#

"gub"

weary relic
#

its a bug because it should have a landing noise

#

but the mechanic isnt

distant ice
#

there is a landing noise, the bug is that the sprinting steps are silent afaik

weary relic
#

there is no landing noise yet

distant ice
#

somehow i really think there is

weary relic
#

thats just the movement noise

distant ice
#

so when you fall a tiny step from a ledge or something and everything in 5m wakes up, what do you call that?

weary relic
#

bruh, that doesnt happen from the fall

#

otherwise falling for 20 damage would trigger things

#

when it doesnt

distant ice
#

in code it doesn't really have to be tied to the damage you took

weary relic
#

its player movement that triggers, not falling

distant ice
#

it could be "oh you weren't on the ground one frame and now you are? fall noise".

weary relic
#

what?

#

english?

distant ice
#

looks like perfect english to me

thorny current
#

For me too ngl

fallen tide
#

things are getting confusing here witha conflict of thoughts and ideas

weary relic
#

*there is no fall noise, period

distant ice
#

its player movement that triggers, not falling
absolutely false since crouchwalking doesn't trigger enemies when you're not in their proximity bubble

weary relic
#

just movement and jumping

distant ice
#

if we take trigger as wake in this scenario

weary relic
#

yes, sprintin has a larger noise area than walking > crouching

distant ice
#

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

weary relic
#

bruh, I would know

restive reef
#

o-o

weary relic
#

and it doesnt unless you trigger from moving

restive reef
#

no sprinting is definitely farther range

weary relic
#

^

restive reef
#

ill video test it right now

distant ice
#

imma check myself on that one but for the falling thing you need to check yourself

fallen tide
#

bump ++

distant ice
#

you still have a question unanswered?

fallen tide
#

since everyone is saying different things

weary relic
#

bruh, you are the one that thinks falling aggros, maybe you should go test it since you are so keen on it

fallen tide
#

lets see what it turns out to be

weary relic
#

thats why b-hopping is broken, there is no landing noise

distant ice
#

i will afterwards but you could've saved some time by doing it yourself GWaobloChildPepeShrug

weary relic
#

well

#

I already know because my playstyle involves falling, a lot

#

sooo

distant ice
#

i read it again and maybe there's a fundamental english problem here 🤔

#

you say "there's no falling noise, it makes movement noise"

weary relic
#

bruh

#

when you move it 'aggros'

distant ice
#

you sure you don't just mean "it makes noise equivalent to movement noise"?

#

cuz that it possibly does

weary relic
#

falling, no

#

moving makes moving noise

#

you usually have to move to fall, meaning the moving aggros

thorny current
#

I am on Storms side here. I can remember them being alerted, when falling from a ledge. Although never aggroed.

weary relic
#

maybe its cause you touched them

restive reef
#

well if u touch they aggro

weary relic
#

cause falling doesnt like we have been saying

restive reef
#

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

flat rock
#

Falling does put them "up a stage" in alert

distant ice
thorny current
#

I have said They were not aggroed

distant ice
#

who said they had to be

#

noise is noise

thorny current
#

Nobody, neko was misunderstanding me.

weary relic
#

yeah, i thought yall meant aggro, mb

distant ice
#

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

weary relic
#

ye

#

ok

thorny current
#

Fine by me

distant ice
#

the aggro definition is a particularly weird one but i find such a mechanic does actually exist

odd drum
#

Aggro in 99% of games means something is trying to kill something else

distant ice
#

ye ik

odd drum
#

If you draw aggro, you are making things attempt to kill you

distant ice
#

but what's a good word for it

weary relic
#

oof

odd drum
#

Sleeping, scanning, pulsing, alert

#

Simple, easy, straightforward DoubleOk

distant ice
#

look at the definition of aggro i provided

odd drum
#

I don't think that quite fits

weary relic
#

Like Zaero said, but apparently youre the pro, not him

distant ice
#

ye ik

odd drum
#

I'm a noob don't ask me

distant ice
#

it's like an inverse pun

odd drum
#

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

weary relic
distant ice
#

you said aggro is when something targets someone else

odd drum
#

A better way time say it is a sleeper alerting the room

flat rock
#

Room woke 👌

distant ice
#

here it's as if someone caused something else to target you

odd drum
#

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

distant ice
#

ye ik

#

i'm just saying i don't have a good word for it

odd drum
#

English is a stupid language Carrot

distant ice
#

but you're thinking of the wrong scenario here

odd drum
#

I'd just stick with simple terms like "room alert"

distant ice
#

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"

odd drum
#

Wouldn't that just mean the player alerted both sleepers?

flat rock
#

Alerted would be more proper

weary relic
#

^

distant ice
#

the 3rd doesn't alert

#

the 2nd didn't notice the kill

odd drum
#

If the 3rd notices the kill, you mean is just goes to pulsing phase?

distant ice
#

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

odd drum
#

I find scenarios like that just alert both Sleepers

distant ice
#

apart from clusters only one wakes to kills GWseremePeepoThink

odd drum
#

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

distant ice
#

probably movement

#

here's the thing

flat rock
#

I seem to have the same happen

odd drum
#

Gtg back to work before 1_fbiopenup

distant ice
#

when they're sleeping, you can walk for over 2 seconds without alerting one

flat rock
#

Even not moving afterwards

weary relic
#

F

distant ice
#

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

weary relic
#

up its fire rate again like R1

#

it was good then

restive reef
distant ice
#

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 GWmythicalThonkCool )

#

(and yes behind dmr)

vital sierra
#

dmr gang rise

weary relic
#

no

#

BEGONE

fair mauve
#

Nope

thorny current
#

I will follow Alpha! DMR is Nice!

distant ice
#

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

restive reef
#

no madtinybishop

#

i strongly dislike dmr

distant ice
#

you do you

restive reef
#

unless they buff it

distant ice
#

just don't push it on others without reasoning GWaobloChildPepeShrug

restive reef
#

?

thorny current
#

Tbh anyone can play what they want. That is the best point of the game.

restive reef
#

yeah lol i just dont like dmr

distant ice
#

ok but why so vocal

restive reef
#

what

thorny current
#

Good for you

restive reef
#

i

vital sierra
#

with all the stat on wikia

restive reef
#

sorry ig, yall can like it

vital sierra
#

i could put out another kill stat for all guns

#

for now tho, DMR kill stat

restive reef
#

i mean its good for shooters

vital sierra
#

DMR: 12/85(7 mags) - 2 headshot = 42 strikers

#

the best one gonna be SMG

#

SMG: 40/393 (10 mags) - 5 headshot = 78 strikers

distant ice
#

why would you base it on max ammo

vital sierra
#

but the catch is that you need to hit every single headshot

restive reef
#

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

vital sierra
#

that the best you can do to stat out weapon

distant ice
#

how often are you at full

restive reef
#

dude

vital sierra
#

everytime

distant ice
#

kills per refill are way more straightforward

restive reef
#

not really

vital sierra
#

that's depend ALL on you

#

this stat is for a PERFECT situation

#

where you hit every shot

restive reef
#

yes

#

the best you can do with the weapon overall

vital sierra
#

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

restive reef
#

yeah dmr could be really good with a buff

#

like really good

vital sierra
#

killing 85 strikers with 100% ammo

distant ice
#

same situation?

vital sierra
#

ye

distant ice
#

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

vital sierra
#

i mean

restive reef
vital sierra
#

everyone is adore SMG right now

restive reef
#

smg is really good yeah

distant ice
#

not the point

vital sierra
#

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

distant ice
#

i don't see the logic behind basing performance on max ammo, but whatever man, i don't have to see it

restive reef
#

example

#

say i have a pistol and a smg

weary relic
#

pistol op

restive reef
#

shut up neko

#

lmao

weary relic
#

BRUH

restive reef
#

and that pistol has 100 ammo total, but a clip with 10

weary relic
#

its not, its under powered

restive reef
#

neko this is just an example

fair mauve
#

Pistol weak man

restive reef
#

it doesnt matter how good the pistol is haha

vital sierra
#

Pistol: 15/168 (11 mags + 2 bullets) - 2 headshot + 1 body shot = 55 strikers

restive reef
#

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?

distant ice
#

it feels like you can't tell a refill from mag size

restive reef
#

what

#

? you mean the totals

distant ice
#

refill is how much ammo you get for using an ammo pack, mag size is literally mag size

restive reef
#

ok so ur just gonna bring that up... ok

#

sorry for saying the wrong word

distant ice
#

i mean from your explanation i get the impression you're saying "refill" as "mag size"

restive reef
#

sorry man its just a mistake on my part

#

its stupid to bring up

distant ice
#

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

restive reef
#

sorry grammarly let me fix my english so you can read it

#

there you go 🙂

#

happy now king stormpooper Clegsy

distant ice
#

ok so now it's fine (based on total kills metric) but how is it related to what i said

restive reef
#

... WHAT

#

how is it related to what you said bruh

distant ice
#

actually you only edited one message, the pistol one is still there

restive reef
#

how do you not see what i just explained 😭

#

also, again how on earth is that even that relevant

weary relic
#

Earth is FLAT

restive reef
#

its like telling me my arguement is wrong because i used their instead of theyre

weary relic
#

just like your point

#

@distant ice

restive reef
#

i cant spell lmao

#

anyways storm let me re explain to you

distant ice
#

okay let me try to spell it out once

weary relic
#

Id like that

restive reef
distant ice
#

i base my metric on kills per refill

restive reef
#

yes please

#

mmhmm

distant ice
#

your explanation goes on about kills per mag vs kills per total ammo

weary relic
#

letter by letter so you dont confuse yourself

distant ice
#

which is in no way related to my metric

restive reef
#

wait what

#

you mean you base it off of how much ammo you get per refill?

#

thats just confusing can I have an example

distant ice
#

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?

restive reef
#

so how many kills you get with one ammo pack?

#

on the gun

distant ice
#

literally says there, 14

restive reef
#

no, storm

#

not what im asking

weary relic
#

You, not potential

#

maybe 5

restive reef
#

that is so confusing how is it more straightforward?

#

im just so confused

distant ice
#

me personally is subjective, why would it be a metric

odd drum
#

Mag, stock, refill. Basic weapon terms deepthought

restive reef
#

thanks zaero

distant ice
#

i can get 1, i can get 10

restive reef
#

what would i do without you

odd drum
#

I prefer to base weapons on kills per ammo refill

weary relic
#

The metric for kill is per ammo pack

restive reef
#

i see

#

ok i get that now

#

i was just trying to confirm thats what he meant

#

a yes would have been nice

odd drum
#

Since one might only get 15% ammo per refill while another gets 18%, etc.

restive reef
#

ok i see

#

what you mean

odd drum
#

And how many kills that refill provides

restive reef
#

thanks i understand, thats a way you can do it

weary relic
#

of which the smg is decently ranked

restive reef
#

🙂

distant ice
#

BiS*

restive reef
#

i preffer to base mine off of 100% ammo though, personally

distant ice
#

gone back full circle

restive reef
#

thats also a good way to do it though

odd drum
#

Here easy version for what each ammo term is. At max ammo R2 machinegun gets

50/176
Ammo/stock

Refill = 69 to 70 bullets

distant ice
#

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

restive reef
#

ok 🙂

#

cool

#

thankyou zaero btw for explaining

odd drum
#

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

restive reef
#

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

odd drum
#

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

restive reef
#

having refills

distant ice
#

max ammo would be fine for a game where you can realistically have 100% ammo

#

this isn't that game

odd drum
#

I think ammo packs play a bigger role

restive reef
#

lmao what about levels like A1 and D1, usually you get around 100 there

odd drum
#

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

restive reef
#

yeah that makes sense

odd drum
#

In missions where ammo is in excess, I don't think the weapon used matters anymore lol

restive reef
#

a big reason I dont like dmr is because of the ammo refill, so I see the big hole in my arguement

odd drum
#

If you have infinite ammo, you might as well use whatever you like best

distant ice
#

the weapon matters, you just get to be more trigger-happy, base it on shit other than ammo

odd drum
#

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

restive reef
#

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

odd drum
#

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

restive reef
#

yeah thats why I want DMR buff so its more usable without having to headshot

odd drum
#

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

craggy pier
#

It's useful for staggering even when you don't consistently get headshots

odd drum
#

Instant kill headshot on all small enemies

restive reef
#

yeah thatd be good

odd drum
#

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

restive reef
#

bullpup just eats the enemies badlydrawnsleeper

odd drum
#

The only competition before was the burst rifle which no longer exists

restive reef
#

rip burst rifle SleeperBonk

odd drum
#

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

restive reef
#

i like the pump a lot because i consistently play c1 lol

odd drum
#

Slide shots are life

#

If you are sliding with the pump you are playing wrong Scout

restive reef
odd drum
#

Slide reloads with the SMG are busted

restive reef
#

dont you diss on me and my slide pump

odd drum
#

Literally finish reloading before the slide even ends so you only lose sprint for a split second lol

restive reef
#

my pump is my slide chick

odd drum
#

Same for carbine. Forgot that exists deepthought that's a godly stagger weapon too

weary relic
#

^

fair mauve
#

^

restive reef
#

carbine is goated on reload speed

#

love it rgbspitter

weary relic
#

yeye

#

Im personally a fan of the precision weapons (Rifle/pistol)

restive reef
#

i dont like either of those lmao

weary relic
#

not dmr, it just doesnt suit me with the low fire rate

restive reef
#

dont like dmr either yeah

#

love bullpup though 😉

fair mauve
#

DMR I want to like it, its just not good

restive reef
#

same

#

but tbh meme runs wouldnt be the same without dmr poptartsleeper

weary relic
#

if they gave dmr the same evrerything with rifle but the mag size and its normal damage, it would be perfect

restive reef
#

yes

#

i agree

distant ice
#

it would be op*

#

just continue dmr discussion when head bug gets fixed

#

the whole ammo efficiency thing is fucked rn

weary relic
#

bruh

#

it needs a usable fire rate

restive reef
thorny current
#

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

craggy pier
#

My shitty aim felt that

thorny current
#

Sorry Ricardo^^

craggy pier
#

It's fine no worries

thorny current
#

I just wanted to make a point, that people can use the weapons they like and be efficient

craggy pier
#

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

restive reef
#

yeah all in all, depending on personal opinions weapons can be good or bad

craggy pier
#

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

thorny current
#

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.

distant ice
#

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

steady imp
#

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

distant ice
#

i assume you mean A1 not first rundown

#

where are you dying

spice glade
#

@steady imp

Welcome to GTFO, what kind of tips are you guys looking for? Tips in general is kinda broad.

thorny current
#

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

steady imp
#

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

spice glade
#

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

steady imp
#

Its a very fun game though! loving it so far, one more question, How much more in depth does the terminal line go?

spice glade
#

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

steady imp
#

Thanks heaps mate, Have you completed all of the run downs so far?

spice glade
#

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

steady imp
#

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

spice glade
#

Community is very helpful, so don't be afraid to ask for help at any point

restive reef
#

csleepertwerk

spice glade
#

But yes, missions get harder as you go

steady imp
#

Anyways sorry for asking shitty questions but thanks heaps mate

spice glade
#

@restive reef quiet son

weary relic
#

F

restive reef
#

sorry dad

spice glade
#

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

weary relic
#

pepeknife - No, dont teaach them to play

restive reef
#

joe bidens question was great

#

thankyou joe biden

spice glade
#

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

restive reef
#

no suffer

#

no beating A1

distant ice
#

@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

spice glade
#

Good lord y'all still bickering about weapons? Can't we all respect each other's weapon choices and move on?

weary relic
#

no

steady imp
#

@spice glade Thanks mate!

distant ice
#

nobody's bickering

weary relic
#

because dmr bad

distant ice
#

weapon balance != flaming

restive reef
distant ice
#

originally i wanted to discuss AR balance but it somehow instantly went to DMR instead

tidal dagger
#

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?

minor fractal
#

Combat events are almost always required.

#

It's highly discouraged to play solo, you should probably look for more people. @tidal dagger

tidal dagger
#

Oh I see. Thank you.

flat rock
#

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

faint patrol
#

Pro tip face the sentry towards you so it kills you ass well

shrewd dirge
#

protip, mines dont detonate if you shoot them when you're too close.

#

/s

random locust
#

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

shrewd dirge
#

use a c-foam grenade to grenade boost for a massive speed boost.

gilded jolt
#

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

fleet fiber
#

Pro tip, c in cfoam stands for corrosive. One bubble is even enough to take out the big guys!
/s

gilded jolt
#

Pro tip, C in cfoam stands for chocolate, It is white chocolate foam!!! you should definitely eat it

#

/s

#

That was a bad one

weary relic
#

do i even want to know

gilded jolt
#

Know what

weary relic
#

IDK, what did happen

gilded jolt
#

Someone said a false tip sarcastically and then everyone started doing it

weary relic
#

ah

#

like BC good

swift plover
#

Pro tip, if you shoot your teammates enough, they will die.

#

/s

gilded jolt
#

That is a good tip

#

~~ I do that all the time ~~

swift plover
#

I love how these aren't even questions

#

LMAO

gilded jolt
#

Same

restive reef
#

which room is terminal in in zone 17

#

C1

spice glade
#

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

restive reef
#

Sorry i dissapointed you dad

#

😦

restive reef
gilded jolt
#

Thats a good emote ngl

restive reef
#

its not just good

#

its the best