#gtfo-related-questions
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@vital sierra so something was weird in my mind about your 20A/20C strat and how "they never spawned on you", well that's duh cuz 20A and 20C aren't 2 rooms apart, they're connected
why was that part of the argument in the first place
i mean it's a working 20 strat but it doesn't have anything to do with the 2 rooms apart rule

Is there a way to avoid the Striker melee atk?
yes
Either shoot it Bhop or Slide
run left or right
Unload a full charge of cfoam
Lol if Bhop gets taken out a lot of people are screwed
Some people have just forgotten stealthing
will rundown-specific weapons still be a thing when customization/progression comes out
I bet so
@restive reef ppl haven't forgotten how to stealth, b-hopping is just more efficient then crouch walking everywhere
red-light-green-light isn't a game people forget how to play
for some reason people can't understand that the only benefit of it is approaching and/or sneaking past enemies faster
it really doesn't make things easier
It's already very easy to stealth just about anything
Any exceptions to that, such as clusters of enemies or giants are still just as much of an issue when b hopping
It would probably just be really annoying if it got removed for players that have gotten used to it
they could add a new enemy to counter it instead of fixing itWINK WINK WINK WINK
I wouldn't put it as a high priority
:[
The reason people want it gone is because people make the game look like a joke when doing it
But you can say the exact same thing about people walking to stealth
Which is just what players will switch to
If stealth gets to the point where it becomes incredibly slow and there's no way to stealth faster
it would just result in people not even caring about stealth anymore
and then you've once again missed the point of getting people to stealth slowly
^^^
I wouldn't say reliant even. It's simply for the fact it's faster.
Once you get used to playing faster, slowing down can be a drag
I don't even use it very much because I don't find it versatile enough.
I just use it to rush single enemies that have nothing in LoS.
What's the point of bhopping? I see people do it from time to time.
Isn't it just as fast as walking?
Quieter
It is just a faster way to get around without making as much noise as walking from what I know
Is it something that's intentional?
kind of
I guess sleepers actually pay attention to the footstep sound?
It looks awful lol. Is it kind of a place holder for some other kind of mechanic?
Or is that really the intent?
well, its not supposed to be a full on be all mechanic
but a very specialized playstyle, like kiting
I'm not sure I follow.
itll make more noise in the future, its not supposed to be the main experienced player playstyle
it is just so op right now for covering long distances very quickly
I was wondering if they were gonna add some kinds of movements mechanics. I thought that might be one.
Like sliding.
bhop = sprint without sprint sound
hmm?
I mean, that just sounds like an exploit now. More of an oversight than intentional.
its both
I guess we'll see in the future, like you said.
I wouldn't mind if they added some movement tech...
yeye
It's a nice way to dodge sleepers when in alarm or alert situations
or stealth with no stealth
Yeah, I was wondering about that, too. What is it about jumping repeatedly that makes striker accuracy drop?
the shifting of the hitbot
^
I wonder if that's something they'll buff with strikers, too.
kill all striker 2020
It kinda nerfed kiting when R3 first released
make strikers worse again'
Is it something where there's consistent frames where you can't get hit easily?
When sleepers were quicker
nerfed or bugged?
Could you do the same at like point blank range?
Is it just me,or the Assault Rifle is bugged, like everytime I reload, there is a 70% chance that my reload only reload my ammo to 29 and not 30
yeah its a bug, and known
dang
2 What?
2 players
yes, but it will be alot harder
thx
does anyone know the mechanics of the boss in D1?
upon opening the door, sometimes it stays asleep, other times it wakes up
we're really struggling dealing with it
once the fog is out it feels impossible
well ive found that you can get a good head start on it by starting to shoot and walk through the door before its fully open
and then just rush it and shoot the nests a lot
to survive fog, kite babies back past the door that let you into the double scout zone in the first place
mother will follow, then you can kill her
Id just try not to let it get to that point in the first place
just always rush it, dont stay back and give it time to get up and fight you
(im sure there are better strats that is just my experience with it)
does anyone know the mechanics of the boss in D1?
@crude stream It's always awake to my understanding so don't try to stealth it. It just activates once the door is fully open. You can use a sniper to rail into it before the door fully opens by standing on the door and shooting through the top crack of the door opening. Rush after door opens, kill babies with 1/2 people, have others shoot mother, kill her before she spawns again.
Always focus babies first. They do the damage to you, not the mother.
Can confirm, babies hurt
Pro tip kick the babies š¶š»
Also where is the mother getting the ridiculous amount of biomass needed in order to diarrhea out 15-20 babies
yeetus the feetus
anyone have tips for r3c1
Where are you stuck?
Like it would help to know an exact part that you have troubles with so I can give you tips for that part
iT'S ALL ABOuT coMmuNicaTIOn
that too
No do not talk to teammates ever
lol getting through the foggy area without mass infection
you normally get enough fog repellers to make it through without getting infected
in Z12 and 10/11
dang we tried QUERY for fog repelers i guess we missed them
you can't query fog reps
if you parkour
gotta look around for them, or use terminals to make sure you don't miss any storage containers
you need 1 fog repeller to avoid reaching 10%
they did remove the old shelf parkour tho
yeh, my team didnt believe me so we were all 20 going into scan
alright
if you get 8 fog reps though total uses, try to look around in the fog zone for extra resources
as long as you aren't trying to speed run lol
Yep, it's usually easier too since fogs aren't really entirely common to come across in C1 in most cases
You get plenty enough disinfect to fully disinfect someone who goes to 85, so it's just a lot faster to pull rooms and clear them outside fog
Hi guys, i tried R3 solo briefly... what is with the syringes? do they all cause infection which seems to slowly damage health ? are there any other major changes?
?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.||
One sec. Iāll pm the numbers
thank yoU! someone told me awhile back but then i literally got COVID lol and havent been online in awhiel
was it u actually? o.o
IT WAS THANK YOU
bless you
ok alpha
whens rundown 4 coming
Soonā¢
ehh, i doubt it
i dont know how to do the TM small
prob gonna be another 1 1/2 months minimum
aah there fixed it
F
so I posted an image in #gtfo-media, what do the tiny red dots mean?
Shotgun sentry or Burst sentry?
Another question, How many shot it takes to kill one enemy with the revolver
one shot to the head
how about body?
Since My PC lags so It was hard to do a headshot
Best loadout for "Pressure"?
particularly sentries/cfoam/mines loadout for the team?
Did you reach the new enemy type? Cause spoilers and stuff
Primary - High RoF (Smg,bullpup,carbibe)
Special - Shotgun
Tool: atleast 1 person c-foam launcher; otherwise sentries are always a good tool to take
Any tips for D1? Usually downing during key search or the big 2 level room before deep fog area
Yeah get people that know wha theyāre doing
I can tell stupid what to do but I canāt fix it or play the game for them
@native sky 1-2 people go search for key, 2-3 people guard the entrance to it. For searching key, it usually spawn in the same places, so learn those places. And also take something that can deal with giants if something goes bad... which it will... it always does...

@native sky 1-2 people go search for key, 2-3 people guard the entrance to it. For searching key, it usually spawn in the same places, so learn those places. And also take something that can deal with giants if something goes bad... which it will... it always does...
@rustic geyser usually we do 2 search 2 defend. ā -½ of the time, it'll spawn inside the search area rather than the outside and they get overwhelmed. We go in to clear and help them up. Either we succeed and make it to the big area or we down during key
hmm we did 2-2 as well but usually when the rooms got triggered we would re-group near the entrance or A room of the keycard zone, after that same plan again. I suggested 3 guard and 1 going in cause I think it might make the chances of enemies spawning in that area much lesser but not guaranteed about it.
I see no reason to not have everyone go into the zone to get key. The enemies are bound to spawn inside the zone and wake shit up anyways, so having the team present to assist in defense is very helpful.
Regardless of whether there's one person inside or not they will more often than not spawn inside the zone you opened, there are more rooms for them to spawn in within the key zone.
@weary relic did u mean the target frame rate thingie? because ive put it at 68 but my game is anywhere between 72 and 100+ fps depending on which direction im looking at
having vsync enabled will override the target framerate
Vsync is a demon
Just a few questions relating to scouts:
- When do they go invincible?
- What is the best way to hammer / rush and shotgun them?
- Do they stand or crouch when shooting their feelers?
3 is easy. If youāre host they always go down but if you are client it varies.
when they first shoot their feelers they usually bend over shortly after
They donāt bend over sometimes on non-host
- they go invincible when you either bump into them, hit them but not kill them, or when another sleeper alerts the room
- They go invincible when alerted. Gunfire and running into them will instantly alert and put them into their invincible state. Hitting a feeler gives them about 1.5 seconds before the signal reaches their head so if youāre fast you can dispatch them without getting their wave
- Sniper/hel rifle will dispatch them with a headshot
But will alert the room
Pump Shotgun works only up close
- you can also use c-foam if you want, but it's kind of a waste
Yea^
hammer is usually the best option if you can be agile in the room
I tried to use the hammer but failed because of the incident with the tendrils I mentioned before
hel/sniper is good for when you can't move that much and if the scout is in a place like the fog
You have to hit them while they're walking around
oh
ideally you want to be standing up or have the highground
Clear an area of sleepers when the scout is away so you can move freely when it comes. Full charge hammer to the head is nice and is easier to hit if you are standing and they are walking towards you. Try to stay around corners so you can get closer than feelers would usually let you
you can close the gap between you and the scout when the tendrils are out and going from cover to cover
don't go for a hammer swing if the scout has an elevated position
sometimes the scout can tell that you're going to hammer him and will change paths or put out its tendrils, so you want to keep some distance and be agile
Just a few questions relating to scouts:
- When do they go invincible?
- What is the best way to hammer / rush and shotgun them?
- Do they stand or crouch when shooting their feelers?
- Is when you touch the feelers and not kill it after roughly one second, or you touched it's body (sounds weird ngl)
- The best way to hammer a scout is when it's waking towards you, Shooting it with a shotgun to the head also works as long as its dead center to the head nearly point blank
- They can do 1 of each, you just want to be observant when trying to hammer it as you might miss
Fk that's a big message
so should I charge hammer while the tendrils are retracting then run up and hammer or wait for them to fully retract?
Donāt sprint
You can kill the scout even when it's feelers are out
While they retract is fine
it's safer to do it while it's walking, just be prepared for unexpected movement
You can do the sprint aggravated way to kill a scout to force it's feelers out
Or if you shine your light long enough on it, it will also force the feelers out
do they have a cooldown on tendrils or no?
no
Nope. But they are periodic unless interrupted
No, you can force the feelers out by sprinting towards it or shine your flashlight on it for long enough
Only sprint towards it if you know there's no other sleepers that can detect you sprinting
well, thanks for the info guys
What's the most ammo-efficient gun?
Seems to be combat shotgun for specials, but the only two primaries I've used a lot have been the carbine and bullpup.
SMG has a lot of ammo, maybe the pistol but I could be wrong.
Smg and revolver
The revolver is great if you land headshots
And the smg has a high ammo count
The pump shotgun is also great for specials and has a higher dmg output (per shot) i think
I just like the fast reload and spammability of the combat shotty
plus it seems to stun stuff to help teammates
I like the carbine a lot, and it seems like it might be somewhat more ammo-efficient than the SMG
Faster than the other shotgun, I mean. I didn't like the revolver much.
And it really seems like the carbine does so much more damage per shot that I end up using less ammo to kill the same stuff.
it ain't faster than semi shotty either
and the carbine needs at least 2 bursts, automatically wasting more ammo than smg needs to kill
https://docs.google.com/spreadsheets/d/1TLAEQjYkB8eT67iz2PejtbGBe83YTjUNsf5DlAixegs/edit#gid=812794995
here's all the ff numbers
So the combat shotty is more ammo efficient, and especially if you're not getting 100% headshots the carbine and smg are close.
Well, more ammo efficient for what I use it for, killing big groups of melee boys.
yes, as for smg vs carbine, subjective so whatever
any tips for a solo run of R3A1?
i got smashed by the rng gods but i wanna know if theres a good way to prepare
Foam or mines, actually take it slow, and I like running carbine and revolver
a good way to get better is by blaming yourself instead of rng
yes, be better at waiting for that damn scan line to travel around the room, then one of the 4-split fuckin' does it again
better at waiting or better at avoiding damage?

well i mean i didnt blame myself for that last round cuz i got one of those huge shooters that cant go down in one hit
during stealth? pushovers, just leave them for last
And an IIX does wonders for every enemy type
well i got a little bit further
i got to the first alarm door and then got killed after getting flanked
Ahh. So with me I kite back to spawn room after looping the scan 251 room
Loop around the tree exhibit things, good for cornering preventing you from taking hits
You shouldn't need to kite the first alarm at all really. 4 mines, 3 outside the room and one on door, and your guns should do the work you need them to do to get scans done in time to prevent a second wave.
what do you mean by kite?
I mean post scan. But running mines you donāt need to
I switch between foam and mines
@elder talon basically training them like bo zombies
bo zombies?
Running the enemies around the map is kiting
cod waw zombies
^ as been stated
question : r3c1 tips plox
Oof
maybe u guys can elaborate about the error door
What bout it
When I did that we just set up all most of the tools we had outside the room that led into the error door then we all went in shot the scout as quick as we could and then killed the alerted chargers, I ran and pinged the hsu and then we just did the scan and ran back
I put mines along the path back
This was zone 20 btw
I could not do that solo
Oof. I havenāt been doing it solo. But Iāve not been playing R3 much
I hop on every once in a while
can you c foam doors again once it's clawed off a first time?
Yes it's sometimes a good idea to have one guy c-foam over and over the same door to gain time
thanks!
@unreal epoch it's also good to c-foam right before the foam breaks, because it actually takes less c-foam from your launcher to reinforce a door that still has foam than it does to fully reinforce a door that has no c-foam at all
Hey folks, not sure if this is the right channel in the discord but have any of you had issues with scans not showing up in proper locations. We're chalking it up as a net issue on our side, but everytime one of us hosts the lobby, we keep having issues with a handful of specific doors generate scans in the wrong location. We first noticed this on the security door leading to 432 in R3A3 , but it seems to have popped up again on the door to 396 in R3D1.
@snow helm
Yes, it's a sync issue. Never experienced it myself but I've see a few people touch the topic in #gtfo-technical-support
Thank you, I'll see if I can find a solution or a work around posted in there.
are scouts invincible when they detect you and start the alert process?
can you still kill them when they're retracting their tentacles?
cant comment on that
they retract there tentacles way to quick to go into invulnerable phase
i dont believe so
cool
if you shoot him the second he touches you, you can kill him
but once he retracts its ggg
like when you see the feeler turning red
cool
you can kill while it's retracting
after it makes the whip sound there's still a tiny time frame left
so is there a reason sone people have colored names at the end of a mission
They are changing their name color in a way they shouldn't
I am innocent of this crime don't arrest me :3:
Bad
doesn't say anywhere you're not allowed to do it though?
Well the devs dont like people doing it but it does not say that it is against the rules or anything
i mean we are still on EA they dont really want us to do anything to the game really
Who is going to be powony woods
we dont know yet
trying to convince a buddy atm
but next rundown we are starting a new group other than POwOny 
why
Anyone have trouble with there mouse lagging when they launch the game? I set the max render queue frame to 0 and it helped a bit, but thereās still a good amount of lag, any ideas what I could do?
Lower graphics, vsync off
C-foam question, does a c-foamed sleeper stay foamed for the duration of the run? Or do they eventually break loose
7 seconds roughly
Do sleepers poop ?
i mean they are humans after all
Yes.
Also do shooters use their own flesh as projectiles? My friend pointed out that kiting their projectiles produces an audible "woosh" sound, implying that the little balls of light are physical objects (possibly the bulbs on their heads)
Maybe, that sound is good for dodging projectiles coming from behind you
*non visual dodging is a skill not even a lot of experienced players use/ do effectively
|| Anyone know the exact amount of shots it takes to kill a tumor on the mother? ||
Spoiler cause later stage
@naive hamlet What weapon?
Combat
||Pretty sure it's 3-4 shots.||
Ty
where exactly is the one-shot hitbox for the sniper on giant sleepers?
where exactly is the one-shot hitbox for the sniper on giant sleepers?
@lusty bramble Shooting back of head with sniper will kill anything in one shot outside of mother
@lusty bramble Head hitbox. The back is not a hitbox, it's based on whether or not the game considers you to be behind an enemy.
So try to be somewhere behind the titan.
the hitbox seems to be a bit inconsistent, would definitely have more luck client-side with game "position-recognition"
Dunno, I must be lucky then. I've never had anything I am standing behind not die in one shot
Back damage might also not be a full 180 degrees, it's not clear how wide the cone is.
the back damage multiplier seems to be the crux for consistency
Do shooters generally have a higher detection range than strikers? I noticed that a shooter could be glowing across the room and still might get detected by a sleeper dying
No, glowing sleepers are just significantly more alert. You have to time your swings just right and do flashlight āsyncingā to guarantee a safer kill
We've also seen a few of those detections that are outside radius. Chalked them up to bugs.
Should be 12.5m for all sleepers ^^
We're a two man team normally, what's frustrating is the random allocations that require 3 or 4 person tandem to successfully stealth kill. Mostly we try to leave those groups for last and stealth kill 2, then shoot the others.
yeah, the timing's a little tough, but we've done that a couple of times
If you get especially unlucky you may need to take out more
Like dont you just love it when you get a group of 7 solo lol
when we get a room that's overloaded with 3-4 sleeper groups we try to kite them to a choke point with a turrent
Eh in a situation like that just try to kill as many as you can before alerting
but we're just getting started. I think we've played about 8-10 hours. still loving the challenge
agree. We've had some unfortunate spawns in R3A1 in the room that leads to 252/253 where there were 3 groups of 3, and a big striker with a sleeper next to it and no yellow syringes... sometimes the RNG gods are cruel.
@south hound You might find this useful https://www.reddit.com/r/GTFO/comments/h9yduw/gtfo_multikill_guide_stealthing_clusters_solo_w/
cool, thanks
Solo there should be barely anything you can't deal with, but duo you can definitely clear everything.
Also note that if you wake up an enemy in a double kill, killing it will not annoy sleepers.
I've seen some solo speed runs that do incredible stuff with melee
@minor fractal that article's fantastic. thanks for that.
Np, and thank you.
hey guys do you know what they did here? and why is this place so big?
Good question
Do scouts get alerted faster if you touch tendrils when they aren't fully extended?
well I think it would take less time for the tentacles to retract therefore alerting faster
Yes, it takes less time. Or else killing scouts would be easier than it already is
What letter is the terminal room in z17?
z17B I think
Seems to be D (https://i.imgur.com/16pquH2.png)
17D is terminal @minor fractal
hmm, i dont know names
I just know D cause HSU can spawn in there with terminal
What does bonk bonk role mean?
Only mods seem to have it
And rigrag has [bonk] and [bonk bonk] role
i only know it's a role that has something to do with mods, pre-mod role or something
idk what the difference between the two is
they are mod related roles.
Bonk though? š
yes
Sweet, thanks guys.
I apparently never updated the area letters for 17 or 20 on my scout listings.
ok, so people who aren't moderators can't get the bonk or bonk bonk role? upsetting
Is there anywhere in the discord channel that explains how to change your username color in the GTFO lobby?
You really shouldn't do that, it might cause some problems
Oh, didn't know it wasn't permitted, thought it was a perk or somethjing.
It's a steam name thing
Thanks
but sorta..? idk lol
@vague wind Where are you dying?
Weāre just confused on what to do exactly. Do you just gotta preserve fog repellers? Or is there a way to diminish the fog?
@minor fractal
So you're dying in 509?
There is a fog turbine in 507
You need it.
"LIST FOG" should allow you to find it on terminal.
@vague wind Is that what you needed?
for B2, for the alarm door with the mother, will it alert the enemies in zone 511?
we stealthed around the scout in there
Alarms do not directly aggro anything.
you're right
You do have to worry about enemies screaming in those rooms, though.
i should've asked if the enemies will spawn in zone 511
It's usually not an issue if you don't have anyone where they spawn.
They can, yes.
Where is scout?
B or C?
B
There is a risk of it, then.
What weapons do you have?
I assume hammer stealth isn't an option?
Special weapons specifically.
The majority of special weapons can kill a scout with the right range, orientation, and target.
C-foam it and then kill it before it can do anything.
I see I see
combat shotgun is really good
Use guns, special weapons have much higher DPS than main weapons.
I heard it takes two fully charged foams tho
Pump shotgun is the best option.
And it runs like hell after it wakes up
You only need one if you aim properly, pretty sure.
But two doesn't matter
C-foam is silent.
Thatās good
Wait so if you c-foam a monster while in sneak mode it doesnāt alert other sleepers?
It doesn't alert that sleeper or anything nearby.
They don't care unless they take damage.
It won't run like hell unless it finishes spawning @swift plover
You can have 1-2 people, preferably with combat shotguns, kill the babies as they spawn.
The other people can just do damage.
Guys If Im trying to solo A1 what is the best loadout
Run weapons you can kill a lot with. Mine deployer or c-foam launcher is recommended.
thanks
ive gotten pretty good at longbombing a scout with the cfoam launcher with the exact amount of c-foam
K
k
kk
@shrewd dirge I would honestly love to see someone who has perfect control over cfoam recoil and can have seizure in the exact perfect way to get every glob to have the same trajectory.
@shrewd dirge Please tell me that's what you mean.
The lower the charge the lower the spread
You can start charging again immediately after firing
So, charge to 3 clicks, then to two clicks
3 foam is all thats required for a scout, no foam seizure required
All fairly accurate at 45*
Worth stating, that a full charge is only really ever worth being used an a contested door
Or for covering floor
Any extra foam shot at an enemy is generally wasted
Interestingly enough, i think if you're frame perfect, you can foam a door with 9 foam, rather than 10
Oh, is that how that worked? Cool, wheres best to put it?
there is a bug that make the enemies slurp up all the foam and break door instantly
so beware of where you shoot the foam
Ive had it where a reinforced door break instantly
that's why i said beware
^
Why does it occur?
i would rather do the 10, clips thru the door i think
Desync on foam?
the big foam gu clip through the door
no
it's worked as intended
until it called a bug
they sucked the giant foam through the wall because it clipped through door
so if you want it to not occur
foam the top layer
G2k, ill aim high.
Which weapons can single shot a scout in the head other than the sniper and the hel rifle?
Almost every special weapon can kill a scout.
Anywhere: Sniper and burst cannon (4 chest or 2 back or 2 head or 1 occiput)
Back or head: Shotgun
Head: HEL Rifle
Occiput (head from behind): Revolver, HEL gun, and combat shotgun (4 pellets minimum)
Combat shotgun is finicky but possible. Get the first shot with all pellets to head and no damage dropoff, and hold down so that you fire a second shot in time.
As long as two pellets hit on second shot, it dies.
Ok thanks
Occiput
Yeah I saw. I just didnt think it could, it shows much I didnt use hel gun
I forget the multipliers on scouts but i think if a weapon can oneshot headshot a striker it can oneshot occiput a scout
Or maybe there's a tiny gap
No, because scout doesn't have exactly 2x health.
40 striker 84 scout.
40 damage w/ 3x vs 42 damage w/ 3x
Right
I wonder if we'll see a weapon that goes in that gap
Some sort of heavy rifle special
Probably as close as any primary will be
Technically [13 + 1/3, 14)
I tried to oneshot a scout with the combat shotgun
Turns out the weapons have friendly fire on
Because i died a little inside when it didnt work out 
?
I shot the back of the head with a combat shotgun
The hit marker showed alot of pellets hit, but the twat still went blue and we had to kill a wave
You need at least 4 pellets assuming no damage dropoff
w the combat shotgun or the pump? because I know the scout takes 2 combat shotgun shots to the head to kill and the pump takes 1 head/body assuming all pellets hit
Combat can't OKO scout with one shell iirc
I think the combat is 2 shots, even to the back of the head
^
uh hu
Ill have to see it for myself then lol
ive also 1shot to back of head of scout
it could 1 shot scout
but kinda rng-ish
when the spread don't hit the scout
that's why i put 2 shots just in case
There's a brief time window before he turns invulnerable
^
You can double tap a scout at the back of the head with the DMR to kill it
If you didn't kill a scout with a melee swing, theres an extremely small time lapse where someone else can come in and hit the scout with another melee hit
before it goes invulnerable
But shooting it with most weapons require you to land consistent staggering blows else it stops the stun chain and results in a scout scream
Thatās what the big hole you drop down is for š
Aight folks, we are three manning A3 and we are having a hell of a time. What would be the equipment ya'll recommend cauE we are doing 3x shotgun sentrys
1 shotgun sentry, 1 burst sentry, 1 mine deployer, and 1 cfoam launcher
Thats waht I usually use if I go that level
bring a hel gun
I'd recommend a mine deployer and two shotgun sentries, but a c foam launcher works too instead of the mine deployer
the main thing is how you use them, all the tools can be effective
What flashlight range does the burst cannon have?
bc is not a tool
Oh I read that as burst sentry my b
it's a .5, probably 12.5, cba to check and i never use it anyway
meters
Melee flashlight range is 11.0 meters
@chilly kelp I would run 1 c-foam 2 burst.
Should make it fairly easy.
Use 1 burst for waves 1-2
2 burst for waves 3-6
Make sure to use guns as much as possible when titan waves spawn, as burst sentries will waste tons of ammo killing them while most special weapons annihilate titans.
Your c-foam launcher can keep the middle door sealed for the alarm as long as possible.
And mines on the other side of that door (you find tons of consumables) can annihilate them after you're ready.
I wonder if we'll ever get a more unexplored type of environment, like digsite but it's mostly caves or something natural-ish (or not natural, but native to the infection origin)
or otherwise a disfigured part of the complex, like the walls are covered with that stuff from charger zones' ceilings
It'll be called crater probably
i want to solo D1, any tips 
@vital sierra have you solo'd it yet?
is there any videos
no
hey i just soloed D1, any tips on how to solo E45
just shove every enemy
hope you get key in 389
We got the key in 390 ten times in a row the other day
Have you just tried not getting the key in 390
or, here me out here, kindly ask to get the key in 389, if it's in 390, scream at the gods
imagine not restarting lobby
Thatās for cowards
As much as a like watching the elevator fall every 30 seconds of gameplay
Do we have any vague idea of when r4 releases?
No date yet. Devs are still on vacation
will we see a performance bump with the engine update?
Some may see some improvement but too early to say definitively
Play at 720p like a chad
yo quick question
when your kiting for an alarm (solo) should you be looping around the whole map or just like in a small loop, eg around the room
Bugged enemy speed makes kiting kind of impossible right now cause enemies are as fast as you
okay i was thinking that, but like brute forcing an alarm solo is a lil too hard for me
depends on the map
avoid open areas
the current ai has different fuck ups
they can't take sharp turns
jump over railings and stuff
still as effective as it's always been
is it possible to survive alarmed doors with a duo team and yes how
Yes you can do them solo
but man they keep swarming
What alarm are you trying to do duo?
in liek the first expedition of this rundown there are 2 alarmed doors and in a very closed off room so hard to place turrets
im very new to the game
started off with a friend yesterday
Well c foam the door and place mines in certain positions that would kill the most enemies
Ah zone 252 and 253 alarm room
yes
Well c foam the door and place mines in certain positions that would kill the most enemies
@gilded jolt ah okay
The game always scales to four players, even when there are not four present. So that will be part of your issue since you're inexperienced.
what would be recommended as loadout
ye i noticed that
very ahrd with team below 4 in loud situations
Any gun you're comfortable with
hm
Tools on the other hand is very situational
its that the gunplay feels bit off so aiming was a bit harder than other games
C-foam reinforces doors if you shoot it on the door directly, which helps. The mines if placed horizontal with the ground across a door frame on the side you defend from will help blow enemies up when they come through.
Weapons themselves are really quite interchangeable with whatever you find comfortable to use. There are weapons better than the rest for certain things, but generally speaking there is no end all be all for weapons
The crosshair when using ADS actually fire in the direction you're firing at, and the only thing keeping you from hitting sleepers is recoil
ye exactly
gotta change around in sensitivity a bit
hmm
c foam was nice to have indeed but for 2 bit too much
gunplay was a big downgrade for me coming from kf/kf2, had to put in a lot of effort to get somewhat used to it
still don't like personally
kf?
Killing floor
Killing floor
oooh
killing floor was good ye
hmm
just gotta get used to it a bit i think
but man
we had 5 runs till we found out that sleepers awake when u move while they glow
lmao
ikr
so we failed stealthing the whole time and just went loud
but damn loud is unforgiving
then we finally were able to stealth and then the alarmed doors
jesus
You're making the game harder on yourself going loud with guns when you can go in hammers blazing
Even in alarm situations
man
is that really a thing
cuz i saw one vid
and they deadass went hammering every one while hopping and strafing
and i was like bruv really
Yeah that's how you know you put time in the game learning tactics and stuff
oh wow
Not even talent just time and practice makes you better at everything
Ye?
ah ye
cuz that was like biggest thing
you lose health so fast in loud
and the sleepers are fucking tanks bro
really is a gamne to get used to
Try to play in a full squad, and take all the advice you get from others with a grain of salt until you've tested it out
When alerting rooms only use your hammer
Is the best advice I got playing
And if you're at a loss ask here
@ivory pendant play more, learn more. you'll have your playstyle if you play long enough
Haven't played at my full potential cause my pc is bad
F
And still trying to find my playstyle
@craggy pier my pc sucks too
Mood
honestly same kek
gpu broke while ago so got cheap replacement from friend
gtx 750 ti lmao
i just played r3a1 solo to test the dodging and
it went bit better
bit still hard
died in the alarm room again
-Are there any more levels going to be added to this rundown?
-When is the next rundown starting?
no and no announced date
seeing how the whole july was set for vacation, i doubt we'll get R4 in summer
wish they went on vacation on a longer rundown tbh
People would still finish it in a week and ask for more
Let them relax, they deserve it
*mandated by state law to take vaca
Scouts.
They often change their route when you opened a door to the room, but will they revert their path if you reclose the door?
You can take a bio and play around with it but i haven't really noticed this
Never paid attention to it
Scout pathing seems semi random, as in they have a specific route they are allowed to take, but they will change direction on a coin flip most times
So really if you are patient enough they will walk back up to the spot you saw them at before opening the door, what closing the door will do is that they won't send out feelers until you open the door again
Can speed up their route a bit
Itās my understanding that in the future the Devs plan to add weapon customization, ie: Instead of having a normal pistol and machine pistol you can change out parts on the base pistol design to customize it more to your liking. Or is the plan for the devs to make it so that the weapons will be more customizable on their end to make weapons for each run down more unique?
Iāve seen the system talked about in interviews but maybe someone here can clarify that for me?
you'll be able to change the weapons yourselves to some extent
i think i've seen them say we'll get a part of the system they use to make guns
I'm going off mainly what I heard in interviews and dev answers, but it does seem weapon parts will be a thing
What I don't know, is when they mentioned "permanent upgrades", if these will just be say upgrading a base gun stat with no cosmetic change
So there may be a combination of both
Yea this is all the same of what Iāve heard I just wanted to double check. I donāt expect it to be like Tarkovs level of weapon customization but it would cool to change out the Stock, Sight, Barrel and Mag type
looking forward to removing sights overall kek
Maybe even the choice of what flashlight is on the gun
will we get laser sights though
With the way hipfire bloom works I'm not sure if it will add anything
But
If say a laser sight is a tighter bloom, that could be for instance a "permanent upgrade"
There were some concept art of guns like the Bullpup that have some different grips and overall looks, so it's likely it will be something along those lines
The concept picture shows the Bullpup with the AR mag for instance, which is a drum mag
Currently AR has a 30 round Drum and Bullpup has a 40 round I assume quadstack in a way? Or at least some form of multistack but it looks a fair bit like a normal stick mag so
May also be that later on mags will be interchangeable among similar weapons, and that drum will have a bigger bullet count in the future and counts as an upgrade
Excellent; now I get to make a very long winded game suggestion that may get downvoted into oblivion š
Won't know until you try right?
you can say it here first to fish for reactions
Basically writing out a system for the guns that would basically include how adding a stock to a pistol (or other gun) would make it more stable and reduce recoil when firing but would increase the time to ads and increase bloom on hip fire.
Add a system for different barrel lengths where the shorter barrel does less damage over distance but decreases ADS time, medium barrel for medium ads medium bullet drop off, and long barrel for larger reduction on ads time but further the bullet drop off is much further off.
Probably also include a system for how more weapon mods would decrease your movement speed but going in with a lighter load of weapons would increase your movement speed stuff like that
basically some preemptive balance ideas
i'd say we need to see what it looks like when it comes out first
Ideally this would perhaps be better to suggest once we see what they want to do for weapon upgrades
Yeah
Because for all we know these may all be points already in consideration
They do want to let us play around with upgrades before 1.0, so it should be not too far in the future
Thatās fair tbh
I would recommend waiting until we can reveal more information on how the weapon customization system would work
kek
full-auto piercing bullets drum mag sniper scope
if we can make abominations it'll be such a meme
some prime examples of why it's sometimes good to ask in chats before making suggestions
I imagine each weapon platform (DMR, SMG, AR etc.) will likely have a certain limitation to what can be modified, but still
I do believe there will be room to tailor a weapon as your ultimate tool of destruction
I wouldn't mind getting the option to decide how many shots are in a burst on the Carabine
4 feels like a lot at times
I've been more accustomed to 3 shot bursts myself
I only dabbled in the weapons of R2 so I only really tried them out briefly before R3 happened
But the Burst Rifle was indeed real nice
It's why the Carabine caught my interest
the 3-shot burst damage was almost exactly the same as carbine 4-burst
Carabine does seem to share the same or similar platform as the SMG, so the extra burst and mag size offsets the lower damage
The extra ammo is also nice
honestly i'm not quite sure how carbine is supposed to be better than burst rifle was
in what way
cuz it seems to have absolutely nothing over rifle
I don't know, I actually don't know if it's better
What I did hear was that the ammo refill gives a better ammo to kill ratio
So perhaps that's the strong point, efficient refills
Idk why the 4 shot burst of the carbine feels odd
nothing really changes
I mean one number is already higher so something does change
The question would be more so if it has any direct impact while playing
it's a perfect world number and it's not an extra kill so insignificant
also note that rifle has better range
And 4 shot probably feels weird because let's face it, most burst modes on guns are usually a 2 or 3 burst
So it is a little unconventional
Burst Cannon at 5 is also peculiar
a new weapon doesn't necessarily need to be better, just different stuff (allowing the devs to play around with their weapon customization tool, and give us fresh stuff instead of same weapon choices)
yes but it seems like a downgrade in all aspects
Carbine?
Yes
talking carbine vs br here
Oh
Well we don't really have it this rundown so I wouldn't know
Hard to compare what isn't there anymore properly
we still have the on-paper stats
I'd rather fire 3 shots with the smg rather than 4 with carbine
And realistically, even in the future, it may change where it's strong based on expedition layouts
Like the HEL guns
If expeditions have long hallways levels then longer range guns will be more comfortable and effective
A CQC map layout would favour shorter range options
Carabine likely falls into short-mid VS the BR's mid-long(?)
br and carbine are both burst fire modes with rifle being better at range
what advantage does carbine get at short range
Larger mag
The extra quantity over quality of fire may also provide some better crowd control in smaller spaces
10 bursts vs 9 bursts
Still an advantage in a way, a quick reload too
br had an absurdly fast reload iirc
Especially when you know when to cancel the animation
Obviously right now with fixed weapons to play with some may shine a bit more than others, but that's why I imagine weapon mods will amend the differences somewhat
true point
As it is currently though the available weapons for the most part all feel viable
but that's more an SMG vs AR debate i'd guess
Carabine definitely seems to be more on the SMG side of things, so maybe indeed
i assume the firing modes will merge into one weapon
that's why i say SMG vs AR
gotta see what they'll do with AR when head bug gets fixed cuz things aren't looking too good for it right now (if it stays as-is with heads fixed)
Idk about br but carbine also has power in the shots. A burst is enough to stagger even hybrids (it may take a few for those)
already said, the damage of one burst is almost the same
Is stagger based entirely on damage?
damage and limb destruction
Hm
ludvig said they'll separate it next rundown
Subjective.
They are a similar difficulty.
Lots of scouts I know that. Atleast it isnāt objectively harder
scout spawns might be easier this rundown? r2c1 had multi-scout rooms more often
what's the right word
r3c1 is unstable(?), you might only have to go through 1 scout per zone you cover, you might see a room with 3 scouts in it
or apparently someone said you can have 4
Or 5 in z13H in one of my run thrus
5 in a room?
i'd like to see that in a video
R2 had a lot of scout-heavy zones, but R3 doesn't really have that.
I think multi-scouts are about as common in zones with similar setups between R2 and R3, though.
A2 has the potential for multi-scouts but it's rare since scouts are uncommon, B1 has the potential for multi-scouts and actually gets them every once and a while since zones have few areas, C1 has the potential for multi-scouts but only often gets them in 13 since that's where the most scouts spawn in one zone, and D1 has a fairly high chance of a multi-scout since there are always two scouts in a zone with only two areas.
I don't remember a heavily populated room with more than 2 scouts in r2
Here 13 can have pretty much spawn cap in sleepers and multiscouts on top of that
Having one with 5-6 is jfc
Waiting for that r4 map that's got no alarms and multiscouts in every zone

Scoutzilla please
imagine the size of the horde it'll call
how do you deal with the big guys in the starter room in R3A2?
get to the 2nd zone first, clear it out after
honestly you can do what you want there's enough resources to recover
I assume they will be alarmed if all the generators are online?
not by the alarm but yes
Ahh ok, thx
can you ban hackers in this game?
Nope
votekick will come with matchmaking
You can only report them for now
for now you record evidence and send it to mod contact
DM @uneven gulch and if you have evidence it also helps
it made everyone sick tbh
there is no reward for the game
and beating the game with cheat are just
bland
no
ok
Well, They are invisible after all š
Yes I had a cheater tonight too but they left before I could record them so I do not have any evidence
I had one screenshot
Send it to Mod š
Already did, while we're clearing rooms even
Cool.
Does taking less than 4 people effect spawn rates or game mechanics in any way?
Well, I mean I saw a streamer who used cheat on Twitch once lol
@weary burrow No the game does not change to accommodate how many people you have
If you have 2 people you will still get the same amount of enemies that there would be with 4 people
Ah ok thanks. We had such an easy time one run with only 2 vs our normal group of 4 I was curious if there was a game reason for it.
It is a bit easier to sneak around when there is less of you, however security alarms are easier with 4 people
4 people also mean more tools you can bring, and of course more firepower
Yeah we got one blood door down but we couldn't handle the second one on r3a2
Resource spawns also don't really change with player numbers, but their location and number of charges seem to be RNG
Well, semi RNG, there are usually specific sectors where they are made to spawn, but the location in the sector changes
Wish I had some cheaters in my lobbies
Probably have kicked most of them out of this server. Don't think you'll see any at the moment
Well, as long as the company exists, cheat will always be around.
Nah the cheater we had came in had infinite ammo and super fast speed but then died during an alarm and quit lol
bruh
They did not even have god mode
they just died during an alarm
Idk they just said the thing they were using did not have god mode
They put the website they were using in chat but I do not remember it
The devs are aware and it's something they are working on
let's avoid trying to spread it any further. if you come across someone playing unfairly, DM any evidence to @uneven gulch and our team will look into it.
Ye I wish they did not leave so fast cause I was about to record them
enforces spyware
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New to the game. Been having a blast doing it with 3 people but struggle to finish the alarm at 254>255 with just the 3 of us, we can usually clear the first 2 waves of sec scan without issue but the 3rd gets us overwhelmed. Any tips on loadouts/etc?
All just stacked on that door from 254_A?
Haven't used the mine launcher yet so I'll give it a try
sentries stand outside the door pointing into it to kill sleepers banging on it, mines usually go both before and after to thin out the waves
foam goes straight on the door to reinforce it
You know, I'm too smoothbrained to have thought about shoving a sentry outside the door haha
Thanks for the tips!
Oh sorry, one other question. do the HEL rifle and Konig rifle have different sound radius'? Or is the konig just largely better for outranging sleepers regardless
heck is konig rifle
Koning* sorry
anyway all weapons have the same aggro range afaik
i assume that's the assault rifle
Nah the sniper
Fair call haha
All guns have the same sound radius yes, even though some definitely sound quieter than others
So let me get this right all of the guns except for the assault rifle and combat shotgun are junk
Not really I wouldn't say
Depends on the situation
Some people swear by the pistol for instance
combat shotgun can 1 shot striker if you aim right
I hate assault rifle lol
AR is not that good
so everyone just use smg
or carbine
most damage auto primary
not enough ammo
but too slow and have not much of ammo
exactly
some will like AR
for different reason
I dunno, I found that as it does get more reserve ammo than AR it's not too limiting even with the 4 round burst, for the carabine
but i would say they can't control fast rpm weapon
when I'm getting eaten by fucking monsters (pretty much the only time I use guns) I need something reliable
If you can aim, even a pistol is reliable
Pistol is great after the update, yeah
I might as well throw string beans at them
Revolver is a pretty ammo efficient small monster killer too but it gives up big boi killing potential
you need about 10 headshot to kill a giant with revolver
it's okay but gotta wait for R4
Yes, it's why I mentioned the revolver not being great on big bois
But if you want a bit more range than a combat shotty and are on small boi clear it can be nice
Will depend on what the expedition is of course
I mean, at the end, itās pistol. I donāt think it has a good range in real life either
Pistol and revolver are likely to be some of the "starting" weapons when we get gear progression anyway
Iām gonna sleep. Itās 3 am lol
Sounds like a plan
i don't think we'll unlock new weapons in gear progression
I think we may
or direct upgrades anyway
besides
once head bug is fixed pistol+revolver is the most ammo efficient setup
There will always be a base level of gear but I wouldn't be surprised if other weapon options are found in levels or as a reward
Doesn't mean the sniper will be locked on an E level but it could be a B or C unlock
Hey guys, me and my crew are struggling a bit with R3B1 and wondering if you guys had any tips for it
Which part are you having trouble with?
It's mostly the big spooky door, we can typically survive it but it always runs us out of resources. We never have any trouble with the terminals or the doors to them but that apex door gets us every time
I want to petition the removal of pistol/revolver on the grounds that it would too unrealistic for a man to hunt genetic freaks with a little peashooter, or I would like to petition auditory and visual hallucinations for people that use them
Wrong set up
If it's 9mm it's already more than an AR's 5.56mm





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