#gtfo-related-questions
1 messages · Page 491 of 1
2 sentries + C-foaming the floor in that narrow tunnel, which is near the scan door you opened in order to enter the area. They will only come from there.
Whoever has the HEL rifle or HEL gun goes defend
Then the rest of the team focus on the scan
Oh, perfect. Thanks, I imagine that'll help a lot
5.56 has more stopping power/kinetic energy because it has more gunpowder
Another thing Crispy, when do you tackle the large door?
I mean for the safest, that would be the setup that you want.
The warden door needs to be the first if you want to make your game easier
What koopa said. There is no need for cfoam though. I can defend with 2 sentries and the HEL Rifle all the waves.
The first time we tried we did it last, after the terminals not knowing what would happen when we completed the last one, but now we usually get it first
HOW do you do a surgestion
Ok yeah, because it does make it a bit easier to do it sooner
You can also keep the door closed post scan to avoid enemies spawning in the zone behind it when doing the side rooms
.?suggestion message
but check for existing suggestions like yours first
like half of them get moderated cuz dupes
Important. DO NOT open the Warden Door after doing the scans
Yeah, I did it with 2 sentries but not everyone is capable to do so
i cant type in there?
Ah, that makes sense
Oh yeah
you don't type in there
Only after you did the other 2 alarm doors
Alright, thanks a lot guys, appreciate the help
you type the bot command with your suggestion and the bot posts it
#bot-commands for examples
Yeah, you can open the door just before doing the second terminal if you want to just have an easier run to the exit afterwards
I mean you can, but you will have a tough time with it
To predict where the enemies would come from
all I'm saying is if theres gonna be a revolver atleast make it a 600 nitro express revolver
These enemies aren't wearing any real body armour
Thing go squish half the time anyway
That being said, wouldn't be surprised if with gun parts you could make the revolver fire the equivalent of elephant rounds
Turning it into a big boi killer
Discount sniper
they come back to life from to time I want it to stay dead
Yeah, I can do it with two sentries. but sometimes for beginners, you might want to use some extra tools to get through it
Double tap it then
I have to say, the warden door is pretty hard for beginners (with all those limited resources)
2050s
we don't even know how tough these enemies actually are, especially seeing how pretty much anything can blast a hole in them
applying real life logic to this game. Do guns look and feel realistic to you?
also each 600 nitro round costs 40 bucks so not a cheaper sniper
I imagine I can make it happen with two and some foam. My squad isn't new, we're just all kinda crappy shots
You get better every time Crispy, so it may just take another run to succeed
sounds like you need joanni shellhammer @mortal haven
Also the game has no economy and likely won't have one Joanni
So price of cartridge won't really be a factor
Yes "discount" sniper as in a pocket one in the game sense
You are still new if you haven’t figured out 60% of the mechanic 🙂
But fair enough I shall be more specific next time
There is no weight mechanic in the game and there likely wont be one light
We know the mechanics, just bad at handling certain areas.
"60% of the mechanic"
And you’ll get better every game. It’s like dark souls.
Adapting is also a big part of the fun
Don't let them feed you lies my dear boy at the end of the day you need joanni shellhammer @mortal haven
nobody gets better
It's been a long time since me and the crew had as much fun as we did in R3B3
I would love to have your tutelage but max 4
I was just kidding I'm really bad
relatable
Have you tried B2? @mortal haven
B2 definitely gave me and my team a lot more trouble, but we never played R2 so we didn't really have prior knowledge of the mechanics in play
Oddly enough C1 took less tries
C1 is easier than B2 tbh
I don’t think B2 is that hard it is annoying and bad imo tho
I mean once we knew how to clear it playing it again isn't too bad
B2 is not bad once you figure out how to kill that thing
But first time was quite a slog
And every time we figured out to go a little further after failing, another curveball
But in retrospect it was an interesting and dare I say fun experience at the very end
Satisfying to pull off too
I don't think I cheered as much to the extract screen as on that level
Wait are you the Koopa in TripodGGs vods?
Ok yeah, I have one of the previous rundowns playing in the background and I heard "Koopa went down" so it was an odd connect
Forgot what would that be. Maybe E1?
Ah, I think we cleared that in one go
Some of those levels do indeed seem a fair bit more difficult than what I saw so far in R3
Personally I am very good at directions and map so I memorised every map as long as I personally walk through the map. D1 becomes extremely easy for me after 2/3 times
Oh yeah lol
3D spatial memory does seem to be something not everyone has
Comes in real handy though
I guess it's more so "sense of direction"
my friend cannot go to uni without looking at google map
Always feels odd
It’s been three fucking years 🙄
I wonder sometimes if it's just being lazy and not bothering to learn
Or if it genuinely is a thing where to some peeps it's a natural thing, to others witchcraft
A2 and A3 are the easy version of R2D1 and D2 if you haven’t noticed
Yeah there is some overlap
Probably just natural thing
And because of what I’m studying, I’m aware of everything and pick up things real quick
Great stuff
Can’t be a director when you can’t use your instinct 😂
Lol probably yeah
Hi guys, i don't know if anyone of you can help me but, i'm having lag problems with this new rundown of GTFO, the last one i never had lag and i have good internet but now i constantly have moments where the game lag freezes everything and enermies and players are in a loop animation until the game lag unfreezes and everything goes normal, like if my internet died for a few moments but it's okay and i don't know what to do
WILL WE OR WILL WE NOT GET MATCHMAKING / LOBBY BROWSER IN NEXT UPDATE????????????
At this time we're not able to share whether matchmaking will make it into Rundown 4 or not, but as soon as we can talk about it we'll let everyone know.
It even says in the roadmap that it will not be for R4
how long do you think these rundowns would've lasted if the game was launched
If you mean all features added to the game, then the rundowns would ideally be able to rotate more frequently as time wouldn't be spent creating and improving features, major bug fixes, exploits, etc and instead would focus on creating new room tiles, environments, and making the expeditions and rundown.
What would be the durations, though?
yeah i meant to ask for the rundown lengths as we have them now, around how long would they last
Hard to say for certain and length and difficulty will cause some to be longer/shorter, part of which is being figured out in EA based on player feedback and stats.
A lot of games keep taking stats even post release
idk how much i'd give R3 personally
More players if anything means more numbers to work with
of course it would, that's how stats work, new info changes things
I guess if R2 were built for 1-2 months, R3 and R1 would each be 2-3 weeks.
R3 has definitely burned out quick, but that was to be expected.
along with them releasing it in july
it's just overdrama thanks to R2 having a difficulty spike
Maybe for those that play a lot, it's not always easy to get the team going so we still need to do D1 as of yet
people will just have to get used to it, A tier isn't going to suddenly become E tier-hard
I get it that for some it's short as a result but not everyone plays it every day for hours on end
ye i mean it's pretty funny
camping the update, going in as soon as it comes out and staying for the whole fkn day
then crying how there's no content
When did you start, though? I feel like ~2 weeks is enough time, even if taking it slow.
Depends
Also depends on how good you are at the game
If it's 3h+ long expeditions you are likely not doing them first try on average
Those levels may take a while to master
there's a lot of people that are taking it slower, or only play one or two days a week like on the weekend with their friend.
or some just aren't as good as others so they need more time to get better
I imagine indeed that these make the bulk of the numbers
2 weeks for say R3 feels really short
On that premise
d1 previous rundown was the only 3+hour expedition
A lot of it might also depend on planned accessibility, since I don't consider, say, the D tier to be designed for just anyone to beat it.
Yes, the hypothesis here is that there may be more in future rundowns
Also yeah I'm fairly sure there have been a bit more than just one
doc did say difficulty was going to be part of the assessment
R2 E1 and D1 are the only ones that regularly take 3+
Quite the raid
eehh you could tackle in a hour the beggining part
my completes usually took 1+ some
maybe 3+ for a first try but definitely not regularly
1+30 ish
It would only take 3+ first attempts usually.
the error alarm gave you another 50+ tries tho lmao
ikr
looking at steam charts it doesn't look like there's any spike based on weekdays
I get the sense that the majority of R3 players by now are replaying.
was looking at the last 3 months
Interesting
well we 2-3 times a week thing may be true, it is for me and my buddy
taking 2-3 hours tops every time we play to that
My group is replaying more so to get other peeps lower, we still need to even attempt D1 once
And yeah, we play maybe 3 or so evenings a week, and usually one expedition depending
we play everything duo and we just said fuck that to D1
i kinda wanted to try it to see how far we would get (probably around 2nd alarm), but he refuses to even drop in 
fkn error alarms
Might try it with my duo partner at some point, our main worry is the hassle of transporting items.
D1 just isnt an enjoyable level
We do most of the work in quads anyway.
C1 is somewhat comparable in difficulty and wayyy more fun
I think D1 is fun, just a lot more about fighting.
It also tends to be more tiring
Me personally, I hate the braindead combat of A3 and D1
I like the option of stealth
but error alarms like in C1 are perfectly fine
Only thing I don't like about A3 is the single spawn direction which makes it way less interesting.
Was a big R2D2 fan.
i only liked the countdown clearing that actually pushed you for time
unlike the 5 extra minutes of A3
Lmao
but the waves are incredibly boring
did you used to be able to tag sleepers/stationary enemies? I always wish you could at least ping stationary sleepers without having to use bio-scanner
you can only tag active enemies with the biotracker
Ye I want to get the rundown done but man D1 is not fun to play at all
I'd love to be able to ping stationary enemies with the normal ping bind. Would be very useful
Esp as the person who plays biotracker often
But I feel like that would make bio tracker not as useful
I can see the reasoning on that, but it's still useful for scouting ahead so you don't stumble across one in the dark etc. Would need to introduce a cooldown if you ping too often to prevent just spamming it I guess
I guess
Mostly just been a few times where I can see them because of bio, but can't point them out to my team mates easily and they couldn't see it since it's pitch black
would be nice to ping inactive stationary enemies individually during stealth, so you can communicate better
maybe up to 4 enemies
so during fights you switch between to gadgets the radar for hordes and during stealth you have a scope
why arent there any anime girls?
It’s not an anime
This is why mods are not in game cause if they get added people are gonna turn the sleepers into anime girls
i want them
I think mods will not be supported yet since the game can bug the fuck out when you mod it
same thing every time anyone mentions mods
he didn't say anything about a timeframe
and yes everyone and their mother understands mod support wouldn't come in early access
after they finished their game then mod support could be available
^
how do we use terminals to ping the zone of where our keycard is
list key zone_number
ping key_color_number
you need to be in the same zone as the key yo ping it
if you want to find where the key is just query it
ty ty
Will this be getting a console release?
doubtful
depends
^
I'm curious if the cfoam launcher has a use in A2? Didn't see many uses for it
Also good lord wtb ammo packs on that mission
It has a use, always does, but it isn't a very useful use for that expedition lol
You can c foam scouts with it at least
but would recommend other tools for that one
keep all the doors
when you prep for escape
just foam all the doors
you don't need to use mines when they just stuck in their spawn 
mines go boom
c foam go shhhhhhhhhhhhhhhhhhhh
u shh
Ah cheers
do mines blow up the flimsy doors?

Yeah. They can sometimes trigger even though they are on the other side
Not often at all. But possible
Well I hope that doesn't happen.
Door: g o n e
Well I was like- the door should hold for a bit- explodes WTFFFFF.
CONFSUSED SCREAMING
and I'm at 20% health playing hop scotch with these dudes
lmao
Who voice acted the inhaling sound as you begin to drop? Please I must meet them
out of curiosity, are there plans at any point in the future where we will be able to experience the previous rundowns?
Nope
Are doors edible?
Who voice acted the inhaling sound as you begin to drop? Please I must meet them
@north berry Simon is in charge of all the audio and did most of it.
Great work of Simon like the whole game is awesome. Will maybe the elevator fall lying will come back instead of standing? Standing isn't bad, because so you can see your teammates, but lying would be maybe more exciting like bungee jumping 🤔 - like in the old teaser https://youtu.be/-vSYJckIfi8
whats the best way to kill a scout without melee or c-foam
@opaque pelican Literally any special weapon if you know how.
But you should really consider melee instead.
You can also just survive the alerts, but this is resource-intensive.
Sniper will one shot to the body but as rayalot said, hammer is the most efficient scout killer
Any tips for B2? We can do everything well until the mother, sometimes we kill it sometimes we don’t, but our problem is resources I guess, any tips for that?
C foam it and unload with shotguns on the sacks
Combats or just regular
Either
I personally like the pump but combat unloads faster and has more ammo
(With other trade offs)
Both work fine
Okie ty
for that new enemy, ||the mother, just make sure you aim for those sacks on her (the red bulbs on her stomach/torso area), hit her in any other spot, and it does no damage to her||
Hey all, new to the game so sorry for the noob question. I was doing a run with some friends and during the mission, we found enough glowsticks to supply all the raves across the country. (about 15-20 bundles in a row jokes aside) Is that common or is that an issue that is being worked on. I want to enjoy the game but sometimes the RNG seems completely insane.
That's normal as the resources like ammo and health packs are already set, so extra space in lockers can be filled with glowsticks
@craggy pier What map?
Yes, I tested it plenty.
You can shoot Birther wherever on the body but the best spot is obviously the tumors/eggsacs.
hmm, i havent tested the white marker damage enough tbh
@ Rayalot72 R3A2 purification
@minor fractal he tried, ill give him that
Interesting, although purification usually only has a few useful consumables
Surprised you didn't find trip mines or c-foam, they're rare but that's still unlucky
Yeah, we only got like 1 med kit and 2 ammo packs. everything else was glowsticks
I am still learning how to tell the difference between zone but for example, we had 2 glowsticks spawn in one locker, 2 in a lockbox etc
it was a very strange run
Does the bullpup rifle have a bug?Because it seems like that when doing the reload, after the reload animation there seems to be a 1 second delay before the ammo count is reloaded.
Comparing it to other weapons, the moment the magazine is inserted in the gun, the ammo count is reloaded
p.s:Just mention me if ya have the answer,will be playing gtfo right now, this message might be flooded later, thanks in advance.
the reload is longer than average gun
It has a super long reload.
yeah,it does have a really long reload,but there seems to be a delay in correlation with the ammo count and the reload animation.
Like..the animation of the reload is already done, the character is holding the gun in it's normal state already,but then there is a delay before the ammo count registers the reload
Unless it is intended that way, because all the guns' ammo count is reloaded the moment the magazine is inserted to the gun or it's cocked after inserting the magazine
Turn your volume up and you'll hear a sound that matches the actual reload, i guess it's not quite in yet when you assume it is
Also deja vu
I believe its meant to combat reload canceling, otherwise it would be really overpowered w any slower of a reload
imo of course
imo, if they fix pump shotgun reload, everyone are gonna go for combat shotgun
Uh hu
it's still a bug
I know
but you know what
Dmr bad?
the combat shotgun damage buff
doesn't even matter
How so
it's still 1 shot striker in R2
It was just the damn range tbh
damn range?
It's a mild range increase (although spread was and still is the main issue)
The non existence in R2
And it competes better for damage.
It is quite balanced for R3
slight buff
Yeah. And the 12 rounds per mag makes a decent change
Yeah. And it’s in a good spot now
yes
incredibly small buff
combat shotgun one shots since R1
you have more range
and a bit more ammo per clip now
the increased range is worthless because the ai is fucked right now
the smaller range with ai that isn't godly fast is preferable
more ammo per clip is only helpful in limited situations
where you're somehow the only one alive
honestly i find cs very easy to use
at this point i only take revolver over it when i really don't feel like dealing with shooters
im not using the combat shotgun in R3 because it became better
im using it because they took my machinegun

the best update they've done to the combat shotgun is the sound

is there any way to ping zones in case you're lost?
if there's a huge list is there any way to type without progressing the list or is there a way to scroll up?
Other than that you will have to work with the map, if anything however zones seem to (mostly) follow the chronological order, so if you are in say 123 it's likely 122 and 124 are connected to it
How do you list items in a specific zone? Instead of items within the zone and with the zone number in their names?
You can also query doors, and it will report the details of which areas or zones they connect. We generally list sec_door when we find the first terminal in a new expedition, and then query each one, and get a general picture of the layout of the zones, a graph of how they are connected. A few more lists and queries, such as list key, list generator, list cell, list turbine, etc, can often give you a very good idea of what is required, just from the first terminal.
you can list zone_123
The list command takes up to two parameters, both of which function in the same way, to filter the list. The result will list all items whose identifier and/or zone and/or type contain the parameter.
so you can, for example, list med zone_123 to see all medipacks in that zone (since their identifier contains med, eg. medipack_567)
or list res zone_123 to see all things of type Resource (things that go in the 5th equipment slot, ie. med, ammo, disinfect, etc)
Hey Im new to this game and I want to know if there is a possible way to play the old rundowns and if that there are any thing important to the story in the old rundowns
There's no way to access previous rundowns, and there's probably a list of lore from previous rundowns somewhere
The official wiki has a list of the logs found so far
How do I turn off hud for screenshots
@digital gate you can list items in a zone with the filter "ZONE_[number]"
or the way i like to do it, [number]
then think about how something doesn't add up, try to ping them and realize i didn't notice the number wasn't for zone on one of them
for the 3-digit zones i've never fucked up but C1 got me several times
It is rarer, but it still happens sometimes.
astronomical odds but i mean that when i list 10 and see 410 or 102, i might miss it, but when i list 254 and i see something with 254 in the name, i don't
@digital gate what do you mean by "instead of items in the zone," btw?
completely unrelated but around how many zones have we seen so far
A lot.
think he wants to see the zone in the list, which you can't do
R1 had 47 zones.
wow you actually count
i was like 23 ea levels, 8 average zones for map, 184 close 'nuff
never processed that R1 had longer levels
i wonder if they are consciously going for some standard length
R1C2 had 10 zones and R1D1 had 11 zones
C1 kinda cheated the length with 17/20 proliferation
R2D1 and R2D2 had 11 each, R2E1 had 12, R3C1 has 11, and R3D1 has 10.
it's in the settings
hud settings
to remove the weapon you need to switch and take ss quickly
or hold out the hammer
Thanks 🎈 🤖
Hey folks! So, I'm new here (just joined, in fact), and I'm really curious about the game, but I had a few questions I wanted to ask, given that google seemed unable to provide answers (I know, I'm surprised too).
The game looks incredibly fun, but I'm concerned about dropping it too quickly, something I'm kind of guilty of doing in certain cases. If someone has the time, can you explain if the game incentivizes repeat playthroughs, and how the gameplay loop functions? Doesn't have to be anything long, though!
Second question is... rather obvious, but I keep hearing conflicting information, so might as well ask here. As I currently don't know anyone who play is, is the game suited towards "matchmade" groups, or does it truly require a dedicated, hardcore mentality? I'm sort of leaning towards the latter, but I don't want it to take precedence over fun.
And lastly, how often do "bigger" content updates happen? I've seen it was updated a month or so ago with a new Rundown (which I assume is a map?), but can't place a timeline properly.
can you explain if the game incentivizes repeat playthroughs, and how the gameplay loop functions?
Right now, the incentive to keep playing is to learn and get better. It's a difficult game, so don't expect to complete every expedition (level/map) the first time through. As you get better, you start making more risky plays. For example the enemy "Scout" can call in a hoard of enemies if you fail to kill it in one attempt, so many use a sniper to kill it, but that would wake the entire room, but as you get better you learn to kill it with your melee so you can save resources when clearing the room.
There are features being added for progression, steam achievements, gear/weapon customization, other other reasons to keep playing, so you have that to look forward to in the future.
is the game suited towards "matchmade" groups, or does it truly require a dedicated, hardcore mentality?
The game is difficult, it was designed with the mentality that you play with your friends and get better, but we do have LFG channels ( #how-to-matchmake ) where you can group up with others. Built in match making is being added, but ymmv.
how often do "bigger" content updates happen?
Right now it's a few months per update (which are free), but the devs hope to get that time down in the future. The game is in Early Access so it takes time to build new features while releasing new content.
-
Right now this game doesnt have too much replayability. The gamers myself included who really love this game will find their time for challenges and stuff to replay certain missions. Still this is something being worked upon and in the future we will get more replayability.
-
Not sure what you really mean by that. Sure with a group of friends or a stable group you find here the game becomes easier, but you are not forced to have those groups. Random ones can be just as good. The game is definetly hard though and prolly gets harder with more updates. Esp as a newcomer you will get problems and there are not tutorials ingame. So leanring by doing. Still when you know what you are doing and find some nice people to play with you will have fun most of the time. I certainly enjoy this game and not just because it is pain and suffering (which it can be)
-
D0c explained that 😋
you will get all the information you need
enemy/objective rng, the people you play with, the amount of people in your team, the loadout(s) and the strategies you use can also make it a different experience each time
I appreciate all the answers, thank you everyone! From what I gathered, right now the main incentive of the game is basically "bash your head against the wall until one breaks", huh. 😛 Well, given I enjoyed Dark Souls probably a bit more than was healthy, I have a feeling I'd enjoy this, given the COOP aspect. Although, I just have one more question. Do the maps get regenerated every run, so it's always slightly different like rogue likes, or is the layout and setup mostly constant?
the map is set
Layout is the same of the given map, Ressource spawns and enemy spawns change
but a new rundown means new expeditions with new "maps"
and to a certain degree objective
Just started playing again. Realized we're not on Rundown 1 anymore lmao
And just to tell you, if you dont know, You cannot play older Rundowns
Ah
Actually, more relevant question, are rundowns tied into the story? I.e. would I be missing out if I don't know anything about the previous ones? Something that draws me about this game is the atmosphere and mystery.
I give you a summary why not:
- System limitations
- no divide of the playerbase (so only current rundown gets focused)
- dev team is small and does not have the ressources for those (so no maintenance for those maps)
- because of system upgrades old maps get unbalanced and broken
- Always new content
Yes Rundowns are tied into the story. The devs created the system like that to tell the story, but you have not missed much. Not really a story in R1 and it kinda started with bits in R2. R3 is out right now if you want to gather some lore. Other than that the wiki has alll info stored
Most of the story-related content is either something you could look up for the same detail (like logs), and much of the story to do with the expeditions themselves is just the objectives, which doesn't really require you play those rundowns.
Ah, gotcha, thanks.
Do you need any of the R1 or R2 objectives?
?t wiki
You can find the Official GTFO Wiki here: https://gtfo.gamepedia.com/GTFO_Wiki
I haven't even gotten the game yet. 😛 I'm asking these because my budget is a bit limited, and I hate buying games I don't end up playing for at least a while.
I would say, cause he is new he should play through R3 first maybe? He can still ask about it^^
The wiki also has a lot of information (warning, spoilers at various parts)
Thanks for the answers! I think I'll end up getting it, but I'll give it a good night's rest before I decide. I appreciate your time, thank you!

👍
Yeah dont rush it. There is nothing worse than buying a game or something else and not enjoying it.
after reinforcing a door with cfoam if you spray more charges on it do those count towards increased door hp or nah?
Nope
ohh
so any charges beyond the 10 needed to seal door is wasted and you shouldn't spray anymore until the cfoam is broken?
When cfoam breaks you can cfoam again
However if the door has low hp the sleepers can break it before the cfoam reinforces the door
Foaming it while it's in the foamed state will give it more HP
You don't need it to break off.
You just need it to take enough damage to be able to sustain another ball of foam.
Is there ever a good indicator on when the game is deliberately trying to get you to sneak around a group of enemies?
Cause R3A2 seems like a definitive area where you're supposed to sneak around all the first enemies but it kinda bites you in the ass if you leave them alone?
in R2B2
bite you in the ass how?
there's like no alarm that whole level so if leaving the first room alone caused you problems that could only mean you weren't careful enough
A2 I mean
what?
Unless it was before extract, except shooting within 30m will alert those
so the central room you can/will alert spawn room
Extraction is an alarm
@celest jewel Titan zones are usually what you want to sneak around, but it depends on if you have an alarm in the area.
you could wait till you get more ammo from different zones if you think you'll come short with the starting ammo
the alarm won't wake them up
but the enemies that come from the alarm will
especially when you're at the extract
Mhm, I'm saying if you think enemies will spawn near titans or you will fight them near titans, you should clear them.
either way
I also think spawn is A while the giants are in B
clear them
so that means it'll give them superspeed
speedy giant
if you try to fight them at extraction
I understand now that getting rid of them is the better option
im just saying it seems counter intuitive for the pcs to talk about leaving the titans alone and sneaking around them when the better option is to clear them out
like i get its supposed to be hard and you're supposed to come to your own conclusions but that just seems like disinformation
i swear that in the beginning of R3A2 they speak on it more specifically for the big guys in the room
because thats the "most difficult part"
i mean if you have like 4 huge enemies in a room at the start and they say to sneak around that just seems like an obvious tutorial to sneak around
theres a bunch of ways to approach it
Again, that dialogue occurs in any room with sleeping enemies.
"Let them sleep so we don't have to fight them"
im prolly just tilted but it just feels like such a good tutorial moment on leaving enemies alone that it feels weird to be better off killing them
nah nah nah nah "Let them sleep so we'll be home and dry"
Yah, probably not the best design decision.
like its obvious if you've played the previous rundowns but like if you just started with r3 thats a very weird concept
especially after completing r3a1
You can stealth clear them, though.
if it was multiple rooms it would make sense to sneak past them to save ammo but since its a big area and you can easily just hold at spawn and pull them
also that same giant room has resources on it sooooo...... its nor really a waste of resources
oh no theres definitely a good amount of resources to take them all out
but having 4 big ass dudes all bunched up and by having them spawn in front of specific paths just seems like an obvious "lets sneak past them" moment
obviously im just trained by other games though so its my fault too for thinking that
well dependes on where they spawn too, if you have all 6 giants blocking hidden path on the right people will most likely shoot them rather than take infection on the left side
also are they planning on cycling back old rundowns?
nope, i still believe they will but as of now nope
It should never go back to previous rundowns because of technical limitations
Mine too but it wouldn't be the same anyway
I kinda want them to release old rundowns like dlc (paid if they have to) that is only accessible with your steam friends/solo. That way the whole player base is still up to the same point but you can still access all the previous stuff
Yeah I know they wouldn't do it and I wouldn't suggest it, but I wouldn't complain if that was their method of monetisation
It is simply not possible. Also it would split the playerbase even if it is only possible to play with friends or solo. Also how unfair would that be for players, who dont have real groups? Here is a short summary, why this will not happen
- System limitations (cannot tell more to that ask D0c, if needed)
- no divide of the playerbase (so only current rundown gets focused, would go against your point)
- dev team is small and does not have the ressources for those (so no maintenance for those maps, no bug hunting from the Bug hunters)
- because of system upgrades old maps get unbalanced and broken
- Always new content
That is more or less why.
Yeah fair enough it definitely doesn't suit their model it's just sad to see rundowns go
a temporary non-issue
the more rundowns come out the less a single one matters
people don't have the right idea for the concept yet it seems
It is actually simple to find out why people dont really understand a concept like that:
- Those who say that they paid for content, which get removed each time.
- Those who say that they dont have the time to finish the rundown cause irl. They think it is unfair, but all in all not the devs fault. (yes this is a harsh statement to a minority, which is capable of getting the information before buying this game)
- Those who hold nostalgic value to older Rundowns and want to revisit them.
- Those who simply never played them and want to see, what they were all about.
- Those who simply cant say goodbye to something (yes this is a thing)
I think for those who wish them back, I am certain to a degree that those older Rundowns would not feel the same.
indeed they wouldn't but not what i meant
when we're on rundown 20 i wonder how many of these will still be a thing
Yeah that is also a thing. The more the game progresses in development the more bugs get fixed, the better and more interesting the mechanics will get and more enemies will say hallo. R1 and R2 will look so uninspired and boring in comparison to future Rundowns.
quite the optimism 
Well I wouldnt support this game that much, if I think the devs will fail in the future 😉 So I do have optimism, for the future developement.^^ Still I am not an ideallist I know this game will get stuck on bumps along the way.
Like any game really
But you don't have to be a negative nancy either
Realistically once core parts are setup it frees up more resources to work on stability as well
Which is what they have said a fair few times, having the semi-generated rundown system allows them to spend more time on other matters
You might get something that is similar to the previous rundown but you will never get back to the OG
none
if i could adjust fov, weapon size and the sights were slightly adjusted so the weapon would shoot right above the sight, pistol and revolver
ok
Best sight?
I know this may not be the best place, but how do i find people in gtfo. im new and i love getting good at games like this destiny style. Im just lookin for people to play with?
?t lfg
Hello! If you are unaware, we have Looking For Group (LFG) channels to help users group up and play the game. They are located here: #lfg-north-america / #lfg-latin-america / #lfg-eastern-europe / #lfg-western-europe / #lfg-asia / #lfg-oceania / #lfg-africa / #lfg-beginners.
If you are unsure of how to create or join a lobby, please see the instructions here: #how-to-matchmake.
thank you
Hopefully this clears up some confusion
is there a way to consistently get the bug that lets you sprint and reload or is it just random
slide reloads are consistent if that's what you meant
nah while sprinting sometimes he will just put his gun up like when you are walking and you can reload and ads while sprinting
never had that
That is a bug. Why even cheating your experience in the first place?
also it is just a random bug. But it is one the devs will remove in the near future.
Part of the game indeed to know when to retreat, and when to reload
You can always use a weapon with a quick reload if you want to be more flexible
makes life a lot easier when soloing lmao
Lol you're not wrong, it def does
What it a class 3 alarm?
team scan and 2 follow up scans
the class is literally just how many scans there are
so its the little group stand at the start, and two waves of hop scotch scans?
for the one you're thinking of, yes, but not necessarily always the case
So quick question, I just want some to clarify rundown.
I've been playing GTFO since Rundown 1, but I'am still confused how rundowns work, so if rundown 1 is finished, and we move to rundown 2. Does that mean we are in a different hole made by Santonian Industries? Or we are still in the same hole of Rundown 1
It's the same hole
Hmm, but what about some of the missions, where you enter the level in one area, but have to extract from a different area, so wouldn't that make it 2 hole/multiple holes..?
Shit you right
its different holes
But when you think of it, how could there he only one hole, if you extract from different places in specific levels, and then during rundown 1, the missions there was an effort to help the prisoners escape to rundown 2, so what do they mean by "escape from rundown 1" , to get to rundown 2
there are the same entrypoints, extractions can be anywhere
idk hole lore yet
cant wait for the long awaited hole lore
I think the other holes are for other teams
maybe
there are different sectors of HSU
so most likely different dropping points and pick up points
Ye
Seems like
So for rundown 3 for ex. , there's one standard entry point, but then the exit point would be different then
for instance we are in section 3 entrypoint E1
so we are in the E1 hole
In r2 i think we were in the E1 entrypoint also
different section though
Ahh..
play r2e1
Different holes i bet
R1 to r2 was to get security clearance and whatnot
In the first place it'd be impossible to move through the complex the way it's designed, those holes must've been the default way to travel
?t old rundown
Sorry, unable to find a tag named old rundown.
?tag old rundown
Sorry, unable to find a tag named old rundown.
?t old rundowns
When a new Rundown is release, the old ones are removed. Here is why:
- System limitations Expeditions are made up of rooms that are put together to make a zone. As they make a new Rundown, there can be system changes that cause how rooms fit together to break things, which means they need to go through and fix those bugs. Things like enemies that lose their AI pathfinding, etc. See point 3 as well.
- It would divide the playerbase Instead of everyone focusing on the current Rundown, people would be split between multiple of them, making it harder for LFG groups. You can see an example from Bungie with this exact scenario: http://redd.it/5zq8d0
- The dev team is small They are 9 people and having to maintain older Rundowns would take a lot of time and effort to do. Instead of allowing them to focus on the current + next Rundown, you're forcing them to have to apply bug fixes, weapon balancing, adding new features to older Rundowns.
- Because of system upgrades old maps get unbalanced and broken I touched on this in the prior points, but the devs can't guarantee things will stay working for past Rundowns when they do updates for new ones, which means if they have older Rundowns available, the community will expect them to provide support for it, which isn't feasible.
- New fresh content The steam store page makes it clear this is how the game & Rundown system works. New content replaces old content, it keeps it fresh, gives you new features, enemies, weapons, challenges, etc. While older content may be removed, you are getting new content for free. The devs will never charge you for new content, there are no micro transactions, there are no loot boxes, there are no DLC's. You paid for the game, everything else you are getting is for free.
- Why not just make it available via the "Betas" tab Same thing as point 2. It would still cause the playerbase to be split too much.
Hey! I've finally found an in to have my group play GTFO on stream, and because we have some teenage viewers, while it's not a "cancel the stream now" problem, the management would prefer finding ways to reduce the gore and language. I've found the dialog slider in the options, but I wanted to ask if there was a way to ensure the thicc bois don't explode on every hammer blow. I know hitting their backs kept their models intact throughout Rundowns 1 and 2. Is that still the case? Does anyone know if there's also a setting in the options to reduce the gore and gibblets? If not we'll just put a disclaimer in front of the video. Thanks!
It would be pretty much impossible to keep the enemies intact if you play normally. Any limb, the head, the chest, etc can explode.
There is no way to turn down the gore or giblets.
on r3a3 is tells you that you need a reactor verify and to find a code at a specific terminal and in the terminal where do you find it ? is it not in the logs ?
You have to find specific terminals that have the logs
yeh it tells you whihc terminal
it is in the logs
we went to that terminal and typed logs into it and it said reactor number 72
we went back the the main generator terminal and did reactor_verify 72 and it said incorrect number
kek no
read reactor_verixxxxxx
you read logs
yeah
you get reactor_versmth.log
it said a 4 digit number and a 2 digit number in the logs thats it
read reactor_versmth.log and you get a 4-letter word
ill check it again but this is to 10th time there was no word
you don't even need to start the reactor, the first terminal is always the same, in the 2nd zone
Its always read reactor_ver(idk what next).log
ok
And look around to see a 4 letter word like BASE
you go to correct terminal for example terminal_344, Then you type logs, then 2 options appears, pick the one that says reactor_something.log, so in the same terminal you type READ REACTOR_VERSOMETHING.LOG and you should get the code
It's fairly simple once you get the hang of it
Then when you get the code put it in the main reactor terminal as (REACTOR_VERIFY BASE)
alright ill try that
you guys got any tips on playing solo
well for starters learn to stealth everything with the hammer and without fucking up
learn to kite and delay hordes for alarms
then it's just your skill with what you got
aight
why its the characters thumb on rifle so big
Because this thumb is beeeeeg
More likely in all seriousness that the gun holding animations will get a pass later on to be better shaped to the gun that is being held
Could be that currently the hand is "close" to the player POV thus giving an impression of it being unusually large
Might be more apparent with "short" guns like the AR
semi-new to the game and im still not sure what guns to use. ive been eyeing the sniper/revolver and so far really like the assault rifle. the only downside i can see to picking the sniper over the revolver is less ammo, but will i be needing it often enough to warrant the revolvers higher capacity?
I'd say it depends, sniper and revolver are good for different uses and reasons
Sniper is a hard hitter, can make quick work of big bois in a pinch when needed, but it also has a pretty good use as a Scout killer when you don't feel too comfortable going the hammer way, it's a compromise that will wake up the room but it avoids calling in a horde
Revolver is a really ammo efficient small boi killer really, it lacks the punch of other special weapons but it can help clear a swarm
is there any difference in damage between the revolver and DMR?
I think there is yes
Special weapons in general usually do more than the main weapons
Trade off is usually main weapons are quantity over quality, and vice versa with special
was considering running DMR for big bois and shotgun for hordes, but that doesnt sound very ammo efficient
If anything it's sort of the other way around, main weapons usually are small boi killing tools
Hmm
Special weapons are more of a big boi killing tool
ill try both out in expeditions and see if i like one better, i guess
But as with example the revolver and combat shotgun, they can also be useful for small bois too
That is the best way really, try them out and see what feels decent
Things like ammo capacity, total ammo and reload speed can also change a fair bit
No worries
any tips for the alarm door in 510? b1
our problem is that we run out of disinfection and unable to tank the hits when it comes to the scan
we usualy have ammo and tool ammo
Disinfection and b1 
Did you know there's a fog turbine on the map
You also need to shine your flashlight on the 
ye ik
i mean tips for the alarm not for how to not get infected thats just something we need to work on
507 alarm just needs 3 fog repellers
510
510 if you have foam and mines foam the door that leads to the long hallway of infection and then mine the frame of said door
If you're already out of repellers I suggest not dropping the turbine
And always be wary of the wallsacks
when doing that alarm
we usually have repellers and dont really have a problem with 507, its usually 510 is the problem
Also
but uh u mean the door that enters into 507 right
Don't use any resources like meds and disinfect until you're about to do an alarm
ye that makes sense
if u do mean that door, i think i know what our problem is then, we usually foam that door when we do the 507 alarm, but i guess we should wait to do it till 510 alarm
You don't foam anything till 510 alarm
You only really need foam if you're struggling with that alarm and the mother
ye alright ill try that ty
Should there be DoT effects
Both on players and enemies
I feel like enemies bleeding out when their limbs are destroyed would be a nice effect but they're not exactly human inside
Maybe a special new that does that would be fun
I feel like it would be better to add weapons that you can only get once inside
but have rarer ammo or somthing
like maybe a flamethrower or something along those line
There will not be a flamethrower
oh It doesn't have to be one
just maybe a special shotgun or ar
or maybe experimental weapons
And doubtful that they ever add pickup only weapons as it doesn’t fit the vision of the game atm
They want the players squad to be able to revolve their setups around certain roles and the mission
Not basing it on RNG
maybe having certain missions that have a two part stage where certain wepons are lockd before the second?
or specific weapons that unlock only for the 2nd stage?
if they wanted to add a pickup weapon as an obj, it could fit. but idk what kind of weapon they would be hiding in the complex anyways
maybe they had like paralising melee weapons or special ammo that stuns/ incapacitates
Mhmm. I would like pickup one use special ammo types
inserts stun ammo in carbine with malicious intent
like I said it can be a special weapon or a limited use upgrade for your team yourelf or your weapon
for example fog dissipator rounds / vest
Special weapons won’t come. But I can see a 1 use ammo pack with special ammo types
Progression will be soon I hope
you'd have to wonder wtf it's doing in the complex still
as for limited use stuff
devs don't like durability and whatnot
Yeah
well when an ammo pack gets used completely it despawns right?
Yeah, and?
just use the same system
Durability works different
you get a certain number of uses
But one use packs yeah, they would
like 4x 15seconds or 2x 30 second charges
but our guns don't break now do they
no that's not what I'm saying
Well, that’s how the IIX works
you get like a clip of stun rouonds or light up rounds
special ammo types would be cool
you know for all these ideas i always have the same general answer in my mind
the devs have their own discussions where they throw random things on the table, these ideas you see implemented in other games will naturally be already considered and considered with more aspects than by yourself
of course
if you really want to see them implemented in a specific way or make a compelling point, take your time fleshing it out and make a suggestion
just "haha stun rounds go brrr" poses many questions like logic side of how it works, logic side of how it works on sleepers, wtf it's doing down in the complex, how difficult is it to implement, will it not oversaturate things with what they already have planned to implement?
there's tons of questions
The lore side yeah
But it could be riot control for anti warden organizations within the complex
*stuns
yikes
I mean shock rounds make sense to why they're in the complex
i really dont like the idea of player npcs down in the complex
But anything like explosives would not
Hmm
Me neither
npc's y/n
No
n
no if it's to fight em
yes
if it's only for lore (you see them for like 3 seconds on the other side of a window or something)
maybe
no
its meant to be about discovering things on our own and interpreting things
A customizable player hub might be cool in the future, where you build your loadout and customize your character
would only make it worse
Maybe a tool that spits acid on the ground (like the c-foam launcher) that makes it so sleepers take more damage from all sources
player npcs are a bad idea for a game like this
yes
but if it's like to show you that there's actually a 3rd party it might be interesting
I don’t want any direct contact with other people
well yeah but as I said there should'nt be any interactions
State of truth AM intensifies
But logs, vid logs, cutscenes etc work
yes
^
do we know how long's it been since things went to shit in the complex
I want vid logs, maybe next R
but i dont wanna actually see any npcs during my gameplay please
Not yet I dont think
The neonate is enough already
those radio guys and whatnot, they may be dead for decades now
yeah they shouldn't impact gameplay
im fine with small lore cutscenes n stuff
Gross. Neonate
like for example getting some video footage of some research they conducted in the datacenter
but i doubt we'll get that
Or how some experiments went to shit
Probably in the full release
yes
exactly
For now I'd like to see audio logs of the scientists conducting experiments
Or maybe people who went in the crater to investigate
oh interesting thing would maybe be cutscenes you can access with certain codes/commands you find across levels on monitors
like for example finding a code/file name in A1 and needing a monitor in B2 for it
Imagine entering an audio log then just getting rickrolled by the devs
they should make that an easter egg
imagine computers that aren't just command line
@distant ice I as thinking more of a thing where you unlock the file if you finish the mission where you downloaded it from and you can the watch it in the main menu
Prob not unlock it but learn the code like R3A1
I have memorized the code because of how many times I have entered it. Just same concept
a system like that would work I guess
maybe if you have enough "intel" or "info" you can unlock specific levels since you larned that they did experiments there or that maybe it got lockdown and hsen't been recovered
Atm there isn’t any stored unlock system implemented into the game
they could still implement it
I think having certain missions that require you to at least know what happened would be cool
or maybe a mission that requires you to remember a code from a previous mission
Eh, forced lore isn’t really a thing that suits a game like this
well you don't need it but it's easier if you do
Remembering stuff from previous tiers will not be fun for newer players
Yeah
i don't think it's a good idea at all thematically
well it should be some "end game" type stuff
but you enform the warden of it
Especially since the game doesn't tell you what you the mechanics outright
that's what I'd thiink it works
*inform
who says he needs your petty knowledge
...
Endgame, we just need good, hard missions
We're just pawns tasked to do shit for him, not give him intel iirc
Not this stupid quirky levels like D1
it's not like it can't be an objective
but it wouldn't be in a form that we have to tell him what happened
no we don't tell him what happened
He just knows
but maybe the code changes every set number of cycles
It'd be like A3 where you run from terminal to terminal
so we need to refresh the info or something
If it did become a mission
Basically
But that is a mission type, but the whole cross mission stuff doesn’t work
you don't know that
Each level needs to remain separate for playability
I mean, yeah locking 2 expeditions for and for it to be unlocked you need a certain amount of people to complete previous expeditions are fine since it's natural progression
That we need more of
Rather than implementing a system in which you need to enter X-code to unlock D2
In a terminal in D1 where you find the log file name in A1
It's tedious IMO
Just thought about it
it could be something like that except not as sacrifice
R2
idk i already talked about it but rather than actually being like "hey if you didn't to B1 first you're gonna have 100 more giants in B2", it's more like seeing some active consequences
kek
maybe having different enviroment hazards
like in one case it's just pitch black and in the other you get a bit more lighting
question cfoaming the door does a bit of damage to it ?
nop it shouldnt damage to the door
No. Does not
cause i saw some guy say if u refoam the door use quarter charges
that way i won't damage it
Thats bullshit
Although, any extra cfoam on a door is wasted, you need 9-10 foam, a full charge is 12.
But, reinforcing a contested door, i try to use a full charge
what do u sink sey did here?
Unless he has some magical technique, then i ask him to foam the A1 door for longer than 55 seconds with default cfoam
hmmm
@shrewd dirge it's better to refoam with small amounts while it's in the foamed state.
Wastes a lot less c-foam for the same health boost.
You'll end up babysitting it anyway, it doesn't take long for enemies to break off foam.
But you can do both based on your needs.
also ive noticed, that a door can reach critical capacity in which you cant foam it fast enough to maintain the reinforcement (but it only happens when you dont have a turret behind the door)
anyway, i had experimented, and found that babysitting the reinforcement only saves 4-6 seconds.
in terms of foam technique, i feel like holding the foam charged while doing the scan helps more in the long run.
Hey fellows, was just wondering if anyone has any idea of when the next rundown might be released? Couldn't find anything after some digging, so even things like assumptions based on previous gaps between releases would be appreciated 🙂
@restive reef That's more than enough for me, thank you!
no problem
In r3b1, for the right side alarm door, what area should we place the cfoam? Before we had the bottom, and that worked fine but now sleepers are coming from the top?
well
depend on location the enemies spawn
and with the uplink spawn mechanic
they can just spawn on both doors
@lost sandal Foam bottom door, if they go for top doors it takes them longer to reach you.
We're gonna try that now lol
so What's the expedition "planning" thing on the roadmap?
Prob kinda like pre heist planning like payday
Prolly what the devs planned to do for the Rundown they are working. For example: The amount of maps present, the difficulty, the enemies used, new enemies, weapons and mechanics. So more or less they know what to do
Pretty much
you can check the roadmap
@craggy pier it doesn't say
They said it's basically the steps before you actually start the development part of it
I didn't read the question correctly mb
@distant ice oh ok thx for the answer
i see
But it could be a hint of something that is planned to come
i think there will be drones in the future
Just as the infection levels were
someone know what the update to Unity 2019 LTS will improve the most in gtfo?
I would say stability? Engine got upgraded and works better now. But other than that I dont know.
Hi Guys. I was wondering if the devs have managed to add player scaling yet? Or is it still designed for 4 players?
The game will not have any scaling. It's designed for a 4 player team
Okay. Thanks!
will there ever be a leveling system?
i dont exactly what you mean by leveling system but there will be progression
Gear progression
Progression linked expeditions
to be exact , you can find all of what will be on the game when the game is finished here : https://gtfothegame.com/roadmap/
Do scout feelers generally go FARTHER when they are deployed because of the player (sprinting, flashlight)?
Nah. Its set distances, just where the longer ones go is a different story
But if you touch one when the scout is sending them out. She will retract them and cut your time to kill in half
Yeah. Just pick your spots and remember your hammer has an arc
It does have an umbrella effect so if you crouch under it, you should be safe
in r3a3 what are we supposed to do after each round with the commands stuff in the terminals?
ok
oh ok thx
and slay the dragon
Type ‘reactor_verify [word]’ on the middle terminal
alright thx
jack
for b1, should we do an uplink or another alarm door. cfoam at 20%, burst sentry at 60%, and we have around 60% health. We just a two man team tho...
we never made it out
will there ever be a leveling system?
@copper ruin
Progression is said to be in the game. So some sought of progression system to be added in the future.
*to be added
Thanks for the correction, it appears my hesd was having a heart attack.
Oh I still am


Is there a place we can see dev progress/planned update release dates? Curious to see if me and my friends will have time to finish the current rundown before they push out a new one
@round marsh when you load up the game, on the title screen there is a button that says "roadmap" click on it and it'll bring you to the gtfo roadmap, or just search in google "gtfo roadmap" and you'll get it
cba actually Linking it l
lol
?t roadmap
You can view the roadmap here: https://gtfothegame.com/roadmap
exists
ah, or that lol
when they decide on a release date they always add an in-game timer
^also that
Dope thanks everyone!
So can anybody explain what the best spot on the enemies to target is? It seems like a lot of times we pop the heads off of strikers and they still can use the tongue lash or melee us.
For ranged units popping the head prevents them from shooting at you yes?
I would guess shooters cannot shoot with no head but idk for sure. Also I am pretty sure the best place to hit enemies is the back of the head as that gives you the head damage multiplier and the back damage multiplier but its usually kind of hard to get behind enemies and shoot them in gun combat so I usually just go for the head
@gilded jolt I feel like 20% of the time i end up shooting a striker in the head and he is still alive after and gets a free hit on me since im not double tapping to conserve ammo. Do enemies without heads bleed out after a certain of time or anything?
Strikers do survive without heads it is annoying and no enemies do not bleed out
Alright cool. Thanks for the info.
When you do strike any kind of sleeper always aim for the head with at least more than 50% charge with melee
Melee giants can fuck you up so be careful when you try to melee one when it's awake
Guess i should have prefaced with this. All this info is assuming you have alerted/have a horde already spawned
Even when stealthing aim for the head
I did specify "when its awake"
The sleepers can still live even without a head always be wary of that
As annoying as it is
Yea for stealth/melee we figured headshots were best. Just didnt know if once you were loud if it was best to shoot for head or what. Dead space for example you were rewarded for shooting off limbs of enemies, so i wasn't aware if enemies became more manageable if targets parts other than head since they can live without it
They still function the same even without the head or any other part of it's body
but if you take out chest its always a 100% kill right?
No
For shooters at least
Fully charging your hammer on a striker's chest will kill it
Ok. One sec
You'll know when you killed a sleeper if you see an orange hitmark (obviously)
It can be hard to notice when going loud
Or in an alarm situation
Strikers:
90% to the front
60% the the back
50% to the head anywhere
0% back of the head
Shooters:
110?% from the front
90% to the back
50% to the head
0% to the back of the head
Yea i get the whole killing enemies in stealth. Most of the info im looking for is when you are shooting and not in stealth anymore
striker do have a noticable noice when they die though
Basic hammer charge guide
It's the same thing even when going loud
They prob dont use hammer when going loud
Gun wise For primaries:
Dmr is a 2 shot to the head
Pistol and Rifle 3
Bullpup and AR 4
SMG 5


