#gtfo-related-questions

1 messages · Page 491 of 1

supple skiff
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Just saying a pistol realistically isn't a "bad" gun when shooting fleshy things

keen solar
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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.

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Whoever has the HEL rifle or HEL gun goes defend

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Then the rest of the team focus on the scan

mortal haven
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Oh, perfect. Thanks, I imagine that'll help a lot

karmic totem
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5.56 has more stopping power/kinetic energy because it has more gunpowder

supple skiff
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Another thing Crispy, when do you tackle the large door?

keen solar
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I mean for the safest, that would be the setup that you want.

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The warden door needs to be the first if you want to make your game easier

thorny current
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What koopa said. There is no need for cfoam though. I can defend with 2 sentries and the HEL Rifle all the waves.

mortal haven
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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

mental crane
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HOW do you do a surgestion

supple skiff
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Ok yeah, because it does make it a bit easier to do it sooner

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You can also keep the door closed post scan to avoid enemies spawning in the zone behind it when doing the side rooms

distant ice
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.?suggestion message

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but check for existing suggestions like yours first

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like half of them get moderated cuz dupes

thorny current
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Important. DO NOT open the Warden Door after doing the scans

keen solar
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Yeah, I did it with 2 sentries but not everyone is capable to do so

mental crane
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i cant type in there?

mortal haven
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Ah, that makes sense

keen solar
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Oh yeah

distant ice
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you don't type in there

thorny current
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Only after you did the other 2 alarm doors

mortal haven
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Alright, thanks a lot guys, appreciate the help

distant ice
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you type the bot command with your suggestion and the bot posts it

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#bot-commands for examples

supple skiff
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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

keen solar
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I mean you can, but you will have a tough time with it

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To predict where the enemies would come from

karmic totem
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all I'm saying is if theres gonna be a revolver atleast make it a 600 nitro express revolver

supple skiff
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These enemies aren't wearing any real body armour

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Thing go squish half the time anyway

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That being said, wouldn't be surprised if with gun parts you could make the revolver fire the equivalent of elephant rounds

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Turning it into a big boi killer

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Discount sniper

karmic totem
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they come back to life from to time I want it to stay dead

keen solar
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Yeah, I can do it with two sentries. but sometimes for beginners, you might want to use some extra tools to get through it

supple skiff
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Double tap it then

keen solar
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I have to say, the warden door is pretty hard for beginners (with all those limited resources)

distant ice
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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?

karmic totem
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also each 600 nitro round costs 40 bucks so not a cheaper sniper

mortal haven
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I imagine I can make it happen with two and some foam. My squad isn't new, we're just all kinda crappy shots

supple skiff
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You get better every time Crispy, so it may just take another run to succeed

karmic totem
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sounds like you need joanni shellhammer @mortal haven

supple skiff
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Also the game has no economy and likely won't have one Joanni

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So price of cartridge won't really be a factor

karmic totem
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you said cheaper sniper

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so I said not cheaper sniper

supple skiff
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Yes "discount" sniper as in a pocket one in the game sense

keen solar
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You are still new if you haven’t figured out 60% of the mechanic 🙂

supple skiff
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But fair enough I shall be more specific next time

karmic totem
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There is no weight mechanic in the game and there likely wont be one light

mortal haven
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We know the mechanics, just bad at handling certain areas.

distant ice
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"60% of the mechanic"

keen solar
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And you’ll get better every game. It’s like dark souls.

supple skiff
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Pretty much

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Adapting a strategy based on what is thrown at you is also part of it

mortal haven
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Adapting is also a big part of the fun

karmic totem
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Don't let them feed you lies my dear boy at the end of the day you need joanni shellhammer @mortal haven

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nobody gets better

mortal haven
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It's been a long time since me and the crew had as much fun as we did in R3B3

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I would love to have your tutelage but max 4

karmic totem
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I was just kidding I'm really bad

mortal haven
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relatable

karmic totem
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in fact i need a squad

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no squad needs me

keen solar
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Have you tried B2? @mortal haven

supple skiff
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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

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Oddly enough C1 took less tries

keen solar
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C1 is easier than B2 tbh

gilded jolt
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I don’t think B2 is that hard it is annoying and bad imo tho

supple skiff
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I mean once we knew how to clear it playing it again isn't too bad

keen solar
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B2 is not bad once you figure out how to kill that thing

supple skiff
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But first time was quite a slog

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And every time we figured out to go a little further after failing, another curveball

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But in retrospect it was an interesting and dare I say fun experience at the very end

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Satisfying to pull off too

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I don't think I cheered as much to the extract screen as on that level

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Wait are you the Koopa in TripodGGs vods?

keen solar
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Long time ago when I was helping them yeah

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But mostly I’m with Manifrid

supple skiff
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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

keen solar
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Forgot what would that be. Maybe E1?

supple skiff
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D1 currently

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R2D1

keen solar
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Ah, I think we cleared that in one go

supple skiff
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Some of those levels do indeed seem a fair bit more difficult than what I saw so far in R3

keen solar
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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

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Oh yeah lol

supple skiff
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3D spatial memory does seem to be something not everyone has

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Comes in real handy though

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I guess it's more so "sense of direction"

keen solar
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my friend cannot go to uni without looking at google map

supple skiff
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Always feels odd

keen solar
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It’s been three fucking years 🙄

supple skiff
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I wonder sometimes if it's just being lazy and not bothering to learn

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Or if it genuinely is a thing where to some peeps it's a natural thing, to others witchcraft

keen solar
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A2 and A3 are the easy version of R2D1 and D2 if you haven’t noticed

supple skiff
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Yeah there is some overlap

keen solar
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Probably just natural thing

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And because of what I’m studying, I’m aware of everything and pick up things real quick

supple skiff
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Great stuff

keen solar
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Can’t be a director when you can’t use your instinct 😂

supple skiff
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A fair point

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And can now direct prisoners in a complex

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Are you the Warden

keen solar
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Lol probably yeah

eternal oasis
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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

formal juniper
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WILL WE OR WILL WE NOT GET MATCHMAKING / LOBBY BROWSER IN NEXT UPDATE????????????

lilac fulcrum
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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.

weary relic
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It even says in the roadmap that it will not be for R4

distant ice
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how long do you think these rundowns would've lasted if the game was launched

lilac fulcrum
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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.

minor fractal
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What would be the durations, though?

distant ice
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yeah i meant to ask for the rundown lengths as we have them now, around how long would they last

lilac fulcrum
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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.

distant ice
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stats, true

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but the influx of new players might skew it a bit

supple skiff
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A lot of games keep taking stats even post release

distant ice
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idk how much i'd give R3 personally

supple skiff
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More players if anything means more numbers to work with

young pagoda
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of course it would, that's how stats work, new info changes things

minor fractal
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I guess if R2 were built for 1-2 months, R3 and R1 would each be 2-3 weeks.

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R3 has definitely burned out quick, but that was to be expected.

young pagoda
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along with them releasing it in july

distant ice
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it's just overdrama thanks to R2 having a difficulty spike

supple skiff
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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

distant ice
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people will just have to get used to it, A tier isn't going to suddenly become E tier-hard

supple skiff
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I get it that for some it's short as a result but not everyone plays it every day for hours on end

distant ice
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ye i mean it's pretty funny

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camping the update, going in as soon as it comes out and staying for the whole fkn day

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then crying how there's no content

minor fractal
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When did you start, though? I feel like ~2 weeks is enough time, even if taking it slow.

supple skiff
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Depends

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Also depends on how good you are at the game

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If it's 3h+ long expeditions you are likely not doing them first try on average

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Those levels may take a while to master

lilac fulcrum
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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.

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or some just aren't as good as others so they need more time to get better

supple skiff
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I imagine indeed that these make the bulk of the numbers

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2 weeks for say R3 feels really short

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On that premise

neon gust
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d1 previous rundown was the only 3+hour expedition

minor fractal
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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.

supple skiff
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Yes, the hypothesis here is that there may be more in future rundowns

weary relic
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only

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laughs in E1

supple skiff
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Also yeah I'm fairly sure there have been a bit more than just one

distant ice
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doc did say difficulty was going to be part of the assessment

weary relic
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R2 E1 and D1 are the only ones that regularly take 3+

supple skiff
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Quite the raid

neon gust
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eehh you could tackle in a hour the beggining part

weary relic
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my completes usually took 1+ some

distant ice
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maybe 3+ for a first try but definitely not regularly

weary relic
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1+30 ish

minor fractal
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It would only take 3+ first attempts usually.

neon gust
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the error alarm gave you another 50+ tries tho lmao

weary relic
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ikr

distant ice
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looking at steam charts it doesn't look like there's any spike based on weekdays

minor fractal
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I get the sense that the majority of R3 players by now are replaying.

distant ice
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was looking at the last 3 months

minor fractal
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Interesting

distant ice
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well we 2-3 times a week thing may be true, it is for me and my buddy

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taking 2-3 hours tops every time we play to that

supple skiff
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My group is replaying more so to get other peeps lower, we still need to even attempt D1 once

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And yeah, we play maybe 3 or so evenings a week, and usually one expedition depending

distant ice
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we play everything duo and we just said fuck that to D1

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i kinda wanted to try it to see how far we would get (probably around 2nd alarm), but he refuses to even drop in GWcorbinTopKek

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fkn error alarms

minor fractal
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Might try it with my duo partner at some point, our main worry is the hassle of transporting items.

weary relic
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D1 just isnt an enjoyable level

minor fractal
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We do most of the work in quads anyway.

weary relic
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C1 is somewhat comparable in difficulty and wayyy more fun

minor fractal
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I think D1 is fun, just a lot more about fighting.

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It also tends to be more tiring

weary relic
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Me personally, I hate the braindead combat of A3 and D1

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I like the option of stealth

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but error alarms like in C1 are perfectly fine

minor fractal
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Only thing I don't like about A3 is the single spawn direction which makes it way less interesting.

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Was a big R2D2 fan.

weary relic
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i only liked the countdown clearing that actually pushed you for time

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unlike the 5 extra minutes of A3

minor fractal
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Lmao

weary relic
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but the waves are incredibly boring

swift plover
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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

neon gust
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you can only tag active enemies with the biotracker

gilded jolt
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Ye I want to get the rundown done but man D1 is not fun to play at all

last helm
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I'd love to be able to ping stationary enemies with the normal ping bind. Would be very useful

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Esp as the person who plays biotracker often

gilded jolt
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But I feel like that would make bio tracker not as useful

last helm
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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

gilded jolt
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I guess

last helm
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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

neon gust
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would be nice to ping inactive stationary enemies individually during stealth, so you can communicate better

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maybe up to 4 enemies

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so during fights you switch between to gadgets the radar for hordes and during stealth you have a scope

keen stump
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why arent there any anime girls?

gilded jolt
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It’s not an anime

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This is why mods are not in game cause if they get added people are gonna turn the sleepers into anime girls

keen stump
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i want them

weary relic
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I mean

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Same

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But, mod support I think is a possibility

craggy pier
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I think mods will not be supported yet since the game can bug the fuck out when you mod it

distant ice
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same thing every time anyone mentions mods

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he didn't say anything about a timeframe

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and yes everyone and their mother understands mod support wouldn't come in early access

vital sierra
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after they finished their game then mod support could be available

weary relic
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^

safe hill
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how do we use terminals to ping the zone of where our keycard is

neon gust
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list key zone_number

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ping key_color_number

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you need to be in the same zone as the key yo ping it

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if you want to find where the key is just query it

safe hill
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ty ty

vagrant schooner
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Will this be getting a console release?

weary relic
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doubtful

vital sierra
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depends

weary relic
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according to #faq it may happen if the game is successful enough

vital sierra
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if it successful enough

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they could port it to console

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but it will take time

weary relic
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^

last helm
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I'm curious if the cfoam launcher has a use in A2? Didn't see many uses for it

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Also good lord wtb ammo packs on that mission

full sundial
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It has a use, always does, but it isn't a very useful use for that expedition lol

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You can c foam scouts with it at least

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but would recommend other tools for that one

weary relic
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good for extract for the 3 enemies you see on extract

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mines are quite good for A2

vital sierra
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keep all the doors

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when you prep for escape

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just foam all the doors

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you don't need to use mines when they just stuck in their spawn PirateSimon

weary relic
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mines go boom

vital sierra
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c foam go shhhhhhhhhhhhhhhhhhhh

weary relic
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u shh

last helm
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Ah cheers

lost sandal
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do mines blow up the flimsy doors?

graceful stream
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I would to have known that before the door went boom boom

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lmao

weary relic
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Yes. If they explode

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So place them so they blow up after enemies break through

graceful stream
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yUp

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On accident I put it on the other side lol

weary relic
lost sandal
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literally us

weary relic
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Yeah. They can sometimes trigger even though they are on the other side

graceful stream
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blush cry?

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mm

weary relic
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Not often at all. But possible

graceful stream
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Well I hope that doesn't happen.

lost sandal
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Door: g o n e

graceful stream
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Well I was like- the door should hold for a bit- explodes WTFFFFF.

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CONFSUSED SCREAMING

lost sandal
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and I'm at 20% health playing hop scotch with these dudes

graceful stream
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lmao

north berry
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Who voice acted the inhaling sound as you begin to drop? Please I must meet them

mossy oriole
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out of curiosity, are there plans at any point in the future where we will be able to experience the previous rundowns?

thorny current
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Nope

restive reef
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Are doors edible?

supple skiff
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Yes, especially with C-foam

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Like whipped cream on a cake

lilac fulcrum
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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.

lean pawn
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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

opaque pelican
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whats the best way to kill a scout without melee or c-foam

minor fractal
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@opaque pelican Literally any special weapon if you know how.

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But you should really consider melee instead.

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You can also just survive the alerts, but this is resource-intensive.

weary relic
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Sniper will one shot to the body but as rayalot said, hammer is the most efficient scout killer

naive hamlet
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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?

weary relic
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C foam it and unload with shotguns on the sacks

naive hamlet
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Combats or just regular

weary relic
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Either

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I personally like the pump but combat unloads faster and has more ammo

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(With other trade offs)

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Both work fine

naive hamlet
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Okie ty

full sundial
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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||

wispy plume
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Erm it does do damage tho.

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Just a slight reduction.

weary relic
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What does

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Uhh, did you test that. It should work the same and a triggering scout

craggy pier
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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.

weary relic
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Yes

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It’s just the RNG

lilac fulcrum
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That's normal as the resources like ammo and health packs are already set, so extra space in lockers can be filled with glowsticks

minor fractal
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@craggy pier What map?

wispy plume
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Yes, I tested it plenty.

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You can shoot Birther wherever on the body but the best spot is obviously the tumors/eggsacs.

weary relic
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hmm, i havent tested the white marker damage enough tbh

craggy pier
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@ Rayalot72 R3A2 purification

weary relic
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@minor fractal he tried, ill give him that

minor fractal
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Interesting, although purification usually only has a few useful consumables

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Surprised you didn't find trip mines or c-foam, they're rare but that's still unlucky

craggy pier
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Yeah, we only got like 1 med kit and 2 ammo packs. everything else was glowsticks

weary relic
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hmm

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there is a 1 resource type minimum in each zone

craggy pier
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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

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it was a very strange run

steep mural
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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.

vital sierra
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the reload is longer than average gun

keen solar
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It has a super long reload.

weary relic
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yes

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just like the super long time between shots of the DMR

tardy granite
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love its hip fire accuracy thou

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and its single dot scope hahaha

steep mural
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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

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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

distant ice
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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

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Also deja vu

humble marsh
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I believe its meant to combat reload canceling, otherwise it would be really overpowered w any slower of a reload

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imo of course

vital sierra
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imo, if they fix pump shotgun reload, everyone are gonna go for combat shotgun

weary relic
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Bruh. It’s intended

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It has a speed loader modeled

vital sierra
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"speed loader"

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it's confirmed a bug

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by devs

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way back in R1

weary relic
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Uh hu

vital sierra
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imagine reload 1 pellet at a time

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and not the entire mag

weary relic
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Bruh

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This isn’t R1 anymore

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And CS isn’t useless anymore

vital sierra
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it's still a bug

weary relic
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Or they accepted it because it was fairly balanced

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So in which case no

vital sierra
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and let me say one thing

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Combat shotgun was never buff or nerf

weary relic
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R3 exists

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Uh hu

vital sierra
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it's only got buff in R3

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missed that

weary relic
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I know

vital sierra
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but you know what

weary relic
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Dmr bad?

vital sierra
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the combat shotgun damage buff

weary relic
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Anyways. What?

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Yeah?

vital sierra
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doesn't even matter

weary relic
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How so

vital sierra
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it's still 1 shot striker in R2

weary relic
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It was just the damn range tbh

vital sierra
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damn range?

minor fractal
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It's a mild range increase (although spread was and still is the main issue)

weary relic
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The non existence in R2

minor fractal
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And it competes better for damage.

weary relic
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It is quite balanced for R3

vital sierra
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slight buff

weary relic
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Yeah. And the 12 rounds per mag makes a decent change

vital sierra
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that's all the combat change through out 3 rundowns

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slightly buff

weary relic
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Yeah. And it’s in a good spot now

vital sierra
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yes

spark wolf
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incredibly small buff

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combat shotgun one shots since R1

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you have more range

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and a bit more ammo per clip now

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the increased range is worthless because the ai is fucked right now

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the smaller range with ai that isn't godly fast is preferable

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more ammo per clip is only helpful in limited situations

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where you're somehow the only one alive

distant ice
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honestly i find cs very easy to use

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at this point i only take revolver over it when i really don't feel like dealing with shooters

spark wolf
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im not using the combat shotgun in R3 because it became better

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im using it because they took my machinegun

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

digital gate
#

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?

craggy pier
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You can't ping zones

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You can ping doors if I remember correctly

supple skiff
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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

digital gate
#

How do you list items in a specific zone? Instead of items within the zone and with the zone number in their names?

heavy pumice
#

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)

potent nexus
#

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

digital gate
#

There's no way to access previous rundowns, and there's probably a list of lore from previous rundowns somewhere

supple skiff
#

The official wiki has a list of the logs found so far

fleet fiber
#

How do I turn off hud for screenshots

minor fractal
#

@digital gate you can list items in a zone with the filter "ZONE_[number]"

distant ice
#

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

minor fractal
#

I don't like just the number for the false positives.

#

Sloppy, imo

distant ice
#

for the 3-digit zones i've never fucked up but C1 got me several times

minor fractal
#

It is rarer, but it still happens sometimes.

distant ice
#

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

minor fractal
#

@digital gate what do you mean by "instead of items in the zone," btw?

distant ice
#

completely unrelated but around how many zones have we seen so far

minor fractal
#

A lot.

distant ice
#

think he wants to see the zone in the list, which you can't do

minor fractal
#

R1 had 47 zones.

distant ice
#

wow you actually count

#

i was like 23 ea levels, 8 average zones for map, 184 close 'nuff

minor fractal
#

R2 had 68

#

R3 has 52

#

167 total

distant ice
#

never processed that R1 had longer levels

#

i wonder if they are consciously going for some standard length

minor fractal
#

R1C2 had 10 zones and R1D1 had 11 zones

distant ice
#

C1 kinda cheated the length with 17/20 proliferation

minor fractal
#

R2D1 and R2D2 had 11 each, R2E1 had 12, R3C1 has 11, and R3D1 has 10.

fleet fiber
#

I’ll repeat my question

#

How do I turn off hud for screenshots

lilac fulcrum
#

it's in the settings

wise thicket
#

hud settings

lilac fulcrum
#

to remove the weapon you need to switch and take ss quickly

wise thicket
#

or hold out the hammer

fleet fiber
#

Thanks 🎈 🤖

ionic spruce
#

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.

lilac fulcrum
#

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.

thorny current
#
  1. 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.

  2. 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)

  3. D0c explained that 😋

#

you will get all the information you need

spark wolf
#

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

ionic spruce
#

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?

spark wolf
#

the map is set

thorny current
#

Layout is the same of the given map, Ressource spawns and enemy spawns change

spark wolf
#

but a new rundown means new expeditions with new "maps"

thorny current
#

and to a certain degree objective

ionic spruce
#

Ah, dope, so it's not like Warframe with tile sets.

#

Good to know!

celest apex
#

Just started playing again. Realized we're not on Rundown 1 anymore lmao

thorny current
#

And just to tell you, if you dont know, You cannot play older Rundowns

ionic spruce
#

👀

#

Oh?

#

Why not?

celest apex
#

Ah

ionic spruce
#

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.

thorny current
#

I give you a summary why not:

  1. System limitations
  2. no divide of the playerbase (so only current rundown gets focused)
  3. dev team is small and does not have the ressources for those (so no maintenance for those maps)
  4. because of system upgrades old maps get unbalanced and broken
  5. 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

minor fractal
#

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.

ionic spruce
#

Ah, gotcha, thanks.

minor fractal
#

Do you need any of the R1 or R2 objectives?

lilac fulcrum
#

?t wiki

eager jacinthBOT
ionic spruce
#

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.

thorny current
#

I would say, cause he is new he should play through R3 first maybe? He can still ask about it^^

lilac fulcrum
#

The wiki also has a lot of information (warning, spoilers at various parts)

ionic spruce
#

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!

spark wolf
thorny current
#

👍

#

Yeah dont rush it. There is nothing worse than buying a game or something else and not enjoying it.

shell gyro
#

after reinforcing a door with cfoam if you spray more charges on it do those count towards increased door hp or nah?

lilac fulcrum
#

Nope

shell gyro
#

ohh

#

so any charges beyond the 10 needed to seal door is wasted and you shouldn't spray anymore until the cfoam is broken?

rain python
#

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

minor fractal
#

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.

celest jewel
#

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?

vital sierra
#

in R2B2

shell gyro
#

bite you in the ass how?

vital sierra
#

when you come back at extraction

#

they will wake up

shell gyro
#

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

weary relic
#

what?

#

Unless it was before extract, except shooting within 30m will alert those

#

so the central room you can/will alert spawn room

minor fractal
#

Extraction is an alarm

spark wolf
#

should clear them

#

can try stealth kills

#

but there's enough ammo to shoot them all

minor fractal
#

@celest jewel Titan zones are usually what you want to sneak around, but it depends on if you have an alarm in the area.

spark wolf
#

you could wait till you get more ammo from different zones if you think you'll come short with the starting ammo

vital sierra
#

the alarm won't wake them up

#

but the enemies that come from the alarm will

#

especially when you're at the extract

minor fractal
#

Mhm, I'm saying if you think enemies will spawn near titans or you will fight them near titans, you should clear them.

vital sierra
#

either way

spark wolf
#

I also think spawn is A while the giants are in B

vital sierra
#

clear them

spark wolf
#

so that means it'll give them superspeed

vital sierra
#

speedy giant

spark wolf
#

if you try to fight them at extraction

celest jewel
#

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

minor fractal
#

They say that in literally any room

#

(that has enemies)

celest jewel
#

i swear that in the beginning of R3A2 they speak on it more specifically for the big guys in the room

neon gust
#

because thats the "most difficult part"

celest jewel
#

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

neon gust
#

theres a bunch of ways to approach it

minor fractal
#

Again, that dialogue occurs in any room with sleeping enemies.

#

"Let them sleep so we don't have to fight them"

celest jewel
#

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

neon gust
#

nah nah nah nah "Let them sleep so we'll be home and dry"

minor fractal
#

Yah, probably not the best design decision.

celest jewel
#

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

minor fractal
#

You can stealth clear them, though.

neon gust
#

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

celest jewel
#

oh no theres definitely a good amount of resources to take them all out

minor fractal
#

Well, depends on if the ammo is in the fog

#

If it is I usually wait to clear.

celest jewel
#

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

neon gust
#

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

celest jewel
#

also are they planning on cycling back old rundowns?

neon gust
#

nope, i still believe they will but as of now nope

weary relic
#

It should never go back to previous rundowns because of technical limitations

stable locust
#

I kind of wish they would.

#

Rundown 1 is still my favorite of the three.

distant ice
#

Mine too but it wouldn't be the same anyway

dreamy sapphire
#

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

distant ice
#

completely missing the point

#

well almost

dreamy sapphire
#

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

thorny current
#

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

  1. System limitations (cannot tell more to that ask D0c, if needed)
  2. no divide of the playerbase (so only current rundown gets focused, would go against your point)
  3. 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)
  4. because of system upgrades old maps get unbalanced and broken
  5. Always new content

That is more or less why.

dreamy sapphire
#

Yeah fair enough it definitely doesn't suit their model it's just sad to see rundowns go

distant ice
#

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

thorny current
#

It is actually simple to find out why people dont really understand a concept like that:

  1. Those who say that they paid for content, which get removed each time.
  2. 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)
  3. Those who hold nostalgic value to older Rundowns and want to revisit them.
  4. Those who simply never played them and want to see, what they were all about.
  5. 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.

distant ice
#

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

thorny current
#

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.

distant ice
#

quite the optimism GWcorbinTopKek

thorny current
#

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.

supple skiff
#

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

keen solar
#

You might get something that is similar to the previous rundown but you will never get back to the OG

rotund jasper
#

Which gun has the best sight in your opinions

#

For me I think of Burst Cannon

distant ice
#

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

rotund jasper
#

ok

keen solar
#

Best sight?

deft inlet
#

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?

craggy pier
#

?t lfg

eager jacinthBOT
deft inlet
#

thank you

craggy pier
#

Hopefully this clears up some confusion

empty plover
#

is there a way to consistently get the bug that lets you sprint and reload or is it just random

spark wolf
#

slide reloads are consistent if that's what you meant

empty plover
#

nah while sprinting sometimes he will just put his gun up like when you are walking and you can reload and ads while sprinting

spark wolf
#

never had that

thorny current
#

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.

supple skiff
#

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

empty plover
#

makes life a lot easier when soloing lmao

humble marsh
#

Lol you're not wrong, it def does

lost sandal
#

What it a class 3 alarm?

distant ice
#

team scan and 2 follow up scans

#

the class is literally just how many scans there are

lost sandal
#

so its the little group stand at the start, and two waves of hop scotch scans?

distant ice
#

for the one you're thinking of, yes, but not necessarily always the case

steep mural
#

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

wise thicket
#

It's the same hole

steep mural
#

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..?

wise thicket
#

Shit you right

steep mural
#

Ikr?I'am dead confused

#

I've heard alot of players say that it is just one hole

restive reef
#

its different holes

steep mural
#

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

restive reef
#

there are the same entrypoints, extractions can be anywhere

#

idk hole lore yet

#

cant wait for the long awaited hole lore

steep mural
#

Ooof

#

Me neither

wise thicket
#

I think the other holes are for other teams

steep mural
#

maybe

restive reef
#

there are different sectors of HSU

#

so most likely different dropping points and pick up points

wise thicket
#

Ye

steep mural
#

Seems like

#

So for rundown 3 for ex. , there's one standard entry point, but then the exit point would be different then

restive reef
#

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

steep mural
#

Ahh..

restive reef
#

no we were in the same section actually

#

so were still in the same area

hallow widget
#

play r2e1

distant ice
#

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

hallow widget
#

?t old rundown

eager jacinthBOT
#

Sorry, unable to find a tag named old rundown.

hallow widget
#

?tag old rundown

eager jacinthBOT
#

Sorry, unable to find a tag named old rundown.

hallow widget
#

?t old rundowns

eager jacinthBOT
#

When a new Rundown is release, the old ones are removed. Here is why:

  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
glad smelt
#

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!

craggy pier
#

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.

azure rivet
#

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 ?

craggy pier
#

You have to find specific terminals that have the logs

azure rivet
#

yeh it tells you whihc terminal

distant ice
#

it is in the logs

azure rivet
#

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

distant ice
#

kek no

neon gust
#

read reactor_verixxxxxx

distant ice
#

you read logs

neon gust
#

yeah

distant ice
#

you get reactor_versmth.log

azure rivet
#

it said a 4 digit number and a 2 digit number in the logs thats it

distant ice
#

read reactor_versmth.log and you get a 4-letter word

azure rivet
#

ill check it again but this is to 10th time there was no word

distant ice
#

you don't even need to start the reactor, the first terminal is always the same, in the 2nd zone

craggy pier
#

Its always read reactor_ver(idk what next).log

azure rivet
#

ok

craggy pier
#

And look around to see a 4 letter word like BASE

neon gust
#

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

craggy pier
#

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)

azure rivet
#

alright ill try that

scenic spire
#

you guys got any tips on playing solo

distant ice
#

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

scenic spire
#

aight

distant ice
#

and what you got will be a generalist loadout probably

#

smg sg mines

scenic spire
#

how do you delay the alarms

#

hoards*

distant ice
#

mines doors foam

#

kek

#

we don't have interactive environment so not much to it

scenic spire
#

oh thats what you mean by it

#

ok that makes more sense

neon gust
#

why its the characters thumb on rifle so big

supple skiff
#

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

abstract mirage
#

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?

supple skiff
#

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

abstract mirage
#

is there any difference in damage between the revolver and DMR?

supple skiff
#

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

abstract mirage
#

was considering running DMR for big bois and shotgun for hordes, but that doesnt sound very ammo efficient

supple skiff
#

If anything it's sort of the other way around, main weapons usually are small boi killing tools

abstract mirage
#

Hmm

supple skiff
#

Special weapons are more of a big boi killing tool

abstract mirage
#

ill try both out in expeditions and see if i like one better, i guess

supple skiff
#

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

abstract mirage
#

true, the game is still in early access.

#

thanks for your answers :)

supple skiff
#

No worries

naive hamlet
#

What does more rifle or pistol?

#

As in damage

digital gate
#

rifle 2 shots iirc

#

pistol takes 3

vital sierra
#

pistol take 2 heashot

#

and bonus 1 shot to any part

naive hamlet
#

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

distant ice
#

Disinfection and b1 GWseremePeepoThink

naive hamlet
#

b2*

#

mb

distant ice
#

Did you know there's a fog turbine on the map

naive hamlet
#

yes

#

im aware

craggy pier
#

You also need to shine your flashlight on the wallsack

naive hamlet
#

ye ik

#

i mean tips for the alarm not for how to not get infected thats just something we need to work on

craggy pier
#

507 alarm just needs 3 fog repellers

naive hamlet
#

510

craggy pier
#

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

naive hamlet
#

we usually have repellers and dont really have a problem with 507, its usually 510 is the problem

craggy pier
#

Also

naive hamlet
#

but uh u mean the door that enters into 507 right

craggy pier
#

Don't use any resources like meds and disinfect until you're about to do an alarm

naive hamlet
#

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

craggy pier
#

You don't foam anything till 510 alarm

#

You only really need foam if you're struggling with that alarm and the mother

naive hamlet
#

ye alright ill try that ty

distant ice
#

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

weary relic
#

Maybe a special new that does that would be fun

teal sphinx
#

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

weary relic
#

There will not be a flamethrower

teal sphinx
#

oh It doesn't have to be one

#

just maybe a special shotgun or ar

#

or maybe experimental weapons

weary relic
#

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

teal sphinx
#

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?

weary relic
#

Like I said

#

In the future there will be weapon progression but that’s it

steel valley
#

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

teal sphinx
#

maybe they had like paralising melee weapons or special ammo that stuns/ incapacitates

weary relic
#

Mhmm. I would like pickup one use special ammo types

vital sierra
#

or not

#

just don't have ammo for the special one

weary relic
#

inserts stun ammo in carbine with malicious intent

teal sphinx
#

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

weary relic
#

Special weapons won’t come. But I can see a 1 use ammo pack with special ammo types

#

Progression will be soon I hope

distant ice
#

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

weary relic
#

Yeah

teal sphinx
#

well when an ammo pack gets used completely it despawns right?

craggy pier
#

Yeah, and?

teal sphinx
#

just use the same system

weary relic
#

Durability works different

teal sphinx
#

you get a certain number of uses

weary relic
#

But one use packs yeah, they would

teal sphinx
#

like 4x 15seconds or 2x 30 second charges

distant ice
#

but our guns don't break now do they

teal sphinx
#

no that's not what I'm saying

weary relic
#

Well, that’s how the IIX works

teal sphinx
#

you get like a clip of stun rouonds or light up rounds

#

special ammo types would be cool

distant ice
#

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

teal sphinx
#

of course

distant ice
#

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

weary relic
#

The lore side yeah

#

But it could be riot control for anti warden organizations within the complex

#

*stuns

restive reef
#

yikes

teal sphinx
#

I mean shock rounds make sense to why they're in the complex

restive reef
#

i really dont like the idea of player npcs down in the complex

weary relic
#

But anything like explosives would not

craggy pier
#

Hmm

weary relic
#

Me neither

teal sphinx
#

npc's y/n

weary relic
#

No

craggy pier
#

n

teal sphinx
#

no if it's to fight em

craggy pier
#

no npc in complex

#

period

restive reef
#

yes

teal sphinx
#

if it's only for lore (you see them for like 3 seconds on the other side of a window or something)

#

maybe

craggy pier
#

no

restive reef
#

its meant to be about discovering things on our own and interpreting things

weary relic
#

A customizable player hub might be cool in the future, where you build your loadout and customize your character

craggy pier
#

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

restive reef
#

player npcs are a bad idea for a game like this

teal sphinx
#

yes

#

but if it's like to show you that there's actually a 3rd party it might be interesting

craggy pier
#

There's audio logs

#

^

weary relic
#

I don’t want any direct contact with other people

teal sphinx
#

well yeah but as I said there should'nt be any interactions

craggy pier
#

State of truth AM intensifies

weary relic
#

But logs, vid logs, cutscenes etc work

craggy pier
#

yes

teal sphinx
#

^

distant ice
#

do we know how long's it been since things went to shit in the complex

weary relic
#

I want vid logs, maybe next R

craggy pier
#

but i dont wanna actually see any npcs during my gameplay please

weary relic
#

Not yet I dont think

craggy pier
#

The neonate is enough already

distant ice
#

those radio guys and whatnot, they may be dead for decades now

teal sphinx
#

yeah they shouldn't impact gameplay

craggy pier
#

im fine with small lore cutscenes n stuff

distant ice
#

i don't think this is a cutscenes kind of game

#

big doubt they'll be introduced

weary relic
#

Gross. Neonate

craggy pier
#

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

weary relic
#

Yes. Vid logs

#

Needed

craggy pier
#

For now I'd like to see audio logs of the scientists conducting experiments

#

Or maybe people who went in the crater to investigate

teal sphinx
#

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

distant ice
#

imagine computers that aren't just command line

#

kek

craggy pier
#

Imagine entering an audio log then just getting rickrolled by the devs

teal sphinx
#

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

weary relic
#

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

teal sphinx
#

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

weary relic
#

Atm there isn’t any stored unlock system implemented into the game

teal sphinx
#

they could still implement it

weary relic
#

Prob won’t be for a while. Tho is planned

#

(Not for missions but same concept)

teal sphinx
#

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

weary relic
#

Eh, forced lore isn’t really a thing that suits a game like this

teal sphinx
#

well you don't need it but it's easier if you do

craggy pier
#

Remembering stuff from previous tiers will not be fun for newer players

weary relic
#

Yeah

distant ice
#

i don't think it's a good idea at all thematically

teal sphinx
#

well it should be some "end game" type stuff

distant ice
#

you're expendable, a prisoner

#

warden does the thinking

teal sphinx
#

but you enform the warden of it

craggy pier
#

Especially since the game doesn't tell you what you the mechanics outright

teal sphinx
#

that's what I'd thiink it works

craggy pier
#

*inform

distant ice
#

who says he needs your petty knowledge

craggy pier
#

I read your statement as enforce the warden

#

Bruh

teal sphinx
#

...

weary relic
#

Endgame, we just need good, hard missions

craggy pier
#

We're just pawns tasked to do shit for him, not give him intel iirc

weary relic
#

Not this stupid quirky levels like D1

distant ice
#

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

teal sphinx
#

no we don't tell him what happened

weary relic
#

He just knows

teal sphinx
#

but maybe the code changes every set number of cycles

craggy pier
#

It'd be like A3 where you run from terminal to terminal

teal sphinx
#

so we need to refresh the info or something

craggy pier
#

If it did become a mission

weary relic
#

So an uplink mission Stan

#

More or less

teal sphinx
#

well

#

more or less

craggy pier
#

Basically

teal sphinx
#

since the info would make the mission easier

#

but you can still attempt it without

weary relic
#

But that is a mission type, but the whole cross mission stuff doesn’t work

distant ice
#

you don't know that

weary relic
#

Each level needs to remain separate for playability

craggy pier
#

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

weary relic
#

That we need more of

craggy pier
#

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

distant ice
#

why such an extreme example

#

remember B1 and B2

craggy pier
#

Just thought about it

distant ice
#

it could be something like that except not as sacrifice

craggy pier
#

Not really gave less extreme examples in my head

#

R2 or R3?

distant ice
#

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

teal sphinx
#

maybe having different enviroment hazards

#

like in one case it's just pitch black and in the other you get a bit more lighting

fallen tide
#

question cfoaming the door does a bit of damage to it ?

worthy pollen
#

nop it shouldnt damage to the door

weary relic
#

No. Does not

fallen tide
#

cause i saw some guy say if u refoam the door use quarter charges

#

that way i won't damage it

shrewd dirge
#

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

restive reef
#

what do u sink sey did here?

shrewd dirge
#

Unless he has some magical technique, then i ask him to foam the A1 door for longer than 55 seconds with default cfoam

fallen tide
#

hmmm

minor fractal
#

@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.

shrewd dirge
#

yeah, but you have to babysit the door

#

unless you're in longbomb range

minor fractal
#

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.

shrewd dirge
#

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.

craggy pier
#

dis place is biiiiig

#

@restive reef

restive reef
rich mango
#

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
#

we dont know yet

#

i assume september

#

or late august

rich mango
#

@restive reef That's more than enough for me, thank you!

restive reef
#

no problem

lost sandal
#

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?

vital sierra
#

well

#

depend on location the enemies spawn

#

and with the uplink spawn mechanic

#

they can just spawn on both doors

minor fractal
#

@lost sandal Foam bottom door, if they go for top doors it takes them longer to reach you.

graceful stream
#

We're gonna try that now lol

teal sphinx
#

so What's the expedition "planning" thing on the roadmap?

craggy pier
#

you can check the roadmap

#

it should explain it clear

weary relic
#

Prob kinda like pre heist planning like payday

thorny current
#

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

distant ice
#

Pretty much

teal sphinx
#

you can check the roadmap
@craggy pier it doesn't say

distant ice
#

They said it's basically the steps before you actually start the development part of it

craggy pier
#

I didn't read the question correctly mb

teal sphinx
#

@distant ice oh ok thx for the answer

fallen tide
#

what is NRV probe reaction ?

#

is it based on ping or something ?

craggy pier
#

It's completely random as of now

#

Serves no purpose currently

fallen tide
#

i see

craggy pier
#

But it could be a hint of something that is planned to come

fallen tide
#

i think there will be drones in the future

craggy pier
#

Just as the infection levels were

keen python
#

someone know what the update to Unity 2019 LTS will improve the most in gtfo?

thorny current
#

I would say stability? Engine got upgraded and works better now. But other than that I dont know.

slim cargo
#

Hi Guys. I was wondering if the devs have managed to add player scaling yet? Or is it still designed for 4 players?

craggy pier
#

The game will not have any scaling. It's designed for a 4 player team

slim cargo
#

Okay. Thanks!

copper ruin
#

will there ever be a leveling system?

worthy pollen
#

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/

swift plover
#

Do scout feelers generally go FARTHER when they are deployed because of the player (sprinting, flashlight)?

fair mauve
#

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

restive reef
#

yes she eats all spaget before u can bop

#

depressing

fair mauve
#

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

elder ravine
#

in r3a3 what are we supposed to do after each round with the commands stuff in the terminals?

fleet fiber
#

Go to the terminal in question

#

Type ‘logs’

elder ravine
#

ok

fleet fiber
#

Type ‘read reactorver[something].log’

#

Find the four letter word

elder ravine
#

oh ok thx

peak salmon
#

and slay the dragon

fleet fiber
#

Type ‘reactor_verify [word]’ on the middle terminal

elder ravine
#

alright thx

peak salmon
#

jack

lost sandal
#

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...

graceful stream
#

we never made it out

craggy pier
#

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.

weary relic
#

*to be added

craggy pier
#

Thanks for the correction, it appears my hesd was having a heart attack.

weary relic
#

Oh I still am

craggy pier
weary relic
round marsh
#

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

atomic robin
#

@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

distant ice
#

?t roadmap

eager jacinthBOT
distant ice
#

exists

atomic robin
#

ah, or that lol

distant ice
#

when they decide on a release date they always add an in-game timer

atomic robin
#

^also that

round marsh
#

Dope thanks everyone!

round marsh
#

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?

gilded jolt
#

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

round marsh
#

@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?

gilded jolt
#

Strikers do survive without heads it is annoying and no enemies do not bleed out

round marsh
#

Alright cool. Thanks for the info.

craggy pier
#

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

round marsh
#

Guess i should have prefaced with this. All this info is assuming you have alerted/have a horde already spawned

craggy pier
#

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

round marsh
#

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

craggy pier
#

They still function the same even without the head or any other part of it's body

round marsh
#

but if you take out chest its always a 100% kill right?

craggy pier
#

No

#

For shooters at least

#

Fully charging your hammer on a striker's chest will kill it

weary relic
#

Ok. One sec

craggy pier
#

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

weary relic
#

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

round marsh
#

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

thorny current
#

striker do have a noticable noice when they die though

weary relic
#

Basic hammer charge guide

craggy pier
#

It's the same thing even when going loud

gilded jolt
#

They prob dont use hammer when going loud

round marsh
#

Yea but you keep talking about using melee

#

im not trying to melee when we alert lol

weary relic
#

Gun wise For primaries:
Dmr is a 2 shot to the head
Pistol and Rifle 3
Bullpup and AR 4
SMG 5