#gtfo-related-questions
1 messages · Page 502 of 1
If there are a group of 5 which are extremely close, you will alert all of them
I will try to draw it zzzz
are the devs consider nerfing Bunnyhop?
since you're basically jumping and running at the same time
I feel they should but stealth bhop is fun
Theres pros and cons to it as is
You still have a chance of alerting or putting yourself in a sour spot
nope
Like not seeing a second enemy or something
the "chance" of alerting is because you fked up
even if you not seeing a second enemy
you can still stop
causing 0 sound
and after you bhop once
you can straight up run
the enemy won't get alerted since they'd changed to another stage and they had to wait for that stage to complete
They just need to make the landing/jumping sound alert enemies to fix it
landing = alert will make sense
If you jump you're gonna land at some point lol
right now, dropping from another floor and hit really hard on the ground count as "walking sound"
Yeah just make the landing sound alert,that'd be the best option
it's still not right
What's not right about it?
They would need a velocity value to affect it
Also what if you're carrying something heavy
That should affect it as well
this make it worse for anyone that carry thing
What are the three terminal imputs objectives for r4? Disable life support for a2 overload, adjust temp for b2 extreme and what else?
Uhh what is the one in D1 extreme again
IDK 😄 I’m just trying to make a page for it on the wiki!
You're rerouting power to something
D1 starts with an s and it goes on to say line 7 true
what mission do you guys think is the best for solo practicing scouts? I dont want to stealh kill too many sleepers or do too many alarms, i just want to get straight to scout hammering
B2 is your best bet
Ye
Even then still a bit of a pain to get to em
You can get up to 3 (that I have seen) through the gen cluster scan door
Best bet is to pretend ya know what you are doing in lobbies. Then just go for it for practice
thanks for the tips
what is "mouse 4" in the gtfo bindings
side buttons - i use mine for push to talk
That... is something I should have thought of.
I use one of the side buttons of my mouse for the flashlight, it's nice
most i've seen was 4 scouts in the zone behind the team scan security door for B2
would be nice if the wiki had maps for these kinds of things- went as far as i could into B2 solo and got through 2 or so alarms, but no scouts!
The non-alarm scan in the gen cluster room, the zone behind that usually has at least one
I mean ye its rng
Sometimes you will just get none but that zone usually has one
I want to say C2 but you have to do a class IV alarm first before even going near the doors that has scouts
Ye you have to do that then the zone with a bunch of scouts has a really annoying alarm door to get into it too
i get the game is hardcore and i know ppl are going to shit on me for saying this, but there should be a testing level in each rundown with rooms of specific enemies, to test bugs, strategies, damages, etc
Yeah that's been said a lot
anyone know if choke mod shotgun can 1 hit scouts?
Yes
I'd say medium range idk if it has to be head or not but just shoot head to be safe
if you want to easily practice killing scouts quickly go to the extreme on b2
2 scouts right at the start, no alarms, nice and quick
you can set mines behind if you take long enough that the error alarm waves reach you
does that room ever spawn sleepers ive only been in there once
okay cool
||sometimes the scouts are in the same room||
||thats just extra value||
on the topic of sleeper spawns during an alarm, how do they work?
like do they follow a rule of spawning two rooms away or one?
two rooms away from any prisoner unless the current map doesnt allow for it
that means if you are two rooms away from you friend they can spawn on you as well
also if they spawn in a room that has sleepers they will ionly alert the room if they scream
has anyone mapped out the levels for this rundown?
prob yeah
Is the wave spawn during B2 extreme on a specific timer, or does killing the wave alter the time remaining until the next wave spawns (like during alarm doors)?
On a timer.
All class error alarms are on timers, most extraction waves are also on timers.
B2 has over 50 seconds between spawns, a very slow pace.
Do we know the timers for each extraction alarm yet?
So you can put a timer up somewhere to know exactly when the next wave spawns. That should help when doing the overload.
or just listen to the monster's scream
Fairly sure C2 and D2's ||carry item objectives|| have close to 10 second timers.
it gives you plenty of time to prepare
On B2, you can kill a wave and them immediately after perform alarm setup and start alarms.
As long as you keep it to at most 20 seconds of setup, you can very consistently get alarms going between waves.
A2's ||class error has about a 20 second delay. Not sure exact timing, but it's 15-25.||
we could consider|| a time spawn|| like rayalot did
since sometime they spawn early
is t here any solution for the D2 lag?
all the people i play with experiences that and it sometimes cost our games
lag spike every 10 seconds and causes character to stop shooting or moving
have nothing to do with computer or internet
lowered the graphics but still having the same issue
If you get stuck, how do you get unstuck?
Doesn't help:
- reconnecting
- relaunching game
- moving just at the moment you spawn
- host migration
Apparently after 30 minutes I just leap frogged through world and got unstuck. Now I just occasionally fall through the floors ¯_(ツ)_/¯
I got that bug in A2, where suddenly I would fall through the floor
after relaunching the game everything was fine though
Okay, I'm also in A2
@frail kestrel That issue seems to only occur if host's PC is mediocre and can't handle the map ||the fog in particular seems to stutter lower-end-hardware||. Get a new host.
It doesn't matter how good your own PC is or how much you lower graphics settings, if host can't handle it the game will stutter for everyone. Same app;lies for enemy movement lagging and stuttering, dependent on host.
@minor fractal but how is it possible for everyone?
literally everyone who has bad or good pc faces the same problem
Because the host's machine is what's actually running the game?
no matter who's the host
If something is delayed or imprecise on the host's end, and the client needs that information from the host, then the client will get that delayed or imprecise information regardless of how well their PC runs the game.
sooo
We had this issue on D2. We switched hosts and it almost completely went away (stutter went from 1 second to closer to 0.05 seconds, most people didn't even notice it happened).
is it the pc's problem or the internet problem
The PC.
we tried rotating the host but all had the problem
Need someone with a better PC. It might also be due to a specific component that the game isn't well-optimized for, not necessarily all of the specs matter.
Is it possible to play GTFO in Duos? Or are there some cases where having 4 people is the only real option?
Fair enough
people have solo'd and duo'd a fair number of levels this rundown already though
i don't ask but i have seen posted in media and fanart, everything up to at least D tier should've been duo'd already
Alrighty. It was a question since it's mainly just me and my friend and LFG'ing with randoms (Although the ones I played with were very nice) was a hassle.
Ive duo almost the entire rundown, it is possible
and its always been
You just gotta have understanding of some of the game mechanics and you should be good to go 
you can look for 1/2 more static-ish people or just save randoms you liked playing with
duo can be fun by itself ofc
I read that GTFO is not supposed to be played solo. Does that mean that it is meant to be played with 2 or 3 people in a group? I've not bought the game yet. I kind of want a friend to commit and play with me.
GTFO is balanced around playing as a group of 4, and there is not any scaling for less people, so if you do have less, it will be a bit more of a challenge.
I might have to try matchmaking in that case 😄
good fucking luck
questions
with the uplink terminals
i get code after connecting the uplink
and where does he verify the X09 stuff
in another terminal?
in the same terminal
damn, gl next time
pretty gucci 😄
in the name of panic
i could not tell the fucking code
it was nail and i was typing nael.
yes
rip
cool game tho.
i like it
finished A1 hard
and doing extreme shit already.
easy peasy lemons squezy.
mhm
when i can't do a1 hard

how many sleepers is max spawn?
How does max spawn work with error alarms. Will an error alarm only spawn enemies when there is no alert ones or when the designated error Alarm sleepers are dead
error alarm are like extraction alarm
what percent of voicelines missing in the current build compared to 1.0?
We don't know
In C2, theres an alarm door that just says ||[Warning] Alarm Detected|| is that an infinite?
error alarms are infinite
but it doesnt say error
pull it and find out
hell no lmao
so just do it and find out
how does the giant purple name bug happen?
something to do with the non-standard characters in a name
hmmmmmmmmm, are the corpses placeholder?
no no no, i just mean the corpses around all over the place
i look at them and their clothes are really low resolution, and the detail on stuff like faces makes it feel more like the corpses are an LOD model
ah, possibly
is it a known issue with c foam just going through doors/c foam grenades bouncing off doors
I and other players do, not sure if the devs do. They might
Can mine still blow up the door if placed near the door ?
Yep
how do you get through the fog in b2?
Fog moves down as you put cells in, you just gotta do things in the right order
hmmm that seems silly. fog doesn't "move down a level" if it was a game mechanic, it should have been spelled out somewhere. as it is now it seems to just softlock you from progging the level if you go the wrong way.
At least its not crispy fog
If they keep that type of scenario, putting cells in should help you, not hinder you. As it stands it's very hard to figure out what you are meant to do. Or just straight don't use the cells til you are done. Would like to see more decision making with objectives like that.
the "cell in cluster -> fog goes down" mechanic has been in the game since R2 and they just wanted to put a twist on it. Technically it's always made fog go down, we've just never been below the fog
it's consistent with the objective design, of course for newbies that may seem out of the blue
and for one i have explored and completely cleared the upper zone first, and could do the alarm just fine considering you have 2 sets of doors so you don't have to fight anyway
for two i think it is a pretty interesting twist, overall objectives this rundown seem twisted so you can screw yourself in several places if you don't think
for three, you should pay attention to the flavor text. This game doesn't teach you anything straight-up, no tutorials, and that mechanic is part of "anything"
also you'd think that naturally thinking you'd go for the zone you're not blind in first 🤔
"It's a mechanic that existed before" is not a reason why it should be considered good.
Mechanics that you cant reverse any other way than reset the whole level is ass design.
There's a difference between, "you didn't think", and, "You didn't know the game logic makes fog go down, therefore deal with it in the whole level."
flavor text is fine, but it isn't a tutorial. Learning game mechanics naturally is fine, when there's logic to them. flashlighting spores to shut them down isn't explained, but it makes sense and is easily figured out by the player. Conversely pluging in power to clear the fog SHOULD NOT make more areas covered in fog. that doesn't make any sense, and no player should be expected to figure that out.
If they want to keep that mechanic, fine. But at least put in a log file in the level the player could at least attempt to look out to find out for themselves. As it stood, my group thought to look for a turbine, something to control the fog levels, some sort of infrared, and basically found nothing. We quit the level because the fog itself is so oppressive and we made it through the upper part of the level WITH fog, we thought we would get to have a break from it. But nope, the fog followed us. None of us wanted to deal with that so we just called it a night and will try going down first, then up.
This kind of decision making, isn't really a decision at all. No fog is clearly better than fog, which not only undermines the fog mechanic as a whole, since now we will just skip it, but also makes the level itself more linear.
In my books, its clumsily handled, and I don't see an argument for, its harder cuz it punishes you for being ignorant to draconic mechanics that you can't know about til you make the mistake. That's just bad design imo.
I think the part they were betting on is that you'd notice being up is hard and redirect towards the bottom zones
You can have your opinion but i think you're too upset about your experience right now to talk about it as a whole
i don't think i'm upset. its just a game. and for the most part the game is fun, but that particular line of thinking is indicative of what i believe to be poor design choices. And it's not hard to fix. put in a log file for someone smart enough to look for answers. make it so you can reverse putting in a cell, so you can experiment with the mechanic.
As it stands it's very hard to figure out what you are meant to do.
It's kind of obvious after one attempt, and it's not even likely you'll mess it up unless you're already making very bad decisions?
well considering i came here looking for answers, i'd say its not that obvious, and I don't think Gotchaing your first attempt through the level with no way to combat it from that point is very fun. And we didn't really know we were making a decision to flood the cave with fog. We just were doing the closest path we found, and pluging in the objectives as we got them.
Right, you went through the zone that has an upper floor of full fog first instead of the fogless zones.
And then you didn't notice the lower floor of those zones get filled with fog after one cell.
well actually only one person pluged in the cell, the rest of us stayed in the fog, and he plugged it in real fast and sprinted back to us before the effects fullly set in. and plenty of zones have local effects to them that don't change. we thought we'd have to do the foggy room eventually, may as well do it now.
there was no real tell either with one cell plugged in that the fog would be letting up eventually
all of this could have been telegraphed better, or in some cases at all
Your tell is that literally half of the zone goes from clear air to fog.
It's kind of your own fault if you didn't notice.
Sure, its our fault, that's not a problem. The problem is the only way to fix that was by restarting. That's pretty clunky.
If you bothered to notice, you still have two zones in 0 fog you could have visited first.
your missing the point here, and that's fine. Point being, there are ways to fix this so newer players aren't turned off by its frustrating design. The game is in Early Access, they need to address issues like this. Simping for the level isn't going to help make the game better :/
once you put the third power cell in, it will put the fog line at the floor of the starting areas, putting zones 88 and the other one beyond that one in fog
there are also fog repellers in the zone past 88
Two cells*
nope
No, it is two cells. Fog flips from going infinitely upwards to infinitely downwards.
see when my group had two cells in, the area that you start in was fucked with fog,
so
the fogline is not below the floor of the starting area at two cells
The fogline is just above gen cluster and goes infinitely downwards at two cells, meaning 88 and 89 are in full fog.
yes, not disputing that
so @chrome wraith you should get all of the low power cells before you start heading higher
once you get the third cell from the higher zone, you should have all the cells you need to get through the hard objective
@chrome wraith They could add better hints and logs for gen clusters and fog turbines, but 90% of this game is trial and error if game mechanics aren't explained to you by other players. That has always been the case, and I don't see the game realistically getting anything like the radical modifications that would be required to change that.
yeah, your gameplay will generally be a form of:
get through as much as you can
minor assumptions in how the level will play out and what resources you need to save or use reap rather costly but minor setbacks
fight some more
realize that you're making a last stand due to the lack of resources that you're staring down an alarm door at
pop till you drop
learn how the level works and how best to prepare for it
do better next time
my group just reached D tier the other day, and we spent like 4 hours on two attempts on D2 with no success
it's all about trial and error
although, i'm not sure what really happened, we all stacked up to whack a big guy and he just one shot us before he was out of his stun animation
guess he was just a gamer
If stagger breaks and host hasn't restarted, titans will just stand there and swing at you instead of taking a moment to recover.
yeah, that late on into the level i started experiencing more bugs that i think has to do with server deterioration in some capacity
trial and error with stealth killing gets you to pull a room you didnt want to, trial and error with spores will get you infected and possibly flashing an enemy into pulling. Trial and error with hold outs could result in you using more resources than you meant to.
with the fog, its just, "well you fucked your level up, restart kiddo." theres a disparity there.
and "that has always been the case, therefore it shall always be" is just dumb. they are always making the game better, at least where they receive feedback.
You can still beat the level in full fog, though.
It's just annoying.
Especially with just main objective, that wouldn't actually be very hard to do.
you can beat Dark souls without ever leveling up. doesn't mean you should try it though. and if you do choose to try it, you are clearly aware of the choice you are making
and more importantly, it undermines the fun that the game has when you play it the right way
You're still not soft-locked, the game is just more difficult as with literally any mistake you might make.
trial and error with fog isn't too bad, I put a cell in and we had to do an entire zone with only fog. It's not a softlock
what rayolt said
Considering you apparently got two cells in full fog, I find it very surprising if getting two more was what made-or-broke your run.
well, think of it this way:
trial and error with stealth killing gets you to pull a room you didn't want to, trial and error with spores will get you infected and possibly flashing an enemy into pulling, trial and error with hold outs could result in you using more supplies than you meant to,
trial and error with generator clusters can cause bad shit to happen
i was actually gonna bring up dark souls, you have to think about the levels you haven't played as if you're playing against a boss you haven't played before, while you're still a new player. even as an alright player, i still go into bosses expecting to have to bash my head against things before i finally get through it, and it's the same sort of deal here, except each failure on a level brings more information that can help you in the next attempt
you misunderstand, its not that we COULDN'T complete the level. we totally could have (well if we had any ammo), it's the we didn't want to subject ourselves to playing more in the fog, since we just braved 2 zones of it. we thought we would be rewarded with normal zones, but low and behold we got more fog.
it wasn't fun anymore.
and we decided to just quit, because we couldn't reverse the choice we didn't know we were making.
in the case of B2, go through as much of the level that is below the fog at the start as you can. that means cracking but not fully opening the class 3, and going through the class 4. once you get the power cells from 88 and 89, you already get enough cells to be able to do the upstairs areas without having to deal with fog
which is something even i wasn't aware of because after seeing that first fog drop down, i resigned myself to not plugging in power cells until after we get all four, meaning we did half the level in fog
we still died at the end cause we forgot about what happened after plugging in four and unexpectedly having that all happen
but after that we were able to get through it with less than four people
and it not as if this makes it harder. just more inconvenient. exactly put, we could apparently have done the level in such a way that we could have avoided all fog. so what is the point of even having fog at that point? at best it's a variant room type that can be avoided and at worst it's a mechanic that forces you to follow a set linear path
For overload you need to do 86 and 87 in fog.
okay, so, if you have fog, and you don't like dealing with it
then you can do the level in such a way as to avoid it
at that point
the fog is seen as what it is
an annoyance, which deters you from going in a certain direction at a certain time due to the need to deal with it
it's not there to add some wild special flavor or anything, it's there to be a hinderance
it's why fog turbines are deathly important if you ever find one in a level
First attempt w/ quad we activated extreme and planned to just explore as much as possible before dying. Assumed we could adjust fog in top zone and confirmed that fog descended with one cell. Died while exploring 86 at two cells.
Second attempt did duo main objective just to make sure we understood the optimal path and to see where overload was.
and it's why despite seeing 80 fog repellers spawn in a room with no fog that they shouldn't be thrown around the room like goofballs
as my friends and i have already paid the price for like
60 fucking times and never learn our lesson for
also, we are glossing over the fact that pluging in cells is apparently tied to making the fog level go down. that's not something that makes any sort of sense.
we don't know exactly what the generator cluster is powering, but we know that in R3A2, the generator cluster was aiding by making the fog dissipate in the area, pushing the fog away
Actually the generator cluster's purpose is that but that was mentioned in r2 not here
not making the fog level go down as in making the fog less dense, which would make sense, just down infinitely instead of up infinitely
And i still think you're blowing this infinitely out of proportion
R4B2, there is fog going from surface to drop point, and with the fog going down, it's likely to mean that it's an attempt to contain the fog from getting to the surface in the event that it's toxic fog, as seen in B1 or in a lot of other levels
If i had a dollar for every time one mistake fucked the run i could be the stakeholder instead of tencent
you aren't there to clear the fog from your area, you're there to contain the fog in your area
This is just a different but same kind of mistake
making mistakes is fine, when they are fair. this doesn't seem fair. this is like in dark souls when the dragon one shots you for going over the bridge you have to go to.
theres no godly way you could know what was going to happen, and now your just screwed.
i swear the hellkite drake bridge was made as a demon's souls call back
Your mistake was the aberrant decision of going for where you can't see shit first, and the second one was not paying attention to the change in environment
You had 2
the only way you could know is seeing the burn marks all down the bridge and the burned corpses, but you wouldn't know how that happened until after you get the drake to come down
but most of the time people don't pay attention to the burn marks or bodies and think it's just set dressing
I don't think there's any place we're going with this
yeah, i mean it's just level frustration, really
You think it's bad, we think it's just another day in the complex
what?! because there were burn marks on a bridge that could have happened at any point in time = theres a dragon that's going to come as soon as you step out there.
i mean
We see frustration over seemingly small things like this one constantly but it's always something unique that ignores other problems as a whole
you do have the drake literally land directly in front of you and look down on you as you enter the level there
it's not like it WASN'T going to show up later
You're just going to come back to complain about boss enemies, surge alarms, shadows, auto-alert zones, the other gen cluster, carry item objectives, etc.

yeah, there is a LOT of pain you have to get through, all goes well until "oh shit, what's this unexpected thing that's happeni- oh no, go... no, no, just go... GO!"
it gets far far more painful on levels with razor thin supply margines
And when it comes to things like this always remember that extractions like a2 exist
woah, ive liked most things the game threw at me. im not shitting on it as a whole. you don't need to be so fragile about it. I thought toxic fog was a bitch, till i used the terminal and found that disinfection packs were a thing i could find. and they also put a turbine in the level, so i thought, hey thats fair and good design. show the problem before showing the key.
Like team wiping because you pull a door when the team is nowhere near. That’s pain
that is just
in this particular case i think they made a misstep, stop acting like im saying the whole game is trash
Ngl. At times like this I miss B4
that's like a whole separate level of pain, cause that's not pain from level design that's just pain from having dumbo teammates or sometimes being the dumbo teammate
i like the game for the most part, which is why id like to be able to maybe see it when im trying to play it.
It's completely random whether or not you'll think any particular mechanic is bullshit and worth complaining about or just a part of the game from my perspective.

lmao
That was a VERY fast team wipe
neko = dumbo teamate confirmed
y'either take your licks and buckle down to hold through the storm or i guess uhh
Hm
Well ray, luckily it doesn't matter to you or I whether you think what i think is bull shit or not.
It's completely random whether or not you'll think any particular mechanic is bullshit and worth complaining about or just a part of the game from my perspective.
what he said, but actually it's tied to how much trouble you'll have with it
i guess just do C1 and C2 instead of B2 in order to unlock D tier
and i didn't act like you think the whole game is trash
lol

^
i'm saying that the game has tons of problems, i think that, and this is just stuff you'll have to deal with either way
well i mean you can unlock C tier from just doing A1 and A2
Mhm. Sadly
and for this sure there's something we could do better, but we're somehow prioritizing a way smaller problem from what i see
theres hard mechanics tho, and badly designed mechanics. i think the way B2 is handled is more bad then hard.
and any number of people think that about any number of elements

so what now
i will say that D tier feels like it's a different game, not in a bad way, but i can also say that hearing "WARNING: THREAT LEVEL: HIGH" only feels as if it holds any weight on D2
B2 is well done. And punishes mistakes 🤷♂️
see
B2 is annoying but not the most difficult level to get through, it's not as bad as trying to get through C1
and now that i'm thinking about it, my group hasn't even tried C2 with more than 2 people
i'm kind of surprised we got through the alarm door with C2
cause we aren't very good at all
never gotten past C tier until this rundown
Well i left my feedback, hopefully it gets adressed and fixed. cheers lads
i mean it was done on purpose
if you hang around you'll see there's a million things people would like addressed
but sure ig you made it clear that there's some people that see that as a problem
fixed would probably mean next time you see a generator cluster level just doing something different
not as
in
you doing something different, but the level
didn't even get that far myself lol
R3A2 is probably the best introduction to gen cluster levels
Rip. D1 was good
we got to C tier and enjoyed it but kind of hit a bit of a brick wall, and then some of our group burnt out, which meant we weren't capable of getting very far in the C tier levels anymore, and so we had to give up too
you can always play with other people too
Mhm. My duo buddy burnt out after R1 and R2 A1 and IX B1
And LFG was nice for me then
yeah, of course, we just tend to rather keep to playing with people we know personally just cause it can be less entertaining to play with people you don't know just cause you have to get accustomed to each other, that made us feel okay with being able to put the game down and see what was going on later on
we didn't play until R2, so we got through a good chunk of R2 with just us
yeah i get playing with your friends is more fun
but at the same time i don't feel like just because they stopped you must too
Mhm
hearing about that class IX was terrifying as we were just looking into different ways to handle it cause we thought the class VII was hard
So good
well it's not like we felt like we MUST, just more that we didn't have as much drive to keep pushing forward on the levels as we do in this one
Hm. I pushed hard for R2 completion back when I joined the discord. E1 was worth it
i think a big part of why we're being a lot more resilient this rundown is twofold, one is obviously that it's easier cause we have dumbo goblin brains, but also because we can see directly how close we are to getting one step further
i always disagree that in the same tier the difficulty has gone down
well, i would say that it generally has for the A tier if you just stick with the main objective
Hmm. It’s definitely dropped since R2 In difficulty
well no scouts unfortunately but more alarms
Bout the same as R3 tho
most of the main objective stuff is pretty straight forward but ramps up towards what i would expect in difficulty the deeper you go
it's the first time we get 3 alarms instead of 2, however it only goes up to class 3 instead of 4
the enemy counts are just a lot more rngesus
it's also the first time there's no scouts
Mhm. As well as Wes said
i had 17 in one room in A1 first zone i believe
Ye
uhhh, well, i mean, okay so, R2A1's alarms i think were all 3 stage IIRC, but with layouts that made it more varied as to where enemies could come from, the same situation with the second alarm, and with the third alarm you have to deal with a door you can't close or block off alongside whatever door they came through in the first alarm, and the fact that there's scouts where the main obsec for R4A1 didn't
i mean there isn't a LOT that's harder in R2A1 especially now that i have more time in the game
but it has more challenging obstacles than I think R4A1
always rngesus yeah, but maybe you remember - does it have more sleepers?
i didn't get that impression
for R1A1, both alarms had single entries
no but sleepers have always been easy to take care of, they aren't a challenge
On average. R4 has a fair bit less it feels
I do think it does, yah. R4A1 appears to have two enemy pods instead of one in first zone like every other A1 prior.
i meant does R2A1 have more than R4A1
Uhhh, I don't think so?
no, but again, sleepers to stealth isn't very much of a challenge
never was for my group cause even if we didn't know how to double kill we could just stack up on a group if they were too close to each other
anyway R2A1 had the second alarm where for one path you had a security door left open, but first alarm was effortless
102 had one pod, 103 had at least two pods but I don't think it was that many. 104, 105, and 106 all had only one pod, which I think might have just been the scout pod.
So pretty sparse on enemies, tbh
also tiny map
i mean, i dunno, i never really saw rooms as challenges, so the amount of sleepers has never really had much bearing on difficulty for me
R4A1 gives you doors but there's still 2 of 3 alarms that have double entrances
also feels tighter on resources
R2A1 you could blow everything you wanted to on 2nd alarm
There's only 2 use packs on your path
while i believe there were 4 uses before
resources were especially plenty for R1A1 because you got a resource zone
i kind of am inclined to disagree in terms of feel, but i'm realizing that they're probably on par with each other and i'm just thinking R2A1 was harder because we were new to the game
my point exactly
R2A1 is harder for newbies
that is a more sensible statement
Almost entirely because 103 was a fucking mess to work with.
i don't think per-tier difficulty changed enough for us to say "the devs felt R2 tiers were too hard"
i think that R2B1 is harder than R4B1 personally
R2B2 was just a better version of the first half of R4B1
i mean it was just one alarm basically
for new players it can be daunting
but i didn't find the 9x to be anything special
my view of it can be skewed of course seeing how i mostly play in duo
we just didn't know any real tricks as to it, i would say R4B1 extreme + not knowing how to make them all come in one direction would be near the same difficulty as R2B1
but R4B1 hard was extremely easy by comparison to R2B1 which we were barely able to get through with the four of us even after we had learned some ways to try and keep them at bay for longer
B1 extreme you can't force them to come from one direction without having yourself go deep into one of the zones?
you can force them to come in one direction
What other way did you use, that's not the one i mentioned
going into the room you enter the reactor from, i think it was zone 220?
They can come from behind if you're in there...
if you come from the reactor into that zone, there will be a small staircase on the right that if you all stack up on, they all only come from the bulkhead door and run in a straight line at you
or well, not ONLY but we've only had 5 or 6 sleepers ever come from behind us and it was because someone backed up too far
well it certainly wasn't the whole wave that came behind us
you simply had a run where nearly everything spawned ahead of you
i mean we threw ourselves at it like 20 times and only ever had i think two or three times where a group of like 5 came from behind us while the rest of the wave still came from in front
If you defend in reactor you still don't get a lot of them behind you.
we wound up just split-firing for that
Fairly sure the reason defending in a forward zone causes less to spawn behind you is just because there are now three spawn points over there instead of one.
i mean i can post a run where i'm holding front untill an entire wave destroys me
from the back
okay, but i'm just saying that we've done a LOT of attempts where they only ever came from the front
what ray said
rng / likely a lot of those attempts ended early (as in, before you opened the other zones where they could spawn)
my main group kept slamming our face against it until we just decided to push on with B2, i ended up playing with a couple of mutual friends and we wound up getting it first try and not a single group spawned behind
and no, we were only failing on reactor stage 4 or 5
yes
i too have had runs where barely anything came from behind
point is that your positioning will not guarantee forward spawns only
If you defend in 221A, they can spawn in 222B and 51G. If you defend in 220A, they can spawn in 51E, 51F, 51H, 51I, and 222A.
maybe i should buy a lottery ticket
(or you died before they spawned from the back)
okay, at what point would we die before they spawned in the back?
at what point do they start spawning in the back as opposed to in front?
So it's basically a 1/2 chance for waves that can spawn behind to spawn behind, but only a 1/5 chance for waves that can spawn behind to spawn behind if you defend further up.
a run where you died on 3/5 is less likely to have waves from behind than a run where you got to 5/5
we never died on 3/5, i think we died once in our first attempt at stage 2 because we were playing with a new guy, but we pretty much instantly tried the same strat from R3A3 and it worked like a charm
it's not quite as foolproof because if you back up they will come from the left side and not all straight at you, but if you sit on the stairs in 220 then you really shouldn't run into much coming from behind you
even at 1/5 chance, like 18/21 not having enemies spawn in front is ridiculously good luck if it is RNG
until it spawns a singular giant behind you, none of you notice/hear, and the giant downs all of you

and it wasn't even the whole wave that would come up from behind us, just like 5 or six lil dudes
a big guy coming from behind us would be a trollface moment
At most half of the waves are even able to spawn behind, so it's more like 1/10 waves spawn behind.
it sure happens
1 in 10 would put us below average for having guys spawn behind us, but i'm still a little confused as to why the whole wave wouldn't come from behind us, only a handful of dudes
note that each reactor test spawns multiple waves.
Because the waves that have variable spawns are smaller, prolly
or it might just spawn the wave in chunks progressively
Also, you can get the titans and hybrids behind, those do have randomized spawns.
i do know that multiple waves spawn wes, i did say that the most waves you get is like 4 at the end
i'm not following the convo but why are you all still arguing
wasn't this solved at the point where ray noticed that if you defend further up you're less likely to get shit from behind
dunno, apparently my group has been doing a strat that's apparently statistically impossible
even though it's worked consistently
ok cool conclusion
yeah, i guess the only conclusion to make is that my team is like a bunch of orks, so low in iq that we create a field around us where reality bends to us
WHEARZ ME SQUIG OINTMENT
the spot you have makes it way less likely for you to get shit from behind or reduces the amount of shit you get from behind
what's the arguing about rn
i mean i think it just ended so i dunno
maybe if my group gets a lottery ticket while we're all in the same physical location one of us will win
gotta get like 3 plane tickets for that though
no one ever said anything like that, you said you had a strat that makes everything come from one direction
which it has 18 out of 21 times
while the correct wording would have been that you have a strat that
makes it way less likely for you to get shit from behind or reduces the amount of shit you get from behind
because i don't know the way that the spawn system works in the game
we just pushed up because it was the thing we did in the last reactor mission we had and it worked almost exactly the same save for two or three times where a very small group of enemies came from behind while the rest of the full wave of like 15 or 20 or however many spawn in a wave came from in front
and in that case, the two of us that weren't shooting just turned around and blasted em
enemies from behind were unintentional on R3A3 and that ended up getting fixed
yeah we never had any spawn from behind in R3A3 either, for that we just pushed up onto a staircase because they funnel into one straight line making them FAR easier to deal with, especially with the hel-gun
what was the last reactor mission if it wasn't R3A3..?
that was the last reactor mission
we never did it to mitigate backspawns, we never knew backspawns could happen, we only did it to funnel enemies to make them easier to kill
for whatever reason, there is meant to be backspawns on this one and doing the same funnelling trick seems to work the same way as in R3A3
which means they all spawn in from the front and conga-line at ya
difference is in R3 you were never meant to get enemies from behind
here it's just a strat that gives them more spawns at the front
i guess it's even stronger of a strat if that's the case
well R3A3 was an A tier after all 🤔
but this is B1 extreme and the same strat winds up working even better because of the fact that there's meant to be backspawns
and it also winds up mitigating backspawns
i had no idea about that, we just saw a few come from behind us and were surprised a couple times but figured that that was normal alongside the front spawn
no it's not like jesus has descended, i'm just having to learn about the backspawns for B1 extreme now
anyone got lag in the reactor defend in b1?
like your time is always stuck
enemy lag
is it because we stand on the bulkhead door?
You mean the timer was stuck?
if you're standing on the bulkhead the game might be thinking you're trying to pass to the other side and starting that transition
try not standing on the door, because anyways standing on teh door is kinda cheesing imo
there's a bunch of strats. You can simply stay on the reactor room guarding the front door, but be mindfull that enemies will come from behind sometimes
if you pay attention to the direction of their scream (that one that they do when the wave is coming) you can guess when they're coming from behind. Also, you can assign someone to be on the lookout for that
That doesnt happen often, so most of your team can still focus on the front
2-3 burst sentrys in the front is an ok strat
if your team is having issues with the regular guys, pick special weapons that help clean them up, like one of the shotguns
there is no shame in going with 4 burst sentries also hehe
from what I heard, you can solo every level. But cant give you the tips on how to do that
cant teach something I dont know lol
lol
watching some vids from solo speedrunners might help
Well there is a bug where you dont see your teammates in the drop pod with you
But they will be there when you get out of the drop pod
Guys ive bought the game yesterday and i know it had mini bosses like the mother. i will see it or this unique enemies are exclusive from past rundowns?
play the rundown and see 😉
I'll respond to that question by saying this rundown has the most diversity in terms of different enemies you'll face.
||there's no big shadows though||
No problem, I hope you end up enjoying the game as much as I have. If you have more questions feel free to dm me, I'll do my best to answer whatever I can. Otherwise just ask here, there are plenty of bright minds in the server.
@fading tangle ||Big shadows can appear in D2, just very rarely||
||no they can't..? I've run the level a fair many times and have never seen them at all||
no they do not taco
||thats a big charger||
||invisible giants are exclusive to rundown 2 in r2e1 as of now||
Best A2 Loadout for PE Solo
Does shotgun sentry still stealth kill?
the shotgun sentry can't be used in this rundown
what a shame jk, it was bad
so uhhh
are all alarm doors listing their class, or is there a few that just don't mention it still
A few dont mention it
i am very scared for the second supply room on D2
anyone know how many stages are on 99's door?
oh no wait the one to 99 was just a 3 stage with big scans
@craggy pier load outs are all subjective tbh. Bring what you feel comfortable using and you'll manage.
whats the best for ammo (that isnt fucking autopistol machine gun)
sadly i just failed with assault rifle and machine gun at the overload door
pistol + revolver
did you loot
yes
because there should be a lot of ammo
i didnt die cuz ammo
i died cuz a giant striker i didnt kill before got aggro'd while i kited the wave, they went through the room and triggered him
is the heavy assault rifle any good? Also is the carbine better than the smg?
Guns are mostly personal preference, all of the ones you listed are good though
I was thinking of switching from carbine to smg because i cant seem to deal with stuff up close.
carbine deals will all ranges better than smg
but it is a burst so you have less control over exactly how many rounds you fire
is r4d2 pe soloable
On phone
Somewhere in content creators
If you have 5 hours to spare you can give it a full watch
is r4d2 pe soloable
@dusky totem Yes it is solo-able. I do not believe there is a video of particularly PE published yet.
is auto sentry better or worse than burst
depends how you use it, but I feel auto sentry has better use cases
Auto is better cc, burst is better kill potential imo
Combined they're quite effective
I prefer the auto pistol over bringing a sentry though
Your comparing a weapon to a tool
auto pistol can stagger, which is the main job of the auto sentry
you could bring something like another mine deployer or c-foam instead
which provide much better uses than sentries
You have to reload
which provide much better uses than sentries
@fading tangle ah no
Depends on the map and situation your in
If you doing b1 main then i doesnt make sense to bring a sentry, but if you do extreme then it makes sense to bring one
Also auto sentry doesnt need to reload, you do
I've yet to run into a situation where using a sentry has provided a massive benefit. It's usually minor assists and it's never a good idea to refill sentries as more mines or cfoam do better work
We could.go on and on about this, but its gonna be like.anothe biotracker sucks discussion
Yeye
reloading with the auto pistol is such a minor issue, as it's fast and you can do it once you've staggered a cluster of enemies
you can hit more enemies than the auto sentry with an auto pistol as well
the best thing about the auto sentry is the range falloff really isn't there
but that's also a fault since it will focus on one enemy most of the time, wasting ammo
so you have to sit and baby it
I'm bringing up facts rather than throwing a fit and shutting down. just saying
Is it possible to shove-lock a scout out of a room, like a striker or shooter?
uhhhh worth trying
guys can underscores and spaces be interchangable in terminals?
do they work interchangably for listing zones
list zone 6
list zone_6
for example
no you have to use underscores where it normally has one
CRYO_386 needs to have an underscore
and ZONE_34 will work but ZONE 34 will return nothing
oh ok
also LIST RES 34
for resources
LIST CELL ## works too
if you are looking for a specific item
thanks
Just be careful with that because it can also list resources that have 34 in their ID tag as opposed to resources in zone 34
yeah I wrote a bunch about it in #gtfo-technical-support
you want heavy spoilers or nah?
He really left you hanging huh?
Lmao
Is it intentional that sleepers live w/out a head. I know about the head destruction thing with shotguns but when you hammer them and they’re head explodes
It just seems dumb when they scream without a head
probably through their throat
do landmines blowing up affect door integrity?
like if one were to blow up right by a closed door
would it make it weaker or
In previous rundown, mine will destroy a door even if c-foamed
ah alright
No
it gets you to play more of the game
I imagine if we ever see a return of the E tier you would probably need them to unlock that
ah, that makes sense
you might need full clear
how many enemies is enemy limit cap
i guess it depends since titans take up more enemy space than strikers so
could also depend on the alarm
oh so it differs from alarm to alarm
iirc someone said around 30
alr i guessed around that amount
but yeah depends the alarm
man it hurts getting to final extraction scan and hearing more enemies spawn when you reach overloading alarm cap
that sucked a lot lmao
welcome to gtfo
lmao yeah haha
a2 prisoner efficiency 2 man is hard and we were right there arghhhhhhhhhh
ouch , cfoam always do the job jsjsjs
go bio and mines
but i forget how nuts c foam is
like at the ending point you dont even need ammo you just kite and loop back to the extraction
welp
next time i guess haha
also one more thing
||is it only exclusive to a2 or is prisoner efficiency always doing overload first then extreme after||
||if you have the option to a and b being b harder always go for b othewise youll lock yourselve ||
|| iirc c2 you can complete hard then overload ||
is there any incentive to survive a mission? If one player manages to survive, does it matter if we do not ?
well not atm but perhaps in the future
cool, thanks!
any how know how to operate the reactor terminal and codes for b1 extreme
do you know how to get logs off of terminals?
@craggy pier Type in reactor_verify CODE and that will verify that code for the terminal
First wave code is a freebie the next 4 you have to go into other zones find the right terminal in them and get the codes out of them
To get the codes out of said terminal type in LOGS
Then type in the corresponding log that reads REACTOR_VERX05.LOG to extract the code from it
are there any tips for doing alarms solo
@dusky totem It really depends on the map and other factors.
A lot of solo play is kite heavy
You have to lure enemies away and use doors to stall them
Just wondering, is the game easier with less players? We managed to do a lot in B1 launching only at 3 but as soon as we tried with a 4th player the map seems way more populate
Sometimes less people is easier in a sense that you accept that you might need to kite
And you probably tryhard harder in the easier parts
is doing solo terminal uplinks literally just kiting and looping back to terminal to type in code
since you have to be present by the terminal for it to actually process the code to uplink
that depends
for this rundown there's 2 expeditions that have uplinks
the uplinks on A1 can totally be done without having to leave the terminal
but you probably can't hold the 12 round one on C1 by yourself

Where would they come from
The circled door is broken and we trying to calculate the shortest route
Because we got 0 clue where they would spawn from
they will spawn in A and can take any path
there is nothing you can do to guarantee that they'll take one path specifically
Yea its what we thinking on do they care if a door is closed or not in taking their specific path?
they do to some degree
but not really while their still far away
they also break down doors as soon as they get close to them
so if they spawn next to a door, that's the door they'll break
even if another is already open
Gl
Wasn't sure where to ask this, so i settled here. But anyone have any suggested ways to use the c-foam tripmine. How are those best utilized?
Rip hopefully it wasn't b2 pe
You’ll want to use them as placeable c-foam nades. Place them up high towards doors and shoot them to set them off and to c-foam the door
Don’t worry it’s easier said then done so don’t feel too bad if you don’t fully reinforce the door
oh, thats very interesting, so like a long ranged re-foam potentially with some setup
Essentially yea that’s them in a nutshell
Or at least the most effective way of utilising then
You’ll only ever find them in A1 and D2 tho
Ah, kind of like the syringes from last rundown
thank you
Np
C1 too
do sleepers know if doors are c foamed?
on a2 they always seem to run to the non c foamed door almost all of the time even though its shorter of a distance
Sleeper AI this rundown is really finicky and very hard to predict
My only assumptions out of their AI pathing is that they’ll try and come from all angles if it’s possible
sleepers can push each other now for some god forsaken reason
They tend to take each and every route now dispersing into groups of 5-6 from alarm waves to take down both ways of entry in A2
People asked for sleeper collision with the players not with each other smh
And sometimes they just always go for the one door all together
It’s very hard to pin down where they’ll attack from w/o bio
c foam should still be seen as a closed door
as for them taking multiple ways, it seems that split spawns are more common now
which can be used an explanation for that
(split spawns were a thing before but they were pretty rare and you wouldn't even notice if you didn't pay attention)
Mhm
To do overloads, do you have to beat extreme first?
if u have the option to do a harder optional objective [ in the same bulkhead ] you need to activate the highest difficulty otherwise youll lock yourselve
oh okay.
so you could do like a2 overload objective
then extreme?
in the same run
A chunk of them require you to do the overload to have access to the extreme afterwards
ohhh
yes
Honestly, I would think it should be the other way around. But, that's just me. 😉
So you're going for prisoner efficiency?
whats that
doing overload and extreme in the same run
When you do the overload, then the extreme and finally the main objective all at once
I cant imagine how tough that'd be lmaoo I did extreme and main in 1 run and we exhausted all the supplies
You just have to learn to do everything with hammers and 20% health
"That's it. I'm gettin' me mallet."
A fellow man of culture I see. Very good
We have found several energy cells in map B1, are they useful for anything? because there are many generators on the map but only the ones marked by the mission can be used
you need 3 for the main objective
you should have only gotten 1 extra
which you need if you want to complete the extreme objective
ahhh okay is for extreme objective
or you could use it to open up an extra zone for more resources
I thought it was used to remove the fog from some rooms
there is a fog turbine, not sure if you've found that?
There should be one in the zone you drop in
||hey anyone... during an A2 overload run, my team didnt encounter any scouts in both rooms, nor any sleepers. Has anyone else gotten this?||
no but my friend left and came back
but that was long b4 we did the overload
@vital sierra
||overload always pack with enemies and scouts||
if none of it spawn then it could be caused by a cheat
the reason i ask about host DC because host migration are still in the work so it's caused everything to be empty to host and enemy frozen on client screen
the 3rd option is the game bugged out but it's unlikely
One more question @radiant wasp: ||is the overload wave still spawn? ( error alarm )||
are you duo-ing?
we were, someone else joined though, it was a trio by the time we got at the overload door
dont know
enemy are pre-spawn
must be a cheat, or else it's a rare bug
and those times there were enemies
it's weird that overload area don't have scout + sleeper
thats what im saying, i have no fucking clue though
no one on my team cheats, im sure of it
well
we better end this conversation
you could report it as a bug but can't be fix since you can't reproduce it ( and it's rare )
only Overload area right?
ok
So for error alarm doors, how do you prevent creatures from spawning in front and triggering all the room?
You can’t prevent it per say. But if you are fast enough to move in. Then they can only spawn behind you 
I think it was B2 we were doing, with sections that had 4+ rooms in front after security doors
do you have to clear all of the rooms in under 30 seconds?
Have to no. But that forces RNG in your favor
It’s a strat some people use. But a difficult one
Not really if you want to get into the main alarmed doors room just take the middle path it’s the quickest and mostly empty way towards the alarmed room
But if you want be quick about it bring lock melters in order to beat the time limit
Do zone doors cap the two room away spawn or no
Hu?
It's kinda hard to explain what I'm getting at
Like the enemy cap for error and alarm doors the same cap?
No like the distance they spawn
They cannot spawn on the other side of that’s what you are asking 
Just try to explain cause I have no clue what you are referring to
So if we have a person standing one room away from where an alarm door is, to prevent them from spawning that direction
And they're in a room connected to an open zone door
Oh
Would that prevent the enemies from spawning that direction?
Yeah. Ofc they can spawn in previous zones
There is only one exception in that rule. Which will not apply in any level except C1 extreme
Why's that an exception
Just the way uplink spawns work is different
So A1 extreme if we use the one door and it breaks
Oh wait. A1 extreme as well too
Regardless. For every normal case yes. They can spawn in previous open zones
I'm trying to prevent them from spawning at the bulkhead door and instead spawn further in the other zones since they have more doors
I know enemies can spawn in the one room outside of a zone door
Not just one
So they can spawn even further
It follows the two room away rule always. except for uplinks and starting zones that have only one room away (R3B2 and R4C2 for example)
Cross zone isn’t an issue
an issue in what way

I'm having a hard time figuring out a noob proof A1 extreme strat for those two alarms with the generators
I’m saying between zones doesn’t cause any spawn changes. It only follows the two room away rule
we tried opening one of the zone doors after and c-foam the door in that zone but they spawned right at the zone door that was opened
And they also spawned outside the broken door where the alarms are at
so they spawned in two different rooms
at the same time
So they spawned two rooms away regardless
yeah but we were in one room
and they spawned one room away
It’s technically two
Yes. That’s been happening as long as the game has been around
As Wesley said iirc. Just a lot more noticeable this rundown
what's the strat then for doing the extreme generator alarms
The clusters?
I personally do them back to back or simultaneously
simultaneously gets messy, worse than doing one at a time
but I dont like to play with pubs so I don’t know the “meta” strats
If I’m solo. Simultaneously. Squad. Back to back
yeah but new players struggle with waves
First one I usually leave door open since everyone has more ammo and hp
Then close it for second
That’s a pretty easy strat that’s noob proof
I like doing the top door first, then going into the zone and looting it. Maybe even go to the hard bulkhead and loot that zonee since the resources go to waste
that very last zone with thee hard drives has resources that tend to never get used
You can just keep it foamed
Only takes three uses and it only lets one wave spawn
Throw a couple mines on it and it’s gg
yeah but that's for one alarm, what about the other once the door is busted
Do both at the same time
Is the player camera hit effect/stagger intensity relative to the damage taken?
(aka big strikers make you head fly but little strikers tentatongue not so much, same for the shooters)
how do you join mapper cult
||Sell your soul to D0c||
add mapper cult to ur name and ur in
mapper



What is the mapper cult?
A group of people that want a tool that people call the mapper that was shown in the original reveal trailer to be added into the game
The thing that reveals the area behind a door?
Yeah
That does look cool tho
of course it does
yea it looks cool
So will we get it?
Maybe
we better
hopefully
But what's the point in revealing the area behind a door?
It would only be useful for the first run
It might have its uses for future content.. But, it's hard saying.
Maybe there will be stuff behind doors you really want to know if it's there or not.
Alright
maybe for choosing whether you should do an alarm for that room
if more enviromental hazards/enemies are added
is recommended to finish main for c2 before doing optional?
I like doing all the surge doors first then go back to main
when you put the 2nd cell in b2 generator, does the fog go from 0 to 1000 immediately
i mean, is it intended
Yep its intended
I think the mapper could be very useful for areas in heavy fog or darkness. Would reveal the layout of the area so it would be easier to navigate around. Could maybe also fill in your map for the area you're in.
What is this mapper business I keep hearing about?
A tool from the trailer
Not sure
It was officially removed due to not having a use
which, as the creator of the mapper cult, i take issue with
@next sentinel that isn't officially supported and it isn't allowed to talk about those types of things in this server
Oh okay
So when a weapon says medium or short range, what's the distance? 5? 10 meters?
short can be below 5 meters
i believe pistol is short-medium and its falloff starts right around where sleepers stop detecting you (sound) in stealth
so is it like the cap of where damage fall off is at the most or where the damage fall off starts







