#gtfo-related-questions

1 messages · Page 502 of 1

fading tangle
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Yeah but I've had clusters of enemies and only one would go off when I hammer another

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But now two go off and it makes it more difficult to deal with

keen solar
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If there are a group of 5 which are extremely close, you will alert all of them

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I will try to draw it zzzz

vital sierra
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are the devs consider nerfing Bunnyhop?

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since you're basically jumping and running at the same time

fading tangle
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I feel they should but stealth bhop is fun

vital sierra
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you can still bhop but

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running = alert

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but jumping + running = not alert?

fading tangle
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Theres pros and cons to it as is

vital sierra
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there is almost all the pros

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and almost none of the cons

fading tangle
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You still have a chance of alerting or putting yourself in a sour spot

vital sierra
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nope

fading tangle
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Like not seeing a second enemy or something

vital sierra
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the "chance" of alerting is because you fked up

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even if you not seeing a second enemy

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you can still stop

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causing 0 sound

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and after you bhop once

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you can straight up run

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the enemy won't get alerted since they'd changed to another stage and they had to wait for that stage to complete

fading tangle
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They just need to make the landing/jumping sound alert enemies to fix it

vital sierra
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landing = alert will make sense

fading tangle
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If you jump you're gonna land at some point lol

vital sierra
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right now, dropping from another floor and hit really hard on the ground count as "walking sound"

fading tangle
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Yeah just make the landing sound alert,that'd be the best option

vital sierra
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it's still not right

fading tangle
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What's not right about it?

vital sierra
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normal landing = noise

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Hard landing = alert

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that's should be it

fading tangle
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They would need a velocity value to affect it

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Also what if you're carrying something heavy

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That should affect it as well

vital sierra
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this make it worse for anyone that carry thing

indigo quiver
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What are the three terminal imputs objectives for r4? Disable life support for a2 overload, adjust temp for b2 extreme and what else?

gilded jolt
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Uhh what is the one in D1 extreme again

indigo quiver
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IDK 😄 I’m just trying to make a page for it on the wiki!

minor fractal
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You're rerouting power to something

shell nest
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D1 starts with an s and it goes on to say line 7 true

alpine tapir
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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

gilded mist
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B2 is your best bet

gilded jolt
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Ye

gilded mist
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Even then still a bit of a pain to get to em

gilded jolt
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You can get up to 3 (that I have seen) through the gen cluster scan door

gilded mist
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Best bet is to pretend ya know what you are doing in lobbies. Then just go for it for practice

alpine tapir
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thanks for the tips

shrewd dirge
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what is "mouse 4" in the gtfo bindings

alpine tapir
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side buttons - i use mine for push to talk

gilded mist
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That... is something I should have thought of.

fading tangle
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I use one of the side buttons of my mouse for the flashlight, it's nice

spark wolf
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most i've seen was 4 scouts in the zone behind the team scan security door for B2

alpine tapir
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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!

gilded jolt
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The non-alarm scan in the gen cluster room, the zone behind that usually has at least one

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I mean ye its rng

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Sometimes you will just get none but that zone usually has one

craggy pier
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I want to say C2 but you have to do a class IV alarm first before even going near the doors that has scouts

gilded jolt
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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

alpine tapir
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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

craggy pier
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Yeah that's been said a lot

neon spoke
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anyone know if choke mod shotgun can 1 hit scouts?

shell nest
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Yes

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I'd say medium range idk if it has to be head or not but just shoot head to be safe

weary relic
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Easily to 15m

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To the head ofc

steel valley
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if you want to easily practice killing scouts quickly go to the extreme on b2

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2 scouts right at the start, no alarms, nice and quick

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you can set mines behind if you take long enough that the error alarm waves reach you

dreamy sapphire
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does that room ever spawn sleepers ive only been in there once

craggy pier
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Never

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Only two scouts

dreamy sapphire
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okay cool

fading tangle
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||sometimes the scouts are in the same room||

dreamy sapphire
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||thats just extra value||

coral girder
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on the topic of sleeper spawns during an alarm, how do they work?

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like do they follow a rule of spawning two rooms away or one?

dreamy sapphire
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two rooms away from any prisoner unless the current map doesnt allow for it

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that means if you are two rooms away from you friend they can spawn on you as well

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also if they spawn in a room that has sleepers they will ionly alert the room if they scream

hardy vector
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has anyone mapped out the levels for this rundown?

weary relic
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prob yeah

carmine wasp
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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)?

minor fractal
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On a timer.

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All class error alarms are on timers, most extraction waves are also on timers.

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B2 has over 50 seconds between spawns, a very slow pace.

whole depot
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Do we know the timers for each extraction alarm yet?

carmine wasp
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So you can put a timer up somewhere to know exactly when the next wave spawns. That should help when doing the overload.

hot jolt
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or just listen to the monster's scream

minor fractal
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Fairly sure C2 and D2's ||carry item objectives|| have close to 10 second timers.

hot jolt
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it gives you plenty of time to prepare

whole depot
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.-."

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Yeesh.

minor fractal
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On B2, you can kill a wave and them immediately after perform alarm setup and start alarms.

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As long as you keep it to at most 20 seconds of setup, you can very consistently get alarms going between waves.

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A2's ||class error has about a 20 second delay. Not sure exact timing, but it's 15-25.||

vital sierra
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we could consider|| a time spawn|| like rayalot did

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since sometime they spawn early

frail kestrel
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is t here any solution for the D2 lag?

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all the people i play with experiences that and it sometimes cost our games

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lag spike every 10 seconds and causes character to stop shooting or moving

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have nothing to do with computer or internet

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lowered the graphics but still having the same issue

formal bear
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If you get stuck, how do you get unstuck?

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Doesn't help:

  • reconnecting
  • relaunching game
  • moving just at the moment you spawn
  • host migration
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Apparently after 30 minutes I just leap frogged through world and got unstuck. Now I just occasionally fall through the floors ¯_(ツ)_/¯

hot jolt
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I got that bug in A2, where suddenly I would fall through the floor

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after relaunching the game everything was fine though

formal bear
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Okay, I'm also in A2

minor fractal
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@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.

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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.

frail kestrel
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@minor fractal but how is it possible for everyone?

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literally everyone who has bad or good pc faces the same problem

minor fractal
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Because the host's machine is what's actually running the game?

frail kestrel
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no matter who's the host

minor fractal
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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.

frail kestrel
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sooo

minor fractal
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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).

frail kestrel
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is it the pc's problem or the internet problem

minor fractal
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The PC.

frail kestrel
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we tried rotating the host but all had the problem

minor fractal
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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.

cursive hawk
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Is it possible to play GTFO in Duos? Or are there some cases where having 4 people is the only real option?

distant ice
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technically you can solo the whole game

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in terms of difficulty you don't want to

cursive hawk
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Fair enough

distant ice
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people have solo'd and duo'd a fair number of levels this rundown already though

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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

cursive hawk
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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.

neon gust
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Ive duo almost the entire rundown, it is possible

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and its always been

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You just gotta have understanding of some of the game mechanics and you should be good to go flashlight

distant ice
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you can look for 1/2 more static-ish people or just save randoms you liked playing with

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duo can be fun by itself ofc

coral obsidian
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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.

lilac fulcrum
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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.

coral obsidian
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I might have to try matchmaking in that case 😄

spark wolf
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good fucking luck

unkempt lodge
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questions

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with the uplink terminals

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i get code after connecting the uplink

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and where does he verify the X09 stuff

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in another terminal?

weary relic
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in the same terminal

unkempt lodge
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we fucked up

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but we know what is up

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i fucked up especially.

weary relic
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damn, gl next time

unkempt lodge
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pretty gucci 😄

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in the name of panic

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i could not tell the fucking code

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it was nail and i was typing nael.

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yes

weary relic
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rip

unkempt lodge
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cool game tho.

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i like it

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finished A1 hard

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and doing extreme shit already.

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easy peasy lemons squezy.

weary relic
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mhm

coral girder
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when i can't do a1 hard

weary relic
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ray

coral girder
random locust
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how many sleepers is max spawn?

rain python
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seems to be anywhere between 26-33

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also depends on enemy type and alarm type

dreamy sapphire
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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

vital sierra
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error alarm are like extraction alarm

subtle swift
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what percent of voicelines missing in the current build compared to 1.0?

fading tangle
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We don't know

wise thicket
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Some voicelines are bugged

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And some are host only

radiant wasp
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In C2, theres an alarm door that just says ||[Warning] Alarm Detected|| is that an infinite?

toxic aurora
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error alarms are infinite

radiant wasp
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but it doesnt say error

toxic aurora
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pull it and find out

radiant wasp
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hell no lmao

wise thicket
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The door it not perma

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Some alarms doors dont have a label on it

radiant wasp
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so just do it and find out

wise thicket
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Is it zone 12

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Zone 12 alarm is a class 4

radiant wasp
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yea, passage to zone 12

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ohh okay

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thanks @wise thicket

lusty bramble
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how does the giant purple name bug happen?

fading tangle
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something to do with the non-standard characters in a name

craggy pier
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hmmmmmmmmm, are the corpses placeholder?

fading tangle
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no?

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you're asking about ||D2|| right?

craggy pier
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no no no, i just mean the corpses around all over the place

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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

fading tangle
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ah, possibly

craggy pier
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is it a known issue with c foam just going through doors/c foam grenades bouncing off doors

fading tangle
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I and other players do, not sure if the devs do. They might

unique kettle
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Can mine still blow up the door if placed near the door ?

craggy pier
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Yep

chrome wraith
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how do you get through the fog in b2?

distant ice
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Fog moves down as you put cells in, you just gotta do things in the right order

chrome wraith
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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.

craggy pier
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At least its not crispy fog

chrome wraith
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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.

distant ice
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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

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it's consistent with the objective design, of course for newbies that may seem out of the blue

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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

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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

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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"

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also you'd think that naturally thinking you'd go for the zone you're not blind in first 🤔

chrome wraith
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"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.

distant ice
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I think the part they were betting on is that you'd notice being up is hard and redirect towards the bottom zones

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You can have your opinion but i think you're too upset about your experience right now to talk about it as a whole

chrome wraith
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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.

minor fractal
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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?

chrome wraith
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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.

minor fractal
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Right, you went through the zone that has an upper floor of full fog first instead of the fogless zones.

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And then you didn't notice the lower floor of those zones get filled with fog after one cell.

chrome wraith
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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.

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there was no real tell either with one cell plugged in that the fog would be letting up eventually

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all of this could have been telegraphed better, or in some cases at all

minor fractal
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Your tell is that literally half of the zone goes from clear air to fog.

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It's kind of your own fault if you didn't notice.

chrome wraith
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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.

minor fractal
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If you bothered to notice, you still have two zones in 0 fog you could have visited first.

chrome wraith
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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 :/

craggy pier
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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

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there are also fog repellers in the zone past 88

minor fractal
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Two cells*

craggy pier
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nope

minor fractal
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No, it is two cells. Fog flips from going infinitely upwards to infinitely downwards.

craggy pier
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see when my group had two cells in, the area that you start in was fucked with fog,

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so

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the fogline is not below the floor of the starting area at two cells

minor fractal
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The fogline is just above gen cluster and goes infinitely downwards at two cells, meaning 88 and 89 are in full fog.

craggy pier
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yes, not disputing that

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so @chrome wraith you should get all of the low power cells before you start heading higher

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once you get the third cell from the higher zone, you should have all the cells you need to get through the hard objective

minor fractal
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@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.

craggy pier
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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

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my group just reached D tier the other day, and we spent like 4 hours on two attempts on D2 with no success

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it's all about trial and error

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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

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guess he was just a gamer

minor fractal
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If stagger breaks and host hasn't restarted, titans will just stand there and swing at you instead of taking a moment to recover.

craggy pier
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yeah, that late on into the level i started experiencing more bugs that i think has to do with server deterioration in some capacity

chrome wraith
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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.

minor fractal
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You can still beat the level in full fog, though.

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It's just annoying.

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Especially with just main objective, that wouldn't actually be very hard to do.

chrome wraith
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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

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and more importantly, it undermines the fun that the game has when you play it the right way

minor fractal
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You're still not soft-locked, the game is just more difficult as with literally any mistake you might make.

swift reef
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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

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what rayolt said

minor fractal
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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.

craggy pier
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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

chrome wraith
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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.

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it wasn't fun anymore.

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and we decided to just quit, because we couldn't reverse the choice we didn't know we were making.

craggy pier
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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

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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

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we still died at the end cause we forgot about what happened after plugging in four and unexpectedly having that all happen

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but after that we were able to get through it with less than four people

chrome wraith
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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

minor fractal
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For overload you need to do 86 and 87 in fog.

craggy pier
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okay, so, if you have fog, and you don't like dealing with it

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then you can do the level in such a way as to avoid it

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at that point

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the fog is seen as what it is

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an annoyance, which deters you from going in a certain direction at a certain time due to the need to deal with it

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it's not there to add some wild special flavor or anything, it's there to be a hinderance

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it's why fog turbines are deathly important if you ever find one in a level

minor fractal
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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.

craggy pier
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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

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as my friends and i have already paid the price for like

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60 fucking times and never learn our lesson for

chrome wraith
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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.

craggy pier
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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

distant ice
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Actually the generator cluster's purpose is that but that was mentioned in r2 not here

chrome wraith
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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

distant ice
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And i still think you're blowing this infinitely out of proportion

craggy pier
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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

distant ice
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If i had a dollar for every time one mistake fucked the run i could be the stakeholder instead of tencent

craggy pier
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you aren't there to clear the fog from your area, you're there to contain the fog in your area

distant ice
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This is just a different but same kind of mistake

chrome wraith
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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.

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theres no godly way you could know what was going to happen, and now your just screwed.

craggy pier
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i swear the hellkite drake bridge was made as a demon's souls call back

distant ice
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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

craggy pier
#

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

distant ice
#

I don't think there's any place we're going with this

craggy pier
#

yeah, i mean it's just level frustration, really

distant ice
#

You think it's bad, we think it's just another day in the complex

chrome wraith
#

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.

craggy pier
#

i mean

distant ice
#

We see frustration over seemingly small things like this one constantly but it's always something unique that ignores other problems as a whole

craggy pier
#

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

minor fractal
#

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.

weary relic
distant ice
#

Or adapt that the game pulls shit constantly

#

It's just another day in the complex

craggy pier
#

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

distant ice
#

And when it comes to things like this always remember that extractions like a2 exist

chrome wraith
#

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.

weary relic
#

Like team wiping because you pull a door when the team is nowhere near. That’s pain

craggy pier
#

that is just

chrome wraith
#

in this particular case i think they made a misstep, stop acting like im saying the whole game is trash

weary relic
#

Ngl. At times like this I miss B4

craggy pier
#

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

chrome wraith
#

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.

weary relic
#

Shut

#

It was me that pulled it

minor fractal
#

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.

weary relic
craggy pier
#

lmao

weary relic
#

That was a VERY fast team wipe

sturdy dew
#

neko = dumbo teamate confirmed

craggy pier
#

y'either take your licks and buckle down to hold through the storm or i guess uhh

weary relic
#

Hm

chrome wraith
#

Well ray, luckily it doesn't matter to you or I whether you think what i think is bull shit or not.

distant ice
#

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

craggy pier
#

i guess just do C1 and C2 instead of B2 in order to unlock D tier

distant ice
#

and i didn't act like you think the whole game is trash

craggy pier
#

lol

weary relic
craggy pier
#

^

weary relic
#

Use the d tier to unlock d tier

#

Ez

distant ice
#

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

craggy pier
#

well i mean you can unlock C tier from just doing A1 and A2

weary relic
#

Mhm. Sadly

craggy pier
#

as someone who is rather dog at the game, i enjoy this factor

#

though

distant ice
#

and for this sure there's something we could do better, but we're somehow prioritizing a way smaller problem from what i see

chrome wraith
#

theres hard mechanics tho, and badly designed mechanics. i think the way B2 is handled is more bad then hard.

distant ice
#

and any number of people think that about any number of elements

weary relic
distant ice
#

so what now

craggy pier
#

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

weary relic
#

B2 is well done. And punishes mistakes 🤷‍♂️

distant ice
#

see

craggy pier
#

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

chrome wraith
#

Well i left my feedback, hopefully it gets adressed and fixed. cheers lads

craggy pier
#

i mean it was done on purpose

distant ice
#

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

craggy pier
#

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

weary relic
#

Imagine if he played fog dive sim 2020. Ie R2D1

craggy pier
#

didn't even get that far myself lol

#

R3A2 is probably the best introduction to gen cluster levels

weary relic
#

Rip. D1 was good

craggy pier
#

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

distant ice
#

you can always play with other people too

weary relic
#

Mhm. My duo buddy burnt out after R1 and R2 A1 and IX B1

#

And LFG was nice for me then

craggy pier
#

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

distant ice
#

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

weary relic
#

Mhm

craggy pier
#

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

weary relic
#

So good

craggy pier
#

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

distant ice
#

well it's fine cuz you got to see C1 at least, best level of R2

#

kek

weary relic
#

Hm. I pushed hard for R2 completion back when I joined the discord. E1 was worth it

craggy pier
#

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

distant ice
#

i always disagree that in the same tier the difficulty has gone down

craggy pier
#

well, i would say that it generally has for the A tier if you just stick with the main objective

distant ice
#

R2A1 was just 2 alarms and 2 scouts basically

#

R4A1 is what

weary relic
#

Hmm. It’s definitely dropped since R2 In difficulty

distant ice
#

well no scouts unfortunately but more alarms

weary relic
#

Bout the same as R3 tho

craggy pier
#

most of the main objective stuff is pretty straight forward but ramps up towards what i would expect in difficulty the deeper you go

distant ice
#

what's harder about R2A1 than R4A1?

#

and respectively for every tier

weary relic
#

Combination of the layout and such

#

The enemy count lot lower now too I’ve noticed

spark wolf
#

it's the first time we get 3 alarms instead of 2, however it only goes up to class 3 instead of 4

distant ice
#

the enemy counts are just a lot more rngesus

spark wolf
#

it's also the first time there's no scouts

weary relic
#

Mhm. As well as Wes said

distant ice
#

i had 17 in one room in A1 first zone i believe

minor fractal
#

They've always been this RNGesus, tho.

#

🤔

weary relic
#

Ye

craggy pier
#

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

spark wolf
#

R2A1 was just like R1A1 and R3A1 alarm wise

#

a class 2 and a class 4

craggy pier
#

but it has more challenging obstacles than I think R4A1

distant ice
#

always rngesus yeah, but maybe you remember - does it have more sleepers?

#

i didn't get that impression

spark wolf
#

for R1A1, both alarms had single entries

craggy pier
#

no but sleepers have always been easy to take care of, they aren't a challenge

weary relic
#

On average. R4 has a fair bit less it feels

minor fractal
#

I do think it does, yah. R4A1 appears to have two enemy pods instead of one in first zone like every other A1 prior.

distant ice
#

i meant does R2A1 have more than R4A1

minor fractal
#

Uhhh, I don't think so?

craggy pier
#

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

distant ice
#

anyway R2A1 had the second alarm where for one path you had a security door left open, but first alarm was effortless

minor fractal
#

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.

craggy pier
#

oh right yeah, the first sec door didn't have an alarm on it

#

i forgot about that

minor fractal
#

So pretty sparse on enemies, tbh

distant ice
#

also tiny map

craggy pier
#

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

spark wolf
#

R4A1 gives you doors but there's still 2 of 3 alarms that have double entrances

distant ice
#

also feels tighter on resources

#

R2A1 you could blow everything you wanted to on 2nd alarm

spark wolf
#

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

craggy pier
#

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

distant ice
#

my point exactly

minor fractal
#

R2A1 is harder for newbies

craggy pier
#

that is a more sensible statement

minor fractal
#

Almost entirely because 103 was a fucking mess to work with.

distant ice
#

i don't think per-tier difficulty changed enough for us to say "the devs felt R2 tiers were too hard"

craggy pier
#

i think that R2B1 is harder than R4B1 personally

#

R2B2 was just a better version of the first half of R4B1

distant ice
#

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

craggy pier
#

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

spark wolf
#

B1 extreme you can't force them to come from one direction without having yourself go deep into one of the zones?

craggy pier
#

you can force them to come in one direction

spark wolf
#

What other way did you use, that's not the one i mentioned

craggy pier
#

going into the room you enter the reactor from, i think it was zone 220?

spark wolf
#

They can come from behind if you're in there...

craggy pier
#

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

spark wolf
#

that's not why

#

it's because it's pretty rng heavy where the spawns are

craggy pier
#

well it certainly wasn't the whole wave that came behind us

spark wolf
#

you simply had a run where nearly everything spawned ahead of you

craggy pier
#

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

minor fractal
#

If you defend in reactor you still don't get a lot of them behind you.

craggy pier
#

we wound up just split-firing for that

minor fractal
#

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.

spark wolf
#

i mean i can post a run where i'm holding front untill an entire wave destroys me

#

from the back

craggy pier
#

okay, but i'm just saying that we've done a LOT of attempts where they only ever came from the front

distant ice
#

what ray said

spark wolf
#

rng / likely a lot of those attempts ended early (as in, before you opened the other zones where they could spawn)

craggy pier
#

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

spark wolf
#

yes

#

i too have had runs where barely anything came from behind

#

point is that your positioning will not guarantee forward spawns only

craggy pier
#

ok, so then we just had good spawns for at least 21 attempts

#

in a row

minor fractal
#

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.

craggy pier
#

maybe i should buy a lottery ticket

spark wolf
#

(or you died before they spawned from the back)

craggy pier
#

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?

spark wolf
#

the less waves you get, the less likely they come from the back

#

simple statistics?

craggy pier
#

you only get two or three waves per stage

#

four at the last one i think

minor fractal
#

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.

spark wolf
#

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

craggy pier
#

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

spark wolf
#

until it spawns a singular giant behind you, none of you notice/hear, and the giant downs all of you

craggy pier
#

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

minor fractal
#

At most half of the waves are even able to spawn behind, so it's more like 1/10 waves spawn behind.

spark wolf
#

it sure happens

craggy pier
#

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

spark wolf
#

note that each reactor test spawns multiple waves.

minor fractal
#

Because the waves that have variable spawns are smaller, prolly

craggy pier
#

or it might just spawn the wave in chunks progressively

minor fractal
#

Also, you can get the titans and hybrids behind, those do have randomized spawns.

craggy pier
#

i do know that multiple waves spawn wes, i did say that the most waves you get is like 4 at the end

distant ice
#

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

craggy pier
#

dunno, apparently my group has been doing a strat that's apparently statistically impossible

#

even though it's worked consistently

spark wolf
#

ok cool conclusion

craggy pier
#

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

distant ice
#

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

craggy pier
#

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

spark wolf
#

no one ever said anything like that, you said you had a strat that makes everything come from one direction

craggy pier
#

which it has 18 out of 21 times

spark wolf
#

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

craggy pier
#

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

spark wolf
#

enemies from behind were unintentional on R3A3 and that ended up getting fixed

craggy pier
#

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

spark wolf
#

what was the last reactor mission if it wasn't R3A3..?

craggy pier
#

that was the last reactor mission

spark wolf
#

bruh

#

ok

#

do you know how words work

craggy pier
#

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

distant ice
#

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

craggy pier
#

i guess it's even stronger of a strat if that's the case

distant ice
#

well R3A3 was an A tier after all 🤔

craggy pier
#

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

distant ice
#

yes it's good but it's not like jesus has descended

#

we get the point

craggy pier
#

no it's not like jesus has descended, i'm just having to learn about the backspawns for B1 extreme now

leaden wraith
#

anyone got lag in the reactor defend in b1?

hot jolt
#

Maybe a tiny bit, yes

#

But nothing compared to an alarm in C2

leaden wraith
#

like your time is always stuck

#

enemy lag

#

is it because we stand on the bulkhead door?

hot jolt
#

You mean the timer was stuck?

leaden wraith
#

yeah

#

we tried to changed the host

#

still the same result

lilac fulcrum
#

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

leaden wraith
#

so any tips on b1 ?

#

they kept swarming us

hot jolt
#

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

leaden wraith
#

ok tks for your suggestions and your help

#

@hot jolt wait can i solo B1 extreme?

hot jolt
#

from what I heard, you can solo every level. But cant give you the tips on how to do that

leaden wraith
#

why :<

#

i know how to multi kill

hot jolt
#

cant teach something I dont know lol

leaden wraith
#

lol

hot jolt
#

watching some vids from solo speedrunners might help

craggy pier
#

why on drop do team mates vanish

#

?

gilded jolt
#

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

stuck egret
#

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?

neon gust
#

play the rundown and see 😉

stuck egret
#

okay okay haha

#

ty

flat rock
#

I'll respond to that question by saying this rundown has the most diversity in terms of different enemies you'll face.

fading tangle
#

||there's no big shadows though||

stuck egret
#

Okay thats what i wanted to hear

#

Ty mate

flat rock
#

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.

young pagoda
#

@fading tangle ||Big shadows can appear in D2, just very rarely||

flat rock
#

||no they can't..? I've run the level a fair many times and have never seen them at all||

fading tangle
#

no they do not taco

neon gust
#

||thats a big charger||

#

||invisible giants are exclusive to rundown 2 in r2e1 as of now||

exotic ember
#

CEO back again anyone wanna show a fella how to bhop

#

like the silent one

craggy pier
#

Best A2 Loadout for PE Solo

frigid fjord
#

Does shotgun sentry still stealth kill?

spark wolf
#

the shotgun sentry can't be used in this rundown

weary relic
#

what a shame jk, it was bad

craggy pier
#

so uhhh

#

are all alarm doors listing their class, or is there a few that just don't mention it still

gilded jolt
#

A few dont mention it

craggy pier
#

i am very scared for the second supply room on D2

#

anyone know how many stages are on 99's door?

neon gust
#

i believe its class 6

#

it just stop there

#

no class 7,8,9..... sadly

craggy pier
#

oh no wait the one to 99 was just a 3 stage with big scans

flat rock
#

@craggy pier load outs are all subjective tbh. Bring what you feel comfortable using and you'll manage.

craggy pier
#

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

toxic aurora
#

pistol + revolver

spark wolf
#

did you loot

craggy pier
#

yes

spark wolf
#

because there should be a lot of ammo

craggy pier
#

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

vapid robin
#

is the heavy assault rifle any good? Also is the carbine better than the smg?

dreamy sapphire
#

Guns are mostly personal preference, all of the ones you listed are good though

vapid robin
#

I was thinking of switching from carbine to smg because i cant seem to deal with stuff up close.

weary relic
#

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

dusky totem
#

is r4d2 pe soloable

neon gust
#

I has been soloed already

#

Public build was high + overload

dusky totem
#

what

#

is there a link to it

#

or anything

neon gust
#

On phone

#

Somewhere in content creators

#

If you have 5 hours to spare you can give it a full watch

flat rock
#

is r4d2 pe soloable
@dusky totem Yes it is solo-able. I do not believe there is a video of particularly PE published yet.

vapid robin
#

is auto sentry better or worse than burst

fading tangle
#

depends how you use it, but I feel auto sentry has better use cases

flat rock
#

Auto is better cc, burst is better kill potential imo

#

Combined they're quite effective

fading tangle
#

I prefer the auto pistol over bringing a sentry though

neon gust
#

Your comparing a weapon to a tool

fading tangle
#

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

neon gust
#

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

fading tangle
#

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

neon gust
#

We could.go on and on about this, but its gonna be like.anothe biotracker sucks discussion

#

Yeye

fading tangle
#

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

neon gust
#

Sentry bad

#

Auto good

#

Gg

fading tangle
#

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

whole depot
#

Is it possible to shove-lock a scout out of a room, like a striker or shooter?

fading tangle
#

uhhhh worth trying

rain python
#

Hello Blackdragon224!

#

all sentries S224+ tier c;

pallid tiger
#

guys can underscores and spaces be interchangable in terminals?

swift reef
#

no

#

maybe for 1 command

pallid tiger
#

do they work interchangably for listing zones

#

list zone 6

#

list zone_6

#

for example

noble lance
#

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

swift reef
#

you can do LIST 34

#

and it will work

pallid tiger
#

oh ok

swift reef
#

also LIST RES 34

#

for resources

#

LIST CELL ## works too

#

if you are looking for a specific item

pallid tiger
#

thanks

dreamy sapphire
#

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

fading tangle
copper sapphire
#

how to set up D1 extreme room

#

and what to expect

#

please

steel valley
#

you want heavy spoilers or nah?

copper sapphire
#

sure fuck it

#

i wanna finsih

#

2 small mother and 1 big mother?

#

like in R2D1

rain python
#

He really left you hanging huh?

shell nest
#

Lmao

barren rock
#

Just me or does D2 stutter a lot?

weary relic
#

you stutter a lot

dreamy sapphire
#

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

weary relic
#

yes, a l;ot

#

shooters.... no

#

but it can

dreamy sapphire
#

It just seems dumb when they scream without a head

swift reef
#

probably through their throat

fleet coral
#

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

noble sierra
#

In previous rundown, mine will destroy a door even if c-foamed

fleet coral
#

but now?

#

will it or nah

gilded jolt
#

Probably

#

I do not think mines have changed in that regard

fleet coral
#

ah alright

shrewd dirge
#

yes likely

#

question: does getting prisoner efficiency clears get you anything?

gilded jolt
#

No

swift reef
#

it gets you to play more of the game

gilded jolt
#

I imagine if we ever see a return of the E tier you would probably need them to unlock that

shrewd dirge
#

ah, that makes sense

swift reef
#

you might need full clear

fleet coral
#

how many enemies is enemy limit cap

#

i guess it depends since titans take up more enemy space than strikers so

swift reef
#

could also depend on the alarm

fleet coral
#

oh so it differs from alarm to alarm

worthy pollen
#

iirc someone said around 30

fleet coral
#

alr i guessed around that amount

worthy pollen
#

but yeah depends the alarm

fleet coral
#

man it hurts getting to final extraction scan and hearing more enemies spawn when you reach overloading alarm cap

#

that sucked a lot lmao

worthy pollen
#

welcome to gtfo

fleet coral
#

lmao yeah haha

#

a2 prisoner efficiency 2 man is hard and we were right there arghhhhhhhhhh

worthy pollen
#

ouch , cfoam always do the job jsjsjs

fleet coral
#

we just ran auto sentry and mines

#

worked pretty well

swift reef
#

go bio and mines

fleet coral
#

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||

worthy pollen
#

||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 ||

karmic bay
#

is there any incentive to survive a mission? If one player manages to survive, does it matter if we do not ?

worthy pollen
#

well not atm but perhaps in the future

karmic bay
#

cool, thanks!

craggy pier
#

any how know how to operate the reactor terminal and codes for b1 extreme

swift reef
#

do you know how to get logs off of terminals?

craggy pier
#

@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

dusky totem
#

are there any tips for doing alarms solo

pliant herald
#

@dusky totem It really depends on the map and other factors.

dusky totem
#

r4a1 extreme door alarm

#

class 3

pliant herald
#

A lot of solo play is kite heavy

#

You have to lure enemies away and use doors to stall them

brave geyser
#

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

gilded jolt
#

no

#

It does not scale with players

formal bear
#

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

fleet coral
#

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

spark wolf
#

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

atomic breach
#

aight bois

#

Question time

ripe cedar
atomic breach
#

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

spark wolf
#

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

atomic breach
#

Yea its what we thinking on do they care if a door is closed or not in taking their specific path?

spark wolf
#

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

atomic breach
#

Bah this is annoying to figure out pepela

#

Thanks

shell nest
#

Gl

atomic breach
#

We got this BMI bois XQCRub

#

they came from every door

#

we did not do well

craggy pier
#

feelsbadman

warm river
#

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?

shell nest
#

Rip hopefully it wasn't b2 pe

craggy pier
#

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

warm river
#

oh, thats very interesting, so like a long ranged re-foam potentially with some setup

craggy pier
#

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

warm river
#

Ah, kind of like the syringes from last rundown

craggy pier
#

They only spring up in data centre levels for some reason

#

Yeah

warm river
#

thank you

craggy pier
#

Np

shell nest
#

C1 too

craggy pier
#

Ah yes forgot about that one

#

Thanks for the heads up

fleet coral
#

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

craggy pier
#

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

jagged basin
#

sleepers can push each other now for some god forsaken reason

craggy pier
#

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

gilded jolt
#

People asked for sleeper collision with the players not with each other smh

craggy pier
#

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

spark wolf
#

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)

weary relic
#

Mhm

muted scaffold
#

To do overloads, do you have to beat extreme first?

worthy pollen
#

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

muted scaffold
#

oh okay.

#

so you could do like a2 overload objective

#

then extreme?

#

in the same run

pliant herald
#

A chunk of them require you to do the overload to have access to the extreme afterwards

muted scaffold
#

ohhh

worthy pollen
#

yes

pliant herald
#

Honestly, I would think it should be the other way around. But, that's just me. 😉

muted scaffold
#

im just trying to clear everything once

#

before moving onto the next level

pliant herald
#

So you're going for prisoner efficiency?

muted scaffold
#

whats that

gilded jolt
#

doing overload and extreme in the same run

pliant herald
#

When you do the overload, then the extreme and finally the main objective all at once

muted scaffold
#

Ohh

#

Not necessarily.

#

all in the same run*

pliant herald
#

^

#

Sorry, I'm just waking up

muted scaffold
#

I cant imagine how tough that'd be lmaoo I did extreme and main in 1 run and we exhausted all the supplies

pliant herald
#

You just have to learn to do everything with hammers and 20% health

muted scaffold
#

"That's it. I'm gettin' me mallet."

craggy pier
#

A fellow man of culture I see. Very good

weary relic
#

Ew

#

Still better than maul or sledge

granite moss
#

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

spark wolf
#

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

granite moss
#

ahhh okay is for extreme objective

spark wolf
#

or you could use it to open up an extra zone for more resources

granite moss
#

I thought it was used to remove the fog from some rooms

spark wolf
#

there is a fog turbine, not sure if you've found that?

craggy pier
#

There should be one in the zone you drop in

radiant wasp
#

||hey anyone... during an A2 overload run, my team didnt encounter any scouts in both rooms, nor any sleepers. Has anyone else gotten this?||

vital sierra
#

nope

#

did the host dc?

radiant wasp
#

no but my friend left and came back

#

but that was long b4 we did the overload

#

@vital sierra

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 )||

radiant wasp
#

yes

#

@vital sierra

vital sierra
#

are you duo-ing?

radiant wasp
#

we were, someone else joined though, it was a trio by the time we got at the overload door

vital sierra
#

...

#

cheat or bug

radiant wasp
#

dont know

vital sierra
#

enemy are pre-spawn

radiant wasp
#

yeah thats why im confused

#

ive had this team for a while

#

weve tried it b4

vital sierra
#

must be a cheat, or else it's a rare bug

radiant wasp
#

and those times there were enemies

vital sierra
#

it's weird that overload area don't have scout + sleeper

radiant wasp
#

thats what im saying, i have no fucking clue though

#

no one on my team cheats, im sure of it

vital sierra
#

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?

radiant wasp
#

okay, well thanks for the feedback

#

yessir

vital sierra
#

ok

glacial pilot
#

So for error alarm doors, how do you prevent creatures from spawning in front and triggering all the room?

weary relic
#

You can’t prevent it per say. But if you are fast enough to move in. Then they can only spawn behind you thinkSmart

glacial pilot
#

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?

weary relic
#

Have to no. But that forces RNG in your favor

#

It’s a strat some people use. But a difficult one

craggy pier
#

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

fading tangle
#

Do zone doors cap the two room away spawn or no

weary relic
#

Hu?

fading tangle
#

It's kinda hard to explain what I'm getting at

weary relic
#

Like the enemy cap for error and alarm doors the same cap?

fading tangle
#

No like the distance they spawn

weary relic
#

They cannot spawn on the other side of that’s what you are asking thinkingdeep

#

Just try to explain cause I have no clue what you are referring to

fading tangle
#

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

weary relic
#

Oh

fading tangle
#

Would that prevent the enemies from spawning that direction?

weary relic
#

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

fading tangle
#

Why's that an exception

weary relic
#

Just the way uplink spawns work is different

fading tangle
#

So A1 extreme if we use the one door and it breaks

weary relic
#

Oh wait. A1 extreme as well too

#

Regardless. For every normal case yes. They can spawn in previous open zones

fading tangle
#

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

weary relic
#

Not just one

fading tangle
#

So they can spawn even further

weary relic
#

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

fading tangle
#

an issue in what way

weary relic
fading tangle
#

I'm having a hard time figuring out a noob proof A1 extreme strat for those two alarms with the generators

weary relic
#

I’m saying between zones doesn’t cause any spawn changes. It only follows the two room away rule

fading tangle
#

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

weary relic
#

So they spawned two rooms away regardless

fading tangle
#

yeah but we were in one room

weary relic
#

Just two rooms away in two different locations

#

Ye. That’s normal

fading tangle
#

and they spawned one room away

weary relic
#

It’s technically two

fading tangle
#

except they spawned in two different rooms

#

at the same time as I said

weary relic
#

Yes. That’s been happening as long as the game has been around

#

As Wesley said iirc. Just a lot more noticeable this rundown

fading tangle
#

what's the strat then for doing the extreme generator alarms

weary relic
#

The clusters?

fading tangle
#

lots of people opt to do them back to back

#

yeah

weary relic
#

I personally do them back to back or simultaneously

fading tangle
#

simultaneously gets messy, worse than doing one at a time

weary relic
#

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

fading tangle
#

yeah but new players struggle with waves

weary relic
#

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

fading tangle
#

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

weary relic
#

Ye. Top door first. Just I don’t like opening till after

#

And true

dreamy sapphire
#

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

fading tangle
#

yeah but that's for one alarm, what about the other once the door is busted

dreamy sapphire
#

Do both at the same time

midnight heath
#

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)

swift reef
#

how do you join mapper cult

craggy pier
#

||Sell your soul to D0c||

hard wasp
#

add mapper cult to ur name and ur in

swift reef
#

mapper

hard wasp
swift reef
jagged basin
fair python
#

What is the mapper cult?

gilded jolt
#

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

fair python
#

The thing that reveals the area behind a door?

pliant herald
#

Yeah

fair python
#

That does look cool tho

hard wasp
#

of course it does

gilded jolt
#

yea it looks cool

fair python
#

So will we get it?

gilded jolt
#

Maybe

hard wasp
#

we better

swift reef
#

hopefully

fair python
#

But what's the point in revealing the area behind a door?

#

It would only be useful for the first run

pliant herald
#

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.

fair python
#

Alright

swift reef
#

maybe for choosing whether you should do an alarm for that room

#

if more enviromental hazards/enemies are added

dreamy pecan
#

is recommended to finish main for c2 before doing optional?

keen solar
#

I like doing all the surge doors first then go back to main

weary relic
#

@hard wasp

#

mapper wehn

hard wasp
#

now

weary relic
#

OWO

#

OWO

#

yes

vivid harness
#

when you put the 2nd cell in b2 generator, does the fog go from 0 to 1000 immediately

#

i mean, is it intended

craggy pier
#

Yep its intended

carmine wasp
#

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.

iron rivet
#

What is this mapper business I keep hearing about?

craggy pier
#

A tool from the trailer

iron rivet
#

Oh yeah that thing

#

wasn't it taken out for CPU-load stuff or something

craggy pier
#

Not sure

jagged basin
#

It was officially removed due to not having a use

#

which, as the creator of the mapper cult, i take issue with

craggy pier
#

@next sentinel that isn't officially supported and it isn't allowed to talk about those types of things in this server

next sentinel
#

Oh okay

fading tangle
#

So when a weapon says medium or short range, what's the distance? 5? 10 meters?

distant ice
#

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

fading tangle
#

so is it like the cap of where damage fall off is at the most or where the damage fall off starts