#gtfo-related-questions

1 messages · Page 503 of 1

distant ice
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wat

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if i englished that correctly, damage falloff starts at that range

fading tangle
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I wish it said it in distance rather than vague words

distant ice
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this game refuses to give you info

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and consistency

fading tangle
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it's kind of important to have information considering how difficult the game is

toxic aurora
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personally I think it's ok becuase the game isn't really competitive

fading tangle
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I'm also betting that even if two weapons say the same distance that there would be a variance in them

toxic aurora
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competitive games you want hard stats to strategise better

fading tangle
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idk man, I see a lot of people min-maxing in this game

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choosing optimal loadouts and whatnot

toxic aurora
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there really isn't much optimization

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just don't bring 4 bios

craggy pier
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Bring at least one bio

neon gust
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"Optimal loadout"

people be like: smg/carabine, machinegun,pump shotty

fading tangle
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well yeah, there is in terms of main and special weapons. Like if you're in a level that has a lot of darkness or thick fog it doesn't make sense to bring a long range weapon.

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or if the rooms are consistently cramped

toxic aurora
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yeah those kind of strats don't require exact values

fading tangle
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C2 is great for longer range weapons

neon gust
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variety loadout its the best loadout

toxic aurora
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is a sniper rifle short or long ranged?

neon gust
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short if your brave enough

toxic aurora
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people forget that in most games long ranged weapons are often just sub-optimal short ranged weapons

neon gust
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Or you can a variety of weapons that cover every distance 🤔

fading tangle
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idk man, I typically use a longer range main than my special to give better situational coverage

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and if push comes to shove I pull out me mallet

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although the machine gun and burst cannon both have NO drop-off which is broken

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which is odd, because both the machine gun and burst cannon are said to be medium range weapons

neon gust
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I believe rayalot had a vid on burst canon drop off range

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r4 rooms are not really that big exept b2 e1 room on overload to test damage drop off

fading tangle
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Really? C2 and D1, and some rooms in D2 are pretty big

karmic bay
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I know that you can "TAB" to auto-complete in the terminal... but there are no "ctrl+arrow" to skip words or "end" / "home" to jump in the terminal, right ?

weary relic
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although the machine gun and burst cannon both have NO drop-off which is broken
15m on both actually

fading tangle
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I wish those basic features worked in the terminal

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also can't hold arrow keys to move the insert line, gotta spam it

karmic bay
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like a goddamn animal

hot jolt
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Actually didnt know about auto-complete. Is it only for COMMANDS?

fading tangle
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yes, so if you get a really long command, something like disable_life_support you can just type D and hit tab

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or the SCCS whatever command that has a bunch of gibberish

bright wraith
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Don't know if this is the appropriate channel for this question but: what are the abbreviations we use in this server? (Like B3 PE, what does PE mean?)

toxic aurora
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Prisoner Efficiency: Complete all optional objectives in the same run (PE)
B3 is a level name.
LF1M means looking for 1 more player

bright wraith
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Oh thanks, knew what the other stuff meant but didnt know about PE. Ty ty 😄

foggy haven
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i got a question about how the rundowns work. So i think there has been a total of 4 rundowns that have been on the game and is currently on rundown 004, is there a way to play the previous rundowns? I don't know this cause i don't own the game.

gilded jolt
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No

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You cannot play previous rundowns

foggy haven
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feelsbad

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big rip

keen solar
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If you miss it, you miss it. The devs are not planning to bring them back

terse hollow
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hey can someone tell me how the error alarms work in terms of enemy spawn locations?

minor fractal
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Same as any other alarm.

terse hollow
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i dont think so. we had our team split up into 2s and enemies were spawning in between us

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like is there a set distance they spawn from?

minor fractal
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Spawns always break if you're not in adjacent rooms or are occupying more than two rooms.

terse hollow
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so whats the strat to deal with em?

minor fractal
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They will always spawn two rooms away from players.
Two rooms away from all players as long as everyone is within at most two rooms and there are no empty rooms between players.
Two rooms away from a random player if players are too spread out (player chosen may be deterministic, but is incredibly unpredictable).

terse hollow
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do they spawn in front of the team? cuz we were trying to stealth through the first big room in A2 past the door and a scout had aggro'd far off in the distance

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or is it possible somone snuck behind and screamed in the door?

minor fractal
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They don't give a shit about direction.

terse hollow
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so they can spawn in unexplored rooms ahead of the team?

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we didnt see any other spawns in front of us after that one errant scout-aggro'er

minor fractal
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If you are in 226A, 226C is two rooms away and therefore a viable spawn.

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If you want to prevent forward spawns, you need to occupy 226B w/out spreading out enough to break spawns.

terse hollow
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so is the move just to run in, kill the scout asap, and go guns blazing on the little guys?

minor fractal
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If there is one in A, yes. Otherwise, you can just go to B and stealth it.

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You want your defenders to all be in A once you push up.

terse hollow
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yeah that was the case for us. we had a scout spawn at the far end of A

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which was a bigass room

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and he got triggered by a lil dude who must've spawned in front of us

minor fractal
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Happens.

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You should be able to afford fighting the whole zone, though, if you get unlucky.

terse hollow
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yeah it happened twice lmao

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we shouldnt have split up tho

minor fractal
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You'll usually end up fighting a room or two at least half of the time.

terse hollow
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we assumed the spawns were different

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thx for ur help tho :)

minor fractal
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np

terse hollow
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v informative

dreamy sapphire
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Yeah thanks ray I’m trying to do PE with my team and we keep setting of the scouts

random locust
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ez strat for stealthing rooms with error alarms:

  1. wait for wave spawn before opening any security doors so they dont spawn ahead
  2. clear wave
  3. open security door + clear room
  4. run 2 rooms back (to the room BEFORE the security door room) and wait for wave, they will either spawn in the room you just cleared OR behind you
  5. rinse and repeat, clear one room at a time and run back two rooms over and over to clear the whole zone
dreamy sapphire
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with bulkhead probably open as wave spawns because of the delay yes?

random locust
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yes, you can open immediately when wave spawns as long as you send 1-2 people to melee the wave in order to maintain stealth in the next room

fleet coral
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can burst cannons kill without activating scouts

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er can burst cannons kill scouts

craggy pier
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Yes

fleet coral
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pogchamp

craggy pier
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But why

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Be a man

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And give em the mallet

fading tangle
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red hit markers mean you're receiving no damage fall-off, right? or are they crits?

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I know yellow means a kill and white means no damage

distant ice
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red is a normal hit marker

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8 stripes red is a crit

fading tangle
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oh, that's kinda hard to see. They should make it orange or something

distant ice
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you get used to it

fading tangle
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I didn't even know there were more stripes meaning a crit

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when attacking with a quick weapon it just becomes a cluster of red

weary relic
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All I see is yellow

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Oh wait. That’s cause hammers thinkingdead

tranquil dome
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Are they implementing character and weapon customizations? I mean planning to

weary relic
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Ye. Planning to

pallid tiger
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why is there no voice chat 69?

weary relic
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We don’t talk bout it

pallid tiger
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oh fair enough.

ornate kite
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what's the math for ammo packs?

fading tangle
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20% main, 30% special ?

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sniper and choke mod shotgun get a different amount I think as well

ornate kite
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burst cannon is standard as well?

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i've never paid enough attention to it while it's being doled out, but i'm trying to figure out the baseline

fading tangle
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whenever you're low on ammo just keep in mind how much you have before and after so you can know for yourself

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rule of thumb is when you first drop in, everyone can take 1 use of the ammo pack without wasting it

ornate kite
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yeah for sure, i just haven't seen if there's an element of rng

fading tangle
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there's no rng for ammo packs lol

keen solar
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It depends on the ammo capacity of your weapons. But mostly 20% and sniper and burst cannon will get 25% ( because they are low ammo capacity weapons)

ornate kite
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cool, i guess it's just the variable for sniper and choke mod that was confusing things

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ty

fading tangle
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well, maybe. I think with sniper and choke mode there's a chance you may not get a bullet but I haven't seen that happen recently

ornate kite
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does the low capacity change for the dmr as a main weapon?

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is it 15%?

keen solar
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20% still

ornate kite
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sick ty

keen solar
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It will always give you 20% or above

fading tangle
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what

ornate kite
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really?

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what's the change over 70%?

keen solar
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Just remember it will refill up at least 20%

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Zzzz

ornate kite
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wait you deleted the message. does it actually change based on what you're currently carrying?

fading tangle
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it's 20% for main and 30% for special as I said, only difference are the choke mod and sniper since they have lower capacity than everything else

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there's no change in % you receive unless you don't reload

keen solar
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Just remember you have to reload your gun before you use the ammopack zzz

fading tangle
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sometimes the weapons don't fully reload either, I see this happen a lot with the autopistol

ornate kite
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That's good info but there's no change depending on current %?

fading tangle
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no

ornate kite
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cool will test

distant ice
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I didn't get ereggia to test it but I'm quite certain ammo % you get is actually constant (only different by slot, not by weapon)

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The variation is thanks to clip size

karmic bay
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can people join a game in progress? also, what happens if someone with a bulkhead key disconnects?

noble sierra
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Yes, you can join a game in progress through lobby id or steam friend. The objective item will transfer to the host.

karmic bay
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@noble sierra thanks!

weary relic
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@distant ice ye. You are right. I dabbled in that test briefly and all primaries roughly receive 17% per pack

distant ice
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the actual confirmation here would be to see how much refill% varies based on clip size and predict for other weapons (make a function out of it)

weary relic
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That’s something we are working on, the function that is. However, likely won’t be possible because of other variables

atomic robin
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i feel like its more of "how many ammo packs it takes to fill up a weapon" thing, because that seems more consistent than anything tbh

slow field
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will this game ever support vr?

worthy pollen
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n.6

lost sandal
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Can we get lobby id in game?

craggy pier
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You should be able to when you hit esc, but I think there's a bug that causes it to disappear

wise thicket
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I dont see it

gilded jolt
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They accidentally removed it with the optimization patch

lilac fulcrum
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It's being added back

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In a future patch

fading tangle
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oopsies

spark wolf
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@ ludbig please accidently remove enemy collision

weary relic
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^

lilac fulcrum
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Why, because collision makes the game harder?

gilded jolt
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It can make kiting harder

lilac fulcrum
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...

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But don't y'all say kiting should be removed?

gilded jolt
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Oh idc too much about collision I have not noticed it much yet

spark wolf
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Have you actually looked at it? It looks really stupid how they're all pushing each other all over the place.

lilac fulcrum
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Then maybe we can find a way for them to not look stupid

gilded jolt
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I do think the clip where a big striker was attacking while moving very quickly due to being pushed by small enemies did look kind of stupid

spark wolf
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I understand that we're still in early access but it's a public build

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It doesn't feel like the enemy collision is anywhere near an implementation ready for a public build

lilac fulcrum
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Anything we can specifically do to improve it vs just removing it

minor fractal
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Enemies should path around each other over pushing one another.

spark wolf
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Yes, enemies should not be able to be pushed while attacking.
Big enemies should not be able to be pushed by small enemies.

Enemies shouldn't really push each other at all, they should just stay behind each other.
There shouldn't be any enemies sliding around because they're being pushed. (as ray mentioned)

lilac fulcrum
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Thanks, do appreciate this specific type or feedback. Will discuss with the team.

spark wolf
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Would be very nice to have an update on it within this rundown

lilac fulcrum
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Can't make any promises, but we'll discuss it

spark wolf
craggy pier
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if you have a turret attacking enemies that are attacking a door does the turret damage the door as well?

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No

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sick

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It can only damage sleepers

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Only sleepers and hits with melee by players can break doors

fading tangle
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nothing like having a cluster of enemies boost each other forward when attacking to reach you unfairly

craggy pier
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And mines sometimes

minor fractal
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That said, sentries behind doors are often less effective than just mines, and can even make things worse for you if they kill too many enemies and spawn more.

craggy pier
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okay

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It’s an on and off thing with sentries and alarm class 2’s and three are where sentries shine

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Anything above and that’s where sentries can be a detriment

fading tangle
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auto is pretty good at being a kite assist

near kettle
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is merch an idea for gtfo? id buy the hell outa that

fading tangle
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I think they already sold hats and shirts

worthy pollen
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there used to be a merch store but for covid the store shut down for some time

weary relic
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Mhm

lilac fulcrum
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@near kettle as said there is a merch store but covid. Will come back

worthy pollen
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i hope it come back with a scoot plushie

near kettle
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damn thats an f

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scoot plush would be adorab le

worthy pollen
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yesyes

fading tangle
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would it have retractable tentacles?

lilac fulcrum
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Would love a scout plushie

neon gust
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I want a strikwr plushie

weary relic
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Led Glowwies when

worthy pollen
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pax

weary relic
neon gust
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Big striker plushie

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All chubby and shit

weary relic
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Charger plush

rotund jasper
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Tank plush

craggy pier
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i'm a new player to gtfo

wise thicket
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.t lfg

uneven gulchBOT
craggy pier
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how to fix the error which is saying network error , i hv internet connection what is the problem and how to solve this

swift reef
fleet coral
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man uh

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whats the best place to aim if youre killing a scout with the burst cannon and youre like 10m out

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since ideal range is close but majority of times on A2 i end up activating scouts because i cant figure out where to have my crosshair go

pliant herald
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Always go for the head

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If you're at a distance, you should shoot it in the back

hazy oak
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Is first shot perfect accuracy? I fucked up burst kills before, but it's usually when something awful is happening.

fleet coral
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actually come to think of it

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how many shots to kill on scout when aiming on head

fading tangle
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I aim at the neck since recoil goes up

fleet coral
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is it 2?

craggy pier
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IMO the head is a place where you could miss the shot if you’re wanting to make it commit not alive’nt try and aim for the body and let the recoil do its thing

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Pretty sure it’s one shot anywhere for the scout if close enough

fleet coral
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like lower body torso or

pliant herald
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Upper back to the back of the head

fleet coral
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alr

fading tangle
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different question here, but do big shooters still stay alive as a pair of legs or was that a bug that got fixed? I haven't seen it in a while

fleet coral
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man i hate being the reason that my team loses so far in because i cant accurately kill a scout

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leggy

pliant herald
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It got fixed dex

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But sometimes it still happens

craggy pier
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They fixed that since rundown one

fading tangle
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damn, that was funny to see

craggy pier
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I have yet to see it ever since

pliant herald
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It's a very rare occurrence right now. But it can happen

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Only seen it start happening again on R4

craggy pier
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Damn well hopefully I manage to get a sighting of said rare drumstick shooter

pliant herald
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The good ol' R1 days.. Walking, attacking legs

craggy pier
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It was beautiful

karmic bay
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say, how often do rundowns change? is there a known schedule or just suddenly one day it changes ? I am also assuming there is no way to replay previous rundowns...

distant ice
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no way to replay but there's always plenty of warning a new rundown is coming

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rn it varies a lot because ea things

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i wouldn't expect r5 to come 2020

karmic bay
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@distant ice Thanks!

vital remnant
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Quick question does a scout die from fully charged hammer to the back? Ik head is kill but if you absolutely had to would it work like how sniper does

spark wolf
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the back multiplier alone isn't enough

vital remnant
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Alr ty ty

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Trying to work out how much damage a hammer does exactly

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For no particular reason mind you I just like numbers

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And also variety in how I kill scouts

spark wolf
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you can kill them with a half charge in the back of the head

vital remnant
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I thought as much but I never tested it

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Do they have shove immunity like Giants?

neon gust
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can you explain what do you mean by how the sniper works?

vital remnant
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If you shoot a scout in the back w/ a sniper it dies

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But the chest is a no no spot

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Head is still best tho

neon gust
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oh you meant bodyshot

vital remnant
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Ye

neon gust
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men i miss r3 sniper

vital remnant
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Barely used it ngl

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Why was it better?

neon gust
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it was amazing

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2 shot giants

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you could instakill scouts

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everywhere

vital remnant
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Can’t you still do both of those thinggs

vital remnant
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Oh it could bodyshot scouts?

neon gust
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am nope

spark wolf
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you can push scouts but they'll get alerted

atomic robin
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tbf you can almost 2 shot a giant still

vital remnant
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You can oneshot them if you’re parkour god

atomic robin
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a headshot and a body shot leaves it with literally a sliver of health

vital remnant
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Or if you like stealth memes

neon gust
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tbf you can almost 2 shot a giant still
@atomic robin in my testing it doesnt

atomic robin
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you can just shoot it a few times with your primary

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i said almost

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it lives the headshot and body shot

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but 1 dmr round takes it out

vital remnant
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Bummer. I do remember 2 shotting titans

neon gust
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burst canon its a lot better at comboing

vital remnant
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Burst cannon op

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Why did they buff it

neon gust
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you can get 3 giants with 1 frontal burst and 2 revolver shots

vital remnant
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It was already amazing

atomic robin
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ehh

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sure

neon gust
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burst canon was a little ass before

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yeah sure

vital remnant
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Wasn’t it rlly good? I remember people saying it was super slept on

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I liked it when I did use it

neon gust
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slow charge up put most people away also it didnt do as much damage like now

vital remnant
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Tbf I also used to hate the MG

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Ik the damage bit

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Charge up rlly isn’t so bad

neon gust
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sniper was a lot better

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and safer pick

vital remnant
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Ppl still used hell guns

atomic robin
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idk, I'm a sniper man

vital remnant
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Sniper is just fun

atomic robin
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was and still am

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that's why i can definitely say from experience it almost dies from two shots, key word, almost

vital remnant
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I was doing a reactor the other day and I was thinking man

atomic robin
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leaves it with barely any health

vital remnant
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Wish I had HEL gun

atomic robin
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lol, the HELs were nice

vital remnant
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How much does one burst do to a giant roughly

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They were good meme guns

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Only on reactor would I say they shined brightest

atomic robin
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iirc it now kills it in the back

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two bursts to the front

vital remnant
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It does one shot in the back

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But like is it worth two bursts to the front in combat

neon gust
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that's why i can definitely say from experience it almost dies from two shots, key word, almost
@atomic robin its not a two shot then, thats like saying burst canon almost kills in one shot

vital remnant
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Ammo eff wise

neon gust
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i wish they kept the hel weapons

atomic robin
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then it's almost a one shot

neon gust
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it would fit thematically a lot more

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also not so much machinegun spam

vital remnant
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Idk why they kept BC and MG but not HEL guns ngl

atomic robin
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tbh, i hope they add attachments to the game that allow some weapons to have limited pierce

neon gust
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||boss thats why||

Idk why they kept BC and MG but not HEL guns ngl
@vital remnant

vital remnant
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MG is honestly better than I give it credit for but its low key over picked

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Yeah fair

atomic robin
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it's good, that's why it's "overpicked"

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tbh i feel like the shotguns are in a weird place rn

vital remnant
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Yeah ik just like BC is good and thats why I see 2 or 3 in every game

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Well tbf between the bugs with the pellets and the ammo issue they’re just outclassed in every way rn

atomic robin
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jesus, i think I've only seen bc twice this rundown

vital remnant
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Really almost every time I drop someone brings it

neon gust
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shotguns are "good" they still do the same damage, but combat shotgun spread its too much rng

vital remnant
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Shotguns are like

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Middle of the road for me

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I love the regular shotgun but its too slow and BC is just better for giants

atomic robin
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well the shotgun is rundown specific now, so i doubt it'll stay for the next one

vital remnant
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CS is ok still but I’m warming up to other options and I don’t used it that much

neon gust
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It was a necessary balance change because it was too much of a safe pick and also you could borderline snipe with them

vital remnant
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The Combat Shotgun is the regular shotgun is not

atomic robin
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snipe with the CS?

vital remnant
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What

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No

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Not what I meant

atomic robin
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I'm asking dragon

neon gust
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You had a really safe distance with both shotguns

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it was an exageration obviously

vital remnant
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Tbf part of the reason for that was also the range of titans in R3 and the stagger dealt by both shotguns

neon gust
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but the point is that shotguns had quite a bit of range and would outclass every special

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specially in r3

vital remnant
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Both of which changed drastically this rundown

atomic robin
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oof, damm, that's some pog plays then

vital remnant
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Or maybe I’m just bad I’m open to that explanation honestly

minor fractal
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Shotguns are still quite strong, just less OP.

vital remnant
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Accurate

atomic robin
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as i said, the shotguns seem weird

minor fractal
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If they fix the head destruction issues CS will go back to being very efficient.

atomic robin
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i don't know how, or why, since i never use them, they just seem weird

neon gust
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They still the same, now it just takes more than 2 braincells to use

vital remnant
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I rlly do feel like a big part of that is that the main reason to use shotguns is for Titans and with them getting buffed its a lot more risky to use them for that

neon gust
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You actually have to think before shooting

vital remnant
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Ye

neon gust
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combat shotty spread tho too much

vital remnant
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Altho you can still just run at scouts and blam blam blam with CS

atomic robin
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they are shotguns, they are supposed to be close range

vital remnant
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Ye

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But like CS nerf

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Why so much

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On the other hand

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The s and p is v nice

minor fractal
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CS didn't get nerfed that much.

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The only reason it's really hard to use now is head destruction issues.

neon gust
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I think what they where trying to do was to make the extra pellets hit some enemies on the back so it could stagger

minor fractal
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You used to be able to get extra head shots, you can't anymore.

neon gust
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but spread makes it so that you loose a lot of damage over some distance

vital remnant
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Ye

neon gust
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Is there an mp3 file for the scout trigger sound

hard wasp
#

cyberwhip wa-psh oooooOOOOOOOOOOOOO

craggy pier
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@neon gust I will DM you one

fleet coral
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wait so

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does sprinting soft activate a scout

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or will it just make it activate and scream

gilded jolt
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It does not alert it

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It makes it put its tentacles out I think

fleet coral
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oh what the

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huh

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alright well

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good to know then

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only loud noises like guns, mines, sleepers, and hitting hammer against something near it can actually fully alert it then

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other than like

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not one shotting it ig

atomic robin
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it makes it "soft activate" it as youve said@fleet coral

fleet coral
#

alrighty nice

wicked crater
#

Does anyone have any tips for C1 Extreme objective? I always feel the alarm spawns are super big in comparison to others doing it.

shell nest
#

bring 2 cfoam and save tool refill for them if you get the good terminal (terminal in the back room) just permafoam the door, if you get bad terminal, you can have 1 person stand in the back room and 1 in the side room so that the enemies only come from the front door. after the enemy cap is reached, the other two can come back to the front door and help defend/cfoam. person on terminal can get off the terminal to read the code for themselves and type it in. they can also push the up arrow to type in the last code so you dont need to type uplink_verify again

wicked crater
#

wait, you can control spawns in this game

#

whhhaaat

#

is there any guide or video on controlling spawns?

shell nest
#

there might be but usually they spawn 2 rooms away from where you are

#

so if you send a person to stand in a room so that there is only 1 room away they cant spawn there

#

at least im pretty sure thats how it works

wicked crater
#

how do you know when the enemy cap is reached?

#

is there any audio queues?

shell nest
#

when you stop hearing yells from waves spawning

#

ye

ancient lynx
#

is there any guide or video on controlling spawns?
i don't believe so, but if there was one i wouldn't be surprised

shell nest
#

usually takes about 3 waves for cap

#

in c1 that is

wicked crater
#

and I am assuming the way you determine rooms is by dividing door ways

#

huh. didn't know they couldn't spawn 1 room away

ancient lynx
#

the letter determines which room it is (and typically it's a door between them, ye)

shell nest
#

most of the time, but sometimes not

craggy pier
#

One giant room can be segmented in to two areas

wicked crater
#

c1 has been killing us wearypepe

#

c1 extreme that is

#

just need to get good i guess wearypepe

shell nest
#

lol once you complete it once it will become easy

#

most missions are like that for me at least

#

gl

wicked crater
#

appreciate the answer

#

need to learn this 2 room spawning shit and I think it should be easier

#

cause we get the bad terminal all the time

forest tiger
#

Hey guys im having trouble on A2 overload atm, seems i cannot time it right at all to open the bulkhead because EVERY time I do, the next wave spawns up the other end and pisses the 2 scouts off, usually busting up all the doors. I've tried: opening immediately after scan, waiting for 5 seconds, waiting until I hear the next mini-horde spawn. send help im wasting all my resources

random locust
#

ez strat for stealthing rooms with error alarms:

  1. wait for wave spawn before opening any security doors so they dont spawn ahead
  2. clear wave
  3. open security door + clear room (for A2 shoot first scout)
  4. run 2 rooms back (to the room BEFORE the security door room(thats the bulkhead DC room in A2)) and wait for wave, they will either spawn in the room you just cleared OR behind you (also in A2 fight the room you just alerted with the scout kill back here)
  5. rinse and repeat, clear one room at a time and run back two rooms over and over to clear the whole zone
craggy pier
#

In the unfortunate incident where they spawn ahead and trigger the scouts, you can use the bulkhead door to funnel them and hopefully kill them more easily

fleet coral
#

is it technically possible to have 1 person kite all the enemies in C1 extreme while the other person stands by terminal putting in code after enemy cap

vital sierra
#

yes

#

but that guy gonna have the time of his life

fleet coral
#

good thing it aint gonna be me

#

haha

vital sierra
#

it's just that

jade badge
#

when you start an alarm door, is the place where enemies come from random?

vital sierra
#

you need a really good kiting area

#

or else you can't kite

#

you know

#

Charger

fleet coral
#

yeah--

vital sierra
#

i have a really weird strat

fleet coral
#

chargers kinda make it hard lmao

#

on the bright side though

#

no shooters

#

whats the strat lol

vital sierra
#

you know

#

there is a lot of normal enemies

#

and a scout

#

maybe

fleet coral
#

ye ye

vital sierra
#

piss them off and kite them out of the zone?

fleet coral
#

oh wait so

vital sierra
#

that way you don't have any charger

fleet coral
#

basically reach enemy cap before it even starts lmao

vital sierra
#

ye

fleet coral
#

that's

vital sierra
#

weird strat

fleet coral
#

that's big brain lol

#

hm i gotta think about how many rooms that would even be

vital sierra
#

so if you use the bio

#

if it reach max tag

#

then it's reach max cap

#

if you feel it's not enough

#

piss the scout up

#

then it will definitely reach max cap when there is no roar

dusk saffron
#

rtx is planed ?

distant ice
#

no talk of it yet

#

as you can see there's plenty other shit to do

next viper
#

What is the best level for practicing scouts solo?

wicked crater
#

probably B2 since you can get the earliest access to them

#

but uhhh

#

if there is something better I'd be down to know lol

next viper
#

It's in the beginning?

wicked crater
#

pretty close

#

gotta clear maybe like 2 rooms?

next viper
#

Awesome, thanks

wicked crater
#

gotta do that bulkhead and extreme stuff

#

only issue is error alarm wearypepe

#

maybe not the best

craggy pier
#

B2 main has a scout in the first door that has the cell

#

I forgot the zone number though

spark wolf
#

0-4 scouts

#

unless there was some ninja in my previous pug that somehow killed a scout without anyone mentioning it

#

it's possible to have none in there

gilded jolt
#

C2 is the best for with a group B2 is best solo

distant ice
#

zone 88 iirc

next viper
#

Hmm, I can't get a scout to spawn in 88

distant ice
#

rngesus

next viper
#

did 3 runs, cleared out every 88 room haha

distant ice
#

you could just open left and right, see if you hear feelers, go through middle to the back room, if no feelers anywhere, just restart

next viper
#

I found the Extreme bulkhead is more promising

gilded jolt
#

Yea it has a guaranteed two scout spawn

#

If you can deal with the error waves for the time it takes you to kill them

faint drum
#

How long are the rundowns i just git the game and i plan i. Staring this weekend?

wise thicket
#

A few months

faint drum
#

That sounds nice

wise thicket
#

In the video about rundowns they said there will be weekly rundowns

#

and months

faint drum
#

No like to play and complete like A1 how long would thT yake

#

That take*

wise thicket
#

A1 is an easy level

#

the deeper levels will take longer

#

do to the enemies and the objective

faint drum
#

Yeah so like how long?

wise thicket
#

for A1, an hour

#

or more if you are doing bulkheads

faint drum
#

Alright thanks

shrewd dirge
#

is this patch a fix for that long standing stutter bug that happens periodically? or a new one?

lilac fulcrum
#

For the long standing one

shrewd dirge
#

absolutely undeniably based.

weary relic
#

Time to find out if it worked for me thinkingdead

wispy flax
#

I've seen the term thrown around, but what is "prisoner efficiency"?

wanton raptor
#

Doing all the optional missions, on levels with the number 2, like A2, B2 and so on... For that you need to do High, Extreme and Overload all on the same run

#

That's PE prisonerefficiency

wispy flax
#

cool thanks

indigo quiver
#

since when has GTFO had trading cards?
even if the names of the cards are seemingly randomly labelled

left yacht
#

What was the stuttering bug they fixed?

tranquil dew
#

ad 6 players to the game

vague dew
#

I haven't played the game since like january, is there an in game voice chat for the matchmaking?

lilac fulcrum
lilac fulcrum
# left yacht What was the stuttering bug they fixed?

There would be various micro-sutters where the game would more/less "freeze" for up to 2 seconds, or act like there are 0 frames for a very short bit. Only happened to a smaller number of people, but was frustrating

vague dew
#

ok thanks

indigo quiver
#

did discord modify the quote system?

#

I dont remember it saying (user replied to) before

lilac fulcrum
#

There's quotes and replies, replies is new this week

vague dew
#

how do you reply?

lilac fulcrum
#

right click > reply

vague dew
#

hmm I don't see it, might be because I use BD

lilac fulcrum
#

smh.. yeah.. 3rd party clients are kinda frowned upon

gilded jolt
hard wasp
#

anyways

left yacht
#

Where do you guys defend on D1?

gilded jolt
#

The bridge leading to reactor

flat rock
#

I like to hold on top of the reactor

gilded jolt
#

They probably would not be able to hit you up there right

flat rock
#

Nor can I hit them

#

But it is fine

#

I do pacifist runs

gilded jolt
#

I am only pacifist to scouts cause they are friends

#

And I suck at killing them

#

Not that I try

flat rock
#

Have someone or a couple people just run quick through extreme of B2 with you

#

It's super easy practice

#

Resets are pretty quick, and the scouts are always alone unless they're in the same room

hard wasp
flat rock
#

lettin the secrets out

#

smh

#

shit, I'm tired and can't spell lol

left yacht
#

@hard wasp thanks man

crude stream
#

Are forward spawns on error alarms going to be stamped out soon? We wasted an hour on B2 last night because they spawned ahead of a room with 15 sleepers and a scout in it.

pliant herald
#

Hard saying on that one. But, that really does get quite frustrating.

distant ice
#

There have been a lot of complaints about that

#

It's only a matter of time before they change how spawning works I'd say

vital sierra
#

if they rework the spawning mechanic

#

all of the veteran gonna have a little trouble

crude stream
#

Veterans can adapt. I can only imagine as the game grows bigger and gains more traction then that mechanic will meet even more hostility.

vital sierra
#

well

#

Cluster alarm did create another spawn mechanic

craggy pier
#

Still less hostile than when MM wasn't a thing

vital sierra
#

they spawn like when you do Uplink

#

well

#

MM came out

#

and i don't see anyone buying the game

#

or even talk about it

craggy pier
#

No one's even talking about it

#

Fucc, you jinxed me

crude stream
#

Nobody uses MM for anything above A tier

neon gust
#

Imagine e1 but with enemies spawning only from behind...........what a dream

craggy pier
#

That'll make it D tier

neon gust
#

naaah, it would made a little less rng dependent

crude stream
#

It is a hard balance for sure. The level can’t be the same every time you run it. But enemies screaming in rooms you haven’t cleaned is not the variable to rely upon.

fading tangle
#

Is it a bug that big shooters almost never spawn during alarms? 🤔

steel valley
#

feature

neon gust
#

They only spawn in rooms only afaik

fading tangle
#

Yeah but why not during alarms?

neon gust
#

dont know, hard to code i guess, they really underuse

#

they'are flirting with mix enemies during alarms tho witch is a good thing

#

||surge alarms with big chargers, clusters with chargers mix||

#

Its really refreshing

lilac fulcrum
neon gust
wise thicket
#

Speaking of bugs I had a scout walk through a wall in C1

vital sierra
#

i think the tiles in this rundown are a little opaque

whole depot
#

Any common strats for D2 as a whole or C1 extreme?

latent obsidian
#

Haven't played those levels a lot but what my group has found useful in general (which applies to these levels) is funnelling as much tool to the cfoam guy as possible and re-sealing the door for as long as possible to keep the bads out. We got over halfway through the uplink before the enemies breached the door doing that. Can't think of anything particularly clever beyond that... the guy on the terminal can help shoot the dudes while waiting. When the codes appear on the screen again you can look at the terminal for the two letter code without entering the terminal view, then you can get the four letter code to type in immediately without spending so much time in the terminal view where you are vulnerable.

lusty bramble
swift reef
#

.t intimidation

uneven gulchBOT
#

Sorry, unable to find a tag named intimidation.

swift reef
#

Does anyone know how intimidation works? I get the general idea from the name.

tropic ferry
#

all i know about it is that it seems to work best with ADS and less than 3 guys

distant ice
#

afaik only thing you influence is distance to the enemy and having it in your view

#

it's only a rarely used name for a rarely-spoken-about mechanic anyway

neon gust
#

It doesnt affect naruto runners

#

only crawlers and running enemies

atomic robin
#

doesn't it also work on chargers?

neon gust
#

Never seen that

#

so i'll assume it doesnt work on them

atomic robin
#

I've seen them run backwards and hesitate a few times, but alas i don't have evidence to prove it

neon gust
#

I believe it doesnt since well..... there chargers theyre suppose to be cqc with them

atomic robin
#

True

neon gust
#

and theyre a medium size enemy

atomic robin
#

fair

swift reef
#

I think chargers are usually more aggressive anyways

atomic robin
#

most definitely

swift reef
#

So it works but only with a few enemies, and they don’t have to be in an aggressive state

neon gust
#

it can work with an entire wave

atomic robin
#

that's probably why it's more of a "hidden" mechanic, since it's not that noticeable, or people don't think much about it at first

neon gust
#

if your holding a choke, or your fighting inside a room sometimes you'll get lucky a bunch of them will stand in the back moving from side to side

#

but they kind of nerf it since theres a bunch of naruto runners within alarms,etc

#

still a really useful mechanic

#

specially when kiting

atomic robin
#

yup most definitely, just not widely explored ig

neon gust
#

the one big downside of it its with sentries

atomic robin
#

how so?

neon gust
#

since theyre moving side to side, theyre basically dodging the fuck out of the sentry

atomic robin
#

ah, yes, oof

neon gust
#

burst sentry gets juke a lot like that

atomic robin
#

rip

neon gust
#

autosentry pukes bullets so i doesnt really matter since it stuns everything

atomic robin
#

yup, because auto sentry not only eats tool refills, it also spews out bullets

neon gust
#

eh two charges of tool on a sentry can last you a long time actually

atomic robin
#

yup, i know, but it still eats on maps like D1

neon gust
#

i mean it makes sense its a reactor level

#

you kind of have to

atomic robin
#

yeah ik

neon gust
#

||waves of chargers, giant chargers, hybrids||

atomic robin
#

i know lol

swift reef
#

I thought they moved from side to side to try to dodge your shots or hammer swings

neon gust
#

intimidation its a good game mechanic since if you have all 20 sleepers rushing at you you will most likely get insta down

#

and it will be unfair

atomic robin
#

it is a good mechanic, just unknown

swift reef
#

It happens a lot, but I never realized that it was happening

neon gust
#

its like the sleeper suddenly goes "OH SHIT" and doenst know what do do

#

kind of funny

swift reef
#

It’s funny when they are all back and the one brave sleeper charges and gets mauled

atomic robin
#

it's light related, which is good

#

and also bad, since it's finicky to test with it

swift reef
#

So the flashlight can affect it too?

atomic robin
#

if you mean the long range, it should

swift reef
#

The LRF will stop them more than the auto sentry will

atomic robin
#

Nice lol

solar grove
#

anyone tried this in vr?

swift reef
#

Not working anymore

solar grove
#

rip :S

swift reef
#

Also you might not want to discuss mods on this server

solar grove
#

okay kinda wierd

#

thx anyway

swift reef
#

For D1 is the bio tracker worth taking?

atomic robin
#

I'd say it us

#

is*

#

a tracker, two sentries and a deployer imo

swift reef
#

so c-foam isn't needed

#

or not essential at least

gilded jolt
#

No

#

It is only helpful at the alarm door and you will definitely find a cfoam grenade before that

atomic robin
#

I'd say it's very, very useless

gilded jolt
#

Would be good for extreme

flat rock
#

Foam isn't useless, it still offers utility even with reactor levels.

jade badge
#

are one of the sentries better than the other? or is it really just preference

distant ice
#

different purpose

jade badge
#

what are the purposes

swift reef
#

Auto - stagger Burst - damage

last lily
#

Auto for infinite spawns
Burst for finite spawns

shell nest
#

i mean is anything essential when kiting is in the game

jade badge
#

what is kiting

deft moss
#

auto sentry is there to reduce the amount of enemies reaching you by stumbling them

#

burst is there to help kill a few off

#

also kiting is when you run with things following you, attacking them when you can, basically to take little to no damage while plinking away at their health or numbers

jade badge
#

ohhh

#

is that like meta on most maps

deft moss
#

i think it depends... if you can firing line with everyone and take out the wave then the ammo saving isn't really worth possible health loss to me

#

also kiting is harder than it used to be, you can get hit from behind even at a constant full sprint, usually jumping or sliding or going around a corner is how you avoid getting hit now

#

falling back does generally make it easier to deal with big waves though, they tend to spread out

spring moat
#

Yo! I'm a new player I just get the game any advice?

#

I didn't even start the game yet

keen solar
#

Start the game and try out things first? 🤔

#

But main tips is: it’s a stealth game, it is not a game you see an enemy and go brrrrrrrr

spring moat
#

brrrr

jade badge
#

i have only beat A1, but uhh if you havent figured this out yet, play with a friend or queue for a full lobby

#

its not easy

craggy pier
#

Ok this is pissing me off, yet another hour wasted, in A1 on the extreme difficulty you must hack the terminals, me and my friends got to one of the terminals and held off the freaks for enough time for me to try every single key it said, all of them said "Key failed" am I doing something wrong?

hard wasp
#

okay so on your HUD it will say Y08 - GROW, Z06 - HIDE, X02 - MIND

#

if you get code Z06 you will have to type uplink_verify hide

craggy pier
#

I feel stupid now

atomic robin
#

two things, what were you typing?

craggy pier
#

I typed the Y08 codes

atomic robin
#

and this isn't directed at you, but doesn't it have a description of how to use the command?

craggy pier
#

It says "X02 to get the code"
"Uplink_verify x02"
"Failed!"

atomic robin
#

yeah oof

weary relic
#

rip

atomic robin
#

you need to move out of the terminal to see the actual code

craggy pier
#

Yeah, I went out and wrote down every X0 and ZO and was confused af when I got to the last one and said failed

#

I had no idea what the words meant, thought I had to connect them in the end but we got overrun anyways

atomic robin
#

rip, yeah it's easy to get overrun

#

didn't it have a description on how to use the command tho?

craggy pier
#

I mean I know how to navigate the computer but I had no idea I had to use the actual words

atomic robin
#

it's usually actual words

craggy pier
#

I thought I was doing something right because it didnt tell me command wasnt reconized

atomic robin
#

you were doing it right

#

the command was right

#

just as you can see, the input wasn't

#

hey, best of luck with A1 extreme

craggy pier
#

We are gonna retry it tomorrow, because takes quite awhile to get to that point and most of us are european

atomic robin
#

same here, i feel that haha

#

yeah, takes a bit

shrewd dirge
#

if A1 is going slow, you should practice hammering alone in solo to eek out techniques and to eventually stomp fear and hesitation.

#

if you play with the same group constantly, there will generally be a few that underdevelop and get overshadowed.

lament sparrow
#

Since I saw it a bit, is revolver a one shot kill on scouts? (and is that head or occiput?)

minor fractal
#

Back of the head, been a thing since R1.

#

Not sure how lenient it is now after revolver rebalancing.

lament sparrow
#

ah, I picked up the game in R3 and I'm still trying to learn what works and what doesn't, my group always took a sniper but it doesn't sound necessary

minor fractal
#

Choke mod and revolver are much more versatile scout kills. Choke mod in particular is ideal for its lack of direction requirements, if you need to kill it in a hurry.

hard wasp
#

does sniper still kill a scout on the body?

#

i know burst cannon does

lament sparrow
#

that makes sense, none of my group liked choke mod due to ammo restriction but that's a pretty good use of it so might reconsider it, though revolver would be better for waves right?

minor fractal
#

No, precision means you need back now.

#

Same damage as in R2.

fading tangle
#

Where is zone 108, in regards to life support

pliant herald
#

Which map are you talking about?

vital sierra
#

A2

#

i think

#

disable life support is in A2

pliant herald
#

Isn't that the bulkhead by spawn?

vital sierra
#

Overload

pliant herald
#

er

#

Yeah

#

My bad

#

I confused that with B2

#

That's the final room in the overload zone

fading tangle
#

Well the disable life support shuts down the hsu in zone 108, don't think there's a zone 108 in A2

#

Isn't it in A1??

#

I don't recall ever seeing any hsu in A1

pliant herald
#

A1 is uplinks

#

So no

#

The disable life support is in A2 overload

fading tangle
#

You're not understanding

pliant herald
#

A2 has an HSU in it

vital sierra
#

zone 108 is the bulkhead room

#

where there is 2 bulkhead door

fading tangle
#

See alpha gets it

pliant herald
#

Communication error.

fading tangle
#

I thought that was a different zone

#

More like reading error

pliant herald
#

Typing out a vague question isn't really a reading error on my end

#

But, moving on

hard wasp
#

It says “sector 108” not zone 108

#

Meaning the entire extreme sector

fading tangle
#

That makes more sense

hard wasp
#

{{Input Command}}

gray rapidsBOT
pliant herald
#

The overload zone is a part of the extreme sector, yes

hard wasp
#

I don’t think it is

fading tangle
#

Why call it a sector and not zone?

pliant herald
#

You have to go through 1 bulkhead door to get to the overload bulkhead door

fading tangle
#

Overload is in a different sector/zone

hard wasp
#

sector is a set of zones behind a bulkhead door

pliant herald
#

So the question being asked is about something that isn't explicitly stated

fading tangle
#

Oh right, the objective areas are called sectors. Really confusing

hard wasp
#

yeah, and the HSU can spawn in 3 different zones

#

so they couldn't just put one of them

#

it is nice to know that sectors are named after the first zone tho

fading tangle
#

The real question is, why did we have to disable life support if we were going to gather the data from an hsu. Was this to prevent others from doing the same?

#

Makes me wonder if other teams of people are exploring the complex alongside us, the ||logs do hint at this||

pliant herald
#

Does anything we're doing down there make sense right now?

hard wasp
#

they are 100%

lament sparrow
#

I still don't understand how to place the C-foam tripmine to be most effective, should I place it vertically or horizontally? It seems to have very mixed results

craggy pier
#

To foam doors or for sleepers to be foamed by?

forest flint
pliant herald
#

Not all doors can be foamed with them. Placing them where the laser aims at the door at a certain angle will allow you to foam the door up like using a grenade.

craggy pier
#

I feel like used them for enemies is inefficient

#

I always try to use them to foam doors instead

crude stream
#

If you alert a scout and leave it alive, does it keep spawning in new waves? is this a new mechanic? swear it wasn't like this before

craggy pier
craggy pier
crude stream
craggy pier
#

If you hit the spawn cap with 1 scout and you alerted the other 2 they will spawn more till the other 2 scout waves have been killed off

#

Three scouts in one room? Mind telling me what level you were doing and if you were doing any optional objectives as well?

#

If you're playing either A2 Or B2 With their optional objectives going you'll have to contend with constant waves of enemies as well as the scouts waves coming at you

crude stream
#

It was the other side of the C2 extreme door

#

3 scouts and about 20 sleepers

#

I've never seen that room so packed before

craggy pier
#

Be thankful there wasnt a 4th scout in there

#

But yes Scouts have not changed in behaviour at all so with the amount of enemies coming at you by my guess you'd have to deal with around 43 sleepers in total. give or take

pure saddle
#

are mods a thing for GTFO? is so are they allowed

weary relic
#

No

lilac fulcrum
#

Modding is not permitted, #rules
and #faq - hopefully in the future we can have proper mod support.

weary mesa
#

^

weary relic
#

Hopefully. It would have a lot of potential

pure saddle
#

aww

#

i've seen some videos of people using a VR mod on it

#

is that an exception?

craggy pier
#

No

lilac fulcrum
#

That is people don'g something not permitted

pure saddle
#

damn ok

weary relic
#

Dang. VR would be really immersive. Shame it likely won’t happen as that requires so much development

jade badge
#

what does rundown specific mean

craggy pier
#

It's not guaranteed to stay, but it will be in the back log of things that can be re-added to the game

swift reef
#

Yup like MG, machine pistol, and red glowsticks

weary relic
#

OwO

jagged basin
#

Red glowsticks WoodsPraise

swift reef
#

I mean I am already seeing Christmas trees

#

They must be coming soon

ivory pendant
#

can someone explain to me how to easily deal with scouts

#

a few pals and I recently started playin again and never made it as far till scouts so dont know how to work with them

gilded jolt
#

Practice hammering them or just shoot them if you cant hammer them consistently

atomic robin
#

I'd advise shooting them until you're comfortable around them

#

then think about hammering

craggy pier
#

Think about hammer scout
Try to hammer scout
Fail to hammer scout
Try to hammer scout again
Succeed
Try to hammer scout
Fail again
Try to hammer scout
Succeed

keen solar
#

Practice scout killing in a one-scout room or scout-only zone

#

C2 is a good place to practice hammering if you have a team also wants to practice scout killing only

atomic robin
#

C2 overload especially

#

C1 sometimes has a scout

flat rock
#

I personally recommend B2 extreme for efficient scout practice. If you can get even one person to help you or to trade practicing with you each time you reset it makes practice not only quick, but also rather simple.

Simply open the door and have one person hammer waves while the other practices the scout killing. Once they are dead just reset and go again. I've done this with some friends and have had them kill ~60 scouts in a little over an hour, maybe less.

neon gust
#

you can do high

dreamy sapphire
#

B1 extreme is good solo as well because it forces you to get the kill quickly

vital sierra
#

or just don't

minor fractal
#

There's no time constraint on the first scout?

vital sierra
#

you can stop they from spawning by hit the cap before even start the reactor

#

there is so much enemies AND a scout for it to happen

#

or you want to be wesley and kite 10 + giants

cursive lake
#

anyone know if matchmaking works

lilac fulcrum
#

Yeah, it does

vital sierra
#

what level are you try to use MM?

cursive lake
#

A1 lol

#

we'll probably just use the lfg chat

#

on another note, anyone have a quick tip on which weapons are best?

violet steeple
#

is it just me or is zone 11 in C2 weird

#

every resource I find is a one use

fading tangle
#

Best in what regard? There's a couple charts with ammo efficiency if that's what you're saying

#

Assault rifle and burst cannon

#

Pistol and revolver have the best efficiency I think

shut compass
#

I need help

#

Can you play with your friends on levels you have not completed yourself???

weary relic
#

yes

shut compass
#

So if I have never unlocked that level, I can still play it if my friends have it?

weary relic
#

mhm

shut compass
#

@weary relic Thank you very much!

weary relic
compact fractal
#

Anyone know how the fog in D2 works? Is it time based or zones entered?

weary mesa
#

time

#

If you are fast enough you can beat it without having to grab the fog turbine

compact fractal
#

Doing prisoner efficiency it seems to rise so fast

weary mesa
#

It does so you can't kite for an eternity moon2SH

cursive lake
#

how do u open the bulkhead in A1

#

we found the key but it's not working ?

hard wasp
#

put it into the door controller

cursive lake
#

ok

#

well

#

someone had the key the whole time and didnt realize

#

nice

radiant wasp
#

On B2 there is an extreme door, and its an error alarm. When you finish the obj in the extreme, does the alarm stop?

shell nest
#

No

pliant herald
#

Nope

indigo quiver
#

whats the main objective for d2?

weary relic
#

Gtfo

indigo quiver
#

🙂

weary relic
#

Literally it’s just an extract mission

rancid tide
#

do you have to do extreme to beat c1

supple gust
#

no SleeperBonk

rancid tide
#

how do you get through boss door

#

on c1

weary mesa
#

yes

supple gust
#

you open it :- )

worthy mulch
#

hey it would be so cool if like

#

Our voice comms would affect the sound ingame

distant ice
#

suggested 1000 times

worthy mulch
#

lol

#

😦

shell nest
#

:(

worthy pollen
#

i think devs already said they wont do it
or was it d0c

shell nest
#

I think it's good that they don't do it

worthy mulch
#

Ah how so

worthy pollen
#

iirc it said that it will make the communicating a rare thing to do and thats not the premise of the game which is communicating all the time

worthy mulch
#

yeah tht is a good point

lilac fulcrum
#

That's one part of it. Also other being unexpected noises like you may start a game with a quiet environment but what if a police siren goes off or dog randomly barks and wakes everything up. Wouldn't be fun at that point.

worthy mulch
#

yeah it causes an unfortunate

#

unfinished message

#

lol

jade lily
#

Quick question, Level B2, ||is the level supposed to just suddenly 100% fill with fog after plugging in 2 generators? My group and I are currently running it and the second I plugged in the second power cell the WHOLE level just filled with fog. Including the generator room. We feel like that's a bit of a bug since there was no transition because it just appeared like poof.|| Can anyone else confirm that who has completed the level?

shrewd dirge
#

anyone ever have a c-foam nade bounce off doors?

distant ice
#

no but i've had sleepers break the door and yeet the foam nade back at me

gray cave
#

@jade lily putting power cells in the generator cluster ||lowers the fog. in the first area of b2, there is fog covering the ceiling; when you lower the fog in that room, it will fall down to your eye level and block your vision||

#

if that feels weird and unintuitive that’s because it is

distant ice
#

It makes sense to people who played r2 and r3

jade lily
#

Hm, interesting. But thank you for the clarification, reied.

gray cave
#

me and my squad started with r4, which would explain the confusion

#

wish there was some small clarification for mechanics that were explained in old rundowns

#

we spent a while in b1 not knowing about the fog turbine

distant ice
#

Yeah that is a problem with the rundown design

gray cave
#

the generator cluster behaviour is reasonably discoverable, but it would be nice to have some small hint toward important key items like fog turbines

#

like a little bit of text in the objective, or even a log in a terminal

distant ice
#

First time it was introduced it was the mission objective

gray cave
#

we found the fog turbine accidentally on a shelf, had no idea about it

#

yeah, that makes sense

distant ice
#

As i said rundown design

#

From one side latejoiners are not introduced, from the other veterans don't want a and b tiers to be basically the same every time

gray cave
#

i get that, just a small hint should probably suffice

#

specifically the fog turbine is just mildly problematic since encountering it is somewhat rng dependent without knowing to look for it on terminals

distant ice
#

I expect something to be done about it eventually

#

I say that for a lot of things

#

Smh priorities

gray cave
#

yeah, this sort of thing is probably a pretty easy fix for when the game’s out of early access

#

but i imagine it’s not the priority, especially considering most players probably manage to figure it out eventually lol

lime folio
#

Anyone got any advice or tips for a duo who's trying to clear one of the d tier expeditions? We got to zone 100 on D2 with a cfoam with mines setup but we ran out of supplies when got to the zone 101 door.

neon gust
#

kite like a mothafucka

keen solar
#

It makes sense to people who have played R2 as there is one level specifically introduced fog turbine. The mission requires you to move the fog turbine to the extraction. Meanwhile you will also enter a zone that is full of fog and you have to do an alarmed door inside the fog.
So for old players, if we see infection fogs, we assume the map either has fog repeller or fog turbine.

#

R3 had the same problem where new players do not know the existence of the fog turbine.

#

But yeah, the devs want to encourage the players to use the terminal and find out stuff themselves. @gray cave

#

@lime folio can’t use any resources until you reach the second Class 6 cluster alarm and also kite if you are duoing lol

lime folio
#

Wait dont use any resource packs or like dont shoot?

keen solar
#

Yeah don’t even shoot, just hammering lol

spark wolf
#

shoot when you're in danger

keen solar
#

^ especially if you have charger wave

lime folio
#

Darn, thats gonna be hard, thanks for the advice guys

keen solar
#

I mean, you’re playing duo in the final level. Indeed it’s hard

weary mesa
#

Just kite moon2SH

lime folio
#

Ok so i guess my question is: How DO you kite? I don't think me nor my buddy know how to dodge effectively at all.

weary mesa
#

you run through the enemy and jump

#

it's very broken

#

and run in a slightly curved line

#

I don't know if you want to learn it

#

hopefully they'll nerf it at some point

lime folio
#

Well if itll work then me and my buddy will do it, thanks again

weary mesa
#

np

keen solar
#

How can you survive to D2 as a duo without knowing kiting techniques pikaOMG

weary relic
#

idk

rotund jasper
#

luck

verbal zinc
#

good photoshop skills

supple gust
blazing falcon
#

How to deal with the scout effectively when there are crowd of sleepers around her (like 10-12 sleepers).

minor fractal
#

Pick off the sleepers first.

#

Let her walk away and have enemies synced for quick kills.

vital sierra
#

just snipe the dude

blazing falcon
#

but sometimes they are very close together and might be awake the others If me and my friends kill some of them

minor fractal
#

Learn multi-kills.

#

You can usually pick off groups of two at a time.

craggy pier
#

3 if they're in a good position

blazing falcon
#

Thx. I will give it a try

vital sierra
#

try hit them at the occiput ( back of the head ), it should be a 1 hit kill.

flat rock
#

Really for efficiency sake just shoot it if it stays within a large group of enemies. It takes too long for most people to clear areas with scouts actively patrolling it.

#

The room wake is always better than trying to clear stuff and getting a scout wave on top of the room being awake.

vital sierra
#

you're soloing

#

go for pacifist D2

#

when every D2 alarm are blocked by all the enemy that chase you

brave pier
#

Hey could someone tell me why the Error Alarm in B2 is so much better than in A2 ?

swift reef
#

wdym?

brave pier
#

In B2 every waves gets announced by a scream but in A2 they dont

craggy pier
#

B2's error alarm is on a far more consistence timer compared to A2's B2's error alarm waves come in 30 second intervals where as A2's error alarm comes at around 10-15 second intervals

#

Also B2's error alarm enemies will always come in trios where as A2's can decide to come in pairs trio's or even squads though they arent often

brave pier
#

yeah but why are the spawns not announced with a scream ? Only the first one when you do the scan is

#

In A2 that is

craggy pier
#

Something to do with the timing I presume I'm not to knowledgeable in that aspect

#

Just always assume those fuckers are on your ass in A2 that's about as best advice anyone can give

brave pier
#

yeah ik i have done the overload multiple times by now :p i just think its odd to handle one with clear sound queues and not the other

#

like room clearing is important in both areas cause of scouts

craggy pier
#

In that regard the only thing you can chalk that up to is "Early access"

brave pier
#

Is there a way we could maybe ask a dev about it ?

craggy pier
#

No clue my guy and tbh I dont think it's that big of a deal for the dev's

#

If you want to be aware of their spawns bring a bio that thing will help immensely

jagged basin
#

no scream happens because the wave spawn is very small, only around 3 striker / shooter mix per spawn wave

brave pier
#

but in b2 they scream and the waves are only 3 aswell

jagged basin
#

¯_(ツ)_/¯

brave pier
#

thing is in b2 its easyer to time when to go in and when not

#

thats the problem i kinda have with a2

#

but ok i guess there is no real answer for that one ^^

#

thanks for answering anyways 😄

keen solar
#

Yeah it doesn't really have a really for that one.

lime folio
minor fractal
#

@craggy pier B2's waves are at least 50 seconds, a huge window compared to A2's very regular spawns.

tawdry sedge
#

Is there a well defined range for weapon noises alerting a room? Mainly asking about the Sniper or revolver and using them from out of room to kill a scout. I've done this a few times with my bros before but it's always hit or miss on if it alerts the room or not.

weary relic
#

30m iirc

tawdry sedge
#

Aight cool thanks

spark wolf
#

kill itself can also wake up a nearby sleeper

tawdry sedge
#

Does anyone recommend bringing the bio scanner at all? The current set up we have is always two auto sentries, mine layer and c-foam

spark wolf
#

many people would

#

i would

tawdry sedge
#

Also yeah, i know that the distance from an enemy goes into it

#

What would be the best thing to swap it for? If anything

spark wolf
#

probably remove a sentry

tawdry sedge
#

Alright, I'll try that. Thanks

minor fractal
#

Depends on if you need two sentries.

tawdry sedge
#

On the current rundown I've gotten through the first two minus fosters overload, we have the following four open atm

weary relic
#

Bio

formal bear
#

have the devs acknowledged the fact that if you join mid match / reconnect, you lose what you've discovered of map

weary relic
#

It’s known yes

floral saddle
#

Can someone explain how the difficulty system works? Are there multiple difficulties for each depth?

distant ice
#

There's one difficulty, multiple sectors in each level

#

.t sectors

uneven gulchBOT
#

Sectors are a mechanic which adds optional objectives to the game, ranging from altering the game state to adding other objectives. The following sectors are available:
high High (Main Sector)
extreme Extreme (Second Sector)
overload Overload (Third Sector)
prisonerefficiency Prisoner efficiency (All three Sectors in the same run)

Multiple sectors can be completed at the same time. In order to unlock certain tiers you will need to satisfy their sector requirements.

floral saddle
#

Neat

craggy pier
#

yeah my mistake there ray

daring elbow
#

Just a general question about the current rundown! I notice in the rundown trailer and in previous rundowns we've had a timer at the top, whereas the current rundown does not. Is this a scrapped concept or is there another reason the timer is missing?

worthy pollen
#

the timer appears when we know a rundown will appear

gilded jolt
#

The timer appears in the last 1-2 weeks before the next rundown

#

Not a constant timer like in the trailer

daring elbow
#

Ah perfect, good to know! Thank you!

vital sierra
#

after they release the game, the timer will be there for every rundown i think