#gtfo-related-questions
1 messages · Page 503 of 1
I wish it said it in distance rather than vague words
it's kind of important to have information considering how difficult the game is
personally I think it's ok becuase the game isn't really competitive
I'm also betting that even if two weapons say the same distance that there would be a variance in them
competitive games you want hard stats to strategise better
idk man, I see a lot of people min-maxing in this game
choosing optimal loadouts and whatnot
Bring at least one bio
"Optimal loadout"
people be like: smg/carabine, machinegun,pump shotty
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.
or if the rooms are consistently cramped
yeah those kind of strats don't require exact values
C2 is great for longer range weapons
variety loadout its the best loadout
short if your brave enough
people forget that in most games long ranged weapons are often just sub-optimal short ranged weapons
Or you can a variety of weapons that cover every distance 🤔
idk man, I typically use a longer range main than my special to give better situational coverage
and if push comes to shove I pull out me mallet
although the machine gun and burst cannon both have NO drop-off which is broken
which is odd, because both the machine gun and burst cannon are said to be medium range weapons
I believe rayalot had a vid on burst canon drop off range
r4 rooms are not really that big exept b2 e1 room on overload to test damage drop off
Really? C2 and D1, and some rooms in D2 are pretty big
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 ?
although the machine gun and burst cannon both have NO drop-off which is broken
15m on both actually
I wish those basic features worked in the terminal
also can't hold arrow keys to move the insert line, gotta spam it
like a goddamn animal
Actually didnt know about auto-complete. Is it only for COMMANDS?
yes, so if you get a really long command, something like disable_life_support you can just type D and hit tab
or the SCCS whatever command that has a bunch of gibberish
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?)
Prisoner Efficiency: Complete all optional objectives in the same run (PE)
B3 is a level name.
LF1M means looking for 1 more player
Oh thanks, knew what the other stuff meant but didnt know about PE. Ty ty 😄
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.
If you miss it, you miss it. The devs are not planning to bring them back
hey can someone tell me how the error alarms work in terms of enemy spawn locations?
Same as any other alarm.
i dont think so. we had our team split up into 2s and enemies were spawning in between us
like is there a set distance they spawn from?
Spawns always break if you're not in adjacent rooms or are occupying more than two rooms.
so whats the strat to deal with em?
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).
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
or is it possible somone snuck behind and screamed in the door?
They don't give a shit about direction.
so they can spawn in unexplored rooms ahead of the team?
we didnt see any other spawns in front of us after that one errant scout-aggro'er
If you are in 226A, 226C is two rooms away and therefore a viable spawn.
If you want to prevent forward spawns, you need to occupy 226B w/out spreading out enough to break spawns.
so is the move just to run in, kill the scout asap, and go guns blazing on the little guys?
If there is one in A, yes. Otherwise, you can just go to B and stealth it.
You want your defenders to all be in A once you push up.
yeah that was the case for us. we had a scout spawn at the far end of A
which was a bigass room
and he got triggered by a lil dude who must've spawned in front of us
Happens.
You should be able to afford fighting the whole zone, though, if you get unlucky.
You'll usually end up fighting a room or two at least half of the time.
np
v informative
Yeah thanks ray I’m trying to do PE with my team and we keep setting of the scouts
ez strat for stealthing rooms with error alarms:
- wait for wave spawn before opening any security doors so they dont spawn ahead
- clear wave
- open security door + clear room
- 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
- rinse and repeat, clear one room at a time and run back two rooms over and over to clear the whole zone
with bulkhead probably open as wave spawns because of the delay yes?
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
Yes
pogchamp
red hit markers mean you're receiving no damage fall-off, right? or are they crits?
I know yellow means a kill and white means no damage
oh, that's kinda hard to see. They should make it orange or something
you get used to it
I didn't even know there were more stripes meaning a crit
when attacking with a quick weapon it just becomes a cluster of red
Are they implementing character and weapon customizations? I mean planning to
Ye. Planning to
why is there no voice chat 69?
We don’t talk bout it
oh fair enough.
what's the math for ammo packs?
20% main, 30% special ?
sniper and choke mod shotgun get a different amount I think as well
burst cannon is standard as well?
i've never paid enough attention to it while it's being doled out, but i'm trying to figure out the baseline
whenever you're low on ammo just keep in mind how much you have before and after so you can know for yourself
rule of thumb is when you first drop in, everyone can take 1 use of the ammo pack without wasting it
yeah for sure, i just haven't seen if there's an element of rng
there's no rng for ammo packs lol
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)
cool, i guess it's just the variable for sniper and choke mod that was confusing things
ty
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
20% still
sick ty
It will always give you 20% or above
what
wait you deleted the message. does it actually change based on what you're currently carrying?
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
there's no change in % you receive unless you don't reload
Just remember you have to reload your gun before you use the ammopack zzz
sometimes the weapons don't fully reload either, I see this happen a lot with the autopistol
That's good info but there's no change depending on current %?
no
cool will test
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)
The variation is thanks to clip size
can people join a game in progress? also, what happens if someone with a bulkhead key disconnects?
Yes, you can join a game in progress through lobby id or steam friend. The objective item will transfer to the host.
@noble sierra thanks!
@distant ice ye. You are right. I dabbled in that test briefly and all primaries roughly receive 17% per pack
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)
That’s something we are working on, the function that is. However, likely won’t be possible because of other variables
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
will this game ever support vr?
Can we get lobby id in game?
You should be able to when you hit esc, but I think there's a bug that causes it to disappear
I dont see it
They accidentally removed it with the optimization patch
oopsies
@ ludbig please accidently remove enemy collision
^
Why, because collision makes the game harder?
It can make kiting harder
Oh idc too much about collision I have not noticed it much yet
Have you actually looked at it? It looks really stupid how they're all pushing each other all over the place.
Then maybe we can find a way for them to not look stupid
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
I understand that we're still in early access but it's a public build
It doesn't feel like the enemy collision is anywhere near an implementation ready for a public build
Anything we can specifically do to improve it vs just removing it
Enemies should path around each other over pushing one another.
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)
Thanks, do appreciate this specific type or feedback. Will discuss with the team.
Would be very nice to have an update on it within this rundown
Can't make any promises, but we'll discuss it

if you have a turret attacking enemies that are attacking a door does the turret damage the door as well?
No
sick
It can only damage sleepers
Only sleepers and hits with melee by players can break doors
nothing like having a cluster of enemies boost each other forward when attacking to reach you unfairly
And mines sometimes
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.
okay
It’s an on and off thing with sentries and alarm class 2’s and three are where sentries shine
Anything above and that’s where sentries can be a detriment
auto is pretty good at being a kite assist
is merch an idea for gtfo? id buy the hell outa that
I think they already sold hats and shirts
there used to be a merch store but for covid the store shut down for some time
Mhm
@near kettle as said there is a merch store but covid. Will come back
i hope it come back with a scoot plushie
yesyes
would it have retractable tentacles?
Would love a scout plushie
I want a strikwr plushie
Led Glowwies when
pax
Tank plush
i'm a new player to gtfo
.t lfg
Hello! If you are unaware, we have Looking For Group (LFG) channels to help users group up and play the game. They are located here: #lfg-north-america / #lfg-latin-america / #lfg-eastern-europe / #lfg-western-europe / #lfg-asia / #lfg-oceania / #lfg-africa / #lfg-beginners.
If you are unsure of how to create or join a lobby, please see the instructions here: #how-to-matchmake.
how to fix the error which is saying network error , i hv internet connection what is the problem and how to solve this
man uh
whats the best place to aim if youre killing a scout with the burst cannon and youre like 10m out
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
Is first shot perfect accuracy? I fucked up burst kills before, but it's usually when something awful is happening.
I aim at the neck since recoil goes up
is it 2?
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
Pretty sure it’s one shot anywhere for the scout if close enough
like lower body torso or
Upper back to the back of the head
alr
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
man i hate being the reason that my team loses so far in because i cant accurately kill a scout
leggy
They fixed that since rundown one
damn, that was funny to see
I have yet to see it ever since
It's a very rare occurrence right now. But it can happen
Only seen it start happening again on R4
Damn well hopefully I manage to get a sighting of said rare drumstick shooter
The good ol' R1 days.. Walking, attacking legs
It was beautiful
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...
no way to replay but there's always plenty of warning a new rundown is coming
rn it varies a lot because ea things
i wouldn't expect r5 to come 2020
@distant ice Thanks!
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
the back multiplier alone isn't enough
Alr ty ty
Trying to work out how much damage a hammer does exactly
For no particular reason mind you I just like numbers
And also variety in how I kill scouts
you can kill them with a half charge in the back of the head
can you explain what do you mean by how the sniper works?
If you shoot a scout in the back w/ a sniper it dies
But the chest is a no no spot
Head is still best tho
oh you meant bodyshot
Ye
men i miss r3 sniper
Can’t you still do both of those thinggs
Oh it could bodyshot scouts?
am nope
you can push scouts but they'll get alerted
tbf you can almost 2 shot a giant still
You can oneshot them if you’re parkour god
a headshot and a body shot leaves it with literally a sliver of health
Or if you like stealth memes
tbf you can almost 2 shot a giant still
@atomic robin in my testing it doesnt
you can just shoot it a few times with your primary
i said almost
it lives the headshot and body shot
but 1 dmr round takes it out
Bummer. I do remember 2 shotting titans
burst canon its a lot better at comboing
you can get 3 giants with 1 frontal burst and 2 revolver shots
It was already amazing
Wasn’t it rlly good? I remember people saying it was super slept on
I liked it when I did use it
slow charge up put most people away also it didnt do as much damage like now
Ppl still used hell guns
idk, I'm a sniper man
Sniper is just fun
was and still am
that's why i can definitely say from experience it almost dies from two shots, key word, almost
I was doing a reactor the other day and I was thinking man
leaves it with barely any health
Wish I had HEL gun
lol, the HELs were nice
How much does one burst do to a giant roughly
They were good meme guns
Only on reactor would I say they shined brightest
It does one shot in the back
But like is it worth two bursts to the front in combat
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
Ammo eff wise
i wish they kept the hel weapons
then it's almost a one shot
Idk why they kept BC and MG but not HEL guns ngl
tbh, i hope they add attachments to the game that allow some weapons to have limited pierce
||boss thats why||
Idk why they kept BC and MG but not HEL guns ngl
@vital remnant
MG is honestly better than I give it credit for but its low key over picked
Yeah fair
it's good, that's why it's "overpicked"
tbh i feel like the shotguns are in a weird place rn
Yeah ik just like BC is good and thats why I see 2 or 3 in every game
Well tbf between the bugs with the pellets and the ammo issue they’re just outclassed in every way rn
jesus, i think I've only seen bc twice this rundown
Really almost every time I drop someone brings it
shotguns are "good" they still do the same damage, but combat shotgun spread its too much rng
Shotguns are like
Middle of the road for me
I love the regular shotgun but its too slow and BC is just better for giants
well the shotgun is rundown specific now, so i doubt it'll stay for the next one
CS is ok still but I’m warming up to other options and I don’t used it that much
It was a necessary balance change because it was too much of a safe pick and also you could borderline snipe with them
The Combat Shotgun is the regular shotgun is not
snipe with the CS?
I'm asking dragon
Tbf part of the reason for that was also the range of titans in R3 and the stagger dealt by both shotguns
but the point is that shotguns had quite a bit of range and would outclass every special
specially in r3
Both of which changed drastically this rundown
oof, damm, that's some pog plays then
Or maybe I’m just bad I’m open to that explanation honestly
Shotguns are still quite strong, just less OP.
Accurate
as i said, the shotguns seem weird
If they fix the head destruction issues CS will go back to being very efficient.
i don't know how, or why, since i never use them, they just seem weird
They still the same, now it just takes more than 2 braincells to use
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
You actually have to think before shooting
Ye
combat shotty spread tho too much
Altho you can still just run at scouts and blam blam blam with CS
they are shotguns, they are supposed to be close range
CS didn't get nerfed that much.
The only reason it's really hard to use now is head destruction issues.
I think what they where trying to do was to make the extra pellets hit some enemies on the back so it could stagger
You used to be able to get extra head shots, you can't anymore.
but spread makes it so that you loose a lot of damage over some distance
Ye
Is there an mp3 file for the scout trigger sound
wa-psh oooooOOOOOOOOOOOOO
@neon gust I will DM you one
wait so
does sprinting soft activate a scout
or will it just make it activate and scream
oh what the
huh
alright well
good to know then
only loud noises like guns, mines, sleepers, and hitting hammer against something near it can actually fully alert it then
other than like
not one shotting it ig
it makes it "soft activate" it as youve said@fleet coral
alrighty nice
Does anyone have any tips for C1 Extreme objective? I always feel the alarm spawns are super big in comparison to others doing it.
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
wait, you can control spawns in this game
whhhaaat
is there any guide or video on controlling spawns?
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
is there any guide or video on controlling spawns?
i don't believe so, but if there was one i wouldn't be surprised
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
the letter determines which room it is (and typically it's a door between them, ye)
most of the time, but sometimes not
One giant room can be segmented in to two areas
lol once you complete it once it will become easy
most missions are like that for me at least
gl
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
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
ez strat for stealthing rooms with error alarms:
- wait for wave spawn before opening any security doors so they dont spawn ahead
- clear wave
- open security door + clear room (for A2 shoot first scout)
- 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)
- rinse and repeat, clear one room at a time and run back two rooms over and over to clear the whole zone
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
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
it's just that
when you start an alarm door, is the place where enemies come from random?
yeah--
i have a really weird strat
chargers kinda make it hard lmao
on the bright side though
no shooters
whats the strat lol
ye ye
piss them off and kite them out of the zone?
oh wait so
that way you don't have any charger
basically reach enemy cap before it even starts lmao
ye
that's
weird strat
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
rtx is planed ?
What is the best level for practicing scouts solo?
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
It's in the beginning?
Awesome, thanks
gotta do that bulkhead and extreme stuff
only issue is error alarm 
maybe not the best
B2 main has a scout in the first door that has the cell
I forgot the zone number though
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
C2 is the best for with a group B2 is best solo
zone 88 iirc
Hmm, I can't get a scout to spawn in 88
rngesus
did 3 runs, cleared out every 88 room haha
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
I found the Extreme bulkhead is more promising
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
How long are the rundowns i just git the game and i plan i. Staring this weekend?
A few months
That sounds nice
A1 is an easy level
the deeper levels will take longer
do to the enemies and the objective
Yeah so like how long?
Alright thanks
is this patch a fix for that long standing stutter bug that happens periodically? or a new one?
For the long standing one
absolutely undeniably based.
Time to find out if it worked for me 
I've seen the term thrown around, but what is "prisoner efficiency"?
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 
cool thanks
since when has GTFO had trading cards?
even if the names of the cards are seemingly randomly labelled
What was the stuttering bug they fixed?
ad 6 players to the game
I haven't played the game since like january, is there an in game voice chat for the matchmaking?
IIRC we added then with Rundown 2.
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
Yes there is!
ok thanks
did discord modify the quote system?
I dont remember it saying (user replied to) before
There's quotes and replies, replies is new this week
how do you reply?
right click > reply
hmm I don't see it, might be because I use BD
smh.. yeah.. 3rd party clients are kinda frowned upon
The trading cards were added in R3
lmao more like completely against their TOS
anyways
Where do you guys defend on D1?
The bridge leading to reactor
I like to hold on top of the reactor
They probably would not be able to hit you up there right
I am only pacifist to scouts cause they are friends
And I suck at killing them
Not that I try
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
60c, on that bridge to the left of the bulkhead door
@hard wasp thanks man
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.
Hard saying on that one. But, that really does get quite frustrating.
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
if they rework the spawning mechanic
all of the veteran gonna have a little trouble
Veterans can adapt. I can only imagine as the game grows bigger and gains more traction then that mechanic will meet even more hostility.
Still less hostile than when MM wasn't a thing
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
Nobody uses MM for anything above A tier
Imagine e1 but with enemies spawning only from behind...........what a dream
That'll make it D tier
naaah, it would made a little less rng dependent
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.
Is it a bug that big shooters almost never spawn during alarms? 🤔
feature
They only spawn in rooms only afaik
Yeah but why not during alarms?
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
depends what we choose
Then choose them more, people been asking for a long time for big shooter mix with waves 👍
Speaking of bugs I had a scout walk through a wall in C1
i think the tiles in this rundown are a little opaque
Any common strats for D2 as a whole or C1 extreme?
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.
I like to have ammo, blackdragon.
.t intimidation
Sorry, unable to find a tag named intimidation.
Does anyone know how intimidation works? I get the general idea from the name.
all i know about it is that it seems to work best with ADS and less than 3 guys
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
doesn't it also work on chargers?
I've seen them run backwards and hesitate a few times, but alas i don't have evidence to prove it
I believe it doesnt since well..... there chargers theyre suppose to be cqc with them
True
and theyre a medium size enemy
fair
I think chargers are usually more aggressive anyways
most definitely
So it works but only with a few enemies, and they don’t have to be in an aggressive state
it can work with an entire wave
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
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
yup most definitely, just not widely explored ig
the one big downside of it its with sentries
how so?
since theyre moving side to side, theyre basically dodging the fuck out of the sentry
ah, yes, oof
burst sentry gets juke a lot like that
rip
autosentry pukes bullets so i doesnt really matter since it stuns everything
yup, because auto sentry not only eats tool refills, it also spews out bullets
eh two charges of tool on a sentry can last you a long time actually
yup, i know, but it still eats on maps like D1
yeah ik
||waves of chargers, giant chargers, hybrids||
i know lol
I thought they moved from side to side to try to dodge your shots or hammer swings
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
it is a good mechanic, just unknown
It happens a lot, but I never realized that it was happening
It’s funny when they are all back and the one brave sleeper charges and gets mauled
So the flashlight can affect it too?
if you mean the long range, it should
The LRF will stop them more than the auto sentry will
Nice lol
anyone tried this in vr?
Not working anymore
rip :S
Also you might not want to discuss mods on this server
For D1 is the bio tracker worth taking?
No
It is only helpful at the alarm door and you will definitely find a cfoam grenade before that
I'd say it's very, very useless
Would be good for extreme
Foam isn't useless, it still offers utility even with reactor levels.
are one of the sentries better than the other? or is it really just preference
different purpose
what are the purposes
Auto - stagger Burst - damage
Auto for infinite spawns
Burst for finite spawns
i mean is anything essential when kiting is in the game
what is kiting
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
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
Yo! I'm a new player I just get the game any advice?
I didn't even start the game yet
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
brrrr
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
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?
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
I feel stupid now
two things, what were you typing?
I typed the Y08 codes
and this isn't directed at you, but doesn't it have a description of how to use the command?
It says "X02 to get the code"
"Uplink_verify x02"
"Failed!"
yeah oof
rip
you need to move out of the terminal to see the actual code
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
rip, yeah it's easy to get overrun
didn't it have a description on how to use the command tho?
I mean I know how to navigate the computer but I had no idea I had to use the actual words
it's usually actual words
I thought I was doing something right because it didnt tell me command wasnt reconized
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
We are gonna retry it tomorrow, because takes quite awhile to get to that point and most of us are european
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.
Since I saw it a bit, is revolver a one shot kill on scouts? (and is that head or occiput?)
Back of the head, been a thing since R1.
Not sure how lenient it is now after revolver rebalancing.
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
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.
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?
Where is zone 108, in regards to life support
Which map are you talking about?
Isn't that the bulkhead by spawn?
Overload
er
Yeah
My bad
I confused that with B2
That's the final room in the overload zone
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
You're not understanding
A2 has an HSU in it
See alpha gets it
Communication error.
That makes more sense
{{Input Command}}
The overload zone is a part of the extreme sector, yes
I don’t think it is
Why call it a sector and not zone?
You have to go through 1 bulkhead door to get to the overload bulkhead door
Overload is in a different sector/zone
sector is a set of zones behind a bulkhead door
So the question being asked is about something that isn't explicitly stated
Oh right, the objective areas are called sectors. Really confusing
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
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||
Does anything we're doing down there make sense right now?
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
To foam doors or for sleepers to be foamed by?
You can foam doors with C-Foam Tripmines? How?
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.
I feel like used them for enemies is inefficient
I always try to use them to foam doors instead
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
By placing it high facing the door then shooting it, its not guaranteed to foam though since it can fall just infront of the door
When scouts are alerted and have done their scream they wont ever spawn in another wave, If they're still moving about they'll just act as a normal shooter and use three very fast shots to attack players with
Thats what i thought. But we just alerted a room with 3 scouts in, and even though we were kiting and killing a bunch of them, new waves kept spawning in. It felt like were more than there should have been, considering that the spawns were queued up.
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
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
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
are mods a thing for GTFO? is so are they allowed
No
^
Hopefully. It would have a lot of potential
No
That is people don'g something not permitted
damn ok
Dang. VR would be really immersive. Shame it likely won’t happen as that requires so much development
what does rundown specific mean
It's not guaranteed to stay, but it will be in the back log of things that can be re-added to the game
Yup like MG, machine pistol, and red glowsticks
OwO
Red glowsticks 
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
Practice hammering them or just shoot them if you cant hammer them consistently
I'd advise shooting them until you're comfortable around them
then think about hammering
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
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
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.
you can do high
B1 extreme is good solo as well because it forces you to get the kill quickly
or just don't
There's no time constraint on the first scout?
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
anyone know if matchmaking works
Yeah, it does
what level are you try to use MM?
A1 lol
we'll probably just use the lfg chat
on another note, anyone have a quick tip on which weapons are best?
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
I need help
Can you play with your friends on levels you have not completed yourself???
yes
So if I have never unlocked that level, I can still play it if my friends have it?
mhm

Anyone know how the fog in D2 works? Is it time based or zones entered?
Doing prisoner efficiency it seems to rise so fast
It does so you can't kite for an eternity 
put it into the door controller
On B2 there is an extreme door, and its an error alarm. When you finish the obj in the extreme, does the alarm stop?
No
Nope
whats the main objective for d2?
🙂
Literally it’s just an extract mission
do you have to do extreme to beat c1
no 
yes
you open it :- )
suggested 1000 times
:(
i think devs already said they wont do it
or was it d0c
I think it's good that they don't do it
Ah how so
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
yeah tht is a good point
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.
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?
anyone ever have a c-foam nade bounce off doors?
no but i've had sleepers break the door and yeet the foam nade back at me
@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
It makes sense to people who played r2 and r3
Hm, interesting. But thank you for the clarification, reied.
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
Yeah that is a problem with the rundown design
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
First time it was introduced it was the mission objective
we found the fog turbine accidentally on a shelf, had no idea about it
yeah, that makes sense
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
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
I expect something to be done about it eventually
I say that for a lot of things
Smh priorities
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
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.
kite like a mothafucka
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
Wait dont use any resource packs or like dont shoot?
Yeah don’t even shoot, just hammering lol
shoot when you're in danger
^ especially if you have charger wave
Darn, thats gonna be hard, thanks for the advice guys
I mean, you’re playing duo in the final level. Indeed it’s hard
Just kite 
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.
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
Well if itll work then me and my buddy will do it, thanks again
np
How can you survive to D2 as a duo without knowing kiting techniques 
idk
luck
good photoshop skills

How to deal with the scout effectively when there are crowd of sleepers around her (like 10-12 sleepers).
Pick off the sleepers first.
Let her walk away and have enemies synced for quick kills.
just snipe the dude
but sometimes they are very close together and might be awake the others If me and my friends kill some of them
3 if they're in a good position
Thx. I will give it a try
try hit them at the occiput ( back of the head ), it should be a 1 hit kill.
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.
you're soloing
go for pacifist D2

when every D2 alarm are blocked by all the enemy that chase you
Hey could someone tell me why the Error Alarm in B2 is so much better than in A2 ?
wdym?
In B2 every waves gets announced by a scream but in A2 they dont
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
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
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
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
In that regard the only thing you can chalk that up to is "Early access"
Is there a way we could maybe ask a dev about it ?
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
no scream happens because the wave spawn is very small, only around 3 striker / shooter mix per spawn wave
but in b2 they scream and the waves are only 3 aswell
¯_(ツ)_/¯
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 😄
Yeah it doesn't really have a really for that one.
Usually me n my buddy just run away when shit gets crazy and that worked pretty well so we stuck to that.
@craggy pier B2's waves are at least 50 seconds, a huge window compared to A2's very regular spawns.
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.
30m iirc
Aight cool thanks
kill itself can also wake up a nearby sleeper
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
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
probably remove a sentry
Alright, I'll try that. Thanks
Depends on if you need two sentries.
On the current rundown I've gotten through the first two minus fosters overload, we have the following four open atm
have the devs acknowledged the fact that if you join mid match / reconnect, you lose what you've discovered of map
It’s known yes
Can someone explain how the difficulty system works? Are there multiple difficulties for each depth?
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 (Main Sector)
Extreme (Second Sector)
Overload (Third Sector)
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.
Neat
yeah my mistake there ray
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?
the timer appears when we know a rundown will appear
The timer appears in the last 1-2 weeks before the next rundown
Not a constant timer like in the trailer
Ah perfect, good to know! Thank you!
after they release the game, the timer will be there for every rundown i think



