#gtfo-related-questions
1 messages · Page 507 of 1
The getting caught mid air is a bug not player error if you are talking about what I think you are
It is a bug where you just stop mid air
ya
ah
and running and jumping is when you do a dash to kill them
its a bug that happens less when u time it right^
Idk
I think it’s just random but I am not sure
no because running and jumping is really bad
as you dont jump everytime you press space bar
but if you just holding W and jumping its not going to alert the sleepers
if you running that is
yes and as i said running and jumping is for you to dash for the kill
u can use it to save a room from waking up if a sleeper is waking up at the other side
works out half the time
the other half u wake some up on the way
and you come back to the point i said didn't you?
dash for the kill
bunny hoping its just holding W and keep jumping
oh yeh trye
i been doing a lot of testing with kiteing
and pro players teach and we all learn
like if you in a long hallway
hug the wall
and go left or right
and jump with it
you dont get hit that much
interesting
ive had some lessons on kiting myself
i look back at me now and think
"damn i used to eat all that dmg"
nah
ya
Don’t do the cheese
"goku spot number one" i think
i did not say that 😠
All at once
idk i read it as fast as i can
idk man with cheese spots they can make the impossible happen for sure
R3D1 hammers only making the impossible happen
a friend showed me one in d2 and we tried to test out something with it and see if we could have all the enemies go for him and have me run out and pull a scan event
worked for the most part which was interesting
its got a few small flaws
but u can melee all the melee units
hybrids and shooters sit there
menacingly
you can melee anything if your brave enough
yes
Ok so there's actually nothing special about bhopping but just sprint jumping and killing them fast enough before they wake up. Am I understanding it correctly?
Thanks for the replies
bhop make you move faster "a bit", useful in stealth
But it still triggers the sleeper right? If you're the guy I watched in videos I've seen you done it without even triggering the sleepers
Landing will alert them, not the jump action - alerted = not awake yet, just glowing
For the sake of clarity and standardization we refer alerted as aggrod actually
Not just glowing
Alright I'll have to experiment again later. I remember trying W + jump without sprint and all it did was jump vertical without much forward distance covered.
With sprint it seems to instantly aggro them
if you take a single full sprint step it aggroes
you can listen for the footsteps
slide cooldown is also tied to getting the first footstep
the first footstep is not instant at all
Guys, how is it possible to one tap a giant with a melee strike as this guy did in this video? 😂
https://youtu.be/D-v5Ei_uPzQ?t=56
How on earth!?
Syringe
yellow syringe triples next hammer swing damage within next 11 seconds
?t syringe
What each syringe does: The red one gives you health, but also infection, the yellow/green one buffs your melee for short time, also gives you infection.
No worries
so can you one tap strikers and shooters with an uncharged swing to the head?
well you can already 1tap to the back of the head but probably yeah
best use is on giants tho
So, I do have a question. Usually the little group I started the game with has different specs kind of? One goes Backline and recon for instance, we have someone on foam and hacks (they generally have a 95% accuracy so least likely to alarm), we have one on killing individual sleepers and sweeping rooms/turret, and one on pure damage and lights
Usually I play recon/backup - and I use this loadout:
Pistol - main
Sniper - secondary
Bio tracker - tool
Is there a better combination for that kind of playstyle?
And do the different melee weapons do anything different or just different looks?
(Is this game playable single player cuz finding peeps is oof in matchmaking)
DMR for recon maybe, and yes singleplayer is possible but hard
lfg > mm
melee is looks only
loadout is best based on preference, level, and what the team needs
for the RP thing i dunno what to say kek but it sounds like you have a team for that and at the same time you mention mm 🤔
for whatever reason, my game is at an unplayable framerate now, is anyone else having this? regardless of my settings, max settings or lowest settings, i'm now getting 10 to 14 FPS where two weeks ago i was getting 150 to 170
even running in a 720p window i don't get more than 20 FPS
wtf now it's not leaving my framerate limit even during the drop when frames normally drop
do you have an integrated graphics along with dedicated?
Sorry lol we don't actually roleplay, but thats kind of how our group has shifted when playing together - we all have different playstyles and it shows in that kind of formation.
And yeah- I mean, I posted a lfg and then started a lobby for matchmaking as well. I've gotten nothing at all so idk :") is there a better way to get players in a match? Its gonna suck to just wait till everyone's schedule aligns to play the game rip
idk active times in regions seem to have enough people around
i don't have integrated, but the game is running fine now, i'm just confused
Do you have to do anything specific to unlock R4A3?
no
I don’t have it on my Rundown..
i'm guessing you haven't got any other new levels either
-> you haven't updated the game
Yep. Not sure why, because— Oh— Alright, I’m just an idiot.
It says Rundown #004 Contact://EXTENDED. And it says it’s Early Access V0.56.
Is B1 really hard or I just suck at the game?
Oh shit, I just had to restart the game.
Um—
B1 is just difficult without 4 people.
Um.. Terminals are super important in this mission.
So you have to know where everything is before you dive head-first into poison fog.
I lookup turbine, objective generators and ammo
everyone sucks at this game at first
Sometimes keycards
where do you screw up the most
The thing is that we as a team have problems sneaking and meleing
We end up finishing our ammo
That’s your problem.
Practice with A1.
Keep doing A1 Extreme until you guys are comfortable.
i'd recommend dropping in solo and making it to the alarm without alerting anything at least
and yes, with clearing rooms
I just played A1 Extreme a ton until I got comfortable. Clearing rooms by yourself helps a lot more than you’d think.
solo?
Solo or with others.
I just played A1 Extreme a ton until I got comfortable
solo?
Oh— Yeah.
Cool man thanks a lot
well seeing how they're beginners i highly doubt they'd make it through alarms especially on extreme
Ack, true.
Yeye. Stealth killing is super important, considering how many giants are in B1. Do not shoot anything unless you absolutely HAVE to.
We try that but always mess up
The big giants take all 4 full mele to kill?
Or is it 3?
from the front full 4 won't kill
from the back 3 perfect hits can kill, but you usually won't do it so one aims for the occiput
Ahhh makes sense
since you're a team you can all 4 just bash the back
Yup
whats the gift? i did not get a prompt to update on steam
ty
i have not played in a while, is these new rundowns easier than the old ones? i only cleared the old a1-3
No
The main A tier of this rundown is easier than A of other rundowns imo
But other than that nah
tips for people trying to solo bulkhead doors? Any recommended turrets? Are mines the way to go after all? Is it different per layout?
Is dodging on a cooldown (1-2 seconds) or can you dodge repeatedly? Because that seems really valuable when fighting enemies solo
was the interaction sound changed somewhat?
does anyone know if they have patch notes?
Have you checked our #patch-notes channel @regal arrow ?
What are the requirements to do e1 can't check while at work
any way to unbind mouse wheel up/down?
check the bind settings.
I did but it doesn't let me change those 2
10 high, 6 extreme, 3 overload, 1 pe iirc
Smh were is the malfunction door cult
interesting way to say blood door
by that i meant "wtf is that"
@lilac fulcrum Yes and they don't have the patch notes for the one they released today
Are you sure, because I wrote them and Ludvig posted them
kek
no one used it probs
Bruh
or fewer in comparison
I'm sure the devs have stats
and if they want all weapons to be viable but one certain weapon ain't played much at all
they buff that
Well there are specialty weapons. Dmr and auto
If you have a problem use #gtfo-game-suggestions and explain your reasoning, thanks.
Tho it will help stagger lock giants even easier now

Imagine using game suggestions
Most of the stuff In There is special
@lilac fulcrum @weary relic Oh thank you so much I looked on steam for it

Question, PE in lfg chat stands for what?
Prisoner efficiency, doing all optional objectives and completing the mission @slate orchid
So highest objective included?
You achieve Prisoner Efficiency if you complete High, Extreme and Overload all in the same mission.
after updating my game I feel like switching from my hammer to my gun is pretty clunky after hitting a dude in the head
does someone else see this happening too or is it just something on my end?
or just hitting a dude anywhere lmao
Okay so
What are the uses for each of the sentry
like at 1st glance auto sentry just seems better no?
Does anyone know if the sniper turret will prioritize shooting big guys as opposed to shooting whatever it targets first @@lilac fulcrum thought you might know
it doesnt prioritize
Sniper sentry 1 shots team mates and scouts. Also doesn't penetrate.
The only way you can prioritize is if you set it at correct height which doesnt detect normal sleeper
So if a scout is isolated you can place sniper sentry and it will snoop the scoot?
@last lily So I guess the only way to do that is to put it in a position where it would only be able to detect things taller than sleepers ... damn they should really have a setting on those things that would make it so they prioritize targets
@last lily Can they not shoot at targets below them or something ? like if they are set at human head height will they only be able to target enemies above human head height
@last lily Im pretty sure all the other turrets can shoot down at targets
But @regal arrow how would they determine what is what
@topaz anvil
I mean yeah i guess you're right, if you're talking about the code in the game they could easily do that. but if you are talking about like the realism of the game i guess it wouldnt make too much sense... I mean turrets cant target shadow creatures so in the code of the game they already have a property in the turrets to target certain enemies and not others
@topaz anvil It would be cool if it was like a feature of the bio tracker to be able to program turrets to prioritize i mean once you track shadows turrets can then shoot them
¯\_(ツ)_/¯
Yes it will shoot the body but kill it
Only way to find out is to experiment it😉
Also due to the long target acquisition time, slower targets like giants, shooters and hybrids are more likely to get targeted. Normal sleepers run past out of range very quickly
Wait the sniper sentry one shots teamates?
@last lily Yeah I noticed it does have a long target aquisition time I thought I was just laggins or something
Does the sniper one shot hybrids now? Checked it out myself and it does
Sniper one shot giant strikers/shooters/hybrids in the front now.
Yessire
Does it body shot a scout
sniper deals 71% of the scouts damage to the body, it's not enough to kill it
assuming you hit it from the front
Body damage should still be 60 if it wasn't buffed
Oh so when they say precision buff that means the multipliers
yeah it's the crit damage
Nice
precision multiplier is if you hit weak spots, such as the head or sacs on the bosses
charger enemies don't have weak spots
Back?
back has it's own multiplier
That's backstab damage
To the back it does
not crit damage
it works in tandem with the weak spot multiplier
Idk about a front shot
Oh okay so back is not a crit
^
Hahaha
Uncle joe
back does 143% damage to the scout, so yeah it kills it if you do that
But that’s just the regular buff yeah
i go test
minimal testing but it didn't look like it changed
would be a dick move without noting in patch notes
the thing is that one full hammer charge is 40 damage i think
or 80
and scout hp is 85
or something like that
i go test it after the work im doing
base damage for the sniper wasn't change. The precision multiplier was increased and the mag was reduced along with an increase in ammo cost I think
Thanks Warden
Sorry because I'm sure those questions are asked often, but I don't grasp the Stealth mechanics.
When I'm close to one of the Sleeper, I'm not moving, not light, but they often start breathing, then convulsing and they wake up.
Am I too close ?
Does the bio tracker emits light / sound ?
Record it.
They start breathing at random, they haven't specifically detected someone.
ok
Enemies have three stances.
- Hibernating
- Pulsing
- Alerted
I might be because another player is moving while they're close to the enemy. Only the players movement or gunfire will affect an enemies stance.
Issue is I'm alone, so it has to be my fault
I keep on trying, make some recordings if I can.
OOOOH
i think my controller is plugged in and maybe this is it
This is what is happening
but the controller is a nice idea, I'll try with it not plugged in
This was the controller, Thanks a lot, I would never though about it 🙂
np
had one guy with this problem in R2, had to look real hard at the vid to notice it
the analog just causes the absolute minimal movement you could possibly have but it's still movement i presume
I had the same issue on Phasmophobia, but in this game controller plugged in means autowalk constantly, so I figured it out myself.
But here ? Thanks for your inputs, I would have never thoughts of it
anyone tested to see if the sniper sentry 1 shots scouts?
if not ill try it because funny
i've heard both yes and no
Have yet to try it myself, but supposedly it does
seems like it might need to hit the back or head
And supposedly it's kinda glitched like mines used to be, where it doesn't actually alert things.
that could've been thanks to distance but need to test
also sentries used to be quiet as well in R1
...i think
Hey, I actually got some testing done yesterday lmao
Maybe, just maybe, I'll get the motivation again
Is E1 a joke?
no
Does every level have an Overload path?
no
Ah, that’s what I thought. Is there a list or something that I can use to see which levels have which difficulties?
no 1 levels
It says in game
Oooh.
Clicking on the level shows you what difficulties it has
Alright. Thanks. I’m just blind.
Didn't even alert the room. Nice.
he teleported into the sentry on my screen lol
What is the carry-able dog repeller called in B1? I need to look it up on a terminal but I don’t know the name ID.
fog turbine
fog_turbine
Found it, thanks.
call me a baffon but is there a way to play past rundowns?
no
Is there any information I should know before I start playing? Just got the game last night
do you want to play with friends or with randoms?
I'm fine with either so long as they can communicate
Don't actually have any friends to play with right now anyway
read #how-to-matchmake it takes you through the looking for game (lfg) process
I reccomend trying an A level map
I meant more specifically, information about playing the game itself, already got the whole how to matchmake thing understood
o ye, you know how stealth works with sleepers lighting up?
From what little I've seen, it's not safe to move if they're lit
yeah basically red light green light
you can charge up your hammer to deal more damage in 1 hit, hitting sleepers will make noise which will in turn wake close sleepers
there are damage multipliers on the back and head, with the back of the head dealing the most damage
^
Basically, how can I not look a fool in my first game
declare yourself a beginner
Is that a challenge?
peeps in lfg are friendly and will teach you the ropes
Take the ropes with a grain of salt
basics of game are: red light green light the sleepers,
close doors when doing an alarm and then stand in the red circles to turn the alarm off,
do the objective,
hold E to drop objectives or revive,
pretty much
fair amount of this game is just playing, getting told all the tips and tricks in the world doesn't hold a candle to playing a round
whats a good map to practice on scouts?
A3 if you're doing it solo
Team C2, through the two alarm doors
Team B2, through error door (extreme bulkhead)
i just tried b2, they spawned behind the scouts and woke them 😩
That is some really bad timing you have
gotta get a player into the first scout room
Once you get in the first room they can’t spawn in that zone
^
thanks guys, ill try a3 for now
glhf
in a3 what is the order you have to do objectives?
do we have to go extreme - hard - overload?
yes
Note that you do overload before the second high bulkhead
since there is one bulkhead key in 29
you can do the first high alarm
then go back to extreme
or if you want some fun
Yeah extreme and first high bulkhead can be done in any order. Technically you can even do overload before extreme but you shouldn’t.
you can go high -> overload -> extreme -> high
oh pogg
Glad you like it.
I dont think you should do overload before extreme though
I mean if you want extra challenge I guess
whats the reccomendation for B1 in a duo? This is my first rundown and i dont know if we should play it quiet or take out whatever we can and leave the rest
A lot of big guys so finding it hard..
Try to practice meleeing giants as a duo
How many hits you gotta get on a giant as a duo to kill?
3 if you position at it's back
Ye olde 1-2-1
1-2-1?
it's 120ff+80ff on first 2 hits if you do it perfectly, that leaves it with 40ff hp
If you're going to duo a giant the other person should pause a bit to give you more time to charge
1 person full charge, person 2 full charge, person 1 full charge
3rd hit doesn't have to be full charge if you did it well
staggers stop it from roaring/melee
Yup like storm said
Also, good practice to melee the occiput first
But to be safe. No reason not to tho
about to try it out and practice, Thanks guys!
was the melee cancel being removed intended or a bug
Not intended. That's something on our list to get fixed, sorry about that. In mean time press 7 to bring out hack tool.
ok thank
as far apart as possible
and aim for stagger points
head, arms, legs
and i think stomach as well
if you are pro gamers you can both hit occiput at the same time for a kill as well
huh cool
Did they add a very small delay for the hitbox destruction yet to fix the shotgun bug
Otherwise that would have to be some good timing
Ah. Yeah that would make sense
hey guys
can we not cancel the melee attack with right click anymore?
or is it a bug
Bugged yes
I can help demonstrate it to you guys if you want
I don't think there are videos of it up
try having host hit slightly earlier
and do a practice couple of swings to get used to the discord ping
Pls
BRB, gonna update the game first
Great
Post it still
Theres a video from R2 that Stormpooper posted
Oh I see you sent it lol
I still have a stealth "facts" collection vid i want to make but never get on it
Lmao
So many guides get shit wrong
True
Mhm
Thank you 🙂
is there anything in particular youre having trouble with
especially the last part
yeah that doors a bit of a shitter
when you have to do the lvl III security door in the fog
we did manage to complete it once but we were so low hp we died at the lvl 4 door
also is sneaking into the scout chamber worth it?
just grab a few fog repellers spread em evenly around the room and cfoam the door
yes
a3
yeah fuck a3
anyways, do you know if there's anything worth it in the scout chamber in r4 B1?
if you didnt do extreme going that way has a loot room
There is the disinfect zone
you can only access that room if you dont do extreme
theres a 4th cell on the map but theres 5 generators
I've noticed that
You'll hardlock your game if you do both disinfect and extreme
the fourth cell can be either used to open reactor room for extreme or loot room in high
also we're playing with 3 guys in total
is a fourth dude recommended?
or necessary?
if youre not very experienced its usually recommended to have a full team
we have average experience
so is it better to do Extreme than to do High in that particular level?
doing extreme makes the end part harder for lack of the tons of loot you get from loot room
its a lot
so the loot room is inside the room w/the scouts or behind it?
its through the rightmost door after going through the class 3 alarm door
just a bit further in
also im pretty sure there isnt always a scout in that room specifically and it just splits 2 scouts randomly through that zone
I think it's patched, I believe I saw a patch note
No longer a thing, moving on lol
Or the E1 duping
Hey thanks for the info fellas
God that was dumb
duping cell to skip the blood door
I took groups thru
As did Zaero
I think he brought 3 thru. I only brought 2
And let me tell ya. It was cancer
But if they listened. It wasnt too bad
Ah that’s right. I remember you talking about that
Same with D2 iirc
Oof
This was patched. People have mentioned having a means of doing so still, but I have my doubts on it's effectiveness.
can someone clarify precision damage?
headshot damage differs depending on the weapon, enemy heads have a certain amount of health before they stop existing
thereby more effective if a head is intact for a powerful weapon to damage it versus popping it early with a weak weapon
question, is the increased fogginess of level b2 intentional?
because it's so thick that we can barely see where we're going and what we're doing, less of a enviornmental hazard at this point and more of a complete gameplay hindrance
there's no infection to go with it either
Is there a way to make in-game VC toggle-able instead of push to talk?
Yeah.
There is either push to talk or voice activated iirc
Ah, alright.
non-infection fog is thicker, and has no green tinge. when placing power cells into the generators, the fog will change positions
ahh i see
what difficulty are you going for?
can someone clarify precision damage?
@solar bone extra headshot damage basically
It’s really that simple
Or less in the case of machine gun
;(
Apologize if in wrong channel - B3 Question here:||Can someone tell me if B3 High is supposed to be stuck on non-stop waves for extraction after last uplink?||
Q: is it normal for a man to be stuck in sprint and sprint faster then its teamates?
yes
no
ok so i found an bug cool
Or a cheat, just be cautious
no it was really a bug
If you have a recording or the method used to replicate it please let me know.
^^
i do have a recording
shoot him a dm
If you could, dm it to me
Thanks!
Np
Is it 4 hits to the back to kill a big charger?
It's 3, but missing even tiny amounts of damage will allow them to survive.
Must all be fully charged, must be perfect back multiplier.
^
Serynge his ass
Anyone else experiancing input queing when it comes to melee strikes/shove aswell as the inability to use the shove to cancel a charged melee swing?
i think they changed it so you cant cancel a swing anymore
thanks Kerse still doesnt explain the imput queing tho
the input queuing, pfft. It wasnt even known really. So i doubt its intended
i came here to ask that actually, was going to say since the update i've not been able to cancel swings with my bash key. wondered if it was intentional or not.
👀
is there any reason behind current state of the game with not being able to swap mid hammer swing is it here to stay or is it gonna be addressed does anyone know?
that is exactly what I'm asking about cause You sure could pre patch
probably intended
do you have anything to back this up or is it just like Your opinion?
basing it solely on logic
if there was some reasoning, i'd guess it would've already been adressed
basing solely on logic I should be able to put ammopack at least back in the lockers
they've been bug fixing a lot and fast rn
Being able to put loot in lockers will break reactor levels
or it's just one of those ea things
not being able to swap mid hammer swing
That is not intended (to be able to swap while swinging), so we fixed that bug. You should not be able to swap weapons while in the middle of swinging your melee.
Being unable to cancel your melee charge while charging or fully charged but not swung yet was a bug that we fixed a little bit ago.
not being able to
not intended
not intended to be able to swap while swinging
i understood from the reasoning, the phrasing just suggests otherwise
good point, fixed
yeah cool I get that and maybe I can even get behind that but given that it was possible up until pre last patch shouldn't there at least be queuing for swapping weapons or is it gonna be about hitting specific timings on hammer coming back to idle position?
ig that's up for debate but personally i'd probably be annoyed if it queued and switched after the fact
same as double shove, 2nd shove going off like a full second after you pressed initially
it was in the game for just over a year kind of weird given it was core mechanic for dare I say most people
As said, it is a bug, and not a feature. I understand people may have used it as such, but not what we intended.
I suppose cause in this game dynamic can change in split second and that helped accommodate said change
@distant ice K so there is a part of mechanics that you never used due to your skill level and you are not upset that it is gone. Fine I get you so maybe you are not the client base for which it is important. Focus on the things important to you then.
my question was what was the use for it
To change your weapon without guessing when the sloppy hammer animation is over.
^++
and given that weapon sway and screen shake while being hit we will have to pretty much reside to counting instead of visual clues when the animation is over
well ig all i can say is the game is in early access, core changes are not out of the picture
wait, if you key for a weapon too early after swinging, will it not queue the swap?
lets be honest here alright there are far more annoying and game breaking bugs that needs addressing
no it won't now
that feels clunky
yuup
It is mate, i got 500HR+ within 3 months and this update ruined the clutchiness
Well I mean if it was a bug it was obviously gonna get fixed eventually
shame cause that was the smoothest mechanics in the game really
Am not saying it is not, but now you have to guess the hammer animation time because the hammer is of the screen at the end of it.
sure, being able to cancel mid swing is bad, but if you key for a weapon, it should come out after the animation for the hammer finishes without having to re-key.
yup but it doesn't
i understand that.
We understand there are major bugs the community (and we) want to get fixed too, some are easier to fix than others. In this moment we tried to target some of the easier bugs since they take less time to fix so we can get some nice QOL improvements out there, while we work on the harder bugs that take more time to fix.
We are quite confused at which are the features and which are the bugs, would you be able to give some clarification?
We were just discussing the hammer animation during which all request to swap to item or other weapon are ignored. Aforementioned animation ends off screen so it is a hard guess, and makes playing on the edge no intuitive to some. Is this a feature or a bug?
i think it's natural to assume that this doesn't have to be the end state of things
queue might come at a later time, so could animation improvements
if you think the current state is a bug, you report it
otherwise you post a suggestion
We're always open to feedback and suggestions for improvement. There's lots of things we want and plan to do as well like improving animations. Listing what is a feature and what is a bug is hard to do, but I can clarify as much as I can in the moment.
I have no doubt our DEVS are working their....everything off and I am amazed by the rundown. I love the way it punishes us. If you will find a way to make hammer transition reasonably quick and not sloppy as it is I will be signing praises to you guys. I doesn't have to be instantaneous just predictable and repeatable.
^++
i mean it sounds just like animation cancelling on reloads
lets address the elephant in the room as well
elephant sleeper
stopping mid air while sprint jumping
actually since you so offered,
is reload animation cancelling a bug?
known bug, unknown repro afaik
that's why they can't fix it
There is a bug where you can't stun the sleepers.
Going back to my hammer animation. How about allow queuing up when hammer is of screen at the end of animation so you know if hammer goes of screen then it is time for switch. As for the reload? I abuse that myself but understand if it gets removed.
You know what this stuff I can even forgive and forget right
cause given what sleepers are and that they can run around headless
that's high on my list to get fixed as well
wait
so maybe some are more resilient
d0c is game dev? i thought you were just community manager?
I mean that's how I cope
given the size of the studio its not uncommon for people that are involved to assume needed roles filling more than one position
i suppose that makes sense, but from what I thought d0c was not affiliated to 10cc prior to the discord lfg
I guess if he happened to have coding experience he could do both
what I said is merely an assumption based on nothing but a thin air
i'm not sure how queue or buffer works in games most commonly, but just taking in general it'd be nice if there was consistent timing for buffer for all kinds of actions that need buffer, e.g. 0.1 seconds
for all I believe You should be able to cancel hammer swing given that it must be on the wristband to grab a weapon that is on the shoulder strap any moment with % chance to hit yourself in the nuts with falling hammer
I cannot choose animation and action times so I adjust. I don't know if exact buffer of 0.1 is good but if just before the animation ends there could be a perceivable window so you don't have to assume or make several attempts of switching to know when it is over.
I work for 10cc, and will be taking on an even larger role soonTM. The CM role just makes a little more sense than Dev role
nice going! I understand now
@lilac fulcrum Congrats 🙂 take all our feedback and make it a reality
Like malfunction door UwU
Happy Gaming everyone peace out.
Can someone tell me the meaning of Prisoner Efficiency
When you are doing all Sectors combined in one session (High, Extreme, Overload) then you get Prisoner Efficiency
Was my suspicion, but thank you very much for clarification
Which chess spot got fixed???
😉 don't cheese
Does A3 have any special enemies?
We're in the extreme section with a moving target that can't be pinged
I don't think A3 should have ||shadow scouts?||
But aren't ||shadow scouts|| ping-able?
that's true too
Unless it's a bug, perhaps
but I've been reading all chats since extended release and no one mentioned a new enemy in A3 so
it happens
might be a bug or smth
I don't want to open the door and find out
the ping circle is smol and red, and you cant ping
should be a normal moving target aka scout
its a bug
Strange thing is that we can't hear any ||scout feelers||
we once had one that just kept walking back and forth forever until we opened the door once
then it started actually searching
so I would not be surprised if yours did smth like that
they don't feel until the door opens
another day, another thing learned
neat
If its a really small red dot on your bio, its a bug and not a scout, unless that same red small dot moves
Totally didn't almost fuck up a B1 run because I couldn't ping the second scout
oof
Can someone recommend me and my team a loadout to complete B1?
Our team is me and two friends. Also do you have to go through the spitter tunnel to get the last gen?
Do you have any tips on getting through it because me and my team always die in the tunnel
you can fight the room in the light and on your terms, fighting in dark spitter rooms sucks
Or just sneak through the room
like check the room and if you cant send a ninja in to put the cell then just pull the room and fight it outside
I always just sneak through there
would you recommend fighting everything off in the tunnel then dealing with the door guys afterwards?
or just sneaking through the whole thing and hoping you dont set one off
depends, how good at sneaking is ur best sneaky boi?
if you are methodical you can sneak through, but if you really have to you can just fight it
do you mean the spitter tunnel near the bulkhead? because normally I've never needed that one.
I think they mean the scan door in the first room after spawn
yeah but they keep saying tunnel
so it could be 33 or whichever I've legit never had a generator in
B1 spitter zone is 53 right?
both prebulkhead security doors lead to zones with spitters
@timid glade yeah thats the one i mean
the one filled with a ton of gas covered in spitters all over the walls and ceiling
where you have to go down some stairs to get to it
yeah I've never need to go down there in the 4-5 runs of b1 I've finished.
me and my team constantly die there so thats a relief to hear
Oh yeah you dont have to go there
Its a "resource zone"
It does not have a lot of resources
yeah its a bit of a deathtrap
ok, thanks for letting me know
also, we're still a bit confused on what weapons we should be using since this is the first rundown for all of us
i use a sniper as my secondary for scouts but what main weapon do you suggest?
DMR Anything you can comfortably shoot with
i like the malatack hxc and the malatack lx but the hxc is so inaccurate
Nice
what's a good way to deal with the constant alarm on e1?
Hi guys as a newish player I have a question about load outs and you experiences: Do you all find it better to have each player use a short and mid range weapon or do you double down on either short or long range
also do you make you team so that some people go through more ammo than others so that it is more easy to ration ammo packs?
Just play what you like
The most important thing is to take what you're comfortable with
Yeah, you can optimize, but you don't necessarily need to.
This being said, if someone in your party takes the DMR then taking the Pistol or Hel Revolver is a good way to offset their greater need for ammo.
And my group incidentally has people with loadouts for all ranges, so it is a decent tactic.
Inb4 "Just hammer everything :emoji:"
The most important weapons are your special weapons, since they fulfill more particular roles.
^
Typically, it's not a bad idea to run at least one titan killer on most expeditions, but you should almost never run more than one.
Horde clear is much more important.
Oh speaking of that, is the Sniper now the best Titan Killer?
Or is the Burst Cannon still pretty competitive?
They're slightly different styles.
id say Sniper gives more leeway for giant types, BC allows for wave useage
same overall purpose tho
Sniper kills 3-4 titans per ammo use. Burst cannon deals 83.33% of a striker titan's health in a single burst and 66.67% for hybrids and big shooters (so, you can do that four times an ammo use).
I will say, the way a lot of people use BC is incredibly wasteful.
If you two-burst, you're nearly wasting all of the damage you could deal. You are basically reverting it to pre-buff efficiency.
So what's the better option? Have someone BC a titan and then have someone else finish them off with the pump/choke shotgun?
BC then primary
Theoretically, best option is to have BC deal full damage to a full-health or nearly full-health titan. If it survives, finish w/ primary.
^^
Mm, fair enough
Shotguns can be efficient, but you need to pair w/ a main weapon.
Ah.
is there any way to access old rundowns?
Nope. Once a new rundown releases the old rundowns become no longer available.
i get that the developers want to delete old ones, but there are some levels i really liked
ahh i see
Is the pistol any good?
what should i pair it with?
alright, thanks
Pistol is a multi purpose weapon
like SMG and AR
so you can slap it with anything
Pistol, Magnum used to be my go to. Pistol when they get close and Revolver for whittling down enemy numbers
I go Pistol, Revolver/BC
It'll be replaced with another burst weapon so i wouldn't worry
I ran pistol and revolver for a while
Its a good combo
But is not much effective when you have multiple enemies at close range
Pistol dps is not that high if you are not hitting hs, and revolver has to be reloaded too often
Pistol cs would be good if shotguns weren't bugged
Are we getting a optmization patch for c3?
and maybe even E1
some areas drops me to 30 fps out of nowhere
specially at the overload zone
What do the values represent for the last 2 spots on the rundown screen "Completed [3,1,-,-]"
.t sectors
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.
thanks
Hey guys, is this game ok for 2 player co-op?
If you are new to the game then it's gonna be pretty hard
2 player is easy enough on A tier
If you aren't new
thanks 😄
playing with 2 players and geting 2 more is the best you can do
whats the most ammo efficient primary (other than pistol)
hel revolver has most potential
^
What is Personal Efficiency? ive seen it in game, and see people saying they're doing PE runs, but what exactly is it/what determines it?
.t sectors
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.
aah, so its prisoner, not personal. thank you!
np
Why is this game so addictive?
.t gtfo
The game is called GTFO and it doesn't stand for "Get The Fuck Out" but rather the feeling you have that you want to complete The Warden's objective and GTFO.
^
This is why
Ah okay
Also i love the cinematic start of being rocketed down into what feels like hell. Has anyone gotten sick of such a bad ass intro?
stopped paying attention to everything long ago
Trying to get better at hammering out all the dudes in rooms. is the only way they agro from across a room after you hammer one because you missed that it was red at the time?
they react to you hitting other sleepers
or is there line of sight in play too
while they're listening
the way they're facing doesn't matter but objects can block view
ok, so probably need to get better at syncing them up with flashlight before i go all thor on them
and "across is the room" is ~12m
If they are right next to each other then they will get triggered regardless but you can still get a kill off
Shooters scream quicker too in my experience
How does bonus dmg work? I hear that certain areas of the back have bonus and the head has bonus so you can one tap small fry if you hit the back of the head.
^
So it is based off of the players position to the target?
i've definitely disturbed ones from way further than 12m which means i was just careless
it's based on how "behind" you are
I need to do a test run in A1 to figure out bonus dmg and shit
up to a 2x bonus
Btw destroying limbs (Including head) Staggers enemies
That includes when you blow a hole in the enemies body
maybe i just need to fire up R4A1 solo with the bio tracker and learn what 12m is, because i have definitely had them wake up from a ways away after 1 shot killing one further off
you are meleeing them right
I dunno but if enemies around em are red ya shouldn't smack as a rule
the charged hammer hits yea
well just clip it and learn the distances
it can of course look different based on your fov but use the biotracker and you'll see
~12m
It's at least 12m anyway
the ground might be it honestly, didnt think of that
Oh you been hitting the ground?
sometimes after the charged hit i swing again just out of panic i guess
That is prolly it
yea i just gotta get in and practice
ground triggers at same range as walking/sprinting/crouching does
thanks for not just telling me get good newb lol
which is way less than reacting to kills
Just have to be confident in your swings
Eh walk distance triggering is quite far imo like atleast 4 meters. Enemies have to be closer than that to react to kills
Unless they are red
That's different
can you swing through one and hit ground, or is that only on a miss
I think just misses
But i only have 5 hours
Ha there's still a lot on this game that is best left to experimentation honestly. Don't be afraid to try some strats or play around with the enemy
If you feel like something wouldn't work ask in the server
should try two people going burst sentry and two going auto sentry.
In what level? Also if you try you can make anything work
Just any level.
Do glowsticks if thrown at the sleepers wake or disturb the enemy
I had glowsticks and was like.... hmm what if
But i didn't want to throw away a run just to test that
Ha I remember the times were alerting a room meant a potential run end. Good times but yeah fog repellers also do not trigger enemies
I wonder if they'll add some kind of grenade later, like a pipe bomb.
yea i absolutely cannot kite rooms as well as speed runners obviously, but because ive triggered rooms so many times i can usually survive it
They already said they wouldn't add stuff like that
Only just over 5 hours so ye i am very novice.
I spent 100 hours on my first week playing. Still learning stuff
I have 18 hours and i've finished three expeditions.
Wouldn't count the last one tho.
You mean 3 levels this rundown?
Yes.
one more question please, does sprinting + jumping help more than just sprinting to avoid damage from large groups of enemies?
Yes it does unfortunately.
I can elaborate. It can count as not making sound if done right
14 per day 🤔
Yep.
Wait no it was 80 hours I think
100 hours to unlock d tier
That's including idle hours though
🤔
I wait until hackett gets a car bomb ability.
man all the nade friendly fire that would happen
cfoam nade exists
What if its a flashbang that wakes sleepers but stuns those that are awake
That doesn't look like a flashbang
Idk just theory crafting
Ya I get that but neko ruined it 😦
Yes


XD

Im not a people person but i am a geese goose
do iix syringes let you kill a scout with a hit that isnt to the head?
.t syringe
What each syringe does: The red one gives you health, but also infection, the yellow/green one buffs your melee for short time, also gives you infection.
I believe you can, but would still need some form of a charge on the hammer
i totally want to try but i havent had the chance yet
Yes it gives plenty power to kill a scout with body melee
does hel pistol hurt tank from front side?
no
thats a big brain question tho
it doesn't penetrate
It will do dmg but so little its insignificant and pretty much 0
4 hel revolver spam meta
What leves do you guys think are viable to solo in this rundown?
All up to the C lvls, past that it gets too time consuming for most solo players
I’d say everything but D1, D2 PE, and E1 extreme
How does one solo a reactor level
Kiting goes brr
or be good at shooting
Do you kill the waves or do you just sit at max spawn
Okay maxes sense
Kiting must die.
That’s a good idea
See. I dont mind kiting. But when everyone’s only strat when shit hits the fan is kite. God I hate that
Literally the only time you have to kite is solo
That's why ||sustained scans|| were made so your forced to stand still and suffer
They are great
I feel like the strat for E1 Extreme solo is just to alert every ||shadow scout|| in the first zone and kite those enemies.
Huge brain
I like the punishment if you try to kite during them
Mhm don't kite or get punished, kiting makes this game boring.
The first time experiencing it was perfect
Kiting has been boring since the beginning
Imagine running to spawn when 3 are dead and picking up one person im glad they made those scans
I genuinely liked kiting E1
But R3 on. Ehh it’s not
Ez way to punish kiting more. Reduce player speed a tad, slow strikers a tad, health regen no longer goes brrr, and chargers are more normal 
do alarm doors alert all enemies from opened rooms?
or if you keep doors shut, will it prevent them from joining the alarm wave
Alarms don't wake anything up, the only need to worry about enemies that spawn in or pass through a room w/ other enemies screaming or your gunfire aggroing nearby rooms.
Hey I can’t put a power cell into one of the generators in b1
Is there a specific order I’m supposed to do?
What is the number on the generator?
462
What are the numbers in the top left in the objective text?
508, 462, 883
Did you query all the generators you need?
Odd.
No, I didn’t
tyty
Try it











