#gtfo-related-questions
1 messages · Page 508 of 1
^
If the generator has a faceplate on it, it's the wrong one and either the game gave it the wrong ID or you misread the IDs you provided.
Usually one of the generators you need are in z51, z53, and z54
Only the ones in your objective work.
ah okay
To find out where the generators you need are just query them on the terminal
The one in z51 (always the first one) you can ping if you're in z51.
The GTFO AMA mentions something about a system of unlocking new weapons/upgrading current ones. The AMA was last year so I don't know if that still holds water but I'm curious if that's still coming.
The game is still in early access so I guess there's still a LOT more coming.
They're working on it still
I coulda sworn GTFO was a completed game already but I guess not ¯_(ツ)_/¯
This ^^^
Pardon?
The game says "EARLY ACCESS" when you boot it up, idk how you got that impression.
Since when?
it always has in the corner, bottom right
W H A T ?
y
I proved that long ago
smh
After finishing the last uplink terminal in B3, Is the wave endless? A couple friends and I just attempted it and it seemed to be nonstop enemies after the last one no matter how many we took out.
Yes
ok, thank you. Is there any kind of indication? We just kinda got blindsided by it and aren't sure if we are just dumb and missed something
No indication. The game doesn't offer a lot of indications of what will happen next outside of alarms and such.
okiedokie, thanks again
The game asks you to use your intuition a lot and use of forethought of possibilities for scenarios that could happen rather than "hand-holding" so to speak you through the level.
It has mixed responses in terms of like vs dislike
Im fine with it not letting us know, there is just a very high chance that the 3 of us missed it if there was one because we are kinda dumb sometimes lmao
It does happen sometimes lol
If I leave sleepers far away near the beginning, will they also be alerted when the alarm goes off for a bulkhead?
if they are far away no
you can only trigger sleeping enemies during an alarm by either gunfire (adjacent rooms might get triggered if the wrong direction is shot and a bullet goes through a door - especially if it accidentally hits an enemy kek)
or by the spawning enemies running at you and/or screaming
so i.e. you can leave all enemies alive in zone_32 (spawn) in A1 and do all alarms without ever triggering them, as all alarm spawns can at most spawn in the first room of zone_33
but if you leave something alive in said room in zone_33 I think there's a chance they can get triggered if you are extremely unlucky
how many damage does the tank deal when melee?
is melee it hitting you with arms or it's tongue(s)
40 for punch and 14 for lick
lick x3 tho
Lick me more :(
I don't believe two tounges on the tank can target the same player?
do giants really only hit for 14 now
tanks
If you're their only target, they can rapid-fire you. I've made the mistake of running through an open space to get by one before, pretty much constantly took damage.
giants hit for I think something around 30 with their tongues
at least it feels like upper 20 lower 30
with tongues they hit for 24, with melee they hit for 40
oh ty the other dude made a typo then
What's the deal with controlling enemy wave spawns during an error alarm? For instance, on R4A3's overload bulkhead, we'd send in one guy to deal with the scouts and push forward while having 3 cover the entrance so error alarm wave enemies couldn't run in to alert the room. However, further in, those waves would spawn on top of us maybe 10% of the time no matter how we were positioned. I assume this is a bug, but it's almost always run ending.
It's rooms up ahead. They can spawn in them if possible. Not past bulkhead doors
What rooms are you occupying specifically? That shouldn't happen in the first zone.
SO if you go too far ahead it gets confused
But it shouldn't happen in the same room
Unless you are split apart more than 1 or two rooms
R4A3, past the overload bulkhead are 4 rooms. We've encountered it happening in rooms 2/3/4. All in different instances. I even have it recorded. I literally mean on TOP of us, not from a room before or after. Room 3 is very common. It's a very large room, so we started sending in 2 to discourage the game from spawning them like that.
Desync by chance? Was the game laggy?
You're spreading out too much, spawns are pretty random once you get into the second zone.
I don't recall any lag, but it was both before and after the latest hotfixes
Sounds like what Ray said you said you got a video?
Occupying at most two rooms which are adjacent at all times is the best solution, but you will still probably get forward spawns.
Also, if a wave spawns for the majority of error alarms there is a random chance it will spawn in the same place again.
Yeah I've got a video, let me cut and upload it
Thanks that will clear things up more. Hard to tell what's happening since there's a lot to take in
Anyone have a map of that mission? I can also draw on the map to show our holding positions
Your team was too far away
But why would they spawn so close to me?
It gets confused and prolly tries to go spawn closer to the player further ahead I guess. Probably so that the spawns arent manipulated to make em spawn several rooms away. If your team was closer it probably would spawn in the room that your team was standing in too
Then they wouldn't spawn on top of anyone
We actually encountered this same problem with 2 people in a room. Hell, they'd spawn in front of us, in line of sight.
They can hold the room right where the sector door is, a bit further away spawns will get fucky
Not sizes
Each room is split into the zone and letter
If you are in F and your team is in D then things might get a bit glitchy
Have them guarding the door to your room.
But not at the doorway just the entrance to their room. without actually going into the other room
Hopefully that helps but I do believe it's just to make sure that you don't manipulate the spawns and make the enemy spawn even further away from the furthest ahead player
It's difficult to tell what's a bug or a feature right now. At the very least, you must set people up to defend, to keep the spawning waves from alerting the sleeping rooms. It's not unusual for enemies to walk through a player and keep running because they're targeting a specific player further in. If they make it in, they'll alert the room. There's also no guarantee they won't spawn further in, in a room no one has entered yet, which is even worse. If this is not a bug, then I don't know what the developers intentions are. Do they intend for us to go loud immediately? I only recorded this instance, but this happened every single time no matter how we set up the player locations. We did finish it, but we had to go in knowing we were going to have to go loud because of this. It was critical for us to keep the last room's door intact for the hybrid wave spawn after the terminal activation.
Nah you time the spawns open the door as soon as enemies spawn, Use a sniper if you really are struggling to do it in stealth it is the overload so it's gonna be a bit harder.
The devs want you to stick together
I think anyway. Just try to stick together and pray for the best is all I can say
You really are too far away from your team though
Because I have done it and they don't spawn on top of us
Also use hammer on the enemies to stop them. If your team is going that far back to shoot the enemy with 3 players or even 1 you can just hammer them. Also avoid giving spoilers in the question please. Just put a spoiler tag over them.
it literally can't be intentional unless they're actually retarded
there's no reason to force a team to only take up 2 adjacent rooms
and it's incredibly easy to take up 3 in certain layouts where rooms are closely connected to eachother
there's clearly a problem with how those spawns work and I believe, and really hope, that devs are aware of that and are still wanting to improve that
no fucking way it can intentionally screw you like this
The problem is there yes. It is buggy but it is usually solved by sticking closer together and timing things
i can show you multiple room layouts in the current expeditions where taking up 3 rooms is possible while having everyone within a 10m radius
You mean so that it doesn't spawn on top of them.?
i mean that you can all be within 10m of eachother and still get fucked the way it works now
and i am still convinced it's not intentional that it works the way it works
It is buggy yes but how does that counter the problem the player is having with that. They need to make it better but I will be honest I have only had the enemies spawn close to me once during my play through of the entire rundown.
my point is that you should blame the game literally
not your team or your positioning
I love playing this game, there's nothing quite like it. Things like this are incredibly frustrating. As an Early Access game, we're play testers. It's very difficult to play or test a game when you don't know what rule set the game is playing by.
b2 is super fustrating because of this, guys spawn on top of scouts and scream. GG
enemies spawning on top of a player should straight up never happen no matter where they are
I am just giving suggestions to what could potentially sort this issue out for the time being. I don't think it should happen either obviously
If I mess up, or someone in my team messes up, fair enough. But if the game screws me 1 or 2 hours in and we wipe, I'm furious.
you sure can try to have it happen less by sticking closer together
Nah I'm with you Waits. Just trying to gather some info on what's going wrong and if it's not us, I'd love the devs to see it so they can address or fix it.
but it won't solve the problem entirely
and it makes playing the game so much more tedious
Yeah but have you got any sure fire solutions other than sticking together for the time being?
Ya
What's the best way to get that video to them?
they know about it
it just seems to not have a very high priority
which is weird because it can screw up an entire run by having someone get insta downed from the wave that spawned
b2 extreme or b3 extreme
We've been waiting on the fix since R4 dropped because it was getting us soft locked on supplies or killed in B2. We just said we'd wait and maybe they'd patch it.
I mean for the time being christmas is coming up and the dev team is small. I ain't gonna make a fuss about it right now but you got a point Wesley. Could be a difficult issue to solve but it won't get solved unless it is made clear.
I have a question:
We just did R4B3 and after finishing the third uplink it kept spawning waves on us (we heard the distant roar 2-3 times after finishing the uplink and then we died because of the seemingly endless waves).
We definetly typed in the last password successfully.
Is this a bug or did we just oversee something because of the hectic situation?
very often, completing an objective causes an alarm to go off until you've extracted
you were supposed to run and "GTFO" basically
alright, that's basically my question ... we might just have overseen that because everyone was fighting and waves kept coming
so next time ... we gotta finish the extreme objective first as well, if we don't get the chance to do that after doing all three uplinks 😄
thanks
Yeah don't do the main objective first if the main objective ever has an objective that would finish before extract as a safety precaution.
do yall know what the DE etc is on the hel rev?
Yeah, we didn't know there was an endless-waves-trigger after finishing uplink 3.
We learned it the hard way. :P
That's part of the game tho. 😄
Anyone know the best map to practice scout kills that you can get to solo?
what does prisoner efficiency mean?
.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.
epic thx doc
So A1 extreme how do we stop the alarm after verifying?
did you completed the 3 verifications ? typing the command and the correct code
Huh?
Did you finish the uplink
or did you still could see a list of words on the screen
You have to verify the right code
List of words
then u needed to verify next code
So what’s that mean I type those codes into the terminal?
Your team (or you if you exit the terminal) will see something in the following format on their screen:
Y05: TEAR - Z01: HALO - X08: COIN
If the public key you got was X08, you'd use UPLINK_VERIFY COIN
finish 3 of those and it'll say on the terminal that you're successful and the alarm should stop
Flashbacks to when I played with Chickfila and typed 'UPLINK_CONNECT (CODE)'
Subway and I didn't know what we are doing (Got this game just yesterday, have only completed A1 so far) so when the alarm went off on the terminal we panicked and started running looking for what to do LOL
We only just got a third person to play with today
For sniping scouts, assuming you meet all other conditions (far enough away, in another room) can killing them nearby another sleeper wake them?
yes
there is a small radius around any type of sleeper that if killed, one (or multiple) next to it will wake up no matter what
Like when you hit one really close to another and it automatically wakes up
Not like when one is glowing 10 m away that wakes up
soooooo if i dont have an photo of the bug it self but i have a photo of where it happened what do i do?
Submit with as much detail as possible
sooo there is an door at B3 overload that all the enemys gets trap between it and the stairs
363 area
i dont have the photo of enemys being stuck in it
because slow brain
but i have photos of the loc of the door
enemys stuck amout: all the S1 scan for the blood door
aka enemy cap
.
new here...is there a way to choose which character to play as? or is it random each time?
its based on when you join
.
ahh cool
4th player will always be the 4th chara
at least currently
altho I find customisation unlikely
you say that as they adding customization to the game lol
They did mention that during their roadmap right?
they do have that on the roadmap, so it is planned, we'll see when it comes
If I start a terminal uplink and then someone starts a door scan, does that spawn 2 waves?
id say probably, maybe not at the same time, but youd definitly have to deal with 2 waves worth of sleepers overall
Well, someone did that last night and sure fuckin' felt like it. We wiped almost instantly
kek, i know waves can queue behind one another if there are too many enemies, so im going off on the assumption that either the two alarms spawn seperatly at the same time, or one after another timed
Why would you even do that?
Probably randumb just doing what randumbs do
Intriguing.
I don't pretend to know what was going through his head
game will just spawn stuff until spawn cap
until alarm and uplinks are done
thats mostly it
the only time it queues up afaik, its the reactor level on e1 and or scout waves (big maybe)
probably the assumption that since a wave has already spawned, another one wont, so youll only have to deal with one wave while getting two objectives done at the same time, which as you can tell from experience, is entirely false
All I know is that almost instantly they were through 2 c foamed doors and killed us all very very quickly
Is there a difference between red and green glowsticks? Other than colour of course
Some say the green ones are easier to see through
its only aesthetics @radiant herald
Thank ye kindly
hey guys, me and my squad are planning to do a PE level to unlock E1, anyone know which level is the the "easiest" to do it?
A2 OR A3
A2 or a3 are roughly the same
i think a3 might be a bit easier?
As pointman, i had to haul less ass in a3
Do the high bulkhead scan before the terminal command for an easier time
Dont open the bulkhead tho
thats nice to know
thanks for the tip
I believe PE can be quite frustrating, and we dont want to spend too much time trying to do it
Make sure to clear the overload rooms before doing the high alarm tho
for a3 you say?
Yes
A3 is slightly longer than a2 pe
so i wound't know
better to be longer and a little bit easier i suppose
yhea those can take some time
You get the benefit of not having to do extrrleme under err for a3
an error alarm right at the start is kinda
rough
didnt do the overload for a2 yet
A2, you need to have brisk pace so the scouts dont go off
A3 can be done much slower
lots of scouts in the overload section than?
my team can handle the stealth part quite well
we were worried for the amount of alarms and resources
are you able to ping resources without being on a terminal?
scroll wheel
thanks
If a player in zone 49 wakes up some sleepers, do they track a player if he's in zone 50?
Yea
yes, all players are being tracked
I don’t think anyone can lose your position once they are awake
I thought so
Kinda feel like they should go back to sleep after taking out the players in the zone
You know, threat dealt with?
Eh
I could see that adding another element to the game, like now you have to go in there to get your buddy, who may or may not be surrounded by sleepers
probably planned for the future
Doesn't seem like it's on the roadmap
Guess I could make a suggestion, got a whole host of ideas related to this
I don't see how you've concluded this

will a sleeper wake up if you throw a glowstick at it?
no
quick question. for security alarms, do enemy's spawn from different zones? or will they spawn in the same zone your in?
/\ or could they spawn in a location that you previously cleared?
They can spawn anywhere as long as its 2 rooms away
Or whatever the game considers two rooms
👌
@balmy magnet can we get some elevator music in the rundown screen
play your own through Spotify
any good tutorial on kiting?
I can't seem to outrun enemies, let alone dodge the tongues
and ive seen it done so i must be missing something
i have sprint on toggle
strafing just slows me down
strikers can hit you if you dont parkour around
try running on the side of the striker
Being on their left/right, you get hit less than straight through
- jumping
what does the syringe thingy do
also why is there a "disable syringe" option in the gameplay settings 😳
That disables the needle on it
so the animation is the same without a needle, or..?
The yellow gives you about a 3-4x melee boost momentarily, and the Red gives you about 12 hp, random, and both give some infection
same animation
interesting
yellow syringe lets you solo giants from behind at full hammer
I mean, mostly. I'm only on A2, but I've seen a lot of youtube and such.
my wifi turns off in a little bit under an hour (parents hate me staying up late), so I wanted to know if I could feasibly finish A2 before then
A2 high easily if you do it in 1 run
a2 high is a 20 minute mission
Are all error alarms the same (4 sleepers every 30 sec, i think)?
no
Some are more fun, and can also have more or less enemies, faster or slower timers
oh, that i didn't know.. anyways, thanks for the information.
Different enemy types as well
The only one
ominous fore shadowing to getting murdered by whatever in one of my security scans in the future
Going back to C1 and D2 and watching the players cheesing that enemy is painful
He means the mine strat on tank
well it is cheap
unless you used 1 mine and somehow kill it
i somehow found a way to do it on the side
but that's not really good for that particular level
they made an enemy that's ultra weak to explosions and it gets blown up
surprised pikachu
hitboxes are buggy, mines can be made reliable
I mean why using 80% tool its cheese
thats like saying using sniper sentry to get damage on the back of tank its cheese
your just using hella tool
also its just smart use of mines
that's just confused me
it's like everything become a cheese
next thing i know that people saying shooting is cheese
the excuse of not fighting it the intended way its just kinda bad, people seen he had postules in the back, people tought "oh maybe i can get him with mines to hit him", it just show been clever with the tools we have
thats like saying permafoam its bad, your using 80% tool on a door
to hold an alarm
and thats 99% reserve for big alarms too so its situational as hell
the current definition of cheese seems to be "anything that makes the game easier"
which is bad
cheese spots, ok that makes sense
not a good definition
but all of this nonsense its just well, nonsense
unkillable spot = cheese
running in circle = kinda cheese
but you still get hit
that strat make the person doing it become a living bait
we honestly need a uniform definition of cheese for this game, more than just "making the game easier"
I like cheese its good
those are cheese to me
insta killing shouldn't really be cheese either
I havent really found any cheesey spots tho tbh
because for example, in C1 you can sneak behind the tank while one person holds off the waves, foam the tank, then shoot it
still not instakill tho
Yea but thats the game i dont get how its cheese
place 1 mine and kill it
that's called a God mine
i wouldn't call it cheese either, just the perfect mine placement
Tho i dont know how the tank doesnt aggro when the door opens from the shooting outside from the hoard of enemies
Like thats my experience
sound barriers I'd guess
Is there a way to not cause it? Cause it ran the second the door opened
pic up any sentry that's down
sentry fire wakes up enemies
mines exploding wakes up enemies
don't run at it
Hmm
1 mine that kill a tank?
1 mine that can kill a tank is a god mine
i think the mine damage already capped
If you are lucky
so you can't get to a certain amount of damage with just 1 mine
like with birther
at least 7 mines to kill her
and not 100% kill her
agreed
I mean, at the end, people need to learn how to kill a tank with gun. Killing tank with mines on C1 and D2 will be a big punishment in the future (like E1). I am not going to give them a tutorial for “how to kill Tank in 10 seconds” on E1 when it should be common knowledge from the previous level
Ah I mean C1
me too
with burst cannons you can kill it fast
but idk how to kill it in 10 sec gezzz
Probably cfoam and then unload into the back while its frozen
trying to get good, how do i solo A1 class II secure door?
i just died doing a run with mines and they seemed to only slow the inevitable
but then again thats all anything will do but still
i wasn't able to get the scans done before i was overwhelmed
did you get upstairs or downstairs scans
you can usually find a cfoam trip mine it first area
do the scans closer to the stairs
you should get the bottom ones all done
b4 they get to you
and that is if i have the c foam mine
okay, thx for the advice. i think im getting addicted to the game bc i think i even had a dream about GTFO last night. lol
insert "first time" meme here
lol
what does the C in C-Foam stand for?
construction
construction foam huh
could also be cement
Ah interesting. I thought it was Containment
If there are sleeping enemies behind a motion door ||B3 Overload motion door with a mother sleeping|| can we open the door and run back few rooms without alerting the sleeping enemies inside? Or will it alert the enemies inside regardless
It depends if the enemies scream or not
So is it just luck?
Well I would say they have a lower chance of screaming if you are out of their line of sight but idk for sure
Okay
b3 overload door
Motion yeah
with the mother behind has a trigger that makes the scream
so she will wake up regardless
Okay
Isn't the mother triggered once you cross the door threshold?
you'll hear the eeeeeeeeeeeeeeeeeeeeeeeeggggggggghhhhhhhhhhhhhhh
@buoyant lion C-Foam is your best friend against Mothers
We will smother it in foam
and if you aim kind of low you can kill the swarms as they spawn
If shes at the top dont cfoam
go with combar or whatever
and shoot the babies as they come from her
We kinda died
oof
The egg sacs kept going into the walls
So we couldn't shoot them lol
It gave birth like 3 times before it died
nope
I find it good for popping the tanks sacks
its a good sentry
just place it better
it oneshots literally evey small enemy
and its mostly accurate
Alright, I'll work on it
oneshtos chargers
The initial shot need to go off tho
to behave like a normal sentry
it will shoot every 2 seconds
and consistently
Is it better than burst sentry?
depends on you placement
sentries depends on placement
if its bad then all sentries sucks
Well with the one shot capability. And the pierce. Yeah it can be
Idk if anyone is actually using it really well tho
no it doesnt
Yes actually it does
pierce
Idk how much. But it does
thats revolver
hel revolver, normal doesn't pierce does it
i know
Nope
hes talking about sniper sentry

I don’t think it can be super effective tho
I just know its ammo efficient
It’s a good sentry. But I don’t think it can be used to maximum potential
Long corridors I suppose
Ie using the pierce to maximize kills
but if theres a lot of corners, it takes a while to line up a shot
Thanks for helping me with my question :]
how does one go about doing a room with two scouts
died at the end of c2 bc of a two scout room
your options are:
Git Gud, hammer the scout, everyone else should charge hammer to deck any sleeper foolish enough to wake up
foam one scout, hammer. shoot other scout, clean up.
3. find gloop elsewhere if pastable.
we encountered the error alarm at a2 overload. adn whats the srat?
people just stay behind while the others clean up the rooms quietly?
Theres no such thing as clearing overload A2 quietly
so guns blazing kill the scouts before they trigger?
if you have bio wait for scout to get closer to door and kill him with sniper or bonk him
oh boi
so that is 1 scout less
you will have them spawn on the inside of that room
so you have to deal with whatver its inside
bull, 2 inside, 2 out. the pair inside should have advanced hammering abilities.
hammering in Overload can be done in a soft alert fashion, go quickly, kill anything red before it screams. Hammer in tandem.
only go loud from the get go unless you cant hammer worth a damn, shoot scout if you must.
and uhhh, dont forget the terminal.
will all rundowns be available during the full version of the game?
No, they won't be available
so people who just got the game will miss out on old levels?
yes, but many floors will come back in spirit, and have.
the devs believe in refinement, not support of old content.
frankly, unless completing the rundown is important to you before the timer runs out, dont worry about it.
Do you all use toggle sprint and Toggle crouch? i'm working on getting better at kiting and was wondering if its just user preference or if there's an actual recommended set up for it
i use hold for sprint, toggle for crouch (but i wish you could bind both hold and toggle), so i mostly bhop away or torwards crowds
there's more to kiting than running through crowds, know when you can split a crowd up by closing a door waiting a few seconds, then reopening it.
Yeah, that's my current set up as well
How good is ||the mother||'s detection range please ?
Is it similar to a giant for ex ?
Can you shoot from inside a room to another and not alert enemies?
Yes if you're far enough, roughly 50m away.
it doesn't matter that much but not having toggle means you can generally react faster
literally just because you need more actions to do the same thing
toggle crouch for example, say you want to crouch a little and then stand back up, without toggle it's just press and let go, with toggle its press -> let go -> press -> let go
it's better to rebind those things to a button you can easily hold
like an additional mouse button
by that logic you'd want a flashlight hold instead of toggle
flashlight is a lot less important as it's not movement related
but that really wouldn't be bad if you have an easy to use button for it left
also the flashlight in this game is pretty small and you can literally look at their feet and just keep it on
or straight up murder the one you're looking at
anyway when i said doesn't matter much i meant doesn't matter much
it's pretty easy to understand that your movement can simply be more smooth and leaves you in charge more without toggles
it's pretty easy to understand that your movement can simply be more smooth and leaves you in charge more without toggles
when would you take the burst sentry vs the auto sentry?
?
burst sentry does more damage
if your main purpose is to kill you'd bring a burst
helpful for low class alarms
what is the auto for then?
Stagger
the turret is for killing so wouldnt you just take that
it has special rounds that stagger frequently
why would stagger be useful?
Holds enemies back
Can kill baby sleepers pretty well
less waves?
the game has an enemy cap
so it can't spawn another wave if there's no space within that cap
If you kill the wave before your done with the alarm it will spawn another wave
well no
defending on the spot
if you have the sentry stun the horde
it becomes very easy for you and your team to shoot them all
use c foam if you just want to delay
but didnt you bring up the spawn cap earlier? would you just not want to kill them at all? at least until scans are done
yes
that's what a lot of people do
but mostly with c foam
it's basically sacrificing tool to save ammo
huh, well thanks
about 15
c foam a door with c foam grenade will be a waste
but it's insta foam door
throw it towards the bottom of the door just perfectly so the additional blobs land on the floor 
Juggling aggro usually works
as long as it's not mine cheese 
if you're talking about using 8 mines on it, I don't really think that's cheese
you're literally spending 80% of tool to kill an enemy
the same way you can spend 10% of tool to kill a small wave of small enemies
if the devs want an enemy that has resistance against explosions they could do that
if the devs want an enemy that can't be foamed they can also do that
if you want that, you should try suggesting it
but killing an enemy with the options you have available can't really be called cheese even if you've found a very safe way to do so
eh it's fine
the 8 mines thing have to be tested a lot
it's kind of just all kite no brain rn
kiting still get you kill tbf
if the mine thing kill tank a cheese
then my strat of bringing sniper sentry to get easy kill on tank also a cheese
nope
you can stand in cover
pop your head in and out
heard the 15 (max) shot
come out and he's dead
used 60%
better than mine as tool usage but not fast as mine
you just have to stand in cover for a minute and he's dead with sniper sentry
isn't the whole point of fighting the tank are just... hide?
i like fighting too but if i have 8 mines left at the end of C1, im still gonna use those 8 mines
nice
everyone is asleep while i have time to play
betrayal 100

why are mom and dad fighting again

hello, is it just me or is gtfo getting easier since rundown 1,, maybe me and my friends are just getting better, or the game is getting easier
people getting better for sure
ah, i see, cuz me and my firends have gotten to b2 without dying yet
in r4 when does the game start picking up alot of difficulty
Taking on a new level is challenging sometimes but if you know how to use terminal and some of the games mechanics it shouldn't be too hard
might have to learn a few new thing with the layered difficulty
I think C tier is generally where a team that's played previous rundowns starts having to play more serious
A & B often still feel like introduction expeditions
Agreed
I thought Kolohe was the dad

C will bring down novices that have been having an easy time thus far.
Anyone know how to fix the problem that me and my friend can't see each other at the lobby and we cant start the cage drop
Does anyone now if the hel pistol pierce works ||to shoot tumors on boss type enemies from the front||
idk but i think it dose if you shoot them from side for tank
well its easier just to C-foam then use a burst canon on the tumors for something like the mother
you dont even need C-foam for the mother
half of an burst cannon mag can kill the mother
True
soo ya if you scared of her yes its always usefull to cfoam her
wiki says you can one shot a hybrid with the new sniper, where do you shoot it for that?
i thought the hybrid's head wasnt a weak point? doesnt even say on wiki
just says the back
well then atleast on the back
sniper one shot headshots every titan now anywhere in the head
The sniper now has a high precision multiplier meaning that if you hit the head it does crazy damage
so the hybrid's head is now a weakpoint?
I remember when it couldnt headshot a titan
it always has been
huh, i guess the wiki has been and still is wrong then lol
always has been
dramatic music plays
only enemy without head multi is charger/||super charger||
ok got it, appreciate it
and the bosses
ye
chargers are because head armor
they tar bois 
For the prisoner efficiency for A2 do you need to go Overload, extreme, high? I haven't tested yet but I just wanted to know if you could stealth out the extreme for A2 before the non stop alarm for Overload
You can determine the route by checking where bulkhead keys are.
You need to do overload first since it gives you a bulkhead key to finish extreme, but extreme doesn't give you one to go back and do overload.
Gottcha
Worth noting your high objective should be nearly finished before that
I.e. cryo near scan
a2 is overload then ex tho iirc
That is what ray said
don't believe the extreme area has a bulkhead key whereas the overload does. (not 100% sure haven't played a2 in a minute) @prime cobalt
but yes the high obj should be done before overload/extreme
Thats what I was thinking. We tried overload a couple times but got distracted with other levels and never finished. Im assuming A2 will be the easiest prisioner efficiency token to unlock D1 right?
yeah. a2 is probably the easiest pe followed by a3
if you're doing overloads might as well do pe imo
i dont disagree, just letting them know
why doesn't tab menu and lists above ingame players show the type of sentry they have, instead it justs says "sentry gun"
Probably low priority bug
Makes it quite hard for identifying who has what sentry
does matchmaking ingame matchmake based on region or will the game attempt to put you in a lobby with someone far away?
As in, if I am in western europe (germany to be exact), will I be matched with people in western europe/middle east or will I also be matched with people in asia/america?
Needs a confirm but it was mentioned that region/latency are considered
It’s kind of based on the region first then it goes further if they system cannot find any matches in your region
Are there any table figures from GTFO available for buy anywhere? I'd love a tiny Scout on my desk. Or are only Shadows available?
Is there any plans for a progression system?
Yes, its in the roadmap
check the backlog
question about b3 extreme: ||does picking up the second cryo start an error alarm or are we safe to pick both of them up before completing the overload and main objective?||
||No error alarm starts when picking up both cargo's||
cool, thanks!
Me and my friend bought this game last night on the sale. We play A1 a handful of times but it the farthest we’ve been able to get is to the security level III scan door. I know the game is balanced for four people, but there are people that can go in solo so I’m not sure what we’re missing
well the first thing we need to know to be able to answer that is what you are doing
ideally apart from alarms you never have to use weapons or lose health
the first alarm can be scanned by you 2 before enemies even break through the door if you foam it once
unless rng decides to be an ass
Also the people who can solo, they usually have hundreds of hours in this game, some of the best players, so the've put a lot of time into understanding how the game functions to be able to take advantage of everything. So don't use "people can solo" as a "oh we can do this with less than 4 people". Game is hard, especially for new players, but is very rewarding when you finally overcome and beat an expedition, get further, make progress, etc.
all kinds of people kek
me and my buddy have never been in a full team, started out duo as well
and i know at least one madman who started out solo and cleared
I think we get the general concept of the game, but we’ve been trying to clear out the sectors and hope we find enough ammo for the wave defense. We have an easy enough time with the first scan door, being able to finish it before the wave breaks through like you said. We just get swarmed and run out of lead during the second scan. We both enjoy the challenge, I was wanting to get the communities opinion on whether learning the game duo would be worth it
well as i said there's precedent, it's all up to how you want to enjoy the game
for finding ammo and stuff, resource packs are static
i.e. there's always the same amount in one zone
just use the terminals for them
for the class 3, your tools are important
you should probably have foam and mines
if it's necessary the foam guy can refoam the door they're banging on
Okay cool, I just learned how you can filter out the terminal list by sector too so that last especially helpful
you usually filter by zone and name
Yeah that’s what I meant, not sector
Does the B3 overload command start an alarm?
one wave
of normal enemies?
Ok
Can you foam a door with 18%
How many balls?
?
Full foam counts for more health I believe.
It takes 20% to fully reinforce it
No
Yes
20% is 12 balls, a full charge. You need 10.
well i never tested that and not sure how i would
but when they're breaking down doors you can visibly see the balls being removed
so you mean you wasteing 2% with full charge?
Yes.
as soon as those are gone door's unfoamed
Assuming 2% is 2 balls
and here i was being like oh ya you are wasteing a lot when you not doing ball by ball
i hate some players that teached me that now ):
It's not really wasting since they have to break the foam to start damaging the door. If anything, it buys you extra time.
Once balls get knocked off you can replace them.
i'm aware but i mean at this point it looks like the whole door foaming up is just a visual effect
We're trying to do the final 2 uplinks on B3 PE and someone walked infront of the terminal as I was on it, it detected personnel and now we can't use the terminal
fix how
are they gonna add better footsteps in the future
What tool set up would people consider 'the best' ?
1 bio, 1 foam, 1 auto sentry, and 1 mine, not the best but pretty versatile
And best tool setup is level dependent
alright thanks, for the sentry which do you think is better? Depending on the situation
I don't use the sentries much, when I do I always default to auto sentry because of how good it staggers
whats the general strategy? do we sneak past almost everything? are we supposed to try to sneak kill multiple things at the same time?
Yes mostly sneak
Only have to sneak kill multiple things at once if they are very close to each other
Occi 1tap OP
and its just noise that wakes them up?
Flashlights can also alert them or make them glow
ok thanks, just started (had watched a few videos of people mostly running right up to enemies and smashing their heads) and keep dying before really figuring out anything it seems
Well that's not a good way to first start the game
It's something you do when you're used to things
not really what were trying to do, just seem to get caught easily
Is it intended that error alarm waves spawn infront of you and often trigger scouts and whatever other fun creatures?
It is what it is
That question has been asked a lot, especially recently
Hasn't been changed since r2 tho
There are ways to prevent that from happening. Not full proof, but still makes it better.
May i ask what these ways are, i mean except for rushing through like a madman
Waves generally spawn two rooms ahead. However, when the group is split up too much they don't spawn like normal. Splitting up is what causes the mobs to spawn ahead of you. It's important to note that some places are so large that this won't work.
So the idea is to stay close-ish to the team. You don't have to be on top of them, but as long as you're just inside the room, it's enough.
staying together doesn't prevent forward spawns at all
staying together prevents the game from shitting itself and spawning them on top of you
If progress keeps going at this pace it would make sense for 1.0 to be late next year
so any tips on b2? the fog basically made us blind for the first class 3 alarm
If you do things in the right order you wont have to deal with fog
Don't put cells in until you're actually in the zones you're clearing fog from and you don't need to do anything in the otherwise fogless areas.
ok got it
so some cells remove fog from certain areas? and therefor another room gets fog?
ok thank you very much
Kind of?
Cell 1 lowers fog, cell 2 causes fog to go infinitely downwards from a plane rather than infinitely upwards from a plane, cells 3 and 4 further lower that plane.
hey, I just wanted to ask a question that has probably already been answered, but is there a set distance on the attacks of the sleepers that decide to lick you?
What if, instead of prisoners, they add or change lore that we are mercenaries being sent down? That way we can get maybe rewards and customization? If we also get randomized maps as well that would shake things up a bit.
They already have a vision of what they want the game to be
Oh nice where can I read up on it
.t roadmap
You can view the roadmap here: https://gtfothegame.com/roadmap
I'm fairly certain they won't deviate from their vision
Plus we are not really prisoners in the traditional sense, the term "prisoners" (in this situation) afaik just refers to the fact that we are being forced to do these missions, which does not really exclude us from the possibility of getting rewards for doing them
Aren't we just prisoners being forced down there? IIRC from one of the lore videos that if the prisoners doesn't start doing anything the warden would start an alarm forcing the said prisoners to do their work.
And yeah the possibility of getting rewards doesn't really exclude us getting rewards as well
Also, I've been reading on the roadmap and it's too vague to really know what their visions are for this game. My suggestion is more of a further future lore and systems, really.
i feel like youve misinterperated what the vid said
is there a level in this run down i can practice testing things against scouts?
A3 : one scout with no alarm needed
B2: 100% two scouts if you go to extreme zone (error alarm) / 0~2 scouts with no alarm needed (high)
thanks!
C1: not very high chance for scout to spawn at the first zone
there's a zone with 5-7 scouts in the same room in C2, but i forgot the zone
not first zone though
zone 13 has alot of scouts but its class 3
wait is the error alarm the one that spawns enemies for the rest of the game?
yes an error alarm will spawn enemies for the rest of the level until extraction.
error alarms an be shut off as well but only in certain levels
if you go through the main path instead and open zone 87 there are 0-4 scouts in that zone
no alarms needed and no error alarm
@dreamy relic
do hybrids now spawn during zone 12 alarm in C2
is there an mp3 file for the mother scream? asking to prank some friends
idont think so
but im not fully sure
if you found one tell me
@dreamy relic You should be able to comfortably solo three enemies every 50 seconds, but by far the best scout practice is B3. You can open the first two extreme zones with no alarms and get four scouts out of it.
based, glad we have a real scout practice map now.
So, what is it that the syringes do exactly?
.t Syringes
Sorry, unable to find a tag named Syringes.
oh thought it was a tag
the red one heals and the yellow increases melee damage
but both at the cost of infection
.t syringe
.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.
Well...
oh sweet, I'm gonna love that bot
question about infection, at 20% infection, that'll drain my hp to 80%?
yes
I.E. is the health drain equal to infection?
yea
alright
100 - infection = new max health
gets 100% infection and maintains it Welp... bye bye!
100 infection isn't certain death Unless there's wallsacks you can't see
^
Do terminals ever make any kind of noise? Say you approach one, and activate it, incomplete stealth.
no
Cool, thanks!
Hey hey
I got a question
I've just got GTFO a bit ago, barely managed to try (and fail) one run
And even that was 2-man
Pretty normal
So I had a question to ask
Does this game enforce a stealth playstyle
Or is gun-down-everything-you-see also available?
Game has a gameplay loop of alarms
You want to stealth everything until that poiny
To save resources
If you shot every room you'll most likely ran out of resources and die
So learn to use your only resources thats infinite (hammer)
So... The game's got a "correct" playstyle that's enforced?
not reallyyyyyyy
It depends on map
Regular maps are mostly stealth until alarm doors
Some others are loud only until the end
change your strategys depending on the map and mission requirements
Some others are heavy on stealth
from your weapon, to how you move, to how you stealth
does the terminal for overload in b3 PE trigger a permannent alarm
I believe its only one big wave
And thats it
The last terminal in high objective its the one that does that
awsome than you so much
Hybrids tho beware
thanks for the heads up
@hollow spear however, first things first, A tier checks that you know how to hammer at a basic level, and to not die to a couple enemies.
A tier can be done totally loud, but any other tier you will run out of ammo extremely quickly.
Looking at other things online it seems like the answer really is, "Payday but only stealth"
the only ever soft-hard requirement is 4 players for beginners, rather than 2.
an assesment by casuls.
Is it?
Far from it
I am only getting this to play with my friend, didn't intend to actually queue into 4 people at any point.
2 man its difficult but duable
You just need to have a fair understanding of game mechanics
if you only ever intend to get 2 player parties, this game likely isnt for you.
The lower you go the harder it gets and it YOU WILL have to learn some strats
Yeah... I suppose so.
You cannot really turn off your brain and play this game
I suppose I'll be refunding this more because it's just not what I was looking for, than anything else. Too bad because the game looks super cool.
Its understanble
game is honestly, fantastic, however brutal that it can be.
Yeah... The difficulty is inviting, the atmosphere is fantastic though by god the intense fog that wouldn't let me see further than my nose was annoying but if it's going to be a melee simulator that all but requires me to get more friends, I think I'm at the wrong place.
Its not really melee simulator
Melee simulator until alarm doors.
99% of time poeple use melee for stealth onyl if your really good younuse melee for loud
melee for when room is cold, or wrapping up strays.
Or to clean the last couple of sleepers
But thats it
Guns are crucial to the gameplay loop
Of course if you dont like it theres nothing we can do about it 
in a party of 4, there really isn't a length of time where you are spending multiple minutes hammering to clear a room.
Yeah. We were looking more for, to quote,
ElecToday at 00:40
to be honest
If this really ends up being a melee simulator I'm completely uninterested
ElecToday at 00:40
the whole fun part for me's to check out every corner and clear the floor
but we're apparently never going to get enough ammo to clear it
not that clearing it helps you at all because those alarm doors spawn enemies in
like I'd understand if the alarm door just alerted the entire map
so you clear the floor and then get to do easy peasy alarm door
Then thats clearly on you
clearing the whole zone is generally advised, unless you'd like to deal with 30 enemies while doing an alarm.
which, i dont think your guns could shoot fast enough tbh
Game its about resource management and tactics, having all the ammo just to shoot 7 guys in room would.be boring and remove all tension
Game doesn’t really force any of this play style as well the only level you will struggle to shoot everything is b1
People play melee simulator because it’s fun
Stealth parts behave more like a puzzle with enemy positioning in wich you have to communicate with your team to take it out specially in crowded rooms
^ and timing
But yeah games.not for you i dont even know why im continuing

he's already gone.
he’s playing fortnight
lmao

how useful/good is the new Sniper Turret? Is it better than a burst sentry if your team already has a Sniper in their loadout?
its ok, not as useful as the auto sentry imo
well since the meta is not killing stuff
Sniper sentry is very ammo efficient compared to the other sentries
Plus it can pierce I think
For a large crowd of enemies it's not bad
Assuming it can line up a good enough shot in time
It.cannot pierce
People who said it can pierce it becsuse they're looking at something they shouldnt 
Sniper sentry its my fav sentry i love it
I had a lot of utility on giants too!
I prefer to manually sniper big bois
sniper are now too much to use
what
damage increase but lower ammo
Yeah I use it all the time so I found that out easily
it is one of the best weapons right now
Yes and no
HEL sniper
?
I miss hel rifle
that will be too op
only have 2 bullets
But it can now always 1 shot a big striker
I never managed to 1 shot a hybrid
Aim better
Apparently.not

i hate that ppl say oh hold left click and everything dies with BC

Some people just wanna play this game like doom
Then go play doom



