#gtfo-related-questions
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or 1 occiput 1 shotgun shot
forgot about that one, since i stopped taking schottgun
it is possible to hit the head twice
your view is the only thing that matters
if a teammate popped a head but you still see the head when you take your shot
it'll still do headshot damage
unreliable tho
yes
also seems that with that 0.001 hp thing 2 occiputs might not kill
How come most of the new melee weapon posted in game suggestions are dislike more then liked?
do mothers act like scouts in that if something aggros next to it they immediately aggro as well, or do they follow normal sleeper rules
Beginner Team here. In R4B2: What are the spawn conditions for the fog? We just placed two cells in the 4 gens so we had 2/4 gens powered. The whole level got covered in fog after that and we just died. In a Youtube video we watched a team doing the same but the fog didnt spawned for them. Any Ideas?
the more cells you put the more the fog lowers
there was no fog in the beginning
If you doing high only then you just go to lower level first to get the cells, the put them to go to the upper area
of course because the fog its a the top
ah now i get it
you put the cell it lowers
@spark wolf i mean in that you can kill an alerted enemy next to a sleeping one, and said sleeping one won't wake up
Does the alarmed security door make more enemies spawn?
I swear I cleared all the rooms I'd been through already
Yes, the alarms keep on spawning enemies until you finish the scan sequence.
No problemo
Funnily enough, alarms don't actually set any enemies off - though the screams of the ones that they spawn will
yeah, weird
there's no difference in that behaviour for scouts @rugged dock
wake up regular sleeper in close proximity to another regular sleeper -> regular sleeper wakes
wake up regular sleeper in close proximity to a scout -> scout gets alerted
kill already awake enemy in close proximity to regular sleeper -> regular sleeper doesn't care
kill already awake enemy in close proximity to a scout -> scout doesn't care
this works the exact same for all enemies in the game
i agree with all of those, but in the first point i thought the first one wouldn't wake up the other unless it screams, at least in my time playing i haven't seen a sleeper wake up another by simply going from sleeping to awakened unless i'm misunderstanding you
well you can test it pretty easily if you're unsure
find 2 next to each other
walk into 1 and notice the other waking too
yea if they are very close to each other they will immediately wake up
if they are farther away, they may or may not wake up. you'll have to figure out what causes them to :>
I tested that after I learned that meleeing aggro ones is silent and can confirm all of this
no yeah, i just tested it and you guys are right. i've never noticed it before that's crazy. TY guys @spark wolf @hard wasp @sudden burrow
this is why going for double kills are so rewarding
full charge the difficult one, occ tap the easy when he wakes.
since he probably woke up from the first one, killing the second makes no noise
so unless the initial hammer causes 2 or more enemies to wake at the same time, itl basically always stop at two wakes.
alright last question b/c i don't want to feel like i'm asking too much
i just did some testing on having sleepers wake up due to sleepers near them being alerted.
It seemed like having a sleeper wake up due to movement would wake up surrounding ones
waking up the same sleeper due to stealth killing a sleeper would not wake up the others
this is the intended behavior correct?
Assuming the sleepers are nearby each other, you'd be walking in each of their startle ranges so they just wake up appropriately.
A stealth kill has its own effect on sleepers, apart from movement. So you're mostly correct if I read your question right.
i didn't clarify enough, my bad. with the movement testing, i only moved so that it was within the range of 1 sleeper but not both.
-screen-width x -screen-height y
in launch options
for whoever askedd how to change res
replace x and y with desired resolution
ty
@rugged dock If no clusters and you have two sleepers, 2nd is awake , 1st is the one you're messing with:
Killing 1st is rng whether second will alert, bumping or waking 1st with noise is guaranteed to wake 2nd up
Some people say there's no rng but in all my hours of testing I found no consistency or clues
are the optional zones in r4d2 worth it for the resources? my group is just doing main objective at the moment and not sure if we should just do the necessary doors or open the side doors like 95, 97, 99, etc.
the 2nd gen door worth a bit
well its worth but you need to kite the waves
95 is worth if you stealth it well, 97 is a surge alarm but it has a turbine and an audio log, 99 is okay
thank you both, i really appreciate the help!! we'll give it opening those a shot
oh thats awesome, maybe i can convince em to give extreme a try then
its still better to speed run it tho
do you have any loadout recommendations for d2 cpt? like tools that are good or weapons that shine
cfoam mines auto sentry if you going for high 2 cfoam will do and for overload/extreme bio is very nice
97 also has slightly better stuff compare to 99
word thanks yall! we've been running 2 foam, mine and turret. might try to change out turret for bio
worddd thats all super helpful
My group has cleared D2 overload with bio cfoam auto*2 - dunno if I’d call that optimal, but it’s worked for us
Only special thing to keep in mind for weapons is having something(s) that can deal with both charger types and a tank, i.e. BC or pump/choke shotty
The D2 tank isn’t hard because there’s nothing else to fight alongside it, fortunately
...Wait no I’m a dumbass, we don’t bring a cfoam
We’ve been rolling 2 bio 2 auto
That’s explicitly because of the overload though
Would I recommend that to a D2 high run? Hell naw lmao
fair point is fair
more bio = more win, checks out 
4 bio = no untagged sleepers
Nah you’ll still miss like, 1
No
It's been awhile since I've touched R4 but what map was the reactor map?
D1 is the main objective reactor
B1 extreme, D1 high, ||E1 extreme||
Thanks yous
If you are doing PE imo none are worth going into. They waste valuable time for little/no gain on your end. Otherwise just doing 95 is typically enough if you need resources.
can't say i had that issue myself, but you could try and save some turret ammo or other tools to help. You could also try and deal with any enemies around before you get to last scan.
Thats when we die
las tscan
before the door opens
not even the tank
just thereare upstaits downstairs
and we had
like
70-100 ammo
all guns
just u cant scan
they are sittin on the scnas
is that before or after the tank? can't remember
Ok, so have everyone wait at that door, only one person takes the orb to the room and back. Put turrets/mines/foam on the left (facing away from the door) most enemies should come from that way
so basiucally we can hold down one area
ok
so they should all come from the left?
or no
There's only one door they can come from
Only one person needs to bring the sphere back
If it's the area I think you're referring to
The other 3 can kill the hybrids and/or set up
and killing the tank we havent even tred because we couldnt scan
my friend wanted to put al his mines down
does that work?
yup, when my group died there its because we did not set up defenses properly before placing orb
yes mines work, but you need between 7-10
holy shit
10 to be 99% sure he will die
7 mines is minimum, however if any don't hit crits you'll need more
my suggestion, bring 2 mine deployers
no mines
Don't bring 2 mine deployers
not too hard, as long as you're prepared
ok
Bring one, one's good
space your team out, so at least 1 person has view of his back at any moment
can't promise it's ideal, just what worked for us 😅
If it's the scans you're struggling with, bring 2 auto sentries to help doing scans
you can kill a tank with 4 mines minimum
that's the lowest possible number of mines needed as far as i know
There's gotta be some jank with that, because I've seen one survive 7
I've killed with 5-6 before while testing limitations, it's just dependent on how the tank actually gets hit by the mines.
Regardless, mine cheesing is actually pitiful and detrimental to learning how to play the game.
i both agree and disagree, actually killing the tank is much more fun and rewarding, but being clever and coming up with unusual strats, such as killing the tank with mines promotes smart play
damn is circle kiting the alarm and burst canceling also unusual starts
shiiiet
what's wrong with circle kiting?
Unfortunately it's not unusual at all to use the mines. 80% of pub lobbies I play in use it. It's boring as fuck, promotes lazy play, and only hampers your ability to grow as a player.
But, E1 exists so I guess they'll suffer in due time.
the strat is clever, hopefully you can agree with that
I don't believe that putting mines on top of one another is clever no.
In fact I would argue the opposite, it's quite brain dead.
I do mine cheese in C3 because I just want the damn thing dead, mission's stressful enough as is
Let me run an enemy through 7 mines stacked on one another and instantly kill it.
Very clever yes.
When it was first found it was a neat concept, that's about it.
It's just annoying now and has turned me away from playing levels that have tanks in them publicly because no one actually wants to fight it normally anymore.
And without the tank fight those levels are actually snooze fests in most cases.
C3 being the exception
Would be interesting.
They are already pretty intelligent
Or have it choose the path with least potential mine damage
That would only make it better 😳
Especially if they could visually see the mine
explosive resistance 
Well, I say see in the aspect it's not hidden behind a door
Tank turns to mines "no I don't think so"
i do agree that it's overused, but i still think it's a clever strat
but yeah, actually fighting it is a lot better
E1 or not
Going back a bit - is the tank fight in D2 supposed to be hard, or is there something I'm missing here?
Because unless I am, C3 ain't the only exception lmao
You're welcome to do so, I will just respectfully disagree with it.
D2 is piss easy lol
Its sleeping, you have ample time to set up and strategize
You can use the tunnels on each side and rotate who keeps and shoots and who just peeks to draw aggro.
He sits in place basically spinning around. A bit boring but it works if you want to cheese his AI still.
Alternatively just set up with one person in each cardinal direction and have the high DPS weapon initiate on him, then just lay into him.
It's not that difficult. People just don't understand the concept of full cover and half cover.. the latter being cover that makes you not see the enemy, but allows you to still be hit by them.
lmao i had a c1 once where the tank dodged all the mines like 5 times.
frankly i was laughing inside, more than i looked outside.
THANK YOU
Someone had to say it
Itd be cool if we got the mech suit i suggested and could melee fight tank

E1 reactor Chargers when 👀
Big chargers
Pog
yea adding chargers and lowering ammo in extreme would be better
cause both hammering and shooting are too easy rn
If you have trigger control
sadge
Le brawler plox
fix punch animation first
charger punches in stairs
teleports everywhere
tewepowts behind yowu owo whats this?




i heard chargie best current enemy
except maybe uncle joe
or old shadow franks
:)
Question: Which level have an early Cluster alarm
D2
B3 main too
Oh yeah there's the door to z38, you right
the "hey enemies spawn right next to you" alarm
Gotta love it :D
ngl I'm so used to B3PE I forgot that alarm is technically super early lmao
welp, i already drop into D2
you're fine alpha
They're both really early, and I'd almost argue D2 is easier to reach, as the first zone has zero enemies in it
their not that different
both require a key
except one needs a teamscan to do first
You mean the bulkhead DC scan, yeah?
is the shadow wave in r4d2 supposed to be 3 every 15 sec or so?
after picking up cargo
because we got overran like within 20 seconds of picking it up
10seconds
and idk if its because we swapped players holding it and it bugged and started spawning an additional batch
don't drop cargo
well i learned that now
there is a bug if you drop cargo they spawn charger
so you basically fight 7 instead of 3
oh, well we basically wanted our mine deployer guy to carry it
but i accidentally picked up cargo trying to give him ammo
and then i dropped it
he picked it up
and then we were getting like 6 at a time
and then proceeded to wipe
oh no
then it's not the bug
they spawn every 10 seconds
and they're pretty slow
so you will see 6 of them
if the room they spawn in is big
all 4 need to stick together since
1 holding cargo
1 bio
so you only got 2 players to defend when bio is tracking
bio guy need to be determined to ping shadow at a good location so all player can see
plus the bio can drop the bio can switch to gun immediately
idk
it just felt like too much
i have the recording
im gonna relisten to the scream waves
and see if theyre 10 seconds
Will the roadmap be updated soon?
We'll update it as soon as we can when we have finished planning everything that will be in the next rundown (we're working on stuff towards it already, so it's not like we aren't doing anything) just that we need to make sure we can commit to what we put on the roadmap
Making sure all the doors in front of you are open can help with not getting flooded by shadows in D2, my group found - they don’t get stuck on the doors and clump up as much
i know this might be a dumb question cuz im new, but is there gonna be possible customization of characters or things like a proggresion system possibly?
It’s planned, that’s all we’ve got
Soon TM
Well, today we've learned to not give resources around the pick up objective!, also yeah thats clearly a bug
Theres literally no delay between the screams
i wouldnt have done it but i never actually knew where cargo was, just that we found it
so i ran up to him and just auto-e'd near him
but yeah its still my bad
sucks that it bugged like that tho
Yeah thats pretty new
never seen anything like that with cargo
did the cargo got drop and pick up at the same time the objective was changing ?
it was practically right as i picked it up
and started
the wave
i dropped it immediately and had the designated carrier pick it up
You should probably share what happend when you pick up the cargo by accident to see if it can be reproduce
ok ill clip it
some bug hunter might be able to reproduce it if they get a chance
did you that door in b of the overload zone closed?
the one straight to the left when you walk through the bulkhead
Might be desync related
i just saw the clip, theres like a solid second when you use the ammopack and pick the cargo
also idk about the door, im pretty sure its open, but either way they spawned outside of the bulkhead door
and were runnign through
Probably triggered the objective twice
i think it may have been that
i was probably spam holding e
and it takes like a second for the objective to actually process
i probably triggered it twice in that time
it's odd that you didn't see chargers despite dropping the cargo
so i'm assuming the chargers got replaced by double shadows?
Ive drop the cargo multiple times, sometimes they spawn instantly sometimes i had just shadows
its probably the game took shadows instead of the chargers
but wat about the double spawn screams?
well you got double shadows, so that means double spawns
that would normally be the chargers and the shadows spawning seperately
to me it just looks like chargers were replaced by shadows for whatever reason
so we drop the cargo once
and then we get a double wave
and then another double wave?
im misunderstanding because if dropping it spawns a wave of shadows or chargers, you would think we would only hear one double wave spawn
it must have bugged out
a wave spawn was probably already about to happen before you dropped the cargo and just occurred right after it
Are the damage multipliers to the back and head both 2x?
each enemy has different multis
no because head and back stack.
also the mults depend on the enemy.
you can think of it as
body(front)< body(back) ~= head(front) < and head (back)
where head(back) is simply back+head
but worth noting some enemies have no head multiplier
and some have higher
Shooters tend to be the ones with higher head multis
Scouts tend to move around other sleepers, right?
scouts make their path without regard to other sleepers
insofar, they'll walk right through em if they want.
I mean as in they like moving around other sleepers, and don’t really walk to empty areas
their path is predetermindly random
strict pattern, if they take a ladder, they'll eventually take it again
but the same room with a scout on a new run attempt might not.
thats a "down-shot"
as opposed to an "up-shot"
even though it looks a little funky
yes, a fog_turbine
to check if a level has a cell/turbine/etc just "list {thing}"
eg list "turbine"
or personally, List turb
then query
yes, its a little gotchya for people that go for the crouched umbrella whack
i can do you one better
when you go for a whack and they put their head in the wall
crouched
personal favorite.
:)
When you sprint to force out the feelers but there's a sleeper that's next to the scout that you didn't notice
: ^ )
or hammering a scout under grated flooring that alerts a sleeper on it which triggers the other two scouts
Accidentally hitting the ground near the scout because you thought your hammer wouldn't hit the ground
Wait, the grates don’t block sound right?
Better yet, alerting the scout behind a thin wall by hammering the wall
What about light?
grates dont block light either
So walking above one will alert things
potentially
Sometimes it doesn't block giant tongues
so if you're on grates and hear pulsing
"tread carefully boss"
What does line of sight do with sleepers?
I know the mother needs it to spawn
But how does it work with alerting them?
scout pathing is pretty random but it doesn't feel that random
very much does seem like they hang around other sleepers
i have a inkling that mother spawning needs level LOS
They do indeed
and also seems that they actually use player positions as well
Then they start moving randomly if there is no one in the room
Ok
a scout walking right at you or sending that one of-set feeler right at you
should be an incredibly small chance if it's just random
yet happens pretty often
my favorite scout kill is picking the largest tent gap, and walk hammering.
My favourite one is when you run through feelers and barely kill it on time
my favourite is when i touch and it goes red but doesn't actually alert 
Through the door?
nah just in an open room
(I found that out the hard way)
im still not sure what causes it
My friend was crouching below cover, when one of the feelers touched his head, Because scout
but i've done it 4 times this rundown so far
i think it might be some desync thing
surprisingly, the head has its own hitbox.
where basically if you walk away from the tendril before the host registered you touching it
it doesn't actually count
something like that
and its tied to the camera
So LoS
If you are behind, say one of those tables, can you crouch walk without alerting sleepers on the other side?
No, walking above you do not wake anything while walking on a grate.
sometimes, but if i hear pulsing ill stop anyway
I've been doing this since R2
Walking underneath an enemy that is on a grate above you however will wake them.
Sprinting and jumping however if you are above something while on a grate will wake it
Killing one above will alert though?
had a guy sprinting aggro a sleeper under a grate tho, so there's that
Melee
Yes
Even if they are pulsing
You can crouch/walk if they are in any stage of sleeping/searching.
If you sprint/jump you will wake.
Okay
I should stress. If the enemy has any form of LOS above the grate, like being at an angle, it can wake if you walk too close to the ledge it can see you from.
If you can see them without looking down through the grate, they can see you?
likely
Essentially yes. There are a few exceptions, but it's not a huge issue to learn them nor remember them tbh
A slight bit of caution with something like that imo is better than simply risking it
the biggest caveat to all this LOS and noise nonsense is.
failing locks, or whacking lock produces sound that violates the LOS rule
Ever since learning that running around with a hammer is somewhat of I viable strategy, all I’ve been doing is alerting rooms and getting killed during waves
I no longer know the word caution
Kiting is effective, just don't rely on it cause it can get you or another teammate killed.
Mainly from having an enemy that is aggro'd on you switching targets and immediately hitting your teammate instead who is trailing behind you
And vice versa
personally, i whack a room pretty quickly, so it happens that i only need to beat down a couple stragglers, unless the room is ultra packed
just walk and focus on killing anything that glows red.
Yeah
Is the Cargo drop spawning double waves/chargers(exit scan waves) a feature or a bug?
Its a bug
for him
he pick up cargo with desync so it might have triggered twice
it spawns 3 shadows every 12 seconds or so
oh lol
Thats the reason he had so many shadow spawns
I only need one more overload to unlock e1, would b2 or b3 be easier?
b3 as b2 basically requires PE
thx
I think B2 pe would be a good PE to do to get some skills needed for E1
honestly, do both B2 and B3 PE before you bother with E1.
and well, if you havent fought a tank, or mother the loud way, well, consider.
if you cant manage B2 pe, E1 is gonna be a hell of a time.
i just wanted to ask, not that i mind too much or whatever
but how come you guys thought to make the bolt faces on the guns left-sided and not right?
gun person detected
how could you tell? /s
just dont look at how your teammates hold their guns
i mean
i'm not the biggest stickler for like
animations
like i'm sure that i could definitely have a better shooting stance
it's mostly the models that i notice
fun fact, you cant see your mates reload
also c-foam grenade still has no 3rd person texture
Priorities
also i think one of the guns has a bolt go right through a thumb
cant remember which
because of gun laws in 2027, all magazines require 3 spacers between each round, including drum mags
xD
lol
My friends and I heard that scouts can be killed with one fully charged melee hit to the head. We got this information from videos that were created around rundown 2 or 3. Is this information still accurate? We've attempted to melee scouts 7 times and have failed 7 times. We're unsure exactly what we are doing wrong. Additionally I noticed that in many of the videos I've watched where people have killed scouts using melee, they were kneeling down with there head bent over. We have not come across this at all. Is this pose when searching a random pose or was this changed to make them more difficult to kill?
Thanks!
if you feel like it we can go bonk some if you want
i say test it
its just 15 enemys if you fail
also record your doing so if you failed we can say if you failed the right way or the bs way
try and error
I'll try to do some solo and then record it so that I can present my failings.
It's definitely still true.
do A3 high
the quickest scout is there
(from how fast you get to him)
The kneeling pose often happens, but usually only to the host of the lobby, when the scout extends the tentacles.
ok cool. I'll try that and record what I'm doing. Then I'll get back to you guys with a video.
is that a bug or by design?
ok
interesting.
I'll see if I can record an instance and get back to you guys. Thanks for the help!
smh where is the bhop kill
after some point in your gtfo life you hunt scouts
yea. I've gotten underneath the tentacles by shining a light to activate it. But I can't really get a good headshot while its extending and standing without standing up
which activates it
agree nvm qrow go bhop her ass doesn't matter how new you are XD
you still have a good second to whack before it goes off
bhop?
charge, stand up, release+whack head
after when feelers touch you have 1.5 sec to kill it
bunny hop
just quieter
or enemys not finding out you there
whats the bunny hop? I haven't heard of this
prancing through the field of schleepers
so bunny hop is just you spaming jump and also not spaming jump and timeing it
anyway, bunnyhopping.
jumping as soon as you hit the ground so sleepers only hear the jumping sound and not the running sound
you sprint jump and when you land you jump again
so that doesn't alert them?
so spam space nar for the most part
I guess because they aren't hearing running, just jumping?
sleepers don't know you are in the air when you land its like walking for them
it can, its just by the time they might slightly care you're long gone.
but you cover more ground
huh
interesting
I'll have to try that next time
that seems, really fucking useful
its wierd but it works for other games how ever it makes you go faster
other games dont have a speed limiter like gtfo
so you just go 10000 mph
if you do it right
lol
let me just initialize an accelerated back hop up a slope
go watch vids of bhop
you understand
backhop is just too op
in some games
maybe alpha can get you a vid
for bhops
yes
that was petty good bhop for starter ngl
check date
understandable
so a E at the end thanks
fog_turbine_ id
question
is the scout deaf
like
4 scouts ina room
can we gun them
or no
snipe
mines
nope
unless scouts are far away from one another or you're far enough away from the room
yep
there's a door close kill you can do but it's pretty advanced
scouts are not deaf but have very very low hearing
like they cant hear you walking
well
if you gun in the room they will wake up
they kinda can
but if you run or shoot they will know
if you full walk near scouts they will release tentacles faster
and sprinting causes the insta tentacle
what level are you doing with 4 scouts in a room other than the deeper levels?
same for flashlight
I think the hearing is basically the same as a normal sleeper but the responses are just different
rather than insta waking up it's just tentacles
because they obey Line of sight rules for sound as well
z13 is always a good time
4 scouts
that level is great fun
best level to practise mechanics
ya funny thing is that i survived it 4 times by now
4 times wakeing them up that is
most time we kill them
GG it happens
yeah
but its a fun level
fun af
i like the map
good practise for when you get 6 shadow scouts in one room for E1
REEEEEEEEEEEEEEE
There isn't any E1 room with 6 scouts tho ?
think you can get unlucky in the first zone of high and roll 6 out of the 8 in a large room potentially
Aren't the rooms capped at 4 scouts ?
At least on this rundown
Excluding D1's last room
theres no scout cap afaik, just an enemy cap
I had five scouts before in the corridor leading to c2 extreme through the bulkhead
I was B A F F L E D
What's D1 any%?
Don’t think there is one posted
4 normally
4 usually, can go up to 5
There’s no posted time that I can see of
After you spend 700 hours in any twitch shooter to the point where your hearing and sight ascends
so as an avid mmorpg player i probably won't reach that point for years
Go to room full of sleepers
Grab the LRF
Turn it on and do a 360
profit
game sense in gtfo in a nutshell
Don't listen to black Dragon
Dont listen to BEEP!
He has 1k hours at still hasn't attained the game sense in not using the dmr
Beep its high on memes!
Not true!
im just here, pistol and machine gun
Solid choices
meandering through levels tryna not die
The amount of memeness that this man emanates its as high a yoda's ketamine addiction
Drug abuse 😢
memes aside though am i actively being a detriment by using bio scanner
trying to but am new after all so
im a little slow
not to mention im not sure if pistol and MG suit bio scanner
Just be more communicative while using bio and you'll be fine
Unless you are a typey guy
i have microphone so no worries there
As long as you ping enemies for everyone on the team you'll be fine
how often do i need to have enemies pinged
is there a reason for the game not having achievements
Is there any enemies awake
ping
Are here german players?
Are you fighting in the current situation
ping
early access most likely
Did you trigger an alarm
ping
Ping 1000 strikers with the biotracker achievement
You'l unlock the GOLDEN BIOTRACKER SKIN!!!!!!😎
but how do i mix in shooting dudes with biotracker
No way!! Awesome!!
Yes. Not me but yes
Thanks man
Well, be the one on the back so it will allow you to ping after a ping, you have an 8 second cooldown so you can easily just swap to a gun and aid in the fight
You don't really want to just hold the biotracker out
Since it has no real use in combat outside of pings
ok figured but i just wish i could keep track of the ping cooldown
cause today it's been ping, pull out gun, fight, maybe pull out the bio tracker again in low tension combat for a 2nd ping
In the time that takes you to kill 2 enemies you can swap out again and probably reping if you have to, but if your getting overwhelemd you might wanna shoot rather than ping
problem is is that i have no clue how long 8 seconds really is
My man
It takes 4 seconds to fully dump your machine gun
Ah yes the tickle machine
Clip that is
machinegun
Dmr main 😡 😡
Beep 😠
The blue ball primary 😎
could a team of players theoretically 'kite' a shooter bullet, like pyro dodgeball in tf2 type stuff?
just look down >:)
Moderately
Just use the lfg's
Solo its not the intended way to play and unless you enjoy running around for hours on end its not recommended
I enjoy holding shift key for hours, just not dealing with, nor dying to giant chargers
solo is something that should be reserved for players with a fair amount of game knowledge.. and people who enjoy the boring part of simply running away from a scan only to go back and do a bit more of the scan to run away again, to do that again, and again, and again until you eventually finish the level.
imagine not having sprint toggle enabled smh my head
you just run away if you're in trouble
that's not really a solo thing
you're just more likely to run into trouble solo
Not really that mostly applies to fighting you just reposition in a better place to shoot better or hammer
you dont drag the entire team to kite 3 zones away because your about to get licked twice
you have to reposition because there's too much shit on you
its mostly a solo thing
Peace was obviously refering to kite wich its mostly a solo thing
there's literally tons of alarms that have been done without running away
all of A tier
D1
including it's class 4
with a double big split
i did B2 main without
C3's first alarm
list goes on
never required to run away
you run away to prevent getting fucked
which happens more in solo
You do realize we are talking kite as a whole there not really been specific about wich one
isaying i did this without kiting doesnt really add to the fact that it basically force in solo play
if you understand the definition of force
then it actually does prove it wrong
lmao
???
You might have been able to not kite those alarms but with bad rng you'll be force to
that's still wrong
Not necessarily
yes necessarily
you're saying that by rng scans could get fucked enough to require you running away
that can happen to a team of any size
unless you have a really shitty setup
by literal recorded completed runs
without doing so
you can essentially always get away with holding
it's just a lot more difficult
I'd very much like to believe that literally every alarm in this game can be done solo without having to run away if you get skilled enough at gunplay
Unless using a lot of tool i dont think its possible
just like you would in a team
no it doesn't
do you have door that you can close? can you door manip
i'm trying to make the point
that with enough ammo
you can solo any alarm wave
so you can solo any alarm
if you have enough resources
You'are correct, but theres a lot of situations in wich bad scans and enemy spawns can force you to kite
tool and room layout can play a big role but again wouldn't be required
wich in solo its just easier
uuhhmm some rooms are easier than others
yes but any room should be doable
ce first class 3 you can have cfoam or mines an easily deal with it
specially if you can preddict with the spawn rng
You have a big door that can hold and depending on where they spawn you can close those doors too
yes
all helps
but generally
there's absolutely nothing that dictates that it'd be impossible for one player to get skilled enough to make it through without having to run off
wrong understanding
no matter how fucked it is
Big charger go brrr
you can come up with some insane shit that would be really hard
but guess what
like i said

the exact same thing happens to a full team
there'd also be a certain point at which a full team would get fucked
which actually adds on to the point i was trying to make, being that, you get fucked more often solo, so you have to do special shit more often to increase your chances of surviving
Since when kiting its special
i meant special as in not how you'd usually do it
in normal circumstances
also big chargers are in the D1 waves
and it's still fine
Thats literally a big old hallway and a sniper sentry can shoot his ass within 50m
You cannot compare big chargers there to for example D2 extreme if you wake up a room
close quarters it what makes the enemies deadlier
You give people the necessary space to deal with something like that and it will be easily manage
yes blackdragon, full teams have ended up wiping when they alert in those zones
are you trying to prove my point or your own
both
there can be some very hard ones to solo
but practically never impossible
the difficulty factor also exists for full teams
you can just take on more with a full team
Im not saying your wrong, but solo yes you CAN hold if yuour good enough, but most of the time you will be kiting there would be a point in wich you'll run out of ammo or have to reload since your gonna get overwhelmed, your holding can get mess up depending on wich room the alarm is and the rng on where the holograph goes also depending on the composition of the wave, even on paper when it comes to holding why even hold since with kiting you can easily just run away and save the resource until you finish the scan and then clear, kite its objectively easier to do than hold in a solo ambient
Also guns like hel revo makes holding easier since that gun its completly busted and whoever balance it should be fire
you're just picking whatever top loadout to piss on lol
if the only weapons in the game were whatever you consider the worst weapons
all A tier solo speedruns would still exist without any kiting
using those shitty weapons
I said hel revo makes the holding part easier
not that it prevented kiting
Also A levels high speedruns you only deal with up to a class 4
the majority of alarms are class 4 or below
across all tiers
additionally
if they ever put a class 5 on A tier
And the room setup allows for faster scans execpt most likely A3
speedrun or solo pick one
Speedrun high or PE
Im talking high specifically
because you said speedran
so i assume like your A1 speedrun and all that
yes
solo speedrun
because thats when you dont kite
like you said and like i dont deny, the safer bet is to run away
the solo speedruns encourage us not to
A1 has 2 class 2, and one class 3, A2 has two class 2, A3 has a class 3 and a 4 i think
put a class 5 on a level we actually want to solo speedrun
and we'll get it done
looking back at my R3A1 run
i think there's absolutely nothing that would have prevented me from surviving an extra class
i'm also using speedruns because you play dumb in them
you don't use good setup
you don't have all resources you could have
yet it still gets you through
just shoot incredibly well
But your basically playing for good rng
toy get one bad room and you'll loose time
or dumb ass 25 sleepers in the first zone
is the only rng that mattered
rng on the alarm was meaningless
thats my point that i justsaid, you get one bad room and you'll loose time
yes
but that doesn't matter towards the discussion of not having to kite for alarms solo
I mean we went from alarms to room setup to speedruns to PE to rng
?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.
once a taco, but the pain had changed him.
now, he was merely Nachoslayer55.
myquestion is in media channel
the thing you did with c foam are good enough but
if they break out of the c foam already, the door still take damage
idk, i just feel frustrated because basically it was my fault the door broke which lead to wiping the run, but i thought i knew basic mechanics like cfoam timings
Cfoam can be buggii
you could fully c foam it first
and then do the same thing as you just did
just to be sure you know
yeah, ill just stick to that next time, risking the run is not worth the potential extra second i can get for delaying cfoam
the thing you just did was ok
it just that the c foam on your screen didn't function properly
well i guess either ill always make sure i get the full c-foam door visual or i just wont be the cfoam guy on my runs
bruh
to add up the problem
i only see 1 mine at that door
if it was 1 horizontal and 1 vertical, you could handle the wave easier
ok i will say we definitely were not on track to beating it pe, one guy hadnt even attempted d2 before
so we shouldve had 1 more mine pointing straight up?
is that the way to go for most cases where the entire wave is behind one door
you guys could think of what to do with the mine deployer
either you stop the wave entirely
or you destroy the wave in 1 go
if you kill the wave in 1 go
then the wave will need time to spawn again
or just foam the shit out of the door
either way
2 mines are better than just 1
thats what most ppl dont know tbh
they think because mines are insta kill its just going to kill all of them
2 mines is great, 1 pointing straight into the door and one in the doorway
and if you cant set a mine pointing into the door
putting it at the bottom pointing up is similarly strong?
it's the same
it just that
if you put the mine facing the door, you have more chance for it to hit it
Looking into the door is actually bad

Cause you run into body blocking
Non door mines that graze the edge of the enemy hitboxes without getting blocked is most pog. As rare as spots for it are
Lmao
hello guys, sorry just wanna ask, is this game support on gamepad? i planned play on steam
if you mean controller yes and no
yes
its petty bad on controller
you cant type in terminals and the controls are wacky as i heard
so its impossible played with gamepad?
not impossible
but idk i dont have a lot of info
someone played the game with a streeing whil?
i think thats how you spell it
):
well, thanks for the info @wooden osprey 🙂
i mean, my friend plays it with a controller and he says it's great
he's also quite good at the game




