#gtfo-related-questions
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If you want stealth, do C2PE
C2 PE don't have error alarm
the issue is error alarm's spawns especially
u either 1) are botting for GTFO
2) not reading what I write
3) I dont mind camp and defend hordes
i love the fact I gotta organize on sec doors
its a much needed diff spike
you either don't think before you play
Nah we understand what you mean
or 2, you didn't plan anything
But the game isn't ALL about stealth
Or 3 you drank too much and got on discord
nope just came to see if there are players who think they got tricked
Not to mention error alarms (B2 excluded) can be done with 1/2 people taking care of the waves while the others go in stealth
The only moment i feel tricked is in A2 overload's spawns
people stealth a room
cuz this is stupid
alarm go off
other than that no
ye and i did
you did?
all i saw was 10h of people stealthing around
on A1 ig ?
10 hour of A1?
there was literaly no trailer of them fighting a horde for 3h
Did you see the shadows' trailer ?
lol
No stealth, 100% shooting
the first trailer is the same
alarm goes on => fight wave
i think u are payed to bot hard
When you'll try B2PE, i'd love to see how you'll react when seeing the alarm doors
And thinking "wasn't it better when there was only an infinite wave ?"
I can also agree on the fact that some error alarms' triggers are stupid
there is NOTHING in the game
at the end of it
well i call it error since it's an infinite wave
guess it's not the right way to name it
extraction also spawn infinite wave
yeah but exctraction infinite waves have you def a spot
c2 and c3 overload are extraction wave
some errors are while u need to do other objectives
anyway the fact you trigger sleepers for simply taking a sphere or scanning doesn't make sense to me
and it would be nice
it would be nice if enemies didnt have bugged attack animations
but that's fixable by slightly changing the way your char retrieves the items + audio
we'll come to that through lore
yeah there is a lot to be fixed i understand that
However error alarms aren't in any way misleading the game's purpose
its just that infinite swarm doesnt mesh with what NPCS are saying to eachother
sometimes you have stealth, sometimes you have to shoot
yeah
except nothing in the game prepares you for this
this is what i am angry about
The fact it's written "WARNING : ERROR:// ALARM" ?
^also
the fact I went from crouch combo stealth kills
to run shoot bunny hop and abuse all mechanics you can abuse
abuse?
but yeah infinite waves coming out of nowhere when you take an item is dumb as hell
you didn't tackle the error alarm the good way
if you abuse enough
and 3 hours
ye
and it's not a thing you should be watching either
which i didn't see any E1 solo
if it's soloable
How many tries do you think people did to solo the levels ?
They started the level as 4 players
you don't just go in 1st try it
enough to learn how to jump move and kill mechanically where all in game mechanics are disregarded and objectives are sped through ๐
then retried it again & again until they got how to deal with it solo
i'd love to see that on E1
please
theorically you could even do extreme alone
be my guess and do C3 PE solo
not E1
and you're ranting about an error alarm?
its not a rant
its a objective criticicm of inflated difficulty that changes the tone of the game
open the door, if one scout : shoot then place sentries
if scout near the door, melee
then stand back
That's to be fixed by devs (iirc it was intentional)
and limited ammo supply makess you prioritize melee
And ik how annoying it is
especially on C3
limited ammo on A2 ?
tf ?
You have enough ammos to do PE twice
lol
well after you spend fighting for a longer time...
hmmmmmm
There's a learning curve with kiting sleepers out with hammers, until the core gameplay is changed otherwise, that's just how it is, GTFO isn't really the stealth slow paced horror game it's made out to be sometimes.
sadly
what do you fight to waste so many ammos ?
cus we cant reach objecive without shooting ๐
which is pretty evident from the optional objectives that have the error alarms, yeah. It's a matter of just adapting to the situation at hand.
Every level would've been easy if it was all about stealth
In a situation like A2 Overload, say both Scouts go off at once, it's more than possible for a team to kite enemies around the room, picking them off each while running and charging.
this pretty much is obligatory for deeper missions too
I'm sure the advertising of the game will change once it's out of EA
In such a situation we drop 1 sentry looking at overload, keep the 2nd one and place it depending on their spawn
we have new weapon
still not a problem
you can do all the levels without kiting
rundown 4 are a
balance rundown
since you can do most of it
without kite
compare it to Rundown 2
overall i wanna see how it pans out when they add upgrades and skills/passives
i don't think skills will be a thing
cosmetic/weapon upgrades will for sure
also character progression
yeah that
doc "teased" about a way to change the firemode of weapons for ex
especially on burst cannon as burst cancel sadly is still a thing
yeah
he did?
they do
never said it was a promised thing, but possible. more about the fact that you can mix and match parts of weapons to create new ones
i remember seeing a hel mg suggestion and doc said it might be possible in the future
automatic sniper ๐ณ
not like a "right now it's full auto, pressed button now it's single shot/burst"
if you can add HEL properties to weapons that'll be nice
cus railgun
and stupid as hell too
massive sniper without pierce
and tbh
there is a way how to make infinite swarm fun
add chargers in it
but still be in line with objective based stealth
r3d1
ye more of those on every infinite swarm and i can be a happy pig ๐
that + realistic spawns
what do u mean by that
thereโs a reason why there are no error alarms on any high path this rundown
errors are an optional challenge for those who want to try it
not really
u gotta push overloads to open exit and D
took sometime
but C1 was glorious
C1 has correct spawns
for instance that infinite swarm we could deal with due to objective setup
its a uphill push
with defence
except when they spawn in extreme if you cleared it
but i never saw them spawn in the ||tank|| room
no they come from behind
this is what i mean
yeah but then its just 2x defence from the guy
boss room is a one room zone so they wonโt spawn there
yeah
not far enough from players on the outside
yeah from the back
but the front ๐
without any warning
and you trigger every room u get into
still very manageable tbh
^
but them spawning right in overload to force trigger is stupid
itโs dumb but nowhere near impossible to deal with
ye
i mean true
don't forget it's an A level too
introducing overload in A with 2 triggered scouts because of bad spawn
๐ณ
same goes in B2 but it's way more bearable
as it's 30s
so you have plenty of time to go in front of the zone to force them spawn outside
ye
i mean overall
this is probably the coop game i was waiting my whole life
where a wrong step can mess up a run โค๏ธ
but the only real concern is that they dont push the infinite endless horde = diff
If it's any consolidation, A2 is just a case of really bad spawning logic. Other levels with error alarms are far more fair.
b2 has some pretty cursed spawns tbh
I love it when the wave spawns near the key room in C3 ๐ณ
Well it doesn't change anything since triggering all the rooms is way faster
ah yes, B2's 293
errors in the extension expeditions work better overall
Speaking of cursed spawns i had a giant right above the door
he was screaming non-stop and didn't want to go down
I am very grateful E1's extreme spawns are all in one place.
Could you imagine if a sleeper just decided to spawn in ||the room with 4 mothers||
I'm more a fan of a room with 20 spitters going off all at once ๐ณ
we kinda have semi-racist naming for sleepers ๐
spitter is "corona" cus it looks like a virus
the guy that crouches is slav (cus squatting)
i am slav so that is ok
the guy that is flat down on the floor... looks like he is praying
sooo yeah... u can imagine how awkward it is to do pubs ๐
Hm
is it a bug when u cant stop aiming down sights?
spitters are quitters
Never heard of that
yeah i think it broken
i wonder if people still want DMR damage buff at this point
I'm down for a damage buff to oneshot strikers at basically point blank range
you guys have a modding server
you can test that
and then comeback here and we can have a little talk
sounds like dmr melee to me

you will have revolver 2.0 with 50 meter range
personally i figure ammo buff would be fine
basically point blank range
you can test that
Buff the damage, and the ROF, and lower the ammo count in reserves by 20
ah yes
12 bullets
12 headshot
12 kills
R4D1 was a cake walk
and now it'll be more of a cake walk
12/70
each shot kill 1 small enemy
50 meter range
You're assuming a lot from people if you think they have 100% headshot accuracy
very balance
you're assuming people using dmr are not headshotting
it's like 1 video where the guy use hel revolver and missed all the shot
and then call it shit

I said, buff the damage to oneshot strikers at near point blank range
I've seen people use the DMR and not hit headshots
then they're using dmr wrong? and then say it shit
it's like you use burst cannon and burst the ground
Is the sniper sentry good :D
yes
So if we are using 3 people for A3
What do you think of cfoam, mine deployer, sniper sentry
what difficulty?
honestly i would say that 2 sniper 1 foam would be the most useful
you can only mine one alarm on a3 high
well
there is no door to foam
i say one auto sentry 2 sniper
as sniper is ironically overpowerd
Like sleeping in a random room?
Mothers can be, but theyre relegated to specific zones always with 100%
Sleeping tanks will never be in random rooms
Yeah I was thinking E1
I mean, if you'd hit rng with 10 mothers in B lvls, you'd probably call bs no?
That canโt happen though lmao
God Iโd die lmao
Death by shock
B3 stresses me enough as is
Active mothers just stress me out
E1 extreme is fun
i mean shadow scouts used to stress me out
๐
but after ri killed em i stopped
Shadow scouts are fun to kill
Shadow scouts stress me only because no one else on my team can deal with them
So itโs all on me
Also my C2PE clear we got the bad RNG of 4 in the big room
Oh i think those 4 are always there
Donโt think so, I remember a different layout in a video sometime
Might be common though, idk how many rooms they can actually spawn in
Oh well i did mine in the same conditions
ss can spawn the same as giants. 2,4,6,8
I do not claim to be good at the game, but I am decent enough to perform well in most situations
The C2 ones stress me more because thatโs basically the end of the mission, so messing them up can be catastrophic
D2ov, thatโs right at the beginning, you mess that up and itโs just, okay reset time yeehaw
triggering 1-2 scouts aint that bad
since its only 3-6 enemies per player to hammer
Itโs really not, but the mindset of someone whoโs already spent 2 hours in a mission and really doesnโt wanna give any significant chance of failure is a little different
I stress a lot.

how much cfoam does it take to foam a mother? sometimes i swear it has only taken one charge while other time it might take 1 and a quarter?
should be 12 exactly, but sometimes it takes a tad more. dont know why.
if any pellets are yeeted from existence you might need 13 or 14 pellets
so, anyway, fastest access to shadow scouts is d2 ovl right?
ye
I think you guys missed the "fastest" part
I mean i said yes to the d2 overload
ya'll poopieheads
I was commenting on the c2 part
I mean even compared to those options D2 Overload is faster lol
u a bitch
smile
at least you know it
of course
You dont wanna run for 40 min to kill 8 shadow scouts
wheres the dedication??
Sadge
Pog
Just remove alarms too, they make kiting a thing so we should get rid of them to get rid of kiting
Oh, and while we're at it get rid of perma-foaming
Better get rid of doors
Cause without doors you can't perma foam
7Head
party has to carry the wardens weightlifting equipment to the bottom, so you can no longer run.
let's go
๐ฆ Kiting is no more ๐ฆ
would be funny if there was a heavy mini power cell that occupied collectable slot and stopped you from running, but you can still shoot.
and you have to take 4 to the end.
How to fix kiting :
- add chargers (lots of them)
E1 reactor no chargers 
add some ๐ณ
reaplace all strikers with chargers
E1 Reactor with charger waves would be impossible i believe...
will you have enough ammo though?
I have only done e1 with guns i had never hammered once
huh
you have plenty of ammopacks
yea that's the problem with the reactor
You can hammer the first wave, thats pretty fun
Either way you do it you have so much ammo
but you have so many ammopacks
but hammering is boring af
Hammering first wave is fine imo, but you have so much fucking ammo why hammer everything
And you afterwards can get even more ammo in the Extreme zones
it's based 
๐ tbh i never managed to go further than that, i need a team to retry
I've never once had an ammo issue even from shooting from wave one
shiiiiiiiiieeeet i went back there and forgot to bring the cell
and they still had ammo
If everyone is efficient and code guy is fast it shouldn't be a problem ever
LOL TRUE
I forgot about that
anyone of you up for E1 then?
z and I go do Stardew shortly
LOL
bot ded?
He'll get it one day
.t lfg
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LOL
gottem
oh come on
lul
You forgot the t good sir
Anyone else who is experiencing frame drops when shooting with the shotgun?
hey uhh whats that mechanic where enemies are frightened
ah whatev i already wrote it
how much c-foam do you need to c-foam the big mother in E1?
do they need to be thrown at the same time? we threw 2 with a 1 second gap in between and it didn't get c-foamed
shes suppose to get fronze after two granades
did the cfoam blew up before it reach her?
because if it was two direct hits she probably bugged
there is no need to throw them at the same time
however it happens that cfoam clips through the mother/pmother's body
we threw both from the front and there was no foam around the mother
it reacted to the 1st one but didn't freeze when the 2nd one hit
The big momma has high resistance to cfoam. 2 nades usually cfoams her for ~1-2s. If you want a long cfoam you will need 3 for like 5s
Cfoams as in cfoam nades*
It should be two like Black said, but he and I also have experienced two nades hitting not being enough to foam her.
We lost an E1 Ext run to her simply not foaming and us being unprepared to deal with her and babies
Just did a B3 PE. We opened the Extreme doors first, before OL door. (I know it's not the best way, that's not my question) I was surprised that the mobs still only came from the long bridge. Is it hard coded that way, or did we just get lucky?
smells like luck tbh
probably just gonna rush the mother without c-foam next time, so we don't waste time on throwing the nades.
Good luck
ty
How do you do PE on A2? My friends and I are at the 2nd bulkhead door and it's giving us a selection of Extreme or Overload; which one should we select right now?
you have to choose overload because extreme zone doesnt have a bulkhead key
you'll find another bulkhead key in overload
that lets you choose extreme
Oh okay, thank you. Do you know what the Extreme mission is? We've never done it before
||extreme mission is to collect a DNA core sample from an HSU||
Thank you!!
You sould do
extreme high+ extreme first
last you do pe if its first time trying
yeah doing high + extreme its super chill
yeah learn the layout and how to do extreme first
the experience will come in handy when it comes time to do pe
Hey guys, i've always wondered, how does everyone else fire a single shot of the burst cannon? Can you @ my name when you reply? I might miss it
Cringe canceling its done multiple ways, you can do it by rebinding your shove keybind to whatever button you would like, charge up and fire , when you hear the first bullet go off press the shove button and it should cancel
you shoot one or 2 bullets but thats what you are aiming for anyways
I see, it kinda makes sense now, thanks!
Might as well use it cuz its going next rundown 
wish they gave us select-fire
RIP
Yeah i believe it'd be widely appreciated
burst canon would be hilariously op with a select firing mode
eevery other special would be wack
lmao
give me carbine single-shot
unironically carbine burst cancelling
Gibe single shot burst with 0 burst delay or give me death
give me two round burst hel gun
Let's not get ahead of ourselves now
now that the vr mod no longer works because of the different compiler, are there plans for an official vr mode at any point?
(No talk mods here, it's against the rules)
He was asking about official VR mode though, so i answered
S'pose that's fair, just gotta be careful'n'all that
is A3 overload error alarm spawn every 45 seconds?
30?
i re-time it
and it was 52 seconds
so it could have been 7 seconds delay
and then 45 seconds spawn
weird
so ye
total 52 seconds every error wave
i can't really time A2 since it has no Roar
but around 15 seconds
same with B2
ok
how do i win
not die
^
cool thanks
finish objective without dying of course
thats hard
Vague question gives vague answers : ^ )

does the sniper do collateral damage?
no
sweet
Hel gun and Hel rifle pierces, but its not in this rundown
give me hel combat shottgun
CS with stagger rounds
stagger+hel
In B2 error alarm, how many enemy did they spawn?
3
hmmmmmm think it was 3
Fuck
technically, you could go check right now
Captain posting misinformation? Public shaming time
nah
i'm recording stuff
but i'm surprised that
there is only 4 error alarms in this rundown
4 exactly
A2 A3 B2 and E1
C2 C3 D2 are extraction alarms
when you pick up the datasphere in C2
it triggered the shadow extraction wave
when you finish HSU scan in C3
it triggerend charger extraction wave
and D2 when you picked up carge => shadow extraction wave
but the funny thing is
you need to finish High to extract
it's an extraction alarm without an extraction
10 chamber are evils
in c3 you have to do high under the charger error right?
uhuh
no
when you finished scanning the hsu in overload
they triggered the extraction alarm sending extraction wave at you
but you need to finish high to extract
that's the evil part
i noted what the different between error alarm and extraction alarm
i want to make a video at least correct than 90% of my video being wrong from the get-go
is the bio tracker useful compared to an extra turret?
on the early levels like A and B floors
depends on mission.
generally not useful unless you KNOW why to bring it
if its a maybe, dont bring it.
I bring biotracker because I like it regardless of level lol
Bullets are nice, but wallhack is better
cucumba its better
its nice to have information on the enemies
specially when its loud and doing an alarm
you can tag them with the bio
Bio is valid and I've cleared just about everything with one in my party
There are certainly cases where it's better to bring other stuff though
yep
4 man it?
"big" hybrids?
yes
I only know of normal hybrids
have 1 guy in front 3 guy back
I didn't know there was a giant variant
to prevent her from flying dow n the lane
high
o
thats not a hybird thats a big charger
Yeah, just stagger chain them, thats the strat for all the giants
Depends on where you hit it
inb4 big hybrids next rundown.
Yes but hes gonna go flying if the 4 hammers dont hit him correctly
big chargers is 4 full charge hammer in their back
yeah if u dont stagger
no like
you can actually get whole team wiped
big charger are dealt quickly with burst cannon
is there a best primary weapon?
what is the worst?
technically yes... but most weapons in the primary are useful
you can take in most mission anything in the primary and it can work
DMR
Dmr best melee
few mission you might want a specific primary to help you pass certain points
But you can definitely run it if you like it. No one's gonna make fun of your or something.
DMR is great provided you are good at landing headshots
as long as you can headshot with it it's a fine gun
Plus that 1 shot hard stagger is spicy
Hel Revolver is decent right?
anyone playing this on AMD FX cpu?
No, I got rid of my space heater ages ago
They kinda fill the same role. DMR and Hel revolver.
Recoil much more forgiving on revolver, but it's capacity makes you lose ground a lot.
hel revolver is a better dmr. you can't change my mind
Honestly yeah.
what about special?
special changes dependant of the mission really..
dmr its far from the same role as hel revo
It really depends on what you need for the mission for special weapons.
How to use DMR, Dragon? I feel like I have no idea where follow-up shots land.
hel revo its objectively the best primary
And I kinda prefer irons to optics in this game.
hel revo its so braindead
*go to chokepoint
*shoot
*profit??
or just see a teammate not using it the intended way and calling it shit
With the DMR, you shoot head, then shoot another, rinse and repeat, profit
It is
but lets be honest it just far easier to run to a choke
spam hel revo
and delete whatever thats not a tank coming trough that doorway
if you do an alarm like the class 6 on b2 and send one guy with hel revo and machine gun
shiiieeet your chilling
that's why you bring 2 burst cannon
How to defeat mother flanking on back? Babies kills me fast as hell when im in open space.
let me guess b1?
Overload yes?
or c2
B1 overload I think
b1 extreme
you'll most likely find a granade
you can use that on her
you dont have to kill her if shes not in the way
Is it common if the turret breaks targeting red stuck in infinite loop that cannot shoot another round because of the server location ping?
so the turret breaks after a terminal ping?
I mean your turret when you place down and when enemy gets detected. It shoots in red flashing scan. After the enemy is dead, the red scan is stuck in a loop that cannot shoot after that. (The sniper turret)
sniper sentry usually takes 4 seconds to shoot the initial shot and then it shoots again every 2 seconds
its normal it kills an enemy it resets and all the enemies run past it
Pretty sure if it's stuck on red for longer than the min 2 second on an enemy, it's out of ammo
Does lobby matchmaking take in to account proximity to other players?
it takes into account latency/region
burst cannon
Assuming you mean big chargers only and that that's a question
The answer is burst cannon for anything that requires damage really
the answer is burst cannon/hel revolver for everything
does it one burst them?
two burst to front
one burst to back
unfortunately big chargers are quite tanky so burst from front isnt enough to kill
well, you can use something to stagger the big charger
and then burst it on the back
or just 1 burst and a few shots from something else
it leaves them close to dead, another burst is a waste
the best combo will be Hel rev/ burst cannon
you can burst it once
and then 4 shots
100% dead big charger
Is playing previous Rundowns worthwhile
Thereโs no system to play previous rundowns, once a rundown ends itโs gone forever 
Life finds a way
Uh oh
Just wondering if the content is different/unique enough
Please do not talk about playing previous rundowns here, its against our rules
Ok but can I just discuss the content, I'm not looking for people to play them with. Asking how different they were, it seems to me that I missed out on a lot
you can ask people what was in them yeah, just dont discuss actually playing them, the whole point of the rundown system is that they are gone when they are gone so it kinda goes against that which is why the devs dont want people doing it
Most things don't really get removed, you mostly miss lore/bugs/poorly balanced things
Are they unavailable mainly because game is in development, which results in each Rundown essentially being different version, or is that how it's going to be on release, meaning that you will miss out on content if you don't play regularly
A rundown is just a bunch of expeditions setup with all currently available mechanics/assets
it'll still be that way
?t rundown
For information on what the Rundowns are and how they work, take a look at this video: https://www.youtube.com/watch?v=qHZwiPVOVvA
it's just part of the game's design and less of the levels go away than you'd expect
In a future rundown that mostly just gets extended and you get a different combination of everything
objectives, ideas, whole areas and possibly more get reused
that video explains rundowns pretty well
Did previous ones have unique locations/assets or is it just remixed
i guess
nah there hasn't really been anything outstanding
but very little
some objectives looked like they had specific purposes but with layers now that's all down the drain
wonder if they're intending to push for "the shit you're doing doesn't really matter, it's not part of the lore"
and gameplay loop is the same
Well I really like the premise of the game and the environments, I hope they add more substantive story elements in the future
can't exactly do too much of story when the game hasn't even been launched yet
It's like a mix of SCP and Alien
that's why I said in the future, maybe their vision is to keep it as vague as it is now going forward, I don't know
but it's cool either way
nah i've seen doc say it's just early access things
hmm? I'm confused on the topic (not saying anyone is right or wrong in anything said)
basically holding out on the story for now
ahh, yeah some of the story won't be revealed until 1.0, but we are working on revealing more for you guys
1.0 will probably confirm or set us straight
or maybe introduce the warden
Since we dont know anything about it
hey so are you devs planning on putting this game on other consoles or is it pc exclusive
From le FAQ:
5) Will GTFO come to platforms other than PC? (E.g. Xbox, PS4, Switch, Linux)
GTFO will come to PC first. The development team is too small to pull off a simultaneous multi-platform release. If the PC version is successful enough, that would give us an opportunity to put GTFO out on other platforms as well, which weโd love to do!
oh alright!
Thereโs already partial controller support in the PC version, so itโs possible to make it work
Terminals are gonna be funky though
controller on this game is a curse
using a controller for it def doesnt work out well. it works, but definitely not well from a gameplay standpoint
Is there a place that recaps each Rundown
I guess here https://gtfo.gamepedia.com/Rundown_001
Oh god, GTFO on switch
Same but I probably wonโt play it much
Well I would buy it on console first
Then switch maybe
I know switch is a console but by console I mean like PS5 or Xbox
KFC new console be like
imagine trying to bonk scouts with a controller without autoaim
a true skill
They should have a more generous hitbox in console
I never did like playing shooters on controller
I like being twitchy with my aiming
i only like shooters native to console with controller
imagine metroid prime with mouse aiming.
it would be a slaughter.
i play with controller, and do quite well
They gotta redo terminals for them
terminal obj will be pain thats nice
Quick question to devs, any plans to implement some sort of TAA solution?
what do you mean by TAA?
temporal anti-aliasing
can hel revolver stagger big charger
i think you need multiple hits
3
Pog
we saw
CLASS 5 ALARM
we got done like
3
then just slowly died
we can slap the big charger now too
Make it so you can
how
???
put sniper sentry on the forklift before bulkhead
personally
i like C3
I'm dumb
alpha no
i think they did the right thing with the alarm
Yeah, no, just get an autosentry in the open zone door
Its a big open area, you can run around it
the room and enemies are fun but the scans can be so bad sometimes
they spawn in multiple room and not 1 room
that's i like about it
even tho
IT'S A BUG
it's a happy little accident that make normal alarm as the way is it
Is it confirmed as a bug that they don't all spawn in the same room?
you can't just permafoam
the first class 3can be so cursed cause of it
it's bugged i think
.
since it delay the spawn
it spawned 10 enemies
and then it delay about 5 - 10 seconds
At first I thought extreme class 5
and then cap it with another 10 or so spawn
there ya go
extreme is c4
Just do extreme, easy
you guys play bad in fog
Just make it not a disaster ezpz
:O
fog is hell for most
Extreme makes the high class 5 alarm much easier
take a break from making new rundown and focus on bug fixing?
But that doesn't mean extreme is easy
no fog
there should always be dev time allotted to bugfixing
:O
they always fix and make new rundown at the same time
Cap, you're in the server
So, because bugs exist they don't do that..?
I think he meant allot more time to polish qol stuff
Possibly, but even then what alpha stated is still true.
that's what game developer do all the time
People will not be interested in a bug fix patch, literally
Hopefully with the new hires they've made they can more effectively balance retaining an audience via new content being added and some of the less... necessary bugs being fixed.
Another thing to remember is that devs cannot simply fix a bug they do not understand.
Yes a bug exists, and you have a video of it, but fuck does that not help solve why it happens in the code
sounds good on paper, but in reality it hurts the developers for deviating the time on fixing stuff they can fix along the way while giving new content
Or even what causes the bug in the first place
Yes, the devs need to fix some things in the game. They absolutely need to in fact. However, simply knowing a bug exists doesn't help them solve fixing it.
it's like "ye, no rundown for a year, we're just gonna fix some bug"
Like margwa said
R3 almost killed the game
for being too long
coocoomba
does D2 ext cause fog to rise to a set level, or does it constantly rise over time?
constantly rises over time

Not entirely true. It raises for 90 minutes and then stops.
Ye basically
coocoomba
just reading on the wiki about past rundown's and the overall 'purpose' of each. (I got the game like 5 weeks ago so missed prev rundown's ๐ฆ ) just wondering it reads as if some missions were set in the same map?
e.g. "The next step of the Neonate processing was found in layer B of this sector, but the power was out. Therefore, the reactor was required to bring power back to layer B. The reactor was full of infection fog, so in A2 they powered up a generator cluster to turn on the centralized air purification system. Now that the infection was clear, they could make their way to the reactor and turn it on. In A3, they were sent to this reactor to start it back up."
just thought that would be a cool way for devs to use the same map, thus reducing time to produce say A1 an A2 but with completely different obj. and even like change doors up a little. Obv this limits the way in which devs can manipulate the rundown tho
I think it implies the fact that all the "maps" or expeditions take place in the same place (i.e. the complex).
ahhh okay cheers
what rundown, did you start in?
and if prev. ones which has been your fav
rundown 30 
ah so your from the year 2035
"rundown 2 best rundown" - everyone in the discord, probably
every nostalgic man in here
It was cancer
so why did people like it?
All that best rundown talk is just because of the difficulty and content spike
First e level
R1 starter and an R1 enjoyer tbh
