#gtfo-related-questions
1 messages · Page 542 of 1

gotta dm it
press alt + F4 
A3 had a ClassV Dim door, right?
I don't know I've never played it
if only some people were being helpful >:(
simply run backwards for a significant speed boost to trivialize the game.
hey, i know this game recommends more than 4 gigs of ram, but i was able to play both A-tier levels without much of a hitch. but when me and my mates got to B-tier, it's when my PC started freezing like crazy
does anyone know the reason?
levels get bigger generally the deeper you go.
why do you only have 4gb of ram?
my ram sticks died on me a couple of weeks ago, this 4gb stick is the only spare i have
ah, rip.
Me when R2D1 + pre optimization patch + 4 gigs of ram 😩
That was me R1.
Enemies stuttered like mad.
Recoil was also very different because it straight up didn't load properly.
Do the monsters in GTFO have official names or are there just placeholders the devs use internally to distinguish them?
I know the tendril one is called the scout a lot
Sleepers, Scouts etc
they all have names just alot of them arent referenced ingame?
not too sure
Right but the shooty scouts vs the melee ones
There's names in-files and the characters give some names, but the majority are just whatever people feel like.
Do they have individual names to tell them apart
According to devs whatever the community names them is their name
Whatever you like to call them
If you go to wiki you'll find the names of all
the in-game file names are weird (some of them anyways)
I guess if you leave them unknown it makes it a bit spookier
The name that put in the file is what they would call during testing
@stark spade like what
They don’t want to name them officially
no data mining allowed in this channel 
I mean, you can in spoiler chat.
I bought GTFO a while ago because it was super cool looking and seemed awesome... can’t play it
Wait what’s data mining
Not a good thing to do 💩
pretty interesting though and fun
How is reading file names data mining.... wait
ooooh
Okay..... next question
how do I play gtfo on a potato
I’m at that midpoint where my computer works fine on the processing front but seems to struggle with games that likes to make use of new-gen graphics
It also doesn’t help that I’m playing on a mac
Yep. Heard it 20 thousand and one times
it is that it’s a pretty decent computer that runs 2 operating systems.
I feel that if GTFO was supported on MacOS natively I’d be a lot better off
what you mean is melee sleepers and ranged sleepers
scouts are exclusively the tentacle bois
Scout is a female 
Tried bootcamp on mac to play GTFO once, got 7 frames, definetly not a thing.
I don't think they're going to ever implant MAC support
Hi, regarding the patch note's last fix "Fix for allowing multiple ongoing Uplinks at the same time. ", does it mean it is now possible to start multiple uplinks at once, or the opposite (fixing a bug that allowed people to start multiple uplinks at once) please ?
I believe its the latter
thx 😳
no more speedrun?
Just do uplink faster
Does the head have a hit box? I’ve shot through my teammates head with a HEL round multiple times now and they took no damage
not for teammates
Inb4 that meme man notices patch and asks toggle sprint
Fix toggle crouch
Was the lack of class 7 alarm on C3 intended by the devs ?
Or is it a bug ?
Or has it been moved to extreme or something like that ?
lack?
I was watching some C3 streams & noticed there were no class 7 alarm on the last door before the uplinks
idk if that's a bug or if that was intended
Is the feedback from the top % of GTFO players, who completed every E1 level, all levels from every Rundown since release taken any seriously?
maybe it got nerfed or something I'm not too sure
I think there was only 1 though
there should be a class 7 leading into Z377
I don't think they really categorize people whove beaten E1 and people who haven't
they do take feedback though
Yep. That’s where it was for me. Mixed class VII
need help with a3
you need some passwords which you get from some files i assume
but when you write read it needs a file name
i have no clue how to figure out the file name
any help?
i was having the same problem i could apreciate help
use the logs command
Hello, we've encountered an issue where on A1 we've lifted the lockdown
But the door to Zone 64 has not been opened
Is this a bug or is there something we've missed?
Because it feels like we've been doing the same thing every time and the door opened fine
Was there a host migration?
Yeah, host migration messes with the game a lot.
That's why the door is still closed
I see, so we should do a full reset?
That's all I can really recommend. Either way, you should still do a bug report in #bug-reporting
Got it, thank you
Oh my god it’s Flaaaaaaaareeee
whos that
Good question.
hey quick question for b2 does both generator doors have a class iv alarm?
yes
is anyone better than the other?>
the distribution of the objective items is somewhat random
so that might effect the path you'd want to take
but one of the alarms will mostly be in fog
so maybe you'd just want to skip that one no matter what
you might have to do an extra blood door if so
k
Hi everyone, played my first games with some people from lfg yesterday, was super fun. I loaded in solo today cause I had a few minutes and wanted to practice just some stealth kills on sleepers. For some reason I wasn’t seeing them glow like I was last night. Do they only noticeably glow in the dark? If there’s light in the room do you just have to go off of them moving and twitching. Thanks!
wait is b2 a silent extraction?
if it was loud, it was unremarkable.
ok
If it's just starting its' glow state it won't visibly glow for the first few moments
But it'll always glow
Even in fog
Better to go off of sound rather than trying to see them glow
yes, spatial audio in this game is very fair.
learn to listen for croaking.
If you want to be extra safe, flash the whole room with a LRF or a gun that has a longer ranged light
wavecalls are also spatial.
4:3 low res left ear only minimum fov gamemode when
Newb to gtfo here. Can I get a little info on boosters? Specifically how you aquire them
Booster progression = 1 you get 1 booster
Each level's heat go down when you collect artifacts on the level you're playing
Say A1 you collect some, your artifact heat goes down in A1
Much obliged
Will cocoon rooms repop if I am still in the same zone?
no
ty
not until your 2 room aways
Is that in a different zone? Like what if I am 3 rooms away but in the same zone, will it repop?
yes
ty
rooms only respawn if your two rooms away and in a different zone
It's two rooms away even if you're in the same zone.
you need to be in a different zone
Don't think i got prenerf a1 to respawn in the same zone
Can I just ask what is the best loadout?
Dmr Sniper
Really depends on what guns you like. And if you focus bigs or smalls
depend on you and the level
or you could bring hel rifle
I am new to the game so idk what is best low level weapon with lots of ammo cuz i miss most of my shots so a sniper is not a weapin for me
machinepistol
just use it for things that are right in front of you
assault rifle if you still want range
DMR :^)
Ok ty
machine pistol is very low damage but high ammo. SMG is also high ammo as-well with a bit more damage, you could try SMG
SMG does have high ammo capacity but when i'm in front of a horde it feels like I run out very fast
it's 50 to 40, isn't it?
i never use SMG anymore ¯_(ツ)_/¯
which is better, SMG or Heavy SMG?
Ok I will try everything you told me
SMG if you want more wave control. Heavy SMG has some good killing power but lacks ammo in mag so you’ll be reloading a lot
any recommendations for main weapons against ||chargers||? tired of what i'm using
hel rifle
assignment failed
hel rifle is the only main weapon
i wish
don't use any gun other than the hel rifle
hel rifle is actually god-tier against chargers tho
line up 1-2 of em and blast away
it's only like 2-3 hits and they are dead and it hits all of em in a row
rifle oneshots chargers, gun twoshots
a
Pistol is a Pretty good gun in terms of everything but damage right?
or 2 shot
^
Measuring damage with kill efficiency 
It's good in damage efficiency
Range is its main weakness
do you guys think this game is worth picking up during the sale? it looks interesting and I've heard it's hard, but I don't mind so long as it has good replay ability to it
I challenge you to find a person in here who would say no
no
I saw Markiplier play forever ago, but I kinda forgot about it. Plus I'm concerned with the learning curve, or the communities willingness to teach me
Say seriously
seriously
Thank
thank
Anyway
Community teaches people all the time
If it clicks you'll have 100 hours in no time
Worth trying out at the very least
anyways. enough fucking around. id say go for it. even if you dont have friends who play it. itll give you a good. 200 hours just learning each level
plus, friendly people
(mostly)
one of my friends said he'd buy it to play as well, but we don't play as often as we did in school. so it would be solo play or with some people from here
It is for some people
there is no player scaling so you will get the same amountt of enemies whether you are one person or 4
It's not really recommended for new players to try playing with less than 4 players. If you can't find a full team, there is LFG and Matchmaking. It's really easy to find games using LFG, not so much on MM.
I think I'll try it out, I just hope it sticks lol
I always prefer groups over solo when learning tough games such as this
I enjoy playing in groups as-well
dont let the space cop influence your opinion
but try it out for yourself. good luck
how do you kill the enemies with a melee without them waking up?
like if theres a few close to each other, like punching and hug range hehe
bop them in the back of the head if they're small enough
if they're big it takes more than one player
unless you roid out with a syringe
If you're not behind the second sleeper, you can either half-charge them or go for a partial charge on the head, use the stagger to partial charge the body for another stagger, then a quick third hit kills. Double tap hit if it's a shooter.
hit them in the Occiput with a half second hammer charge (like, click and let go.) and they go down (the little guys at least)
you don't even have to charge for the small enemies
nope
but like if they next to each they wake up
just if you're hitting them in the head from the frontt
how to double tap: hit in Occiput, move, hit in Occiput
there you go, 2 sleepers killed before they scream
you get enough time to do a half charge to hit the second enemy, since they typically have a short animation of them waking up
That's what we're talking about.
If you're behind it especially, it does an animation when it wakes up that you can use to get easy kills.
if you're in-front of it, you'll have to make use of its attack animation instead.
shoving to stagger them can give you a chance to hit them in the back of the head but it's risky
Apparently you can time a shove to cancel scream and they'll take a long while to try it again?
or you can spam shove to bring him out of the room and kill him there?
(really tedious, but safe method)
Not that safe imo, if you do it too long it will eventually get a scream in between shoves.
thats if you mistime your shoves
just practice it on a single lonely ennemy and just "bully" it
if you time your shoves well, you will have 0 gaps for it to scream
can you only beat a stage pe so many times? my overload and pe count isnt goin up anymore after completion.
I suppose the counter can go up to 99. But if you do PE that should count
The completion counter can go past 99. (I don’t know what the max is for the level)
per expedition counters will keep going
the total counter is for your completions within the rundown
which won't have any dupes
im having issues finishing a3. i have finished overload and extreme i found the terminal it wants me to find to get password and the lst terminal the password is pr-- its noting giving me the last 2 letter an not telling me what to do to find them?
you need two terminals
one has the first half, one has the second half of the password
i have located both, how do i get the rest of the password
both in zone 43?
no one was 43 other was 40
two of the same terminals with same number?
...no
there are four total terminals I believe in zone 43. two of them half one half of the password
ok, what do i type to locaqte it or how do i know which it will be?
you can go to the terminal you need to extract the datacore from to get the terminals you need
then just run the logs commands on the needed terminals and read the logs
where im confused is its only givin me 2 terminals it say to get the password and your saying i need 3?
on one of the terminals in the main zone, it will list two needed terminals. on another, it will list one needed terminal
ok the middle terminal is saying the same term as the other thats why i only have 2?
there giving the same number for same password
both terminals say use the same terminal to get password
how many logs are on that one terminal
i dont understand how to tell that they both only say key01 or only key02
pretty sad i can solo almost everything on overload but cant figure out the damn terminal i whsi they would make this easier
could you send me a picture of the password terminal list?
list or log?
log
well... both
the terminals that have the passwords and the logs on the terminals
term one wants pw from term 465. 2nd term wants pw from 408 and 465. 465 is only giving me one pw
does terminal 465 only have one log?
hmm. you may just have to try and guess the password then. You have part of it right?
prop
pron
those are all I can think of
oh wait
pray
prey
that's about it I think
can only guess few at timne i was duoing and friend had to leave im gettting infected when i put turbine down lol
i have had alot of bugs this week from red box not showing for coop matches to cell not registering for 30mins
o and bioscan kept restarting on term earlier
is there a free spot? if you send me lobby code i might be able to join and figure it out for you
im pretty sure its a glitch both terms want the password from same place. i ahev never had it do that before
im about to fall asleep i gotr like 4 hrs in this stage lol.
@craggy pier
def seems like one
its cool m8. my eyes are watering so bad i can hardly read. might just end and start agin in a few hrs
go take a nap and leave your computer on
i guessed the pw lmfao it was prop
nice
what do you type to cvopy files?
extract_datacore or something
thats it ty
im use to duoing and my brother runs the terms lol
How do I download local files on the terminal?
Go type “commands” and the code is at the bottom of that list
I just see read
Can only download it in the centre zone where the three terminals are in line
Any1 tested if you can 1hit-on body(at all) big shooter/striker /scout with the +24%melee dmg Bold arti ?
Can't even do it with 50% so no
you can bodyshot scout from the back
you can?
with the buff
they're pretty bad boosters
ruins your muscle memory about how much charge things take
and i guess they thought melee damage would be way too op so they gave them the shittiest conditions
it's in bioscan or low health
low health isnt bad considering some people are just 20 health gamers
Good for the first part of E1 but then it becomes completely useless
no it's incredibly bad
because if you're doing well and not getting hit
you don't get any use out of your booster
intentionally taking damage so you can use your boosters 🗿
i do appreciate that <40 is actually <=40
Or our 40 is actually 39.9999 
anyone having connectivity issue this few day? 
hey can i get someone that can join then disconnect one of my teammates has found a spot where he just is stuck and disconnecting and reconnecting doesnt work for him
is there a way to force change the lobby ID my lobby got a host change because he had to leave and now nobody can join
If there was a host migration, it is very likely that entire run is dead. If you arent able to copy the lobby code from the esc menu or you can and it doesnt let anyone join, best bet is to just restart..
Either way, host migrations really messes up the game so you'll probably have to restart anyway.
the run wasn't dead the only glitches we had was 1 extreme bulkhead door open and 1 person couldn't take any artefacts
well that sucks we had completed overload objective
@woeful kiln What lvl
C2
Damn.. that sucks
yeah second PE attempt 😔
Im down to play C2 with u
😮
what does PE stand for
.t sector
Sorry, unable to find a tag named sector.
.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.
@late cape this should explain everything for you.
thanks
what do you call the default main objective @craggy pier
like when you're doing lfg
It's called High
ok thanks
Is IIX double or triple dmg?
increased
as in it can full charge kill a Giant Striker
assuming you dont have any boosters equipped
seems to be triple
Right. But increased by how much? Because I can one-tap a giant which makes me think its 3-fold. But I can't one tap a hybrid or a charger
But at the same time I can only one tap with back of head. But not for the other 2?
Would probably bring their health down to half a charge i would guess
Since 2 full chargers can perfectly get rid of a hybrid
don't they have more health than a regular big striker?
They aren't. Neither are big shooters. Which is what makes me wonder.... Is it really threefold? Or is it just double?
It is 3x damage
It’s threefold
I mean big shooters do have a weird ass hitbox
Those have more health
Hybrids and big shooters have 25% more HP than big strikers
Wasn’t sure on Hybrids
Doesn't make sense though
Considering it only takes two charges for a hybrid if done correctly
because of the multi on the head
Because you're doing occiput damage
being higher
And that
Will using a syringe and head damage one tap it as well then?
2x for hybrids, 1.5x for big strikers
and you being able to keep using the head hitbox
Occiput with syringe will one shot yes
do hel weapons lose damage from over penetration?
I dont think so
No
sadly they don't
just looking at steam profile background with different character designs, anybody know why they changed?
Those are pictures from their college years
what do the numbers mean below each completed level
they show how many of each sector you have completed
[High, Extreme, Overload, Prisoners Efficiency]
[1, 1, 0, 0] means you have completed high once and extreme once
[21, 7, -, -] means you have completed high 21 times and extreme 7 times and the dashes mean overload/pe doesn't exist (well you can't have pe without overload)
makes sense thank you
any good learning resources? im new
there are some youtube videos that may help you
professor scaler has 2 1 hour long videos if you want
okay, thanks!
What are the requirements to get the "Prisoners Efficiency" in a level?
complete high, extreme, overload in one match
Thanks 👍
I have a question about the difficulty of the different missions
what's it
after rebirth the earlier missions became much harder with more enemy types, before it i think there was only the (grunt) enemies
there are no changes to the enemy spawn
only in C1 where they nerf the enemy spawn
they changed from all hybrid to normal giants and some hybrid
and 1 more thing, the amount of enemy spawn are randomize
only in a certain zone in a certain level will be static
He probably means r4-r5
I don't know what you mean by grunt but i couldn't say it changed really
Apart from one specific sector
For a tier, and b tier did get a few others that weren't there in previous rundowns
I think chargers being in B-tier - in fact a ||6-charger error in B3 is definitely more difficult and new|| - is not entirely new, but much more prevalent. Hybrids were in some of the B missions in R4 too, albeit I think slightly less hybrids overall.
R4A and R4B definitely had scouts, giants, chargers and hybrids, just maybe not as many chargers and hybrids as R5B. Not much of a change, and not "more variety" - I don't think there's a ||mom or dad|| in B tier, right?
but definitely not "only grunt" enemies (strikers and shooters)
We have Papa in B as well
ah, I remember someone saying that ye.
So, from R4B to R5B, what was added? I think in R4 the first papa was in C1, not sure tho - so in R5B the new things are just chargers and papas?
I'm just glad that they remembered to have a guaranteed scout in A mains this rundown
kind of dumb that all previous rundowns A levels had guaranteed scouts but r4 didn't
I'm talking about before R4 extension btw
true
I think they were just experimenting with how difficult they wanted the main layers to be on A tier, and they decided they wanted it to be very easy.
Of course, alarms are by far the hardest part for new players imo.
Probably didn't mean much for anyone besides that one group I saw complain that a scout on A tier was just too much.
I took r4 a as same shit that r5 a2 overload was
They wanted to make them go woah with that layer
Make an impression
Scout is a big woah for first timers
A birther that insta alerts with anti rush seems like a much bigger woah than a single scout, at least for newer players
It's not really that bad if you have a combat shotgun, but there's not a whole lot of tools in general to deal with them, I agree.
This would be the first instance of a birther for newer players
Unless they skip the overload I guess?
I'm very unfamiliar with how progression in difficulty is supposed to be for newer players
If people go by tier or by layer
People aren't told how to do it, part of the confusion
I dunno about expectation, but newer players are probably best off doing main objectives until at least C tier.
The only suggestion is requirements that say overload on a tier is like what, required for d tier?
When in reality it's complete baloney
A tier extremes don't even approach b tier high
Overload i would say doesn't either
I'm fine with introducing enemy variants in earlier tiers, but I couldn't imagine the confusion or learning curve around trying to have a steady curve of difficulty progression
Perhaps, but I feel like the main objectives on B tier should at least get people accustomed to the game before they start going for the full completions.
I don't think the devs have it figured out either
Tbh, I feel like the main issue w/ A1s rn is that their side objectives aren't hard but they're long.
When layers used to not exist, there was at least some element of progression through tiers
Maybe layers should be barred behind some reqs like tiers are
But how would that be explained
They should probably settle for shorter extremes at the same difficulty or make them considerably harder to indicate more clearly to newer players what the layers are about.
Like being locked in game?
I mean like you can't enter overload here until you've done or completed some other shit
Would direct newer players, sure, but would be frustrating for veteran players
Mhm
-Me, getting every objective combo...
That's what layers were in the first place right? To bridge that gap, offering a decent level experience for both sides
They're pretty necessary, though, no?
They're the time sink for people who need things to do.
Tbh, though, I wouldn't mind if A1 had no layers on any rundown.
Might also help move veteran players away from A1.
There's that sort of fallacy of choice since I don't think people really choose to do a single layer instead of an entire level
Choosing design implementation:
Fucks with natural progression order - check
Tied to actual progression when supposed to be optional - check
Gets people instantly tired of tiles and objectives that we already have few of - check
Inflates the shit out of the length of levels - check
Alright boys we're going with this design
It's hard to say if R1A1 was more oriented towards new players and people teaching new players because there were less good players or if because now there's more reason for experienced players to be there.
Layers could be fine if we only needed High to unlock next Tier.
I have time, but I can understand people don't want to sink in 2h30 in a run because they have to do it if they want to unlock further tier
Yeah but high isn't exactly any form of difficulty progression either since it's been watered down for layers sake
I think a decent solution is to do what they did for the extension
Have fewer layers
Not every level needs a layer
I think R5's layers are mostly fine, though.
B1 extreme
I like layer in R5 too. They make the levels interesting (B1 ext is an exception, don't focus on this one)
D1 extreme
if the optional objective doesn't affect the main objective it could simply have been it's own main objective in another expedition
R4's layers felt really dull, probably because they were very new, but R5 doesn't use as many layers and a considerably larger portion of the layers it has have varied content.
If a layer isn't really implemented with the flow of the level in mind, it does nothing but adds length
if it does.. well that's just what a difficulty mode would do too
Well I mean isn't that what some of them are though
C3 extreme has been the better layer imo
It's a difficulty mode
I mean, B3 ext, A2 overload don't add anything to the main level but I still think they're good
I don't think it's a problem at all to have an extra "level" attached, especially on a D tier.
A2 overload is in line with A2s pacing
They're good because they're fast imo
While B1 ext doesn't add anything to the map and it's a drag
and on D1 it does have consequences for the main objective.
Problem is my personal preference is a short difficult level
Extra route they spawn from and infection fog.
Ehhhh
Doesn't feel as bad failing 10 times in the same spot 
Dark souls but if you die you restart the game
Also, aren't some of the main objectives built to be short but hard?
I think that's also the point of having very hard sections that kick off longer levels, so that you're repeating the hardest parts most often.
It's something they learned from r2e1 yeah
except D1 ext
Right, not all of the levels are like that, I'm just saying that this is the idea for levels that work that way (R3D1, R4E1, R5B3, etc.)
Separate the 2 sections into 2 levels 
I think they're starting to have a really good grasp on what layer should be to a level.
Still a few adjusting to be done but overall I really like the direction they're going with.
And they added High only level, which is also great
I wouldn't say that as a pattern when it's been a thing for 2 rundowns only
Do extensions count as extra rundowns 🤔
I mean, almost everything that gets added to this game is pretty poorly implemented on the rundown it's added.
Probably not? They can't deviate too much from the base rundown
Respawn was a mess for only 2 weeks and they patched it
Saying it like it's completely fine now
I think it is yes
Respawn is no longer a mess because less levels feature it
R1 was incredibly unbalanced throughout, infection felt pretty overused and unfair in R2, layers felt really lame a lot of the time in R4, etc.
That was the bandaid fix they used for the extension
And no one plays base levels anyway 🤡
It's just as unfinished as before, just made rarer
I think it's great. It allows them to design some new level we couldn't have before (like C1).
If only they talked about the shit they're planning to implement amirite
They like to put errors in harder levels to make them harder
Errors don't work with respawn rooms
At least not at the moment
I want to hear more about the unbalanced part
We don't have a level with both so it's okay ? Or am I missing somthing
Destroy head and crouch walk kite them ?
Idk, I think their implementation of C1 after the changes is a lot closer to their vision of how respawn rooms can be used, although I do think the enemy density in the hub rooms is way too much.
I don't think it's 100% respawn room, but I could be wrong here
I mean yeah that's an option but it's a discussion like kiting n shit
Wanna hear about things other than that
In my experience it's been 100%
That or I'm just blind to the small decrease in respawn
Up to 15 seconds, instantly at the lowest
Don't idle rooms, that's bad of you
You better be punished for taking a second to grab an ammo pack
I get the idea behind the rooms, they just seem very rough in implementation
C1 might be level you don't like, I can clearly understand that, but it doesn't change the fact only respawn make this kind of level possible
I think C1 Hub room are too punishing now, it was better with Hybrids instead of giants
Right now, you can have Big Guys or Chicken, and rng can really make your run easy or really hard
But it already is a level pasted twice 
🤡
do making the level easier to access with tier better?
What?
let's me explain
???????????????
my wording kinda
Bye bye rayalot
so like
Get owned
if you beat all A tier high only, you can play B high only and so on except D or E level
I mean looking in retrospect you can find any number of problems since you're comparing it to the shit we have now
But with what they had then
It looked very well made
It's difficult to compare rundowns because of how perspective and design change
Especially with context
Gee, how dare I have played the game since R1.
Wat
???
Some mod fucking deleted that.
Oh your message delete lol
What on earth
Does that mean you need to do A Extreme to unlock B extreme ?
Fine, I'll repost.
What part of that broke the rules 
D1 was basically C3, C2 was roughly the same difficulty.
C1 was very easy to trivialize w/ the right set up of shotgun sentry and didn't ramp much, it was just 8 codes of the same thing over and over.
Would work if there was some element of scale or progression in terms of both layers and tiers
But often it's hit or miss
B1 was roughly the same difficulty as A1.
R2 considerably increased the difficulty from R1, and it's not surprising at all considering how easy R1 was.
Could be interesting.
I proposed getting rid of the layer requirement in order to access deeper level, but I could see how people having just done B High and unlocking D tier will be confused at the difficulty spikes and complain about it.
So I like your proposition
God forbid people are able to post organized text blocks so messages don't flood and ruin the context of what people are trying to say
i mean, you can make it so D or E level need more requirement
I can literally post a screenshot of the absurd number of completions I have from back in R1.
I can also answer almost any question you would have about it.
R1 was not a thing stop breaking the multiverse
I know a huge amount about every level from back then.
Case of R5 extension, if you need all A & B & C to unlock D, with extension release, you could do only A & B (cause 2 new levels) and unlock D.
But that's a specific case
What you say sounds more like if we got r1 now
I'm not sure what's the right way to talk about it
Sure, at the time it was definitely not that bad.
R1A1 static cfoam grenade 
I'd say D1 was the biggest weakness at the time.
Someone stands on the other side of the map and the ai breaks
Flashbacks of collecting 4+ c-foam grenades for the class IV set-up.
Ehhhhhhh, D1 wasn't that unique imo.
In context the middle was about in line of what the rundown had a lot of
By the end of the Rundown I had a strat to skip all but two side zones and still have 60-80% sentries with a fuckton of mines.
Exploration and that one damn tile they used 39 times in d1
We're talking resources? How about no sidezones duo 
Dayum.
That's what was unique for me, the side zones were mostly optional
This was also when I met Neetralius, who would carry D1, even very early on, by running around the map for every alarm.
You could play d1 straight through or you could take that time to explore and resource manage
I meant start had the very close alarm with 0 doors and no resources but your initial shit, and a high scan level in comparison
The end was a new objective, new environmental hazard and a new enemy all in one
Hard to top that if you ask me
It was definitely different yeah
It definitely wasn't a bad level at the time, it just wasn't very difficult for a D tier.
I personally prefer what they're doing now, which is have the hardest level combine elements introduced earlier in the rundown
Chargers didn't tongue 😢
They did, tho?
They did
Weren't so fkn long iirc tho
That mightve been it then
I specifically remember avoiding shotgun on that level because I couldn't get close enough before getting tongued.
Ended up maining MG on C2.
Auto dmr best gun
They do feel a lot worse nowadays, not sure whether it's actually changed or if it's just that enemies move faster in general now.
Not even sure if they benefited from the speed boost.
Oh, that too, didn't even think of that.
I am fairly certain they didn't have tongues this damn long
In fact tongues worked differently overall in r1
They did a lot of turning n shit and felt slower
Look at some footage
What is propulsion referring to
Collision moving them forward faster.
I know some people liked it, but I couldn't stand it.
There werent that many options
I preferred running MG so that I could solo defend at a choke.
we're just spoiled now
Plus lack of enemy variety meant weapons didn't really need to be that impactful
Getting chargers running through the trench and onto the platform wiped so many teams.
pistol, ar, smg, dmr
cs, shotty, mg, rev, sniper
not sure if i'm forgetting something
2 sack enemies (hate sack enemies) and a ton of variants you mean 
oh right also hybrids
Feels like such a small roster nowadays.
unless i'm forgetting something it doesn't feel too expanded to me
It features more variants more frequently
Chargers are more common
Bigs are more common
I think it's more-so that their existing archetypes feature more variants, and also those archetypes are used far more often.
There isn't too much variety but it is more common
Idk that bigs are more common?
i don't count that as a good thing myself
Although maybe they're just easier to deal with.
It means you have to balance weapons around enemy variant frequency
A main weapon one shotting strikers when strikers are the only thing you ever see is a bit much
But when there are other enemy variants in the mix, the niche feels more like a niche
i'm not good enough at words or brain to argue here but i definitely feel like something more important was lost in the process
more like "do we take 2 or more hel rifles"
Metas are metas
Tbqh, having too many HEL weapons can be a detriment.
Especially on expeditions where chargers exist but aren't the most frequent threat.
You lose cc of smalls and ttk of bigs and bosses
I kind of felt the same way back in the day, but not really anymore? I don't know if the exclusivity of certain content really benefited the game that much, I loved the rarity of scouts back in R1 but I don't think the game would have been better off continuing to do that.
It's much better to frequent enemy variants
yeah but levels are pasted, objectives are pasted, mechanics are pasted, alarms are pasted way too goddamn much, the way enemies were handled in R1 made them feel like they had purpose/intention, something special in all this pasting
Also, chargers are still one of the most interesting enemies in-game, I do think it's better that we have to deal with them regularly rather than them being relegated to 1 expedition in a rundown.
and then all that went away
the fact that it felt like it was there and then not anymore felt like a design change and therefore something lost
You could argue, I suppose, that they could still use these enemy variants a lot while still being very intentional.
I just want them to properly use environment tells
Different environments should have different enemies imho
Wait nevermind I suppose they still do
I would argue, though, that they do still have very intentional usage of them.
in different ways
Ehh
imagine a universe where gtfo didn't use the rundown concept and generated levels
They still have bosses in their usual mandated spots
Like, R4C3 felt very intentional with where they had chargers and where they had shadows, I would argue.
or one where 10cc actually expanded when they should have 
It's just that normal birthers are more of scout variants now
There was theme to different zones.
They have charger ceiling for chargers and birther tumors for birthers and children
I don't really recall any other environment tells
I don't know if that's the issue, though?
I guess dark zones for shadows?
pairing shit decreases how often you can use it
It helps with visual communication
and makes suggestions like "hey what if we had this but with that instead" very common 
Like, R2E1 felt pretty intentional in its use of shadow titans in that they were only ever found in the loot rooms of that map.
Didn't you need a cell from the zones?
just like layers are optional

feel like the depth of intention has really gone shallow
but maybe i'm reading into it too much
I do think it's shallower, but I don't think it's that shallow.
it's just the things that come with the rundown concept and generated levels
biggest influence on other decisions
but those often cheapen everything
Think of kds deep, right? To prevent players from using the first cell to skip all of kds deep, there's intentionally fog that caps your health so you're persuaded to use the first cell for the disinfection zone
Unless you're talking about a different kind of intention
It's more aesthetic intention.
I see
So, like, certain enemies are used in certain ways, specific levels have limits on what they show you, etc.
For example, R5E1, despite being very good imo, doesn't really maintain any themes enemy-wise.
You eventually face everything.
Both the mother room and the tank room are individually distinct and in line of what they did for r5d1
Sure, but you have a kind of "1 of everything" in this level.
Which falls in line with what an e level should be
I think the tank could've been placed better in E1 imo
That sort of collage of everything you experienced in the rundown
It feels fine gameplay-wise, but it's a different aesthetic compared to older rundowns.
I mean, by the time you got to R5E1 you've probably seen every enemy the game has?
But to be fair, sacrificing aesthetic for gameplay isn't the worst thing to do
So there's no alternative to have a bit of everything in there?
It's most often side-objectives that are in-themselves not very interesting. I would argue that, more-often-than-not, there is still a lot of regulation going on with how a level is structured.
it's more in the way that
R4e1 extreme was a very good optional
if you know this level will be gone forever in a few months
it impacts to what extent you want to go there
and if we're gonna have new levels constantly, an idea that's unique once will be repeated, guaranteed
and level generation generalizes levels
That usually what new environments or new tile sets of existing environments does
Or are for
as for this idea that E1 is the culmination of everything in that rundown, like some sort of requiem or ultimate for it
i understand it, but i don't agree with it
I would agree that, rn, there are not nearly enough unique tile clusters for each environment, and they invest a bit too much into the unique hand-placed rooms.
I also agree that you'll tend to only see those repeated tile sets more with additional layered difficulties
Everyone probably prefers variety to just rearranging the same stuff
computer-made levels have strict rules placed on them
human-made ones do too but not nearly as limiting
I do think there needs to be an inbetween there, since level ideas and design are muddied or tamed through computer generated tiles
But this hasn't been an issue with new rundowns, it's been a thing since gtfo began
we're far from just comparing old to new now 
Computer generated tiles sacrifice intention for the ability to easily make and create levels
Which the rundown system promotes, levels that are practically disposable
maybe it'd be easier to talk about it if we talked about something much easier to digest, e.g. generated weapon stats
easy to define rules and understand
and to see that they'll all just blend together at some point
if unregulated there'd be horrible extremes too but our levels aren't completely rng
Weapon balance and level design go hand in hand but they're completely two different topics
rundown concept deletes unique levels in the way that players who missed it will complain if they missed it
as a topic of human vs computer
I see
not anything else
The rundown design doesn't really promote originality in that regard then?
If it's something they missed and it's something that's reused, it has no effect on the person who originally missed it
i do think i remember a lot of players complaining in R3 that they didn't get to play R2E1 since it was unique then
also the whole achievements discussion took place around that time 
not too related but similar in the way that they can't place achievements for completing R1 n shit
maybe it'll give a better idea if i say it something like this:
players who were there then would want something special from it, but for players who weren't it's obviously unfair
a unique level is special
In that sort of context, if every level is entirely unique, then there's more lost when that rundown inevitably dissappears
They sort of try and bridge that gap with remasters of old levels
simply with the rundown design we can't have unique levels
No you can, but not every level can be unique
All the e levels we've had are inherently unique
not looking at the same scale here probably
They offer similar but different experiences
looking at all 5 rundowns i couldn't name a single level that really stands out for me
discarding subjective experiences
R1D1 and R2C2 

It's been here all along
It's a hard thing to argue, since things standing out within a level is entirely subjective
well it's clearly not a black&white thing but i look at these things with a sort of score system
There can't really be an objective score system
Is there a way to practice terminal commands? >~<
for a few commands there is no substitute for practical experience.
for the basic ones, just drop in solo to mess around
i mean you can just do list u e_zone # and list all resources and objective items
get used to using tab key to complete long strings, and the up key to bring back previous commands
if you cant figure it out after reading this page closely, leave it to someone else.
https://gtfo.fandom.com/wiki/Terminal
Lol
Hey all, quick question about C1, can you do the terminal in the back of the map first before doing the one in either 112 or 113 without setting off the permanent alarm?
Yes. It only goes off after the 2nd terminal. Oh god my english is so bad right now.
awesome thanks! We've been stuck on C1 for a while so hopefully doing the 1st terminal 2nd will be easier.
Appreciate it 🙂
Mhm, good luck. Just know that if you do Extreme that you do 112/113 then 116/117.
Ohh no we hate C1, doing the bare minimum and moving on lol
but thanks for the warning
who doesnt hate C1?
I don't. I think it's nice q__q
Truth! lol love hte game but this map ohh god
C3 extreme? Seems kind of impossible to mash each wave on the way to extraction
I don't think C3 is too bad on extract. Hybrid in each spawn is the worst of it, yeah?
He’s talking about extreme which turns into shadows error
yea but no hybrids in the C3 extreme one
It does. It is just RNG
guess i was lucky
Yeah I get like one every wave, and every time the wave dies I get another one
Like its basically impossible
can you turn the alarm off after getting hsu in extreme a3?
no
Is there any way you can do extreme after main on a3?
nope
Seem to always get some pretty bad luck with B1, all of the big sleepers seem to be in the first room or the next room. my group has gotten pretty flawless at the rest of the mission though, its just those occasional hiccups hammering scouts. Is there any good tips for getting that hsu? i know i ask this alot but fuck dude, keep running into more and more barriers xD.
learn the terminal spawns
i forget the zone numbers, but the one with a large ramp has the terminal behind the large door all the way at the top of the ladder
whereas the other one has the terminal through an open passageway at the far back left of the first room
a good sniper can also help you clear out room far more quickly
eh its just those big guys that spawn in there too, there was 5 in the literally the first room on our last run, by the time we finished them, the chargers showed up.
guess we will just need to get lucky with the big guys spawning in the first or 2nd room
the time between big charger waves is short, fighting them is unavoidable
but as long as you don't spare ammo the clearing is fast no matter what spawns you get
Can close and mine a door if you think it's necessary
not so much the chargers is the trouble for my group, its just the big guys that are already inside, almost all b1 videos ive watched, the big guys are abit more sprinkled out.
but, keep tryin, keep blasting them, hope for the best
also quick question, you can kill scouts with fully charged hammer shot to the head even without its tendrils extended right?
full charge hammer to the head
any condition
except if you have a booster that decrease you melee damage more than 50%
Does that mean you could 3/4ths charge and kill a scout?
if all 4 players can sync up their hammer and hammer the scout at the same time, the scout will die
but that's near impossible with ping
you also have to stagger scout to make it easier to synchronize
im new so does anyone have advice
don't die and stealth. Only use gun when sleepers scream and alert the room.
ok
thanks
You are the first newcomer who can read texts and doesn't ask where to find a group 
well we know that's not true
Hey I was a newcomer and knew lfg right away
when do doorframes get fixed so they cant eat shots yet be immune to block enemy attacks?
isn't doorframes suppose to block shot?
They work like a shield for sleepers rn
Either it goes both ways or neither, not screw over us only
if it was atleast both ways we wouldnt complain
but enemys can just kill us through doorframe while we cant shoot them cause doorframe blocking be big gey
that's false tho
i can do the same thing and doesn't take damage

it worked both way
doesn't just screw over us only
i can "cheese" the tank with it
You can shoot through the door frame
it blocks line of sight and projectiles
^
last run wiped cause of shooters shooting through doorframes....
Shoot them back
hel rifle can penetrate enemies but not doorframe
hitbox for it needs to be done properly and tongues shouldn't go through it anymore
those are the only problems
The most vivid memory i have of those myself is rounding a corner to find a big striker covered by that door, behind me is death, in front was death also cuz i couldn't shoot him
If you don't close the door you can't have it broken
true
never seen enemy attacks be blocked by them
You can shoot through the cracks on the door frame, the enemies can shoot through the cracks on the door frame
Strikers used to be able to tongue through them
Doesn't make logic sense to me when something without collisions blocks bullets
It's unnatural
yeah atleast make them have a collision for players
so you want it to be solid
either be solid or not block shots
Oh, broken door frames
Is it that inconvenient to just move to where you can shoot them?
When uplink terminal is 3 meters from the door 
You cant move in the scan?
not enough sometimes
if scan is placed so that you cant hit past the door.....
and "where i can shoot them" isn't "where i should be able to shoot them"
hitbox is larger than the actual remaining door pieces
Gtfo quirky
gtfo will release by the end of this year
well, they can polish their hitboxes
simon wiklund moment
yeah when rundown 20 hits
they did polish mother hitbox in R3 or R4
but they need to do more polish
They did?
ye
bruh
Either way workarounds don't change the fact that it's fucked up
They just change the priority
remind me when did bug hunters find doorframe bugs????
They didn't do a very good job
it's not really a bug
since it worked as intended
Sack enemies 

At least when they changed the tanks hitbox it was more consistent
so its intended to be an asshole?
Ah yes, doors are intended as an invincible barricade for enemies now?
asshole doorframe
which is exactly what you are saying
to both enemy and player? Yes
if they were to both
in my experience, yes
big strikers can hit you through them
that just melee
hybrids can pelet you throuhgh them
yup and u cant shoot rhough it
Big strikers can hit you through anything
tongue can pass through
mitsu is right
so cause you dont get that its not possible?
it mean i can use it
for my advantage
like people dodge into a box to dodge tongue
how do we call that again? oh right bug abuse
Captain advantage

so you're saying
you should stand still and let them tongue you?
what you say it works for you differently then for others