#gtfo-related-questions
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I don't think the damage or stagger from machine pistol is high enough to kill a scout solo
idk if you can shoot 35 bullets in 0.5 secs
Most primary weapon scout kills you have to aim occiput
the current weapons that I know of that can kill a scout are sniper, hel rifel, hel gun, shotgun, revolver, hammer, mine deploter, sniper sentry, dmr, and then probably a few more
all weapons can kill scout.
Except dmr which is an occiput and a back
just not fast enough
all the weapons that can kill a scout before it screams
Machine gun can solo kill a scout to the occiput if you're semi-close
Machine gun ๐
I miss the burst cannon
jk machine gun bad ew
Burst sentry can as well if you're standing multiple rooms away unless they've changed that
Sawed off can kill a scout and even a charger scout to the back
at that point just use the normal shotgun
sawed off is 2 hits
R2 was before precision mults n shit
according to damage spreadsheet R2 MP had 2.4ff
Pretty sure most primaries can kill to the occiput including AR and pistol
84/(2.4x2x3)
But I don't think the mp can solo a scout
I've never tried solo mp on a scout at melee range
Because the damage dropoff on the gun is pretty severe
Maybe someone can test it and send a video
Vaguely, I think.
I don't believe MP was done?
and some of them were inconsistent.
i think it was done
and AP in R4 as well
inconsistent sure but all of them are possible
i have killed several scouts with DMR. its a pain in the ass though.
Dmr is one of the easiest and most consistent primaries to kill scouts with
It's literally one occiput shot and one back shot
You don't even have to hit both occiput shots
Which means you can just aim the first occiput shot and spam the second back shot
Whereas most other primaries you have to do entirely occiput shots
Which is harder to do compensating for recoil
And also the fact the scout stands up straight after it takes damage
So sometimes you can get shots registered as back shots
shoot it while it's standing up it can't Stand up if he's already standing up
And dmr can be consistently done outside of tentacle range because of it's forgiving damage drop off
False, scouts are not completely straightened when they spread tentacles
Sometimes their head will be tilted forwards
And this makes a big difference if you're trying to land occiput shots with an automatic weapon
Does it decrease damage?
the dude you shot wakes up from the shot before taking damage
and turns around when doing so
damage calculation uses new directions
Might not matter for scouts
100% matters
confirmed on charger scouts multiple times in a row
and also happened on a regular scout with revolver
I've had that happen for charger scouts when the host doesn't shoot the scouts
^^
They don't normally turn when they wake?
Pretty sure they just scream.
they try to face a player generally
I've never experienced that for regular scouts though, even with ~250ms
well go test it
all scouts do it
you don't notice it much for a regular scout because you don't rely on full back multi most the time
From my experience dmr killing scouts is pretty consistent, I'd probably say around 95% reproducible
They'd have to have already been turning p sure, never had issues w/ our sniper in our static being client either.
post clips i wanna see
I've never had it :) but I believe my man
can confirm as a laggy australian ๐คก with revolver most of the time
not that i dont believe you.
on every failed clip you'll see that they turned around before the hit registers (body gets destroyed)
Also, if you don't have perfect multiplier charger scouts will not die.
i know man
i tested as host
and my success rate is fucking double
i understand how the multi works
but it's not reliable for clients
Yeah I know the range is like within 112 degrees but I've literally been directly behind a charger scout shooting it and it still woke
^^which NEVER happens as host
everytime i failed as host i looked back at it and i could understand why
because i did indeed not have the right angle
totally not because i had a latency of 300 seconds.
Neither turned for me.
I would like to have a look at the regular scout turning though
Just checked on B1.
are you killing them
On client connection?
because if you just one shot kill them as host it's not gonna happen lol
with gunshot?
via gunfire
No?
i can't post more clips cuz of the cooldown
but you can already see that it fucks up
because those shots are pretty perfect back
Probably a thing where you latency makes it so it reads the shot form a different angle if your too fast
they literally turn
it doesn't happen on kills
the body destruction is when hit actually registers
Wdym you literally only fire one shot
any turning they did before that frame will count towards the damage calc
I know you only fire one shot I said shot not shots
You do see him moving from a different angle in every clip right
Except first I guess
3rd clip you don't destroy the boby part, it's invuln when you shot.
nah he shot first
ok but you can still see the fact that it turns
2nd clip it looks like he's already started walking around when you shot.
watch frame by frame lol
It does, but that's probably because he staggered.
Latency, bro
The stagger is causing a turn from the first shot.
So the turn doesn't happen because of the shot
but because of the hit.
ok i'll post a scout turn without hitting it
idk why that shit doesn't happen to you lol
cuz i've always had it
Literally doesn't turn in the clip.
kek
ok buddy
it turns more when you're more behind because it tries to face you
i'll try to get you a worse one
ive seen it turn a good few times
i have a very clear 180 but idk if its on this pc
Have you ever seen a scout turn before screaming though, i think it goes straight to scream without delay
Maybe the original orientation was fucked up to start with instead of turning after the shot
when playing it seems that it turns as soon as you hit it, before the scream
All of your clips appear to be someone else hitting first, scout moving normally but appearing still on your screen, or mistaking an animation for a turn.
i've never seen in-game a scout turn, rIght after waking up.
1st clip is the only odd one, and I'm 90% sure it's just orientation BS.
Can be stagger shenanigans, but it'd have to be after the damage is already registered if the code is the least bit sane
if it was stagger the scream would be delayed wouldnt it
and it didnt look like a stagger, just a straight up 180 then scream
Scouts like to cut the stagger animation after like 0.2s
well there was no stagger at all
But Wesley has latency
true
they probably wouldn't see the animation.
Impossible not to have stagger
but for my clip at least
That much damage is guaranteed to stagger
scouts don't insta scream on a gunshot
even as host
you can grab some weapons
miss first shot and kill with second
there's time between shot alert and actual kill
They don't turn, though, unless it's a part of charger scout AI specifically.
that time is more messed up if you're client
they do turn
because they try to attack you
they face a player
Can't say anything there, would need to look for myself
turn is pretty minimal as host
because they're just 2 separate events
as host they won't be very messed up
they'll follow up on each other pretty quickly
Implying they switch to attack before with a delay switching to scream
don't shoot scouts ez
you can also tell it's 2 events because that's why you can do silent shots
you can get the alert to go off after swapping to melee/tool
and it wont alert because those don't make sound
while kill still goes through
with very shitty connection you can also wake rooms by shooting a dude
but the shot itself wont do damage
because that specific event fucked up
the game will just straight up deny damage on shots that are clearly hits
while you still wake everything
and lose ammo
game broke again ๐
all i have to do is play on wifi for that to happen consistently lol
Can't break if it was never fine
I can understand that the fact of the player shooting and the actual damage dealt are sent separately over the network
But I can't understand why there'd be a significant enough delay before screaming to let them turn
any chance they actually had it instant but it caused shots on client to hit an instantly invincible scout, and their patch was a stupid delay that causes this 
from literally testing this as host on more than 20 charger scouts
the back multi isn't that unforgiving
all clips posted should and would have been a kill as host
No limb destruction in that case.
Unless limb destruction is handled on client for some reason.
I can't get charger scouts to turn either, though.
well give it a try as client lol
read again
That'd be a pain to set up.
Although I can do it w/ normal scouts
@distant ice Host
and this shit happens to every enemy as far as im aware
wat
no i'm busy
Fuck
But other enemies are actually supposed to turn.
If the host sees the wake-up first, and they don't turn for host, they just shouldn't turn.
yes but again, as client you'll get some of your back multi screwed while shooting a sleeping enemy
Right, but they actually turn for host.
For host, scouts just don't turn.
Unless they do an invisible turn that only shows up in response to stagger.
or it's so minimal that you can talk it off to animations
What happend over here
unstoppable force vs immovable object
Said no gamer ever
cant relate
factually superior
Good kitten
what kind of moderater bullshit did I just walk in on
Which zones had alarms with chargers (and normals), and which of them are only chargers. (including past rundowns)
Only looking for class II, class III clas IV
-Almost every alarm in R4D2's main objective was a mix.
-Almost every alarm in R5D1's main objective is a mix.
-In R1C2, the doors to z94, z99, and z100 were charger only alarms.
-in R3C1, the error alarms for z17 and z20 were charger only (same for extract).
Thanks so much
R4C3 had a few charger alarms did it not?
I know for sure the first few scans did, to the side zones with the keys
I think I should be fine tho, thanks for the info bc I never played R1-3
Don't remember, I know the overload error was chargers and I believe there was a mix for the alarm to get the turbine.
anyways tyty
Any time.
have we had 2 sets of zone 69? I remember laughing at finding zone 69 before R5 and I still laughed at finding it in D1
R2B2 had zone 69
I'm tempted to solo A1 with Extreme, possibly. What's the best setup to go for?
that dosent make sense logistically
how would you distinguish each set of zone 69?
if you worked there?
like hey take this crate to zone 69, "which one"
i think they will re-use zone numbers as to not limit themselves too much while also not making terminal stuff too messy
they'll probably just go out of their way to not have the same ones within the same rundown
and we havent had 500 zones in the entirety of the game
they be skippin numbers on us
they put optionals on way different zones probably as to clearly mark that they'll be part of something else
so they're constantly taking up zones with random intervals inbetween
thats fair but ya dont need to skip a good 50 numbers
it'll just be harder and harder to pick zone numbers that aren't repeating yet still make sense in the current expedition layout
those are usually very specific zones
and some of that could be blamed on just not having ways to do certain things without them having their own zone
currently anyway
i also don't know about being below 500 zones total
since the optionals they're easily getting over 100 zones in a rundown
R5 E1 goes from 528 to 540
545*
You're probably right, I can only remember the first zone being 528
The only zone I remember being above 700 was R4D2 overload
That was like 782 or smth
OMG, they killed Kenny!!!! ... sorry
Wasn't that 269?
Probably by a quadrant, sublevel, etc., zones are most likely a local identifier (similar to how areas are local to zones).
R2B1 and R2B4 had zones over 700
z710 is also used in a layer somewhere, but idk where.
Oh, must have been R4D2 Overload if you mentioned it.
whats the difference between mother and big mother?
the size.
anything else?
how? like more babies?
More hp, More babies
doesn't it take 9 sniper shots?
Yes which means More hp.
it is indeed 8
so one more tumor
the more you know
sniper just does enough damage to still one shot the higher hp sacks
^^
basically big mom is the same, except each tumor has more hp
still 8 tumors, and since there's no overflow damage the sniper is equally effective on each variant of mom
maybe more babies i'm not certain about that
i can confirm the more babies
it's 40 vs the typical 20
me and boys kiting babies on 3 fps
that do be the easy way
I've 2 questions in mind:
Do Scouts react to light?
And how many foam bubbles can fit on a single door? Because I gave it a lot before realizing that like most of them have vanished
yes
9 to seal it
Ah yeah, I know about the sealing, but I mean about putting on extras
Like, making it more sealed
So only use 9, then?
yeh
Ah, I see, thank you very much
Has anyone completed A3 with only 2 people? We're currently trying that, but are having a hell of a time completing it
yes
Oh sweet, that's good to know
Would it be possible to ask for some tips on how to beat it? We keep getting stuck at one part, and have been resorted to gambling our resources every time now
What's the "one part" you're stuck at?
There's really not many tips we can give out since it's a pretty straightforward expedition
It is the V Alarm. We both run C-Foam, and there's 2 doors that we have to foam because it's random which one gets barraged down.
So now we thought to gamble and only foam one, and have someone keep foaming it during the scans, but it's a 50/50
Because if the non-foamed is targeted, we're kinda screwed
Have you tried funneling them through one door?
If it's the same class V we're talking about, opening the far left big door should help out tremendously
especially it being a diminished alarm
There's technically 3 doors leading to the alarm room
1 on the most left is followed by another door, so it's never targeted as it is technically 2 doors away
Then there is the door next to it, which can be targeted, and the far right door
Do you mean to intentionally open the middle door?
Where does the class V lead to? iirc there's only one leading to the high objective, right?
or am i missing one
We always take the High objective instead of the Extreme one
He means the big right door
when you're facing the bulkhead door, just go straight left
open that big door
there's a small one in the middle
and one to your right, which leads to a smaller door
Placing down 2 sniper sentries will also make sure that you won't have to deal with the wave up until the second (maybe third?) scan sequence
Wait, so... if I'm facing the bulkhead, then I'm faced with...
Big door on left that leads to alarm door
Small door in the middle that leads to alarm door, which is reached by going down some stairs, and another big door, which when opened, it leads to another small room with another small door, which leads to the alarm door
yes, open the left
Ooooooooooh, and put sentries?
Oooooh, I get it

Man, it's weird to think that intentionally opening a door would be to our benefit
Any tips where to put the sentries or is it fully up to us?
a.i dumb
I'd also almost never foam doors without having mines
Anythings fine as long as the sentries have a line of sight on them
Got it 
just don't put it too close to the door, otherwise it won't have time to react / shoot
and this
Is the logic that you don't want them to bunch up into a huge unit without them getting to be destroyed?
Making it harder to kill them yourself?
They max cap, so they won't stack up
No no, I mean like
Instead of getting like an enemy every 2 seconds running up, you'd have like 15 on your face all at once
yes
Aaaaaaaah
pretty much, easier to deal with 20 enemies trickling through a door than to have all 20 come at once
Okay! I'll take notes of all of this and hope we pull through
Thank you very much!

Goodluck
Thank you
is there a place to report cheaters / hackers?
You can report them by messaging @uneven gulch with the details
thanks!
what equipment is best for solo games?
Weapons you can wave clear with solo, and tool depends.
Bio can help you kite and make decisions, but is otherwise probably the least useful tool.
C-foam lets you stall for alarms and such.
Mines can wave clear at doors.
Sniper sentry can thin out trickles.
Usually it's either Mine dep or sniper sentrie. As for weapons, my rule of thumb: If there are a lot of giants then Sniper or Hel Gun, if not then it's up to you
is there a way to unstuck?
nope.
/gamemode 1
lmao
Can the Hel Rifle one shot a scout or is that only sniper?
You can headshot for sure, backshot for charger scouts
Thank you
Also thank you
hel gun and revolver can one shot a scout to the back of the head as well
Key can spawn 17A in A2 correct?
like has any1 physically seen it with their own eyes
Dont think I've ever had it outside of H and I
can spawn everywhere
i did i can confirm for u ๐
how do I evoke the feeling of "hardcore"
play the game as intended
how many levels are in gtfo
For information on what the Rundowns are and how they work, take a look at this video: https://www.youtube.com/watch?v=qHZwiPVOVvA
Buy GTFO at https://store.steampowered.com/app/493520/GTFO/
GTFO is a terrifying 4 player co-op game for hardcore FPS players, brought to you by the game designer behind the PAYDAY franchise. Players get to play as a team of scavengers, forced to explore and extract valuable artefacts from a vast underground complex that has been overrun by hor...
what is the intended way of playing gtfo 
Hardcore kiting and searching for cheese spots @_@
watch the dev streams to find out
So did the dev's change the Techman Arbalist V machine gun when it comes to its mag size? I noticed that it doesn't have the drum mag anymore. Was that change made to help distinguish between the 2 machine guns or did it change something about the gun fundamentally? Right now it has 40 rounds in its mag.
yeah
R2 had 50 rounds and R1 has 40 rounds now
is that new?
I thought R1 had less than 40 rounds before
I looked up an old video and I was right
R1 used to have 25 rounds in its mag
now they buff it to 40.
they also changed the R1 cosmetically by giving it a normal mag instead of a drum.
They gave it a bigger mag and reduced its damage.
so is the mag change indicative of the new ammo count change? or did they just do it to make it more easily recognizable apart from R2?
No idea, I doubt it's very important.
it's a hint that future rundown will have frankenstein style of weapon customization

you can see that the mag is change
that's mean you can change magazine in the future
but if this mag has 40 rounds in it, how is it better than the drum mag, which had 25 rounds?
they would need to switch it around if they were going to make this type of customization.
Because I would like to believe that a drum mag can hold more rounds than just a normal stick mag.
did the damage get reduced tho
or did it just get a low precision multiplier
also no head bug
how many machine pistol bullets does it take to kill a mother?
At least 7
thanks, going to try it in pub games now
||7.82 FF vs. 10 FF||
Actually not that bad of a nerf.
i don't remember it being 1 hs 1 bs in R1
You don't remember having a huge argument w/ Neeko over whether or not it was 1 hs 1 bs exactly to kill enemies?
pretty sure that was over MG oneshotting enemies 

I never touched R1 MG but R5 MG feels nice for group killing tbh, use it alot for stabilizinf on runs if we get mobbed
It's very good, just not as good as it once was.
thats the story of most good weps
R1 MG was the weapon that the average Joe hated, but good players recognized it for its true power.
hating on MG ๐
somehow i remember everyone using mg in r1
In PuGs at least, almost nobody liked the weapon.
current stats are ass to me with the powercreep
it's just the only auto special around
(no cs doesn't count)
I like its range over CS a lot.
will we ever see a proper auto special without charge-up 
I dont want Auto special.... just give me my Burst Cannon back 
I will take auto special over burst cannon any day
I loved the burst cannon, it was the perfect fit for me
now I run hel rifle
can't wait for it to come back
also shouldn't R5 MG be even better the R1 MG because it now has 40 rounds instead of 25?
its the same gun but with more bang for your buck
Less bang for your buck
3-shot vs. 2-shot and worse ammo economy I believe.
Although I think ammo economy was buffed to be the same as before.
at least you wouldn't have to reload as often right?
but that recoil doesn't really allow you to fully auto that gun so....
13.3 kills now vs. 12.5 kills then.
and burst firing isn't really that great because of that charge up
The main benefit is you have more damage in a magazine.
yeah I suppose your right.
It's definitely good very, but R1 MG was arguably better if you were more more accurate.
yeah
honestly do you prefer R5 MG now over R2?
I feel like R2 was better when it came to ease
but less damage
actually R5 now has long range while R2 has medium range
I hated R2 MG
A lot of people liked it, but that weapon just felt unusable to me, especially at the prime of pump shotgun.
I like R5 MG a lot more, especially since R4 MG is apparently gutted compared to R2 MG.
R5 MG is also worse compared to R1 
I mean, we mostly fought striker back then
Now we have like 28 million variants coming at us
There previous versions were not going to be as strong as they were back then
If they where applied today
Charger spam fest giant everywhere
Execpt the shotgun imo they where pretty fucking busted lol
out of common enemies
well actually strikers
striker, big striker, charger, shadow were all present
i just can't english out your point at all
the r5 mg arguably performs at almost the same level as r1 mg
but the enemies and other weapons kept getting stronger over rundowns
mg needed a buff to stay on par which i wouldn't say it got
R1 mg in R1 was way more powerful than R5 mg in R5 so to say
and its current stats also just turned it into another R2 mg
it used to be low RoF high damage (R1) vs high RoF (R2)
tbf i agree with you, the other day when someone asked what the worst loadout is i said hsmg and mg 
can you stun a scout with your push so it doesnt alarm anything
if it's already alerted yes
There more commom now, dont know where you cannot english ig
.
There effectiveness its lower due to how common most variants are nowdays
We can talk all number all you want but in overall gameplay there not as strong as they use to be
Im gonna pull my shirt
Chargers are present on b levels and below now
Unlike r1 that was i think c? I cannot remember
C2 was the only level with them
So 1 level, r5 has like 4 with thrm i think
B1 B3 B4 C1 are 4 already
If we put r2 machinegun in this rundown o dont believe its gonna be THAT strong
R1 machinenegun will underpeform
You will.msot likely get overwhelmed easily
either way yes chargers are more common but that doesn't go against my point or anything
Its not that they are weaker, its that ppl are used to kill them now
Hey, is it still true that for R5A1 Floodways, if all the extraction point doors are closed, then all the enemies will come through just a single one of them?
And if we open the bulkhead to go get the plant samples, would it be possible to change our minds and extract instead if we want?
I ask because I think there was a patch since release that removed some cocoons, so I'm not sure if the extraction alarm behavior has also changed or not
For the last scan, if all doors are closed, the enemies will always spawn two rooms away and break through the big door. Once they are 1 room away, if all doors are closed, they will always break through the bottom small door in the scan room.
High does not require a bulkhead key, so it is possible to open extreme, and leave to finish high
Cocoons will always spawn in z64, the one with the last scan, so if you do ditch extreme it is pretty likely that the cocoons will repopulate the rooms in z64.
Okay thank you! We hadn't even noticed there was more than one bonus objective, thought it was just the bulkhead key to the 6 plant samples
In rooms with sleepers, are walking hops faster than just walking? It looks like from some Solo videos that the players will sprint hop, but wouldn't sprint immediately alert within 40 meters/the whole room?
well first the sprint aggro range isn't 40 meters, second the time in the air after a jump is counted as walking and won't insta wake up enemies
it's one of the simplest forms of bhop I've ever seen in a game
Requires almost no thinking to pull off
Oh, I thought as soon as you hit sprint and take just a single step, an entire room would light up
I wonder how far it is then, if not 40 meters. I guess maybe 40 meters then would be for gunshots
50m for gunshots which makes no sense to me probably just a game thing
I saw a guide video that said that if a sleeper tries to scream but gets interrupted with shove or hammer, that there is a scream cooldown of 15 seconds during which no other screams are possible, and I wondered if maybe some Solo players use that to their advantage by delaying certain swings to try and trigger that mechanic?
Itโs more of a trigger/agro cool down
Theyโll still scream but just wonโt wake anything else up
Okay thanks!
Sometimes a sleeper down below, through floor grating, will suddenly start pulsing, can they be proximity alerted to hammer bonks on sleepers above them on the grating? And would walking along a solid floor instead of the grating muffle the noise of that movement?
the range where movement sounds alert is 8 meters, the "full room aggro" or whatever is just some sleeper screaming; except that the closest listening sleeper will alert if it's in range of the one you alerted with sound (unless cluster)
clusters may be weird in this situation not sure
you mean the screaming sound will continue?
possible if it's in cluster range but never seen that in practice; solid floor yes, but it's not a "sound muffled" thing, it's LoS check
I guess I should have said still be able to scream
they don't even try to scream until cooldown is up
Thank you for the answers. One key point I've heard is that there is a wake limit for bonks - that if you bonk a proximity alerted sleeper, that no other alerts caused by bonks can occur for about 2 seconds, is that right?
that's a misconception of some sort, dunno where that one came from
if i understand correctly it's just simply a fact that sleepers don't care wtf you do to a sleeper that's already alerted
it's a low chance but they can scream before the 15 second cooldown
whether that alerts others or not idk
never seen it happen
I wanna see if it can alert before the 15 seconds now
Enemies within an 11-12m range can wake up if they are glowing, but only one can wake up this way. If a sleeper woke up because it was within range to wake up glowing or not, then no sleepers can wake up this way.
An indefinite number of sleepers can wake up if they're all within close proximity to one-another (2m-ish).
<@&408548765599793173> known scam website .link
Thank ya, got it!
I saw a video guide though where a sleeper was deliberately bonked to get a proximity waking up from a sleeper next to a giant so that when that woken sleeper was bonked, the giant would stay asleep despite being so close as to almost be touching the one that first woke by proximity
And that this mechanic is what made that possible
Dunno about that, that's just forcing an aggro.
If that sleeper is the closest glowing one, and you force a wake, it will be the one to wake.
The video seemed to show that if the middle sleeper between the giant and the first one was bonked, they would both be proximity woke, but if the first one, who would only wake the middle/second by proximity was bonked, only the second would wake up, and the giant wouldn't wake up at all when the second/middle one was quickly also bonked because of this rule
Right, there's no daisy-chaining.
The sleepers that wake only usually care about the sleeper you kill or wake directly (by movement and such).
The example can be seen here: https://youtu.be/rSttsbjSr4c?&t=788
Just wanted to confirm if it's true, because it seems really useful to learn to become proficient at
As long as you kill whatever the long range aggro was from the first kill and stop moving everything else should still be sleeping
Yes, it is.
Unless the sleepers are literally ontop of each other
^ There seems to be some weird aggro where awake sleepers can wake up stuff right next to them.
I think it's something you should jump into an A1 and practice, it's a lot easier to try it out than try to explain it
Also, you don't have a 100% chance of aggroing if you just kill a sleeper.
If it's a striker, it's better to full charge them and step on them right before you kill them.
which is 100%.
Step on them? Like, bump into them deliberately to wake them up?
It seems like if only one long range aggro can be triggered at a time, it's possible to deliberately flashlight a sleeper to light up to designate that one as the one to wake up. Once they do, if they can be bonked, no others will be alerted for 2 seconds. That would explain how soloists seem to magically know exactly where to turn and hop to time and again to dispatch awoken sleepers
Right, that's what we're talking about.
I'm saying that if you flashlight a specific sleeper and it's the closest one glowing, killing another sleeper does not always wake the one you flashed up.
Even if they are lit up in the enhanced listening range pose, sometimes they just won't wake up, even if they should based on the distances?
It rolls the dice when you kill something.
My 2 friends and I are newbies on the verge of beating Floodways, so these hidden techniques are really interesting to us
But it doesn't roll the dice if you wake it up by movement and such (hence why you would step on it).
And that would also trigger the same 2 second grace window as if they were alerted because of being lit up and in range when the first one is bonked?
The second sleeper will go through its wake-up animations, if that's what you mean.
The first one won't, but since you're killing it it's w/e.
there is no 2 second grace window
There's a small period of time where no further alerts including proximity alerts are possible, if a second sleeper awoken by proximity or lit up long range awoken by a first sleeper bonked is themself killed, is what the video linked above seems to both say and show. Although the exact number of about 2 seconds came from a comment I think
the exact link and timestamp you showed said nothing of the sort
what happened there was "closest awake sleeper can alert" and "sleepers don't care what happens to an alerted sleeper"
Hmm, okay
he first killed a non-alerted sleeper to alert another one (though that happening there is rng as was said), and the alerted sleeper was indeed alerted when he was killed so others didn't react to him
that stealth guide does make some mechanics mistakes though
and some things not mentioned
Is there a place where better or more in-depth mechanics including the ones you're referring to can be found?
and mistakes in his own replies to mechanics questions in comments 
i don't know if anyone has an "everything about stealth" guide, never heard of one
What are the important things not mentioned?
i don't know if i consider any very important
In that case, you mentioned that there were mistakes in the replies? Could you give an example?
"I wanted to know about long range aggro, i wanted to see how many enemies could wake up from that so i flashed about 10 of them, slapped one guy and not a single one woke up while they were still lit up, on multiple tries, is there a specific reason for that?"
reply to this one for example
And you're saying it's because of rng?
So you can walk into a sleeper causing them to alert, then crack them right away, and no others will alert?
No.
wat
Because you didn't kill it first, you stepped on it first.
by doing that you just alerted a normal sleeper, normal rules apply
They don't care about sleepers who are alerted by kills also then being killed, is that right?
Yes, if a sleeper is already awake it doesn't receive the usual aggro rules.
they don't care about alerted sleepers period
unless one screams 
and we really need naming conventions
i take awake as same as listening
So if you walk into a sleeper, that doesn't put them into the same "alert" state, but a different state?
listen
before you walked into him, he was sleeping
if he was already alerted when you walked into him nothing would happen
It does put them into the alert state, not really sure what you're getting at.
If "sleepers don't care about alerted sleepers" and "walking into a sleeper puts them into alert state" as you both say, then wouldn't they not care what happens to one who is walked into?
Because they do care about him alerting.
The reason you alert him that way instead of killing him outright is because killing him has an RNG component if you're attempting controlled aggro while waking him by touching him, moving too much, flashlighting him, etc. does not.
you don't seem to realize the difference between "was sleeping before you did shit" and "was already alerted before you did shit"
Ahuh
or u kill them too close of course
sleeping -> walked into -> alerted
alerted -> walked into -> alerted
see the difference?
Walking on a sleeper will only wake up the one you walked into
Touching a sleeper doesn't make sound Moving/killing/shooting/bonking does
No, that's not true.
we don't need 2 people to explain shit to rn joe
If there's a sleeper glowing in range it will wake and if any sleepers are within 2.5 will wake.
oh didn't know about that ty!
closest awake for the non-cluster part
Right.
and again for naming conventions, we need to do something about it but i always use:
sleeping - depends on the context, but mostly sleeping sleeping
awake/glowing/pulsing/listening - awake
alerted - actually out to kill you rn
I'm fine w/ sleeping, glowing, alerted
but I think awake and alerted are interchangeable for most people.
i like to use awake for everything non-sleeping, non-alerted
glowing and pulsing are not always technically true, listening is misleading
But glowing sleepers are still asleep in my mind.
yeah that is the one problem that i said context
but how would you separate sleeping sleeping from it
Glowing/not glowing as two states within the "sleep" state.
Which makes sense since sleeping enemies are treated differently from awake/alert enemies.
even if there's different states to sleeping.
when it comes to things that alert, we only have 3 different states though
actually sleeping, "glowing" and whatnot, and alerted
in terms of mechanics that apply i mean
Not necessarily?
It doesn't matter if they're glowing or not glowing, it's the transition from the sleeping to alert state that controls a lot of mechanics.
I think it's just better to think in terms of two broad categories and three minor categories.
but to easily say
sleeping enemies don't react to kills outside cluster range
Enemies outside of cluster range don't react to kills if they're not glowing.
and then you get a video of some dude misunderstanding "glowing" when an awake sleeper alerted to a kill but wasn't glowing because reasons
based on a true story 
and logic/lore-wise i'd argue it doesn't make sense that the glowing/awake/listening sleepers are sleeping in the true sense of the word
This sounds really interesting, so if you touch a sleeper before hammering them as you say here, and by doing that you are able to avoid the RNG, what is the prediction you can now be sure of since you've removed the RNG element?
That I will always manage controlled aggro if I go for it?
wdym by prediction; what will alert?
So if you flashlight a sleeper outside proximity and they light up, and then walk into a sleeper in long distance aggro range and hammer them, the one you caused to light up will be guaranteed to wake up and begin attacking or screaming, so long as others aren't also lit up?
Yes.
complicated way to go around it
with the rng removed, assuming no cluster, the closest awake sleeper will alert
doesn't matter how many others are awake
only thing you would want them to be asleep for is to be able to make more sound before alerting others
and in the case of that giant-small scenario, there's also the option of hammering the ground to separate the cluster
special case where no rules apply and only the ones who directly react to that will alert
If a part of a cluster is alerted by hammering the ground, you can then safely hammer that one without waking the others?
yes
Ehhhhhh
fkn weird i know but that's a thing
made specifically for balancing if i had to guess
That alert mechanic is also used for hack locks and spitters.
Although I'm not sure if spitters can cause alerts anymore.
spitters can cause alerts i believe just in a smaller range now
Huh
but i haven't tested this explicitly, only had it happen this rundown without any other cause i could see
I expect it's a different mechanic specifically because it bypasses LoS.
How does it differ if they're in a cluster? If they're bunched up?
in a cluster, all enemies in cluster range alert
and regardless of whether they're sleeping or awake
The safest way to stealthily break up a big cluster then, is to do the hammer the ground trick on them one at a time?
controlled alert would be safer
Multi-kills would be safest imo.
hammering the ground makes them attack immediately without playing the "alerting" animation
If alone, figure out which one is the farthest from the cluster center to wake up as few enemies as possible
You can mess uo aggroing one by one
big cluster here i assume i.e. giant-small
Since those who trigger from a kill won't trigger the cluster if they die
If your a begginer you might as well master the multi kill
Almost never the game puts you in a situation in wich you have to do that (hammering the ground)
Oh, I wouldn't think so unless it's a non-English think.
in the context of the video he sent
True, it does explain multi-kills.
no i mean the timestamp is set to giant-small cluster with controlled alert example 
Hi
Oh.
I would have a question
And a answer you'll recieve
lot of factors involved
depends where you post the request and time of day
and level 
that too
This time of day you get fewer lobbies
I just got the game
It's 2:24pm at me
lfg - beginner
check steam charts or whatever that site is called
Could you share what your controlled alert technique is like for taking down big clusters?
the timestamp on the video you sent is that
just with rng involved since he straight killed the first one there
if everything in the room is asleep, you can flash one to almost guarantee that it'll get long range aggroed
once again kill alert is rng
only if there's a few glowing
no
alright guess I'm wrong
which one will alert is not rng, whether one will alert is rng
It's determined by distance isn't it?
lol
you mean which one or whether
Thought he meant the RNG
which one is determined by if multiple are glowing, whether or not there is a long range aggro is determined by if at least one is glowing and further than 2m
?
which one is determined by distance (among those awake), whether is rng
literally what I just said xD
You left out a word p sure
which one is determined by [distance] if multiple are glowing
it is
^
I swear I've had one on the other side of the room wake while there are closer glowing ones
if you have a video we can debunk 
Maybe it's lag
and never trust what you see as client
I usually have to play on NA ping from the UK
mechanics are for hosts only 
Either perma-glow, latency, or just mistaken.
Evidence that this was a solo game the whole time.
But only one of the cluster would wake up if that one were the nearest lit up long range aggro to a distant sleeper that was walked into and then hammered, is that right?
yes
Thank you! We'll try executing the techniques you described!
don't forget that they react instantly to ground hammering
someone will probably get hit 
was there anywhere with an asleep queen?
I'm new, so please excuse the stupid question. What is more advanced, A1 or A4?
In other words, in which way does toughness increase?
So if I'm beginner there's no reason to hesitate joining any A tier?
pretty much though the conventional way is to play levels in order
Don't wanna mess up other people's games ๐
And order would be first A4, working my way up to A1?
if you go to lfg-beginners or just specify beginner people will be aware
A1-2-3, B1-2-3 etc
yeah this rundown has A1-3 i don't know where you saw 4 
Last time I looked into that was 2 years ago, I just thought there was 4 lol
Nope, was about to ask
.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
Buy GTFO at https://store.steampowered.com/app/493520/GTFO/
GTFO is a terrifying 4 player co-op game for hardcore FPS players, brought to you by the game designer behind the PAYDAY franchise. Players get to play as a team of scavengers, forced to explore and extract valuable artefacts from a vast underground complex that has been overrun by hor...
Oh nice, thanks
I love the music when the logo pops up ๐
^^
sad
so i think they are called scouts? guys with tentacle heads, why is it if i get close and hit it in the head fully charged , it takes no dmg and screams?
lots of reasons
if it didn't die , you didn't hit the head
maybe you bumped into it first
they become immune if they start screaming
maybe you bumped it's arm
start recording and reviewing
iv killed 1 tht way before but the last 3 all freaked, i wasnt host if tht matters
Being host doesn't matter much
full charge to the head
but u can actually kill them tht way yes?
shulda led with i got the game yesterday
have you been hitting the tentacles first?
the tenticles glew red yes
oohhh
if you touch a tentacle first, you have about half a second to kill it
1.5 would be closer to the truth 
so i most likely am hugging this thing b4 i hit it
I was estimating
I've had scouts alert very quickly after touching a tentacle
start recording and reviewing, best way to see what went wrong
there is many reasons like
1: stairs
2:you touched them
3: you hit the neck
4: you hit them on ladder
5: took you longer than 2/1.5 seconds to get to him
6: your hammer was at 99% (i think you can still kill them tho)
~90% charge should be enough to kill
got it thx all
np
@swift lichen running into a scout will cause it to instantly scream so only get close enough to hit them and aim for the vvery top of it's head
or if you are good enough you bunny hop to them like a madlad when they have there feelers out
oh, i was aiming at face . that explains why im nt insta killing a lot of guys
aka the way most ppl do it
@wooden osprey well he got the game yesterday so maybe just the easiest way
it is the easiest way
bro imma bunny hop at 1 asap
they don't instantly scream i once jumped throught a charger scout and killed it with Best gun.
whats best gun?
Sawed Off ๐
revolver
all wrong best gun is hel rifle
๐
one of these is troll yes?
damn i been using machine pistol n combat shotty
sniper is not ammo efficient but can kill everything except giant chargers and bosses in one shot
i dont see a problem other than you are a bit too storong on stagger
its still pretty good in this rundown
as if you have a good aim you can kill franks and most enemys in one hit
and its 3 bullets now
so i say its good on balancing
I wouldn't suggest using machine pistol since it's pretty hard to use
It seems like the enemies just swarm all over you and unless you bhop away it's never safe to reload, so it looks like the best option for newer players would be the shotgun or combat shotgun, right?
well hell guns are good as well in that case
if you time it right you can get good shots off
but combat shotty is the best
i think
bumping a scout does alert them instantly, same as any other enemy
was probably lag in that case
as client you can jump through at times
is there a way to reset your progress for a level? the other day I played a2 with a group in this server, but someone was apparently hacking and made everyone invincible and we won the level. I'd like to change my save so that it represents my actual progress in the game
nope
Just redo the level
Noone will care if you get 2 completions or 50
unless going for god rng ๐
As long as you are satisfied with your completion
How does the heat percentage when completing a level work? I completed A1 twice and it dropped to 23%
It's based on how many artifacts you pick up, heat can go down from failed runs too
Did anyone take the gtfo survey? Wanted to know what kind of questions it might have asked
Nothing too specific or useful
Hey, I missed a lot of rundowns since the last time I played. I know the devs remove them intentionally for fresh content but is there an archive or something for me to experience them in solo play?
nope
Hello, I wanted to quickly ask: I've seen gameplay footage of people Solo'ing stuff, and I see them bunny hopping around and sprinting like stealth was never an option, but they still take every sleeper out without them being alarmed
Is there a trick to why bunny hop works or something?
Well... some do get alarmed, but they get taken out so quick that it doesn't seem like it matters
you don't make noise in the air
I guess that does make sense...
and when you land, it just makes as much noise as a walking footstep if you do it properly
Properly? What would be the method?
holding shift and w and hitting space bar as soon as you land is the easiest
Right, I see, thank you
if you miss a jump then you just openly sprint which wakes up everything in an 8 meter radius
Yoy gotta time your jumps to the sleeper wake cycle
If you bhop while one its glowing its gonna trigger
unless you just opened a door
People think bhopping its just jumping around, mosy people just end up waking up rooms wich gives bhoo a bad rep
If you understand the jump and sprint noise mechanics then an easy way to understand it is sleepers hear the jump and not the sprint. You can take several steps after landing before needing to jump again
Is it possible to make a lobby you host public for others to join via matchmaking?
You have to use the matchmaking system to find people from matchmaking, you can't combine, however it is on our list to add
Allright, cheers
just being mid-air does make noise btw
Wait, so you basically make a sound with the jump, then when you land you can still run a bit while they're in their "I'm gonna start glowing now" animation?
while they're in their "I'm gonna start glowing now" animation, they don't react to normal sound at all basically
when you land you can move a bit before jumping again until you make a footstep
Oooooooooooooh I see
That'll be fun to practice
Oh, another quick question popped into my head:
If 2 sniper sentries are placed on the same line of fire, is there a chance of them hitting the same sleeper at the same time, wasting a bullet if the other sentry's was the killing one?
i'd say technically yes but practically very unlikely to happen
they can target the same dude but as soon as one of them kills it the other will switch
though i haven't tried testing this specifically
Right, I see
Knowing that it's practically unlikely to happen is good enough for me
Just thought to ask in case it was a known bad strategy
How do the devs plan to release this year? Many features mentioned in the roadmap in the backlog show that they haven't been worked on at all, such as expedition rewards and gear progression. I'm not sure if they plan to work on those after release, but then the backlog shouldn't be saying everything there is meant to be completed during early access. Including their christmas vacation, that only leaves a few months they can really work on the game.
~4 months; roadmap isn't really a trustworthy source of information
how do they plan or what do they plan to actually do before the release, god knows
I'm not even sure they'll fix matchmaking, never mind any of those other features
i see no way to complete everything in time but they don't seem keen on talking about this
Yeah it seems super unfeasible to me unless the roadmap is just completely wrong and they have all those features pretty much done and ready to go.
Which could be the case as the roadmap has been infamously inaccurate lmao
But if so I would prefer if they were more transparent about things like this
they've been going with this shit for 2 years now so
Given that R6 is actually their release, I think they might just be confident that their extra staff is enough to finish off the majority of their back-end development.
Is there a manual way to equip the hacking tool?
7
Thank you
there's several layers to this though
Otherwise, I'd expect R6 will flesh out the majority of the features they intend to have in the game in preparation for a full release come R7.
I seriously doubt it just going off the roadmap, but it could go either way I suppose
1 - getting all planned features done - depending on their current size, plausible
2 - getting current features adjusted - entering the realm of unlikely
3 - bugs & qol - extremely unlikely
4 - getting through proper acceptance and testing for all of first 3 - fkn impossible
My guess is most planned features will be implemented but it will be super buggy
If R6 is actually the full release, it'll probably not be done till October or early November.
more like december
Would really be a shame because it would turn a lot of people away when a game release is supposed to be a key moment
seems like a key moment to me, yeah - lots of people probably plan to return on release and new people likely to check out, if they screw that up, there will be no other big event as this
exactly
it's also why they might be going for "hurr durr lots of new features coming with release; hype inc to get more people to come back"
which will obviously not end well
I'll probably only be upset with the final product if they commit to no new stealth threats akin to the scout.
imagine full release with current matchmaking with no changes
like holy shit
I doubt it would happen but at the same time I can see it
mm with friends and some adjustments will definitely happen
proper host migration probably won't happen 
kicking and better reporting (viewing steam profile) should happen
What exactly do you mean by this?
a lot of people have requested new enemies like the scout
I mean that stealth has pretty much been the same thing since R1, with scouts being by far the most interesting enemy.
cause so far we only really got the hybrid in terms of regular enemies
everything else has been bosses
Charger scout was at least something that shook it up a little for my static.
can i ask what we talking about?
dumpster fires
cuz we're birds of a feather
I wonder if enemy collision will ever be fixed lel
i see anyway fr what we talking about?
shit that'll happen before full release
which is basically guaranteed to come in 2021
literally the only way it'll work out for the best is if the roadmap is completely wrong
never why did you ask?
well it would be nice if they did
for sure
since it causes a lot of pathfinding bugs that can straight up delete enemies when they spawn sometimes
Never heard of that.
It's just a bit annoying for fighting them, they can move really unpredictably.
Its not super common, but I've seen it happen a few times
of course thats just one problem with it
ya only one
but in my opinion its not as bad as some other bugs and problems
collision messes up at least a few shots every match for me
ntm getting hit because of them effectively moving when attacking
It honestly makes the game more unpredictable in stupid ways
Question: are there options to customize your options in the game like shadow, resolution scale, graphics and extc.?
video?
and advance video i think its called?
i think yeah
fov is gameplay i think
if there we're shadows option i'd set them down 'cause my pc is 8 GB ram in it
there are plenty of options for those things
though i think i remember someone noticing a missing setting
can't remember what it was
So when was it added, the settings, at the beta testing firstly or later when people purchased the game early?
Question: when everyone in the beta beats the game fully, does that mean they will obtain achievements also?
Btw the yesterday's form was to get again acce's to now more level's, right?
question: we froze most of a wave but then a bigboy walked behind them and pushed them forward in a frozen state. once they started getting close, we skipped town to kite them.. but as we left, a wave roared and a new wave spawned in front of us. why? .. we didn't kill the bigboi or any frozen dudes before leaving .. (r5a3 z43 bulkhead, the small critters were frozen at the southern stairs) .. did the bigboy somehow harm and kill them as he pushed forward?
we were sure of our success in kiting until the roar started in z40 as we ran
an alarm will continue to spawn waves until it reaches a max cap of enemies. one wave of enemies is not enough to reach map cap
... and the logic is crystal clear now. thanks. phuuf.
so after awhile, it will spawn another wave of enemies
we seriously thought one wave at a time, this clears it up. much obliged!
Ngl I thought the question was going to be "Why big boi make cold bois move when they cold"
yep the sleepcicles will not block movement, found that out one failed run looong ago ๐
I don't think this is true?
Pretty sure it's just that diminished alarms will ramp their waves enough that the game no longer thinks there's enough enemies to delay a wave.
Iow, if the game waits till only half of a wave is alive, and it spawns a wave of 5, it will spawn a new wave once the wave size has ramped up to 10 a wave.
nearly all regular alarms are capped at 10
in a sense that no new wave if 10 enemies alive
but it could still spawn what remains of a wave
because it doesn't have to spawn full waves
the game doesn't care at all about remaining enemies from a wave
using bad terminology there
its just whatever is alerted atm
and a first wave only cares about the 25 enemy cap
so if you pull a new alarm with still having 10 dudes alive, the new alarm could still spawn
