#gtfo-related-questions
1 messages · Page 593 of 1
if we get an R6E I hope it'll need a PE tbh
Just cause you said that Imma make them only do high-only levels.
ik E is harder than D but is it longer too?
it's longer in general
except if you include speedrunning strats
R5E1 was extremely short with cell skip
doing R5A2 PE lol
R4E1 was done under 1h iirc
what is a cell skip?
On R5E1 you had to
- Trigger an error alarm
- Do a class 3 alarm
- Get a cell in there
- Go back to a zone near spawn
- Place the cell
- Do another class 3 alarm
- Disable the error alarm
- Move on through several zones
-Trigger another error alarm
-Find a key within a zone
-Use the key to access a new zone & do a class 4 alarm
-Disable the error alarm
-Do a class 5 alarm
-Find another key
-Trigger the last error alarm with a blood door
-Get the 2nd cell
-Place the cell in a generator to start another class 5 alarm (which somehow was also an error alarm but it basically changed the content of the waves iirc)
-Clear a class 4 surge alarm
-Disable the last error alarm
-Input the KDS DEEP command
-Extract
Cell skip = remove everything written in bold above
In other words, you pick the first cell to place it in the 2nd generator
all of this with the first error alarm on your back
that's the whole point of it lol
@rigid sinew
doesn't it increase duration too
someone test it 
I was talking about the fog repeller stuff
I've had boosters in r6 that boost "fog repeller power"
also you can play r5 with [redacted]
how many meters before shotgun damage starts falling off
spreadsheet says 4
that's plenty
4 metres is the earliest starting point for falloff
what about choke shotgun?
damn
yeah but you can still "snipe" scouts with it
is the combat shotty any good
omg blank my beloved is typing
I seemed to like using the combat shotgun at the time in R2...
I will def be using it if it's in next rundown
It was very powerful R1 through R3, albeit high skill. It got nerfed pretty hard for R4, and then buffed for R5 but was better for spreading out damage across multiple enemies than for killing one at a time like the old version of it.
It was a bit of an "oh so you're approaching me?" weapon 😂 Just wait for guys to stand by you and start their attack before blowing their heads off
The most recent version is definitely weaker than the R1-R3 version, but it's still quite effective (and the OHKO is a lot more consistent than R4).
You just have to use it differently.
whats the spread like
It's more of a space-maker now, when it used to be more of a short range revolver.
wide
I can't lick you without getting closer...
r3 was definetly the most broken version of the ccombat shotgun
its quite spameable since its fully auto
Minor damage buff and a larger mag size made it even better at everything than it already was.
It was always hard to use back then, though, tbf.
Why hard to use
I haven't really appreciated it until R5.
During r4 it wasnt quite bad, tbh, it was always a 2 shot if you use it withing range
You need to be very accurate, and you need to let enemies get very close to you.
Strikers especially, you need to understand their attack animations.
He's trying to pull oneshots
wich is quite difficult under preassure
also the headbug thing
game only registering the damage that can break a limb or something
The head destruction fix was a massive indirect nerf to shotguns, because it meant pellets that registered after destroyed a limb were now blowing through rather than all dealing damage to the limb before considering it to have been destroyed.
This was what made CS strong in R1-R3.
Yes, in R4.
that is poggers
it made all guns disgusting
Smg was wild
Automatic weapons were king in R1-R3.
Surprised they didn't add it back to make the game more casual
:^]
The fixed bug in now a bug and has to be fixed again
Tbh, I wouldn't be against buffing automatic weapons to make them burstier, semi-autos are just stronger rn if you can use them.
For main weapons, specifically.
I mean automatic guns are just spam of bullets ,since forever to be honest, they were good with invisi heads but i barely notice the difference after the fix
As long as you have a hold m1 to win mentality you should be good with the auto's
i find it funny how ar does 2.1823823827 instead of just 2.2
they really dont wanna give the man a slight amount of damage to round that up
They're not bad per-say, but they have worse TTK and kills per magazine than semi-autos from my understanding.
AR?
It's hard to precisely value them, though.
TTK its not really that important, if you have the other 3 teammates it really doesnt matter
Ehh, burst damage tends to mean a lot more than sustained damage in GTFO currently.
yeah ar does 2.18 and a bunch of numbers, just round them up
give me 2.2
.
Why
I do agree, but if all 4 are shooting it really doesnt make a difference when holding a place
Pump shotgun was strong as shit in R2 for this reason, it had 9 shots and a crazy reliable RoF.
because the weapons compared to previous rundowns have been the strongest they've ever been
new introduced bug*
i forgot that fucking pump had 9 bullets in r2
Why is that bad
sleeper deletus
nah just personal opinion
9 on-demand kills in ~5 seconds.
I see
yeah we kinda powercreep now
Literally let you solo waves, it was crazy.
I want it to be a bit more harder
R3 CS let you kill more than that btw
I liked it more when dmr was not as broken
the guns are a bit too strong nowadays imo
Yeah, it's just that CS has shorter range and harder to use.
your not wrong
My duo partner back in the day was really good at CS, but I couldn't really handle the weapon at the time.
why did they have to add the new recoil animations 😔
Still, meant that we could carry almost anything w/ a pump + CS pairing.
Sniper is nuts now
^
the fact that i can one burst people with burst rifle its kinda nuts
The fact that it got an ammo buff in R6 blows my mind.
without boosters
squidward
It was already extremely usable in R4Ext and beyond.
one level
thats legit the only reason they buffed it so much
That dumb reason to buff a weapon
so people wont complain about using ammopacks during the end
It's has 40 ammo packs
dont look at me, blame them
Can literally solo DPS the boss, but sure lmfao.
3/15
yeah I was a little suprised
||maybe its too much||
can you
seeing how it was the dominant weapon in R5
I planted the 18 seed
It's a two burst, but it's comparable to DMR in terms of how low enemies are iirc.
yes you can, easier when client since stagger gets mess up and you can reliably pull those off
Actually, I don't think it is, I'm pretty sure you need at least 5 hits.
brrrrt
Might be that head destruction is kinda buggy on client.
Similar issue w/ scattergun on bosses, I think.
Doesn't even need it, still slaps on host, but it's just fucking stupid on client.
I thought that destruction issue only happened with pellet weapons
scattergun kinda does the full damage to the blobs as client for some reason
host gets reduce damage or something iive heard
i dont use scatter, so i cannot really give and inform opinion about it
Sniper won't over damage a tank tumor like scatter as client afaik
||scatter bad||
client-exclusive apparently
weird i thought it couldn't do that
scatter bad
sniper bad
gtfo bad
What's supposed to happen on pellet weapons is post-limb-destruction the rest of the pallets are supposed to blow through, but on client it seems all of the pellets can hit and over-damage a single tumor.
🤝 scatter bad
you can do it as host too i believe
nope
havent play gtfo in 2 weeks
not according to numbers
There's a similar, but possibly separate issue on client using shotgun as a baby killer.
The blowthrough helps pump annihilate babies, but it doesn't really work on client, at least not consistently.
Desync bois
You have to angle yourself above them if you actually want a good spread sometimes.
that is a pretty funny quote out of context
originally it couldn't do that
Rayalot!!!!!!
its damage was buffed
but still only possible on client
devs stalking noticing they forgot to nerf the multiplier to 0.7-0.8 like all weapons
wish smg had a 1x multi
Legit, nerfing a weapon's precision is number 1 pre-requisite for buffing its damage.
It's actually the main reason burst weapons have fallen off a lot since R4.
precision as in bloom or pm
They can't have the same damage as before because they still have full precision.
What happens if u fall off map in d1 last area
and even if you do find somewhere to fall off it tps you back to the place where you fell off
would be funny ¯_(ツ)_/¯
Ngl it would be
i had a friend stuck at there and he cant coming back

skill issue
he ask us '' are you guys teleported already?''
and we said ''yep''
and we open the map and thinking where is he
This can happen if you fall through to another area. Dont ask me how i know.
Happened to me as well
I got left behind in the boss room. I was so confused
Question: Do they ever plan on making like a Floodlight item, that can be placed down like on a tripod to illuminate a large area? Like it would be in the tool slot like a bioscanner?
They don't speak about their plans
Cuz this is 99% a stealth game and not a combat game
^^
Does anyone know what the pulse mechanic does besides movement speed and melee charge speed after 140bpm because I don't see anything on the GTFO wiki on what I does to your health or anything else?
You get one reward for completing each of the challenges in the 'Prisoner Apparel Requisition' list shown below. Rewards are selected from various pools. Additional reward chances will be available with future content drops (e.g., New Rundown releases)
probably to be a permanent light fixture after either the lights go out, or that one dark ass hallway in the room you
re doing alarms in
why would you waste a biotracker over that anyway
realistically, i agree with the idea, not with it being a tool slot item.
most people think it would be better to just be tacked on to the LRF.
In that case i'd agree
don't think there are any other effects besides those 2
edit: nvm melee shove speed is also slowed
But why does the health bar turn yellow when your character pulse hits 200bpm though, one would think it might effect health damage received or infection rate at that point or is it just a visual indication that your character is out of stamina. If so then why have multiple indications for just one effect?
just to indicate its something bad I guess
stops regen if youre low, slows down melee charge iirc, your sprint is like fast walk.. khepri did a great guide on stamina, recommends
@floral acorn oh ok thanks good to know.
!clothing
!skin
!naked people
more or less this
#gtfo-chat message
https://www.youtube.com/watch?v=EurO55EoLfo
that last one feels a bit different I have to say
Must be your imagination
what's the general discourse on burst vs auto sentry
both are good
burst tend to have an easier applicability
but their purposes are completely different
elaborate?
in which part
burst to kill
auto to stagger and help with holding
burst has better stats
but it wont really change much as resources are generous in r6
is not killing vastly superior than staggering
it generally is, but for something like surge alarms where spawn cap is maxed, it is easier to keep enemies off of you by staggering them than by trying to kill them
technically no as it just makes it so you have to fight more waves
in general you will likely be spending more ammo and tool with a burst compared to a good auto sentry placement
I just wish it had either better precision or a slight penetration stat
you're still going to be spending about the same
if you're shooting them while they are staggered by auto, you are still shooting a wave
if you're not shooting them then you are just wasting tool
even with a surge?
is staggering a surge wave not feasible due to too many enemies?
if you have multiple auto sentries you could probably stagger most of it
but it is more efficient to foam doors
in that case, not killing it would result in less waves, but foaming doors is like... 80% better ye
on a surge stagger vs kill doesn't matter
if it's not hitting you, then it's not hitting you
you just need to live through the surge so you can clear it after
if you are worried about shooting too much on a surge alarm, then you aren't shooting enough
do I unlock apparel by completing unique/different expeditions? or is it random chance on any complete?
.t vanity rewards
You get one reward for completing each of the challenges in the 'Prisoner Apparel Requisition' list shown below. Rewards are selected from various pools. Additional reward chances will be available with future content drops (e.g., New Rundown releases)
btw how does the enemy death sound work? I assumed that when you kill them if theyre glowing red they scream, and if theyre just chilling, they dont make a sound. But even when i kill them when theyre chilling they still scream. Does this have something to do with the melee weapon i use?
if a glowing enemy has LoS to an enemy that dies then they will wake up
killing an enemy within 3 meters of another will cause them to wake up regardless if they are glowing or not
so the lil scream they make when they die doesnt do anything?
the noise that enemies make when they die doesn't do anything
ahhh, alright
and melee weapons, i assume, all work the same in this regard ye?
so no weapon is more likely to aggro others
In layman's terms yes
Technically enemies waking up has some RNG and knife has a lower chance I believe
I don't know too much about that part so you'd have to ask someone else
alright alright, cause we did have an incident in which we aggroed the room, and it was the first time one of us had the hammer. The enemy that aggroed was pretty far so we thought maybe the bonk hammer makes a lot of noise or something.
Long range aggro is 15 meters for all weapons
oh, hitting the floor wakes them up too, just figured I should mention that
floor/walls/locks do that
Range is the same, chances can varry (I think?)
yeah, or missing the hit, those are things you just learn as you play
just wasnt sure about the sounds and weapon types
you mean this? "if a glowing enemy has LoS to an enemy that dies then they will wake up"
Yeah
yeah alright
Typically they are referred to as “long range aggros” and “proximity aggro” for the other one
makes sense
Or close range aggro, or what have you
Using the auto to kill the wave banging on the door is 100% better
R1 moment
kek
Totally not the opposite of being efficient at using tools
nope, not at all
Especially when there's a mine on the foamed door

is the mine good enough to kill a wave like that? Where they break a door and all just get oneshot by a mine on the other side?
Yes
ahhh, nice
yes. Mines can't oneshot:
Any type of giant enemy or elite enemy
Mines have difficulties oneshotting floater waves, but can be placed at the correct "height" - middle height to top - to get floaters too
If you place a mine too high and RNG into only crawling enemies, you'll not kill a single one since the mine won't trigger.
At your feet --> triggers on anything except floaters (usually)
At your body/head --> triggers on walking sleepers
Above your head --> triggers on giants
Hybrids and I believe Shadow Giants can be slightly less tall and sometimes not trigger "high" mines, if they walk through whilst hunched over, but I can only confirm that with Hybrids.
It happens with big shadows
As one of their postures is hybrid's
the other one is female giant
Hybrid's posture is just not fun tbh
big shadows, ok, looking forward to future missions💀
Did you just do D3
heard yesterday that back damage doesnt apply to sentries anymore, is that true?
Yes
was it just a nerf or was it because back damage was bugged?
They said it was a bug fix, but it seems like it was a nerf. I don't see why turrets shouldn't get the same modifiers to the back players do
burst sen would probably one burst everything
Because everybody and their mother only pointed sentries at their backs
From a game design pov it makes sense, it's rather a change of that than bug fix or nerf
But they did mark it a bug which was out of nowhere
Yeah, agreed I suppose. When I say I don't see why, I mean from a consistency perspective, why would bullets from the sentry be different from those we fire? But yeah... opens up more strategic options for sentry placement if you don't need to shoot them from the back
I think it's better gameplay wise to have sentries from the front, it looks better makes more sense, no point forcing players to place them in weird spots.
Of course, now sentries will be buff to account for the back damage.
Watch them remove bullet back damage overall kekw
only significant change is no more charger scout 🥲
just add aim assist at that point
Jokes aside yes that part of logic suffers but it's a fair trade
hey, been tryna figure out some stuff for scouts.
Any tips/tricks for being able to melee them/getting close?
notably for c1. lol. I have trouble getting close without them starting to send out the tentacles again, and when they do that, I tend to miss with the hammer. (That may just me being bad though)
I know cfoam launcher/grenades work well, but wanna get better without needing those.
also, I think I saw something about being able to crouch right next to a scout, and the tentacles wont hit you?
I think pick a lonely target or one scout far from the group, then use as much cover as you want because those feeler tentacles don't go through walls. After they retract go straight up to it and get the head, so as not to waste time
Even if tentacles touch you you still have a small window to kill them
So dont rush it
Ah, thats good to know.
I did read something about sprinting into the tentacles makes them retract faster than walking into them
good to know
so basicly, wait for the tentacles to start to retract, walk up with them, smash it in the head?
Touching their tendrils means you have 1 second to kill it
You can just sprint to make them stop moving
Or else you get an extra wave
awesome, Thanks for the advice!
kind of true to some degree i guess
ill give it some practice later today
game bug and tendrils don't always trigger on touch
the more you move the more chance it will actually work
so technically if you don't move as much you may have more time
is there a cooldown or anything between retracting, and sending them out again?
not rly
I also remember hearing anything that soft alerts (and sprinting) will cause them to send out tentacles
normal cool is like 9 10 sec but can be triggered instantly by strong light either on her then or having been lit on previous feeling.. and too much movement closeby, constant walking or even a microsecond of sprint
and if you're gonna kill it while tendrils are out make sure you don't wait too long
make sure youre aiming high enough. a lot of people aim too low and end up hitting the chest/shoulder hit box
because for some reason the devs thought it would be fine if the scout bends over when retracting feelers
yea, I think i've done that a few times
makes no sense and seems like just a leftover from the old behaviour
yea, them bending over has made me miss several times
and hitting them in the shoulder* because I aim slightly too low
you're hesitating way too long. realistically you should be pushing into the scouts space long before it tendrils, and then NOT retreat.
you dont have to worry not about the duck coming out first, because the duck always comes out SECOND now, when he starts the natural retract.
if you wait too long, he'll start to retract and duck.
if you try to melee a scout that is ducked with hammer, it is worth also ducking to give you a better chance of hitting the head, even though, getting into that state for beginners now is nearly impossible, because you have to push mid way through the cycle and gap between tendrils.
Wheres the best place to practice scout kills?
probably one of the missions that has scouts after a checkpoint
b2 has a scout in the beginning in the left resource room
yeah but like, its a single scout.
its faster than playing through a level to get to the scouts with checkpoints
Good to know. Thanks!
d1
sneak past everything in 5-10 min and get to double scout area
d3 shadow scouts
You could practice on killing shadow scouts with melee or guns even.
You know what's even better
It improved my aim..
The shadow scout actually worked. I'm able to kill scouts more effectively.
@finite plinth psst dont say the forbidden word here... 👀
squidward
i didn't?
you need to do reactor to get to that area
u mean the dark area before
ya
thats way less efficient than just rerunning b2 start
1 scout you can get to in literally 30 seconds vs 2 scouts where it takes 5-10 min to get to
dunno about 30 seconds
once we finish all sectors, can we not get anymore apparel?
its easily 30s
you'll barely have to clear anything in the first zone
and the zone with the scout doesn't have much other than the scout
guess b2 works then
just spam your weapons if you have the 2 giants
how can we get more cosmetics?
you cannot
if its 2 giants gonna take a bit tho
oh u werent chatting to me?
i mean theres usuually other shit there too but yeah
i was
welp, time to wait til next rundown
you can replay the more difficult levels this rundown to improve
if you care about that
You just don't have all the cosmetics 😏
JK imagine just having colors only 😔
I just like collecting things
collect some bitches 👍 👍
I mean people like how their characters look
My GF would kill me
They want it to be a complete the rundown then comeback for the next one kind of game
So the pool is bigger than the amount of drops for that reason
things like weapon skins would be better because it would actually make your game look different
GTFO Boxes
for melee he means lol
Different item technically
carefully, and saving that one door during the first scan so that extract isnt a nightmare
or by putting a massive gob of c foam on a mini stairway to make extract easier
other than that, there is like a load of checkpoints
abuse enemy collision
you unidiot
so what do i do
you play
save as many doors close to the surge alarm as possible
save doors when looking for the cell as well
he's back 
where mallet
real
I noticed in LFG some people are adding PE after the level, whats PE?
only available in C3 and D3 this rundown
any tips for doing those? my buddies are uh... not great
or one good sniper
will keep that in mind. thanks. that scattergun is lit
good snipers are rare.
hmm.. I should try snipe. only gun I havent played with yet
kills any non boss/bc in a single bullet
and kills bosses in a little over an anmopack
just don't miss too much
every level can be solo'ed
just kite 
high skill, high octane gameplay
so uh. Has anyone ever had just a big black circle just appear on screen and slowly fade away about a minute later?
it was only in game, and was able to screen cap it
ahh, Glaucoma it is then
thers also a bug where sometimes a bright floating light will appear and just stay there for a while. not sure if theres anything you can do to help get rid of those
what do the cordinates on the gtfo waterbottle mean?
59°19'57.6"N 18°05'44.3"E
plz dm if u have an awnser
yo wtf that's where I live, don't dox me like that
Is D3 extreme during the reactor or can i complete it after the reactor
you can complete it after the reactor
You can also do it during.
but why though
just do it after
15m is so much
if you're scared then have one person go to extract once you've done the team scan on the last zone
shoot everything
man I remember when the sniper was the worst weapon
now everyone is praising it
how times have changed
The R1 version was dogshit, tbf.
I mean shotguns were just too good in R2/R3 for sniper to be relevant without having 1HS
R1: 20 damage
R2: 30 damage
R3: 48 damage
R4Ext: 30 damage + Precision OHKO
R6: 40 damage + Precision OHKO
And this isn't even including the various changes it's received to its ammo count. It's historically had some of the worst damage per ammo use in the game.
R6's one seems great
R6's sniper is literally broken
if not for the fact that scattergun exists
the ammo reserve buff was completely unwarranted
if it was broken I think a lot more people would use it
people can't aim, that's why they just use the scatterguns
sniper was already in a good state in R5, there was no reason to buff it
yeah that's why they released 1.0 Scattergun and burst sentry LOL
because they were REALLY balanced
and definitely healthy for the state of the game
why do you compare a change to a release
wdym? I was just talking about release patch scattergun and burst sentry?
You're comparing a balance change to a new weapon added to the game
of course the new will be less likely to be balanced
that's why they make changes
Doesn't make it a good decision, it was already a very popular pick in R4Ext and R5.
Lmao I'm not sure what you're smoking but releasing something in a completely broken state, when you have bug testers who are able to test those things for you is not "an industry standard"
Maybe when comparing it to the HEL Rifle, but even then it was very very strong.
You don't have to be a rocket scientist to see that a gun that can kill giants from 10m+ and bosses in one mag is blatantly broken
you're just playing stupid, that's completely unrelated to what we were talking about : balance changes
why did you even change the subject
Scattergun was one of those additions that was very much "how the fuck did this make full release?"
even with hel rifle in the rotation, you still had people running sniper, which is literally how competitive it was when it came to killing giants/hybrids
P much, sniper's only weakness was that it had less burst potential than the HEL rifle and was a bit less versatile, but it was still straight up better for hybrids which made it very viable.
yes and you're saying that the devs don't agree with balance changes like they're an omnipotent being that never makes mistakes so the buff to sniper reserve size is completely justified as a result
no I never said I agreed with their balance change lmao
the sniper only doesn't seem broken because you have scattergun in the rotation
scattergun just trivialises the game to a point where giant chargers, giants, boss-type enemies dont mean anything anymore
sniper still involved the team working together to utilise it well
you can literally walk infront of the boss to 3-4hit KO it on your own
the nerf to scattergun was completely done in the wrong direction
It's fairly balanced as is, imo. I think people are overestimating how dangerous bosses were to begin with, D2 especially just made people a lot better at fighting birthers.
they needed to raise boss resistance values to scattergun so you couldn't literally just one mag a mom
Shotgun still chews through them.
it is relatively balanced now i agree
but release was way too broken
Oh, absolutely.
lmao any weapon that can solo boss type enemies in less than 1 second is completely broken
i'd imagine more long range tanky enemies might be added in the future if this is the step they're going anyway
196 damage was fucking absurd, you could be completely braindead and still wipe the floor with it.
so both scattergun & sniper becomes viable
sniper is already viable, it's just overshadowed by the fact that scattergun exists
I don't even think it's overshadowed, tbh.
It has pretty notable strengths and weaknesses in comparison to sniper.
scattergun does everything sniper used to do well, killing giants, hybrids, and bosses and does it better, with the caveat of having shorter range
It's bad for hybrids, no?
one shots hybrids if you hit half pellets in head
i think the scattergun sucks when you're dealing with a huge wave of enemies and boss type enemies together
which sniper isn't good at either
sniper is okay because you can still hit the boss
It's specifically good at that?
from really really far
It's strong on reactors because you can pick off hybrids over the swarm.
yep
yeah so the only caveat of scattergun vs sniper is the range
yeah
which you can play around as well
That's fine, though.
Sniper requires high accuracy to be good, scattergun requires very good positioning to be effective.
i think you can get away with more stuff with scattergun though
in rundown 6 anyway
I think you're considerably underrating how difficult it can be to use scatter at times.
the only situation where I'd say scatter is harder to use than sniper is vs tanks
otherwise it's braindead
If there are a lot of enemies, or it's a tank, you either have a hard time avoiding damage or you need to commit to taking damage to be effective.
You have to be able to get very close safely.
Tbh I'd much rather have a sniper over a scatter gun when there are 5+ big enemies
^
same here
E.g. c3 large biomass waves
Since you lose like 60 health if you are in the effective range of the scatter gun
completely depends on the tileset and situation, if you have a door, cover, scattergun is literally just reload and peek
but sniper is pretty overshadowed by scattergun in r6 in general because 3/4 of the engagements are close quarters anyway
not sure how you're losing 60hp vs giants on C3 but I'll take your word for it
Could just be because of a bug that's doubling the waves
Scattergun is really only good on D2 and maybe D4 for birthers and charger titans.
It's good on D3, but I'm only really running it because I struggle to hit shots with sniper.
That is, in-fact, positioning.
But there's like 16 of them at once
You do not always have the freedom to lure titans around corners to blast them.
and because standing behind cover to reload and then peeking to shoot is a very difficult and hard to master part of positioning that it warrants the scattergun's insane upsides as a result
i kind of feel like the shotgun can do the same crap with better ammo management tbh
you expose yourself for less time with scatter because you don't need to aim vs sniper when peeking
Yes? Absolutely.
I mean like if you're firing at pointblank range by peeking then why not just hipfire the sniper
Their heads pretty much fill the reticle
because sniper isn't a one shot body? and if you're vs giants and not hybrids your reticle is larger than their head
You have to use the environment correctly, peak correctly, keep clear of other, faster threats, and it's fairly unviable for many defense points.
but I can see why you're losing 60hp to giants on C3 now lol
are you disabled? because the scatter gun is a crutch
and crutches are for disabled people
if you're literally trying to hipfire giants in melee range LOL
What
I think scatter is definitely fine considering how powerful the wave clear is this rundown, especially.
MG and HAR are both extremely strong for clearing smalls.
comparing apples and oranges here
not everything has to be burst cancel broken to be completely broken
The wave clear and titan clear for special weapons should take roughly similar levels of skill to use effectively, I don't think it's unfair at all to look at the state of both.
I'd at most reduce the shots per ammo use by 1 per titan killer (scattergun to 4, sniper to 5).
calm down children
yes Mr superior adult man
scatter only good against bosses cause shitty coding 
revert sniper reserve ammo buff and give scattergun actual boss damage resistance values
or just make scattergun sawed off 2.0
The precision multi is already "boss resistance."
Functionally.
you need 2 shots to kill mom with a scattergun
So are you literally telling me jumping into a pMother and just clicking it isnt a issue?
say that with a straight face that it's balanced
you cannot kill with two shots
^
you cannot kill it in 2 shots
No? That's also more-so to do with shit netcode than the weapon itself.
^
You'd normally be capped by tumors.
then fix the bug?
oof unlucky
it literally died in two shots
It literally does not have the damage to do that.
???? I have literally provided you video evidence
thats a fucking music video
You linked a song
LMFAO
i think the music is pretty fitting
so how much hp are they left with after 2 shots?
60
LOL ok, yeah that's a huge difference
definitely fixed it
moms are literally unkillable now
Or use boosters.
This is also ignoring the fact that birthers are trivially easy to kill with pump shotgun or HAR and one supporting weapon if you just kill babies and then fight her.
pubs can't kill mom normally
therefore scatter broken
to basically solo a mom
Then don't talk about the scattergun alone
This was the main surprise for me when playing D4 Duo.
Birther was actually extremely easy to fight.
Was expecting it to be the main roadblock.
Because you can't 1 mag a mom without switching to my primary weapon, or having my teammate do 60 points of damage, scattergun is not broken
you right
you right
scatter isn't broken because it does 1 thing
it does that thing really fucking well
but it doesn't do anything else past that
oh yeah the motherfucker
The OHKO on titans is pretty consistent imo, it just takes much more effort than it used to.
rather just use sniper tbh
I mean on some birther levels youre still better running sniper
not sure what you mean by this but if you try to use it like pre-nerf scatter of course it's not going to work
It basically works the way I thought it did originally, before I realized I was still killing things at 10m.
example?
C2 being a notable one
you can run 1 scatter on both of those and kill mom faster
D2 is the only one I can think whered you actually want to bring a scattergun
Just run pump, it's straight up better.
like 5 seconds faster lol
scatter allows you to ignore boss strats
You don't gimp wave clear, you can kill scouts, birther is still trivial.
there are hybrids too
it boosts your mag ? I thought it was just the total ammo
We beat it :D
boost damage
no it boosts the drop ammo
special damage boosters
👍
oh that's what you meant
It would be to get enough damage to two-shot, not to enable three-shot lmao.
that's kinda weird to talk weapon balances and bring boosters in the debate tho
I think it was more of a jest.
depends on the gun
DMR is clearly extremely unbalanced when you bring in boosters.
yeah
hel rev moment

scatter still basically has the same ammo economy as sniper for killing giants, you get less range, but more ease of use and being able able to act as panic-waveclear
supremacy
I suppose you could do the same with the pump shotty for giants, unless doing solo runs.
scatter has less bullets than sniper and less bullets per mag though
less range is a pretty big factor too
scatter has 2 less bullets in reserve?
HAR is extremely accurate and easy to control compared to MG that has a ton of recoil and a fucking chargeup, but I don't necessarily consider that a major balance issue.
and 1 less bullet in the mag, but if you're playing cover, rounds per mag hardly becomes an issue unless you're against big chargers
scattergun for wave clear kek
efficiency is pretty big
let me fire twice and kill 4 things cause the spread is fucking horrendous
how fast you can kill the hybrids can make a big difference in C2 ex
Rounds per magazine is arguably one of the single most important stats in the game, rivaling RoF and damage (obviously).
run in circle gang
C2Ex is by no means difficult if you use either sniper or scatter
even with pre-nerf C2 Ex, there were 4 hybrids which would need the same amount of reloads from both guns
machine pistol go brrrrr
or with the double spawn bug: 8 hybrids 👀
difference in difficulty does not concern difficulty by itself
no level in r6 is difficult therefore all guns are the same power level
thats not how it works
the difference in difficulty would be how effective each gun is at dealing with the situation?
the less difficult the more powerful that gun is no?
yes
if the sniper excels at a majority of the situations then doesn't that make it better?
Burst damage matters more than sustained damage on average, that's going to be true whenever the main issue is enemy threat level and not your ability to clear enemies sustainably.
DMR with boosters the toppest shit. Hel revolvers too. Whatever that lets me pop small mobs with one headshot is gold to me.
It's been an issue since at least R2, and R2 was way tighter on ammo than anything that came after it.
how does it excel at a majority of situations?
range + mag size + more ammo
enemies are deleted before they get to you
therefore they don't become an issue
C3 giant wave is a perfect example
in exchange for ease or use and boss killing potential
the benefits are not one sided
scatter is ass vs tank
^
Sniper >>>>> Scatter for tank
ease of use isnt a good metric
scatter kills mom, and is good enough for giants
but sniper out performs it for that
.
if you're aim isn't good enough go ahead and play scatter thats fine
It's good for the tank on D3, but I think C-foam tripmines are doing most of the heavy lifting.
but that isn't really a positive point
If it can fight back, it's pretty hard to get good shots off.
you're eventually going to switch to Sniper because its just better
guys my gun is good but only if the thing I am shooting literally cannot move or attack me
what no good uptdates does to a mf
Dragon didn't you know? The questions channel is for arguing about game balance 🙂
this is so sad
do you mean its ass for soloing tanks or for using it with a team
I'm gonna go with both
just bring a sniper
you can kill a tank in 5 seconds even if you're not that coordinated with a scattergun
sniper can do it in less time
just go tank the damage
scatter its noob trap
I'd rather not drop 70% hp because I tried to shoot an enemy
it was only good before because it did fucking 198 damage lmao
I miss the OG scatter...
As for positioning, it sounds like the assumption here is that hybrids and titans spawning for alarms, reactors, etc. are uncommon, when these are probably the exact reasons you would opt to bring a titan killer with you at all.
Only because seeing the mom disappear was fun 😦
it was pretty funny
i hope next uptdate actually brings a good gun, and a well tested and balance gun :]
it will always be a motherfucker in my heart 
How should they balance burst cannon, actually?
Wdym? We already have the sawn off 🙂
hmm down dmg
that gun is totally balanced
less ammo
that's probably it
I never got good at it, so I never really got to appreciate how OP as fuck it was.
fix burst cancel lmao
40 ammo instead of like 60
They fixed burst cancel already.
Burst cannon is perfectly balanced.
longer chargeup time might make it more balanced too
legit make it like cfoam launcher, once you let go it prevents you from doing shit
but thats a convo not for the faint of heart
Charge-up would probably make it a bit more skill-oriented, similar to the scattergun treatment.
What? You are turning it into a hel gun now? Want to dock the damage and give it penetration too? It'll be the hel rifle dilemma, 2.0.
skill, scatter 
For waves at least, I'd say it's pretty hard to get effective shots on it.
If you're being a dumbfuck, you'll probably load all of your pellets into the first striker or two and that's about it.
i dont understand what you're saying and i dont think you read my comment right
Mmm
legit the same treatment, as every other weapon for waves
just wait for them to gather up
and boom
skill.....
Again, if you just shoot directly at the front of a wave you will not hit much of anything.
my frames yo
give scattergun sniper accuracy and a 10 round mag with atleast 120 rpm
Eh I was joking since guns with slow starts are usually hel guns.
Too many people used hel rifles. Not enough DPS to clear mom/tank effectively despite penetration. 
doesn't matter you'll be staring at the ceiling anyway
choke mode scattergun
hel gun fires pretty quickly
HEL rifle was my BC copium
Hel gun does, hel rifle didn't.
YES choke mod scattegun
but you just said hel gun
The gun types.
the only other gun type is hel rifle
its okay im not here to argue LMAO
i do think burst cannon should have a longer chargeup time for the amount of damage it can do though
Hels. They pierce. They have some windup.
We have hel gun, rifle, revolver now.
the only 2 with windup is rifle and gun
But yeah. Anything would be nice as long as we get BURST CANNON BACK.
Really now? Must be off my meds. Should try revolvers again.
Also, in general it takes a lot more effort for the scattergun to provide you with any value compared to the pre-nerf version of the weapon where you could do everything wrong and it would still kill things. It's hard to kill more than three enemies at a time now, vs. when it would kill at least five strikers almost every time. Also, point-blank vs. 10m away for striker titans.
it actually never had a windup
the only downside to it against a dmr is the lack of scope & the lack of ability to 1shot shooters
but the pen makes it really great
Good points, sadly i use sniper always
cuz scatter caca
Hel rifle is superior
i wish they woulda just bring back rifle instead
Fight me
It's not bad into waves, tbf, but it's much closer to being a chip damage weapon (it should have always been that) than being for killing waves.
Lol
You can still do a good chunk of your damage, but you need to finish them off.
I woulda rather scatter been a burst weapon or something else
not whatever it was/is now
Nah. Burst cannon, son. The winner's choice.
Just slam the two together, burst cannon with penetration. No burst cancel. You shoot 5. Less total ammo. You can leave the game and make coffee while waiting between bursts.
Hel rifle good for killing scounts Giants hybrids and sleepers all this = good times
I think it's fine, it has a niche and requires more than 2 brain cells to use.
Never had a chance to use burst cannon so i wouldn't know
Or we can use Hel Gun and do all those things but spam without using brain 🧠
The fact that anyone could says it's OP in its current state I think demonstrates that it has its place.
Hel gun? It doesn't one tap scouts lmao
2tap
I thought it could to the back of the head
I know for CScout you gotta 2/3 tap it.
back of the head it does
1 headshot 1 body if im not wrong
Ye hel gun 2 taps scouts why use hell gun if you could just use hell rifle which one taps em
more versatility, better cqc
cause theres no hel rifle
Yeah but with bell rifle you can shoot anywhere
Im talking about R5
Hel Gun reigned supreme in R5
No lol
i think hel gun was superior because it could shoot way faster
clear waves faster
but hel rifle was good too
I mean sure but if you actually had a team, sniper does the same, shotgun lots of guns
it was good but not that great
long ass reload, no damage to bosses
if you had more than 1 it was just bad
True but why use snipper if hel rifle does 60% what it can do
hel rifle doesnt kill giants or hybrids in 1 hit
Because Sniper actually oneshots giants and pops sacs on boss monsters
Idk hell rifle was just a good chose id say
I know
Not saying its bad. Hard to see it being better than the Sniper or the Hel Gun.
it really is how you use it
R1 Sniper 😐
imagine having to go behind a giant just to 1hit it
R3 sniper wasn't even that good, it was just the first rundown where it had any amount of viability.
I don't even know where. Cheesing the D1 mom?
You had to be very specific about how you ran it, too, one shot to the head on bigs and let someone else kill it.
oh yes that was overpowered as fuck
shooting 3 shots into the boss before it even moves
I just had two people hop in between the gap and go for it LMAO
yeah that
the apex door
because nothing moves until the apex door opens
they should fix that actually
You remember that godly R3 Burst Cannon?
Door bugs in general.
Bro, it was so bad.
i think i binned r3 burst cannon the moment i used it in a1
That was my favorite part. The disappointment, despite it sounding BIG and BADASS.
the entire rundown my games rotated around sniper, shotgun & combat shotgun only
It did need a buff, a big buff, maybe not double damage big, though.
Ah R3 combat shotty aka Frame Dropper lite.
Wait, did it not OHKO striker titans?
sniper?
I could have sworn BC did that post-buff.
sniper in r3 doesnt OHKO strikers in the face
im not sure about BC
In R4Ext
||I wonder if it got nerfed in the background, I'll have to look for notes on BC damage from back then...||
the discussion started with the sniper being unbalanced
I don't even know why it changed to scattergun
scattergun nerf copium
hai badger
a
How good is a bots aim? If it was a bot with snipe vs a big boi, would it be able to to headshot snipe it? Or would it not even use the sniper?
Wouldn't know don't use em
Artificial Heat. Can someone explain?
Their aim is good however
- They don't discriminate what they shoot at with sniper.
- They sometimes go stupid and magdump on walls or already dead enemies.
- They will shoot at mobs that aren't even there yet in alarms. That means they waste their shots on walls or doors.
I see
the less frequently you play a level, the more artifact heat you are gonna get
the more artifact heat you have, the more artifact progression you get each time you pick up an artifact
once you pass 1.00 artifact progression when picking them up you will get an artifact booster to equip as a perk in loadout
this is to discourage you from playing the same level over and over to farm boosters
bot accuracy drops significantly on follow up shots when an enemy staggers
Day 8 of asking where is r6 extended:
don't
they're not like us, they won't focus giants just because they have the sniper, they won't even give headshots
Sniper turret can kill giants, hybrids, and big shooters in crowds, but when I set it up to kill a scout, it shoots the one small striker in the corner. Makes sense.
Doesn't turrets target randomly
Not sniper
Yes, because they aren’t programmed to target big guys only
Sniper targets the same as the rest of the turrets
Nonsense. I've seen it over and over again, EVERY ALARM for the past few WEEKS, shooting the hybrids at the back of the blood door when there is a horde of more than a dozen little guys
And sniping the giant at the back of defense in c2 while again, a horde of strikers is running by
Cap.
Stop the cap
Not big guys only, no. But in a horde 100% of the time I've seen it shoot the big guys FIRST
Well then you either mistook one of your own shots hitting the striker, or a missed shot from trying to hit a big guy or something
Also please turn off ping if you are going to reply to what I say
frosty had a sniper guy in their team from the beginning and they didn't even notice
"woah that turret is pretty good"
I bring burst rifle and machinegun. How am I gonna--
Wouldn't know because in don't use sniper turret
I was playing SOLO without bots
yes yes, that's what they say
I don’t know what you are running man, I am not telepathic
Also please turn off pings when you reply to me, like I asked
I dunno how do that
please don't turn off pings when you reply to me
Sos
Just joking
When you reply, on the right there should be a thing that says ‘@ on’, click that
Go try run b1 solo without bots, when you get to the giant room, alert it and put sniper sentry down.
Or a1 at 2nd alarm
there's a giant room?
Wait theres a giant room in A1
2 giants near 3rd 5 scan door
Yeah there are zones with guaranteed giant spawns
Me neither
Room with a giant in it
Yeah, the second half of the level is guaranteed to have 2, though not only giants
^
Scout rooms arent rooms with only scouts, usually they also have trash mobs in them
I say usually because c1 and d2 exist.
Hmmm C1 flash backs
btw do enemies get aggroed in other rooms if you shoot in the room youre in?
like, is it safe to shoot a scout, if there are unexplored rooms nearby?
it is safe is the doors are closed




