#gtfo-related-questions

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rigid sinew
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imo they should just modify the system and change it in a way where you have to work for it. Like placing it in a optional room that has an alarm that the level doesn't balance it resources for, so it becomes like loot rooms where you can opt to get it if you can beat the challenge of the door or ignore it completely.

minor fractal
desert falcon
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Not really worried about checkpoints in the future. In my opinion, "every" feature got better after the first Rundown it was introduced in.

latent obsidian
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I kind of forgot people were taking hours and hours on missions because they were restarting from checkpoints over and over. Wiping and calling it for the night or having a do over was just fine. Having run on sessions for the whole day trying to brute force from a checkpoint can't be the intention

rigid sinew
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well one can hope 10cc do something good for it and don't pull another sniper ammo increase PirateSimon

minor fractal
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It would go so far to present CPs as a truly optional thing that you're choosing to use to experience the game with, and would also make it something that you would ideally grow out of if you're playing the game for a while and you get pretty good at it.

soft crater
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It's unhelpful experienced players tell newer players that this rundown is pitifully easy compared to previous early access rundowns

rigid sinew
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it's true though

latent obsidian
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Elitism on this server is a problem as old as time

icy nacelle
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Spastic saving and then immediately reloading at the slightest hint that you're about to get spotted.

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The true stealth player

soft crater
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It still influences their opinion and whether they'll stick to the game tho kat

dry pumice
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I like checkpoints. I feel like a steam pipe having my pressure vented when I hit one. Gives me confidence boost, even if mistakes were made.

minor fractal
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I mean, I think most people are waiting to see how good or bad R7 is before review bombing the game.

soft crater
minor fractal
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That or someone that's well-respected needs to push for it.

soft crater
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We could really use A Ludvig R7 leak

rigid sinew
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added more ammo to sniper...oh and it also has piercing now

minor fractal
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Which could happen at any time, really, game outlook is extremely negative among veteran players.

rigid sinew
soft crater
dry pumice
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I already gave mine a positive. I like the game as it is just for what it aims for aesthetically : highly immersive, deep coop survival horror. I don't really care what they do from here as long as the aesthetic stays.

The second they add a golden samurai armor - I'm rioting.

rigid sinew
dry pumice
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Or just samurai. Or just golden.

soft crater
dry pumice
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Aren't they banned by Geneva?

soft crater
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Hollowpoints cause more internal dmg when hitting a target because the bullet shatters inside them causing more dmg

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This also prevents the bullet from flying through the target to hit anything behind it

rigid sinew
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then how did the spitter survive when I emptied my whole mag at it smh

dry pumice
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Top kek

rigid sinew
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shit is rigged

soft crater
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C foam it lol

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It'll stay sleep for longer

rigid sinew
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:iknow:

soft crater
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๐Ÿ˜

dry pumice
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Yep, it is against Geneva. Good thing it doesn't apply to mutants.

soft crater
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Hollowpoints are just essentially more lethal

distant ice
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you could make it clear to the team before you start

soft crater
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I imagine it's a bitch to try to treat someone with all those bullet fragments shattered in there

dry pumice
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Exactly. Apparently they're banned under "things that cause unnecessary suffering" point.

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"just aim for the head goddammit" - The Geneva Convention, probably.

soft crater
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SantonianWhatElse honestly I just wish Gtfo added Hollow point rounds to more guns

dry pumice
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I mean...

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For all we know anything that isn't a HEL is using them

soft crater
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Some games I believe make it so hollow point round modification makes headshot/weakpoint shots hurt much more

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And well helguns cant have Hollowpoints.

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It wouldnt exactly be able to penetrate with those

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Other point with it being on sniper. The bullet would most likely have enough force to shatter the bullet but the fragments go through the body

tight drum
dry pumice
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I think you guys misread what I said

tight drum
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oh shit

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Yeah i did my bad lol

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oop๐Ÿ˜…

dry pumice
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I said that anything that doesn't penetrate in this game could be using HP and we wouldn't know... Because it doesn't penetrate.

tight drum
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yup

dry pumice
tight drum
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but btw they definitely aren't banned. They're actually much safer because they don't penetrate and couldn't accidently hurt innocents standing behind the target.

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and they stop the threat much faster.

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Basically the standard for concealed carry as far as I've seen.

dry pumice
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That's what I thought. Theres a rational reason to use them, and the counter argument is "but it hurts more!"

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I understand the point, but... Something feels off. That's a deep conversation for another channel.

tight drum
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Hmm maybe I'd say that dying faster is probably less painful. is it really against the Geneva convention? That's funny how little we listen to it down here in the states then.

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But I guess no-one really does anyway. Definitely a different conversation.

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But i think the reason they have hollow points in just the sniper is to explain the difference in damage. There could be something about the sleepers physiology that makes bullets hard to penetrate.

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Therefore you need whatever the tech behind hel guns to really get through them.

tight drum
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it's typically still one bullet just the Tip expands and slows it down.

mint gorge
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so how do you add bots in lobbies, im trying to get a feel for the game to get my friends into it.

icy cave
mint gorge
icy cave
mint gorge
icy cave
distant ice
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you have to hold it not click it

icy cave
mint gorge
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i figured it out, apparently i was matchmaking and not hosting a lobby lol

distant ice
fervent ibex
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no i mean like uh

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like for example

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there is one dude a bit ahead of the main group with the bio tracker, spots and tags enemies

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that is the scout

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then there are 2 riflemen with turrets to increase firepower

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and then there's the support with c-foam

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to uh

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foam doors and enemies

rigid sinew
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inb4 he finds out the bio only pings active enemies

tight drum
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@fervent ibex You could call it that I suppose. Different tool roles mostly work together. in D3 error section the person with mine deployer will usually stealth through the enemies while the the bio will ping the enemies and the people with turrets will refuel ammo and tool as well as shooting. Or maybe the C foam person will handle C foaming bullrush scouts... The bio pings them and the other two people hammer em. Or just Permafoaming doors and pinging enemies while a third person does uplink terminals could be considered that? it isn't the same as the roles you mentioned but there are definitely different roles.

neon gust
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biotracker better on the back

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if your entering a room yeah let him get close to the door so he can communicate with you, but during alarms its better if hes protected by the team so he can keep bio pings consistently

warm yew
fervent ibex
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no one should be ahead during that

neon gust
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unless your impatient

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wich i would understand

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cuz i often go and do the initial ping shit

neon gust
proven arrow
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Are the new X missions hard ?

warm yew
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Hard on the specs

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Yes

scenic torrent
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Why is GTFO "Dead"? Or more accurately, why did GTFOs player base shrink so significantly? The developers put a lot of effort into the mechanics, function, and captivity of the game. It's very well made. It's super fun and engaging, and sure it might get boring after you complete all the levels, but it's still a fun experience. Which leaves me confused as to why the player base is down, and why it had taken such a significant hit in popularity.

rigid sinew
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the game is the type of game where you play, finish, drop and wait till next rundown

scenic torrent
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THen why aren't there spikes of activity when new rundowns release?

rigid sinew
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there are

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just check the steamdb page of the game

scenic torrent
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I must have been using an less accurate chart then.

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It didn't show any of the peaks during rundown releases.

spark wolf
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they also make the game pretty unplayable for client this rundown

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i've played all rundowns and this one is the only one that made me worse at the game with the bugs it had this time around

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lost my habit to dash because it's broken and no longer used to to the intended enemy behaviour from often playing without being host

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the game lose a lot of replay ability if it takes a quality drop like that

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like we don't even have to talk about the new stuff added this rundown

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those bugs alone simply ruin the experience

rigid sinew
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๐Ÿ˜”

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wouldn't be gtfo without the game breaking bugs

midnight gazelle
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Rundown 6 was a disappointment in my opinion - Content wise, bug wise, etc

rigid sinew
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I would argue content wise it was ok (although not the best)

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Would have been waaay better if they had fixed the bugs with kekpoints and sniper ๐Ÿ…ฑ๏ธelee

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Though I must confess I have barely noticed the last one since people started complaining about it

mossy aurora
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sniper melee is not that noticeable if you dont utilize movement and terrain/obstacles well. if you're just standing still like a statue shooting and getting hit for free its not that obvious that it exists

rigid sinew
tight drum
tight drum
# compact pebble shit game

Also it's not a shit game. It's really good. The developers clearly still have the ability to make great creative levels (look at levels like Cx d3 d4) crazy creative potential for levels, they just decided to not do that for a lot of levels remove a bunch of optional objectives from em and yeah there are some problems with Performance but they've talked about fixing those in R7 and I believe they will.

mossy aurora
dapper nimbus
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Content wise R6 was far below expectations for me, hopefully R7 will spice it up a bit.

minor fractal
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It's easy to credit it to typical lag if host's connection is bad or the internet is choppy that day, but it gets a lot more noticeable when it happens consistently over a long period where apparently every host has 200ms+ desync but things look swell on your end.

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Which, if I'm not mistaken, is largely why it was noticed. Happening over a long period, to lots of different people, with lots of distinct indicators.

warm yew
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Its due to the patch they did to fix jittery enemies that caused it

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Which mean damage is dealt in real time, but the position of the enemies on clients' side was farther than they should be

muted hornet
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What does it take to make 1 level for a rundown and how long?

ruby wasp
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No idea

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From start to end (testing included), i'd say 2 weeks per level on average ?

dry pumice
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How long it took between R5 to R6?

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June 23, 2021

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December 9, 2021

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So ~5-6 months

inner field
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it takes way too long :)

dry pumice
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10 levels... Divide by 5 months...

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~2 weeks per level, it seems

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Plus minus dependong on complexity, as A1 clearly couldn't take as long to make as something complicated like D1 or D2

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This doesn't account for them trying to innovate - come up with new enemies and mechanics like D1 Kraken

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Oh, and teleportations

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That was new too

rigid sinew
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new enemies and mechanics
A1

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rooms with only 1-2 enemies

distant ice
rigid sinew
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lack of grouped spawns

raven moth
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well making a level isnt just about putting some assets together. It takes time to come up with the layout, enemies (how many, types), is it going to be gun blazing like C3 type of lvl, is it going to be focused on stealth, is there gonna be secondary objective and if yes, what is it gonna be. Stuff like that and much more is gonna take some time, not even gonna start with QA

dry pumice
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Due to the lack of other data - i did

latent obsidian
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They aren't going to be able to make the new levels until they've designed and developed the features that will be a part of them

distant ice
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Just making levels wouldn't take long at all

latent obsidian
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Which I would imagine takes the larger part of development time each rundown

distant ice
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Levels are blocked by features

dry pumice
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Well, including that then

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1 week to come up with features, 1 week to assemble them into a level

distant ice
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Kek no

raven moth
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it doesnt work like that

dry pumice
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Of course not in perfect order. They probably just get all the features down in first 2-3 months, then assemble them for the other 2-3

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I'm just spreading raw data, i don't really have to take anything else into account

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I have release dates, that's all

distant ice
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I don't know what they do i just know that they do this thing so I'll just take and assume that's how it works and give numbers

dry pumice
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I'm basically talking of time here as raw resource that gets transformed into content

distant ice
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It's useless to do it like that

dry pumice
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Well the person asked, and i came up with the best i could

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Took the time it took for rundown release and divided that time across how many levels it had

latent obsidian
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Okay, and Storm is suggesting other factors and things to take into account to get a more accurate estimate

distant ice
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Discarding literally everything else, And ignoring that there are 6 rundowns not just time between r5 and r6

dry pumice
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So i found out how much raw time (spread across the timeline) went into making 1 levels. On average with no additional data it seems to be ~2 weeks. Maybe 1 week per simple level like A1, maybe 3 for something complex like D1

latent obsidian
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The other thing to bear in mind that a lot of stuff is going on at the same time

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If there are enough developers and designers then its a waste of time having 20 people all designing one level

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And then the testing of that level and bug fixes can be done separately too

dry pumice
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True. Doesn't change the overall outcome though.

latent obsidian
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If the outcome is "how long til the next rundown comes out" sure. But the question was how long it takes to make a single level

raven moth
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making a D1 could even take several months tbh. There is multiple departments that work on rundowns. Mappers, assets guys, testers, sound guys and more i believe. So maybe you have the basic layout ready in 3 weeks but then you wait another weeks for assets guys to make new stuff and change if instead of the placeholders, then you have testers to test it out, report it and get it fixed and retest it once more.

dry pumice
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I got release dates, i got amount of levels. Simple as. The rest is details. Don't read too much into it.

latent obsidian
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Yeah I understand the division you did

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I'm just thinking out loud about how they are likely working in reality

dry pumice
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Exactly. I'm simply sure though the person who asked the initial question wasn't interested in that - he just wanted some time estimate, so i gave one.

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I could go deeper. I could do this division between every rundown and get the averages from there. Would be more accurate even. I'm lazy though, so if someone wants to do that - go right ahead.

muted hornet
# dry pumice Exactly. I'm simply sure though the person who asked the initial question wasn't...

Well i am interested into what goes into a level. Sound, models, enemies, layouts and all the extra stuff such as lore bits for terminals. In my opinion, i think it would take a week (mb 2) to develop the idea of the map, then it would take around 2-4 weeks developing the map, implementing the sounds, models/assets, new monsters (if there are any) and fitting it with lore and into the story (eg. the schnaeffer voice lines), then an additional week of bug fixing and adjustments, then its finished. So thats approximately 7 weeks max. This might be wrong, cuz i don't know how fast map development is, but i do think this is a fair estimation for what I've seen in game development.

dry pumice
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Ah. So you did wanted the DEEP explanation. Yeah, i'm not expert in that then, so unless one of devs comes down and shines some knowledge on us...

latent obsidian
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From what I understand they have some tool which makes it easier for them to piece parts of the map together. And I guess also set enemy density, spawn notable enemies, set alarms and scan spots etc etc. I'm visualising a level editor but I don't know exactly how user friendly it is to put something together quickly

dry pumice
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I believe i do remember hearing that they use some kind of procedural generation

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That should helps with assembly of your average dark_corridor_64

muted hornet
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i agree. they might use some sort of level editor (or mb they use assets that can fit together like lego blocks in a way and just stick it together in the unity game engine), but i doubt its user friendly

latent obsidian
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If you've been playing long enough you'll see the same "tiles" or rooms used over and over, so they certainly have a means of sticking them together and having them interface differently

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Like your lego block analogy

mossy aurora
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it would be cool to see the process behind how they made some of the levels, like D3. did they plan the splitting up part beforehand? or decide to do that after they put the tiles together. was the overload fog also something that they planned in conjunction with the stealth parts knowing that groups can burn a lot of time stealthing

latent obsidian
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Agreed, would be interesting to see how they go from ideas and concepts through to the design phase

muted hornet
mossy aurora
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having the overload bulkhead at the start of the mission is not indicative that it was one of the first things to be planned

latent obsidian
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It sounds a bit haphazard if its the way they fit the tiles that informs the core ideas for the level ๐Ÿ˜›

mossy aurora
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if anything, it makes more sense that it's one of the last things they add, as in deciding what the overload modifier is requires the main objective to be planned out

dapper nimbus
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Wasn't there supposed to be a QnA? But it got cancelled

latent obsidian
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Yeah iirc. They did one with Simon but then the second one that week was cancelled

inner field
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Yep

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and no communication as to when it would be done instead :I

glad oasis
jagged shadow
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https://youtu.be/1CgQPpcIYtE
Hey! Anyone knows how to run this fast? Does it has to do with your pulse rate or charging your melee weapon to run faster than enemies?

rigid sinew
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Wydm

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They are just running normally

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Although yeah, a higher pulse does slow you down

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But in no instance it makes you faster

warm yew
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Press shift while holding W

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New game mechanic

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Runnign

rigid sinew
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Unknown

jagged shadow
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I felt abnormally slow probably cuz I didn't consider my HR

soft crater
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Heart rate. Could also be FOV

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Gives the illusion that you're moving faster

radiant prawn
#

I saw the merch just recently, I'm curious who the manufacturer is. Is it an Indie brand or made in a custom merch company

dapper vapor
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Will GTFO get low spec support ?

radiant prawn
rigid sinew
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lower than it has? no

dapper vapor
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im still in A1 bc i use a 4 gb ram

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laptop

rigid sinew
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the game still needs traditional optimization though

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that's for sure

dapper vapor
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true

dry pumice
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no, 4 gb laptop wont do

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i believe there is even a room that has the specs?

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Minimum:
OS: Windows 7 64-Bit or later
Processor: Intel Core i5 2500K or AMD equivalent
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 1030 or Radeon HD 7850
DirectX: Version 11
Network: Broadband Internet connection
Storage: 15 GB available space
Additional Notes: Low Settings

rigid sinew
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what can you run with 4gb doe

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terraria lol

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it's pretty small amount for modern standard sadly

dapper vapor
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rainworld terraria highfleet at high priority JSAB and more

dry pumice
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so not graphics intense stuff

dapper vapor
dry pumice
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mostly 2d pixelated indie projects yadi yada

dapper vapor
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true

dry pumice
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Which is fine, yeah

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Unfortunately GTFO considers itself to be the elite hardcore highly immersive game

dry pumice
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My specs are a tiny itsy bitsy above what minimals say, i play on minimals and still have to cry myself to sleep when playing levels with da FOG

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Particles are my worst enemy

dapper vapor
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i get solid 9 to 15 fps when grafics at 640x480 and minimum grafics

dry pumice
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laughing

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You remind me of 5 y.o. me

dapper vapor
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and in the pause menu i get 250 and 300 fps

dry pumice
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playing games at stable 15 FPS like its a thing to do

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everything is in slow motion

dapper vapor
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lobby 30 fps

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true

dry pumice
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that was my Win XP Pentium II PC from 2000s

dapper vapor
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lol

dry pumice
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the fucking thing couldn't run L4D

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It actually just couldn't

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i think i tried and its basically like 5 FPS

dapper vapor
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wow

dapper vapor
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but my mom has a laptop wuth 8 gb ram but its broken bc its around as old as me

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just need to replace the battery and cpu and some other stuff idk about

dry pumice
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The funny thing is - VR borught all this back

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Well, the AAA projects at least...

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Minimal settings at HL:Alyx:

  • In a small simple room - the shit, future of gaming is here
  • Near the Weapon Upgrade Station that Valve went out of their way to make a marvel of gaming technology - actually just straight headache in visual form
neon gust
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my gf was playing at a solid 50 with her old computer, but levels like r5b1 (specially digsite for some reason) get lower frames

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r6 its optmize to when it comes to the complex

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dimension be wack

rigid sinew
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I wonder if those environmental particles have anything to do with that

soft crater
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Impossible

neon gust
floral acorn
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whadda ya mean, blackie is like the coolest hombre ever!

neon gust
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dont be that guy please

waxen jetty
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mad

soft crater
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๐Ÿ‘€

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But it's daddy Black Dragon. I have to

crisp tundra
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how hard is CX?

noble sierra
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Among c-tiers, probably one of the slightly under average one.

midnight gazelle
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CX isnโ€™t hard. I guess the extreme could be a bit challenging going in blind

minor fractal
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CX Secondary might be the most disappointing objective this rundown.

rigid sinew
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you mean A1 high part 2 PirateSimon

minor fractal
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Maybe hard if you have exactly one functioning player on your team.

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or no bio.

dry pumice
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CX secondary is too sporatic. Push forward into some backroom with actual sleepers present while invisifuckers push from behind. Easy to get accidentally overwhelmed.

ruby wasp
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just mine + cfoam lol

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Or, you know

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Have 2 people push forward while the other 2 stay a bit behind them to handle the waves

dry pumice
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Hm, I don't know. Feels like there's too many of invisible.

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They somehow managed to get our whole team spraying them.

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I remember spraying them with machine gun into a doorway and 30 seconds later we are surrounded

floral acorn
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bot bio and some sentries holding back "east" while 2 guys go west worked for us, the 10 minutes is not much time but the cell-fetchers can sneak a bit

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the secondary works like d3, the spawn is fixed fromelevator, no middle-spawns even if the split teams up

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but Saint-Funky has the meta-point, this game is practically built on "glue"

rain python
neon gust
dry pumice
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Did we ever had a boomstick?

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Or is the primary sawed off we have now is considered one?

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Actually never mind, I think I answered myself...

minor fractal
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When I did it trio, two people from my static were just half-AFK at the entrance while I went and grabbed cell and came back.

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Super boring.

dry pumice
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Seems to be just HEL weapons being op

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Nobody brings any in my squads

rigid sinew
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๐Ÿง€ guns

minor fractal
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It's OP into any enemy that doesn't strafe.

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So, reactor waves, shadows, and chargers.

dry pumice
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And just strikers in general

minor fractal
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Strikers strafe, though.

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Which can be bad if you don't play around it.

dry pumice
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Once they're close enough though

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Don't they?

minor fractal
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Iirc it's 15m, which is pretty big.

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You either need to hold a close angle or a far angle to avoid it.

dry pumice
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Hm

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Shadows also can't sprint correct?

minor fractal
dry pumice
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They seem to be slow

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Just power walking toward you

distant ice
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they're just slower that's all

minor fractal
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They have a slower animation speed last I checked, and they use some shooter animations which have slower movement.

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There's not really a sprint/walk in this game, only animation sets and animation speed.

distant ice
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just nothing walks normally

minor fractal
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Oh, patrolling?

distant ice
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no

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R1 intensifies

minor fractal
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o rite

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Decapitate all of the strikers moment.

worthy trail
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u could consider giants out of your room/further away than 15(?) meters sprinting

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or general stuff being propelled forward due to collision kappa

distant ice
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giants outside your room move faster yes

minor fractal
distant ice
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even if outside your room happens to be 1 m away from you

dry pumice
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Oh

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Killing floor moment....

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God, I hated spawn system in that game

worthy trail
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pretty sure i've seen a (the same room + further than x meters) condtion somewhere too

dry pumice
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Am I just unlucky with sentry boosters? I swear I only have +SR Sentry damage

minor fractal
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Burst sentry, tho.

dry pumice
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Why on earth SR Sentry would need any more damage than it already does

rigid sinew
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auto sentry PirateSimon

minor fractal
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btw

dry pumice
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Oh

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That's not clear at all

distant ice
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hover over it

wise thicket
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Sentry cpu on sniper sentry

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Fun times

tight drum
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it's pretty clear

wise thicket
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God damn

dry pumice
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Hover over what?

rigid sinew
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the booster modifier

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it gives you an explanation of what it does

dry pumice
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You can hover over them?!

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Godfuckin'....

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I thought SR stands for Sniper Rifle

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So I would literally only bring SR boosters with sniper sentry

tight drum
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nope basically the worst booster for sniper rifle๐Ÿ˜‚

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it doesn't need more damage and it doesn't work well at short range

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it's okay I thought that too for long time

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we all have monkey brain sometimes

dry pumice
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I don't think monkey brain has anything to do with this

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Is there a LR booster? Maybe MR?

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There's nothing else to consider. Who shorters Short Range to SR?!

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C. Q. C.

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I'm actually molding

tight drum
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I mean you could just read the full description

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it's as clear as can be.

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I'm not judging you I never read any of them for a long time either

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I'm just saying it is pretty monkey brain to not notice

dry pumice
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I mean... How would I?

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The UI looks very un-interactive on boosters

tight drum
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Sniper rifle isn't anymore likely then Short range.

dry pumice
#

I just click between them and that's it

#

There's no reasons to hover over them. Maybe I'm just unlucky to never hover over descriptions accidentally...

tight drum
tight drum
dry pumice
#

But how would I know that it does that?

#

It doesn't look interactive, at all

wise thicket
#

Whatโ€™s going on?

dry pumice
#

A little [?] Icon near description would come a long way

tight drum
#

Yeah I suppose.

#

I guess I do lean a lot more towards being obscure then being stupid obvious. People never seem to complain the other way round.

#

like the god damn mission objectives.

#

They've gotten so much more obvious :/

spark wolf
#

me when streamer types terminal command wrong by 1 char and then assumes that's just not what you're supposed to do at all

weary mesa
#

ping_key_blue_xxx

dire sparrow
#

Im the only one who learned the commands of all my friend group so now they message me while im at work for the fucking commands

dry pumice
#

Have they went to the same IT college as you?

#

Just tell them to type in COMMANDS

rigid sinew
#

I literally just typed HELP and read

scenic torrent
#

What do these number mean?

#

Wait

#

No immages

#

The numbers you see after completing a level. For example, under A1, I see:

COMPLETED: [2,-,-,-]

long ember
#

Itโ€™s the number of times you completed that difficulty

#

So for A1 you completed the main objective 2 times

wise thicket
#

Main, Secondary, Overload, Prisoner efficiency

tight drum
# dry pumice Just tell them to type in COMMANDS

Yeah I totally agree the terminal literally tells people type help and that explains to type commands. What is this bullshit of "list key_blue_xxx query key_blue_xxx ping key_blue_xxx put key_blue_xxx into the door" That doesn't need to be spoon fed to the players like they never used a keyboard before.

#

My new player experience in R5 was so so much better in that regard.

#

it's gotta be understood that watering down the systems of this game are going to ruin all the specialness of it.

#

The mystery of figuring out the terminal is almost like a puzzle element. it needs to be made more complex not less. Why even have a whole command system if you just give players the solutions.

rigid sinew
#

it needs to be more complex, but not for the sake of being complex

weary mesa
#

With the direction that game is going. I'd see them start making everything baby mode

tight drum
#

Which to be fair they have done.

#

Terminal commands are actually cool and useful

#

Uplinks are good but I want something a little more involved in terms of terminal use. The double uplinks where you search logs are great.

tight drum
weary mesa
#

There'll be a day where every sec door in a level is a Checkpoint door

tight drum
#

Jeez...someone's a negative Nancy

tight drum
weary mesa
#

I do like most of what they've been adding/reworking but checkpoints are my one complaint with the new stuff

#

Other than sniper melee

surreal topaz
#

ok i dont want to start a big discussion but from what ive seen (i just want someone to say yes or no and explain where im wrong ig) in terms of scout killing with melee: knife only kills from behind and back (occupit), bat only kills from back, then sledge is same as it always has been then spear is just long

#

cuz i started using knife on r6 and ive been loving it but scout killing with it seems unoptimal, so i tried bat and have had 2 instances to show that it cant kill from front so im presented with just goign back to sledge

tight drum
#

Bat and knife only to back of the head yes.

#

pretty sure sure just back of the head not back in general.

surreal topaz
#

yea im only referencing the head i dont think theres a melee that can kill not with head

tight drum
#

No that isn't true hammer can anywhere

#

back front head not head.

#

oh wait nvm

#

You mean scout.

#

Yeah

surreal topaz
#

lol yes

tight drum
#

sorry

surreal topaz
#

i was gonna correct you but i figured youd notice

tight drum
#

yuuup lol

surreal topaz
#

ok well ty

#

sadge back to sledge

tight drum
#

but with some practice back of the head isn't too bad with bat and knife.

#

But to each his own.

surreal topaz
#

oh im aware, but when they swap pathing so much its a bit of a bother id rather not have to worry about it

#

or having to worry if you're gonna miss or not

dire sparrow
compact pebble
#

bat and knife on scouts are trickier

surreal topaz
#

its mostly cuz im still not fully comfortable with scouts so i want it on easy mode lol

tight drum
#

Bonk Bonk

surreal topaz
tight drum
#

Have you seen the other types of scouts yet?:)

tight drum
surreal topaz
#

yes, ive played sense r4? i think but my friend grp was quite sporratic when we played

#

so unless theres something other then the charger scout i know of both

sudden burrow
#

:)

waxen jetty
#

:)

tight drum
#

:)

surreal topaz
#

ah i see

#

rn im trying to get my friends to do d1 so we can look at the other d lvls

tight drum
#

Charger scouts are awesome though.

#

The other D levels are amazing two.

#

Best in the rundown.

surreal topaz
#

exactly why i wanna get to them

#

what lvl is the new scout in

sudden burrow
#

They've been a thing since R4, but they're in D3

tight drum
#

D2 and D4 have charger scouts.

#

The other is in D3

surreal topaz
#

maybe ive seen them just forgetting ??

#

i just havent done either e lvl

#

in 4 or 5

tight drum
#

don't spoil it for yourself.

sudden burrow
#

They first showed up in.... R4C2 overload?

tight drum
#

Just play em

sudden burrow
#

That sounds right, but my R4 memory is foggy

tight drum
#

when did they first show up in R5?

#

totally don't remember.

#

D1?

#

or was it earlier?

sudden burrow
#

C2 main

#

Both of the M-class zones, I think

tight drum
#

Jeez really? I thought I knew that level really well lol.

surreal topaz
#

oh sorry you mean ||shadow scouts||?

#

i knew i was forgetting one

#

those guys are fun

sudden burrow
#

Yup

tight drum
#

They're P cool.

sudden burrow
surreal topaz
#

i do remember seeing them in c2 i think

sudden burrow
#

I do remember them in C2 though because my fool of a brother tried to get a double on them with the hel rifle - he missed the head on the first, and the second was behind a window lmao

surreal topaz
#

lol thats unfort

sudden burrow
#

I also have a BRILLIANT clip saved of c-foam grenades working exactly as intended, nothing weird, no sir

tight drum
#

I was stuck for a long time on the C levels that rundown so I'm surprised I didn't remember.

#

Really crazy step up.

#

But crazy good

surreal topaz
#

one of my friends and i FAV maps was d3? i think in r4, the reactor lvl

sudden burrow
#

C2 specifically was our wall for a while, yeah

surreal topaz
#

with the 5 scout room

sudden burrow
#

That'd be R4D1

#

Good times, that scout room was funny

surreal topaz
#

yes d1 ty

#

i remember the first time we saw the room we were like UHHHH we gotta go IN there>?

tight drum
#

Haha That's great that you still have the same team from R4.

surreal topaz
#

i was on reactor term duty so im 5 rooms away just waiting to see if they mess up or not lol

#

yea but its been hard to get them on recently :(

sudden burrow
#

My team has shuffled here and there, but I've been running with each one of them since R1, 3, and 5 respectively

#

My fellow R1 vet is our legendary DMR-sniper main

tight drum
#

Definitely the best way to play.

#

I have a couple teams I run with.

#

One's from earlier rundowns and one's from R6

sudden burrow
#

Helping a newer group can be magical, it helps to bring back the sense of "what the fuck is going on" pfft

surreal topaz
#

ive been watching some speedrunning stuff, is dmr good or nah

#

ive been the dedicated sniper sense i downloaded the game

#

gun games are not my forte but i can snipe stuff

sudden burrow
#

DMR feels good, just need to be mindful of the inability to one-tap strikers without boosters or occiput

#

I wouldn't really call any gun bad, except maybe machine pistol and sawed-off? But they can still be pretty alright, depending

surreal topaz
#

gotcha

sudden burrow
#

I've used it! In CX! With varying degrees of success!

surreal topaz
#

how much booster do you need for dmr

#

it seemed to be one shotting but ๐Ÿ™ƒ idk

#

ive beat every level (with friends or bots) except obv d1 and dx

tight drum
#

it one shots shooters.

surreal topaz
#

i know shooter multipliers are weird

sudden burrow
#

You only need like, 6% to front headshot strikers

tight drum
#

strikers are left with a decimal point of health

sudden burrow
#

It's only barely not enough base damage

surreal topaz
#

well good to know its not much needed

sudden burrow
#

...Oh right, 6% was a weird melee damage threshold in R5, lmao

tight drum
#

so anything in the game can will make them die after a dmr headshot

#

so dmr shotgun is awesome.

surreal topaz
#

yea ive been trying to find a primary i like just had ar mostly

tight drum
#

depends a lot on your secondary too

#

don't wanna bring sawed off scattergun

surreal topaz
#

like i said im the designated sniper

#

so i 99% of the time have sniper

tight drum
#

Yeah ar is good with sniper.

#

Pistol or smg are also real good with that.

surreal topaz
#

kk

#

i was just trying out dmr but i might go back

#

my aim is sometimes ๐Ÿฅด

tight drum
#

Haha yeah there are certain weapons you just need to be able to aim for

#

actually hold on a sec. You gotta aim with sniper most of all!

surreal topaz
#

yea dont ask i can hit my sniper shots but not my primarys LOL

#

if i can sit there and line up im good to go

#

ive always been good with snipers even tho i have limited fps exp

tight drum
#

Hmm funny.

#

i'm terrible at the sniper.

surreal topaz
#

in games that have projectile drop i would go crazy with it

tight drum
#

This new scope zooms in way too much for me

#

i can aim quite well with things like revolver or dmr though

surreal topaz
#

i would sit in a corner of a map and snipe ppl

tight drum
#

helpful. The sniper can often be the most important player.

surreal topaz
#

there has def been some clutch snipes happen in the past

#

i actually kinda stole the role from one of the others but thats ok

tight drum
#

Hahaha in rundown five that was less of a problem because of hel rifle.

#

Although stuff like hell gun and choke mod still fill similar roles

surreal topaz
#

i never tried the hel rifle we couldnt tell if it was just better sniper or alt sniper

tight drum
#

i doesn't one hit giants to the head.

surreal topaz
#

ah yea

tight drum
#

it's all about piercing.

surreal topaz
#

we snuck with sniper cuz it can one shot everything* in the game

#

yes i know the couple enemies it cant but we decided we wanted 1 shot for everything

tight drum
#

spraying into a group of four giants can deal with them all in lightning speed

#

Yeah people have all different playstyles.

#

Which is great!

#

Variety is best.

surreal topaz
#

yea when we were newer we were def not comfortable with meleeing everything

tight drum
#

mhmm i get you.

#

well good luck on those D levels! They really are great.

surreal topaz
#

thanks, i might lfg in here soon if i cant get the squad on

#

i enjoy the game and wanna beat the lvls

#

i wish there were more PE lvls this rundown

#

those were fun

tight drum
#

Me too :(

#

Hopefully for R7

#

D3 Pe is really good though

#

So crazy.

surreal topaz
#

some of the best fun i had in this game was r5? i think? but it was a PE lvl that we had to spend days on and 2 hour runs trying to not fail at the very end

tight drum
#

Yup I had that experience with C2PE so hard but soo fun.

#

There was no goofing off tolerated.

surreal topaz
#

think it was a B lvl

#

it had an error alarm while you had to do the overload obj

#

so we had one guy run back who was most comfotable with kiting just soloign waves while we were coordinated sniping scouts ect

#

good times

tight drum
#

I think B1 or B2? I don't remember.

tight drum
#

Bye bye kiting

surreal topaz
#

yea it was one of those

#

think b2 but idr

compact pebble
#

b2 had error

#

you had to go thru infectious fog zone with sleepers and scouts to find 5 glp samples

#

b1 had no error so chu was prob talking about b2

weary mesa
#

R5B1 Big charger error

compact pebble
#

i don't think he was kiting big chargers, there are also no scouts thru that zone...

weary mesa
#

"b1 had no error" PirateSimon

compact pebble
#

๐Ÿฅด

weary mesa
#

shit was hilarious pre nerf

dry pumice
# tight drum Yeah I totally agree the terminal literally tells people type help and that exp...

Ah, the command is HELP not COMMANDS? Alright... Or is it both? How do i keep checking? I already forgot.
To be fair: GTFO is one of few FPS games i've seen that unironically asks players to "Learn to code", because that's what terminal interactions basically are.
I don't have the data, so this is a gut feeling - but somethings tells me that a large quantity of gamers are probably unfamiliar with basic coding, especially the younger portions. I'd imagine terminal experience could be much worse for me if not for my IT background and my pathetic attempts at modding.

tardy ingot
#

bbc error and going into a bbc zone with a scout was insane for a b level

#

Dude. I sucked at anything IT related and still easily found out how to use the freaking 5 commands that exist

#

its not very complex

tight drum
dry pumice
#

Ah right, kek

tight drum
#

All terminals say type help for more information at the top.

dry pumice
#

Now i remember, yes....

sudden burrow
#

Itโ€™s not quite coding, itโ€™s more like command prompt

dry pumice
#

True

sudden burrow
#

Basic text-based interface/system, instead of graphics-based

dry pumice
#

A little bit easier

surreal topaz
#

not only did i steal the sniper role but he was also the terminal guy and i started doing that too lmao

#

thats actually one of the reasons i wanted to get the game was the terminals

sudden burrow
#

Most of my crew vibes real good with โ€˜em

surreal topaz
#

i wanted to learn some cryptic ass system and do cool shit

tight drum
#

i agree that it could be hard for some people but it's honestly still a good thing. figuring out basic command line stuff is a thing people need to be able to figure out.

surreal topaz
#

but yea its kinda simple rn :(

sudden burrow
#

Being able to use terminals well is definitely a huge boon, and yeeeaaah please do more with them 10c :D

tight drum
#

Plus the whole game is about cryptic mysteries... Those are the best kind. And the terminal is a much better way of breaking up combat in an actually useful and logical way then just having dumb match the strawberry games.

dry pumice
#

There's a room with a fog and you can use a fog-suck terminal commands, but it will strain the system and result in a drawback like turning off the lights

#

SO you can pick, for every individual room, wether or not you want to deal with the fog or pure darkness

surreal topaz
#

it would be a little hard perhaps to do more with them just because you only need to find things and if not, then its reactor/uplink/unique command, they dont play an integral enough part i feel to be too much more in depth

tight drum
#

oh thats a person oops

dry pumice
#

RIP

surreal topaz
#

imagine being able to open and close doors from them ๐Ÿ˜ณ

tight drum
sudden burrow
#

They could definitely still add more things that could have terminal integration of some sort, too

surreal topaz
#

yea they would have to

#

cuz currently what else they gonna do other then like artek said changign core room mechanics because of them

sudden burrow
#

โ€ฆ.oooh, anyone remember the likeโ€ฆ. HSU racks from the tank room in R4D2?

#

That might be a neat little thing

#

Small, but

tight drum
surreal topaz
#

ooo yes yes

tight drum
#

Could do so many cool things that's just an example.

surreal topaz
#

i must say ive been quite dissapointed in the number of reactors last 2 rundowns

#

those were my favorite levels by far

#

i would bug my friends to play them

#

esp cuz we arent at the lvl where everything is ez clap so we would have to work multiple nights and progress and learn and get out of our comfort zones

tight drum
#

R5 had 4 or 3? i'm not sure.

surreal topaz
#

uhhh idr its late

tight drum
#

This one has two.

surreal topaz
#

we were workign on a d lvl one i think

surreal topaz
tight drum
#

R5D2:)))

surreal topaz
#

think so, it was a PE lvl

tight drum
#

awesome reactor haha.

surreal topaz
#

yea it was a lotta fun

tight drum
#

Oh maybe not then.

surreal topaz
#

we never tried pe

#

tbh we never finished the reactor

tight drum
#

probably B1 or C2 then.

surreal topaz
#

cuz our mother pathing was so terrible

tight drum
#

Who knows.

surreal topaz
#

it would just hide and be a bitch

#

then spawn and kill us

tight drum
#

Ohhh yeah that was C2 extreme.

#

Mother at the end of the reactor really threw us off our game.

surreal topaz
#

yea tanks at the end is like aight thats doable going in blind but mother was wildin

latent obsidian
#

R5C2 was a pretty neat level

compact pebble
#

replace the mother with queen

surreal topaz
#

oh no dont make a mother 2.0

#

that sounds unfun

tight drum
surreal topaz
#

tank 2.0 tho

latent obsidian
#

they already got Mother2.0

tight drum
tight drum
#

hahaha

surreal topaz
#

is there another new enemy im forgor

compact pebble
#

he doesn't know

tight drum
#

Not new.

latent obsidian
#

She's not in R6, she's biding her time

tight drum
#

But yes.

surreal topaz
#

which rundown was it

latent obsidian
#

3, 4, 5 I think all had her

tight drum
#

R3 and R5 at least.

#

don't know about 4

compact pebble
#

don't think 4

latent obsidian
#

R4E1

tight drum
#

P mom

tight drum
surreal topaz
#

yea we never got down to e lvls

compact pebble
#

ah

tight drum
#

haha with a tank right?

surreal topaz
#

yea

#

i remember watching a video

#

but idr how she was different

tight drum
#

M o r e

surreal topaz
#

shadow tank when ๐Ÿฅด

surreal topaz
tight drum
#

They wouldn't...

#

right...

#

hahaha

surreal topaz
#

idk man with the amount ive heard some ppl complain how easy this game is in videos....they might try something very off the wall

#

prob not but we'll see

latent obsidian
#

A lot of the people that are currently playing are just veterans with a loot of hours

compact pebble
#

we can only hope it will be more difficult in R7

compact pebble
#

there are checkpoints already, so they might make it harder than any rundowns we've seen

surreal topaz
#

my team is like alright but certain things still get us

#

and we havent lost the novelty of it yet cuz we play so infrequently

#

so seeing a room full of 5 scouts or something is still cool and scary

tight drum
desert falcon
#

I imagine its pretty hard to come up with anything that challenges ppl that have 3k hours and play daily ^^

surreal topaz
tight drum
#

Plus shadow tank is just awful. Not really an enjoyable experience.

compact pebble
#

xD

surreal topaz
#

make a difficulty above overload for extra objectives thats just everything thats "supposed to be hard" about the game but all in one

compact pebble
#

just make it so hard its impossible smh

surreal topaz
#

max class error surge alarms with shadow everything and tanks and mothers everywhere

#

yea just a "you lose" dif

compact pebble
surreal topaz
#

cursed

tight drum
surreal topaz
#

i mean wasnt there a tank error alarm already

tight drum
#

isn't that simple

#

Also they have done it.

surreal topaz
tight drum
#

R5C1 R5C2 R5D1 R5D2 R5B3.

desert falcon
surreal topaz
#

PE lvls also usually just are harder in general to do a PE and theres what like 2 in r6

surreal topaz
tight drum
#

Although obviously you need some skill

desert falcon
#

Just comes down to new mechanics that you have to learn and thats probably the most complicated stuff to come up with.

surreal topaz
#

rng = bad in this game, for difficulty

desert falcon
#

Like, it doesn't matter how many enemies you place in a room, if you are a stealth god you will go through that room anyway. But if there is something new you have to adapt to and need to learn from scratch, that could work.

tight drum
#

Oh I totally agree. it's tough. I wouldn't go to the COD devs and ask them to make this game. But these devs have proven that they can do it before. So I'm going to hold them to that standard.

surreal topaz
#

ooo what about respawn rooms when they were going crazy with those, i think they used to respawn scouts too at first right

#

they could re-implemnt those

#

more

tight drum
#

R5C1 is a great example of stealth respawn rooms yeah.

latent obsidian
#

Tough stealth along with some time pressure seems like a good combination to challenge experienced players if tuned right

tight drum
#

especially after really draining your resources.

latent obsidian
#

Either reactor timers, waves that drain ammo

tight drum
desert falcon
#

Make secondary a 5 min time limit instead of 15 Aggressive_Artifact

tardy ingot
tight drum
#

Unfortunately those ideas are mostly confined to the last 3 levels.

tight drum
weary mesa
#

R5C1 was terrible people just spawn blocked it

tight drum
tardy ingot
#

which is the problem

latent obsidian
#

How could you spawn block it when all 4 are needed for terminal scans?

tight drum
#

Yeah

tardy ingot
#

you just dont do terminal before alarm lol

weary mesa
#

Cooldown on reset

desert falcon
#

to counteract spawn blocking

tardy ingot
desert falcon
#

sure it was ^^

tardy ingot
#

unless you mean in r5ext

tight drum
desert falcon
#

when R5C1 came out, you didn't have to do any scans for uplinks but they added them in later

tardy ingot
#

you could still splawn block to get ressources. Which meant 1 guy was afk-> then you did the alarm. Then the terminal

latent obsidian
#

If you are talking about the version where you don't need to team scan for terminals then fine

tight drum
#

Yeah @tardy ingot is your only problem that you have to fight the respawn room once? it's a challenge before the alarm. I don't see how it's so bad.

tardy ingot
#

respawn rooms that you HAVE to clear are always a worse idea

With the exception of it being a super long return point. It was done after s1 scans. Which meant any single player could just make the run boring for 1 guy unless you wanna deal with the room twice

tight drum
#

Whats the SECOND time?

#

auhhhhh

#

sorry.

tardy ingot
#

because youd have to clear it for the second s1 alarm

#

else the room gets pulled mid alarm

#

i loved the ending of r5c1

tight drum
tardy ingot
#

But the start made it a drag

#

theres 2

latent obsidian
#

So S1 at the very start and another S1 over the bridge to the second hub zone

tight drum
tardy ingot
#

yep

tight drum
#

What's the other one?

tardy ingot
#

the first one. You start on a s1 scan

tight drum
#

Ohh

tardy ingot
#

which means you have low ressources unless you cfoam ladder cheese

tight drum
#

but that doesn't pull the room.

tight drum
tardy ingot
#

the first one doesnt. But second one does

tardy ingot
tight drum
#

to force you to stealth it.

#

So i'm confused why are you bringing up the first one?

latent obsidian
#

So you clear the room, get the cell while spawn blocking, do the 2nd S1 while it is still cleared and then deal with the back part of the level. Then sneak back for the first terminal and sneak out past the giants to extraction?

#

Am I getting this right?

tardy ingot
#

yeah. The problem was that when you woke the room you now had 2 choices

  1. have a guy spawn block til you finished looting then do s1

  2. loot as a team and redo clearing the room for the bridge s1

tardy ingot
tight drum
tardy ingot
tight drum
#

That's the whole idea of respawn rooms.

tardy ingot
tight drum
#

Oh so you mean if you messed up?

latent obsidian
#

Why wouldn't you trigger it prior to the second S1 prep? Just to avoid having to have someone spawn block?

#

Seems easier to have that room empty

tardy ingot
#

respawn rooms should punish you for waking them as an active threat and then as the danger of waking them up again

Them being needed to clear for alarms can be very bad

latent obsidian
#

I say trigger but I really mean clear via stealth

tardy ingot
#

like, you either deal with it twice or you spawn block if you trigger it before you got the ressources and cell

tight drum
surreal topaz
latent obsidian
#

Okay, I see what you're saying

tardy ingot
tight drum
latent obsidian
#

Basically the most efficient way of dealing with it is boring for one player and hence its not good design

surreal topaz
#

or just make them worse so clearing it twice is ineffecient and could cost you a run?

tight drum
#

i don't understand twice?

tight drum
#

Yeah?

#

and?

tardy ingot
#

if someone triggers it. Before you have the ressources -> then you either spawn block. Or you have to clear it twice

tardy ingot
tardy ingot
tight drum
#

No don't trigger it is what I'm saying.

tardy ingot
#

the punishment should be waking the room and then having the danger of waking it again

Not waking it and HAVING to clear it again

tight drum
tardy ingot
#

but thats the point

In an optimal run respawn rooms never were a problem
But the c1 one punished you nonsenisbly for it

#

the idea was great for the extract

tight drum
#

And yeah. if you mess up... You have to clear it again. I don't see what's so bad about that.

latent obsidian
#

So they could have solved it by adding an extra room for enemy spawns before the bridge then?

tardy ingot
#

since you could then scream manipulate

latent obsidian
#

Oh, I'm not at that level xD

tardy ingot
#

Ive thought about this extensively before

#

its just that the design wasnt super great

#

meanwhile r6d3 respawn rooms = chefs kiss

tight drum
#

Did you always wake that room? I'm just trying to understand how this was a big issue because we never really encountered it.

tardy ingot
#

the big respawn zone is awesome. Big punish if you wake it. With actual pressure to go quick multiple times

tight drum
#

i'm not trying to be obtuse at all:/

tardy ingot
tight drum
#

I guess I just never experienced that. Even if we did wake it then we just deal with shooting an extra wave of bigs. it's like when you mess up a reactor wave. You have to do it over again.

tardy ingot
#

for a reactor wave the punishment is to shoot it again

#

for a respawn room its to have the stealth through it again

C1 was - kill it again, then stealth through it again

#

it was a double punish

tight drum
#

and the stealth section punishment is to stealth it again.

#

No.

tardy ingot
#

yes

#

since you HAD to kill it again

latent obsidian
#

Well, you were always going to have to stealth through it again right?

tight drum
tardy ingot
#

thats the point of respawn rooms

latent obsidian
#

So I think adding that to the "punishment" is unfair

tardy ingot
#

the problem is having to double clear and do that. Or having to respawn block which is bleh

tight drum
#

Like with a reactor is it a double punish because you have to deal with it the first time and the time after you mess up? No because the first wave was already something you always had to do. The punishment is the extra.

#

Not double. One clear is already part of the level. And if you mess up you have to do one more.

#

one

late girder
tight drum
#

And we definitely agree about respawn blocking. That's bad.

tardy ingot
#

its the problem of having to clear it when it respawn again even after that

latent obsidian
#

Have you not just illustrated blue's point?

#

The only difference in your steps is one extra clear?

tardy ingot
#

yeah. But every other respawn room doesnt have that step

#

and it felt really bad if you didnt want to respawn block

#

obviously doable

#

it was a room of giants

#

but just really time consuming

tight drum
# tardy ingot but just really time consuming

i guess i don't understand how that doesn't apply to redoing a reactor wave. especially on R6D3 where you have a time limit and you aren't just wasting resources and risking death but the fog level will get higher.

#

Seems more punishing actually.

#

i agree it's different to other respawn rooms.

#

But i'm not sold on why it's bad.

tardy ingot
#

id argue its similar to the early respawn room problem

#

It wasnt necearily super difficult

#

just tedious

#

where a1 just had them everywhere and youd just double clear for ages

noble sierra
#

R5 respawn design encourages player to spawn block, that's the only problem. And the problem is solved in R6.

tardy ingot
#

yep

tight drum
#

Okay let me try to understand. What would you do to change that level?

tardy ingot
tight drum
#

I like the central idea so how do you jeep that while fixing this issue you have?

#

oh well fair enough then..

tardy ingot
#

I think the current c3 has a โ€žsimilarโ€œ issue

I dont like the concept of it being muddled by just mining doors 24/7. but taking the doors away would be uhh

#

quite xD

latent obsidian
#

Could use tiles with fewer doors if not none

tight drum
#

I guess it just comes down to a matter of opinion. I don't mind clearing a wave of giants if I mess up. That's the punishment.

#

is it that stealth is more annoying then combat for you?

#

You can always shoot them.

latent obsidian
#

I think the issue is more that you can avoid clearing that room again if someone sits afk for 5-10 mins

tardy ingot
#

yeah

#

i like both stealth and combat

tight drum
#

Gotcha that does suck

#

Hmm maybe have a uplink be required for the door with the bridge? so players are forced to leave that room?

#

i always thought the one to the opposite of the bridge was what you were supposed to do anyway.

#

when it's there at least.

latent obsidian
#

Huh just thought.... D4rk you were saying that having the extra room before the bridge wouldn't solve the issue because you could manipulate the screams... Did you do the back terminal second? Because you wouldn't even need to run out of that part otherwise

tardy ingot
#

im thinking of extreme runs

latent obsidian
#

Ooh right ofc

#

Forgot about that

tardy ingot
#

also its weird to see people call me d4rk LULWW

latent obsidian
#

Would you prefer Eva? ๐Ÿ™‚

tardy ingot
#

thats what most people call me yes
Tho i dont mind either. Just hasnt happened in a while

tight drum
#

As Eva said extreme runs are another reason that level is so good.

#

Balancing a shadow titan alarm in between respawn rooms is really good and creative.

latent obsidian
#

Now Ava is someone else entirely ๐Ÿ˜…

tight drum
#

oh yeah

#

Sorry i just typed from how it sounded in my head

#

rip

tardy ingot
#

its the same โ€žeโ€œ sound as just saying e in english

#

or โ€žiโ€œ in german d4rkevDerp

tight drum
#

oh yeah. Lets just pretend I speak German .

dry pumice
#

Did devs ever explained why sawed off looks a lot like Mozambique?

#

Inspiration or just a coincidence?

minor fractal
#

You'd constantly need tiles with only 1-2 rooms, and the only non-door you can semi-force is a tile transition.

#

Maybe if you spammed sec doors?

#

For context as to how hard this is to pull off, refinery's smallest tile is 3 rooms and can have up to 5 doors.

distant ice
#

spawn doors broken

minor fractal
#

Hmmm

#

Makes sense aesthetically.

robust maple
#

is anyone wanting too playร‰

minor fractal
uneven gulchBOT
surreal topaz
#

anyone know how to tell if you can shoot without aggroing a scout? i know its a range thing, and the best ive come up with is "if you cant hear the scout then you can shoot and it wont aggro"

#

also how many ppl does it take to kill a charge scout silently/ what combination of weaps works

tight drum
#

Over 35 meters the sniper is silent if that's what you mean.

tiny tundra
#

35 meters yea, and for normal scouts all melee weapons can kill alone

thorny creek
#

2 rooms away if I'm not mistaken. Also charger scouts can be killed with either 2 hammers (or spears) to the back or any regular scout killing weapon if you aim at the back.

tight drum
#

But the I don't know if the actual death does anything

tight drum
#

i'm fairly sure one hammer one bat can kill charger scouts.

#

95 % sure

surreal topaz
#

ok cuz i was messing around with dx and one run i was able to shoot 3 scouts in the back and not aggro the close scouts. it aggrod the close titan strikers but not the scouts. i know there is a room divider tho in that room

#

the first 5 scout room right after the alarm

spark wolf
#

50m range in your room 30m 1 room away and 10m 2 rooms away

tight drum
surreal topaz
#

hmm, now i gotta learn how to judge that distance

#

like i said idk what range you stop hearing enemies

#

but thats been my starting point

tight drum
#

it's risky I don't like to do it unless I have to.

#

But sometimes there are just bad situations and you don't have a choice.

spark wolf
#

you will also continue to wake things up from the kill itself

#

so for things very close to what you kill

#

those will still wake up

#

same thing that happens with your melee weapons

tight drum
#

Yeah exactly that's what tends to happen.

surreal topaz
tight drum
spark wolf
#

yes

tight drum
#

Just jeep shooting from over 35 meters.

surreal topaz
#

is there a way i can just shoot and aggro titans while leaving the scouts along

tight drum
#

bam bam bam.

surreal topaz
#

yea i just went 2 rooms away cuz i know that rule and then i stayed in that room and was fine

tight drum
spark wolf
#

they shouldn't scream if 2 rooms or more away

surreal topaz
#

but i was only 1 room away and shooting and they didnt get mad so thats distance + room

tight drum
#

Then you must have been over 35 meters.

#

The two room rule overrides the 35 meter rule so you can be closer.

surreal topaz
#

or like wesley said "50m range in your room 30m 1 room away and 10m 2 rooms away"

tight drum
#

But it wouldn't work in dx

surreal topaz
#

i was 1 room and some distance i just hit it right

tight drum
surreal topaz
#

sense the room has a divider i think i was 2 rooms with divider to who i was shjooting, but there were people equivalent 1 room away who didnt wake, so distance and room, and the others were 2 room rule

#

it seems like it could be likely

tight drum
#

The 50 meters seems like way too much.

spark wolf
#

in your own room

#

how many times have you shot in a room and not woke everything in that room

tight drum
#

in big rooms.

spark wolf
#

make sure you're host and make sure it's actually just 1 room

surreal topaz
#

big rooms can be 2

spark wolf
#

i should use "area" instead of room ig

#

the way the game labels them

surreal topaz
#

yea

tawdry path
#

Hey yall, im struggling on D1 with bots, namely the last stage of the "REACTOR_VERIFY" process. I have tried with two automatic sentries, a c-foam launcher and a mine deployer and placed them at the entrance to that holding room to no avail, I seem to run out of resources right at the end of those four waves. I have also tried with 3 sentries and a c-foam launcher for the sleepers to get caught in while the sentries pick them off, but that doesn't work either. Any tips?

warm yew
#

Use sentries on 2nd half, not all throughout the reactor

#

2 bursts, mines and a bio should suffice, if you don't really want the info, swap it with c-cum

tawdry path
#

word, thanks for the advice, ill try it tomorrow and let you know how it turns out

warm yew
#

Make sure you're using both guns evenly, if not a bit more special

#

So you're not overcapping on ammo

tawdry path
#

i also have the sniper equipped to pick off the big guys cuz that expedition seems to have them everywhere, should I keep using it?

warm yew
#

Sure, but a bot can take it instead if you want to take something else

tawdry path
#

can bots land headshots with the sniper?

warm yew
#

Yes

tawdry path
#

hmmmmm i did not know this

#

game changer

rigid sinew
#

that is if they actually are shooting at the enemies instead of trying to hammer PirateSimon

warm yew
#

Real

tawdry path
#

ive been using the bat since i started playing, but im seeing a lot of peeps being polarized between the knife and the hammer, is it simply a matter of preference or is there some meta i dont know about?

#

i personally have had no issue using the bat

warm yew
#

Knife gaming killing shadow scouts in D3

swift lodge
#

does D0c Play valorant????

tawdry path
#

also, if the bots can land headshots, whats the likelihood they prioritize the big guys over the much larger quantity of normal sleepers?

#

cuz ive put that task on me while the bots take out the rest in conjunction with the sentries

surreal topaz
#

ok does the big scan in d1 (class 6) pull the respawn big room?

compact pebble
#

depends

#

if like a giant is right next to the security door it might get get pulled when you are shooting during the alarm

#

i've had it happens a couple of times

surreal topaz
compact pebble
#

snipe em from far away yeet

surreal topaz
#

lightign sus or i would

#

oh well gl to us

compact pebble
#

gl

surreal topaz
#

ok we beat it finally! whats opionins on best d lvl? 2-4 and x?

compact pebble
#

nice

#

best in terms of what? difficulty or..

tight drum
#

Everything else is really good.