#gtfo-spoiler-chat
1 messages Β· Page 5 of 1
sacrifice a goat at midnight
Too much Devour for Black_Dragon
-only real cultist plays without perks
back when perks didn't exist
Is B3 glitched or are all rooms supposed to be awake and enemies constantly flowing in from the beginning respawn rooms?
the beginning rooms are respawn rooms though they should be sleeping and all rooms shouldn't be awake unless someone is triggering them
(that or a hacker is present fucking around)
gtfo ://error: door in emergency lockdown, use unlock command in local terminal to bypass. How do I do this?
B1 btw
Where in b1 exactly
Very last door before extraction
Put the baby in the baby machine
I believe you're talking about B2
Did b1 earlier and am bugging out
Find the terminal
Just find the terminal and use commands
LMAO
Type that special command
The terminal is actually very close to the door, make sure you find the right one
Your first reaction in cases like this should always be check the commands in the terminals
Take the habit early
Yeah I thought I had just missed the very bottom thing hadn't seen that before. Loving the game playing solo is rough
its not meant to be soloed
Ofc, the devs have stated time and time again this is supposed to be played with 4 players. That's why there were no bots in to begin with as well
how do you solo
π§

parental negligence
GTFO baby dupe glitch WORKING 2022 NO VIRUS FREE 100%
eugh
just thinking about
how the fuck i'm gonna do C3
Boosters
yeah C3 is a booster dump
i am the storm that is escaping
not really, it's just a fundamentals check.
You can dump boosters in there, but fundamentals get you clean W's
Melee / regen cap if you have issues with first half, refill efficiency if issues with 2nd half
I won PE by bringing like 40% refill eff and could refill a precision Rifle to 96% in 2 refills
since i dont trust people i never brought boosters to c3
Hel shotty and lmg is fun
Especially for c3 pe when 4 peeps just start letting loose with lmgs

C3 seems well-suited for hard-stucking people because of how it's constructed.
You have very difficult stealth for half of it, followed by very difficult combat and resource management for the other half.
People that can handle the combat section might die repeatedly on the stealth section, while you have a lot of groups that can get past the stealth but are just not able to handle the survival section.
Kind of shits on anyone that's good at one thing but bad at the other.
gasp a level that serves as a skill check for the game's fundamental gameplay loops!? How DARE they!
Normally wouldn't mind it, but at that point probably belongs to D tier, at the very least.
On another hand C3 seems to have become the "experimental" level or something
Im not sure if I would comfortably put it in D teir
Honestly neither the stealth nor loud section are that bad in a vacuum
But there's one point of the level i hold in contempt
And that's the bit right after the uplink, with charger scouts
Having to push through them while pressued by a timer is a big oof
The Main is honestly not very challenging on its own, so def I'd keep it C-tier.
And if you wake them up - you're doomed
2 of my C3PE attempts died because the squad would wake up all the C-Scouts on the way back, and then checkpoint
W8, how tf are you dying on the way back, you have ammo.
That's the problem - people don't die on the way back
They run past and checkpoint
With 3-4 worth of scouts screams horde waiting in queue
You arent entirely screwed if you wake up a charger scout, there is a chance you can survive and still make it back with enough time if you are makinh good pace
cant you just funnel those waves through 1 door though
Not only these scout waves provide additional reinforcements to already fairly intense alarm horde, but it also breaks after 2-3 checkpoint uses and the scout hordes start spawning right in front of you
Basically if you wake up the c-scouts waves before timer runs out and just let them join the error alarm - it becomes utter cringe
I mean that means the stealth to armory part is already way too slow
So basically if you wake any of them up - you might as well wipe and do the uplink again
Either you stealth-kill them, or you just scramble through somehow
Solution. Don't do that if you don't want to die if you mess it up?
No inbetweens
Just get the ammo
Well what was happening was - we'd get the ammo, try to make it back and somehow something would become awake and boom - triple scout scream
If you go at a good pace you legitimately have enough time to wake a charger scout up and deal with the wave before going to get the ammo
Another possibility, but meleeing only an entire scout wave is one hell of an undertaking
So in the end my succesful run was the one where we flawless'd it
No screams, get the ammo and GTFO
Only took... Squad #5 i believe?
Keep a cfoam nade or tripmine in case you screw up a scout
GASP GUYS HE SAID THE NAME OF THE GAME
Which is also okay you know? There are times in gtfo where you make mistakes and it means nearly certain death unless you are very highly skilled. Basically any time there's a split up section, that is true.
I wonder if it becomes easier without secondary lights off?
Never seen that area with lights
Have no idea what it looks like
Lol pretty sure same.
I like environmental affects from optional objectives
Wish there were more than fog, dark, or error though.
Everyone says that until the environmental effect is infection fog
Does error really count as an environmental effect?
I suppose not. But I was referring to things that over and ex change about main.
wish the environmental stuff was more that just impaired vision/health drain. Something that slows movement like knee high water or something would be a nice touch
Amnesia's Invisible Monster 2 - electric boogaloo
would actually make shadows an interesting enemy
I feel like overloads and extremes should be significantly harder then the main level. The problem is I end up always doing PE. It's nice to have main be a challenge on its own as well.
Like B3 overload is perfect.
In that regard.
honestly a more aquatic looking boss enemy would be rather neat. Similar to Kraken fight but on a platform surrounded by a vast sea
we don't know if destination has oceans
the facility is built on the chicxulub crater afterall, which is located in the middle of an ocean right?
no
we are right outside of the town of Ixil
check google earth
On the coast.
So part of the facility could be underwater
It zooms off to the side a lot.
so the facility is not directly constructed on the crater? but on the coastline that borders the impact zone
not on the crater, no.
it is centered on the inner
the mass, or the "vein" of what they thought was iridium
how about 11 miles away
its near, but not beachside
we know they had coastal camps for SMC staff though
but that's on the surface, not underground
that's how NAM-V went global
Oh is it? Hmm fair enough.
we don't have exact width/length for garganta and how far across it goes
all we have is depth
(1.5k meters)
Still be cool to have some kind of water monster. Something that has a different kind of ai. That only activates if you touch water or something.
oh 100%
i'm just saying it'd be most likely on destination, not earth
with the information we have, there are zero sleepers on the surface.
Yeah but based on the levels we've seen it's big... but nowhere near 11 miles.
it is just 99.98% dead
Big dry deserts could always be the remnants of an ocean floor
i wouldn't throw out the possibility that destination has oceans, or even forests and jungles
course nothing says the oceans need to be made of water. Whatever the hell one can find on destination
it'd be amazing to see
though we've only seen deserts in-game
(r7c2 desert is a different one than r6b1 and r6bx-dx) the mountains don't match up.
and we don't know where r6d1 is, it's way too high up on a mountain and we can't see any terrain
I'm still amazed they managed to build so much before locals got them
hardly remember destination from R6, but R7c2 is the longest stretch of desert we've actually been able to walk across right? We've seen wide expanses of it but not been able to move around much
to be fair, they had a lot longer of a time to build than we would think because of how destination's time works
yes
Even still - they built so many different outposts
neat
How many materials did they sent in
we don't know
Is it known if they've managed to set up any sort of facility in destination, something that even begins to resemble the stuff on earth?
yep
the dig site
both r6bx and r6dx are the same site.
(from above and below ground ofc)
cause having a level that warps you into destination, only for it to still seem like the regular facility. But you cross through a zone or two and open a door only to be greeted with the open air of destination
ah, no not like that
yeah yeah digsite, but something more environmentally similar to the places on earth
figured
how familiar with gtfo-lore are you?
because if not very, we have plenty of resources over in the gtfo-lore channel to try and keep everyone up-to-date
I refuse they believe the built that with hands alone
there are honestly by now, probably somewhere close to 200 logs
There has to some kind of heavy machinery to built all that
its so funny you say that.. because here is a crane
read most posts about the lore in the Lore channel, but definitely didn't hard focus on the little details
go give the "for dummies" doc in the pins a read
i try to keep it as up to date as possible
it covers everything pre-apocalypse
which ironically, this stuff qualifies as given it was still done while garganta was operational
oh i've given it a read. But again, didn't focus on how much or how little they've developed destination. And figured if I just threw out the idea of warping into a facility on destination someone with more lore knowledge than me would be able to correct it
it's not about lore knowledge, we talk about stuff all the time, it's just good conversation
the lore is still half-developed anyway, there's still so much shit we don't know
as far as developing destination.. it's eh?
most of what we know can be summarized with "~"
but also though, funny crane. When do we get a terminal command + scans that moves to crane to complete an objective
we know both a lot, and very little
honestly what i want to see more of on destination isn't human stuff, but this
allen ruins
Oh riiight... I forgot that shit existed
we've only ever found one
ancient alien tech startup company logo
unless you consider whatever glowing-ancient rune looking-stuff is on the cables to this teleporter
because this is also a bit funky, but could also easily just be some stupid advanced human tech to make the teleporter work
though the fact its not on any of the other ones is a bit weird
you guys actually did it
new patch as i get back from vacation
i hope it actually works
i would bet something mightve slipped through
But if the desync enemy issue gets less bad that will be awesome
matchmaking pick me as host twice so i still cant confirm if i can use the hel shotgun as client now or not
4 times even
want me to host and idle
yes!
there's the alpha six post in C2, and the DX dig site i think
i wish i played rundown six more
:(
alas i didn't know about this discord
oh well
in fact i really wish i just played this game more
I feel like R6 has been largely ruined for me.
got it during R5
Too many bugs, a very underwhelming difficulty.
Very rough around the edges in general.
(GTFO is very rough around the edges in general)
Fair.
as to be expected from a AA title this big
even then it's
pretty ridiculous
how bad it can get
It's just that there was a lot of "cool shit" that just doesn't stand out in my mind anymore.
i still think the matter waves are like
the coolest part of the game
the teleporting sequences are rad
add red glowsticks back and I will turn a blind eye to some of the bugs
add customizable glowstick colours and i will ignore all bugs
i will even call them features
add red glowsticks and I will replay annoying levels
Teleportation was nice, R6 just was not
My fingers are crossed that it'll age like R3, and in 2 years I'll remember its levels more fondly.
R3 is fine imo
I missed R3 :P
Altho did not play it at release π
I hated R3 so fucking much
It was kind of the first long content drought, before it become pretty normal.
and before extensions were a thing.
checks out
Plus, incredibly early tier weighted.
explains why that does not affect me
R6 was easy on accident, R3 was easy by design.
True it is basically only A and B tier
The problem with R3 was how long it lasted.
My guess is some of the new stuff in R4 took longer than expected
now they all last long
I still remember coping about a mid-September R4.
Mild criticism: they've added too many new systems at once that don't add much to the core game
I.E. boosters and checkpoints
Even tho they only last a week (R7 and R6)
I would be more forgiving if they were still in Early Access
Imo CP's removed stuff from the core game
I agree.
Yes but you have to make the deadline
for all their flaws i would still rather have checkpoints rather than no checkpoints
They're so buggy
i'm not fucking doing all of B3 over again after choking at exfil for the 12th time
Not restarting that discussion. Just limit their use and I will have peace
oh and make them less buggy
definitely make them less buggy
they really like tearing the fabric of reality a new one
that's how it was and people played more carefully. (mostly)
desync my reviled
I hope that now that they're in, the content drop will be better. But tbh they're probably going to be spending most of their time trying to get them to work better
that's true i suppose
in fact i dont even think i can rebuke that
checkpoints DO allow for more risky manouvres
and make you less cautious
Intentionally pulling Overload on B3 is cringe.
Now that they're in, they aren't going anywhere so it's a moot point. I wish there was some reward for doing levels without them
Speaking of bugs; I got credit for B3 overload without actually doing it
Lol
You can't as hard as some people tried today. It is a fact. Too many streams show it
those mines needed to be used at some point bro
plus C3 is enough practice for team stealth
maybe i'll go back at some point, do B3 overload stealthed
Yep hence the limit use to 3 times and be done with it
The reward is deep in your heart and has more value than an insignifiant token that proves you did it
Where can i LFG?
That sounds rough given the speed at which things start spawning
It was in us all along
the insignificant token leads me
no no i mean the bit before the alarm
In the LFG channels
C3 is also enough constant action to get that energy out, though.
Just sayin'
yeah
Yeah but like picking up the box starts the alarm
what box
You still have to get out of there
Oh yeah oops
genuinely this
reverse C3 would be rad
GTFO extended: Mirror mode
then quit midgame so i don't have to deal with the snooze fest
Thats essentially E1 which is still a snoozefest
the level is only hard when you don't know how game
ye
imagine using cheese
why cheese
no, really, why we call it "cheese"?
Because it doesn't age? Because its moldy? I don't get it
During a broadcast game on September 16, 2009, OGN commentator Um Jae Kyung (μμ¬κ²½) briefly discussed the difference between a bunker rush and a "cheese" rush.
According to his explanation, the term "cheese" originated from the word "cheater's" (words in Korean are sometimes shortened by the middle syllables, so μΉν°μ¦ [chi tuh zu] would become μΉμ¦ [chi zu]).
The strategy is characterized by, as opposed to a simple bunker rush, a practically unbeatable combination of most of the Terran's SCVs and a very quickly assembled group of marines. Because both Protoss and Zerg basic units are unranged, SCVs can effectively prevent the ranged marines from being destroyed by obstructing the path between the units, giving the marines a tremendous (and thus unfair) edge.
The usage of the term "cheese" has expanded to include most "all-in" strategies which involve a great sacrifice of economy, though some StarCraft communities use the term even more loosely to include mid-game strategies.
.
is the one source i was able to find to a potential origin for the term cheese @half hornet
π§
or bc the players found a hole in the game, like cheese has holes
idk
you sound right
but cheese holes
starcraft hmmmm
interesting
so the origin is literally because ChiZu is korean word for cheaters
But not real cheaters, just players using OP strategies that just work
salty starcraft players, sounds about right
heh, i'm more of a turn based kinda guy
one more turn...
"Do i quit upon ending the mission, or upon receiving one?..."
i found something.. interesting, i posted it in #gtfo-media, from the dev that had us do caps-lock summaries this morning
i can't even begin to understand the context of it
context required
calling moves cheese or cheese strats was used in street fighter 2 community before starcraft
like just spamming the basic move that perma staggers
Invisible throw good old day
Anyone got some tips for C3? Good loadouts, infections fog, etc?
No fog.
Skip c-foam launcher, you get consumables for that job as long as you stock up on them.
Only take sniper sentry for your sentry slots, never burst or shotgun. Always take bio for synergy.
Open Secondary before Main. You don't have to finish Secondary until you start the uplink, but... just do it before the checkpoint. Don't be cringe.
You need a mix of wave clear and titan clear, and your team needs to be able to multi-task. Some people defend, some people push and collect items.
You don't need to rush the second half of the level that much, but you should try to beat Overload before 27 minutes elapse. Ideally, beat it before 6 minutes remaining, as this is when the waves get much harder to manage.
thanks!
If this info is still relevant - my entire squad ran HEL Shotgun / Precision Rifle.
Precision Rifle helps with reduced visibility conditions and the map is generously open - plenty of opportunities to snipe approaching hostiles.
When they do approach - you switch to Helshot and give em' hell. It's primary feature (besides penetration) is a very high stagger - you can just lock enemies into place and maul them, giants included.
Not sure I'd recommend running HEL Shotty as more than a 1-of.
yup
I think the only time ive seen 3 or more used at once was for d2 and rushing blood doors without mines
also precision rifle is kinda oof
hel shotgun literally best weapon in the game
HC best weapon in the game
PDW and choke mod my beloved
Don't get me wrong, i'm no fan of Helshot - i find it almost flacid in firepower, but the stagger is serious business.
I'm now cursed with vivid memory of solo-killing 2 big boys, by first taking warning shots to prevent them from attacking me, then i just realigned myself so that penetration could hit them both and then ripped them apart in like 10 consecutive shots or something.
There was literally nothing they could do to me.
Flaccid in firepower
Helshot
Serious business stagger
You should write for 10 chambers
+2
Cheese still works lol
gib evidence before asking that
Sure
I restarted E1 run
I'll send ss when we hop in
They only fixed "pathfinding"
For people who really wanted cheese, I broke every door
If you cheese all doors, no pathing
So when this new fix came out, I tried it
Cheese still works
Very sad
just gonna do A1 , b1 later from first door and quit
Make sure you break all doors coming into zone
Pathfinding to me isnt any different at all
Say you had 2 doors into a zone
Break 1
If you go to the other door, AI will follow already
So my question is, what did they fix?
inb4 entirely hitherto unknown variety of door cheese
Did you break it with cfoam
They only fixed the c foam method
^
How does non-c-foam work? I've only ever seen the c-foam method
I thought the point was to trick the ai into thinking the door is foamed and shut when it's open and broken
see wesley latest..
Who's wesley?
will not link it here, sec
is there any easy way to finish c1 ?
like damn this shit hit hard
i mean c3
i finished everything except c3 and e1
was about to say C1 is far from hard :/
bonk faster
we had trouble at overload
yep thats the most tricky part
best way to do overload is before the 20 mins runs out
no shit
But I don't know what to say two people defend and two do the uplinks
so I guess pew pew more accurately.
C3 put the stress meter up to 100
next time it will be done
i can feel my sanity dripping away from my body
i just got snipermeleed from host migration
yep that too is annoying
i can legit differentiate new players who played eval and who havent
from all the A1 mms ive been in
lol
please lock a1 for first timers until they play eval
put it in gtfo suggestion
its worse when they got carried to C or D tier
and still learned nothing
dude some people dont know the fundamentals that eval even taught you
they wave their flashlights around like its a fucking rave party
yes but we are gatekeeping when we say stuff like that so shhhh and take the hits
yucky
nobody ever fucking plays eval
i genuinely think you should need to complete eval before you've ever done a rundown
like it should lock A1 if you've never played before
i do and i still play it every now and then for fun
well it was only added this rundown
That was me trying it with bots when checkpoint did me dirty
could've sworn it was in R6
i think he means like as a prerequisite for a tier, like how you need to do a1 to unlock b1
etc
to be fair R5A1 was a hard but good teacher
yeah
lmfao
I didn't do much of R5 but
i still remember a bit of R5A1
i skipped r5 and r4 entirely
god it was hard
got burned out by the end of r3
for a new player at least
that's fair
it was like a giant drought between R3 and R4 right
yes but at least when you get there, you know stuff
unless you got carried, in that case well ..... same problem
had a new player who just ragequitted right after he got downed
not before the whole team wiped either
just right after he got downed
lol lmao
i think eval doesnt do a good job at explaining the game that much
thats been a thing before as well
it atleast gives a couple of pointers that you only need to get started
flashlights, sleepers phases
eval should actually teach you all tool usages
i had new players hogging the bio tracker but yet doesnt tag enemies during alarms
place mines everywhere in the open on each alarm, write off c-foam cause it is "useless and lame", don't do scans etc etc etc
yeah
@hearty dew @cursive oriole
Can watch any of the E1 solo videos that do bug the door for the immortal to see how it's done
Or watch Bread's Lawless speedrun
pls stop tagging me witchblade ty
We have summoned the void
I hate that bug so much, where you just randomly fall through the floor into the backrooms
i swear, i experience it at least once every level
NOBODY ELSE DOES
it's always me
just randomly my teammates hear "WAAAAAAAAAA"
i even got softlocked because of it, in A1 all of places
apparently the little dark place under catwalks in 1st room from spawn is an actual place that you can stand on
i fell through the catwalks there and couldn't get out
Yea I got teleported once by a snatcher, but this one everyone but one person saw this
It just happened
We could walk through but flashlight and scanner broke when looking at it
You could walk in and out
Does anybody else get triggered by this π
i do now
wtf is that supposed to be
I would assume that it mightβve been designed to look like a T pipe
With several pipes connected to the β part of the T pipes
Has anyone else encountered multiple snatcher enemies in the extraction error on D2? I've done the level multiple times, but this is the first time that enemy has been spawning at all.
snatchers spawn on extract waves after they patched the level to fix rogue mom spawns and some other things
Oh interesting, guess I got all my completions before that patch
never seen one there either
there is a penalty for people try to "cheese" the extraction
if 1 of the player leave early after enter the CP zone, you'll start the penalty waves
trigger penalty wave will triple or quadruple the wave
Even no penalty wave there's still snatcher spawn
yes
Hey has anyone les encountered a bug where the terminal at the end of mother stop letting players interact with it?
not surprising can happen with checkpoints
Guess we gotta use the same-old; same-old motto until the devs fix, cough
get good
Here's the funny thing
If you didn't checkpoint, then it's the old, someone didn't leave correctly bug
Have people join and rejoin to see if it fixes it.
If not, cough
We killed ourselves because it happened when we tried the third scan
yep
Sorry to hear about it bud.
One of the worst bugs in the game. I would still try to leaving and coming back, even the host if you can properly migrate.
yeah were trying that now
Good luck.
this happen when 1 player is desync and other player near the terminal
so it triggered twice and bugged because of desync
1 of the player need to leave and rejoin to make the terminal work again
ok
desync moment

PATCH 3
???
You have to get snatched again to fix it
Or don't kill nor stagger it while its about to eat someone
That doesn't always work; there isn't a definite fix yet
Finally got through C1 tonight. did a few runs in D1 and, Warden have mercy, were we unprepared
You'll get it. Not too bad.
do mothers/birthers respawn in the coocoon areas in E1?
Yes
Everything ! π
Scouts don't respawn right? I Never really tested that
they do
In E1 they do
Everything means everything
So usually they don't but in E1 they do?
Even p-mom if you kill it will respawn
Yes
Not a first R5D1ex also had this
why would they not respawn anyway
first time is see cocoon paired with scouts and moms and I saw them respawn I assumed is was always like that cause it makes sense
The rule was always: scouts do not respawn. Except a couple of rare exceptions eg. R5D1 and R7E1
they like breaking rules do they 
Till now, it's just 2 levels. Soooo
And in R5D1 it was in sec. R7E1 is kinda warranted cause E tier etc
They don't. The strat is always to kill them both and stealth the rest until it's clearing time
It is still fun to play so now and then
Respawn zone respawns everything by default, but there's a block list for each respawn zone that can prevent some type of enemies respawn, which in most cases are scouts. There's also a respawn ratio that will only respawn a portion of the enemies for some respawn zones.
fascinating
Yes R5C1 is partial respawns iirc
sounds about right
funny story about that mission, my group managed to kill each other on extraction right before the scan ended so we failed the mission
I was very impressed
Classic GTFO moment
I have so much footage of betrayal on me ..... I don't get it I 'm genuinly nice to people tho .....
fucked up world π
That is for sure. There is no helping humanity anymore. These are our last centuries
Prisoner on prisoner violence needs to end. It's a gamer eat gamer world
im glad the desync is fix so i can die to the usual shit again like a crawler inside of a ramped surface
everything that is in a respawn room will respawn 80 percent of the time
then why dont u respawn
shit that's deep
Except if blocked on the Block list
And scouts are blocked in all but two situations until now
if i remember the only time that was a thing was when the mechanic was introduced
Scouts respawn nowhere except for the two mentioned levels. Or I am missing one somewhere
R5C2 scouts respawned pre-nerf
Fair, they nerfed that one tho after it
So after nerf it's two levels and before it's 3.
devs pls increases respawn cooldown so i don't run into a giant as soon as my pinkie stepped out of the zone π©
They already decreased respawn rooms drastically from R5 to R6
The occasional one does not hurt that much
Yeah me neither, but it is there so I guess we have to deal with it
yep
An expedition where every room is a respawn room when?
an expedition where you have to survive 30 minutes timer with surge alarm, and you also have to go through 30 zones to get to the extraction point, and every door is blood door as well as respawn room
Now we're talking
the way the timer works makes it so that in any circumstance you can still get an instant respawn when leaving
dont forget that there are atleast 4 tanks behind each blood door
and every non-blood door is a class X cluster alarm
they will also require a keycard
thought that would be the case at least on my end
cuz its not "be far enough away for x time" its "be far enough away when continuously looping timer x goes off"
so if you step out just as the timer goes off, it will respawn
timer starts as soon as you kill one i presume
i think so yes
Timers start when you leave the elevator and no zone has a sleeping enemy cap
i don't know what the cap part means but timers part is correct
You cappin bruv
i'm aware what the word means, but not what was meant to say
The time starts right as you start the level
Loop for ever the value it needs to hit is 10 on default
Idk how fast it goes but it increase by a rate of 1
Cap might be referring to max sleeper spawns in any given zone which has a cap but tbh the cap is so high that it is more likely you crash your game before reaching it
Isn't the cap for a zone the value that keeps the number of sleepers, in that zone, down to a maximum?
That's not like a cap setting, though, unless you mean respawn %?
Not sure if I wanted to post it in media or elsewhere but here
https://strawpoll.com/polls/40ZmdzEAmga
how do u vote
Back to poll
I dont se ebuttpn
I think the slogan should change
instead of Work together Die together , it should be Work together to tell the dev to fix the game 
the true gtfo experience was all the bugs we force them to fix along the way
and power of friendship
Use checkpoint 60x together, learn nothing together
After the 3rd checkpoint reload, EATEOT starts playing in my head
No, I meant the zone points that cap the sleeper population.
that's entirely zone-dependent and technically respawn % can be more than 100, spawning more sleepers than initially were in the zone
thanks to how respawning works though, you'll most likely enter the room for the first time with respawners already having spawned more than said 100%
Even better
So if I keep running away and back to a respawn room I can have beeger swarm?

I know it's zone dependent. That's why I said zone.
Either way, this hypothetical has gotten out of hand.
no

respawn % never adjusts, it only depends on initial spawns
so if 20 becomes 30, it won't become 45 later
You forgot :
- mothers & pMothers hatching behind doors
- Le infamous sniper melee
- Foam going through doors if you place it in a single spot (different from the one with enemies)
- Enemies teleporting (cf chargers & hybrids)
probably more but that's it π³
Ngl they should ask everyone on the server to vote
π³
What is sniper melee?
the part where the dog fails to grab you but you have a ton of worms stuck on your face
sniper melee is like a melee attack, but with v long range.
or something idk
wdym?
long range melee attack?
that has never existed
||If you can't tell, I'm joking, of course I know what it is lol||
idk I'm tired :P
wat dat
kek
Sniper melee is fixed, tho.
We are free.
nice try becky, but bug reporting is done in the gtfo game suggestions
please use the correct channel next time
In the sense that the snapshot buffer has inherent limitations, yes.
But it's otherwise resolved.
there is literally now way they could make the buffer work under certain shit conditions
well...unless they manage to get an adaptative buffer or something that can change on the fly
A "complete fix" would be either not using the snapshot buffer or adding an additional system on top of the snapshot buffer.
true, but I assume the more stuff they lay on top the higher the base latency or performance hit would be
idk
Maybe.
me no net expert
I think it works just fine, personally.
as long as you don't connect from china
(big lag)
It successfully smooths movement, and I don't personally notice it introducing much negative.
The sniper melee elements are still there for sure, but they're so negligible I don't know that they're worth dealing with.
Snapping into place travelling like 0.1 meters vs. the old 1-3 meters.










Good players don't care, and bad players would never fucking notice in a million years.
noobs are in that special place where not knowing how shit works is what makes them good
they don't know about the accel registry glitch
devs want to call it bandaid
Better than bleeding wound, eh
Literally what people said before doc left the server
Took them several months to listen π³

A whole ass rundown and like a half
But why does Pablo proceed to keep tpose sliding at me
cause pablo has no animations
Just change pablo to sprint all the time
I love looking away from Pablo and being unable to hear his stepping
You turn around he's suddenly flying
And then I turn back to check and heβs just sliding across the ground with Mongolian throat singing

Iβm really not sure why the sound of him walking doesnβt play when Iβm looking away specifically
Weβre all just Skyrim NPCs
better yet have him just naruto sprint right into you for punch attacks
When I first heard of an immortal enemy for some reason I thought of those meat totems with the many legs from The Forest
Like this
Nah best they can do its a reskin enemy
that tbh ^
Hopefullt theyll uptdate the model down the road
Make it more unique
Maybe even an actual different model
Hopefully
^We have said that with other things they have added in the past and it has not happened. Idk. Seems like they are just busy fixing their game.
I wonder how much time is dumped into just fixing checkpoints
At least we got le snatcher
It's all fun and games until he starts using shadow clone jutsu

they had gavel, they need to add it back
when will they add 50$ knife skins tho π³ π€
If the immortal looked like this i'd be scared as shit lmao
instead we have a grey tank blob fella
gayvel
I did make game suggestion about PE clears awarding Melee weapon cosmetics
And since not all weapons are always available. Something like weapon charms could work
Though I doubt it
glowstick charm 
game fixed confirmed
Theyve been fixing their game for the past year and half

My squad seems to have encountered a bug on B3. We ran B3 in this way:
- Do secondary
- Hit checkpoint
- Attempt overload a few times, failing each time.
- Attempt just Main, without overload, and succeed.
We were all awarded a PE (1,1,1,1) credit for this even though we did not truly earn it. I'm not sure if this is a repeatable thing or a fluke but wanted to mention it in case you (anyone) wanted to try to repeat it and file it as a bug.
le funny
it will always happen, the game bugs out when you pick up the cargo for the first time, and keeps the completion flag on if you finish main afterward
probably Christmas
In c1 when you reach the series of 3 doors that need power cells. How long till the "significant biomass detected" rush ends?
It ends when you find all 9 GLP's
There's always 3 in every zone
Ah man. Was worried about that because of the bots not also being able to look for them
Thank though!
Knowing there are 3 in each zone saves me from having to guery all 9
So uh... Be quick and use the doors behind you
yeah, its literally just LIST GLP ZONE_XXX (where the terminal is in)
Then just ping whatever
Nope, they are always inside lockers and containers
Nice, nice
SO yeah, carry lock melters, open everything you see, there's a high chance you will find at least 2
then just ping the last
4 for 4 A1 completions
any level, check out #gamescom2022 , scroll up to fireblade's
Yes so A1 is the fastest π
2x C1 2x D2 best levels
They fun, but not THAT fun
reskins with camo
That's good though
no bug is a good bug 
YES! :3
What's the best level to introduce my friend to the mother for the first time
D1 has a mother?
Secondary
isn't that d2?
D1 has two
they're in a somewhat optional area
Oh
I didn't even know that. I did D1 overload once and I only remember snatchers and sleeping tanks
Basically for the Class X charger alarm you can go on a side path to reduce the alarm class, and you're presented with 2 paths: the mom way and the tank way, the thing is I've never seen the keycard you need spawn in the tank side
I have :3
I wish I did :c
Oh yeah okay
I have like 8-9 D1 completions
when I did it, the key spawned tank side
never have I been in tank side except once for fun
so that must be why I didn't realize
We saw the mass of enemies below 205 and were like βprobably a mom, good thing weβre hitting the other zoneβ
Opened the other door
hello father
yIKES
Yeah he watched me attempt E1 but we didn't make it past the room scan in the beginning so he only ever saw tanks and pablo in terms of mini bosses
He just beat C1, so taking him through c2 might be the more appropriate option.
Also the one in C2 is in secondary, it's after a in-secondary checkpoint, and you can go there after completing main with no extra cost, so you're free to explore and respawn on the mother and then either finish secondary or just go back to extract
Only issue is that you have to go through the entire level first
A while back there was an initiative to submit voice clips to the game for some unknown purpose - I've been out of the loop on the game for a bit, can anyone tell me what happened with those? Thanks π
R6 extension
There should be audio on yt
specifically i recall it was z184 term in r6cx
Yeah the double scoot zone
Haha, that was funny for me to read out of context.
anybody have any tips on the end of c1?
Remind me what the end of C1 is
Like the snatchers and the entire room scan?
We set turrets by the exit door and just stuck together. Precision rifle covering the front. 1 person covering the left and right and then the 4th floating/front
For the dealing with the snatchers it's just luck and whipping out shotguns when they get close
what did you do after the scan was completed? we are trying to figure out what to do after the scan
I think you just open the door and run if I remember correctly
That's how it be sometimes
I think we left turrets there and if you have c foam then use it in front of you as a barrier
Funny enough there will be a break in Spawns eventually .. so you could technically shoot Them all
1 person baiting pablo
the rest focus on charger waves coming from the door
thats what my team did
let me get the map that randomkenny made and add some annotations to it
what tools are you running
Atm 2 sniper sentries 1 bio and bot has mines but we keep him despawned for most of it
give bot sentry and run foam
my team ran i believe foam bio and 2 sniper sentries
usually what you need
I've also heard
Pablo doesnt take as much c foam to be stopped temporarily
But give or take that's what I've heard from my friend looking stuff up
my team's strats
they usually funnel downstairs and get shot in the crossfire
if they dont go for the guy baiting pablo
I'm assuming they seemingly only come from that door?
charger waves, yea only that door afaik
Or is it just stupid level spawns
i havent seen them spawn other doors
So it's stupid left door of C1 Area scan again
or they all spawn elsewhere but just funnel down the path but afaik its only that one particular door that they come from
I see
not sure if they spawn from that door all the time
It's probably most of the time I imagine
But because level design they just spawn there a bit too frequently instead of the other doors
if the snatcher doesnt go after pablo bait then it gets easier
where ya wanna put sentry ?
Would be an issue If it does. Our Pablo baby sitter uses Swarm clearing weapons (pistol/MG)
Permafoam charger door.
that's it. ez win
Just find the parking spot for "pablo" and your team has all the time in the world while you go browse the internet...
imagine trying to perma foam a security door that opens
Unless theres a door past it that can be reached with foam
You got it. very good
Now go and use the strat
I did that in R6Ext so ye

I just need to convince my friend to pass up mines for foam
Mines is not needed in E1
The only two doors you want mined are The blood door and the door in between shadow room 1 and 2.
And there is 4 mines spawning on the map iirc
So mine launcher is irrelevant
Foam tho. For the one I just told you and for the end
on the way back from code 4 foam as many doors as you can
mfw whenever I see something trying to big brain and use mines on E1 
To be fair. We didnt look up anything prior to E1 aside from (at my 2 other friends) knowing a new enemy variation exists there
I knew pablo was immortal. They didnt know it was an immortal or that it was a tank
And let's be honest. Immortal babies when

poor pablo they forgot to give him animations π¦
Shadow Immortal
From what I've experienced. It appears to be a host side thing
Sliding tpose pablo
I should stop hosting then
My friend said it's funny but also scary. He just suddenly starts tpose sliding faster
When sprinting
yeah it s weird. But at least now you have enough arguments for your friends to drop the mines π
well ofc you can technically clear it with anything. So go for it
honestly do it for the vine
Funny but E1 is so easy that we brought mines instead of a sentry and it was still easy and fine... Hell we even used high mines that we shot for the fun of it during reactor
We legit still had too much ammo and enough tool... We were giving tool to mines
I have the exact same issues
The funny thing was the whole team went in hudless
bro there are people that play this game blind
The game is just lacking in difficulty
Though it is funny not knowing where your teammate died since no player color ghost
Muh Immersion
What immersion? We were still playing like clowns

i feel the coloring and gilling is off.
might be king oyster. even though i want it to be jackolantern.
addl. the cap level i see for OO are way too wild.
they are definitely well organized.
main problem is, color of mushrooms change depending on light level irl.
eitherway, it looks like they're cultivating on woodchip spawn.
the better question is, why.
and on what wood.
petrified wood.
ah, looks like it could be hay spawn
oh fuck
many more in #gtfo-lore
(fossilized wood, if you don't know what that means)
this lakebed was once a forest.
of some kind of really wacky tree
by what logic do you state it is petrified rather than desiccated
you can tell because of the cracks.
it's almost like a powder
dry wood hardens, look at the floor in some houses for example
at the bottom of a lakebed as well, it wouldn't be a result of drying out.
point out the cracks, i expect, personally, the petrified wood to collapse under its own weight entirely.
the small spindly structures probably would not last against erosion
yes, usually it does, but not always. some can last for a very, very long time. https://www.nps.gov/pefo/index.htm
as is the case for most fossils
some do, some dont.
i cant go along with that because these are rather extreme examples that would probably collapse mainly out of leverage.
regardless, it is still clearly wood.
given the arid desert climate, the sand wind would make quick work of removing them.
which is a big deal
because along with the water in this trench, it shows this place was once a forest of some kind.
right, but if you want to claim petrified wood is being used as a fungal starter, you cede the fact that they no longer have any actual wood for the fungus to eat.
growing medium, fungus food.
i was simply making an observation of the terrain
this
i quoted my message with this picture because the chat moved too fast
nothing to do with the shrooms
ah, then we have a disconnect.
honestly, with these harsh sandy winds + an absolute eternity, i kinda expect the rocks to be a bit smoother
a la The Wave
here is a good picture of the landscape
why do we have clouds again here?
the sky is very similar to earth
so the atmosphere also is, most likely.
probably why the allens decided earth as the target to try and escape to.
it being most like their home world here
what is this locked box in R7D1 zone_201?
They used to have surprise boxes actually
When you tried to open them, you couldn't and something would flicker above on the step on scan line gui
What you encountered could've been a renamed surprise box, since I haven't seen a box with the name "Surprise Box" (the devs could've renamed it, removed it after a patch, or, replaced them)
just let the prompts go through walls and force the flashlight in the same spot





