#gtfo-spoiler-chat
1 messages · Page 16 of 1
speaking of sentry ammo, for the first 3 waves, only use one sentry
I believe I got like 3 hybrids and a couple of franks at round 6, but since they all came at the same time it was too much
yeah thats a good idea
I used a sniper to take out all the hybrids, but a sniper sentry could also work just as well, maybe two
we can take care of the incoming waves with just weapons and a burst probably
the issue is that lots of times the sniper sentry uses most of the ammo on small guys
and when the big ones come it either is already focusing on the small ones or it is out of ammo completely
I'll try to do the 1 sentry strategy you mentioned
bio tracker synergy should help the sniper sentry
but bring a normal sniper instead as a special weapon would fix that
I was using dmr and og machine gun
I used DMR and Sniper, shot all the shooters, hybrids, big strikers, and some small strikers with the DMR when the team needed help
but as long as you can efficiently take out the hybrids, you should be fine
those are the enemies that take the longest to kill if you aren't ready for them
move up to the bridge if you're talking about r1c1
it should be almost half way to the extraction
2 sniper 1 burst / 1 sniper 2 burst works either way
How do we bring back the old combat music? I kinda missed R6 music
the bridge should have some sort of vehicle on the middle
once you start the wave, rush up there, have all 4 on the defending spot
when the input phase comes, one run back to type command, wait until theres like 5-10 second left incase you and your team want to scavenge
scrape all the supplies near start point first, save the one near reactor for later waves
i don't really understand how you're supposed to do that when you only have like 30 second between the earlier waves
wdym
30s of warmup phase + time it takes until they arrive the defending point
^
can confirm even if one person is back towards spawn the enemies will spawn that far back
so whoever's that far up is gonna need to sprint but they can do it
delaying input time + warmup phase + time until they arrive is more than plenty lol
it would make you wish they'd arrive sooner to get it over with
ig
still just feels backwards to use the less time phases to run further
just be ready for potentially stacked waves
i mean you only need to run that far if you decided to use all the supplies near reactor
thats why i said scrape all supplies at the beginning part
you're definitely intended to grab resources from farther back in later waves, you just don't have to
so long as you have a good hold position and can keep everyone fed, how you specifically do it doesn't matter
honestly if you just grab the fattest packs from the first resource zone before starting you can make it really far before you have to care again
does anyone know the timeline for the next rundowns?
No, but if the rest are similar to how they made ALT: R1 it should be quick
Might be quick, might be Soon™️
The rest should at least take longer than r1 did tho, since they're literally just bigger
But r1 did release around 8 days sooner than the reveal post stated it would so copium is somewhat warranted
I don't really want them to be like ALT R1
I actually want some new stuff with them
We get all the buffed guns/tools but none of the cool enemies or objectives/optionals
we'll get that with r8, if they change too much gameplay-wise it feels like it kinda defeats the purpose of them bringing back the older rundowns instead of just making new ones
Exactly, theyve already done the hard work of making the rundowns. The target audience for the ALT rundowns is new players, not vets, and the new players have never seen them, so it is brand new content for them.
Rundown 2 is going to interesting
Especially R2D2 and R2E1 since both have sections that have a lot of running involved
not quite, they're definitely targeting loreheads too lmao
Very true. But thats easier to do. Logs and even audiologs are "simpler" to make than adding new enemies, new objectives/mechanics and having to balance and playtest levels. Spending too much time adding stuff like that just doesnt make financial sense.
yeah. though i think they were referring less to actually new mechanics and more just mechanics that weren't originally in the levels (like hybrids in r1c1 alt)
How big is the sniper sentry nerf? Like, is sniper sentry + pinged enemy + nerf still better than sniper sentry + non-pinged enemy + before nerf?
not sure, but unpinged you definitely feel it
rip
Refresher for people who forgot R2E1, you had the Surge Alarm right off the bat with 2 rooms (side room able to spawn with scout and fog is infectious). Next zone after surge contains 3 branches, you have to find the fog turbine and cell within 1 of the 2 zones to proceed down into the fog section. Both doors are blood doors with sleeping shadow giants and resources depend. Door to the North contains more ammo but less tools, door to the south has less ammo but more tools. Getting past the surge alarm after getting the cell is a fog dive section with 2 scouts patrolling the room and multiple sleepers alongside 3 doors. 2 require cells while 1 requires a key. picking the warden door leads to the main objective and an extra cell while the other door has a blood door you need to overcome, massive resources, lots of sleeping shadow giants, and a cell which is required to progress assuming you spent your cell on this door. In the Warden Door section, you have to do a 3 part scan while running around in the fog before being able to retrieve the neonate. The section after is 3 zones with massive running involved, 2 surge alarms and 1 normal scan before reaching the extraction zone.
Im curious how they'll generate Alt R2E1 considering how Alt R1C1 is twice the size of the original from Reactor to Extract
i liked core tiles being the same but everything being a mix of similar to completely different in r1 alt
r1d1's drop zone having the same tiles oriented wrong really threw us for a loop lol
not that i played r1
I just liked hearing my team yell about everything that was or wasn't different
XD
Some of the changes for R1 do make me feel like it could've done better
but the similarities are there
i think it was very hard to make returning to a rundown where two pairs of levels are the same objective, out of only 6 total, terribly interesting
especially with the limited tilesets
might as well throw in some newer rooms with good memories, like the r5b3ex room
or that one might've originally been there i can't remember what my group said
anyway i think the alts where levels had more to differentiate themselves to begin with might feel a little better
Ehhh
R1A1 and R1B2 sharing the same objective isn't bad
Originally by design
R1A1 was essentially the perfect tutorial
yeah it's not bad. except r1a1 was a little needlessly huge imo
Original R1A1 was smaller
that'd do it then lol
1 big room and 4 small rooms in the 1st zone (where you came in at)
with 4 doors you can open and close from the big room
I think r1b2 and r1a1 being the same is ok because r1b2 has a completely different gimmick
I fully believe that r1a1 is the best a1 expedition because it's the best tutorial
going North was the alarm door. Past that was a stair with 2 connections to tthe left and right
Left was a dead end with a potential key spawn (albeit extremely rare)
it's not a nerf. it's a buff. it becomes the perfect sentry that doesn't consume too much tool, thin out waves to a point where you can easily kill anything left that pass when unpinged. when ping it kill more stuff leaving almost no big treat alive... and you will still have some tool after tthe alarms helping you balance tool and ammo which is always a good thing
and right door lead to 2 smaller rooms into 2 medium size rooms with potential scout spawns
r6a1 is a strong contender as well, but I really appreciate r1a1's simplicity
and down the stairs had 2 big rooms with the most likely chance of there being a scout with a terminal
TRUE
alongside a connecting zone that was a 1 scan no alarm
free resources
alongside a 100% spawnrate 2 use C-Foam Grenade in the back of the zone if you looked for it
man i forgot cfoam grenades could spawn in stacks lmao
It was good
Problem was that there was an exploit
that let you get up to 12 c-foam grenades in a stack
cfoam was also way buggier back then right?
not really no
i know in r5 grenades still went through doors sometimes
It also makes them actual sniper sentrys. Previously you never ran any other sentry because the sniper could do it all. It fired fast enough you could use it in melee range or pointing at the base of ladders up close. You shouldnt be able to use sniper turrets for everything, all 3 are meant to be situational.
That'd be because of the cracks between doors
you can shoot through door cracks
yeah
except they'd also bounce off the door and fall to the floor too
no sniper sentry is still the best to use in 90% of situation. if you don't see it then you have more to learn
my original r5c2pe clear almost got lost to one cfoam grenade going through the door and another bouncing off it
but its rare and also happens to fog repellers
I forgot what causes it but it does send fog repellers flying at mach speed
XD
I wouldn't say 90, but they are still extremely good. I reckon they need to be changed more, or the other sentrys made better to make it an actual tactical choice rather than a default.
no it is a 90%. the only other sentry that is viable is burst... it can only outshine sniper sentry in very few situation though... hence why sniper sentry is 90%
This reminds me of the days when everyone used Shotgun Sentry
due to the damage multiplier bug related to the amount of players in the lobby
I'm so sad about the current state of my son
It was common seeing people sometimes go with 4 Shotgun Sentries in R1
I want to like shotgun sentry but it feels like it just drains tool stupid fast for very little value rn
until they did R1D1
kekw
I miss those simpler days lol
r1d1 remains one of the greatest enemy reveals of all time
Knowing nothing and thinking each tier was harder than the previous
spending hours and hours training on R1A1 till I thought I was good enough to do B tier
then C tier on repeat
and D tier
LOL
difficulty scaling isn't quite that extreme
Ye
but in my mind
each difficulty tier felt like it was suppose to be big
at the time
Later learned that it wasn't the case
it's a fair assumption depending on your gaming background
MMO Gaming and RTS
yeah that checks out
GTFO is probably the only FPS I really try harded on
clocking in at 1.1k hours for R1 to R3 (mostly R1 and R2)
Haven't played much for the other rundowns
so what you are saying is. you missed the best ones
I started in r5 and have loved my time here
rest of my squad is r1 or r3
floodways was r5
ooooooof
I want to get my hands on r4e1 alt
I do want to go back and play those rundowns
the best rundown what are you on about. must be hitting pretty hard
r6ext was a pretty good rundown
what drove me away from R6 was the stamina system
that's fair
it usually hasn't been an issue, but it definitely changed the feel of certain gameplay sections
and the checkpoint system
checkpoint bugs bother me more than checkpoints
the checkpoint system for me kinda removed that anxiety feeling from the game
and made it feel more like a slog
just do what my group did and commit to not using them
because you knew if you messed up, you can just use the checkpoint
proudly checkpoint free for all my r7 completions
r6 on the other hand was largely not difficult enough to warrant retrying the whole level
Ah
The biggest issue I had going into R6 and R7
was undoing everything I learned from playing in R1 to R4
understandable
actually playing the game

Especially the theorycrafting used to avoid taking damage from everything
while moving efficiently
in the current iteration?
apart from maybe the unintended dodge nerf
Did they remove the speed slow from it
it hasn't really changed much from r6
because ik they destroyed the Shift + A/S/D dodge mechanic
i miss beeg sidestep every day
and I remember carrying an objective item in R6
and just watching a sleeper walk next to me caused me to lose stamina somehow
and feel that instant speed loss
ohhh no that's not stamina
you collide with sleepers now
sleeper didn't touch me
if you're in one's hitbox you move slower
stamina doesn't affect non-sprinting speed so it definitely wasn't that while carrying an objective item

what else
legit skill issue sry m8
copium
sometimes you just don't want to relearn muscle memory so you take a break, it's fine
if you crouch through a snatcher, you will go through it faster then if you walk or run lol
wot
wat
it's actually a thing
how'd that happen
idk
thonking
they made it like that
snatchers un-nerf sliding confirmed
I love that slide bug for speed back then
just needed to know when to release the crouch button to avoid losing speed
and you were slightly faster than a sprinter
yea it was fun
not a huge deal that it got removed, but still sad
it was small tech like that which felt nice
slide still feels great when fighting in cluttered areas where you can duck behind a bunch of cover
Ye
I do feel like Giant Shooters were extremely underappreciated as an enemy
and they could've be done a lot better
honestly it's about as simple as fps movement gets but i still like how gtfo's feels
Like remove some of that armor on the legs
Big shooters are a big treat since they barely have a windup on their attacks
shooters in general are basically support enemies that are only dangerous at all in hordes
but chickens are on another level of ignorable lol
hybrids are so overused people just got use to it
and change it so that you dont destroy their entire upper body with a couple swings
rendering them so much more harder to kill because of the time needed getting past that armor
hybrids are great, even if the actual "hybrid" part of them (the melee) is half a joke once you learn to exploit it
also changing part damage requirements on chickens won't matter so long as hammer does 100 stagger damage
can you still kite chargers in a circle without getting hit by their fists or tongues
not for very long i don't think
F
hybrids and big shooters have all 150 hp
they don't lose their head after 1 shot so more hp is almost necessary
a fact which is the only thing keeping me from completely tossing the precision rifle into a trash compactor
any weapons that suck atm?
carabine sucks
some of the full/semi auto weapons are in numbers contests with each other, but prec rifle is probably the only one I'd maybe call bad
someone else who does more number crunching might know better tho
it needs to be buff
l m f a o

carbine's clip isn't big enough. can we please give it 12 more in the clip. it would be fair and balance
buff it
xD
finally a guy with a brain
i like prec rifle when i can click heads with it
any other time it's turbo-ass
and the reload does not need to be 5 seconds long
we need to push another buff
did they actually nerf the mag size for Carbine?
If everyone just doesn’t use carbine we can get it buffed again
the carbine could one-shot tanks and I still wouldn't use it
but i don't like burst fire weapons in general
its so underwhelming to use
48 in the clip isnt enough
damage on par with the pdw isnt good either
gotta give it more
give it 21 more
69 clip 420 reserve
carbine fixed
Mmm
Could be a stat issue thing
Kind of like how Assault Rifle on Paper looks balanced
were fucking with you
carbine just got buffed when it was already good so it's become a meme
dont know why they keep buffing it
it's hel gun all over again
i wish we were still joking about scattergun
someones friend group won
i miss scatter, what a dumb weapon
but yeah the balacing on this patch was pretty nice tho
everything made sense
until well
carabine
kekw
carrybine
weapon balance hasn't been too terrible since r6
scattergun was just
well
scattergun
but I'm the king of sawed-off copium, I swear it was fine and good guys I promise
it was alright
yeah it wasn't broken and it was awkward to use but damn it it did what it was supposed to
i just wish the spread was slitghtly tighter so you can get an extra umf
that's fair
missing one pellet at breathing distance felt a bit bad
super consistent bodyshots onshots
I enjoy the HAR
really nice
but hey, if they're bringing all the old rundown-specific weapons back, I'll have my child back with r5
and i can go back to my 5-shot wonder loadout with r6
combined clip size of 5 and a dream is all I need
talking about the amount of lights
||dont tell him to remove the nostagial glasses||
everyone should remove them
no nostalgia really
r4 is gonna be a joke with the current tools and guns
well we're probably going to have hel rifle back lol
r4e1 extreme "hardest missions ever made"
==> now a joke with current weaponry
i was against it before, but now i do hope they rework the room layout for the guy in the back
specially last terminal
go 2-2
no issues what so ever
guns are so stupid strong now. 2 players should easily be able to shoot even if they are pubs
el classico
buenisimo
Provisions + R7 Weaponry + 2-2 strat = XD 
provision lol lmao
people who are saying "wait until you see those missions! they are so hard!" are coping hard
i mean
they're still gonna be hard unless you're a certain amount of good at the game already
but yeah they're not gonna be as hard as anyone remembers them
1 shot of hel rifle
its all it takes
even if weapons weren't different, everyone already knows all the strats so nostalgia from the discovery period is instantly out the window
and then yeah lmao if we get r5 hel rifle balance back it's gonna be funny
i do think it was inflated a bit by r5 having a lot of straight lines to shoot down, but it was still too strong
Yeee
makes sense, it was better on smalls and still great against bigs
whats a charge up??- 10cc dev
damn its like the charge up for the hel weaponry was there to keep them in check
i just liked how the hel rifle felt to use tbh i didn't find out it was broken until later in the rundown lmao
but bh have a humongous skill issue
make me bug hunter, i will nerf every weapon but sawed-off 
buff saw of to 6 bullets
a king cannot admit weakness
xD
either that or just release the alts fast, either works
guessing Bug Hunters are a big meme?
stuff has happened, I don't know the full story but I know it's a mess
QA is kinda in A State across the whole industry tho
they always have been
and to an extent any time there are bugs in a game someone gets memed on for it
riot takes the cake for toxic balance/bug memes with the "200 years" bit
that one's gold
The recoil on HAR is pretty good
it got increased recoil at the start of r7 iirc
Not really
it's still perfectly manageable yea
you know the exact value of the recoil?
nope, didn't look b/c i don't use full autos
Ah
gonna have to take a look at the power and scale
since it feels really familiar to me
possible it had had the recoil lowered when it was reintroduced and then got nerfed back to what you're familiar with
o7
brought out my notes from late R3
Har its from r4 tho
Time for the devs to introduce nightmare difficulty where you'll drop in with predetermined loadouts and no ammo
R3 modded when the HAR was made
nah just make E2s, or at least use optionals in E again
i think r7e1 wouldn't be quite as unpopular if it weren't the only E-tier content we got for months
it is unpopular because it just doesn't fill the role of E tier
people consider it a D tier max
- it is pretty boring
right, but a level missing the mark like that wouldn't feel as bad if it weren't the only one we got for literal months
I don't think it was particularly chaotic as the name might suggest
maybe it was more of them easing back into the not having checkpoints for a level thing
since r6 began all the long levels had plenty of checkpoints
"at least E2 is good" or "at least E1 secondary is fun" would be better than "this kinda sucks, guess we wait 4+ months and hope the next one is better"
It was a gun that was a hybrid between Support and Damage. Long Range semi auto hits with an immediate burst of damage at close range via hipfire to allow players to distance themselves.
it was chaotic if you messed up but like... that's every level
r5d2's reactor probably got the theme better
One day I will get to experience the glory of r5 again
when i think about it really hard there are only actually like 5-6 levels i want to play again in r5
but they were really good levels
never got past half the c level objectives
but I am told time and time again that d1 is a heinously difficult task
A/B/C tiers were, perhaps, a little too difficult a little too fast, in r5
or at least tedious
I didn't mind it in the end. Hard rundown meant I got better at the game
D1 was disgustingly tedious, I hate all but like the main part of ex from it
and even then, the cell zone from ex was just... why
there's difficult and then there's just not fun and I think r5d1 hit a lot of the latter
but it's okay b/c r5d2 is one of the best levels ever made and I am blinding myself with nostalgia on 70% of it
r5 was a truly incredible mix of cool new ideas, and weird padding
"here have a giant stealth zone filled to the brim. it respawns for no reason."
r5a1 pre-nerf was easily the worst a1 ever and i don't even need to play the rest of them to know that
r5a2 was a bad beginner level for very different reasons, but at least it was fun and cool
me 2
I think r5a2 was fine, it should be what the game is, main objectives are very straightforward to do, and extreme and overload exponentially increase the difficulty
and it was good to introduce newer players to content that they usually wouldn't be able to experience, in r4, I think the first moms were in B3 overload, otherwise you which isn't a level that beginners would be able to clear up to very easily
I think that even making the main objectives substantially easier for later levels is fine, but just having a compensatory increase in difficulty for optionals will allow a wider variety of player skills to clear the majority of the levels which giving veterans some challenge to chase
main problem with r5a2 main was just the respawn room was dumb
easy if cheesed, stupidly tedious if not
extreme was goated tho
r5a2 overload was pretty dumb imo, bunch of babies + mom not sleeping + extraction alarm = if you open that door as a team of beginners, you are 100% gonna die just because you opened a door at the end of a level which might just end up frustrating new players
if the overload was meant as some kind of mom's introduction to beginners then she should be either asleep or way easier to deal with (no babies behind the door/extraction alarm) imo
I guess my thing about r5a2 overload, is that just a mommy would probably crush most noob teams, so I kinda feel like the pre-existing babies are unnecessary
but yeah, my main problem with r5a2 is that the central respawn room was just so... unnecessary
finding and bopping sleepers in fog is just not a compelling repeat exercise
That's kind of the point, though. It's Overload.
Newbies should either expect to be fighting from behind or they shouldn't attempt it.
Which, tbh, is kind of necessary introduction to the hardest rundown in the game's history.
R5A2 was a great mission to introduce sec and overload objectives to new players. R5A1 was big poo poo on the other hand
R5A1 was the first mission of GTFO I ever played, so it has a strong nostalgia value for me. But I remember its difficulty be ridiculously high now that I compare it to other A1 levels I have played.
Can't wait for R5 ALT to roll out, hopefully it won't take us long to get there. The devs now have the framework for introducing old rundowns back so hopefully the release schedule will be a quick one. Optimistically a month at max between each rundown release, but that's optimistic.
R5 A1 is a B level mission in difficulty. It's the hardest A1 i ever encountered.
R5D1 will be a pain again though without checkpoints
If there ever was a level that needed checkpoints, it would be that one.
i bought this game last November. Before I can play other levels in R5 they changed it to R6
R5A1 is the only level I think I ever solo’d
Is R5A1 the hard drive one?
No r5a1 is just “go deactivate security on a terminal”
r5a1 wasn't really that hard it was just pointlessly long
giant rooms and r5 spawn rng made waking up rooms a disaster sometimes tho
legit saw people get single rooms with 20+ sleepers sometimes
Still it's gonna be a long time until we get r5
Enemy density in first zone was broken, and was spawning a huge number of enemies.
yeah
Any guesses on when we are gonna get the later alts
I say mid-late next year
R8 2024
My hopeful guess is gonna be about a month or so per rundown
R2 could be anywhere from 2 weeks to 2 months from now imo.
Assuming they don’t make any big changes
Knowing 10C, I'd say the 2 months
R2-3 shouldnt take TOO long, But R4 and beyond is when extremes and overloads start coming in so they are gonna probably take a lot longer
Understandable
Kinda funny if you hear someone say extreme referring to objectives you know they’ve been playing since at least r5
Always thought extremes kinda sounded better than secondaries lol
that’s because it does
Duno, sounds kinda cringe in context.
Extreme what? Extreme difficulty?
as in difficulty sure but as an objective its wrong
Although changing it 6 rundowns in was a weird decision.
Probably should've owned it.
it was the sector that was the difficulty. not the objective. you opened an extreme sector and you had to do an objective in it
the bulkhead was telling you constantly that the sector was "extreme" or "overload"
now it doesn't for secondary, and it only say it once for overload
They probably realized they couldn't reliably lore explain why sectors are extreme.
That, or literally just convinience of understanding.
its just easier to understand
But then again why they didn't do it for overload? Overloads are optional too.
Super secondary? Secondary with a twist?
I think Overload is more-so intended to actually be pretty hard consistently.
Secondary just being "a step up" or "extra on-top" isn't quite extreme in comparison.
It consistantly, khem, OBERLOADS the mission with extra pain in the ass.
i like the "threat level high/extreme/overload" than "sector priority main/secondary/overload"
but then some people are like
"wtf is a high"
Yeah, that's a good question.
High sector? High infestation?
They could try beating into your head, somehow.
But I guess it was too much work.
Even if you don't like Secondary as terminology, High was horrendous.
So we settled on conventional categorisation methods.
Like, we get it, the game is hard.
But when you have to tell us that, feels pretty stupid.
Especially when a lot of content is piss easy if you're reasonably experienced.
high sounds stupid in a difficulty pov
but seems reasonable in a "threat level" pov
"high objective" does sound nonsensical, isn't it?
there's an obvious weed joke in there, but whatever
When the rest of the alts come to gtfo, there will be 68 total expeditions. Damn, one short lol
would be funny if r8 only had 1 really long expedition just to make it the funny
If anything I say 12 total
So 8 rundowns, 80 expeditions
i love going into secure areas for work to hear "threat level OVERLOAD" play on the loudspeakers whenever someone has to leave to use the bathroom
Tbh, extremes should be extra things to do, overload should be extra problems to deal with
Like for example, an extreme objective is an added on objective; "get 12 pids"
An overload objective is an extra modifier added on, such as an error alarm
Too restrictive for level design.
some levels do indeed just add modifier to the map for extremes or overloads
R5A2 extreme wasn't hard to complete, but it shut all the lights down for the rest of the level
it was the perfect first optional objective
right at the beginning so even without checkpoints failing it wasn't a huge time loss, and deceptively difficult to boot
plus it taught you the most important lesson of all: trust nothing
From what I remember, most
do just make the level more spicy, though.
Like R6D3's
making fog overtake the level and putting you on a time crunch, as well as adding an error alarm to turn off.
Or R7D1's overload turning your visibility to 0m and adding a snatcher error
There are exceptions to the rule, ofc.
Like R7C2 just being "yeah go collect these OSIPs"
and R5A2's overload just being a hahafunny mom behind a door for newbies to wipe on after opening it lol
Definitely gave me a spook the first time...
This is literally an example of a non-modifier Overload objective.
Yeah? As I just said, there's exceptions.
But from what I remember, they mostly just add a difficulty modifier to the level.
Turning normal fog to infectious, etc.
Of course, maybe I'm wrong on the actual numbers and it's closer to a 50% split between difficulty modifiers and extra objectives
I didn't complete all of R4-5 unfortunately
But from what I've heard/read about the levels, that seems to be the case.
r4 was quite literally an error spam
r5 was a "lets see how long can we stretch these digsite and refinery tiles"
I won't know the struggle for a couple of months, it would seem.
I mean, wouldn't be mad if they dropped R2 out of nowhere next Friday
hope they do change some stuff
optional objectives pls 10CC
because from r2 and onwards theres some stuff need changing on those levels
Hope they redesign E1 tbh.
nah let them be vanilla
It needs to be buffed a lot
it makes sense been campaign base
At least for current E tiers
r2e1 was just rng heaven
you didnt even beat the level via skill
thats why people would just kite
because it was shitty design
random error spawns are shit and doesnt promote any good gameplay flow
I can't speak for how it was back then bc I didn't beat it until recently
but it didn't seem all that hard, I guess?
Shadow Titans sucked, but right now they're infinitely easier to handle
the first half ot the level its easy as hell
kekw
the error section its the bs one
Yeah
Error spawns could screw you if they spawned in the scout room near extract
Or if they broke a door or two near the surge alarms, ig
pretty much
lots of rng
seeding that error to spawn behind you would make infinitely better
Removing that element of RNG just means you permafoam the door and chill, no?
no?
Wait, the error ramps up?
did you went back in time?
I did.
yes
Idk, it was big chilling during that part from what I remember.
Weren't permafoaming during it, ofc
they keep spawning on intervals
but with current mechanics
imagine permafoaming
so you need to clear them if you dont want to be overwhelmed
lol. That's what we did for our run. I just meant permafoaming for when ALT://R2 drops.
Though you definitely won't be bringing the Shotgun Sentry back to that level nowadays
Unless it gets some buffs, anyway
imagine shotgun sentry
Technically it is working as intended, so it would need a buff rather than a fix
though I do agree that it should hit center mass.
rather than aim for the head
As is, though, it's not worth running.
big words make em smaller?
shoot body
thanks
shotgun sentry gotta shoot nipple
nippe good
head bad
head miss pellet
no damage, waste ammo
Alternatively they could just code it so the shell itself is one burst of damage rather than many small ones, so the damage stacks in the one hit rather than only going until the head breaks
the simplest way to fix ss its for them to add an invisible head on the chest that the ss would always target and put that shit in the datablock like shoot_2_head
or someshit
But shooting center mass is probably a better one
Or this, yeah.
Would love to see the ss returned to its former glory.
I say as though I used it back then
r2 back then was pretty wild tbh
people be running 4 sentries
"we gonna spend hours here anyways we dont need bio"
we were mad stupid back then
That is true. No one really had a deep understanding of the mechanics at that point.
Which is why R1/2 were so hard back in the day compared to now.
the game was never hard if you were never afraid to shoot tbh
I couldn't imagine playing any R1 level with less than 4 players back when I first started playing, yet my ALT://R1 level completions were all done duo.
but since back then the menacing aura it had
i still find it facinating that people think this is a horror game
kekw
I guess. I probably shoot now as much as I did back then.
Though that's just because we'd fuck up rooms a lot more often
-R4A3Ov the majority of the error alarm is fought progressing through Overload.
-R4B2Ov was an OSIP hunt w/ hard stealth, alarms, and blood doors.
-R4B3Ov was a bunch of S scans, stealth, and a birther fight to input a terminal command (no error).
-R5B1Ov was a holdout reactor with all free codes.
-R5B2Ov was an OSIP hunt in full fog.
-R5C2Ov was a wave defense in a big room with lots of entrances.
-R7C2Ov is an OSIP hunt with a lot of chargers.
And even most of the levels with "modifiers" are either fairly self-contained or contain notable preambles or follow-up content within the Overload.
Stamina is more than enough, kiting was what made it easy.
hmmm.... whats harder r1 alt or r1?
Closer to 50% than I thought. I shall rescind my statement, then.
I personally disagree but I guess we'll have to wait and see what they change.
i mean ray its right
Depends on what you mean, I guess
kiting made a lot of levels just stupid easy
Do you mean R1 back then, as in with players with only R1 knowledge?
Or R1 as in your current R7 self put back into R1?
I mean, back in the original R1 people didn't really know how to play
because a lot of the getting instaclapped by giants isnt a thing anymore.
current timespan, so ie, now knowledge
^
So it was harder.
Then R2 came and... Since people were still figuring out how to play, it was carnage
Assuming you're going into old R1 with the knowledge you have now, then probably new R1 is harder.
You could just infinitely kite back in R1 (not that you needed to)
E1's main issue, imo, was that resource balance was designed for shooting through all of the surge alarms, which, on their own could just kill you if you weren't on your game.
Kiting was significantly less risky than just holding, and also meant you spent next to nothing on each surge alarm.
True. You spent next to nothing if you kited.
But what's the point of playing an E-tier level if you're just going to cheese. 💀
At the time, though, I guess players saw it as the better alternative
Since holding seemed far harder in comparison
They're pretty even. AltR1 has some difficulty bumps, but weapons are also massively power-creeped. Otherwise, it's almost identical to the OG R1, which even had R1 MG balance, combat shotgun, and 4x damage shotgun sentry, so it's not like people were without the tools for the job, and enemies like Shadows have even been nerfed and such.
crawling shadows :[
Lasted exactly one rundown 😔
I don't consider kiting cheese, straight up, especially if you're not capping a specific enemy type that wouldn't be capped normally. It's straight up a balancing issue.
especially if you're not capping a specific enemy type that wouldn't be capped normally
What do you mean by this? I don't understand.
Strikers ok giants not
So like, it's one thing to kite an alarm wave, but it's another thing to pull 15 giants specifically to kite them.
But you could wait for giants to spawn on wave and kill the strikers
So, if you pull all of the shadow titans before the surge, kind of cheesy, but if you're just kiting the surge wave, it's more-so the game's fault for not making the right demands of the player(s).
Oh, that's going to be the new PuG strat.
Didn't even occur to me that you can still do that, and cheeselords are absolutely going to be zoning in on it.
Mm...so what you mean is that you consider waking up a bunch of giants for the sole purpose of kiting them to prevent alarm spawns more cheesy than outright kiting the alarm waves, then?
Yeah.
I've never seen giant capping outside of soloing.
People did it in R5C2
Didn't know people even did that in groups
Because R5C2 Ov was actually hard.
Not that hard, but hard enough that if you were a genuinely horrendous player you would never be able to do it.
Yeah.
Keeping waves from spawning for more than a minute 1 or 2 is cringe
Kiting is def cringe, I just wouldn't say it's cheese.
shotout to largestboy and ross for sniping all 8 tanks on our trio pre nerf
It spawned how many
I think there's a big difference between manipulating mob cap, which kind of has to exist as a performance-saving measure, and simply avoiding the wave of enemies that was going to spawn anyway.
I suppose.
Especially when ordinary kiting, imo, just kind of arises out of the normal evasion gameplay.
The game gives you the ability to dodge enemies, you can do that repeatedly and for multiple enemies, and so you can use that to kite.
Enemies miss a fuck ton still tho 
It's entirely that R1-R5 didn't do anything to stop you from doing that that kiting was allowed to exist.
At what point does skillfully dodging enemy attacks become kiting, is the question.
Yeah, I don't like stamina, but it's better than nothing.
I would rather have gotten an evasion/cover rework.
you could always pew pew
But the big thing is that PuGs (mostly) kite a lot less.
theres was never a level or situation in wich your suppose to run
Yeah, it doesn't happen often nowadays
Though you're never really forced into that kind of situation anymore
The guns have so much stagger now I don’t know why they don’t make the enemies more punishing if you don’t shoot/stagger them
Big chargers exist.
Just shoot smh my head
Cool one enemy
Pouncer would be another one
aaaaaaaaayyyyyy lmao
homeboy walking on air and shit
They have animations? /s
Snatcher also exists, one of the higher stagger values out there
It's not about making them stagger immune, it's about having your team distribute stagger to the high value targets or killing them quickly
snatcher its not that big of a threat with hoe many high damage weapons we do have
are there any stagger immune enemies other than Kraken?
Snatcher
specially when you can 1 shot stagger with sniper on the belly mid grabbing animation
It checks damage directly.
They can be staggered i thought
squidward*
we aint calling him kraken
and instead of actually staggering, it's forced to "cancel" its attack.
Ah
For the last time, it's the Alaskan Bull Worm

That's why you can't actually stagger them if they're not running towards you.
Wait I’ve staggered it before it attacks
They have to decide they want to grab first.
Any time during the approach at all.
I talking about actually having enemies hits when not killed or staggered be consistent and always hit
Ahhhh
If they're just wandering randomly, or running away, they're immune.
Or use cover to get out of los
That is definitely true, now that you mention it.
No matter how many rounds of carbine I pump into it, unless it's heading for someone, it doesn't gaf.
all enemies have raycast
That's also why stagger weapons, like Hammer and HEL Shotgun, are unusually weak into the Snatcher.
electric bogaloo
Because you're not actually staggering it, the multi doesn't do anything.
You specifically have to do damage (a little over 30) or nothing happens.
I stand still 3 three enemies miss 
The snatcher did become a lot less of a threat in my eyes the moment I realized that you can force it to miss by literally anything that blocks LOS.
and then slightly more of a threat after it grabbed me through a grated floor
I was not aware that it was the case. No wonder having a precision rifle on the team messes them up so bad.

peek
For a split second, you had me excited
How dare you add that emoji 0.1 seconds later to ruin it.
Would be nice if it did get fixed though.
No one in my group wants to play it anymore because getting the level to work properly is a nightmare and a half.
go inside overload
clear it
before inputting the code
have everybody disconnect
Have everyone leave?
input code
My first attempt after they patched out leaving it for last
I got 5 at once
Died a little inside that day...
nono the better option is using D1 to break D2
wot
my group did a funny
@obtuse whale You'd have to be more specific about what you want. Alarms are extremely malleable, and a lot of variations have appeared across the past 7 rundowns.
Things like enemy composition, scan combinations, the exact wave sizes and ramp speeds, etc.
upload. the darn. clip.
let people gaze upon the shadow giant surge
Isn't that just defending in the hallway?
it is until you have to reload
or shadow charger bug (which I have an amazing reaction to)
wow, even when they're awake, bat solos giants pretty well
Just need to stop hitting his hips and and hit his kneecaps instead
@atomic escarp Bat stun is only consistent if you don't break a limb
Otherwise, even as host, it's a stunlock
ill have to try this again then
I have a tendency to accidentally hit him in the wrong area, but if you can break a limb for every hit, you'll kill them before you run out of limbs
So just be careful with your rhythm of left, right swings
Dead Space: gtfo
can't someone fucking tell me what the fuck is wrong with me
i play like the worst hobo as of late
play r4 again
you will derust immediately
this is so tragic
if i were to send you a list of possible alarms could you fill in what im missing if any?
Self-doubt, lack of sleep, and distractions or need for food/water can hinder you
i can try too
ty
There is shadow in R7C2? that's like first time
Aight so how we feeling bout r1
there werent before but now apparently there is
Possibly, but more-so asking how much detail you want.
Also, what's it for?
rat making a gtfo knockoff
nah, not yet
might of spoiled your plan too early then 🤐
nah, nothing like that
oh ok then im good
yes
😮💨
Any news on rundown 2 rerelease date?
nope
Scheisse
It make me go wiwi
I wouldn't mind waiting 2 weeks
If the devs would bring back the old melees as reskins
I have hope
Do more waves spawn after the tank on R7C3 if you kill it and don't touch extraction?
people running "mods" to bring back the 4 old hammers
They're cosmetic melee reskins from older rundowns
So there is no difference? just the look
if they were able to one tap sleeper in the back of the head without charging at all then they kept the stats of old hammer
else it's the same as the current hammer
Each also has an article on the GTFO wiki page where you can read more 🙂 (e.g. https://gtfo.fandom.com/wiki/Maul)
old hammer have more damage or more precision damage (something like that)
so you don't have to charge your hammer to kill sleeper
Since they didn't bring them back for ALT R1 my hopes aren't high
maybe they'll make skins for all other 3 melees in r8... then you can hope 
The hammers are just sticks of metal with a slab of metal on the end
why I've never seen "Woods" character in rundown 7 can anyone explain shortly what happen to him?
woods is the host character
you just never see him labeled, since he cant be a bot
you see him if host leave the lobby and the new host set player 1 to have bots activate
by default slot 1 is "player only"
and since Woods is player 1... he is in slot 1
you can have him be in another slot with some schenannigans
do we have any weapon data spreadsheet for the newest update?
Yes there is GTFO wiki but the data is not updated yet
ah ok. I was wondering what the differences between veruta and arbalist (the two machineguns) we have are
two machine guns b/c they're probably just bringing back every old rundown-specific weapon (or at least most of them), and there happen to have been two different machine guns rotating
if they bring back burst cannon that would be nice
Thanks for the r7 guides really helped
Thanks for watching the guides
Spam firing the special revolver behind a tank at point blank and killing it is honestly so satisfying
holy shit bro why the fuck does r1d1 have SO many resource zones
and why do none of them even have somewhat mild threats in them
We should make new players r1 first before r7
R1 is so chill and relaxing and then theres c3 pe
yeah no kidding lmao
r1d1 was the hardest mission back then
and everyone was so dumb (because 0 guide)
guns isn't that powerful
even if we tried to stealth kill all the room
we still shit at the game when alarm start
Yep
How times changed
Guns fell a bit too powerful nowadays tbh but with the levels we have it makes more sense ig
Looking at you carbine
i know that sometime, the player want some changes to gun to feel a bit powerful like you're actually shooting bullet
but it looked like it got out of hand
head bug made many of the guns pre R4 disgusting
Only guns that didn't benefit were sniper, revo, dmr, hel weaponry, and BC
Pistol
Both pistol and rifle benefited from it
Giants were spooky back then, and we generally had more redundant zones.
Weren’t giants extremely slow
Guns weren’t too great so I could see them being kind of bad
you don't see people going in for the stealth kill giant back in r1
they would just kill small and then damage some of the big a bit
and then shoot
Pistol didn't
Pistol didn't break heads in 1 hit back then
Rifle was only usable because it did benefit
Didn't have such bs falloff either
ngl
devs are making rd slower than modders
lolll
and modders have so much more interesting enemies to be scared off
ye, most of that are from scrap idea from devs

Would be cool if modders and devs worked together, maybe we would get kore rundown extensions
I just hope that the game could go big again sometime soon so we can get more players
you might as well hire them kekw
Thing with modders is they are “free lance part timers” so its hard to hire them in a way
prop not as the devs hate or just don't care about modding
or they don't want to be hired
Also that^
Modding its not really game development neither
not in this game
modding a game and using their tools its easy when your using someone elses work and working by yourself
but if you put them on a teamwork envioroment and give them limitations its not really the same thing
That’s true
when modding your not selling a product your jusut doing your own thing
Yeah
here's the video (not same game) but you'll get the idea
https://www.youtube.com/watch?v=JSUaIHkwbjk&t=1s
Minecraft 1.20 Discussions Playlist ► https://www.youtube.com/playlist?list=PL7VmhWGNRxKg6mWR8CzvWdEHtOz-i9E0O
Who's better, Mojang Devs or Java Modders? In this video we explore the differences in these two catagories.
Minecraft 1.20 Should Be "The Inventory Update"
https://www.youtube.com/watch?v=zJtJ90Vl03M&list=PL7VmhWGNRxKixIX8tWEQn-BnYKE9...
some of the game devs company do communicate with modders
some got hired
some get their mod into the game
but saying modding = developing is just wrong
Ofc
but gtfo at the moment can benefit alot from talking to modders
cause most likely half of the company doesn't even know what they are doing
the vision got cut and most bugs that were there got forgotten cause most devs don't know they exist
Uh not sure abt that but ok
am i wrong?
tell me im wrong
yes your wrong
Idk 11chambers enough to agree nor disagree
Uh
theyre developing a new game while were talking
man, it's so easy to run a company that have 90 peoples
misscommunication its not the same as not knowing what their doing
But on a serious note if we had R1 like we have rn when gtfo 1.0 launched I think we’d have more players since it would have transitioned them for r6 much better than r6 is
again give me a reason to believe they know what they are doing with gtfo
rey with the copy and paste reason from someone else strikes again
whos?
your still here arent you
For people who don’t really like playing with discord after R6A1 quite a few amt of people in every lobby is new
So it was a clusterfuck for them with sometimes getting someone to guide them
So after A1 they might just leave the game cause they don’t really know how to play
With R1 since its way easier(for now) it probably would have let them have a feel for the game and learn how to play
I truly hope R1’s difficulty stays the same
at the end of the day, when r8 release, you'll get at least 70 levels to play
Cause its the best rundown for new players rn
there not going to change the difficulty after release
r1 its the first campaign chapter so its normal for it to be this way
it would ease them in to r2 just fine
Since r2-r6 is p much just reworking they might be able to get modders for help with lvls etc?
specially with the weaponry and stuff
Yeah ofc
Just saying if we had R1 when gtfo 1.0 released we would probably have more players by now
ah yeah
thats how ideas are born and die
you do something for some time, then when its not working you just adapt
its the reason they change their stance
but it was nice to see something different during EA
so you mean there not going to drop rundowns every 7 months? noice
Yep, if they rework r2 to r3 is progressively become more and more difficult that’d be nice
As long as they don’t lock a lot of stuff by having to complete all expeditions in a rundown it’ll let new or returning players not feel overwhelmed by feeling need to have to do everything and do the newer rundowns as well
R1-r2 should take max 1h except last expedition tbh
Wdyt?
since rundowns are campaigns now and they dont go away theres quite literally no pressure on finishing the "new old stuff"
completion time its base on a lot of factors
Yeah just “generally” around an hour
Could they get modders to help rework some rundowns though?
Since its not really adding new things
why would they
Idk a bit more manpower
they have manpower
they just release r1 alt
rushing releases wont get you to r8 closer
specially since still in development
How long did it took them to develop r1 alt tho?
we don't really know exactly
it took them 8 months to release a modded fix for a game breaking bug
like a month or two since they announce they change their stance and such
hopefully we get r2 in like 3 weeks
we could just wait 1 or 2 months
i mean its already out with twists sooooooo
acceptable
hopefully its faster
Captain would u say R7C3 PE has the same spirit as R6C3 PE(+melee only)
if its more than 1 month
i forgot, did they release new weapons in r2?
its just like cyberpunk, you cold fix half the game in 2 years and make it completly functional but as long as the modding people fix 1 thing you can take the prize home
it means most devs are making the new game
i would say yes
the machine pistol
damn, they fixed this z-fighting pixel
Carbine+Arbalast MG is such a good combo vs chargers
game is saved
Tell me something even better
You got me
double combat shotgun
true but cyberpunk was a single player game not a co-op multiplayer game that punishes you heavily if you mess up (for new players at least)
when the modded patch came in not alot of bug fixes were implemented with it
so can't even say they waited for most bugs to be fixed
than release it
Double sg with bio tracker, Main dmg when close, and 2 protec+ mods is basically your typical tank build
R7 release had alot of bug fixes yes
Choke mod sg can kill some mid range enemies
it doesnt matter since the concept still the same,
you can have the developer fix a bunch of stuff in the game
but as long a 1 thing gets fix and give it enough attention suddenly "modding save the game"
As long as the bug isn’t game breaking and soft locks u its already good tbh
only noteworthy things that ums fix was biotracker ping back in r4 and maybe sniper melee


