#gtfo-spoiler-chat
1 messages Β· Page 29 of 1
Why was D1 broken?
Gotta love levels being broke
Host could only see alarm scans, enemy pathing was broke and there was no sound at all in d1 once 4/5 cells were in
Finally got the clear!
my sound started breaking down at 2, certain sounds would disappear and come back intermittently
it all died about 5 minutes after 3rd cell
GTFO is a perfect game for deaf players XD
gtfo is a perfect game for people with no patience and adhd
nooooooooooo he revealed my medical information that was supposed to be privileged info
why is my care provider doing this to me
your enemies want you to think that you're paranoid, dw
Lol! Or some just wants to cause a little trouble that often ends with βBang Bangβ
i think adding more rundowns be making shooter bug worse. this means we get fix soon?
what shooter bug?
unfo
Just use ur 6th sense and dodge it

you right that is definitely my issue with shooter bug
the player can CHOOSE not to abuse the bug by still dodging anyway
its fair
not prioreity
10C mindset
i mean true
@obtuse surge how do you feel about alt r2. i had fun running through the b levels. and r2e1 pretty fun a tad easy
i got carried in r2e1
it happens did you cp tho
yes
nice
but no hackett mask
D:
i got his pants tho
rough cut is cool
He feels goofy
all i need is his mask and his color palette and i have hackett's set
o tree of wisdom. thank you for your wisdom
for dauda i just need his shirt (not the camouflage version) and mask
some minor goofy moments
i do be loving goofy moments
and for woods i just need his color palette
tho onyx corruption is literally nautical dusk but without green
i want NEW levels 
Lies
you have to let the one guy working on gtfo to learn how to make levels
they will learn
bishop's set is the only set i have complete
I also got carried on d2 and because i was bishop in his set i literally felt like a bot π
i was just a bot named "Zoxiry"
well deserved
bru π
I feel like there's still a bit too much resources on R2E1, considering how many times we goofed throughout the level, we still had pretty much enough resources to clear it pretty comfortably
yeah i can see that
i wasnt expecting to use resources on myself and the team just because we had too much to carry
on an e1 level
that was "supposedly" harder than r7e1
maybe its just that i had competent teammates but my e1 completion was on my second ever game of it
what is bishop's set?
Visor Probo Mark I (Or Bishop's Mask) - Helmet
KDS Spartan Vest Model I - Torso
Cargo Composite - Legs
Utility Natural Pioneer - Backpack
Beryl Restrained - Palette
looks like this
πΏ
i cant be the only one bothered that the bottom part of these backpacks aren't connected right..?
Tbh I think they're just staying true to the OG.
And the OG had way too much.
Kiting was a big reason for that, but it turns out the surge alarms actually don't cost that much to clear.
Helped blue get around, very important.
Definitely not
perhaps so
just kinda found it funny how you and bread couldnt even get infection cuz of boosters
Boosters were a mistake.
Nah. Just needed more time in the think tank.
especially with the booster farm mod
essentially gtfo on easy mode
to an extent...
boosters made the game funny
r2 is called infection yet boosters can make infectious fog look non-existent π
i used a 92% infection resist booster on a level that didnt even have infectious fog
PepeLaugh.
Well, I am out of detox, so I'll have to play normally (until I get another one).
But tbh it's mostly just inconvenient.
gas masks must be really shit if they cant filter out the infectious fog
but looking at their design im surprised they even work at all
I woulda love more if they invested their time on a perk system like cod4
they woulda had more control on how broken shit woulda been
intead of % and rng
Tbf, it's their fault that the upper bound for RNG lets you get ridiculous stuff.
And then you have breakpoint interactions like the Designated Marksman Revolver.
I don't even think that there was that much resources in the original r2
but I could be wrong, I could have just missed a lot of the resources in my original playthroughs
and I also think that hel shotgun is insanely broken in surges
we pretty much had 2 people holding the entire surge wave with 2 hel shotguns
There was
There was enough that you could intentionally pull and shoot most enemies and still come out with full everything + packs to spare.
I remember complaining a lot at the time about how wack the balancing was for the pre-error section.
yeah the pre-error section was the only part where resources were remotely tight
but even then, it was pretty manageable even with multiple pretty big fuck ups
Proving the haters wrong, at last.
Its like that was the whole point
1 surge drains all resources, scout zone with 2 uses of stuff
then you slowly rise on resources while stealthing shadow giants
its all part of the design of the level
ramping up the resources as you ramp up the action
but the new surge didn't even drain all of the resources because of the fact that hel shotgun could pretty much duo hold a surge pretty comfortably
im talking about the og one
ah yeah
new one you could slap 2 burst sentries and be done with it
tools are actually good now
it might have just felt like having more resources because of the fact that the new guns and tools are just better
Sounding like you miss shotgun sentry that fires all its clip into the ground.
isn't that just r7 shotgun sentry anyway
fires 3 shots at a small striker and can't kill it
Nah, they shoot the walls now LMFAO
i mean if if we had 2 combat shotguns in OG e1
i woudla been laughing straight to the bank
we got hella variety
also true
I miss OG combat shotty. I wanna play the frame game.
most vanilla guns didnt got overwhelming buff for it to matter
tools on the other hand actually got buffed to be useful
specially with burst sentry
and cfoam
the tracking buff was pretty big
and mine..............
Never was a mine player to know how ass it was.
it was hella ass
imagine if you were satisfied if a mine killed more than 3 enemies
that's how mines were back then
oh shit we killed 6!!!
nice!!!!
6 mines on small door
R7E1 has a lot of pitfalls for inexperienced players, but for experienced players it's just not really that bad.
Also, different skill-sets tbh.
You can shoot in R2E1.
because pubs don't know how to aim and shoot
Don't gotta do some bs hammering stunt since people miss.
R7E1 is very high pressure for its length, which some people can handle very well without much issue.
and there are an overwhelming number of cheeses that you can do for r7e1 to make it extremely easy
Probably the only positive side of boosters
you can hit breakpoints with it
Too many cheese for R7E1
have old hcp
well from my 2 games of r2e1 it seems like you can "fuck up" multiple times and still win just fine
15 damage revo
where as in r7e1 you make one mistake and its a wipe unless you use a cheese spot
Play R2E1 without Bread.
In my defense though
Special damage booster opens many fun playstyles
stop getting carried
I have always said that R2E1 is way easier than people remember.
you're welcome
That's not winning then
we were close
bread issue
playing R2E1 with R7 super buffed sentry:
"Rundown nostalgia"
@deft kiln and I wiped. We need ur carry :(
with mine that actually work
we had a burst 
Link me bb
I think that OG r2e1 was still harder
having played it quite recently as well
Probably because the game was assss
I miss fast shadows
I could see it, but in static I can't say I've had a hard time with it.
And, I believe most of the tiles changed.
The stealth definitely got big nerfed.
and shadows that actually disappeared on bioscan
I like this r2e1 better
Don't forget if you pinged, you had to deal with which triangles were true.
r2d1 was also significally easier I feel like
yeah r2b1 new version is slightly cringe
I think the engine and fog changes have made it easier to see in the tight corridor sections.
Still a pain to go through.
r2e1 was easy 
the 2 blood door rooms for og r2d1 were actually cancer to play
that too
The big room scan did feel easier tho which is probably due to the spawn dist.
was that the one with the shadows?
Wow u guys so quick
Not really. It just plug and play with previous memory.
I only finish till r2b2
@icy meteor stop typing in gtfo chat and shit already
You'll get there bud. Play some more and you'll get it all done.
i heard ppl say r2 was only hard because people were still getting used to the game
maybe thats why r2e1 is supposedly "harder"
even though it felt easier compared to r7e1 for me lol
R2 was the first "hard" rundown.
fair
R3 is gonna be the next "skip this shit" rundown.
where r3
Probably next year
I'm bouta solo so much next rundown.
does r3 even have an e level?
last i checked it didnt
I hope to god they just bundle R3 and R4 together.
we had multiple buff to our weapons since R2
with nothing to match our firepower in the alt version of rundown
No it's just R3D1
thats an odd choice
I believe it. Solo'd R3 up to D1 because I don't wanna deal with that level solo.
No patience gamer.
I'll disagree and leave it there.
not when it lasted for 5 months
i thought r1 was the only rundown without an e level
if it was a 2/3 month filler rundown for optional objectives it would have been completely fine
Hopefuly it doesnt last 5 months again
R6 doesn't have an E level
r3 its a misunderstood rundown
Blessed they release the legend of R3.5
huh
R3 has good level design (not A3)
We dont talk about that A level
never happend
which rundowns do have an e level?
Nah those terminals were funny as hell.
besides r2 and r7
2 4 5 7
hm
question is
why does 3 and 6 not have one
6 months of R6 β οΈ
can we still do cell skip in ALT r5e1
Oh man if they take that out, they're killin it.
Tho can't wait to see the Great Sieve of Alt:R5Ex1 and Alt:R5C2PE
I don't think most weapons are that much stronger, but what is worth considering is that a lot of our crowd-control weapons are very strong now. CS has gotten a lot of stagger, more chip damage, and more ammo. HEL shotgun exists. HEL weapons exist in general. Tools are much better at stalling out enemies than before.
R2E1 is mostly difficult because it spams surge alarms in lots of different situations, and surge alarms are mostly punishing if you don't have the CC to relieve large amounts of pressure very quickly. So, just by having the right tools in the weapon pool, it becomes a lot more trivial.
nah they'll just release r5c2 in the nerfed version which will be complete dogshit
also shadow giants in alt R2E1 is a joke
(speed nerf, R6 hammer)
i want the maul back
Today you might think guns are too good because your holding a wave with 2 hel shotguns, but back in the day was 2 machineguns instead

70-80% big shadows is also now only 30-40% big shadows.
I don't mind the hammer changes that make stagger more consistent because of the fact that there were so many instances in old rundowns were obvious limb breaks and back hits would not stagger giants
but shadow speed nerf should be reverted
"The pain makes me stronger!"
2 people with machingun can kill all the waves in r2d2 back then
And people are way less afraid of shadows after 5 rundowns.
shit was funny
I preferred the degen hammer strats. But, you're not wrong.
i just think shadows are annoying
now you just have 2 sniper/burst sentries and just afk reactor waves anyway
skill issue
i know how to deal with them
i just dont like them
skill issue
Dont forget thermals
I like shadows, because they're very unique in terms of how they threaten you as opposed to something like chargers which are just stat sticks.
orite
Haha, PDW go BRRRRRRRR
yeah and your favorite rundowns are gonna be shit when they re-release

were there more hybrids in original surge scans?
jokes on you I hate this game and all of the rundowns
There were no hybrids
surge became normal alarm with 2 sniper sentries at same doorway (class 4 surge to storage, both surge after error)
Hey, R2 was my favorite, so as long as I can get over this I'm set.
I swear that there were, was it a chance spawn?
I like this re-release (not because of nostalgia)
your most likely confusing it with r4 changes to surge alarms
that at first introduce big chargers
but those were a joke
and now their hybrids
I dont think there is
hybrid only spawn in surge like in R4 first or second patch
Triple big charger on the surge
Why do charger exist
Variety
Literally favoring bodyshot bandits
why does r1 have chargers but r2 doesnt?
they're a good enemy
R1-R3 design philosophy was that enemy variants should be rare and pretty special when they showed up.

R1 has a level with chargers and a level with shadows.
hm
lmao
R4 and R5 went balls-to-the-walls in comparison.
when did mothers come into the game
r4 has every enemy in every single level
R3
what about tanks
We thought there were a lot of chargers in R4, but fuck no, that was the rundown for shadows.
and an error in every single level
R4
Charger is a b tier enemy
Tanks added R4.
Bet
Mom added R3 and was in ||two|| levels
which rundown is objectively the hardest
R5
5
R5 easily
nothing really beats pre-nerf r5
R5c2 my beloved
C2?
pre bug fix R5C2
"bug fix"
whats the easiest rundown
R1
R1
R1 and R5 are both no contest in that regard.
second easiest
R3
Probably R3, depends a little on how you evaluate it.
do you count checkpoint completes
R3
or just regular full clears
i guess regular?
Ain't no way you putting in R6
Why are checkpoints a thingπ«
But R3 didn't have very much high-end content.
Anti learning mechanic
I don't think there was a level r6 post nerf that was very hard
is r4 the second hardest rundown?
but r3 was probably the second easiest
It's R4 or R7, and I think R4 has the edge there.
so r7 is the 3rd hardest?
Ain't no way we putting R7 over R6
R7 is harder than R6 easily.
R6 didn't have much going for its hard content, plus way too much ammo.
R6D2 hardest level in the game.
Just use cover better dumbo
gotta go inside a room and run past the wall 20 meters to not get hit
R6D2 extreme at one point spawn like surge
at one point spawn nothing
R7d1 ov would like a word with your frames
its funny
You mean R6DX?
I completely forget about the x levels
Esp the middle uplink
that's how memorable they were
So bad
what would you rank from the hardest rundown to the easiest rundown?
which one are you:
R6DX top to bottom gang
R6DX bottom to top gang
When CX is harder than DX.
Bottom to top
DX was just a pain in the ass to do because the fliers just glitched through walls and their hitboxes were so fucked
But tbh only played it once and never want to be back
I did the flyer stuck glitch for my solo and called it a day
The middle uplink with the corridor
Can never hit them fliers
But they hit you thru walls like its nothing
Bruh
π«
R5 -> R4 -> R7 -> R6 -> R2 -> R3 -> R1 probably.
hm
r6 over r2
love it
R2, R4, R6, and R7 are the hardest to rank.
Does the generators in B2 do anything when the cell gets put in?
you should try
You gotta hear the gen
they take the cell off your hands
to put it in
Smh. You know what Iβm talking about

I mean any alarms? Fog?
you lose your RTX 5090
Noooooo all my mining rigs
Because the playerbase skill level is very different at all of those times, and then you have a lot of toss-up with whether not optional objectives existed, what tiers existed, how were things balanced, etc.
Please just port r4 and r5 as is with no changes
Ngl, I don't think I miss R5 pre-nerf that much.
R2 pre-nerf was based, the whole thing.
R5 pre-nerf was based sometimes, but mostly just annoying af.
skill issue
as long as I have the fire range level (R5B1)
I am happy
Oh yeah, but did you kill the scout in the gen cluster 10 times on R5C2 :^)
I wish to see the devs stream r5 again
yes and I enjoyed every second of it
It's gonna be so much fun
:^)
remember 10cc got to the last alarm in R5C3 once
Why does r5b1ex exist
Yea...
Run through it simulator
Lets me go on a solo adventure and pretend I don't have 3 random teammates.
Very cool.
I actually almost fell asleep on that objective
Almost as bad as R5B2's pull it all simulator
specifically bring full infection resist and become a man of freedom
R5D2 my beloved
wdym you don't like hammering everything and cfoaming every door?
Idk. I preferred the puzzle solving of R5C3 main compared to the push control of ex.
The terminals were eh, but everything before was neat.
I just don't think cfoam adds anything to the game as a tool except for an avenue to cheese
avid cfoam hater here
I refuse to touch R5C1 uplink
135?
Cant remember zone number
Either 112 or 113
The one with door right next to uplink terminal
yeah the one that was downstairs
Big door on bottom floor
Idk it's so much worse in that room
except with the other side you could just circle kite the sleepers
dont really mind
usually have one blocking the big door on the bottom
that person could help defend the uplink while spawn blocking
I don't mind stealthier levels, and R5C1 was solid imo.
Lots of rooms to clear.
Lots of really bad rooms to pull.
Creative use of respawn.
Hunting down scouts in a room full of giants is also somewhat engaging.
I like R5C1 R5D2 and R6D3 cocoon
Idk they used same room in r7d1 with shadows and scouts
And it just doesnt feel same
So sad
I don't mind that room, but it's way lower stakes when it's all small enemies.
Respawn ok mechanic as long as no abuse
Ehh i mean is r5c1 first room really high stakes when you have so much cover
Bing Bong
Talkin about them giants ofc
Could get pretty gnarly imo.
and assuming you're not trying to wake it up.
It's a much larger effort to make space.
If anything the spawn also provides 2 long line of sight
Team has to coordinate at least a little bit to create zones that you control.
Or you have to avoid enemies while picking off scouts that pathed between groups.
Vs. small enemies, where you can just go and kill everything until you reach a scout.
R2D1 was quite a long level in comparison to the every earlier level I've played in R1 and R2
when R3
when R3
it's been 1 fucking day
when r3
im gonna kill myself
kill giant strikers instead
aka myself
When r4
yes. check #gtfo-lore ..
apparently there is the most log on R2
id probably say r7e1 is harder
R7E1 yeah
which aligns with what the devs want
presumably R8 is going to be the most difficult rundown

unless they make it easy "for the new players π₯Ί "
i dont see a world where they make r4e1 easier than r7e1 unless they just delete half of the level and enemys of the half left

surely they won't π
im so excited for my ears to be blasted by the heavy breathing
The second cell is going to be replaced for a key so we canβt cell skip anymore but thatβs fine
I wonder if itβs going to be a mask for every alt rundown
cant wait to get the airfryer mask next rundown
I can build a house with all my masks already


this so sad, can we add 10 more palettes into the game to dilute the drop pool

Probably not
Regarding the R2B2 cell softlock, anyone else got that?
My life gets soft locked every time I boot up the game
i heard you can get it from few ppl
ask how did they fix R4B1
same solution
Do you think the developers will split extensions into different alt releases of a single rundown
R4 alt and r4 ext alt π₯΄
yes but then they're gonna double drop them
how else would they milk the game?
Is it milking if its free
not at all
uhh
yeah I can't see how it's milking
not like it's paid DLC
weve reset over 40 times for it
and not seen 1 spawn there
so it seems like that zone is still not rly doing anything aside from being bait?
Shhhhhhh, better for runs
I put the third cell in the generator on the R2D1, and the fog is up to the end
Has anyone experienced the same bug?
Nope
what b2 cell softlock π€
sometimes you can shove cells into wrong generators
it used to be pretty consistent for late join
not sure if thats still what causes it
yeh but usually you can't power the wrong one
so when you see a prompt you assume its right
wish you could take cells out of generators
to generators that belong to doors and havent been opened yet.*
that'd be an interesting mission
imagine only having 1 cell and you have to take it out of generators after clearing a zone
then put it in a different one
that would be cool to see
Have a powercell in order to power terminals. All the terminals are offline and tied to a gen in each zone, if you want to use the terminal you have to power the gen with the single cell
@past bough this
i been had that
reconnect solar panel in planet environment
say the Email for this rundown said something about the world outside the underground, is that referring to the logs?
logs only yea
How has the rundown been overall? Relatively faithful to the original?
it's been nerfed but otherwise yeah
never understood this backpack at all
like what's the use of it having solar panels?
how was it nerfed?
C1 has an easier extraction if you do the first terminal last, D2 has normal fog instead of infectious, E1 has less shadow titans in stealth, and the arrangement of the second-to-last zone during the error makes it much easier to get through than in the OG.
Otherwise, it's not really all that different.
Also, they removed some scouts here and there or made RNG scouts more consistent.
A lot of the nerfs are still dumb af, but they're not really significant.
C2 removing the class I alarm and then moving key into 115 is a little silly.
Room layout its similar but you can setup for things now
this tbh
I think they want the difficulty curve to be
R1 < R2 ... R8
getting harder each rundown
unless it's only nerfs...
It's fair to be a bit worried, though.
Because if they're making a bunch of unnecessary nerfs now.
They'll probably just keep doing it later.
Especially when R2 was already not that hard.
Especially on R2E1, it's literally an E-tier.
We'll see, I guess.
Alt: R7E1 removes Pablo 
Based?
ngl it's not like it adds difficulty as to just pissing off the team
it do be adding difficulty while you're in a scan
I don't mind some reworking, like moving the IDs from 113 to 114 in C2 is cool, and making waves in R1D1 harder is neat.
I just hope they rework the right stuff, and not in a way that just makes it easier.
Making the turbine more important in R4D2 PE would be nice, for example.
honestly, they are making changes to the game that make it enjoyable for general people
But who cares? Game's dying when they're done anyway.
And for stuff like E1, not a lot of people will be playing it to begin with.
so what? make the game as hard as possible while it being stupid?
No, just don't nerf it for no reason.
2 shadow giants in the armory is absolutely too few.
Making 117 a free zone is weird.
^^^
I get making the game more accessible
but some moments feel like it just gives you the completion
Just in general, there was nothing wrong with the standard post-nerf difficulty.
And like I've said plenty, I much more enjoyed pre-nerf.
i can kinda see why people think this game is easy
yeah kinda does
i thought the game was supposed to be challenging
yet sometimes it feels piss easy
i can't say for every rundown but ive seen a fair amount of people be worried that r5 (the supposedly hardest rundown) is gonna be nerfed to hell
probably gonna have less cocoon rooms
and with r6 enemies distribution, you won't have pacted cocoon room
on the rundown that introduced floodways... aka massive empty rooms
Dont forget R2 was built different from R5+ GTFO
In R2 we had less QoL improvements, weapons werent as powerful, and we didnt have access to boosters which later rundowns were balanced around
The AI was also different with soft stagger when you hit then and Shadow Giants were really strong with very fast attack wind up speed and movement speed
and also infection was a really big thing in R2E1
since the fogged up tunnel system caused a lot of passive environmental damage then the giant geomorph before the neonate and last zone in the gauntlet leading up to extract (that also had spitters in tight corridors with rooms that needed to be hacked to get through)
and the final room had around 4 different doors enemies could run through
before extract
also forgot to mention Sniper Sentries exist which kinda breaks the game balance because it essentially acts as Deus Ex Machine Prenerf Shotgun Sentry 2.0
balanced around?
This is true
just a minor issue but it would be good if the sleeper hands clipping through the face of the sleeper model gets fixed while they are sleeping
I wouldn't call it difficulty, but frustration
do you run away from the scan what the immortal are on you?
if yes then the immortal did it job
the immortal job is to disrupt the progress
or at least, disrupt whatever the thing you're doing
Immortal on the first alarm is actually fun and a danger
I am malding
we had no idea you have to team scan at the generator in D1
so we were a minute late to start
died on the extraction scan





i hate this game
I'm crawling back to deep rock
byw
God I love this game
Someone got mad π
I stand by my idea that Pablo should be able to damaged as any other Tank, but it only gets stunned instead of killed and gets back up after a min or something like that, maybe a bit more spongy than a normal tank.
I didnt really enjoy walking around a column looking at the bio dancing around with Pablo
Then again maybe my idea wasn't as feasible/easy to implement as Tank but immortal
are you sure that the player won't just, do the same thing?
yeah. Something similar to the immortal enemys in dead space
You can limb break him and incapacitate for like 5 seconds with multiple breaks quickly
it would make him more interactable in return for ressources
Mightve been harder to implement tho
i'm just gonna ask
are you sure that, the player will do that OR they will just do the same thing as you did which is dancing with immortal around a column
it looked like a waste of developing time imo
they will still dance around immortal cause: it saves ammo
correct
what's stopping the player from NOT doing that
i know it feel like a good idea
but when you put development time into making that, and then you see people doing the exact opposite and just looping him around a pillar
and another thing is that, in the pre-alpha video, there was an immortal in that video and do the exact same thing as you guys suggest
it was a giant striker but don't die, you can break it limbs and slow it down, but it act the same way.
so the gameplay for it would be: "shoot the immortal giant striker 5 times and start looping"
Whats stopping the player from door bugging every door for every alarm
nothing
but suprise. They dont do it because its incredibly boring
If the immortal had that option you could design the level differently around him. Making it more of an active threat. Make him quicker normally or smth
an immortal mother would be more terrifying than immortal tank
immortal mother 
basically a baby error alarm
it do be interesting when you have to spend ammo every now and then or else you get tongue to death by babies
I literally said I am malding
The point would be not about efficiency but about... well, fun
yes and I repeated it
what you're doing, i feel like it slowly becoming an Error alarm type of situation
Yes, you're right on that
Then the question becomes which is more engaging, a question that can indeed be very subjective
why would you make an enemy that get stun for 2 minutes when you can just make an error alarm out of it
If I "stun" him in room A he's gonna stay there for some time
I guess you can argue that he could just be forced to respawn always in the same room and it'd be the same still
Or that it'd make R7E1's ending part easier
i ask one of my friend who is a dev
he said, just make the damn thing like a boss
"The final enemy"
if you want more engaging, that's the route
I still cant shake the feeling that it's weirdly implemented as it is
been a while since I played that, you mean the giant invisible/invulnerable Detonator?
yes
DRG gives you way more tools to move around for that to be an apt comparison IMHO
but you still do the same thing
And I remember him being incredibly slow
which is the whole point of the enemy
That's a bit more dangerous than Pablo...
he deal aoe damage, so it's not 1 shot, just like pablo
so unless the enemy are there for you to shoot at, this entire gimmick did it job
it's a distraction enemy AND disruption? enemy (where you need to move the enemy around to progress)
the only engaging part is shooting, and the player will go out of their way to NOT shoot an immortal enemy
I've no idea, maybe there'd be a better way than what it is right now
the only thing that's better to do with these enemy is: placement
which there isn't any better place to be then being a pain in the ass to the player
hi herokiller621
hello stranger
Oh hey its herokiller621 how you been
Power creep, and general skill improvement.
yeh bro the R2D2 nerfs go hard, the infection/spitters only mattered for the final zone where people pulled the room to remove all the danger before going in. Any infection they got from the zone would be removed once they returned to reactor.
Now they do the exact same thing but they don't have to annoying watch out for spitters in a zone with no danger left and they no longer have to stand at the shower station for 5s
why would a level designer ever do that
damn that fog turbine that you would move during a moment of absolutely no danger
it now spawns closer so there's less boring WALKING
why would he change that lol
clearly not in the modding community
i hope the one dude that makes these changes doesn't listen to you guys and keeps listening to his brain instead
Decent
Agreed as there is just far too many nerfs making it that much easier in these levels when there should be in fact a source of challenge
R2 alt was reduced down to point and shoot mostly
R1 you could do the same
R3 i understand wont be very challenging for the main player base due to d1 only having the ending being the slight challenge but as of current state u can kill the ||queen|| within seconds rendering the only challenge to be the main level design
Hoping it is changed to be tougher
Back then you could kill her extremely fast too
Tru tru
Pump shotgun was disgusting
Agreed
But still with the rate the nerfs are going shes gonna be easier with current day weapons
Not much is really a threat if u have that much resources that u can shoot 90% of rooms and still have left over ammo or tank a bunch and still have med to heal
No stamina already made 95% of old levels extremely easy
Well i agree with that
As kiting was super easy to do once mastered
Only issue was when going back and the giants still coming haha
But even then pulse barely made a difference as long as u know how to use ur stamina
R2 was always easy tho
One thing that made old rundowns insanely easy was b-hopping
Has no interesting enemies
D2 e1 used to be the only challenging levels XD
Now d2 is a joke and e1 is decently easy
I don't know R2E1 being able to be soloed by kiting forever is not that hard
And boring
Agreed
D1 says "look at me I'm the hardest level now"
first try completion
I bet it 2nd try as i was tired af and had done all the rest of the rundown before it so i was burnt out
But still XD
I wish that they returned old rundowns sooner so we would have to wait for better newer content
2nd try for me since our group forgot that one alarm in the 2-story room goes below and every enemy spawned down there
Agreed
They can go both
If they changed their minds before full release I would have been mad but at least it'd be done by now
Copium
Mm
Even really small updates that add an extra objective to an existing level I would not mind they could be cool
Like give a level R1-R3 an extreme objective or two
Well what i think would be cool is even a months +1 level to an extras rundown
So u progressively gain an extra level to run while new rundowns are being made
Instead of rundowns being completed within a week or less and u have nothing to do for months besides replay it
Thats only 12 levels per year and if they have all assets there then all the level designers need to to is make the level and have it uploaded monthly... Doesnt even have to be a long level just one that is fun enough to replay
R6C3 was decently fun but that was due to it being different
30 mins till u can extract but within that time u can do secondary and overload then go to extraction
was it? Run there, foam door (or don't, who cares), kill tank, get res, go there, get bk, go there, do super easy alarm, get cells, go to gen, kill tank, extract
why do people think that b-hopping made levels easier to clear
R6C3 felt like a breeze once everyone knew what to do
Yeah pretty much XD
Because u could speed clear rooms very easy
that made levels faster to clear for sure but how can you actually think that bhopping made levels easier
and?
Also dreamspan is right on bhopping
And plus it would only count as 1 step and was appart of kiting
circle kiting is not bhopping
and you can kite completely without jumping
if anything you should always be sliding when kiting
because you get a speed bonus for sliding pre r6
In R4 you could look at the ceiling and shooters would miss the shots
I would love to see that with kiting a hoard XD
Oh I've seen it
shooter projectiles were just based on your crosshair position
Bruh
you'd commonly see it used against hybrids
Great coding there
XD
But yeah ur right bhopping only made it faster
Not easier
By the way, any reason as of why I've noticed hybrid projectiles going through me without actually hitting me? Usually happens on the truck of R1C1
probably desync
Either desync or missing ur hitbox somehow
I guess hitbox since they dont even damage me
R u host?
Might be worth while testing while hosting and rec it
its a new bug
As if u can recreate it then yeah its a new bug
Half the time i either dodge or give up dodging and just tank the hit XD
Projectiles love me
Unless they love someone else in the lobby
Have you had shooter bug break the other day while stacking all the enemies in r1b2 when I was lower in elevation they could hit me
what is the fucking shooter bug
Not really, because we lured it far away enough to get more than 70% scanned
Then tank a few hits to scan
Where shooters canβt dmg you unless you on a lower elevation(sometimes) then them
Sometimes they just canβt hurt you
It has become super common with rundown 2 drop I get the bug in like a level or two
They don't know how it works.
That's it.
Nothing new.
B hopping is just fun fast stealth now we just speed walk
Very sad
Or still hop with funny ping /macro
power walk
Yeah cuz covering 10 meter in 1 second by just jumping first yhen jumping again didnt make things easier 
Allowing you to make skips in certain levels without triggering things
I like bhop but im glad its gone
Too much utility and speed


Ok burst canceling simp
Just bring revo like a normal person
I brought Sniper + DMR to R5C3 
Level can't be called Starvation if you don't experience the real starvation
4 and then it scales
Till max cap?
What's the best tool for e1 surge alarm? sentry or c foam? There are too many and we always die at the last surge
sentry is better for the last one since you can funnel them through the far door + forward spawns can break doors
true. front spawn makes c foam kind of pointless
why are people mad at 10c for removing things that made the game easier when it's supposed to be a hard game
π€¨
So I hear R2E1 now has a checkpoint
I wonder if without the checkpoint if it would still have the <1% clear rate it used to
okay so im brand new to the game and i want to know if you get better stuff the less you die overall.
no
gear wise no improvements for completions/deaths etc.
completions of your cosmetic missions though will give you better drip to make your prisoner look different
haha I agree. but then again people call you a hacker when u oneshot giants with full melee boosters. people just want it too easy π
it does just a move checkpoint on the other cell door
Speaking on E1 is there any advice on dealing with all those damn surge alarms?
which one
i dont get what the devs expect folks said to kite in the past before stamina
what is expected now
surge alarms in general
What was expected of you from the beggining
Shoot
Set up
Burst sentries are good now
Use them
Its all strikers
Just fire away
The same game knowledge that you use to get to the E tier
Funneling trough doors its a big deal too
Also take your time on the error before pushing the timer on the error gives you ample time to push trough the rooms safely
Clear --> push --> clear repeat
i somehow got through the first surge alarm without taking damage the other day
have the changed the replace timer on surges i seem to recall it was almost instantly forced to 25 at all times
so killing was pointless
Thats the whole point of surges
To forcr you into the scan and kill
Surge alarm showcase the best parts of this game.. teamwork
Kiting its for bitches
you just alerted the horde
Gonna have to do "Dont kite, shoot part 2"
Whst are they gonna do
Apart from running away from me


kiting isn't inherently bad
but yeah people who rely on running away instead of actually using their weapons are bitches

anyone know what font GTFO use?
asking for the 10th times because i kept forgetting
idk
a rundown where the devs split up
if I'm reading shit right it's 4 at the start and 10/11 after 30 minutes
so u get one more per around 4m30s
Are you funneling?
It's not that hard, fam.
If you are not able to relieve pressure when enemies reach you, then chances are that one or more people are not pulling their weight.
tools are omegabuffed, weapons are omegabuffed
HEL Shotgun exists, CS is in one of its strongest states since R3...
Carbine is overtuned af.
(pls buff)
bring burst sentries instead of snipers as stagger/weakening>killing for surges
so killing was pointless
If you kill 10 enemies that reach you, they are now at whichever rooms are valid spawns instead of right on top of you.
would any skilled players like to do r7e1
tools are the ones that have more of a big impact on this than guns
before in r2 you woulda just..... machingun,cs, pump everything on sight
and now you do the same and also have strong primaries
Head glitch AR and SMG tho.
im takin helrevo and carbine anyday
Machine pistol 
where to find group for mods?
.t modding
GTFO doesn't officially support mods and we don't allow them to be played in public lobbies or voice channels on this server, and lengthy discussions should also be avoided (mentioning them is perfectly fine). However, we do recognize that a GTFO modding community exist and if you are interested in them, you are welcome to join the independent modding community Discord server. https://discord.gg/rRMPtv4FAh (If you have any more questions, please read rule #12 in the rules channel for more information.)
All right fellas shooting works. Credit where credit is due @hexed vapor @nocturne flax
e1 completion as of a few moments ago
never seen so many damn drum mags in a level before lol
Autopistol in E1 
You might as well do your first completion with all helguns
my beloved helgun
nah you gotta do all completions with 999 HP mod
D2 was fun
No hit, no alert, no shots fired, under 5 minutes, with your eyes closed, playing with your feet.
Have you recovered from D1?
feet? π³
With your feet
your feet will die after all of that=))
i heard feet
no, go away
who know bug door?
some people, whatchu need of it π€
a bug door?
Probably make it around 1,5cm wide and 3cm high
not sure why bugs would need a door tho
or new game he not work?
you don't need exploits to play normally
many casuals been drawn into the game me included but i'd never do it
I had a chick on R2C1 doorcheesing every single door (and failing). Then I destroyed doors on purpose so she could not do it anymore. She got downed, immediatly left. We still cleared the mission. (who needs doors anyways)
And btw not a word beforehand to ask if we ok with it. Just started doing it.
classic
average pubs experience
use protection when in lfgs π¬
who needs kick from lobby feature when they rage quit 
me when i play the video game thats meant to be a challenge and do everything i can to not make it a challenge
Like those kind of people can honestly just go eat glue while playing the sims
Always Raw
π
shesh
woman


π
