#gtfo-spoiler-chat
1 messages · Page 91 of 1
i mean ive been looking up videos on the web
you should try the hel autopistol
Yeah, try it. Then never use it again.
and learned that you can sneak kill 1 and not wake up the other when you are blocking its view
It's a hilarious weapon.
That is false info
That misinfo got my team early too
very strange mechanic but im having alot more breathing space with that tech?
Wrong information? On da internet? In a video? How could this be
or is it not real?
wrong information
It's not real
It doesn't sound real to me
correct
Long range aggro is a chance
wait
Unless these vets are hiding secrets from me
You got lucky
so let me get this straight
Pure placebo
one moment
Example: If A and B sleeper is 4m next to each other
and C point is the middle point
that's a very outdated video
on code that wasn't verified to actually work
so if i move to C and smack any of A or B
it did work for me
You rolled a 1
they still pulse intensely when i smack A
that is if i sit
and if i stand and smack no respond from B
Yes
Because you got the chance of not aggroing
that's a kaiser alt chill
Sauce?
It would be more obvious if it was
who?
he got banned last time he was obvious
Machine learning
Love that perk
i am very confused so am i correct or wrong about the A-B tech?
you are not a solid object, you do not block los
for now I'll uh, not say what else I was gonna say
so its based on chance?
if they are both dim its not based on chance
if one is glowing it is based on chance and that extends out to atleast 15m or so probably
if everything is dim you can only get close aggro which is purely based on a proximity threshold
whats the timer when they glow?
long range aggro is rng
this is a kaiser alt
proximity aggro is not rng
I don't know how many times you need someone to say it but
idk what timer you mean
ah
when they react to you
Hi kaiser :D
i hate to inform you but thats not kaiser
Kaiser was badger all along
maybe not but I still don't trust anything you say
we'll get over it together, just hold my hand
im confused
nah you'd call that gay and knowing you, you're probably not too fond of the gays
it’ll be ok friend
Sauce?
quite the opposite
what kind of pesto though
alright you're getting the green pesto
friend of kaiser says user kaiser is not kaiser
world absolutely taken by surprise
u are free to believe
I think there's something more surprising in here but eh
im sorry if im being someone that you know of
but im asking for guides on web is true or not
lmao
these people are losing their brain cells
oh is it on a page?
seconded
probably
ask admins for a private interrogation channel and we'll see what we get
I'm gonna be mad if I wasted my time talking to kaiser
don’t need it
I mean, how can you meaningfully interrogate someone online anyway
he won’t be here for long
probably the first non-italian I see that knows about Pesto with almonds and tomatoes
offer fishnets
trust
I didn't know people hated shlorpman that much
That being said, as someone who personally misses Kaiser a bit, since he was friendly and funny to speak with
I don't know what the entire range of pesto out there is or what's traditional or not
I dont think that new account+cat=Kaiser
all I know is my tier list is
Chilli > Red > Green > whatever that coriander and chilli pesto I had was (it was green)
and I'm not fond of large nut pieces in my pesto
In Sicily they do it Red, you're very knowledgeable
You win a 🤌
I mean, pasta is what I have for lunch most the time because it's cheap, easy, hearty, etc etc
so what should i prepare for R2E1?
With bots? To die.
artek this is a kaiser alt
You're not making it.
first of all stop trolling
its been 10hrs of nonstop straining my eyes
second of all lmao imagine asking about long range aggro and then saying you're playing r2e1
whats that?
guy released a new update btw
I didnt test it
supposedly "option to turn aimbot off" was added
i was told that when i surfed the web for a way to beat R2D1 3 days ago
It can happen in theory.
Someone 2-3 days ago posted about someone having r2e1 unlocked but mentioning never killing a scout
So, yeah
Definitely weren't carried
yes its quite nice being able to use the combat carry stuff
bah, how many scouts before getting to r2e1 assuming you do all the maps before?
2 in r1a1, 2 in r1b1, 2 (3 but whatever) in r1b2... 3(4) in r1c2 then 3 in r1d1
12 in r1
R2d2 alone should require you to melee one
Your carry might have time to do all but
Yea
me fr
yeah I guess
unless we count non-melee as kills
still not knowing long aggro mechanics ain't on the same level imho
I mean that is a way of killing a scout but I feel like ppl should be able to melee a scout by that point
No it’s definitely not on the same level
Thats why I force new players to kill scouts early on lmao
Or else they just dont do it...ever
Smack
Snap
ooooooOOOOOO
WAAAAAAARGH
@silent kettle
@olive shoal
@silent kettle @olive shoal
Rick your scout impression is pretty bad
Gerz
Rick
huff
Waiting for meowster
Waiting for meowster
I feel like I play this game too much since without any other context I understood immediately what was being described
but you forgot the echoing of the other 5 scouts in the room
why are wave strikers and shooters a different color
because yes
ALT R3 A1
Log 7GY-HYP-SDW
"...The dark-skinned variants tend to be more active hunters, suggesting the darker pigmentation is a product of natural selection. They are harder to see and therefore more successful predators. The light skinned breed are still vicious and will attack at the slightest provocation, but they do not seek the prey as actively, they are more disposed to sedentary, almost somnific, behavior..."
The non bullshit answer its for you to differentiate them if one comes from an alarm or not
Team, we think that we have solved scout auto-wake bug.
It has probably been in the game since R1, but requires such specific circumstances that it just never happens in a real game.
R7E1 is the first level to have charger scouts in a respawn room where resources are scarce enough to demotivate dealing with those scouts.
It seems like the culprit is how the scout tracks your location to know if it's touched you or not.
When you are in the active range, it tracks your location.
When it becomes inactive, it no longer tracks your location.
However, it doesn't actually forget your location.
So, when it becomes active again, only the targets it picks up on get updated.
This means that the scout can end up touching the spots that it remembers it saw players, since those locations have not been updated.
It just so happens that this is something that almost never happens in normal gameplay.
If you find a scout, you will probably kill it.
If you do leave it alone, you probably aren't coming back.
If you do come back, somebody needs to have been in a position where the scout is likely to reach (so, if a scout becomes inactive by virtue of distance, this just will never happen; must be a door), and that person cannot be the one that comes back.
R7E1 is simply the only level where you are likely to pass all three hurdles, here.
And the hurdles are unique to scouts in exactly one room, the first room of the second respawn zone on the way to reactor.
It's not particularly productive to kill the scouts, since they'll just respawn, charger scouts are not free, both for resource cost and risk, to kill compared to normal scouts, and the room is big enough that it's easy to ignore them. The very next room is a room you want to lock yourself into very quickly (while people are by the door) so that you can shoot any scout that spawns there and avoid scouts running up behind you. Code 4 forces you to return to this location, a location all 4 of you went through, but basically nobody is sending more than 1-2 people back to get that code (2 people will be "remembered" by the scouts without their positions being updated).
It's just the perfect set of circumstances that inadvertently guides players towards producing this issue in a very specific spot.
3 more bugs yo find consistent set ups for. Infinite scout scream, spitter crash and interact bug
That's actually very interesting, wonder if its possible to brute force it, or wait long enough for it to happen on r5a3 with the respawning scoufs
You can make it happen on any level
^ We recreated it on that level and R7C3
Or does the respawn not matter
OK that's actually kinda baller, paging d0cr3d the only gtfo dev
All you need is a door and a second player
If you kill them, even if they respawn, it resets their target list.
Right, yeah, it's always first big room scout that goes funny
We will ask tru to do it tomorrow
So kill them to be sure or risk reproducing the bug?
That or leave(untested)
But of course it's not worth it because resources big stinky
Leaving is not a certain fix*
Leave door open or all go back
The best solution is to know your stealth players beforehand, and to have them be the only ones by the door when it closes in the small room.
Now I am slightly more terrified of the Brazil skip attempts
I didn't even know this was like a bug that existed.
I think all go back to the first respawn room would also do it
Biggest obstacle of course still being poor play on my end but
The idea of scouts screaming randomly is horrifying on itself
This would work.
It's a toss-up if the scout is close enough to kill, or if you get 2 in that rokm
Otherwise, the stealth players can force the scout to remember that they were the ones by the door, and everyone else was on the opposite side.
This should mean that when they go back through, the scout will update the stealth player positions, and so there will be no positions near the door.
Do we know what happens if you close the door, then open it (3 people), then close it again (4th person)
I'm not sure what you mean exactly, but the person using the door shouldn't matter.
If the players are to far away
Very interesting read, thank you
It doesn’t update the position
It just matters if the scout is active or not, and whether players are in the active range.
OK so if it feels too close to the door you're probably boned anyways
I think we rename this bug to scout mine or something tho
Long range aggro (scout)
Something like that could work
Unloaded scout maybe? To get the idea across we know why it happens
In other words players leave ghosts behind that scouts can touch, as long as its the original scout and ghost belongs to a player who's not currently in the vicinity.
Especially cause now we are hunting for a different scout big
The only other time I can see this bug happening
Is when you enter a room don’t kill a scout then an alarm/wave breaks the door down
Question of the day is: is this something that needs fixing, or is this another "door bug is not reproduced often enough"
This matters tbh
It happens enough in r7e1
It only matters in one level in the entire game rn, but it is a very common source of wipes.
I can imagine
If it was r7a1 idk if I would care but
Scout + probably pmom waking up spontaneously in the middle of code 4 is very hard to deal with.
R7e1 end of the run is a tad disgusting for it to have happened
It should in theory be an easy fix. There's already logic that activates/deactives the scout based on where the players are/if the scout can access them. And there's also logic that updates player positions.
So it should hopefully be relatively easy to force a player position update for all players when the scout becomes active again.
It can disrupt speedruns and challenge runs sometimes, too, I believe.
Write your findings to Calle, see if they can do something about it.
Yeah tbh I think we could patch it
The easy fix would be to just wipe scout memory I suppose?
Or just replace memory to 0 0 0
Yep
Everyone thinks 0 0 0 is a great fix until Funny Level McOrigin has 0 0 0 at the center of a room
Which will, ironically, delute issues to a room full of scouts near 0 0 0 coordinate
Whatever updates player positions should probably also check to see if any of its targets weren't updated that tick.
I understand in current game no issues best play is to just fix it
Properly
I think:
on scout become active -> force player position update
is the easiest and doesn't impact anything else that much. scouts becoming active is infrequent enough that it won't affect performance, whereas a forced check in the player position update might
Yeah I just don’t know if the players being far away makes the scout unable to get that info for some reason
Maybe some crazy hard coded events
You could work around that, tho.
If it can't get that info, remove the target from the list.
Or set it to a default value.
Not sure how it works rn if it hasn't seen you yet.
Must be zero zero? Already right?
Wouldn't be surprising.
No, wait... What the fuck
Question is WHY scout works this way?
I thought the feelers were just attacks and they just need to touch your hitbox
No hitbox no problem, right?
Tbqh, I think the player hitbox might only be used for friendly fire and maybe shooter projectiles.
Yes, but rather than perform an expensive collision check with a hitbox, they just track player positions and check if they get in range of that player position.
Better performance, same result (in pretty much all cases - took potentially 7 rundowns for this to have circumstances for it to happen remotely often)
And it is just an oversight.
Fair enough I suppose... I didn't know collision checks are expensive.
The position isn't meant to be remembered, it just is, and it happens to basically never cause problems.
That R2D2 clip is genuinely pretty insane.
That is a lottery winner.
2 room distance or if it's cut off by a door.
What happened there - if I understand correctly - the scout decided to check a doorframe and found itself a ghost inside the neighboring room?
Blue was in the doorway and closed the door, so the last position that scout had for blue was in the doorway. Blue then went to the reactor, so when the door was reopened, the scout didn't know about blue and blue's position was never updated. Scout tendrils touch old blue position, scout alerts.
Scouts are haunted by the ghosts of KSOs long past. What a meme.
At least we know now it's not a tiling issue
One last question to test for tomorrow, does it still happen if a player stays in the room the whole time, or does the scout have to become inactive.
^ Thought about this. My intuition is no, since it should stop updating any position when it loses access, but worth checking.
Could have a wacky interaction where it only cares about node distance until it fully loses track of the target or becomes fully inactive.
Something else I just thought of, what's up with tendrils through doors?
Is it still tracking?
Now I wonder (if I'm not completely misinterpreting something), if you go into small room in r7e1 and close the door from that side, will you be safe from a scout in big room
Granted you may still be vulnerable to a scout in small room
^ As long as you kill it, you should be safe.
The other problem is that you typically want first door pre-closed so that you can shoot in the small room.
For the purposes of Brazil skip...
Which ties back into the perfect circumstances thing, the level very much pushes you to set up the bug.
Honestly
Brazil skip has like a 90% chance of the zones waking up anyway since chargers
Define inactive?
like, all doors closed in the room scout is in and all players outside said room?
Or you need to be far enough?
nevermind, read this, thanks
I guess this also explains why closing that door "fixes" it
True, but it'd still make things harder
What doors would we even have for the way back
big door in first respawn zone
Big door in bridge zone
thats it at best
But i honestly dont think that we can avoid triggering them unless we somehow spawn cap the reactor wave with foam and have someone sneak in for code and get out in like 1 min
Did first ever run of r2e1 today went in blind and its honestly not to bad, managed to get past the second surge on our third run
poor second run was doomed because we had a bot with bio and no one on thermals making those invis giants fuckin rough
Pings are enough to shoot at tbh. Am curious if your mind changes when you get to the actual hard part
rather stealth the giants and conserve the ammo
Flashlights do the trick tbh.
I never understood people "needing" thermals
the fog wasnt to bad and im not to worried about the error im mostly worried about the surge at the end in the fog during the error
its not a need for thermals its a "I am to lazy to bother spending 20 minutes playing minesweeper with my flashlight"
That's the part I'm talking about. altho not per se "the end"
But y3ah that surge is the one most fail on
i imagine if you play it right and actually use foam correctly it wont be to bad
my solo practice really paying off tho i ended up not getting hit 2nd time doing the first surge
Mines and 2 turrets work as well. And the 2 turrets are better imo for the last surge
we just opted for no bio
NOW that is a terrible decision at that point ditch the foam
It's not really needed anywhere
not a final decision ofc but fog honestly isnt that big of a deal
id rather ditch mines over foam tbh
not much sense in a mine clearing a wave for a new one to spawn in immediatly after
nah the mines give you potential 3 waves gone on the surge you are afraid off
that's potential free alarm
ig if you get lucky with spawns
knowing my luck id have that wave spawn entirely right behind the original wave
Foam is just not very needed and takes too much tool away from the turrets which excel on the last surge
Foam is the cheese strategy, and you don't need it
we didnt really have a problem with tool by the last surge
But in the end: whatever works for you
just want consistency
perma foam makes that surge a sleeper
but that requires you to safe the door and have the foam, which many people just dont i guess
The One outside of the fog?
not permafoaming or ladderfoaming will make that clear
no we cleared the ones outside the fog with not many problems once we got the idea
hybrids on the second surge nearly blindsighted us
the one in the fog is not the last one.....
That's why Icask
gotcha
the thing with foam is (if you dont ladderfoam)
its rly not worth it for 1st surge
does a little bit for 2nd if lucky
useless for 3rd surge and class 4 alarm
does a decent bit for both error surges (a lot for last since perma foam)
a 2nd sentry usually just is more reliable
havent seen full level yet so they put 4 in there huh
And on the last.... foam is useless unless you very specifically push forward through the surge to close door after launching
There's like 5
they ditched bio for foam
huh what
no you just clear error (having small door closed and foamed), close both big doors, foaming the further one and start surge
setup is more challenging than surviving alarm after this
i saw
this is legit just trolling
only done 3 blind attempts at the level, testing out what works and what dont
I get better result by just funneling surge through the small door. 2 turrets, one dude with veruta. you never see an enemy
Last surge is then free for the rest of the team
you dont get a better result
you get another good result
Havent formed a full strategy yet but 2 turrets and cfoam are def gonna be garunteed picks
you cant have a better result than not seeing a single enemy due to double foam doors
Mines have better value than foam.
?
1st surge you blast a wave, 2nd surge you blast 3 potential waves
4th surge you blast 3 potential waves
you can mine doors in end zone
it's so stupid to not take mines
i think subtonix thinks the wave immediatly pushes respawns and insta pushes
the enemies need to respawn, then start moving and then appear in a line
he'll see the light eventually
it just dont seem worth it to work off potential when cfoam has good stalling power
Mines has better stalling power if you take into account nee enemies need to spawn in and make the whole way again towards you
In R2E1 lay out
1st surge? just move lol, its worth it more to mine that door once alarm is over to preserve ammo if you really want
2nd? rng gonna decide your fate and even then its kinda hit or miss by itself
3rd lol
4th, actually stalls if lucky, minor help if unlucky
5th it can solo but requires setup. And if you already have 2 sentries JUST USE THOSE
also skipping bio
wtf
just my pov and from what ive experienced from the runs i put in
¯_(ツ)_/¯
will continue to play and expirement but its what ive been likin thus far
And we gave you our pov after TONS of runs of the level
3 runs isnt tons of runs
But foam is doable. you just make it harder for yourself
I don't have 3 runs 😂
esp since first two runs where losses to unforseens like not knowing of invis
Eva does not have 3 runs
iirc you also thought mines and bio were super weak back when you joined
dunno if i trust your experiments
(im kidding, or am i
)
^^ if you're not permafoaming or ladder foaming, mines have just as much stalling power as foam
instead of breaking a door and immediately rushing, the enemies break the door, have to respawn, and then travel further to get to you
gl eva I can't join
Ah good valuable citizen to society I see
Nowadays i consider cfoam to be the weakest tool not counting sentry varients but i do quite like it for the surges
bio opinion was before i knew of bot bio being completely busted on a bot, tho i still consider it to be terrible unless you got a player who really pays attention to it which i aint that kinda guy
we never talked about bot bio when saying that bio was busted
idk this was like a year ago
Ahxshit here we go again
altho yea
cfoam is prob the weakest tool if you ignore the sentry variants not called burst sentry
I store convos for a week max
Bio on bot easily best tool tho i aint gonna argue that, and just none of my team or me enjoy actually using bio lmao
dang close but no cigar
honestly nowadays i dont have a opinion on mines, cfoam is decent for scouts and stalling but mines can take an entire wave and is good for blood doors which both save ammo and sentry. cfoam usually can be ignored if you just dont have a skill issue
not very often i see a case for needing to stall over just pure killing power
AKA its better than foam, altho depending on the map having 3 sentries literally makes alarms a piss walk
that is the consensus
i mean i kinda figured
my opinion of mines nowadays really just be "it depends" great on r6c3 less great on r2d2 kinda thing

the best use for a mine
Allegedly
Yes. It is from R6 Siege server
why so sus of everything Artek
It does.
It much unfortunately does
From gritty operator simulator it just became another one of those
Like Valorant or something. The league of legends in FPS form.
Uuuhjmmm
- Fixed bug where Sentries were unable to aim at Chargers bodies
Dropping cells not soft locking you is big tho
Almost got softlocked during the error on r2e1 pre patch bc of this
Hahah lights are still too bright. Generally an eye sore and even block vision. Unhealth af.
patiently waiting for lighting fix in r9
i take everything back
it should aim to the body once the head is destroyed.
yeah iirc I was testing turrets and they all shoot for head initially
Some just switch it up later
Still wish shotgun sentries just always went for centermass
dear mc donalds please fix the ice cream machine
“Your punishment shall be eternal light”
Now fix the awful lighting
I miss early access lighting
Would you mind dropping a post under https://discord.com/channels/408196129470152705/1049599987878723635 with a list of expeditions in which you feel the lighting is excessively bright or eye-straining ?
If possible include the layer (Main, Secondary, Overload) and a couple screenshots if you have them from the current build
I will try to review them if I can escape from work
This is of course for all of you moths out there
🦋
all of them
They changed the way light renders in the unity engine for R6. Light falloff is non existent meaning lights are super bright close up and then they just drop off suddenly.
can't even post pictures here smh
I know what a "too bright for comfort" light is. But since I do not play older Rundowns much, I would greatly appreciate to know in which Alt:// or R7 expeditions this is felt most annoying.
Okay
drop into R1C2, turn left
XDDDD
in general every light is just too bright
and the light doesn't illuminate far enough
been a problem since R6
I found a perfectly square blue light in R1A1, there's a screen somewhere still
See, already got one. Can you guys post this under https://discord.com/channels/408196129470152705/1049599987878723635 and amend with the more obviously straining ones ?
If it is causing you discomfort playing the game, and you feel it has not been addressed by the recent update, you should report it this way whenever possible
It helps us relay the information to the development team
I've been telling Calle for ages
100% sounds good. It is weird how they do rgb values. Any value above 1 tends to be awful to look at
Found it #gtfo-media message
This is sick
Just drop into R1C2 and see if you can see 10 feet in-front of you when you reach the red lights
Is this just the old issue of lighting being ass, or is it specifically the new issue?
the lightning got trashed at 1.0 release but was never that bad. This shit is like Alt://R6 new
Lighting being ass and it seems to have gotten worse recently.
Yeah, but I'm just wondering if this is similar to post-Sniper melee where a bunch of people realized for the first time that the implementation of enemy melee attacks are ass, unrelated to SniperMeleeFix being made vanilla or not.
No media posts recently to check against + I can't boot up rn.
yeah lol I still haven’t noticed it
But I also have barely played vanilla recently
So I might just not be seeing it
To me I’ve noticed just more binary lighting, like it’s either super bright or super dark
I'm pretty sure we haven't changed anything lighting/rendering related with ALT R6 release which is what's confusing as to why so many reports of "r6 broke lighting" aside from the couple zones that legit had their light settings changed, which we just fixed
huh
But it has changed.
And if it's not related to zone-specific lighting, then it sounds like it's probably not fixed.
Hell, even if it hasn't changed, it just looks bad.
that's why I'm trying to understand when the lighting overall got major worse
because the timeline ive been hearing people say isn't matching up to changes we've made
I'm confused as to what isn't matching up that is supposed to.
i know about the R5-6 change, but I really have not noticed a change in my own gameplay from A5-6
Like sure, I’ve watched Fireblade become a moth and a ton of people complain about lighting issues, but I’ve not noticed it myself
And I’ve been working with lights a lot for my mod, so I definitely would’ve seen something
At least one of the AltR6 patches seems to have included the change, so it would pull from something that was included in those patches.
once in og R4 but we kind of got used to that, and then in og R6 and we didn't get used to that
Yeah I just haven’t seen the alt R6 change
i'm talking 2 years ago
I ain't seen any problems with lights and my autistic and ocd ass brain would probably notice immediately
Yeah ik
I know about the R5-6 change
I started in R6 and my brain went “this looks different than I’ve seen”
wait are you saying that lighting got major eye straighint worse 2 years ago with OG R6 release? Not the ALT R6 recently?
hm, we do have access to older builds of the game
so I guess someone could take a video of checking out stuff in say alt r3, and then again in alt r6
i do like the pre OG R6 lighting more because it’s overall way darker and grittier
^ better atmosphere for the game
It's been explained plenty of times. The engine render changes in R6 make lights too bright with not enough fall off.
But the topic on hand is the supposed alt lighting change and I don’t think it exists
Huh
The lights don't shine very far but shine too brightly
interesting
OG R6 2 years ago or ALT R6 on 2023-09-14?
OG r6 since that's when the graphics got updated
Honestly I can kind of see that, just from watching
Not comparitively but a lot of the lighting in Occlusion, R6-7 and A1-6 feels like that
Like there’s sections in my D3 where I was like “why is this light not spreading over here because it’s super bright in this small area”
Yeah we did light changes with OG R6.
Sorry I thought everyone has been referring to ALT R6 from 2 months ago as being the point in time when lighting got so blindingly bad
I'm surprised you were able to fix them since you couldn't recreate it on your monitors
Please drop into r1C2
Oh and correct me if I’m wrong, didn’t the fog system change in R7
Or just fog overall got thicker?
I seem to remember people talking about that with R7B2 and C1
There was a surge of reports of light changes with the release of ALT R6 for some reason
Maybe people thought the whole lighting system changed because a bunch of individual lights changed
Like I said, it's a problem either way.
If there's a backend lighting change that wasn't caught, and is probably unintentional, it should be fixed.
If there isn't one, and people are just taking greater notice of the fact that lighting is truly terrible, then the lighting is still truly terrible.
I've even heard some pubs, completely unrelated, complain about it, too.
Which makes me think it's probably new, but at least it's not a vet-only complaint.
I don't think I've heard anyone complain about lighting out of the blue before now, but I may have just not taken note of it.
I haven’t either
I don’t pub a lot but I listen into chat a fair amount
Haven’t seen this much chatter about lighting in ages
Also, I'm personally inclined to trust player perception over whatever the devs report is going on.
The same thing happened with SniperMelee, which, while a much more severe issue, biases me to think that this sort of thing is likely to go undetected even if it's an actual change.
I just trust a lot of vets because if I’ve learned anything from making GTFO levels, it’s that what I intend/create will never be what the players actually do/perceive
cfoaming ladders is part of the level design because if the devs didn't want me to cfoam a ladder they shouldn't have put a ladder there
Best solution is to remove all ladders from the game
add incredibly sheer stairwells
i will cfoam the floors of dense corridors
I mean yeah it's a common opinion as far as i know
I apologize for my misunderstanding of when the eye straining started getting worse.
As cho said here, please make a post in #1049599987878723635 with the R7 or ALT 1-6 name, Level (e.g. R1C2), the Zone #, and a screenshot of the most eye straining areas, then we can take a look at making a level design pass on these areas and adjust them.
ugh just go back to Pre - R6 lighting
They won't, too late for that
fuckin tragic
why does toggling the comms menu reset the timer for sliding
do we temporarily stop sprinting if we toggle the comms menu?
i mean as a bad thing
as in if you toggle the comms menu it takes at least 0.5s until you can slide again
no matter how long you were sprinting before that
yes, if you spam toggle comms menu while running from A to B you will be significantly slower
might even be full movement stop for like a frame or something
CRINGE
Why are you talking to yourself
sorry :c
wanna know what im thinking of
Not really

why song bird so hot in cyberpunk 2077
every hot woman i know manipulates me to reach a goal
pls send help
switch to men
i changed my framerate to test things and now it stopped doing that
????????
ok
everybody diess
That new mask is admittedly pretty cool
I wish you could decide to put a hood on your character regardless of helmet
Show off that bald head! No shame!
Fml me and my friends attempted R6D1, reached reactor room and were immediately hit with the bad omen of 5 C-Foam grenades, all seemed fine with the waves till we finished them..
Lemme guess… tank came?
Gonna be real with you, we were expecting a mother
Ah XD
Didn't think a steamroller would run down the lane
Doesn't help that one of our bois, complete monke he is, huffed a ton of fog before the reactor room area
Yea… when I solo’ed D1 with bots, I was fully expecting the Sniper Sentry to kill the tumors…. Until it didn’t fire at all. I was the only one with a Sniper
I was NOT pleased at all
its fun when the team meets that first time after bad ammo conservation and has to finish it while fetching stuff (bonus if you dont have any heavy hitting weapon)
We had the resources and we genuinely didn't have too hard of a fight but
The problem was
Host DC'd
So we got sent back in time right after killing the tank
Oh shit
We were so happy till shit went dark again and we saw wave 4/4 on the top of our screens
Aw man
Not a big issue tho, pretty funny actually
Lol
I still hate some monsters or some rooms
Especially that Mother room in r4e1
I was NOT having a good time especially when I’m not able to hear the sleeping mothers
as long as we're being given resources I'm not afraid of whatever they're throwing at us
forgot what level it was but we were doing a reactor and had to run around looking for keys for the reactor, the last one was in a foggy room with a mother
I remember the panic in my friend's voice when he told me to stop fucking moving
Me doing R1A1 4x for the Commando set/crimson grit
poor calle, getting pinged at night by someone replying to an old message
if only you could toggle the notification on a message reply
Indeed
you can do a level multiple times for loot ??
No
you only get apparel once, although when there's a limited time event, any clear (apart from training) will get you the limited time cosmetic
ah so thats about old loot then, gotchu
I might regret this but I'm gonna try and get the new mask...by finally finishing R7E1
Did you finish it?!

Haha, no worries. All notifications are silenced after a set time everyday.

For R6D3 am I supposed to do the overload reactor first?
That would be the easier way
If you intend to complete the expedition in Prisoner Efficiency
yes or you can do main objective, then overload then you can shut off the error alarm along with the surge alarm so u have all the time to do secondary
If I go to main first, will there be another bulkhead key for the other objectives?
You get a bulkhead key when you complete main
Main first is harder tho
after finisihing the reactor you have a 15 min window to extract or finish the rest of the expedition else a surge alarm goes off
Ok, so I should do overload into secondary and main last?
I don't think you can do secondary until you did main
Secondary is always last, and you need to do it in 15 minutes
Ah, I never saw the secondary objective.
I don't know maybe you do, but doing a secondary DURING main is a problem.
ovl ->main -sec
Buy like sec is super easy to do in 15 min
pull all rooms and just rush it
Is the secondary picking up items from lockers or is it a cargo?
Former
You’re looking for IDs in secondary
ID's just 5
Alright, thanks for the tips. Hopefully I can complete an expedition for once.
Just do an A if it's about that 😂
I've done most levels, I'm playing duo with bots and we aren't the greatest.
Well then R6D3PE will be pain. good luck on the split up
Altho I guess, one dude with 2 bots is enuff
Well that one dude is probably equivalent to 4 players of my skill level...
I honestly dont think you’ll struggle much if you have the right strat
The D and C tiers of rundown 4-6 have been kicking my ass.
R6 is hella easy
4 and 5 I can see it
R6D4 can be hairy
For you maybe, but r6d2, and d3 have been really tough
Nah, it was a joke
That's way too late to learn about foam
I knew about foam, I just didn't realize how important it was for that last stretch
D4 was… interesting to say the least
First playthrough I went without foam
And had completely fucked spawns
So not enjoyable
Yeah, my first run i didn't even realize I was in the infection fog
Yep, I don't know if that last part is even possible without foam
It is
Just hope you don’t get really fucked spawns
Cause it can fuck you real bad
How do you not get overwhelmed while carrying a cell?
It’s not bad
shoot
Like it's not that bad
The only bad part would be if surge spawns on top of you every time like how my first run went
Otherwise it ain’t really bad; I brought combat shottie and it went fine (save for how fucked it was anyways)
The problem for me was the bots weren't shooting enough to clear the waves and one of our 2 players had to carry the cell
dunno man my only wipe in Alt R6 is D1 cause I only skip. I refuse to play that level as a whole
Most boring shit put there, bar R4C2
Well I'm not as experienced as you. I started playing on R7.
Most of my buddies won't dare play it again because of losing hours of time due to failing.
Fair, I did OG R6 a lot
Yeah and the game was probably harder back then too I bet.
OG R6 was already an easier rundown than most
Didn't they make most levels easier on the ALT rundowns?
I did not say Alt R6 was not even easier than OG
I never really played the OG rundowns, but I've heard of players complaining about nerfs to levels
on D3 for example you got: less enemies in shadow scouts zone, tank barracks, respawn zones.
Then lay-out of 2nd code and key to last code zone is simplified a LOT
which makes it easier to clear and get key/code
It's that kind of small things
Do you think that's because weapons aren't as powerful or maybe the stamina system?
Weapons are overall probably more powerfull
except sniper. OG R6 sniper was insanely OP
And there was already stamina in OG R6.
so the question then is: why?
Maybe the play testers couldn't beat it?
is it even less
they beat OG R6 just fine. again OG R6 was already piss easy
what was there more of before
yes it is
They didn't cut down the redundant fat on that R5 level
The level layout changes appear to be just coincidental
True, I am not saying it's everywhere
Altho they nerfed R5E1
They generate same layout, see that it's mostly the same and call it a day.
Enemy changes though no idea. Game dev woke up in a bad mood, saw the room spawn and went "I don't like this, imma changin' it"
That may well be but if a lay-out changes makes it easier it's still a nerf. intentional or not
Eh, one less room to go through doesn't murder a level, just shortens playtime by some... 2 minutes or whatever.
Now 5E change was fascinating
No no no. now key to last code zone is a joke. while previous lay out was way more challenging to navigate
The fact that it got deployed in a classic 10c fashion makes it twice as funny
Lay out changes don't impact levels every time but on D3 it does
Maybe they got lost in testing and were like "alright, you know what: this is actually kinda cringe and not fun at all, let's make this slightly streamlined"
Which honestly I can't blame them for
Artek 🤦
It really could be just a gut decision after a bad run
Or some dev is just having fun while no one is looking
I can't imagine the devs thought babysitting in r7e1 would be fun
Reminds me how doom eternal dev was playing some hard mode, tried using burst fire shotgun, got immediately murdered for it and he went "alright, we're buffing this bitch"
I don’t they they intended you to baby sit
Really?
What do you think they intended then?
What, keep the guy locked behind cfoamed doors like R5D2?
If so - I didn't see enough Cfoam grenades laying around
You can just go for the entire start
You are just supposed to run into the alarm and run into the blood door probs
Tank you just form the crazy 3 tank circle but one can’t be killed
It really isn’t that bad if you understand how Pablo moves
than og r6
? WHAT dj WHAT?
I dunno I thought it was wild takes day today
Can we bring back 190 damage scatter
Shotgun ammo capacity sniper rifle
they mostly fixed the things we were complaining back in the OG's
all the levels are basically the same shit
but if you'are a purist you will see anything like a nerf
also forgot to mention that tool actually work
unlike the buggy mess they where before
The only reason why they finally added "shoottowards" on ss its because during testing
it couldnt hit shit infront of it
I have no idea what shoottowards does
well, I have an idea, but
never heard of it before
some of the other stuff with changes is also sad, like decoupled shadow scouts
difficulty was inconsistent due to the shitty spawn bug
having rooms empty but 1 room completly packed
the game its way better than it was back then
a lot healthier
it was shit
I'll take your word for it. It's unusual to hear positive things around here.
Imho the spawn bug sounds somewhat fun... More reasons to do the mine pull.
Then again, it could also happen with giant or hybrid rooms... I'd rather not.
spawn bug was funny because i got to watch noobs do r5a1 and find 20 enemies in one room in the first zone and get steamrolled instantly
20 enemies in 3 rooms more like, alt-r5a1 its like "helloooo? anybody hooo-oome?" and all the strikers, 3 of them, run at you .. 🙂
those were some good times as I first started playing the game in r5
back when scouts were still scary and wtf is that rapidfire bigdude behind the a2 blood door omg.. those first survived jingles, what a rush.
I still remember struggling to complete C1 and then on our best attempt my craptop bluescreens while I'm doing uplink and we end up losing from that
with everything except the graphics
bring back pre release rendering or whatever it was that they changed and we are gucci
blame dimension
nah r5 had shit performance
I thought og r5 was pretty nice for performance, better than og r4 in some regards
i bought the game in r5 and perfomance was great
there's a mod that gives the old graphics, but it fucks up if you restart the level via checkpoint/host migration or if you drop mid game
r5 levels are gigantic compare to r4
yea i heard about it
its impossible to have r5 having better performance than r4
and i do remember people bitching about perfomance
need that and old combat music and 👌
R5A1 is a smal lev
shotugn pellets werent optimize
so whatever its factually wrong 🤓
perfomance in r5 was poopy
E1 is even smlar
Do we know if the framerate issues are a result of the larger tiles, or is it more from larger enemy density, or some backend code thing idk I have 2 iq.
r5d1 extreme
between early access and release? messing up the lighting/rendering/whatever the hell it was
That's everything i said damn
og r5 had the shittiest perfomance out of all the rundown in EA
you tweaking
way better than this
u just play on a 2003 pc man idk
if it can run half life
it can run gtfo
have everyone shoot machinepistol...
Sometimes the levels are fine. Other times, they melt and frames don't come back 😔
game is simply unoptimized
doesn't properly utilize hardware
and it doesn't have the warnings for main and extreme bulkhead doors
how are we supposed to know what the threat level of the sector is??
main high
secondary extreme
overload overload
So basically the threat level is never low 
Basically: Depending on the Tier or difficulty of level:
Main: Normal or Casual
Secondary: normal-Hard
Overload: Normal to VERY hard
But considered that the completion of the other objectives can result in side effects, changing how the level is going from now on. Such as Error Alarms, Darkness, Fog rising or Infection Fogs
And depending on WHAT kind of side effect, it can be near impossible at times
Idk abt near impossible
im technically the first deaf gtfo player since i was here first
Hey!
Shadows just wears me out more than a normal level does
I think that experience is universal
what subcomplex(es) does r6d1 use?
yes
Labs, I think?
Labs and data centre it should be
it doesn’t use storage?
Don't think so
thanks!
was trying to see if there were any other levels that use mining that go to the desert realm, like r7c2
most of them use tech iirc
My fav is always the garden, but you don't really see it often
Also gardens is not exactly well optimized
Yeah, my frames do drop when I'm in there
The problem I have with it is that all the rooms look incredibly big, kinda like floodways
in wyvern's perspective it's way different if you can't even hear the shadows
i have people yelling at me in my ears so i can't hear them anyway so it's basically the same situation
That is the only example that is mining.
WHEW! Finally cleared R5E1
EZ clap
Hey does anyone know what expedition has the pumpkins so I can get the new cosmetics?
Or is it just any as stated
Just confused with the pumpkin part
you can complete any expedition to get the new cosmetic
Nice thanks
I think some levels have pumpkins but they are just aesthetic
R7 gardens biome indeed has rotting pumpkins. Not related to Halloween - actually just random ass pumpkins.
How long does R7D1 main only takes? No speedruns, just casual stroll - fuck sprint button.
Depends on if people played it before, maybe an hour?
Bots.
If it is bots only it could take up to 6 hours
Or longer
Even main only? Urgh
The ending objectives requires two people unless you get good terminals
Ooooooh right
So we know that R7E1 is what starts the whole alt storyline, where we get teleported back to the wrong dimension after R7, right?
But how are the devs going to tie us back into the Schaeffer/Henrikson story?
Surely a part of R8 will be sending us back to our own dimension to cap things off.
But what if you Brazil skip?
Then you would canonically never go to any of the alt rundowns, and you could go straight to R8.
I think this is the devs have been waiting for us to do before they give us new content.
Thoughts?
I brought this up in lore chat and got dismissed but I've still been wondering about it
Are you trying to make Brazil Skip canon ? :D
The complex is a big place, maybe schaeffer tried sending us to a place he knew we could survive and the alt rundowns are in the same timeline, but a different part of the complex
Because afaik we don't actually know how big the complex is or how it's divided
If we have infinite matter wave frequencies, then surely there is at least one possible world where Brazil skip happens.
And such a world is actually instantiated by a matter wave.
I mean there's some funny stuff with the characters like r6 cx (previously dx) to consider but idk
But that only happens if we don't desert skip.
i mean technically there's no proof r7e1 does this
it's just the best theory
until the devs put in actual proof that it happened, it's just guessing
And R7E1 is guaranteed post-R7D2.
after the matter wave collapse, our glowsticks are still yellow and WRDN is still corrupted
Hmmmmm
alt r1 could be happening after r8 potentially, if they decide to make the lore even more fucky
I would be very annoyed if they just left r7's ending on a cliffhanger IMO. I hope r8 is not alt
I know there's the whole thing of do the reactor to corrupt the warden but like
How would we extract if we have both lost the warden and schaeffer
None of it makes sense.
None of it makes sense until you realize that Brazil skip is canon.
imagine if they lock GTFO's true ending behind doing that
Well, you know what you have to do then. Have fun with that ^^
The good ending, the level where the prisoners stick together.
The good ending, the level where the prisoners stick together, with Pablo and his brother Pedro.
With Pablo x2*
Ah, true :D
This explains the alts, as well.
Because where does Pablo come from?
It only makes sense if there is a non-Brazil skip team that does the alt rundowns.
In the only worldline that, by pure chance, has no plotholes.
Or maybe it's a reverse order.
Maybe R7E1 is actually the alpha network test in that dimension.
It makes complete sense in the story.
The more I think about it the more I hope that we get the "it was just a dream" cliché for the alt rundowns because I'm not gonna spend brainpower trying to tie that in
unironically the best thing they could do
take this game back to one cohesive storyline
Brazil skippers stay winning (when they eventually actually clear it, maybe).
okay ray.
Maybe it's a time loop sort of deal, groundhog day and all that
When everything goes wrong and your teams tenure ends, you end up back at the start, but things are slightly different
And r7e1 was our team dooming themselves or whatever idfk I can't make sense of this my alarm was 20 minutes ago
Yeah, that's the problem. I have zero doubts devs never intended for level to be played that way, and thus it cannot be canon period. Not to mention bugged UI. Teleportation is an objective, right? Why would KSOs just ignore it? They wouldn't. So not happening.
Also we still don't have a pin point on where EXACTLY did the dimension jump occur. We can guess, but no direct confirmations.
Speculating on contents of R8 is currently a worthless task. With everything going on it could go literally any way and it probably won't be as amazing or mind blowing as people expect it to be. So best option for now is just quiet cautious optimism.
On that note: goddamn the last devleak was useless
brazil skip 
well after reading some of this (I read around potential spoilers xD) it seems I really do have to clear R7E1. Any good tipps on it, since the last couple of times ... it never went really well xD
where did you find yourself getting blown away?
hmm. For that room it's best to just have one guy leading the immortal away, and maybe have another person lead one of the tanks away
really it's just good to have one person babysit pablo
1 sniper should do the trick
hmm. Myself I like using carbine and stock shotgun, precision rifle, machine gun
assuming u can handle the rest of the level
2 sentries bio c foam
alright I will keep that in mind then :D´
you can sometimes find a mine or two for the blood door I think though
ye, it's an excercise in patience
I'm usually the one who leads pablo so I go get him stuck on geometry and stare him down
stuck on geometry?
there are certain places in the map where he will stand still
The one I use is a square region to the right of the first zone you go into after waking pablo
groovy
oh yeah you can get them stuck
though I did have to sacrifice the bots for it xD
as for the first alarm door? just tough it out? xD
if you only get one or two its better to save those IMO, the blood door enemies are not substantial compared to say getting code 2 faster or deleting the first reactor wave
its what 4 chargers 2 bbc and the tanks?
or, for that matter, if you are on code 4 and you need to thin out the horde chasing the code person, mined door does wonders
the first alarm in R7E1 is basically you try to get scans in before leading pablo to the other end of the room, then go back for scan
any R4B2 PE tips? made it to overload and the level 6 alarm drained all our ammo and we died in the next room. too foggy
Do not put any cells in before you do Overload.
There is a point in the level after a full room scan where text on the left will say matter wave collapse imminent, highly recommend you stop shooting when you see that unless you wanna wipe in the most painful way possible. It fuckin blindsighted me and my friends and was a very annoying wipe
surviving the mistake is doable but would use a lot of resources so def not worth it
ohhhh really? we were doing the lower zone, putting two cells in, doing the upper zone, putting the third cell in, then doing overload. I read that putting 2-3 cells in lowered the fog in the upper zones
It does, but Overload is a lower zone.
If you clear the upper fog, you can't raise it back up after, and Overload is just completely fog fucked.
Much better to simply deal with the upper fog for two zones, and then have a clear Overload.
so you do the lower zones, leave all the cells in the generator room, push into upper zones through the fog, do overload, THEN return to generators and put cells in?
Yep, common route.
that's a great tip, thank you!
npnp
Aside from what was already told there's also a couple of things I'd like to add
The error by itself ain't much, just have 2 people (3 if you really want) dedicated to melee the shit out of it and IF they really somehow get in trouble only then they shoot
Of course during alarms or when you have to clear rooms just resort to shooting
And the second is that due to how the map is structured, there's a chance you NEED to go through mom zone for Overload's OSIPs
Some people check that beforehand via a terminal and reroll if that's the case
Doing mom zone ain't hard at all
but if you're struggling I guess you can do that



