#gtfo-spoiler-chat
1 messages · Page 160 of 1
giants have % on each part
If I destroy a leg, it doesn't do any extra damage
It does the damage of the weapon I hit it with
Titan strikers have 240 health. Sniper does 60 damage to the front of the body. It will take 4 shots to kill a titan striker no matter where I hit them on the front of the body.
Ahuh, what is this about?
hammers deal more dmg to certain parts
you talk so much shit.
if youre comparing it to limbs and heads it is
you're literally misleading info 4letters.
The back of the leg is the back
foul liar
if you hit the back of the leg three times you wont kill a big striker
Yes you will
keep the speech clear of that language please
There are no rules against foul language
Well
- Keep it civil and do not make personal attacks or use offensive language in addressing others
im talking about speaking nicely to everyone.
Keeping it civil
ahem
kind of encompasses that
i can personally confirm you can kill a big striker to the back of the leg with 3 strikes
but anyway back to the original topic
Same here
smg without the bug takes 8 shots, same as ar
but gets significantly more ammo per ammopack
AR does feel underwhelming, but maybe I am not aiming well enough with it
my point is that ar is horribly inefficient compared to every other weapon
it goes beyond just weapon differences
also apparently there's a bug where c-foam causes things to take more damage than they should 🤔
Evidence?
@calm vessel @severe moat @atomic escarp https://youtu.be/P1wxAzFdWVk
oh
https://www.youtube.com/watch?v=pVYlEq_9K9Y Similar demonstration with sniper
The body parts you hit, destroy, etc. don't fucking matter.
been that way since launch
ok i don't know how i did that honestly
i think the blob needs to be on the sleeper when you shoot it but blobs just get absorbed fast
What did you do?
Weird
That's different though, the door health isn't increased proper and it breaks right away.
we don't know how exactly that works
11 shots with MP without head
11 no
sweet jesus i have a lot of recordings that ain't gonna go anywhere (cuz i'm lazy)
3 shots to destroy the head
anyway i got the footage for the foam thing
8+3 shots required, so 11
never liked the mp anywy 
DMR: 7
BR: 9
Pistol: ?
AR: 5
SMG: 8
MP: 8
Two weapons leagues above the others
5 shots is normal, Storm
oh i'm retarded
got too used to missing 
wait i'll go back in to try again
pistol is 3 even without head exploit btw
used pistol through a-b and would use again in levels that weren''t fkn shadows or cqc the whole time 
Pistol, in R2, is just bad tbh.
All the other weapons just perform so well
And it's the hardest to use of the semi-auto/burst
In a sense, it's the most efficient single fire weapon.
I feel like the dmr struggles more, yes it kills shooters in 1 hit and strikers in 2 (1 head 1 body)
While the automatic weapons are all a step above the single-fire
i don't know what's so bad about it
But compared to pistol, it lacks ammo and dps because of slower firerate
You can double tap with DMR, actually
the recoil visually is a lie
the actual recoil is very small
so you can spray with DMR relatively easily
Fire 1, aim down slightly, fire again
except stagger
DMR is good for staggers.
But you still only have 80 rounds max, surr mag size wise: pistol and dmr can kill the same number of regular enemies in a single clip, but pistol also staggers with headshots from my experience
ok fuck it maybe it just counted the back of the head somehow
but anyway
@hexed vapor that no-tap hammer thing is sooo good
@severe moat So you accept that as proof or no?
bullpup rifle seems to be a dmr variant, huh
more leaks?
its a magnetic weapon so it will have a short cooldown after each shot
or a charge like MG
sorry my bad the gauss i was on about
hi
|| @atomic escarp it is a spoiler ||
Ngl, I think D2 really brings out that PuGs can be a load of mindless drones.
Level can get really taxing when you feel like you're the only one actually handling the mission and you've gotto micromanage people to get them to do shit.
Like, the majority of attempts for me most of the tool refill in 196 is completely abandoned during downtime because nobody takes the initiative to see what resources are left and go hunt for them.
I have to check myself and indicate that someone needs to go get those.
Meanwhile, if I run with statics, they'll often keep track of a lot of the resources on their own and deal with their own sentry placements.
So I can focus on whatever my teammates are not doing (stealth, looting, refilling sentries, etc.) instead of juggling every mechanic.
Level gets a bit exhausting without good teammates.
i'm just thinking about D2
what if you killed all the giant, shooter, hybrids
and just leave the striker alive
and just kite
then the entire level become kiting fes correct?
Probably?
i mean
if they can't spawn more then there is no threat
only kiting
just like C1
if you pissed a room + a scout before the last terminal
then there are no shadow spawn
That's an interesting bit of knowledge
you can basically pissed off 202/203 and kite the normal sleeper
it's just more work
but at least you can see them
that's a lot of work just for a cheese
back to topic
Is DMR any good for clearing B C and D?
DMR is what you make of it
It's the least ammo efficient, but can leave strikers with 4 health so that other weapons can kill them.
i know the gauss has a charge
@calm vessel the guass seems like it has a suppressor which is a huge game change
The gauss doesn't need a suppressor, gauss gun is a cold weapon.
There are no suppressors
All weapons make noise
Then that video was a lie
It looks like the gauss does less dmg than the revolver
Idk if it’s only me
Well I probably didnt see that
hi
The video seems gauss could kill both striker and shooter in 1 shot in head
🤪 if no other dmg before it lands
Though it has less ammo capacity than the revolver?
It do has less ammo...but I really can't tell the diffrences about the real dmg
🤪
The carbine tho looks hella cool. 4 round burst, 300+ bullets max
I mean u aint wrong
It also have a scope
Technically the pistol and revolver has iron sights
Even tho it says red dot in the wiki
maybe gauss's level is between revolover and sniper gun
Has a charge as well
ya i guess
Yeah
😇
yeah it does
they are scary
ya
I remember the earlist GTFO promotion video already has a gauss gun
And it could kill scout 1 shot in head that time
I know this will never happen. Imagine if they put an error alarm in the first level
Wow... I didn’t know that
same in the earlist promotion video...something like cubes
Count the number of cubes and select the correct answer
🤪
Bruh that’s a lame minigame
🤪 So maybe it not be used again((
I was gonna say “make it like alien isolation type of minigame” but that would be copying
👀
But errm. I don’t know what to expect in the next rundown
Im just excited for new enemies and harder levels
I'm excited for the new content
I just hope it won't be as frustrating
I feel there was a constant change of what you had to do in this rundown
It was never a steady pace
It's just like
BOOM
Whole different level and objective
Basically, my crew is going up against the issue of never having enough HP for the waves thanks to the fog. That and also getting wrecked by infection due to said fog
The carbine looks incredible, i feel concerned that i need to do D1 and D2 and E1 still, and those levels are all annoying in their own way, because yeah, enjoy being at 2% hp at all time because of fog, then downed to a wall spitter in a single hit, because you can't see them in the fog
i love the infection, but seriously i get more frustrated than scared at things this rundown, because it feels tedious or unfair rather than horrifying
Eh. I think D1 is just hard. The amount of spawns there are and the specific height of the fog make the levels super hard to traverse.
there should be enough fog repellers to throw around until ur 3rd cell
We usually have issues with it before we even get to the second cell, though it may be due to how we are clearing.
@thorn dew the best way (imo) to clear the level is to just accept that you will be infected to max, and just cope with that
stealth in the fog, and dont worry about hp that much
the level gets easier over time due to the fog lowering, so really the hardest part is getting a run to start
also, the level gives surprising large amounts of supplies, so you can actually shoot your way through much of the fog
the best route i found was getting the first key from a blood door, then going through the scout zone in the fog generator room to get the 2 cells in there, then returning to the blood doors to get cells from both
when you are carrying the last cell, use it to open the loot room that requires a cell. there is a another cell in there
as long as you make it through the loot room, the final portions shouldn't be very hard, as the loot room has 2 of each resource pack
also, through the scout room in the fog reactor room, there is another zone, with a cell and a key that lets you go to the disinfect station
you can use fog repellers in the first 605 zone to avoid being infected.You still have enough fog repellers anyway
Yeah, the first part part was never the issue, we always ran into issues at the two blood doors in regards to clearing and maintaining hp for the fights.
if you have a lot of enemies in the fog, just make sure to clear the ones you can see + scout then shoot away to wake them all up
choosing an order to go through with all the options really helps too
since if you open the blood doors first, it's pretty hard to loot that room compared to others
bloody door only has 1 med/1ammo
usually thats the case, so just get whatever u guys need and go
i remember 610 at least has 1 of each
if it helps, our route was always 613 cell > 610/612 key > 607 cell > 610 cell > 612 cell (for loot room generator) > loot room cell
we basically just restarted if the cell wasn't in 613
because we didn't want to deal with the dangers of triggering a bunch of scouts
same reason we didn't bother with 608 as well
608 has no scouts though
607 has them though
Ye
Just curious since you said you didn't bother with 608 for the same reason as 611
Understandable
i've only went into 613 once haha
easier to deal with 1 scout in the fog than numerous ones spaghetting everywhere
it's the one with really high places but the fog is head deep
you'll need to go through the fog at least twice
but nothing a fog repeller can't solve
what is this place
keep your eyes peeled
Darth Vader dies in Return of the Jedi

guys, I think rundown 2 is about infection
guys, rundown 3 is about ||lol warden won't let me say||
I think rundown 3 may involve completing levels, idk tho
well if rundown 2 was infection, rundown 3 is sanity
ok, but this one is insane, rundown 3 might involve shooting
We're already underground
woosh
there has been at least 3 seperate whooshes here
Blooooop
?
/r woosh
exactly, a whole subreddit is dedicated to it
R3 is nrv probes 
Nah man, R3 is literally gonna crash your game on death
@edgy brook You're wrong on the loot tables, and 613 can have scouts fyi
608 is also a definite should go to zone, because it has a load of loot.
610: 2 ammo
612: 2 ammo and 2 med
608: 4 ammo, 4 tool, and 6 med
Not to mention, 608 gives you the disinfection station.
Learn how to kill scouts w/ sprint-aggravated.
@mortal granite 607 has exactly 4 scouts, always.
613 does not always have a cell either, sometimes it's in 611
to the last point they said the restart in that case
idk if we were lucky but 611 had like no sleepers on our last run
it was basically like the B2 scout room
That's typical. 611 has 1-2 rooms with sleepers.
Maybe 0-2 if you actually had none at all
the only hard part seems to be the 5 scan alarm
especially if you don't have cells in yet
That would just be bad planning, though, tbh
You want to get 610/612 first, then go for 611
2 cells is sufficient to fight out of the fog.
Getting 611 first has no tangible benefits.
i didn't say 613 didn't have scouts
i said it was easier to kill 1 scout in the fog than kill numerous ones
supersonic yeet
and 610 is definitely not just 2 ammo
was that mod inhuman reactions or the dude himself
i also said we restarted right away when we didn't have the cell in 613
you could actually read messages before trying to correct people
ironically i already corrected him about that before you tried to correct him again
yeah i noticed, but just thought i'd get it out there

hahayes
and 610 is definitely not just 2 ammo
Yes it is, you can check on the terminal
Put it in #gtfo-media
Disinfection is pretty meaningless unless there's a lot of it.
uhuh, must be why we didn't need to go to 608
You'll get most of your disinfection out of 614, most likely.
there's more than one way to play the game you know
There's a fair amount on the map
more like we just didn't use the ones at 605
and went through the level with 2 people at 85% the whole time
What are you guys talking about
d1 stuff
If you need 16 uses of disinfection at the very end, you can get 8 out of 614, 2 out of 605, 6 out of 606, and 2 out of 609.
18 uses, which is more than enough.
I don't mind your strat, I just think it will make the game a lot harder.
Which I suppose is fine considering it's a solution to an inability to kill scouts.
There's no guarantee cell in 611
another one
"numerous"
but well we got over that after going through d2 anyway
heck, we wouldn't be able to clear e1 if we still didn't know how to do that
611/613 or 610/612 is personal preference. I do find some people don't get the cell in 608 but that's very rare.
D2 has ways to deal with the scouts while making the game harder, though. If you sacrifice a special weapon, you can abuse sniper range. Arguably a bit safer, even if you can kill scouts, just because of the time crunch.
again, no one way to play the game
I didn't say otherwise?
it was worth it even because all the methods we came up with ended up being much better for us anyway
I'm saying you can either rely on melee for the better weapons, or you can fall back on sniper.
yeah just snipe the 5 spaghet room in d2 why don't you
ahaha
we'd prefer more constant runs to practice
since we basically only play a few hours every night
So you aren't aware of the range abuse?
im aware of sound being centered on you, but why even bother with that
Hard to say snipe is consistent strat, alert all scouts is probably more consistent.
The only risk is if other sleepers are nearby the scouts, although you can still silence them quickly if you notice it.
(plus, you can have someone in the room to communicate that information)
all we wanted is to properly clear expeditions
and we did it our own way so there's that
again, no one way to play the game
Okay? I never said you did it the "wrong" way here, you seem to be the one saying the sniper strat is a bad one.
I said you can avoid melee if it's an issue.
and like i already said before that, we learned that in d2
but i guess you just love pointing out different stuff so you can have that
I was never disagreeing with that.
I was only saying there are other ways that you can do it.
You interpreted it as an attack
it wasn't against it yes, but there was no reason for it either
look, i just said we already know how to deal with them, alright?
Short question for you @hexed vapor , I would like to try a bit AR this evening. Any advice on how to use this weapon to its best ?
Oh, wrong section, this probably belongs to #gtfo-chat
Feel free to answer me there whenever you or anyone else has 30 seconds to do so ;)
Thanks for the answer, I used mostly Pistol in R1 and BR in R2
Getting used to the SMG more often
MP is a no-no for me
Well if you like the BR you are going to love the carbine
No
Seems nice on the leaked video, albeit for the sights
@balmy robin AR isn't a weapon I use, tbh. It's sort of in the middle between inefficient and efficient weapons, so I prefer BR for ease of use and MP for efficiency.
From what I hear, you should either burst or tap with it to avoid wasting ammo
The better you know the spray pattern the better you can use it to spray for a kill and then stop spraying, which was how I used it in R1.
Oh, I might have read a couple arguments from you earlier that it could potentially be quite efficient. I just never tried it that much and it felt underwhelming
It's all about getting head shots
spray is right on the dot for AR and most every weapon ads except the dmr and pistol
I'll give it a try, and try learning the pattern
Those are based on the damage numbers, not my personal use of it.
and the sniper and DMR are the only weapons without reticle expansion but the spread is out of the reticle too
and enjoy your evening ^^
I would prefer burst rifle over machine pistol. But levels like E1 require so much crowd control the burst rifle don’t stand a chance
pattern is random
alright @calm vessel
just has verticle and horizontal recoil
so controlled burst is the best way to use the AR
but why use that when BR has more dmg and better contol
Different guns good in different scenario
it also means it hits without missing
I will try that on D2
AR isnt as good as the BR
It's all about what you get out of it.
lots of targets running straight at you and more chaos later on
If you waste tons of ammo with AR, use BR.
thank you all ;)
Striker Kills per Ammo use:
DMR: 7
BR: 9
Pistol: 10
AR: 11
SMG: 14
MP: 15
(which I will)
which is why i dont use those numbers
but good to know how a good shooter would
A good shooter wouldn’t go for body shots lol
That's what I mean when I say it's about what you get out of it.
If you're really bad at efficient weapons, use the less efficient weapons you're good at.
If you're able to use efficient weapons really well, then there's no point in using something like BR.
Just use hammer. Infinite ammo
I'll give AR a try, really focusing on the aim and shorter burts, then default to BR :)
No bio tracker
Hammer ftw.
i dont think using a weapon based on efficiency makes its better when the MP has awful range and insane recoil and spread
That's literally what I just said
You need to hit shots with MP
or SMG will be better
There's also a pace issue.
If you need to kill faster, and ammo doesn't matter, some of the less efficient weapons are better picks
ChO please do try to get used to SMG and Machinegun combo. These two weapons are crucial to win in E1
I know a lot use MP for E1, but I hate how this weapon feels (even though the reload speed is fantastic)
smg is deff top 2 primary
good control handling spread and you can burst with it
Primaries with the highest Efficiency
- Burst Rifle - Very effective at all ranges, high damage
- Machine Pistol - A lot of ammo
- SMG - A lot of ammo
SMG does out damage Machine pistol. Making it slightly better
MP might be efficient with ammo but it has nothing going for it outside of that
Secondaries with the highest Efficiency
- Shotgun - Damage + Range
- Machinegun - Able to mow down crowds
- Combat Shotgun - Crowd Control
you say CS is for crowd control but it has six pellets with no dmg
i think the CS is a bad gun
it does stagger quite well at close range
Combat shotgun is an effective crowd control but has too few ammo capacity compared to machinegun
and for people with good aim a head shot will kill
shutgun is better than the CS for CC
What’s CS?
combat shoutgun
Is there a specific command I got to type for the lore logs on a terminal or is it just logs and if it has it, the lore will show up?
U mean the slow one? Yeah
Not really
For damage. Not cc
pump shotty can stagger if it hits multiple enemies
@shrewd bloom Logs lists the log files, then READ reads the content of the file
or flat out kill
CS has a wider spread that the normal shotgun
And the Normal Shotgun has a longer range
i tested every spread and recoil pattern of every weapon
I must be looking at the wrong terminals then thanks you
MG can stagger a whole wave
they have the same grouping
ads and hip fire
only reason CS is better for stagger is casue it doesnt kill
so why use that?
Depends on how you tested them. I did them from a very long range multiple times.
btw @woven ice sorry for starting this conversation here, I should have done it in #gtfo-chat ....
i stood 4 meters from the wall in b4
Thats really ineffective testing.
CS has more kill potential than PS
Since its just gonna clump together than spread like it should
I would argue that for a shotgun it is a pretty good methodology
It does
Ammo pack is 18
PS is 8-9
So you have at least double the shots
If you kill in two shots, same efficiency.
10 Pellets for Shotgun
6 Pellets for C. Shotgun
and two shots to reliably kill someone ruins its ammo
If you kill in 1, higher efficiency.
its dumb to say more ammo is better
Suppose I kill 2 enemies in one shot with CS
you wont
you can t kill 2 with one cs shot
You can x)
Oh yah this is no longer spoiler chat. Just regular gtfo chat you guys might want to move to gtfo chat channel before moderators comes in
For PS that's not something you can do reliably either.
:D
you use shot gun to kill
In practicality, 3rd place for Special Weapons would go to Revolver
not stagger
Rather than a C. Shotgun
Revolver has the highest kill potential of the special weapons.
Actually no
I think MG does
MG has the highest kill potential
Vs a spread out crowd
2 shots a sleeper
if you can land 2 well placed shots
sleeper = striker
i think CS would be better if they added more pellets but increased the spread
@balmy robin actually I think this channel is safe to talk and anything. You just have extra freedom to talk about spoilers
Alright. (As a mod for another Discord Channel I have a kind of OCD for out-of-place discussions)
Striker Kills per Ammo use:
Sniper: 6
Pump: 8-9
Combat: 18 (unrealistic)
Revolver: 18
MG: 23
6 on the sniper?
Yes.
All good!
with 3 in the mag?
Ye, 1 striker per bullet
Oh, overpenetration
from each ammo refill
i thought sniper doesnt have pen
I think it is the only weapon that does
There is no such thing as pen
oh
Can't wait to get my hands on these :D
blew the sleepers leg off in the back
No, the video that appears to show overpen is a result of one player shooting the striker in the back of the room
You can even see them fire the shot
followed by the striker stagger
i can see it lined up with the head, are you sure its not latency issue as the rest of the sleepers took awhile to wake up
they shot after the leg was gone
Striker staggers between the first and second shot
It's not latency, as the first shot registers before the supposed overpen
You can also see, when the striker staggers
Blue player shoots a shot
stagger occurs
ah i didnt hear the guy to the left shoot
Back to specials, though...
wow it has a small flash and no sound...
Pump has the highest utility while still having horde potential. Combat shotgun gives up a bit of that utility and range in favor of having better horde potential. Revolver has a lot of range and horde potential, but very little utility. MG has a lot of utility, decent range, and the best horde potential.
gauss doesnt look as good as it did
So basically MG OP
MG also shoots on the dot with ADS if you can fight the recoil
pistol is the only weapon that doesnt shoot directly on the dot ADS but that might be from the sway of the weapon when you shoot it which causes the weapon to turn a bit
Pistol is ass tbh
YEA
It's really hard to use, and not even very efficient.
Rundown 1: "Pistol best weapon"
Rundown 2: "Pistol is trash"
didnt it one shot in R1?
Nope
I'm not even sure that pistol was that good in R1, I just think nobody bothered to check its actual efficiency.
There was less enemies that spawned in R1
Which is very poor
Which is why people said it was good
idk i never used it then
Automatic weapons were also much harder to use in R1.
didnt like the sights
I think people assumed it was good because of refill ammo
Their recoil was really heavy
Yeah xD
AR i think was my favourite
I loved it, a lot of people hated it
Unless you tap fired
just burst it and it was good
Then you were burning ammokits
The old MG was just flat out overpowered
It was fine to full auto tbh, you just had to actually hit shots and control recoil.
Wasn't old MG a two-shot?
1 - 2 shot
the horizontal recoil is bad on the AR
if you sprayed it was likely to miss a few shots
big ammo dump if you didnt hit the head
i dont think ammo was ever a problem in R1 except for C2
maybe D1
i guess C1 too if you failed a wave
C2 only really seemed to me the one where you needed ammo for the end
anyone remember how many shots a charger could take?
Depends on where you hit em
But if you shot em in the front
typically 1/2 to 1 entire clip
depending on the weapon
i remember them taking like 2-3 shotgun shots
yea
Pump was a one-shot if you actually hit all pellets under 7m
they were beefy
They never had damage resist, they just didn't have a head.
Which meant the back multiplier was the only way to hammer them
Most weapons reduced recoil in R2, and pistol is the very few weapon got nerfered compare to R1.
You'd be surprised but there was no changes to the pistol
from Rundown 1 to Rundown 2
There is, the range is shorter.
pistol always bad 
Thats about it
And it's significant shorter.
should be medium range
You feel strong nerf when shooting shooters, it was 2 head-shot one shooter in R1, now the shooter is 10m away from you then 2 headshot is not enough anymore.
is there a wiki on the charger about its health pool?
Not in official wiki
We know that charger health is under 60
it says above average
But over 40
they had a ranged attack?
i wish not every enemy had ranged
40 < x <=60
It's definitely over 40
Because if it were 40 hammers could kill to front
i wish big strikers werent better at ranged attack than the big shooters
Strikers always do more damage than shooters, though
So it's not too unusual
Strikers: More damage, less health, lower head crit multiplier, limited range, and fragile head.
Shooters: Less damage, more health, higher head crit multiplier, unlimited range, and sturdy head.
correct me if i'm wrong, but striker range is way smaller than shooter, meanwhile big striker and big shooter are same-ish
imo big striker range is stupidly big
at least make it heavier or something so it can't turn
it does acrobatics
Strikers in general can have short or long range
Striker has short range, while chargers have a much longer range.
It feels like the big striker can just hit you half way across the room if he is in the mood
Feels unfun you’re in the back and three guys are running up to him and he goes to lick you instead
Or a hybrid does the animation to shoot so you run up but it hits you with melee instead
Melee is broken in general
with hit boxes? or the animation
cause it feels like hit boxes are off
especially with the big striker
or are you saying striker range is broken and there needs to be a more reliable way to dodge than running and jumping at the right time? i agree
They switch to melee animations with no CD from other animations
And their animation teleports them
yea, but i dont see that problem with the small strikers (i dont know if i havent noticed it though) but i see it a lot in the bigger enemies
Small strikers do not have a melee
waaaa
Is that actually surprising?
I never noticed
Thought their little animation where they move their arm in a semi circle was a slap
Guess it’s just filler for a scream now
Not sure the animation, but is it where their hands are outstretched behind and in-front of them?
Yea I thought when they pulled them back it slapped you
now it feels weird that they run up to only do a ranged attack
Wait, is it the hybrid melee animation?
Not sure what that animation is tbh
they got one like that
like a side to side semi-circle
i feel cheated
lol
the chargers did melee dmg though right?
Never seen it, maybe you're confusing it with the "finger pointing at you" scream
it's pretty cool how giant strikers and hybrids can phase through walls with their animations

and then just randomly teleport once the animation is done
I had a giant striker walk off the spawn bridge side on D2 doing his melee animation and then just popped right back on it. I thought he was gonna fall off, which wouldve been hilarious.
i had a hybrid knocked ovewr and it melee'd instantly while on the ground and just put it upright
That's what I also thought, Storm
But I'm pretty sure I've seen this animation and it's not that one.
It's like the striker is meleeing the air, and I have no idea how to get it to happen.
Seems like you can do 195 in D2 fastest by using c-foam grenades
it might be one of their random stop animations
like how sometimes they scream but its not a scream
Damn, the difference c-foam grenades makes is astounding.
Scout have its feelers extended in a wide open space?
No problem, just football a nade at 'em
Did c-foam for 2 scouts sprint aggravated melee on 4. Felt very smooth.
That's how it feels tbh, gotto get that range down.
I can just picture an animation or CGI of that scout room and seeing one of the characters from a higher camera angle just get into a quarterback stance and just yeeting the C-foam nade
Hits the scout square in the chest and another character waiting outside just yells "TOUCHDOWN!!!"
It's honestly easier to hit from further away imo, just because you avoid the wonkiness of the nade phasing through enemies and you don't need to try to get a short downward trajectory.
The strat has been nice, though, because I've had a lot of bad luck with snipers lately. It's just way too difficult to keep track of all of the enemies sitting about which might see a kill.
so they added a cryptic timer for the next rundown in this update
why are you censoring ?
Oh yeah I forgot this is the spoiler channel
🤪
03/16/2020 doesn't seem to make much sense
I don't see 06
I just saw random glitches...
Maybe just getting trolled
doubt they would announce it 7 weeks ahead
I wonder what they did here
so it might be "several month"
This place is big
just like the youtube video said
lol
Hey gang! My group just finished The Dig, and now we're wondering if completing any of the R2B levels has benefits on the uncompleted R2B levels. Like, if we complete The Sacrifice before Power Corrupts, do we get some benefits when we attempt Power Corrupts?
no
Cool, good to know!
i thought i saw a 6 too
but there's a symbol that's very similar to 6 too so they could be messing with us
also not sure how this counts as a spoiler
it's not content, not a leak or anything
If it might be a hidden message, it's definetly something that can be spoiled
i feel like that's not the case by definition
On D2 starting at round 7 do the enemies just keep spawning? or is there a finite amount?
All waves are finite 1-10. Extract scan keeps spawning enemies
It’s just because wave 6 and 7 are close together it might feel that they don’t stop spawning
Ah, gotcha. It seemed like the enemies, continued to spawn during round 8 like C2
At the end of each wave there are some stragglers so they are probably chasing you as you are moving toward next term or obj
between wave 6-8 when you have to keep moving to the rooms and if you see no enemies but the combat music is still going it is most likely a big striker on the north or south end that's still moving towards the reactor room
sometimes if they dont come up the long cat walk on one side, they might have wandered over to the other catwalk
That would makes sense, we keep going down at wave 7-8 haven't made it to the second key room after about 20+ attempts
Key to getting past 7 and 8 is turret placement and being stocked up on tool and ammo
@glass axle If it feels like the waves aren't ending, it's probably because you're taking a long time to actually kill them.
There are a set number of enemies on each reactor wave.
The spawn pace depends heavily on how fast the preceding waves are killed off.
So, if you take a really long time to kill the first waves of enemies, the last waves will take a long time to actually spawn.
We're holding in the room to the right of the reactor, maybe the spawns are coming from too far out.
You should not defend alternative rooms.
starting at wave 7
You need to get to the reactor to put in the code, and the later waves will always be hard to clear out
You need to control the reactor for waves 7-10
I'll have my group try that when we run tonight
1-4, hammer at bridge (190B and 191A).
5-6 hold in 193A or 196A or the reactor.
7-10 hold in the reactor.
When holding the reactor, you may want at least one person on the bridge (191A) so that the enemies spawn in 190A, as sentry placements in 190B are more effective than in 191A.
That's a great idea, thank you so much
Anytime.
🤔
btw there is a lack of med kits on the map
but tons of ammo
also
better to stay on bridge rather than in reactor
2 sides instead of 3
Not really, you'd be giving up the reactor all the same, which means you can't put in the code.
better to have 2 people dealing with the north and south.
So that the reactor is relatively clear when the code comes.
2 people should be perfectly capable of handling the bridge, and 1 person per should be perfectly capable of holding the north and south.
If one person gets overwhelmed, the side that has the lightest waves can rotate off.
don't even know why people want to hammer in those first waves
there's more than enough ammo to just shoot everything
just gotta like, not use shotguns as snipers
It's usually to pull just enough pressure off of ammunition to allow more liberal use of it.
There's very little risk of running low if you repeat a wave or alert more rooms than you'd like, even if you don't loot fully.
Which also means you can focus on looting tool refills and leave a lot of ammo lying around until it's needed.
if you have a decent miner, d2 is easy as can be
we just gave ours all the tool refill in the first area and the reactor
we didn't even have to shoot during extraction
just leave a shotgun sentry with the guy and basically every wave ends as soon as it starts
Miner?
someone with mines
mine deployer
Ah, I assume there are tricks to it?
i've no idea what places he mined, but he basically tried to memorize where to put them near the spawn
which caused the wave to just get instagibbed
i leave my turret with him and just have him refill it if he needs to
then pick it up whenever we need to get a key or code
but man, that level was the most fun one we've done
letting one guy manage all the tool refills basically turned r2d2 into a reverse minesweeper
we usually just go with 4 sentries but i can definitely see mines being a good option considering the huge amounts of tool refill
like when you put 2 sentries at that bridge
the amount of tool they eat each wave
swap that with mines instead, you'll have a lot of mines 👀
easier time with the big boys too
whenever the waves spawn we just ended up looking for that one really slow giant melee
i mean
and 2 smaller melee ones
a very good ammo efficient way of killing giants is just having a sentry hit them in the back once
and then you finish them off
since for some reason those 3 ALWAYS get delayed
well i went sniper with the loadout to supposedly deal with it
but we really didn't expect the mines to be so effective
so when time for extraction came, we were just laughing our asses off at the spawnpoint
with everyone as full as they can be
getting from basically unknown to clear also only took about 6 hours i think
so i reckon the mines would be really useful to new groups
so long as they don't run the reactor room dry
did you know that
sniper isn't more ammo efficient with killing giants
so like
you could just not do that and bring a good special
the machinegun vs sniper on killing giants eats pretty much the same amount of ammo
but the machinegun can kill everything
while using the sniper on something that's not a giant is very stupid
MG is much better than Sniper.
i figured that out in e1 when i was looking for more ammo
but yeah, it could've been a better option
not like we needed it that time though anyway
hi verm
at the time, we were just trying to conserve as much hp as we could
Salutations Wesley.
🤔 You can also melee through up to 7 waves on D2 and just use guns when hybrids reach you.
unloading machinegun clips is more fun
It really is 😂

Mg go brrrrr
Oh God, oh fuck, oh shit
how do u even mine d2
pretty sure the spawns for the waves are not in a single spot
our miner always mines the spawn point area before the bridge
and also mines all the areas whenever we ping a tool refill on north/south
u mean the place where we drop down ?
im very sure the spawns there are not tgt lol
well yeah, but it's not like he has limited mines either
would love to see a video of it
it's basically enough mines that sometimes enemy models don't despawn
i'm not sure if that's a bug relating to mines only
cause in 100% of my runs
regardless of where we defend
the spawns for the sleepers from the spawn point are not in bulk
they spawn fast at random spots at the place where we landed
it's all over the place yeh
so if mines will already be triggered
yeah, he only places high ones there
basically most of them are on that high route
where you go right up the stair
So the bridge in spawn area?
I could see that working if you kill the 5-6 single spawns in beginning
And then fall back to mines when you get overwhelmed
the shotgun sentrys end up being the fall back in our case
And high ones for hybrids and giants
o.o
we should try mines michal
I wanna try
hmm
Especially since that south sentry barley gets any actionsm
the thing he does is, if you go north/south
we basically mark out the tool refills for him
do you have any idea how much tool refill we usually use per wave
with our sentries
and he gets them then uses them all on the same room
O that’s a lot of mines
sounds pretty good even if some will only blow up 1
given the number of tool refills in that reactor room
our guy just went nuts
ahahaha
i think south rooms also have some 120% tool refill spawns?
There’s about 50-60 mines worth of tool in reactor room
yeah
yeah
im just curious about the wave spawns
we had 2 sentries
the rest of the alarm are quite straight forward
we left it both with him at that 2nd area before bridge
until about wave 6 i think?
and then we just alternate getting either of ours
hmm
i pick up my sentry everytime we went to a new room though
im guessing the mines were placed on the wall facing the upslope of the bridge
cause if its a horizontal mine
it will only kill off maybe 5-7 of the surge
i can only really see the mines you can see from the bridge
wish i'd screenshoted during it too, but we were too busy laughing
and wait, sleepers?
so umm, has anyone noticed the red text in the latest update seems almost legible
I have been able to pick out '03 04 16 2020'
that last number makes me think it is not random
it's a date reveal, people have talked about this in #gtfo-media
so its estimated that next rundown will be out on the 16th of July
"ok guys according to my epic decoding skills:
- is an uppercase letter, _ is lowercase. we know that they wanted to come out with the new rundown before summer Swedish holidays, but thats probably not going to happen, so -__ is either June or July
is a space
. . is 16
July 16/2020"
@atomic escarp
they can probably explain it if you ask them about it
I'm shooting for June based off approximately the time between the first leaks and then release.
well if it is june then i'm definitely not finishing this Rundown
I am trying to finish last levl
previous weapon leaks released mid-march and then update dropped on march 30th
The last 3 levels are kicking my ass, cause playing with randoms makes this game almost unplayable
the media thing actually checks out tho
if they don't release it in june, it'll be july
So I still have to do D1 and D2 and E1, but i've gotten to like the end of each of those levels and died at the end
^
the first half is piss easy until you get to the last surge
Game design
all my attempts fuck up there
I haven't had to resort to training/kiting until that level
even started cell duping
just pisses me off
d1 I did legit tho
When you require bugs or exploits to make a level bareable to play, the game by nature has become unfun
exactly
@ebon slate want help with D2
I think d1 was about the max fun difficulty and d2 pushed it a bit
E1 is meant to start easier and gradually get harder at the end
E1 is also meant to be long and difficult, not everyone will be able to complete it
There are many that have asked for the game to be harder.. E1 delivered that
@calm vessel i am doing D1 right now, but sure? later
I know what they wanted but that doesn't make an excuse for it being unfun
^ this
There are also many who ask for it to be easier, A tier is for that (or the easier teirs)
yeah, but kiting is unfun
@obtuse surge C2 and E1 are where people level up their skills a lot
I feel the same for the most part in E1, pretty easy. Last part is where I cry a lot
^
I fell it could be slightly balanced if the room was slightly larger or you know, you could move after being revived
I can consistently get there with meds and be able to revive those who are down but they stand still for a couple seconds and get instantly knocked again
Nah, I like it cramped and overwhelming. Exactly how E1 should make you feel
alright, maybe the first part isn't true but the second for sure is
i like it but i would rahter have it hard the entire time in not a grind
Even though I don’t think I’m good enough to beat it I like the idea of having ppl better than me that beaten it
my favorite approach for difficulty is by far dark souls in which it is less about "I'm in the x% who beat the area" and more about "I got my shit together and overcame the challenge" ¯_(ツ)_/¯
the devs had to get the vocal minority to shut the hell up by giving them what they wanted
as they develop the game further there will be new challenges and new ways to give difficulty than just more enemies type of stuff
I know
takes time to develop new features yea
I wanna see how r3 plays out
unpatch C1 and C2 


