#gtfo-spoiler-chat
1 messages · Page 161 of 1
I know i'm doing a bit
ahh, got ya
i like the "restart 300 times, each try lasts 3 minutes" kind of difficulty than "restart 4 times, each try lasts 2 hours" kind
it's so easy to get wrecked by random bs and lose a whole day
yup
people who were again the vocal minority were like "unpatch the C levels REEE"
they are mad because other people can play and enjoy the game
the game is not meant for just you
I don’t like a short duration run and gun game. Not what I signed up for GTFO
it's not run and gun
d2 is well designed
relatively short duration but if you fail its not as bad
3 mins level? Come on bro 😂
ever heard of a hyperbole
^
I've seen that bosses in ds3 like midir that lasted far too long and one mistake fucked you up were far less liked
I don’t read ppl minds tho. Sorry I can’t tell if ur exaggerating
similarly, e1 is kinda bad design
I guess 1 hour level is nice though. Not too long nor short
I think D2 is my favourite level this rundown
c1 is still fine
oh
nvm
c1 was kind of jank this rundown and could be cheesed in a variety of ways
I really missed the R1C2 chargers
IMO chargers made the shove mechanic more useful cause they swing their shit around like what the hybrids do now when you enter their no no square
@dense dove I hope the devs know that the time loop on E1 is a bit much for the average player. Not everybody has time for 2 hr time syncs to wipe on the surge door to 594 or whatever.
Like DS bosses have what a 15 min time loop? so what if you die 20 times. E1 on the other hand I've probably put too much time into it and still haven't got past the C2-esque section
the c2 section is the last section
I spoiled myself I know the ending, just my team aren't hardcore to do more than 3-4 attempts a week
well.... theres a reason why only 4/6% of player base finishes r1
but the game is still going strong
see hard is fine, time sync is not great
there's a difference between being hard but fair and being bullshit
I like challenges, not things that make me put 1hr+ to get to the challenge
so how long on average did u take to the error door
1 hr
pretty sure the entire error section last < 20mins
RNG has some wipes on a few shitty attempts, by the time we get a good run it's 1 hr
that's fine but we keep wiping
my argument for why e1 is shit is the kiting
kiting is an unfun tactic
it is amazingly good but it is not fun to do
I agree we probably can do it eventually, just it's not fun doing 1 hr of stealth repeatedly
did u kite for 593/594 ?
i mean theres diff strags.........
i finished 6 runs some ended with kiting some ended with gunning
its doable
even with bad rng
doable != good
kiting requires all players to be good at kiting, all players to know where to go and all players to know what to do with the fogu, cell and baby
i have scouts on every room b4 the alarm door
also, I'm calling bullshit on the bad rng
lol
erm no
kiting in e1
just need 1 guy to kite
and 3 to die in the room where its easiest to get to ur objective
eg. 593
||as long as the whole team makes it into 593 with ur cells/baby||
just send one guy back
do you not need everyone up for surge alarms?
to kite the whole surge
tried that multiple times
||u have enough time to revive everyone+put in the cells+carry baby+do scans||
since after kiting the spawns dont come together
they staggered
its more than enough with 4 guys shooting at the stragglers
well that's definitely that strat we'll probably end up using, but I'm still bored of the first part
i agree w the first part
like only me and one other teammate are good at kiting though
that amount of times we save runs is a lot lol
it's a fine stealth mission, but the level either should have been broken into parts or reduced the first part significantly
hmm maybe
or just gun ur way
all the way to error door
save alot of time
and theres more than enough res to go around
we're already doing that now lol
but we're already bored of the level
it's a really fine line between tedium and fun challenge
and it's not the same for everyone
E1 was my limit apparently
personally C1, C2, D1 and D2 were the best levels in terms of challenge to time input
E1's end segment might have been fine if it weren't for 593 tbqh
D1 is great because it does what E1 does but doesn't wombocombo you to infinity at the end, just a small little challenge to finish
Although, if you get bad RNG in 595, and your team is only alright, you're fucked.
Basically I realize me and my team are "average" GTFO players, so I sad
and as much as one can get gud, there are limits you can push others to do so
but until now no level was really "get gud" just new strats
I wouldn't have minded E1 nearly as much, still, if the first segments were just harder.
harder and shorter
A mediocre team shouldn't even reach the class error alarm, and the class error section should be made a bit more manageable even with bad RNG.
yup it should only slightly increase the difficulty towards the end
if the beginning is harder but also not as long
595: 0 scouts, rooms have max of 10 enemies each.
594: 1 scout, always.
593: 0 scouts or 1 scout in M always, max of 10 enemies each room.
Would make it way more fair.
Also, the way 593 is constructed is... weird.
If you go the wrong way, you're screwed, and there are very notable dead ends in the wrong places.
Like H and N.
honestly I think we can get it, just we won't be having fun and that's the point
Feels like bad design, H and N should be culled
We had fun up to the error door, a little challenge after would be nbd. Now the number of times we have to try again is: figure out 595 layout (generator, optimal paths, best kite zones and turret placements etc), figure out 595 surge, 594 layout + cell location, 594 surge, 593 layout and 593 surge.
And the final surge is the hardest apparently? well even at 2-3 attempts on each segement that 10 more attempts minimum which is a lot of stealth mission tedium
Final surge is fairly easy if you survive that long.
A lot harder if you don't have ammo
oh that's good news
The scans are all in the same general area, so you can gun shit down and rely on sentries to do them.
Do you already know the easy strat for the loot rooms?
There is a cheese, but depending on "kill everything" you are probably doing the strat I was talking about
Do you know how to maintain 100% everything and highest use items?
we get to error door with ammo packs and almost 100% health
we're not awesome players lol
I think we use too much health
So you have 4 people with slots
What do you want them to carry if you're at 100% on everything?
How many meds, tools, and ammo?
ammo and health
How much of each?
honestly two people with 4 use ammo and two people with 4 use health seems optimal
2 health 2 ammo then?
tool is find and use, we have two turrets so it's not an issue
I think we can use our mines better than we are, we're still noobs at mines
Do not use:
5 use ammo (598)
5 use med (600)
5 use med (586)
makes sense
Have 2 people defending with sentries (including bio), and 2 people alerting rooms.
The 2 people alerting rooms should try to fight enemies with guns until they are downed
You can be a little lighter on guns, though, since you don't need to save the 6 use tool
so instead of bringing everything along just move like an inch worm?
you don't really need to use mines until the final surge
using them anytime before it is just asking for trouble
they'll just end up spawning more
yah but the guy using mines likes using them for the blood doors and stuff, even if I tell him to save it
Clear everything except for:
598I
598L
599G
586I
Your two alerters should try to stealth those rooms to grab loot and go. No need to fight the enemies if the rooms have nothing in them to loot.
we had mines too
Mine deployer should use 1 mine per motion door, and literally nothing else
we used them to make the blood doors faster
makes sense
and just wake up and kill giants with it
Do not have mines for shadow titans like a fucking dumbass.
because like you, we were getting pretty bored of the whole wait until the error alarm
It is not efficient at all
More efficient, but much slower
we kept getting wombocomboed
you can theorycraft all you want, worked for us
Oh, with doors?
Didn't go through
and we still get 100% everything
1 mine per 1 titan isn't a good trade, if you use doors and c-foam it works
with 5/5 med 4/4 ammo
as a tool kit returns you 2 mines
Mines do about 100 damage optimally, and shadow titans have 240 health.
So you aren't doing much if you only hit one shadow titan.
much better to just kill them off fast than do what most are doing and dragging them back to the ladder for some reason
we're just doing it at the doors when needed
you don't need max mines anyway
and heck, if you don't get topped up with tool in the loot room
2 usually
just for the 2 doors
You usually want more imo so that you can rush through into K without needing to worry about the spawns behind you.
but yeah the pain is getting there
do not
mine as you run in 593
if you get unlucky, like we did that one time
they're going to spawn in front of you
it's just a huge risk
don't do it
just move
Once you reach K there's fairly low risk.
Shut all of the doors behind you, close the door to F in J.
Place two mines
we'll get through 595 first, but I need to keep these strats in my mind so we can learn quicker
you've probably been lucky with them spawning behind after every mine
I know how the mechanics work, so you can afford some spawns ahead of you if you don't need the doors.
If you stop in F specifically, you won't lose the doors to M
You want to be in F or K when you stop for that reason
Leapfrog J.
I mean I can't visualize any of this as I haven't gotten to 593
Know the route through 593 beforehand or you will die
I've looked at the map of E1, but some teammates don't want to be spoiled
well just remember
never mine in the fog
if you can get out of it, sure go ahead and mine
but for the most part in the fog, just rely on cfoam grenades
oh friendly fire splash damage?
Once you're in J, close and c-foam the door to F.
Someone needs to get into K immediately
Place two mines
oh it's not the friendly fire
it's because when things die in the fog
you won't know where they'll spawn next
ahhhh
Pretty sure spawns are on a timer and not based on death?
you get unlucky, they spawn in front of you
you're running after you open 593, you think that's not going to cap it out?
the spawns increase after every surge
spawns are on a timer, but I do know for surge doors there is a maximum they spawn and if you kill any it spawns more
The spawns increase on a timer, as well, not based on surge alarms
there must be a maximum though? not everyone has 64 GB of ram
sleepers go past that limit
not that it matters as at that point there are too many
thankfully, machinepistol is great with holding back while ressing
so killing sleepers aside, should we be killing the waves?
Only when they're a threat to you.
mate we're getting to 595 surge
So yes
ah yes i mean that
you'd usually want to kill waves while some people kill stuff in 594
and loot it/find the cell
we got to half way towards the door, but buddy woke a room when we weren't ready and we wiped. I'm wondering if we only send two people into 595?
Not sure whether to gun through 594
but otherwise, i don't think you'd be actively wanting to kill waves
Seems like it would be much faster, but more resource intensive
you have to get to that area with 2 doors
the one up the bridge and the one below
you have to make sure the bottom door doesn't get destroyed
so you open to bridge door
cause worst case the two vanguards die, and we send one person to go res
at least until we better understand the map and what optimal path to follow
also carrying the batteries is mad annoying
it's better to get used to moving together right away as soon as you enter 595
if you can manage getting to the room past the slight fog area after the first tunnel
yeah have you gone past that?
yah to the fog ravine into another room then we wiped
yeah that another room you mentioned
needs the door up to the right
the one with the bridge
to not break?
ok will remember
when you're in the tunnel and you hear the alarm spawn
if it's up front, make a mad dash for it
else, you can take your time
this is for surge door prep?
yeah
it's really hard to do the surge with that door broken
since the surge wave will just flood in
you can send like 1 guy to open the door
I'm good at kiting so I'll just start kiting all over the place, have the others slowly creep forward
I should bring mines as the kiter, as picking up turret is annoying
and bio is vital for sentries
well, just remember to have someone protecting the guys transporting too
would be a shame if they get downed in the fog or something
it'll be three transporting and me as distraction/hammering kiting
kiting is a lot easier if I know where to loop, but I'll learn
if you ever get to the room again, the left side of it is pretty long
so once you open the door, you can start kiting
but this conversation was all originally that I'm not happy E1's long time sync to get to the fun part
and there's even a partition too
something that works quite well in 595 if your teammates got downed is just going back to that first out of fog section
yeah it gets really repetitive
you wait at the other door for them to catch up
then run through the entire enemy cap
they lose a lot of time on the stairs where you can just drop down
yah that makes a lot of sense
will buy enough time for all revives
you just gotta be able to run through 30 enemies without going down
I can do that and my one friend can
the other two not so much
I mean it's fine having marathon levels, but the design needs to be just right else E1 happens
something you can do to make the last surge alarms easier is bringing a c foam launcher
we just brought 1 sentry on both my winning runs
1 sentry eh, might be doable
does just fine and the extra c foam launcher can foam doors
we kind of just depend on the cfoam grenades that spawn
that'll work
there's usually up to 4 uses you can loot around
but you'll have less
I'll talk with my team about these strats, I think the more resources for the turret is also beneficial
my only gripe is surge doors will be harder for the first two sections
there's one door that's great to c foam for 595 surge
while for 593 you'll want to c foam 3-4 doors
on my first winning run we didn't have the enemies break through up to the last scan
for the 593 surge^^
ahhhh I wish I could just do the error door parts it sounds so fun
C2 is my favourite level
d2 is pretty fun too
less replay value on D2
replay value is a bit moot when we wait for new rundowns every few months?
most the levels are figuring out the puzzle the devs create for us, once you solve it there's little fun left
other than new strats I guess
c1 has the most replay value if you're looking for it
so many ways to go about it
i mean d1
but how many times have you played D2
me?
yes
after beating it zero
if people want to play ill play
cause E1 keeps wrecking my shit
ive played it quite a bit
👀
i think its def the best expedition out of R2 and R1
that and C2 for me
R1 c2?
R2C2
I forget R1C2
chargers
of the diarrhea ladders
i liked B1
one alarm
oh nvm b2
I remember my team having trouble on R1B1, those were the days
god R1B1 took like 20 tries to duo
was r1b1 that pid mission?
supplies were none existant in that one
hammering is pretty OP
since with terrible rng, you can get like 10 in a room
I would like missions to have more dark areas
im still hoping they fix how throwables work
maybe with boundary invincible enemies that oneshot you
like wall tentacles
what...
oh I didn't know that
they never disappear
seems like a problem
so do glowsticks
maybe they should like bodies
even when you leave the area? I'd hope areas dynamically unload?
at least blastnut disappears after some time
we call it nut too don't worry
should be an option to make things disappear
the c-foam grenade explodes though
you call it nut?
it is early access so those sound like good game suggestions to make
i call it ***
we be more pg
***-grenade
that new ;ady gaga album 👏
lmao
so much
4 guys 1 c-foam
we had to find some fun while doing e1
what do you think c-foam is? like the quick expanding foam?
It's probably a type of spray foam
I work with the stuff
super adhesive and depending can cure in minutes
isnt it a tingey yellow colour?
i just think it's a coagulant but for literally everything
can you get hot pink?
yup
what if im not in the mood for that and want a softer pink?
lol
I'm waiting for character customization which is on their roadmap
I need to be a team of 4 Nigerians
same, i just want timbs 100% of the time instead of 1/4 chances i get to play hackett
oh the characters have names?
yea
where is that info?
So today i (yet again): Failed to complete D1, Failed to complete D2, Failed to complete E1,
this is the life
welcome to R2
Welcome to GTFO, where a run is 4 hours and a death at the end wastes half the day
busy rn
I like D1! D1 lives matter
D1 is misery
i don't like my time being wasted which is why D1 and E1 are the worst 
It’s not hard, just the fog is not fun to go through
Wallsack rng can be aweful sometimes
2% health, in fog, died to a pus on the wall you couldn't see, fair and balanced game design
I was here with the same thing about E1, but for some reason D1 is fine to me
Why I refuse to play it more truancy once a week
probably because we sacrificed two guys to the fog gods while I stay home and dry
Part 1 of e1 is boring
Just kite the enemies, because kiting is super interesting and "fun"
I enjoy it
Part 1 of E1 would be a good C or D level
Reminds me of zombies
eh, it's not the best thing in the game
It’s not good when the dodging doesn’t work right
it's not good either when you're the one with a crappy isp
Should I make a reddit post for reactor wave spawn mechanics?
Feel like it's unneccessary and self-explanatory, but they are unique compared to normal mechanics
Also, does anyone know where the south path ends, or if there are multiple paths?
south path?
where they spawn from or walk at
the move along the west wall
so you dont need turrets for south door
just a guy with a ranged weapon will work
Yah, where does the game consider to be the furthest out location on the south path?
190A is the furthest on the west and 195B is the furthest on the north
there might be a map somewhere
I know the map, but 197 splits
So l, if I stand in 197B, and 198, 199, and 200 are open
Where do enemies spawn?
might be random
That's what I'm wondering. Maybe the game has directionality
how does a regular wave spawn?
yea
so it might be random or the room closet with the further room
oops the room with the closets back room
ive seen enemies spawn right infront of me looking trough a room
I think it's probably any room 2 away that is further out than all occupied rooms
and in c1 they spawn as close as possible
C1 is only weird because of uplonks
Uplinks
Only the zone with the uplink in it gets spawns
i think its because of the stealth mechanic it doesnt take into consideration of the shadows spawn location
tfw doing uplink in 205
they spawn right on you
no just b was occupied
Both are 0 and equally viable
this was when R2 just came out though
so it was probably a bug
havent seen it since the nerfs
Yah, it still happens in 205 and 206 but is a bug
ive tired to occupy the back room in 206 back they spawned on me
For the record, hasn't happened to me yet with 30+ comps
i finally got 206 for the first time yesterday
In 206, D is only supposed to be possible if B is occupied
If whole team is in C, only A is viablem.
oooh, we tried to force spawn out as far as we could
makes sense
but we werent in a
only b,c,d
they shouldnt have spawned in d by that logic
Occupy at most 2 adjacent rooms
so you cant occupy d.c.b to force a?
Only exception that is untested is...
If you have A, B, and C
A connects to B and C, B and C also connect
This means no players are 2 apart, and it may work
The game basically is at risk of considerong one player and not the others if too spread out
but they werent 2 rooms apart
That wasn't 206, I was talking hypothetical
So, D does not connect to B
but b connects to c
So players in D are 2 away from players in B
and c connects to b
If D and B were connected, they would be 1 away, and the game might not freak out
||Boo! 👻👻 (did I scare you?)||
Spooky
ooh
so the players dont connect the room
i thought their presence would connect the rooms
No, the game's actual mechanics are actually removed from how we understand them
So edge cases are unpredictable
Think of it as describing a black box
Our best models only work under conditions where all players are 1 away
From all other players
All spawn mechanics are unpredictable if players spread out too much
if theres no room for them to spawn away from you they spawn on you
like in E! surge
With 206, though: 205 and 204 are not spawn points, as uplinks only spawn enemies in the same zone (the caveat I mentioned). So, if all players are in C, they spawn in A (only area 2 away). However, if you are in B and C, A and D are both 1 away, and both get spawns.
so its either an uplink mechanic or shadow mechanic
Can get spawns*
so its just an uplink mechanic then
i dont think R1D1 had that
they spawned pretty far from you
Default mechanics: Any room 2 away
Uplink caveat: Same zone as terminal only
Reactor caveat: Further out on reactor paths only
There are different mechanics that may have existed for shadows in R1D1 for the extraction only, but they have seen little testing and are poorly underatood.
The uplink caveat I only figured out last week, btw.
One of these things is not like the others...
It follows the striker kills very closely, actually
The two clear outliers are AR, which has the lowest damage despite being better than pistol for kills, and the burst rifle, which has loads of damage despite demanding more ammo per kill
how do you have those exact numbers @hexed vapor ?
The only way to get the damage in the way it was posted is via datamining. Posting how many bullets it takes to kill something is fine, that is done via scientific method. That link you just posted is damage per bullet. What you previously posted is data mining and not allowed per our #rules
you can shoot your teammate i think
Damage per bullet is used to calculate damage per ammo pack
and use that as damage
SMG bullets do 2.9 damage
Ammo pack gives you 70 ammo for SMG per use
Therefore, SMG can deal 203 damage per ammo pack use
that doesn't even sound like a good metric to use..
Why?
also Captain team damage is diff than enemy damage
ok
Wouldn't it make more sense to just go by how many bullets it takes to use what the spreadsheet shows, bullets needed to kill
It's specifically useful for titans, which have massive health pools (240 and 300)
... there we go with more data mining
DUDE
IT'S ON THE FUCKIN' SHEET
You can test how many shots it takes to kill an enemy
and compare that to the damage numbers
To find enemy health
Which they did
Where on the sheet does it show how much health a specific enemy has?
ahh i didn't scroll down far enough
Literally all damage numbers and health pools can be verified this way.
Sentries are the only inconsistency right now due to damage varying between host and non-host (possibly owner and non-owner)
Main Damage per Ammo use:
Assault Rifle: 157.5
DMR: 168
Pistol: 180
SMG: 203
Machine Pistol: 216
Burst Rifle: 246.4
Special Damage per Ammo use:
Revolver: 324
Sniper: 360
Combat Shotgun: 432
Machine Gun: 441.6
Shotgun: 480
Sorry about that, seemed a bit odd and didn't see all the notes due to the need to scroll and the blank spaces between some of the info
i think the sheet Master of 4 Letter words post up there is based on shooting teammate
there's a note down the line that's said " obtained by shooting teammates"
Well he knows that now.
It's about time we had public numbers as well, because the datamining rule has been staunchly anti-newbie in practice.
whoever runs that sheet, i'd recommend cleaning it up a bit. maybe make a sheet that is just an info/introduction overview and put the notes there. basically move stuff so you don't have to scroll down/to the right to view (like the notes and enemy health). I scrolled to bottom of the notes section and stopped when i saw blank section so didn't see the stuff further below
burst and shotgun are a little
Take BR and pump to be the titan killer man
Doing hammer damage calcs.
Moving to #gtfo-related-questions
Alright, hammer damage is narrowed down to a range of 0.108 values for zero charge and a range of 2.857 values for full charge.
If you assume that full charge is 5x zero charge, then you can narrow the full charge range to 0.540 values
I think the only enemy that I haven't tested that potentially has a different health pool is the charger (assuming it doesn't have 60 health, in which case it's just shooter health).
Values are pretty close to:
Zero Charge: 8
Full Charge: 40
Range shouldn't be possible to narrow with head crits, since it will take fewer hits
the more hits it takes the more accurate the numbers
Dude, scout health is really fuckin' weird.
It's between 82 and 84 I think.
Which is really specific.
Hammer to the back barely doesn't kill.
You can full charge to the back an then zero charge to the front to kill (~88 damage)
DMR three shots to the face, going to test two shots and body shots now
Alright, head crit seems to be a 3x
7 shots to body with DMR
2 shots to head and 1 shot to body with DMR
6 shots in 2 is 3 shots in 1.
Put it on reddit for the creator
Confirmed head crits on titan shooters, titan strikers, and hybrids.
2x, 1.5x, and 2x respectively.
I believe I've finally exhausted numbers to test
Shadows are not worth testing, they're already consistent with having the same health and damage as their more corporeal counter-parts.
Interesting, shooters do under 5 damage.
I just let one wale on me and it left me with 4% HP after 20 shots.
Probably like 4.8 damage?
inclusive of regens?
Regen shouldn't affect if I'm taking constant damage?
u do heal
The offset started before 20, though
Heal doesn't kick in until a brief CD
ah..
I think 03/2020 is a display on the broken timer, btw
(in addition to 16/2020)
Which I take to mean that R3 will drop in either early or mid June.
That's really weird, though, since the European date would be day/month/year
and 16 isn't a month
Not to mention March and April are behind us.
99% doubt it'd be early june
I took it as between 16 june and 3-4 july
All of those numbers don't have to hold any meaning really
i think the timer in game is now 03,03,04,16,20,2020
the 3 is possibly related to Rundown "3" and 16 maybe is of June or July, who knows.
perhaps
did you guys see the ludvig leak
Hey guys, look in ludvig leak
they do have over pen
So gauss rifle and gauss gun are confirmed different weapons
gauss gun is a sniper-revolver of sorts, while gauss rifle is a strong over-penetration weapon.
thats gonna be so good for clearing stacked waves
might have a charge up though, since it wasnt shown.
umm
they said they arent making weapons silent
That looked kinda sick ngl
So, 4 new weapons confirmed
Great, now i need a gauss shotgun
Would be fun for team damage too kek
do you think they would make pen work on team?
4? Arent only 3 guns leaked?
Ahh, didnt know that. Thank you^^
lookslike surge scans gona be ez now
unless maybe theres some new variant
in midst of the surge scans
hahaa
might be bad since gauss has charge time, and you cant really stagger them when they light up during the scan
So, 4 new weapons confirmed
@hexed vapor
How do we know some are could be reworks of current weapons? The Gauss rifle actually makes me think it's a reworked sniper. It uses one of the property's of over penetrating that the community has been asking for. And if that's the case, it's buffed it and made it into a more usable weapons. You can take out trains of sleepers with that.
A rework would be a balance change to an existing weapon.
R1's MG and R2's MG are not the same weapons, R2's MG is a new weapon.
seems like a rework of the mg though
GR, GG, Carbine, and Bullpup are not rebalances to BR or AR or something.
more ammo for less control
No, the guns don't even have the same name.
Gauss Rifle as an mg?
a rework doesnt need to make it not the same thing
Technman Veruta vs the Techman Arbalest.
it just shift the balance and things around
it got reworked. new sight and handling
more ammo too
They're different guns
ofc it would be different models
I think what they are doing like this rundown. They are taking some previously weak, underused weapons. And are completely reworking then from the ground up, hence "Gauese" in the names. Essentially, they are new weapons.
A different gun for that type of gun would have the same type name
So, if carbine were a burst rifle, it would be called a burst rifle.
Yeah, but adding new weapons is only going to make the current weapons that the community doesn't use even more underused. But who knows 🤷
hope BR stays and bullpup is just a burst sniper variant
more choice for people
add more things and people will pick something they like
its a good thing
I think their solution is to have some weapons on some rundowns but not others.
better tahn limited weapons and someone not liking all of them
Reworked or not, I'm hyped for the new weapons and even more game changing mechanics.
I dislike the pistol but love the revolver.
I feel pretty comfy with the AR and pump shotty these days
Well
"these days" this is day 2 for me lol
Practicing solo in A1 has helped we w/ weapon tests
From the looks of it, R3 is going to be even bigger than the R2 update.
Which is very exciting.
i like b4 for testing weapons
I like D2 for testing.
im not that far so i havent got it unlocked
I just hope if they go for DLC cosmetics there's some nice hammer skins
Not like goofy ones, just maybe some hammer designs that look like proper mining equipment
I would say if they made more character skins and let you swap default with them I'd drop an unholy amount of money into it
But
I also fear the rise of joke skins in any vaguely horror-themed title
what about killing floor?
many joke skins and its a great game
best arena game ive played
Fun game but it doesn't exactly bleed atmosphere out of every pore like this one does
theres always the choice of not using that content
Truth
It honestly looks like the gause rifle is a reworked sniper.
Given the way gauss weapons would be prone to overheating and coil warping that makes sense.
High acceleration of a solid slug projectile making it a good alternative to chemical propellant rounds and all.
Assuming it didn't go for "so fast the air around it turns to plasma" like RL railguns do.
Similar ammo capacity, sight, amount of ammo. The fact it has overpentration, it's very community taken and inspired. The fact making the ammo per mag from 3 to 4 is a bug difference and a really nice buff to the sniper, makes it more usable.
hey guys, real quick. can someone dm me the E1 map? like the part where the error alarm doesnt stop
Similar ammo capacity, sight, amount of ammo. The fact it has overpentration, it's very community taken and inspired. The fact making the ammo per mag from 3 to 4 is a bug difference and a really nice buff to the sniper, makes it more usable.
@atomic escarp I do agree that the Gauss rifle looks like a new sniper. We’ll have to see I guess. What I’m curious about is why there’s a Gauss rifle and Gauss gun (both seem to hold about the same ammo, from the footage, all I can see is that Gauss gun has a different smaller zoom scope, and holds 8 rounds)
yup
@hoary elk I honestly believe it's a completely reworked Sniper and DMR that's what I think about the Gause, although we will probably get like 1 or 2 new weapons maybe.
Actually, you are right. The Gause gun is not a rework of the DMR. It's for sure, a completely new weapon.
I would really like a buff to the DMR thoe, DMR is good but it takes a huge amount skill to know how to use it.
Just wait 'till you see the nerf gun
ok wat i saw in #dev-leaks...
there's gonna be collateral for the sniper and gauss rifle
hella fuckin cool
kiting gonna be hella easier now
yeah
Nah, I doubt it. They're probably going to find a way to balance.
hopefully they do
the best way would be to have small sleepers smack you if you try to run by them like the big guys
With kiting, it's easy to do. But hard to master. And if you slip up, it's very punishing.
Gauss rifle probably is a reworked sniper. It uses the same firing sound, and has slightly more ammo in reserve and in the clip. Would be weird to have a good sniper, and a bad one
I'm a sniper main, and they just made the gause rifle my new go to weapon.
:OmegaSparkle:

If they are all together, you can tell it's a very small margin
I realized those are actually 4 kills. So this rifle doesnt give a F 😄
All in a very tight spread.
any clue for guessing date of new rundown ?
16 days remain ! wow !
same as R2 when they tease them
gotta get my shit together and beat e1 before the update
i recommend the dude with bio tracker holding the shotgun
@willow coral did you guys really just go to that effort of teasing a possible release date in game then just let some random german gaming website publish it?
thats so weird, lol
but I won't complain, thats way sooner if true
Well, that's Germany's largest gaming site, so not a random website.
Maybe you guys haven't fully decrypted the date in game yet 😉
still weird for them to do that, but meh
probably part of lordvig's plans lul
as far as I can tell the date in game has multiple possible dates
That's kind how PR works. You build hype and sometimes you have exclusivities with varies media outlets.
😉
big hype
Would an ARG be good PR for when the full game is nearing its release?
that demonic picture of the baby is fucking horrifying
"While there are no pictures of the new opponent, the developers told us something about how it should sound. Images of a younger family member of one of the developers were taken for the new monster."
I'm a little scared about what the enemy might be
posted a pic of the baby in media
I heard the new enemy was gonna be some grabber thing
maybe that was just rumors
i hope it isn't like the child necromorphs in dead space
because that would be annoying
Which one? The Pack or Lurkers?
Insert loud autistic screeching from all sides
😂
It'd be an annoying enemy thou
jockey, but its a demon baby
seems like r3 has 3a lvl, 1b 2c and 1d
source
where did you get the others
we know for sure it goes up to A3 and 1 b level
website says there are 7 expeditions
im surprised that its a german website
would sure be nice if i could read german
i mean im from germany and heared from the website like only once or twice
you can just google translate it
@willow coral any comments about it?
it is approved PR so the info is probably going to be out some time soon
plus doc never said it is fake
lordvig confirmed troll
the ingame date is pure misdirection it seems
while the real date just gets released
i think a british website would have been a better choice but im fine with that 😄
looks like the devs are gonna take this rundown into more of a horror route
which has been a longtime coming imo
well in short more story, guns and 1 new enemy
They do need to improve ambience so we get some good scares and immersion
😫☝️
means the update is dropping a little more than a week from now
thursday
so... i struggle for 40+ hours on e1 to save some E.T looking goofy ass alien lmao........ shoot me
next week
considering the game takes place in the remains of an ancient asteroid
well they dont mean aliens like alines
also the dude they hired for story 
it would be weird if the sleepers had nothing to do with aliens
they mean its alien like
probably some experimentation with humans or something
what do you think the hiring voice actors is for
maybe we are on a different planet that looks exactly like earth and the humans there look different
they hire the actor to say that the "THE PLACE ITS BIG"
gotta admit, the story writer is pretty pog
exactly
unless they are re-hiring the same people because there has been no new dialogue since release
yeah they were
you sure?
never heard em
there were some new voicelines in R2
Then im even more confused lol
Would be weird if it doesn't
devs wouldn't do that
its too soonµ
why release misleading release dates to a major gaming news outlet
^^^
R3 looks like its gonna be pretty short and will probably reuse a lot of rooms from R1 and R2
so it makes sense its coming out so soon
the sooner the better
1 new enemy its most likely that its a baby thing
I mean, dates change, but this is the most recent info
@iron salmon it's what the news article says and here's the place to talk about it
Still would be confusing to give faulty info off unless they want to trick everyone
i dont believe the baby its gonna be an enemy they look way too friendly
My b haha. Deleted it
its cute
news article
maybe were actually helping the aliens get their stuff back
ah
deres a aritcularal
in short for you 1 new enemy, more story and 7 lvl
baby looks about as friendly as a serial killer in a dark alley
it looks like a chicken
and they're hiring a poggers dude for story
hope this rundown has more interesting lore elements
somebody in the complex decided its a good idea to mix chickens with humans lmao
hold on, maybe they plan on having voiced dialogue for logs and shit
hmmm
yeah a guy who worked on doom and last of us
yeah thought about voice logs too
thats the only thing that makes sense
or maybe hiring people to voice enemies 
mimic
new sacks with 400 different screams
they had a lot of bs
pyramid legsy
musta been an early version of the scout
sends out eyes to check around
and illuminates enemies when found

most likely, would be weird of them to keep it exclusive to that particular website
🤔
warden isn't that rundown 2's stuff?
what's that link leading to
pr kit for r2
dunno

