#gtfo-spoiler-chat
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ok
kek yeah, R3 you actually start at the last tiers and make your way back up, its "expeditions" are now actually checkpoints or segments of the map like half-life
Oh my god
That's really neat idea but I don't think they would do that.
If we are on like rundown 11, that means the place would be extremely huge and would interfere with lore.
"Special event Rundown"
that actually sounds really fun
@atomic escarp @mortal granite Too many A expeditions. Considering it's an introductory tier and would be a lot of development time for presumably little payoff, I doubt there are more than 2 expeditions on the A tier.
remember E12?
Maybe you are right, but it woudnt be that bad if you have more than 2 A tier expeditions, 1st for (maybe) a better introduction about the neo hsu / vessel, 2nd why not, try something different ๐ R1 and R2 had/have only one A tier
they worked the next rundown before they release the current rundown
The screenshot in the article is correct, there are 3 A-tier expeditions
That's hot
I hope we still get some E-Tier levels in terms of difficulty
Ya
A1 A2 A3
B1
C1 C2 C3
D1
That's my guess on what the R3 work order will look like
This rundown will have up to D tier. They try to keep the tier the same rough difficulty as previous expeditions of that tier more/less with some adjustments. So a D tier won't suddenly become an E tier.
Makes sense, looking forward to it anyway
Missed the screenshot?
I like that
that's kinda what allows them to stay a small team and make lots of content, by creating rooms, then re-using them, of course being sure not to over-use them, make some adjustments, etc
of course they are always developing more rooms
It's not like the reactor rooms get much use, though.
Each reactor has only been used twice, which is pretty good
This reactor looks like it will be one of the good ones, though, since the terminal is facing us and yet there is a door in the back end of the room that appears closed
Oh yah, what happened to the old B tier reactor scrapped in R2?
Will there ever be dig site reactors, or was that just an idea at the time?
They've had alot of ideas that probably havnt worked out. So they were put on the shelf.
Doesn't mean we wont ever see them
I once upon a time heard of a Lightning enemy that would shock turrets stopping them from functioning
was a really cool concept
Sadly, I can't wait for this rundown to go away. I hated this rundown, it strayed too far away from what i believe made the first rundown great and unique.
this rundown was good
don't know what you're talking about Rayalot
but it was to easy
A1 to C1 was OK but everything after it was lame
Also too easy?... I wanna play with you and see how ur doing things... I can only assume ur cheesing
I want my chargers back
Chargers were the best enemy's
miss chargers
see for me the Fog ruins the game for me. I enjoyed all the stealth stuff and alot of this rundown removes that
the fog can be push by fog repeller
people just afraid of using those and run out
What happend to that fog turbine we got in B4
๐ ๐ ๐ ๐
and people tend to get 2 fog turbines
lol... still you pick up a battery or turbine and become a mule
wish u could use ur secondary or something while carrying it
Sniper in one hand and the cell in the other
OR ... yaknow put it on your back to carry like ur character does when they climb a ladder lol
GTFO now partnered with Hideo...
Wait... does this mean this is going to be the "Mental status" rundown?
No. Heโs just making the joke
๐๐
That does raise the question tho. Why were there babies or at least like a ivf station/system(whatever) down in a lab/mining operation.
then that raises tje question why are there cryo pods?

Cloning? like force breading children to raise as miners or solders? nah, that's nothing
Who knows if the cryopods down in the area are even active. We know ours are at the start of the missions. But the rest of them donโt seem to be connected to a power source
they are, we got someones DNA from R1A1
we start off in HSU every drop
Thatโs the thing. Something or someoneโs DNA. Doesnโt mean they have to be alive. DNA can be skin, blood, hair.
Yea go on
I can't post pictures in here, it would go in the media channel
and i am too lazy to do that for a dumb bit
Haha
anyway so the game is set in Mexico (technically) you know what else was buried in Mexico?
The Atari game ET, you know what the baby in the pod in the new teaser poster looks like?
That's right ET
Haha. Weโre collecting stuff
This game is actually a setup to the new Stephen Spielberg Movie "ET: Phones home"
Et
I am now going to make a image to justify this joke post that i apologise for
i want to delete that
eat the baby
Drifter is from Destiny.. (or am I missing the /s.. I think I am)
I think it's a /s moment
daddy drifter?
Wait, there is a drifter in this game now? Multi-track drifting?? DEJA VU
eurobeat intensifies
Remind me to mute this channel on the 10th of June so I can play Rundown 3 without spoiilers
Do we have enemy and weapon stats from data mining ? or it is not allowed ?
it is not allowed to datamine
you can figure it out by testing it all.
Or by checking the wiki
Or by shooting your friends
For enemy state check the wiki
And for guns
Well have a mate take one for the team
@woeful lintel We have weapon stats based on team damage
Me and a friend are debating a tier list for the levels. Input would be appreciated (and we have some basic arguments for where entries are placed).
R2:
S: D2
A: C1 D1
B: B1 B2 B3 B4 C2
C: A1
D: E1
R1:
S:
A: A1 C2 D1
B: B2
C: B1
D: C1
-S tier is for the best levels in the game which would be very hard to top, excelling at almost all elements.
-A tier is for levels which are much better than average, but have flaws.
-B tier is for generally good levels that meet expectations but don't really excel in any way.
-C tier is for levels which are flawed but which have redeeming qualities; they are decent levels that need improvement.
-D tier is for levels which are riddled with problems that make bring them down to the extent that the entire experience is compromised, even if the level has its charms.
I think B1 could probably be knocked down. It's a very rudimentary tutorial that doesn't really force you to face anything and only sort of challenges you on those topics.
The alarm path was definitely the weakest, a result of the time and the devs' conception of what a hard alarm is (class III is a bit weak in hindsight, especially considering it was so common). The fact that B1 was also, by far, the easiest level to solo is somewhat telling to the fact that the different paths, as a result of focusing on only really one thing each, were a bit dull, and weren't even that hard to cope with if you fucked up (compare this to B2, where one alert in some areas of 265 sends your team sprawling; R1B1's 39 and 40 might send your team sprawling if you alerted the entire zone at once).
I have lowered it
Is that because of actual problems with the level, though?
Because it seems remarkably well balanced and interesting mechanically.
S for D2 is a bit much don't you think?
No, not really.
bc i didnt buy a tower defense game
C1 and C2 are better imo
thats just my opinion tho
D2 have a massive amount of resources just like E1
there is people who have said that: if you failed the alarm 3 times, you still have resources to finish the level
D2 I don't think is particularly overboard on resources, especially if it's designed to give the players room for some failures and to demand they loot fully.
it's overboard
The vast majority of teams will lose after 2 failed waves.
That isn't the case.
Tool wise, 198 has two or three 2 uses, one 4 use, and one 5 use.
And it's the hardest zone to loot.
Requires you have enough time to do so
shotgun sentry is a destroyer in that zone
All levels will just be easier if your team is very good at the game, and D2 is no exception.
The resources are quite tight on teams which don't loot properly, fail waves, or aren't conservative with sentries.
they move really slow through that zone
Which also has to do with the sort of "time trial"
the time trial is depend on team
Teams which are much worse at fast stealth or managing pulled rooms will have much less loot because they won't buy themselves enough time.
if they tackle them in stealth that would take too much time
and like i said
you can just blast them all and you still have resources to spare
the time trial is depend on team
That's my point. The difficulty is dependent on individual skill, which is why D2 will either be very tight or very loose in terms of the resources you have.
it's like E1 but with a timer
and that's resources for a team of 4
c1 however
it's tight on resources
even for solo player
I could make the same argument that it's not, lol
If you know what you're doing, you should have plenty of everything by managing what you have in 204.
in that case
i can use my first try D2 as an argument
we don't know what to do
failed 3 attempts
and still have resources to fight
that's both every zone + reactor
My first D2 was also a first try, but that's because I played with people with similar experience.
That doesn't decide the balance of the level.
yeah but hes talking about individual skill of every teammate if you have good teammates that know how to play then of course your gonna be good on resources
Optimal play resulting in a very wealthy supply does not indicate a balance issue. The vast majority of players got stuck on D2, and a lot of PuGs I run with I can recognize just don't have what it takes to play the level and come out with even a small surplus in terms of some of our resources.
i guess everyone has different taste
what i found?
R3 roadmap disappear?
@hexed vapor but the different between E1 and D2
both are "hard"
both have "a lot of resources"
D2's difficulty is both not dependent on resources and built to vary in resources depending on player skill.
E1's difficulty drops significantly because of a lot of resources, is not difficult to loot fully, and has other issues.
The only resource on D2 that's really abundant is ammunition, and some teams even run out of that.
Meds are rare and tool is very constrained.
Ammo doesn't matter too much in practice, it mostly enables the alert-heavy strategies but doesn't particularly ease a lot of the rest of the level.
I agree with @hexed vapor D2 requires full concentration and coordination in order to clear every single wave in the reactor room (not mentioning you need a good aiming too).
When E1 is way more about kiting and knowing basic mechanics like clearing rooms silently or make chokepoints to be aggressive on certain rooms.
isn't B1 teach you how to kite?
It rewards the combat skill-set, which includes kiting.
Hm, no official announcement of the release date yet
guess they are keeping it exclusive to that website for a bit
isn't the release day is 11/06?
but still in june i think
yeah
didn't the rundown timer have /16/ on it?
it also has a 3 and 4 at some points
yeah thats whats weirdin me out the 3 and 4 are in the month slot
summer holidays in sweden start on the 10th/15th for malmo so
if they're shootin to get it out before then, then 11 is quite possible but 16 doesn't seem out of reach
Wheres the announcement
@atomic escarp what does PR mean?
public relations
ty ^^
๐ค

any trailer??
a week or so
June 11th, 1 PM CET
That ?enemy? walking HSU is concerning.
?
In the tweet
O_o haha what
That's the neonate?
i see it now, definitely saw the backwards as the hands coming out of the hsu
so
we still have the neonate
and we'll have to go through R3 to do something with it
Did something like that carry over from R1 to R2?
No
It looks like the neonate was the original objective all along
it's like we activate the reactor from R1D1 just so we can go to R2A1
Everything else was just getting to it
o cool, my group hasn't been able to get that far into each rundown but its good to hear that a story is being woven across them
no weapons are silent
what about penetration?
yes
It's likely that the weapons are relatively quiet
o so it just has penetration?
ye
gonna have to be more specific than that
silent after 50 m range if is in another room
^
thats good to know
what's this about "another room"
some rooms are split into two rooms so if a sleeper aggros it wont aggro the other half
are they gonna replace some of the old weapons?
and if you shoot through multiple rooms it doesnt aggro either
i imagine mg and br are gonna be reduced to atoms
mp looked like it stays, maybe a different model of the same weapon
not sure about shotgun sentry
add br scope on burst sentry, maybe that'll help it aim better 
lol
but this time they only gave people a month and half to finish D2 and E1
i think thats more than enough
gauss gun sentry when
a lot of time for two missions
not really for some of the new players
took my group 3 weeks to finish E1
and we were just lucky about the spawns
its not like they predict when people buy the game
i do think the level design is bad though
for the surge
and then people complain about kiting lol
but stealthing is kinda ruined in this rundown if i have to say
since you can just kite
saying its an exploit when its just a fundamental
you can complete every level except E1 without kiting
at this point im just shotguning all the scouts i see and kill the rest
ye someone suggested that to add a bigger hit box on the sleeps so you cant jump over it
D2 is indeed fun
E1 is just constantly praying for luck
i dont htink that will help anything
then you just get fucked by everything
its just giving more power to sleepers
and we just get dicked on
you shouldnt power creep
Being able to retreat is a fundamental mechanic
^
if you cant peel back or kite, then youre not using your brain
back peddling and baiting is in almost every fps
Although I do hate how ping makes a really significant difference in kiting
if its pvp or pve
what neon said
yea they need a better dodge mechanic
x10
Yeah, having higher latency makes it so much harder
The current dodge mechanic is weak af
not just having higher latency, but overall host vs client
Bunnyhopping should not be a required thing to kite
huge difference in how the game plays
bunny hoping isnt kiting
Its to avoid getting hit
bhop is not a required thing to kite tho
you can run away without bhopping
How is it not? You can get hit way easier
if you run past them then you do to not take dmg but thats the games fault
you won't get hit if you run to the side either
If you are running through enemies you will get hit unless you bhop 9/10 times
Went from training to kiting
training and kiting are basically the same thing
imagine if people in zombies said training is an exploit 
Idk what you guys are talking about, I can't run through a crowd of enemies without getting hit unless I bhop most of the time
Lol
Thats what every solo speedruneer does too
bhopping in its own isnt kiting
Its part of kiting since you are trying to run AND avoid taking damage
yea but its not kiting
you can simply kite by leading them
and just move when theyre near
Kiting isn't really an exploit anyways.
you dont need to do any bhopping to achieve that
If you have a lot of health and don't care then sure
people are saying it is, but probably because they think thats the only way to live lol
But you will lose a lot of health without bhop when you inevitably have to run with sleepers in front of you
Because something works = exploit.
for the first two surge doors you dont need any bhop
the constant alarm is different though because its a tighter area
knowing the sleeper tongue radius and attack pattern and using it to your advantage = exploit
knowing how the game works = exploit
Should just increase all enemy movement speeds by 2x, easy kiting fix. But then people would complain about it all day.
Kiting is clearly an intended mechanic so
they should add in a mechanic where they become blood lusted and instead of tongue they run really fast and slap you
they wont miss that way
Its really just bad AI pathing that makes kiting work so well
Or give enemies teleportation.
Like the kite to spawn from 593 in E1
Despawn and respawn on player location? Neat.
if they gave them melee it wouldnt be so bad
despawn would suck as if you did a strat to pull them into a kill box its ruined now
laughs in chargers
Speaking of, we better see those again
if sleepers stop when using their tongue theyre always gonna be lagging behind and it enables kiting much more
what the fuck is lore
shadow giants: laughts*
lol
literally playing E1 blind
imagine a new factor where when scout screams, the summons are buffed. higher stagger resist/ able to do a mini hop to attacxk l0l
hahahhahaha
imagine turning around and u see 1000000000000 hopping sleepers
can't wait to see all the shit pathing we'd get with that
theyre gonna get a bug where they hit a wall when jump like us 
how about an enemy that looks at you, you die
maybe a new event triggers
if too many sleepers are around and the cap has been hit, half of it will combine to merge into one new species
while more sleepers spawns
๐คฃ
a bait enermy
like the angelfish
What if u get it aggroed? SELF DESTRUCT IN SEQUENCE!!!
what about an enemy that doesn't attack you but simply runs away when it detects you and alerts every room it runs into and starts screaming in
10/10 gameplay
what about a regenerator type enemy from dead space that is a constant threat but he only way to get rid of it is freezing or burning it. and c-foam temporally stops it
The carbine has the same name as the SMG
people who built the complex sure love reactors
They gotta power their minimal lights lol
We're really excited for you guys to be able to experience this Rundown. It will answer some questions you've had, and will make you ask others. Those of you who have been around a while may even recognize a few things.
CHARGERS
Maybe those from pre rundown 1?
The baby is actually ||a snack we are bringing to the warden||
Don't think there were alpha specific enemies?
I just wished sleepers didn't have the tongue pre primed like round a corner and bop you take a hit even though you've been trying to catch it off guard instead you get thr bop
Listen for it
The team I run with can't get past transmission and ??? And with r3 coming soon looks like we won't get to enjoy lugging a baby around
I mean, if the C tier is a problem it's the least of your worries. You would get stuck on D1, absolutely.
Oh I know we would. We struggle badly
Finally got to see the shadows and were rekt right away
Didn't get to them in rundown 1
Do black charger dudes appear in E1
||No.||
I hope we can get further down to get to the story
I did see the R3A3 yeah
That excited me bc I liked speedrunning As much more than suffering on E
Ah okay
inb4 an A-level is hard as shit
Lol
so
I know before the roadmap page E stage design was specifically excluded from Rundown 3
because there is no E level
Or maybe stage completion data has indiciated they don't like the direction E is going
well
I'm not sure how popular/successful the long slog missions are
E suppose to be HARD?
biased of course but
I think it would be unfair to pretend E isn't hard
Sure it can be mastered with time but it's absolutely no joke and not short
you can blaze through all the first segment in less than 30 minutes
Yeah
D2 is kinda easy too
D2 innovated on the c1 formula in a fun way
defend the thing AND go out into bullshit
D2 is defend the thing while going to get the thing
I just don't see myself beating E1 this time around
I respect it but the time commitment and mental strain it's already caused has discouraged me lol
my team stalled for like a month on C1 kinda because of covid so
that shot our chances of E1 completion
unless we can do 3 levels in 9 days
ye
my team gave up by Cs so I LFGd my way through Cs and Ds
we did the Cs
D1 is just a pain in the arse
D2 gonna be a blast
what nerfs did they get may i ask?
just tried out c2 so im curious. it's kinda intense haha
i feel like C2 got upped in difficulty
jeeezz
now they spawn 45 second each
just because it's at the top of the rundown doesn't mean it's gonna be easier
@regal harbor The devs try to keep A tiers to be roughly A tier difficulty even across expeditions, but still are adjusting difficulty to find the sweet spot. They aren't going to suddenly make D tier as difficult as E tier..
There is also only A through D tiers this rundown
because i feel like having a hard A level would be something they'd do
can't say i'm too bummed about that I'd much rather have shorter harder excursions
They aren't going to make A a really hard level, it's an introductory level for new players
@hexed vapor I thought there were 6?
"tutorial"
I also definitely support more As yeah
The difficulty jump from A1 to B1 turned a lot of people off this rundown i think
right on, i just feel like you can never really know what 10cc will do
@atomic escarp expeditions
tutorial
oh
The German article said 7
There are 7 expeditions in R3
idk why 6 stuck in my head
much more managable
i'm hoping for more things that mix it up like C2
C2 was fun because of the rush and the difference from crouching around and staying quiet
hold on lemme check I think b2 was confirmed
idk it makes sense that there would be more B levs than C
Low difficulty rundown would be a bit dull, though
inb4 D1 impossible
can't be worse than 2e1
why not
excited to see warden twitter clear rates for this rundown
the lower level suppose to NOT be clear that much
but we saw in the last rundown
D1 have more successful rate then A1
what was the rate on 1d1 if anyone remembers?
It would be against their tier difficulty intentions to make a D tier expedition harder than an E tier expedition.
probably because of new players, alpha
well people who actually made it all the way to 1d1 were guranteed decent at the game
It had a higher % because less people attempted it
i bet if they gave sample size we'd see a lot more info
yeah
all we saw was success%
not #attempts
A1 had a lower clear rate than D1
A1 was played by significantly more people than D1.
my first game in GTFO was on 1B1 LMAO
see
i'd also think
that people play 1A1 and then decide that the game's not for them too
that happened with like 3 people in my team's server
i personally was expecting more gunplay like L4D2 or KF2 given what i was looking at in trailers
ok guys i dont think i will R2 D1 and D2
even E1
we died at the last thing in D1
we did 6 waves in d2
my stack fell apart
i feel sad
how do you guys tackle the scou trooms in D2?
we couldnt
oh
the room full of scouts
what about others?
fucked us
hunt?
how much time do you have when you have to go to the scout room?
8 mins
WHAT
which is impossible
i was expecting like 14 or something because one of the earlier tests had an 11 minute timer
the 11 min was for finding the key
but 8 mins for a room full of scouts
is just impossible
we are not that pro
is the b2 room easily accessible?
i do need to practice my scout clapping
soloable?
hmm
shit that's long
i saw a video somewhere
of someone touching a tentacle but still getting a hammer bonk in
ahh
that needs lots of practicing
is there any shadows in the last wave?
nope
correction @atomic escarp
it's 1 second
if you manage to stagger the scout then 1.4 second
we're tested that
when you stagger the scout you got extra 0.4 second
or else it's just 1 second
How to stagger the scout?
anything that deal huge damage but not killing the scout will stagger the scout
example: MG, DMR , BR, Combat shotgun
Thanks
u can kill a scout if u have 2 guys shooting mgs together hahahah
or 2 full charge hammer
why 1 when you can do 2
hmmmm
why 2 when you can do 4
Yes
๐ OK
Bandages???
...if that means there's bleeding condition....
The nightmare begins
๐๐ป
The new Mutant however.
Could it be for that?
Wait...
What if the Worm is coming?


worm
Iโve got goosebumps
i have a mini strat on E1 if anyone wanna use
yes, need tips on E1 and D2
do you even played E1 yet? KY
@mortal granite What is your E1 strat?
Run
Shoot
jump
charger coming back>
I'm super excited for chargers to come back
@atomic escarpnot sure how you figure that. Nothing has been confirmed.
dark rooms = charger confirmed
Nyuna, are you free rn?
yes
i have a mini strat on E1 if anyone wanna use
@mortal granite i'm all ears
Would be weird for an enemy type to only be present for a single level across THREE entire rundowns
also a waste
the weird thing would be to force yourself to use them when they don't fit the theme of the rundown
if it does, they'll appear
if not, there's always next rundown 
Not my point at all, but ok.
i think i got your point just fine
No it is weird. Because chargers being only in one mission across three rundowns is not only improbable, it makes no sense. The deeper you go you would expect to see them more often, not less.
And also its just a waste of a good enemy.
so i got your point just fine and i don't agree
the theme this time was infection, what do we know about their compatibility with that
and why wouldn't they reside in only one part of the complex, maybe there are some special conditions for them
I think the devs wanted to work upon the other enemy introduced in R1 mainly the shadows. Cause they did appear in R1D1 and people speculated they came from the corridor we opened, when deactivating the reactor. They put them in C1 and evolved them in E1. There was prolly not the place for chargers cause they want those rundowns themed. So it makes sense that some enemies only appear in Rundowns depending on the theme. Shadows prolly dont exist in R3. Atleast I speculate that
besides just as weapons get replaced by similar weapons, maybe enemies can get replaced like that too
there's also the time continuity thing
It's not really the same thing as weapons getting replaced, its not like chargers were part of the "theme" of R1 because that was just one expedition. All we really know about them is they were there to protect something which is extremely loose lore wise. Maybe there is some convoluted lore reason why they did it that way but it doesn't make it less confusing or a waste of a perfectly good enemy that could be used appropriately elsewhere.
r1 didn't really have a theme
and why the "One eXpEDITIoN IN 3 RuNDOwNS" comment specifically then
a theme that explores chargers can come at any time
maybe it's too important to reveal in early access 
Chargers were enemies in R1
Chargers were Black and had a spiky head and you can only kill them with a full charge to the back
they can also swing their arms like how the hybrids attack when you come near them
Oh them bitches
they had less hp than hybirds
they can be shoved too
So, I have a question that I havenโt seen discussed that I think is a little important
The next rundown is looking or shaping up to be some sort of sequel to the current rundown. Thereโs teases of the neonate hsu and talks of voice clips recorded by a younger family member
But at the same time, how many of the actual community have made it far enough in the rundown to even know this? I donโt know if this starts a dangerous precedent where lore bits are going to be strung together through rundowns
It seems odd that certain bits of the narrative become unavailable to some.
Like, removing and changing levels is fine cuz itโs keeping things fresh, but when you connect rundowns like this... I dunno. It feels weird to me.
I guess a better question to ask is, do or would people even care that much? I know I tend to try and get immersed in the lore of games a little bit.
Presuming once the game is out of early access there will be some clarification on how the rundown cycle will work out.
i am pretty sure they considered the cons of this approach and have their ideas
Erm....confused about E1: how can both 599 and 598 have 1 turbine and 1 cell ? is that normal ?
depends where it spawns
I have a screenshot in media and fan-art with the terminal list command of both zones
no, both rooms have it
either should have only one cell though
1 turbine 1 cell in both rooms
ty

owo
What the heck is a blood door
Is it something worse than those rusty doors?
Oh is blood door the name for those doors that have the rust all over them?
Well all over the middle
Gotcha! Thank you.
angry dooooors
What's with C2 and weird claims? First I had someone claiming the key could end up in 113 (this was like a month ago), and then somebody today claimed IDs could spawn in 112.
There is 0 verification for either claim, but it's a bit weird.
weird shit happen
C2 mechanic
would it be a cheese if i do this @hexed vapor ?
C2 map i post in #gtfo-media
the host standing in 113
while the client stand at the bottom circle in 112
they will always spawn near the host
this will be a manipulating spawn mechanic
Depends on if you consider spawn manip to be cheese
I'm inclined to think it's not
You are, presumably, controlling an intended mechanic
Cheese would be standing in a place enemies can't reach you (lots of these exist) or trapping enemies with a glitch (like with ladders)
But the spawn mechanics are the spawn mechanics
you could probably stealth the entire 593 without a single enemy wave spawn on you
unless 3 of your teammates are so bad they let 1 in
so you have a full team of 4
3 guys outside 594
they will spawn at 595C
if 1 guy decide to join the guy stealthing in 593
they become random
and they spawn in 593
and the next wave spawn 595
so by pushing 3 players out of 594
and let 1 player in 593
they will ALWAYS spawn near the 3 player
Can't they spawn further in 2 away from 3 player?
nope
they always spawn on the 3 players
i tested in C2
and then i used that on E1
Which rooms were players stood in and which rooms got spawns?
i manage to go to 593D
In C2?
the player were in 112
at the bottom there is a spawn circle and another circle on the right, next to the 115 sec door
if 3 stand at that big door leading into (112B?)
they will spawn at the circle near extraction
112A is spawn. 112B is the terminal area after spawn (open to A). 112C is on the left with 119. 112D is on the right with 113 and 114.
112D
Which room are three players stood in?
they will always spawn near the host
@mortal granite definitely a cheese
And did you say this is host dependent?
there are 2 type of cheese for E1, hiding behind wall / sitting on carts, the other is using the host and player rejoin to spawn the enemy back n forth
there are 2 type of cheese for E1, hiding behind wall / sitting on carts, the other is using the host and player rejoin to spawn the enemy back n forth
Read what he actually said.
You tested with 4 players then?
You tested with 4 players then?
@hexed vapor yes, it works well, sometimes the enemy even stuck and do a moonlight walk
but still i would prefer host to be with other 2 and let 1 guy do the stealth
I want to know:
The exact room 3 guys stand in.
The exact rooms the host stands in.
The exact rooms enemies spawn in (with a bio to verify they spawn and aren't simply running towards you by the time you hear the roar).
@exotic heart You still didn't read what we're actually talking about
๐
oh sorry, i thought he was asking me
ok i read about spawn mechanics, then i would like to say fast quick revive is also a skill game mechanic
not a cheese
but i got warned by the mod for teaching people quick revive ๐ฆ
@hexed vapor
you have to be near the 115 sec door
if you passed the pole
they spawn in 113
That will get fixed
I don't think instant revive has been fixed yet, but it will eventually get fixed
It's on our board
actually its not instant revive, cause u're holding the E, same mechanics when duping the cell, giving ammo/medipack when ur teammates running around, holding the E is everywhere in GTFO
Never heard of instant door
and happy bday D0c?
Thanks cpt
That's all included and will get fixed. Cell duping has been fixed
Hi
They are r3 

The folder says r3
how about the host revives bringing us to 0% ๐

anyway i first learn quick revive from korean pro team that did E1 speedrun in 45 min or so... so they cheesing or what..
Wesley, known and on our board

@mortal granite What's the sample size on the test? It's pretty weird if the room you stand in isn't what the game is looking at, but possible.
i was the host with 1 other guy
i went in 113C
and the other guy standing on my spot in #gtfo-media
the wave will spawn in 113B
That's all included and will get fixed. Cell duping has been fixed
@mossy yoke for R3 u mean?
both of us are using bio tracker just to be sure where they spawn
and 100% they spawn on me, the host
but with 2 or 3 people at the #gtfo-media spot
they spawn on them instead of me
@exotic heart yeah been fixed
no
i memorize some spawn
all those C2 solo
and i even ask Stormpooper so i got proper answer for myself
you could say with this mechanic manipulation
you can duo C2 fairly easy
No, they don't spawn between you?
They never spawn in 113 if you set up correctly, right?
if you're in 113A they will spawn in C
ye
with my experience on C2
if you;re in 113A
they spawn in C
if you're in B they will spawn A or D or E
if you're in C they spawn in B
in D spawn in C
As solo?
ye
but with duo tho
you can force them to spawn at the extraction by standing next to the 114 sec door
my mistake by calling it 115 earlier
but be careful with the middle big door
if that door is broken
and they go up the stair
1 or 2 enemies will SKIP you
and go for the other guy
D0c, GTFO - classroom, when?

113A can spawn them in 112C
So where do I stand to force them to spawn in 113?
113C
open that door
stand behind that door
and wait for 113B spawn
if you want you can open 113D and E
if they really spawn in there
Are we talking about A or C dude?
Where do they spawn solo in 113C?
They have spawned in A twice
D spawned in B
C spawned in A
A spawned in C, 112B, or 112C
E spawned in B
113
B can spawn in E
B should be able to spawn in D as well
Testing it right now
yep
they spawn in D
Okay, but none of your info was correct.
well
i might went fast
but could be wrong
do you have room id
i can hop in and show you the manip
A: C/112B/112C
B: D/E/112D
C: A
D: B
E: B
Interesting, my game crashed
Hasn't happened in a while
lol
Tell me the exact room to stand in
Position?
this is interesting
is it gonna be 4 guns or 3? cos i only saw 3
4, Carbine, gauss rifle, gauss pistol and bullpup rifle
oups sorry yes it's gauss gun
@hexed vapor where did u see this gauss gun?
#dev-leaks the first video
i have heard rumours of the gauss pistol
The scopes are completely different, and one has overpen while the other doesn't
i have heard rumours of a gauss 5g waves-amplified launcher-propelled brainwasher grenade too
what's the difference between the rifle and guin?
@molten cedar cos i know the rifle has piercing capability
iv only heard of the gauss pistol
iv never actually seen it
but id assume its like the revolver but more powerful
anybody seen the bullpup in action?
bullpup is fun
most likely but hopefully we don't go blind or deaf from using it
When are we getting a sound gun that stuns enemies?

Does anyone have any info for the new rundown regarding new enemies, new tools, and new map dynamics. I've already viewed the new weapons.
you can ask devs(?)
Those are secrets you'll need to discover yourself ๐








