#gtfo-spoiler-chat
1 messages · Page 173 of 1
Yeah but if those hybrids are still up they’ll be a annoyance
Mines won’t reach seeing as how they like to camp at the back so it’s either shotty time or burst cannon time
I always run high damage specials, so it's just a matter of getting in their face and killing them off.
You got any info if one full frontal burst to the head from the cannon can kill
A2 solo is just scary to clear out the first room, and having the fog rise when extracting
The scan is very slow by yourself
You won't be able to see crawlers anymore at like 80%
Damn big sad
Eh
RNG matters
Simply because you can get very bad scans for alarms
Which means you die
which means you need to git gud
if you only wait for RNG to help you out
just make a mod that make every single rng spawn c foam grenade
and every scan is in 1 spot and you don't need to move
that gian birther wtf
yes
but I feel like D1 would be fine if they just add a dedicated spawn spot into the level
like r2c2 didn't have any issues what so ever with spawns
so unsure with what's happening
c2*
So yeah stuck on a mission with a reactor, where you gotta start it up and do like 6 tests or something. I thought it was R3C1 but it was on the first tier of the rundown.
it used the same spawn as C2
but with a little delay with the Giant
they spawned 4 enemies
and then 5 - 10 seconds later they spawn giant
Literally survive til the last "wave" but run out of ammunition at last few waves.
Oh on a3?
What I mean those level didn't have any issues with the game directory spawning the enemies a fair distance away from the player in spite of the cramped spawn
A3 was a total memefest because we had it on such a hard lockdown lol
So why is it suck a problem with mobs spawning literally in the same room with us
I think it's a3. Like where U gotta find the logs for the pass
(I'm talking about D1)
because they can't spawn anywhere else
A3 was baby easy lol
That's a3
you can do the same thing with R2C2
It's not a simple matter of "get good"
We just run out so quickly even being sparinging with ammunition.
No but in r2c3 there wasn't issues with mobs spawning literal same zone
In fact, that makes you look stupid
i can force the spawn to spawn on top of you
Are you looting while you clear the areas looking for passwords?
Yeah we are.
the "RNG is on my side" is kinda old excuses
Also I feel like a good place to start is to analyse where you're holding and setting up
We are clearing it all out.
If it takes so long for a scan to stop so you can do it.
Cause the set up my team used funneled everything into a straight line
We hold out in the door.
it is
I can show you the hold I did rq if you want.
just sentries jokah
D1 also seems to heavy the alarm check desync bug? I ran into it 3/4 times when running it during the Sec_door past the blood door
If it doesn't require me loading into the game sure lol
I'm not at PC rn
Maybe another time if things link up
they have a chance to spawn in there now
What loadout do you run?
idk Jokah
I'll send the a3 one to you
we're just blasting through the level with stupid load out
I've literally wiped once cause was doing the first security door and a giant spawned in the foggy area in the corner.
Everything is easier with a crew
Not everyone can meme on a3 and that's okay
Thanks. I use combat shotgun, SMG burst sentry. So maybe that uses too much ammo.
That's why we teach.
We're fairly new to this game lol
Smg is a rock solid choice as is combat shotty
your excuse is the same thing with the other guy who said E1 is heavy RNG
Still learning and going through figuring what works and doesn't.
Yeah been using since we first played seems to work well.
Get good alpha
what in gods name is even being argued
A3 all you have to do is set up the lower door in front of spawn being closed with the upper door open. Two Sentires on adjacent sides and the waves should be a breeze granted yall can aim
and RNG at the same time
@atomic escarp I would disagree, it's gotten to the point where the randomness is getting in the way of its enjoyment lol
only certain amount of times brutes popping around a corner and chunk me
the only time RNG has completely fucked me off in d1 was zone 393 with 2 scouts behind 4-6 sleeping hybrids, and the rest sleeping meele giants.
the big titan is a little buggy spawn
was the worst ive ever seen
Which D1? R3?
little
yeah r3
Yeah the big striker spawns in r3d1 are a bit oof.
2 scouts at the furthest back part of 393
i can shotgun both of them
after the fog bridge
literally got chunked while checking the terminal by a sneaky one after clearing the first hoard
behind walls of sleeping hybrids and giants
nonesense
But my team had two people who's job it was to fight them while the others would cover.
@rapid pulsar where?
So we had it worked out.
at spawn
Only issue I've had with D1 so far was the end.
too look for the key
the very end of d1 is easy because you have so much room to fall back
you can just hammer choke and fall back repeatedly
A big striker likes to spawn on a delay in front of the blood door from my experience lol
the only way to lose the very end is if you have people who try to stand their ground
Are you referring to the big fuck at the end or the last blood door?
Tongue attack before the enemy is even in the position of attacking you
the last blood door
I also have the issue with the bug where the map doesn't load when passing through broken doors countless times as well on D1
Last blood door was really funny lmao
only to find a sneaky brute again 😩
We were still loaded for ammo so we just fell back to the warden door and unloaded
before that door in d1 I thought the armory in c1 was bad
We got kinda lucky on the enemy before said blood door because it cornered itself on the staircase by the door and we bum rushed it.
Running the pump shotgun really payed off.
Armoury in C1 was great what you going on about sushi
Our time with the C1 error wasn't that bad actually
if you can rushed in and take the sample as quick as possible
We spent maybe a full minute looking for it
But we were well prepared
We had 3 people search the room and I stayed back keeping the doors clear and foam up.
With sentries on the outside.
The C1 error doors are pretty balanced and fun honestly
You’ll only get around 4 chargers each wave spawn
3
Plus there's no forced walk object so once oyure clear of a wave you can just haul ass to spawn
and they spawn in random location
so if you saw a charger right next to you
that the broken random spawn
Also I just loaded into A3 to show joker some stuff i meant and after being in D1 for 3 days
Its kinda whiplash to suddenly have the spawn room have NO enemies
Imo the hardest part of D1 is figuring out the what and where of the level.
Once you have that down I'd say the hardest part is the blood door near the start and the fight immediately after putting the thing in the link
the hardest part of D1 is to maneuver fast
don't get swarm by enemies
the hardest part for solo player is the last bloody door
you can skip boss fight
i'm not even joking
no
you can skip her
if you run really fast to the pillar
on the right or the left
you can literally skip her
she don't do shit
speedrun strat
I really want to see the big gal
@rapid pulsar Do you want a picture
ehhh nah. I'll pray and hope I get to her one of these days lol
Also really glad that the devs managed to make boss's work in a game like this
Thats why i like R3 so much
If you can get it to corner itself you can rush it with the whole team and a fog turbine and put it down pretty quick.
R3 is pretty nice yeah, all the new Guns/Tools and boss mechanic. Though the reused content from previous rundowns has me a little sad
Well for players who didnt get to play r2 i understand their want for the past rundown
Also if they focused on game modes they probably wouldnt have worked on all the cool new stuff we have
I didn't get to play R1 lmao and played only about half of R2.
I'm not to upset about not being able to play them, but part of me hopes maybe one day when the game is concluded they will open up the past rundowns.
does the error alarm on C1 constantly spawn enemies?
or is it just one alarm door and done
constantly spawn enemies
groovy
aka ||chargers||
I'm curious, weren't those in R1? Is there a reason they're considered a spoiler still?
Some people have not seen them yet
Niceee we beat R3B1
Good job @devout river
Idk I thought that would be harder due to the experiences from previous attempts but that one went really smooth aside from a scout getting alerted
I mean to be fair that scout alert killed 3 of us but eh it was fineeeee
Welp just went to look around B2 and it looks kind of annoying
@mortal granite Is there a video of people skipping the Mother? Id like to see thyis myself
has anyone beat C1?
me and a team got to the door to zone 20
when we did the alarm door, there was one small zone for us to capture, then the door unlocked
but spiky bois kept coming and there was an alarm
ok
cuz we opened the door and immediately the chargers inside went off
and a scout
and we dieded
do uplink terminals still only spawn waves within the same zone?
yes
On wave 6 of r3a3 do they come from behind us?
They can.
They probably won't always but they can
When I did A3 ||we only got i think one wave behind us which we had covered pretty easily since we expected it and heard it coming.||
oh ok ty
am
D1 i disconnected because my internet went off my team was on the baby room, and when i rejoined it spawn me inside the ||mother||
I feel bad for the spreadsheet guy having to try and get numbers on that thing lmao
on what?
It's not entirely hard to get the numbers for the spreadsheet, just time consuming and good on Ray for doing it so I didn't ever have to lol
In C1, is it always worth going into Zone 14 or whatever the supply room is?
Or are there more enemies there
that's your choice
it has a lot of resources
but
a lot of sleeper as well
and a scout
generally my team has gone in the room because we run low towards the end
also it is worth it if you can kill the scout without triggering it
okay
If your group can kill scouts it's basically always worth going to the storage room

GOTTA DELETE FAST
Sam on the hunt
about 18 or more next room + scout
Not always Captain
It's rather consistent I see only 10 or so in one of the rooms, and scout can be in either of the two portions of the zone
No one: spams
Sam: 👁️ 👄 👁️ DELETE
YOU'RE ALREADY DELETED
Man I wish I could make it through R3B2
Team just runs out of ammo right at the momma and we got nothing to fight it with
c faom her
Do you guys shoot it's bubbles on it's body
Yeah next time I'll see about being sure to do that, right now it's just a matter of getting ammopacks and not getting screwed by the waves
learned the easiest way is just creep towards the mother
dont bother with anything else in the room until she is c foamed and killed
unless you get screwed by rng in the first room or spawns in the fog area you should be ok with resources as that alarm before mom isnt terrible
Slight tweak on A3 ending waves (was unintentionally a bit too hard) - meaning the guys spawning behind you?
No idea how much were in R2
Last wave did feel a bit overwhelming if you weren't prepared for it, so nice they tweaked it

Still trying to solo it lol
can you kill the big striker in silence?
Yes but you need 3-4 people hitting it
Preferably in the back
tbh A3 was totally easy. I don't quite get the nerf here. But they said "unintentionally", so that is okay.
it's A tier
and the data of A3
will be send to the devs to figure out if they need to nerf it or not
and they did
Which one is A3? Is that bolt?
ye
Huh... alrighty. Idk I think this run down has been pretty tame so far. My normal group has gone through everything and got to Bianhua in one night
Huh... alrighty. Idk I think this run down has been pretty tame so far. My normal group has gone through everything and got to Bianhua in one night
@sage shore dude, what a hardcore XD
I mean the only thing we failed on was C1 when we accidentally triggered a giant and KO’d everybody and then I ran away and got ganked by a pulled room+Sout in heavy fog.
I can see people who are new to GTFO finding the lower levels difficult since they’re just watered down Triangulation and D2 but these earlier levels with 4 shotgun sentries and your run of the mill weapons should make easy work of each encounter as long as you’re not double tapping enemies
A3 are the same as R1C1
just 4 sentries and you can just win
we beat A3 with random loadout
2 sentries 1 mine and 1 bio
What was changed In A3? The spawns from behind?
I think I got through all A levels first try. Still stuck on C1 currently
D1 enemy spawn rate should be fixed now.
Doesn't feel like it
Make sure ur version up to date. Should be a bit better to play
C1 is the only mission this run down where I think there was some level of challenge with resources. Like we couldn’t just demolish everything with overwhelming fire superiority we actually had to stealth and take out rooms and then after the first alarm door we started destroying everything with fire superiority. I’m excited to see D1 today, maybe it’ll be as challenging as everyone says
I enjoyed this rundown a lot, and I hope that it draws in a lot of new players. However, the finale of C1 was the only time I found any difficulty in it. It remains my favorite part.
just got 4 scouts in zone 13
the more scouts the better honestly
as long as you don't get screwed by 1 million sleeper spawns, because that's...less fun
4 scouts? ahhh the good old 6 scouts in a room xD
C1 has an optional zone packed with resources which you probably didn't go to @sage shore
zone 14, requires a key that's located in zone 13
does not have an alarm but can have 1-2 scouts
Does anyone know the specifics of A3 changes 👀
I think the sleepers do
wish we had that room from r2b2
Glad they patched the stuck spot in d1 389..that was annoying
👀
died on 6/6 A3 solo because i took too long at the alarm and ended up not being able to loot tool refill 
turns out wave 6 without any tool kinda sucks
Omg how does someone do b1 solo
I got 3/4 on the uplink terminal and died
For the first terminal
If reloading when sprinting was a thing that would be nice.
But I would restrict it to lighter weapons.
When you say kiting do you mean melee kiting or with kiting with bullets @craggy flame
I mean kiting in running to the spawn with the wave and running back to get some valuable time to do scans or terminals. Kiting with bullets can be used to get rid of naruto runners or when the alarm is done
Do you mean kiting or training?
Well you definetly train for a marathon^^
when you've played A3 so many times that u know all the randomly generated 4 letter words possible
and can just trial and error them
Arent there like 200?
more
Well A3 is not R2D2. So it is not the worst experience to just search for them. Also you find good stuff^^
Fixed a bug where too many enemies would spawn on during a specific sequence on D1
is this mean nerfed?
I saw Gold twice and Taco once on the passwords
even saw Epic
the final password before we passed the level was "omen"
never a more fitting word
Fixed a bug where too many enemies would spawn on during a specific sequence on D1.
Heck yeah
honestly i felt D1 was perfect
multiple moms spawning is bad tbh
felt challenging but not unfair
oh yeh i get it's unintentional but maybe i never experienced the bug either
what was the bug specifically?
After you put in the baby in D1 there was chance of multiple birther spawning instead of just one
it's at this point i realize it says D1 not A1
kek
haven't encountered a birther yet
Well how unfortunate xD
shadows scare me more
haven't seen one yet either but i hate enemies i can't see
especially when the fog already gets up in my shit
So you have never played against them and you still hate them? Give them a chance^^
just going off other games i've played
i just finished DS2 again and the invisible enemies in it are my least favorite mobs
birther is worse than shadows. mebbe not the giants
giants aren't an issue for me
giant shadows
he meant shadow giants
yes R2E1 had invisible giants
and they were super fast
what
lol, play the game before you roll into the spoiler chat
fun indeed
no that was the error door
i'm not messed with spoilers tbh
almost never failed against them
Sometimes went in without tracker xD
that was annoying
yeah the giants are easy, just somewhat tedious if you're not....cheesing
well ez with bio
Sometimes we just aggored them and killed them with mines
they see the lights on the screen and instead of saying "oh look, 7 sleeping enemies" they're like "OH NO BOIS 7 SLEEPERS IN THIS OTHER ROOM"
there's not an obvious 4th tool to take so whatever
i don't know how my team makes an object of immense use into an omen
has anyone else just had a scout trigger for 0 reason?
because there was this 1 room in A3 and nearly everytime we went to it the scout would trigger in the other room even though no-one was near it
or 2 scouts
Well 7 enemies are cute.^^
what? a scout can just trigger for no reason?
Just kill them. Stealth should work against 7. Doubt they are on one spot
C-foam is quite handy if you know you've got alarm doors coming
you can clear the alarms before the mobs even break a door
The 4th can be whatever. Most of the time I like to go 1 mine, 1 foam 1 Sentry and 1 whatever.
Wasnt rly talking about E1. That loadout is for most other maps. E1 was a tracker, 2 sentries and a mine. On R2C1 we went 2 foam and 2 mines tbh
I think stealth is our main issue right now, 1 person can screw the entire pooch for everyone and it's hard to keep in check when that 1 person also half listens to advice
c1 is way easier with bio and turrets
R2C1 was not
this game is advertised as 1 of patience and listening
this moron thinks he can half ass his experience
yes it was
turrets were useless there
lolno
we never broke a sweat with 2 foam and 2 mines.
Mines in the right hand are prolly the strongest tool
Also the go-to tool for solo plays
I knew this as soon as i tried it out but it's honestly a hard tool to make use with in A1
well, the A-layer
mines are not good for waves like in a3
a2 you get trip mines so also pointless
or nearly
In A2 they are the best cause of the trap doors
i guess because the enemy design is basic in their attack patterns and mines are ideally better used when one has some finesse with it
In A3 they are good too for the last wave and the alarm (pre nerf though)
oh yes, mine launcher in A2 was boss on those security doors
combo'd with 2 sentries too
enemies never stood a chance
ok I'd like to see a mine launcher tool, that'd be hawt
as in, a mine shooter?
it'd be funner to use than "click on spot you would like it"
:3
datacenter could make for some cool new objectives
more things that make noise would be fun
R4 might be a continuation from R3, and probably is around the same length
would be interesting to see what is pulled out of the nFrame...
Seems like its gonna be around the same size as R3 so it will probably release not too long from now
it'll be a bit before R4 comes out. Keep in mind, summer vacations are starting and Sweden tends to take a bit longer ones
Oh yeah I forgot about that lol
Well it's nice that they updated the roadmap this early, didn't expect an update on R4 so soon
Devs will be on vacation?
pretty sure they said something about pushing R3 out before their vacation so they have time to troubleshoot any bugs for a bit before they go off
👀
correct.
should we expect an addition to R3 like r2? or is this the end?
based on roadmap r3 i assume this is it?
it could go either way
But I get the feeling R4 will be as short as R3
so a new enemy, new weapons, new map, but thats about it
and its basically guaranteed a bunch of levels that barely use the new tiles
R3 is all the expeditions that are made available
I think the warden restriction thing was just them testing the waters feature wise
thx
🤔 I think small short RD could revive (?) the community
nonono
not revive
keep attention?
(Lack of language)
🤪
I'd personally rather they focus a bit more on features than new rundowns
lol
🤪
2 levels with many bugs
kusa
Looks like Dauda picked up the objective and now Bishop is holding it somehow
Whole rundown is a single expedition where there are shadow scouts
and nothing else
Wait now the objective despawned

Now an unintended error alarm started and only is playing the alarm noise for the host
GTBUGO?
I think the levels might need a bit of testing before release, especially if many new features are implemented
With new features comes new bugs 
Fair point
Basically, 90% of lobbies were exploit spamming
Thats kind of why I want them to focus more on features
grass
So much so that spamming exploits is the only way to describe how awful it was
It's honnor to be apart of that small percentage that did it legit ;)
90% might be a bit high, but there was definitely a lot of non-legit
1 person goes down, everyone else runs to an exploit spot where they are invincible
R2D2 is enough for me
cause new rundowns tend to just make newer players aware of how much content they missed out on, so the value proposition is kind of fucked
🤪
I think if by the official 1.0 launch I'd like to see
Short rundown (5-7 levels): 2-3 weeks, depending on difficulty
Medium rundown (8-9 levels): 1 month
Large rundown (10+): 45 days
But that's probably asking too much for a small team. But if most/all major features are already developed and fleshed out, only maps really need to be made. Occasionally new equipment potentially
:thonk
Until they decide otherwise, the Rundown system is here to stay
rundowns are a core part of the game
ideally after a certain point there won't be a need to make new maps
oh
they will keep changing
I mean the numbers
If the tools they develop for map designed are more fleshed out, they could literally randomize levels
just keep reshuffling the huge pool of rooms to make interesting levels
That's the whole point of using a tile system, right?
Generate a level, then manually redesign it from there to suit expectations
did the 4x damage bug exist in previous rundowns?
It probably did
I hope so, because that would be hilarious
So they fix shotgun sentries but still don't fix how burst is garbo
nonono
they made it so both tools are fundamentally useless
see it's a buff to the burst
LOL
It only really got nerfed against large enemies
I mean, unlike the burst it actually kills things lmfao
if you thought burst sentry ran out of ammo quickly
enjoy the 2 seconds of full auto sentry ammo
XD
didn't the old gameplay video feature a full auto sentry?
let it burn for maximum dmg
actually, make it so it misses all its shots because the whole time it was trying to teamkill
To answer your previous question name with letters I can't pronounce, R3 is version 0.25, so R10 probably will be before 1.0 launch
i hope r4 is harder
🤔
I agree, I like brutal missions
r3 got beaten by a lot of people on the same day
well it technically might be since they'll vault the shotgun sentry
or yeah brutal difficulty
Less ammo
assuming they might
A level that pounds your behind lmao
Lol
new rundown should AT LEAST take a few days for the vets to beat
I don't think that's possible neon
but before they add that difficulty change I think the movement speed, attack speed and range increase that apparently does not exist needs to be addressed
If it's that hard, new players likely won't even clear half of it and really miss out on the experience
i hope theres a difficulty settings
A "hard mode" type setting would be better
E1 made people very good at the game.
E1 was a mistake lul
Amped enemy spawns, more hybrids, giants, scouts per zone, less ammo and tools
now everybody compares everything to E1
imagine waiting 2 months to play a game that u finish in a day
hahaha
and u have to wait another 2 months
pretty hard to balance rundowns since they need to make it decently hard for new players and murderously difficult so the vets have some fun too
😆
give it more health
wouldn't be good if they made it all easy, kinda takes the hardcore aspect away
if the final boss dies in 7 seconds, thats a bit anticlimatic lol
yeaaaaa
@mellow creek They have it on their roadmap.
isit possible to open the door to 393 before putting the baby?
if they made the game just a set of 8 e1 levels the game would shy away new casual players and you then lose an entire market
the biggest mistake of this rundown is to include 3 a1 levels instead of having more difficult lower tier levels
but it was more fun pre nerf
e1 is suppose to be hard
dying on d1 for being in the fog too long wasn't fun
it was hard, but not in a good way
Poppers just need to glow in fog the way hack crates do. Problem solved, honestly
R3 is perfect for new players but if they add a hard mode for veterans. It's a win-win for everyone.
would've been ok if the difficulty was the same, but it wasn't reliant on rng and long padded levels
E1 was too dependent on rng that either made it really easy, or too hard which isn't good balance
I mean we beat it even with near rock bottom RNG at the end
I think the error in D1 works really well
r3d1 will be hard if the boss activates the spores in the environment
But we are humans, nearly flawless performance should not be expected
instead of spawning it
the only shitty thing is the ridiculous spawns sometimes
I mean no matter how hard you try to make a hardcore game
there is gonna be a group of people that somehow beat it in a day
I haven't experience quite the same drastic difference in spawning pools of enemies
Like how R2C1 could have no enemies until the big hack door
Then play again and every room is infested and there's 3 scouts in the first room
I've experienced a lot less of that ridiculous RNG this Rundown
pre patch c1 was littered with scouts, pre patch c2 had a 3? scan in the fog, pre patch d1 had death from standing in the fog a little too long
surge doors seem to be an e1 level thing, at least for the time being
but they did bring back class alarms, so who knows
I don't recall ever going down to fog specifically
there was a certain door alarm colour b4 they nerfed it btw
I remember distinctly getting popped a lot though lmao
o.0 purple scan
The door at the end of D1 would be nice varient of the blood door where lots spawn.
called out...
Like a big horde the rushes you.
Yeah a huge swarm of strikers
That was fun. I usually have a HEL weapon so I get multi kills there

The little green scans?
rainbow scans: surge alarms except they are all giant strikers that naruto run at you
Those were weird. R1C1 and R1D1 seemed to have a lot of experimental scans
All the levels prior as well as C2 only had the splitting 4 red scans
Then suddenly big scans out of nowhere
Well, A1, B1, and B2 only had the 4 red scans. C1 has green security scans to open doors instead of a team scan, C2 was back to 4 red scans
Then D1 introduced the large red slow scans. It was just weird at the time. Now they're in pretty much every mission
the old terminal in prealpha looks legit
more incline to the rundown atmosphere of the game
instead of the green one right now
if you have 2 security scans open on D1 but only need to open 1 door does that matter if you dont do the other scan ? does it spawn twice as many mobs?
@atomic escarp
if the door has a alarm then the mobs will spawn for that alarm. you don't need to open both doors, you'll need to open the door that has the key card.
i wish i connected the idea of Class Error alarms with C1 before i used it
r2c2 rather
I was asking because when you start D1 its already spawning non stop waves , so if both were poped 389 -390 i was told they would spawn twice as many monsters per wave . considering we are already getting non stop waves as it is , if that increased the amount that spawn at once. it just didnt make sense to me considering its already non stop waves and i wanted to confirm it.
the wave the alarm spawn is mostly the same as per other alarms
its the insertion of the constant spawn of 4 sleepers+ 1 giant
every 45sec*mixed in
Alarm doors used to have their own individual spawn caps. Haven't tested if it's different now
okay makes sense
Simultaneously opening several alarm doors would cause massive waves
thanks for clarifying
But Zaero, it's fun to pull both doors at the same time 😫
If you do the teams scan for 390 then 89 cfoam guy can still be the second team scan and do the door at the same time
Yep
from #patch-notes
- Slight tweak on A3 ending waves (was unintentionally a bit too hard)
what is ludvig talking about here? Was A3 all that hard for you guys?
The last wave was a fairly big spike in difficulty compared to the others
Mostly bc it would spawn a significant amount of chargers
But it wasn't that difficult
Maybe more difficult than the devs imagined for A tho
it was a pretty big spike in difficulty between A3 and the other two
Ye
Damn dude we must have gotten the easy mode release Hunter
Where can I refund the game so I get the hard mode one instead?
A2 was the hardest A level imo
on the 1/3/5/6 test, 20 chargers spawn in a wave
@atomic escarp your A3 and my A3 seem to be very different
i had 0 spikey boys on A3 
the worst i had was a few hybrid boys sprinkled in
i wish there were chargers in A3, those guys are fun and scare the shit out of people who havent played rundown 1
There was not
I'm pretty sure in the case of charger being said it was meant as the Naruto striker bois
You guys have to understand warden is the biggest troll known in gtfo
So take everything with a grain of salt
you clearly have never known about ludvigs alt
It feels that they have been slower post patch
They don't seem much slower to me at all
That's from playing before this mornings patch and after
Or I just got better at kiting/dodging
The movement speed seems about the same. Maybe the attacks are delayed a tiny bit
I'd rather be able to do that than get combo'd out every single time.
Prepatch I got hit by 4 strikers and finished off by a shooter trying to get away
F
Shooters are hell to kite
I still can't balance running and hammering when I kite
which leads me to take more damage than needed
mm
Well
First B2 attempt
We got to the room with the mother and then proceeded to alert it and we all died
Same
That was my first time actually seeing the mother which was cool I guess
It didn't help that we were all at 15% bc we got infected
Yea most of us were low
infection was not that bad cause we got the turbine but the spitters in the rooms before the mother room still infected us a decent bit
We regretted using our repellers too early
If one can bring C-foam you can kill the mother even before it releases its children
And the other 3 have to not suck
lol
And I hit it with like 3/4 of my C-foam burst
But then it moved at the end and the rest missed it
I actually kinda want to try b2 again
Yea I kinda liked it
It's everything I hate all wrapped into one level
my friend did not like it
I'm a little ahead of my friend group, rn we're stuck on c1
But when we get there as a group
They'll all want to kill the devs for making B2
I mean I understand people finding it annoying
They're gonna lose their shit in D1
^
It has infection fog, spitters, spitters in infection fog, alarm doors in fog, mothers
Scouts in infection fog
the scout there is fun
Yea
Do you open both doors in the first area warden?
we meleed the scout tho
Big strikers in infection fog
you can mostly ignore those
It's fun to take those down tho
scout in fog is a great thing, as long as sleeper rng isn't too bad
often the scout is alone in the first room which is kinda pointless
If you want a challenge, just use 4 pistol/sniper only with 2 burst sentries max. On D1.
4 biotrackers
lmao
No the big guys in fog are not fun to take down
we killed like 3 of them and skipped the rest
I usually just flash it to make it glow
it gives me an excuse to yell "YEET"
and they have my volume up bc gtfo sounds are loud af
its the best
Yeah idk my friend was completely dedicated to beating R3 before we tried B2
And then we tried B2 and he was like maybe we do not have to beat the rundown
Bruh
I don't play harder levels cause I think I'm not good enough to carry my own weight
like C-D in R3
Plus R3B2 is fun
apart from the occasional scan looping from the fog then up the stairs again
i want to clear the entire rundown
same
i started like 10 days before R2 ended, and was upset bc i was way too much of a noob to even get past B levels
Yea I could have gotten farther in R2 if I played more
R1D1 was the best at scaring me the most
i think i'm gonna need a good group for b2 tho
cause when in the reactor sequence you fight shadows
I've done all 3 Rundowns legit ;))
Enough of me being an asshole beside, you'll for sure get there. There a skill cap you hit, and suddenly everything becomes a whole lot more manageable.
C1 was the scariest
The atomsphere after shutting down the reactor was just amazing (R1D1). Everything went dark and the music stopped.
that scream though
And you have to fight them IN PITCH BLACK DARKNESS
got me every time
jazz music cuts out
i missed out
R2D1 would have been so much more cooler and difficult cause of the fog.^^
Yep
Yea Idk I wish I would have played more in the previous rundowns
Like I have had the game since like halfway through R1 but I just did not play very much for some reason
any tips for completing b2? like tricks or something, or just a tip 😛
@coarse gate Try not to die.
suprisingly have been having more difficult with b1 than b2
always just run out of resources at the end and cant survive the final uplink/alarm
dying on the way back is probably a result of going too fast
the waves are tiny, kill them then go
for b1 the resources are adequate, though not plentiful for 4 players, especially tool. Only really enough for 2 sentries if you use them for everything
Honestly the time we beat B1 we had 3 shotgun sentries and one mine deployer and by the uplinks we had like around or a little bit under 50% in all of them
I think we just got lucky because even on previous attempts we had no where near that much by the time for the uplinks
I do not think we did anything special placement wise compared to the other ones
we did 2 sentrys 1 mine and a c foam
only used tools on the sentries
maybe used 1 on the mines
Was something changed about B2 in the patch?
it feels a lot more difficult than yesterday
A3 and D1
A bug was fixed on B2, A3 was changed and a chunk of D1 was fixed I believe
Yea B2 did not change at all I do not think
I mean atleast A3 is apparently easier now
It was already easy?
What's easy for you isn't always easy for everybody else
I'm not saying it was hard, but some maps need a little more balancing
So, with new people. It's always going to be hard for them. But for more intermediate and vet, it will be easy.
A1 to A2 is a huge leap
A2 is stupid xD
A2 and 3 are hard for beginners
New content is always going to bring in new players
What's easy for you isn't always easy for everybody elsee
So why make it impossible for people just starting out to get through the A's?
Bullpup reload feels unchanged, is that intentional?
2 is hard because of the first room
3 is hard because they introduce a new way to play this game
Wave 5 and 6 always had a rush of big strikers and hybrids
It's overwhelming for some
@hexed vapor it changed a lot compare to the testing version lol. You could make a tea or coffee and came back. It’s still reloading lol
I say 2 is hard cause the infection room that branches off the main objective room.
Down the Borehole.
Playing A2 makes me want to play R2D1 again
Bullpup reload feels unchanged, is that intentional?
@hexed vapor There have not been any changes to it since R3 release. If there was, it'd be in the patch notes
And people struggling with A2 makes me want to guide them through R2D1 as well since that's basically the hell version of this A2 lol
I don't remember if there was, could try listing fog turbines
@mossy yoke There was a vague note about "when the clip is put in"
Which I thought might affect bullpup
I don't believe there's a turbine in A2
I think that was just referring to sound effects and animations
are you talking about how the sounds match the animation / screen update?
That's how it's supposed to be now right?
For some weapons, notably the HEL weapons, the sounds were a bit desynced with the animations
I haven't tested them post update yet
Can the mother be killed in B2?
yes
I've tried emptying multiple mags in to her with a team and we couldn't kill her
are you meant to kill her before doing the blood door?
Yes
ye
Yea, but only one of them is large
The rest are small, and you still need to break more than one of them to kill
break all of it to kill it
You don't necessarily need to break all, but a majority will need to be broken
Yea
@glass sundial That's different
Although it does look like there were two separate sound updates.
dude I had the biggest spawn after opening door 390 on D1 rng was fucked
Once the door opens all zones within 390 are considered spawn options. So it will spawn further inside the zone sometimes
It happens, just need to work around it
yes
any tips for killing the boss?
If you shoot them while a scout's in the room and then spam crouch while spinning around with your hacking tool out something happens.
720 no scope or it doesn't work btw
true^
yes, interesting
"Fixed a bug where the Shotgun sentry got a damage multiplier boost equal to the number of players in the game." Does anyone understand if this is a nerf for 4 player teams or a buff to solo?
its just a nerf to 4 player teams
lmao its just a bug fix
You'd see a change when playing with more than 1 player. The more players the more damage the sentry did
so what's the general strategy for killing the B2 boss?
because we just kinda got stomped.
what's her aggro range like before we actually wake her up?
and how many times does she need to be damaged?
it seems like normal shots don't do much unless you hit her weird tumors.
she auto aggros if you kill smthn close to it but thats it
You can see that distance on the bio tracker
she glows and beats like a normal sleper so watch out for that
The range they detect movement, sprinting or walking, etc., is always 8 meters
No info on damage counts just shes really tanky so kill her quick
Her glow is more subtle than normal Sleepers though so be cautious
before she overwhelms you
shes just tanky as frick
like three - four hybrid bodyshots tanky
White hitmaker = no damage. You have to damage her wherever you get red markers, i.e the sacs on her back and sides
Oh so they still do some damage?
Basically just not worth it to shoot there
if you only get white hitmarkers shes basically twice as tanky
so aim for her tumors
as those are its crit points
Here's to hoping we get more midbosses like Crabzilla here
Is it worth it to start the fight by sneaking up and hammering her like you would a giant?
shell still be tanky but once you take off all or almost of her Tumors she should die
Depends Bola
We started the party by having 2 people set down turrets in the room
if your team has burst cannons and snipers or shotguns its better to start it that way
or mines
Burst cannons. Gross. Lol
Special weapons for Crabzilla, primaries for her kids
also to everyone complaining about the sentry dmg bug fix
The only secondary worth using on the kids is the combat shotgun
The sentry can still oneshot strikers so... oh well
Did you guys really Rely on Sentries That much
Is the SMG actually good in that fight? Seems like it might be best suited to killing her babies
actually AR is
My squad always runs 2 sentries
smg requires two shots per bb
Oh yeah for sure. High rate of fire, fast reload, large mag
but the asssault rifle takes em out in 1
Sounds better
Assault rifle is generally worse in all other scenarios though
^
I mean, it's not bad, it just lacks the reliability the SMG provides
I thought the SMG was generally considered to be pretty bad
Nah. In a tier list it easily grabs A or S tier
Huh. Maybe I am just bad then
God speed reload, good enough damage, very well rounded control when fired in bursts, massive ammo capacity
What about the Burst Cannon?
SMG best all around imo
The only weakness of the SMG: mid range+ combat
even when it had wonky recoil in R1
But let's be real, when do you fight at those ranges anyway?
Burst Cannon can 1burst giants from stealth in the back
It's basically the king of giant slaying. But that's about it
It feels so bad to use to hold doors for alarms and stuff though.
It's okay for hordes, but the burst is too rapid to change targets to other enemies
It's only good against lines of enemies
Even then, your shots tend to hit corpses
Like, the first one dies, then the rest of the burst hits that dead enemy. It's really best suited to kill giants
Other special weapons are a bit more versatile, but none can quite compete against giants
I prefer more versatile kits so I don't really like the cannon 
Welp my second B2 run also ended in the mother room






