#gtfo-spoiler-chat
1 messages · Page 174 of 1
were u all using combat shotguns, or was there a mix between combat and normal
cause that's basically what our group did to clear it, should've worked for u too
yea no we had all combat shotguns
Try running some of the normal shotguns too
Should bring up the damage and hopefully get the insta kill u were going for
Is your group full? @devout river
yea we play with 4 people
We do not have a set in stone group but whenever we play it is with 4 people
I see
I hate everything about B2
But I was going to offer help clearing it
Cause that's a bad level
eh it does not seem so bad
the area with lots of fog and spitters are kind of annoying
Yeah, that's what I hate about it
But unless there is some really annoying stuff after the mother room we could probably do it if we just deal with the mother
Hm.. this is in fact a spoiler chat
But imma not spoil
The only way the fog place would be annoying is if you have to run through it while an alarm is going off after you do the objective
Y'know
that final stretch of c1 was not what i was expecting
Also ominously saying that you are not going to spoil something after I asked if there was something annoying after the mother room scares me
do u wanna know whats ahead of mother room or nah
I want to but at the same time nah
I mean I have already had most of the rundown spoiled
I mean it was of my own will I went into the spoiler chat but still
i wont spoil but it isnt horrible
^
id say the worst of that level is bad rng in the beginning and bad spawns in the fog
Honestly it would have been much worse but we got with people who can somehow just run up to scouts and kill them
I do not understand that
I tried it once and everyone perished because of it
But as long as that mother is the only one in the level we should be fine probably
It probably looks like "running up to it and killing it," but that's not how it works.
so for c1 is it better to just have everyone scour for the pod at the end and just deal with the scout going off or attempting to stealth kill the scout and others defend the entrance to the final zone
Standing kills and sprint-aggravated kills both require the scout walk towards you, and you need to clear out stuff in the areas you want the scout to walk to.
also if your going to end up aggroing sleepers around you, you might as well just have someone take the shot
@dusky sluice Every time I've done it, I've either stealth killed the scout quickly or I or somebody else shot it.
Idk we were in the fog and he just walked up to it and killed it like it was a normal sleeper
Three people stay back and hold off the waves of enemies, one guy goes in and stealth kills scout
wasnt exactly expecting an error door at the end of the level
then find terminal as fast as possible
yeah
im glad alpha is back and the end zones are cool as well
It will be interesting to see if other levels return as well
The objective for D1 suggests we may return later on
||R1D1? HMMM||
R3D1
I mean, we just leave the objective and extract lol
It's likely we will return later in a future rundown
If you look at the HSU it says something like
DNA read/write enabled
Meaning leaving it there is for the machines to either analyze the DNA of the baby, or rewrite the DNA entirely
It the child's DNA is rewritten and we return later to retrieve it, it might end up being something a bit difficult to retrieve 
The objective for D1 suggests we may return later on
I would say more likely than not we will have to return for the child, it doesn't make much sense to just abandon it with a needle stuck inside it lol
error
Just noticed a stealth nerf of the birther...it used to cost like 18 c-foam blobs to freeze, now 12 blobs seems sufficient
Hell if you lucky enough you can stealth kill it without the need of Cfoam
Me and a group managed to fuck its shit up without it and it didn't even manage to spawn chubby sleepers
all you need is a healthy helping of semi shotgun and it'll be gone in seconds
imagine them spawning during waves or when you alert scouts 
Pls. No.
make mommy spawn other mommy like a babushka doll KEK
they nerf parkour in C1
"sad parkour noises"
I’m gonna put a little rant in here, it’s regarding the casual casualizing of GTFO. It’s not inherently bad but it’s a breakdown of a recent experience I’ve had and I’m wondering how we can “fix” the issue of having new players getting carried through missions by vets because by the time they get to certain parts of the game they have no idea how to do stuff themselves.
just like D1 and E1
No D1 and E1 were fine let me explain rq
Well, you cant rly stop that now can you. Those veterans are just morons if they are not teaching it correctly (I dont think they wanna). It is a player problem not a game problem. Something like that is hard to fix
its simply we dont have enough levels
So basically I played A3 recently with 3 people who only played this rundown and beat A1 and 2.
Whoever helped them beat it told them “to come here” every time he needed help and didn’t explain why.
They thought all security doors set off an alarm.
They thought you could only kill a scout with a sniper rifle or hel rifle so 2 of them carried either or.
Nobody wanted to “share” ammo, or tool refill or health.
When proposed that 2 bio trackers and a mine deployer might not be the best options for A3 since it’s mostly defense isn’t a good idea I was told I didn’t know what I was talking about and they needed the trackers to help clear rooms.
Like all relatively simple concepts were beyond these people and now that they’re at a slightly difficult mission and aren’t getting carried just complain about how difficult A3 is in their discord.
i think we need a tutorial video
There needs to be like a “Tutorial” for new Santonian personnel where they go through the basics of this game or something...
we need more filler introductory levels
That person that showed them how to play was not a veteran then. Probably just a cocky player thinking they know the game inside and out
if you want them to be good
I think a1 is a good introduction because it has a mix of everything. When I play with new guys I “act” like I don’t know the game either to see how they play. I offer tips to be more efficient but it’s about having them learn the game by themselves
had a R1 "vet" told me back damage its not real
we need more levels
i do need to tone down b-hop in C
because the new player still don';t know what b-hopping is
more C's and D's
Yeah what Alpha is saying. Just let them pllay and explain if they have questions. Best way for players to become better.
but sometimes you just wanna play an A or B tier because they are nice levels
alert the room and see how'll they do
I still don’t know what b-hopping is but it’s fine, different strokes for different folks.
And we don’t need more levels we just need one tutorial level that’s forced upon new players so that everything else doesn’t have to be toned back
When helping newbies the mentality shouldn’t be “do this and only this” but offer tips that they can experiment with
so newer people will hang out in the A's and B's and all the maniacs go to C's and D's
playing with other experienced players will make it way too easy
playing with newer people either means carrying or doing nothing
lock them inside then foam the door
captain you scary man lol
As if they would do that. R2 was already hard and gave us plenty of maps. I think most experienced players played A and B levels
while you deal with the scout horde
i'll train them 
LEL
Throwing them in the pool to learn how to swim tactic I see
the definition of carrying also really depends on how you look at it
intructions unclear using hell rifle for sick colateral montage
i could easily get people through R2 D tier by giving them advice on strategies we could use
does that mean i carried them?

or would you rather say, one of those expeditions where i end up last man standing multiple times is a carry
Let’s discuss
altho, in that case
no, he meant "put sentry here, put sentry there without explanation on why" type of carry
i do that
Yes
are you expecting me to just not try and let myself get killed
but

with details
I try to offer advice on where to not put sentries
you gotta die for the baby prisioners
WHY would WE place the sentry here?
"That's going to shoot us on scans, you should really move it."
"I think it's fine"
"Okay, but last time someone put one there I got shot several times doing scans"
i might ask that
Like “hey there’s an alarm door in this room, there only one way in so if we put sentries on the other side and seal it shut with a c-foam we shouldn’t have to worry to hard.
@glass sundial but that poetry
that's too big brain
That’s the type of person who’s going to call you toxic for saying I told you so
I just go with something like, "yeah that turret placement really is bad, next time it should be put somewhere else"
Calling their actions stupid, rather than them stupid for ignoring my advice

manipulating people to not dislike me at its finest
nah that where they hit you with "i play alpha and you wrong bye bye"
You put yourself at harm in the process though
no
I mean if they're going to suicide on their turret when they were told what was going to happen, there's not much else you can do for them
they allergic to cmd
just type stuff into it
delete system32
It even has a help menu
nah
commands too difficults
intructions unclear i typed reactor_startup on wave 9
they fixed that

you can't do that anymore
thank god
Thank christ
they even fix the brute force code
good times
Anyways moral of the story is that we need a tutorial level. I don’t want to have to endure the social contract of having to teach new players how to play the game or “offer helpful tips” every time I want to re-do A and B tiers in the run down.
it would be cool if they added like a mini tutorial rundown that you have to play before you enter the actual one
like some basic levels with basic objectives
Depending on rundown sizes, A tier should only be 1 or 2 levels, always
I just got home and installed potato mode so I can play with randoms but none are looking for levels I want to play
then play the levels you don't want to play
Also I don't think I can make guides until tomorrow
idk, these levels are all too linear
Unironically don’t bother making a tutorial video nobody watches them. Force them to play a tutorial
Always go one path and stick to it, no variation :/
well
if they don't know
they gonna look for it
like
if you want to eat
go to the kitchen
I hope they add more optional objectives. We already see extra cells in levels. Would be cool to see an optional path that has an alarm or two that leads to a generator that turns on more lights in a dark level.
No, it’s easier to come here and tell everyone that the game is to hard because they don’t understand basic concepts then to admit that what their doing is not conducive to winning
Something that rewards the risky optional path
we need more side rooms
As it stands now, this rundown is very very straighforward
I was surprised when I played b1 and b2
Not really much in the way of optional zones or anything
i mean its big ass hallway this rundown
Open everything in b1 and 1 extra room in b2
A1 straight line, A2 I guess you can pick the order? But either way you go everywhere
A3 same every time
B1 you can pick which terminal is first, but you still go to all zones
C1 is the only one which allows to adventure a bit. But even then not that much either.
B2 you can pick between a turbine or repellers, except everyone wants the turbine since you need it to return so you always go left, then straight line.
C1 you just follow a straight line again. There's a resource zone which is cool. It's like the only one in the entire rundown
But either path needed to take leads to the same thing
⬆️
Can you imagine if zone 20 was the error door, but 17 had something else?
Like a Class X alarm door or something
Instead of the same regardless of the required path
i wouldnt mined they mixed ||momma and the chargers|| in that level
D1 is the same way, run straight to the objective, collect missed resources, then go to the extract
Wouldn’t that bring up the “rng based” argument again like we saw in e1 though?
so if you go to 20 you get a ||boss fight|| and 17 a error door
The RNG problem of E1 was really just the massive difference in enemy count
nope
That's not really the same as the map playing differently from run to run
Ahh I see that makes sense
C1 is the most interesting level this rundown to me simply because all the others play in a straight line to extract, which is... too linear
Think back to R1B1. You literally had 3 paths to take, and only 1 of the doors was not optional
1 required zone aside from spawn, then the path was yours to take from there
Same for R1C2, there was of course the main path, but then 3 optional zones to choose from to finish the objective
It led to a much more diverse experience
Same with R2D1 and its cells. Deciding how to do this level
The only things that provide replay value for me are either difficulty or an immersive and versatile experience
That's why games like Minecraft and the like are so popular, it's always different and you can do anything
R2D1 aside from spitters being invisible in fog was a very well designed level
i take this rundown like a story campaign rather than a actual runwdown
Even then, that's just the design of an enemy, not the level itself
it had to be a little linear so we can experience some of the story progression
That's a good way to look at it. Unfortunately most campaigns have little replay value once you have already experienced it, aside from player created challenges
and thats where it lands sadly
hope they make R4 better
a more meaner and bigger R3
Optional zones, or difficulty. That's what makes levels more interesting in the current state of the game
Most objectives are pretty straight forward in the path to complete them, so I feel like ID collection missions are a bit more interesting overall
aaahh c2
Or something similar to D1, where you need to collect things around the map
So... collection missions in general really
They offer optional content, adding a lot of replay value
I am just happy that R3 it isnt so tedious like R2. Most maps were just annoying or boring.
Naturally, optional extra content is more work to create, but it really shows
I didn't personally like most of the B tier for R2, but the C tier+ was pretty good
Well, the devs proly work on new ideas for objectives and maybe other things to keep us occupied.
We'll just have to see
I should post my garbage map I drew in ms paint in 5 minutes onto the media page lol
c1 its a classic
It's so bad it saved into my memes folder 
hands down for me that was like the dust 2 of that rundown
But the whole point was to show a more intricately designed level than most of what we can play at the moment
post it i would love to see it
Where's watermelon.exe
Don't look at it, it's bad 
I had drawn a comparison picture to how the current map structure is but I guess I didn't save it
Nevermind I found it, it just saved elsewhere
I hope rundown 4's level design it a bit more intricate than 3's design. Level design is one of the most important aspects of a game, pretty close to sound design and gameplay mechanics
With the current state of the game I sure as hell am not doing optional content in a level. Lol
Even doing the bare minimum I generally leave with close to no ammo left if I get out at all
Fair point lol
But it's a fun thing to do if you finish the rundown, to try to clear the extra areas
one thing tho its that some rooms in this rundown are empty
like
its just a room to walk around
no boxes no that many thing filling the room
its just feels dead
i dont mind them reusing tiles and rooms but decorate them better to atleast, so it looks different
Anyone have tips for D1? My team and I keep getting overwhelmed once we get to z397
don't die
ez
Rush rush rush, the faster you go the more resources you'll have later
A c-foam launcher helps greatly, I've found. especially if you know how to trick the door
Thank you! We been going just all sentry def gonna play around with crown and mines
2 shotgun sentries are enough, and usually 1 mind and cFoam is a very, very powerful combination. The amount of utility you get is insane.
Anyone got any position tips for R3A3?
In the reactor door, or on the ramp in the kill tunnel?
Position in the tunnel. A lot of people like to defend the reactor room itself
2 sentries are enough to defend. Just dont really overuse your ammo early
bring something for the giants/hybrids too sniper
👆Burst cannon / HEL guns worked awesome for me while defending the tunnel in A3
In a team of 2 or more, you can open the bottom door in the first room and then camp that one ladder in the next room. You can line up sentries along their path.
@weak anvil In the tunnel, defend on only one side of the upper level, it funnels all of them to one staircase
2 Sentries and combined firepower make it ezpz for A3
You can also defend the long hallway, I'd recommend not standing in the middle but picking one of the elevated sides^^
Allows you to line them up better while also being able to take cover behind stairs
HEL gun is a good pick when defending the hallway
Thanks for the feedback 😄
Is the HEL Rifle good for dealing with Giants?
No.
i would use burst cannon
sniper/burst canon
Really? I've been using the Sniper.
I'll try burst then
it 2 charges them
2 charges front of body
It 1 charges back
Sniper also generally speaking 2 shots to front of body, and 1 shots to back of head
I can't wait to actually share strategy for the levels when people ask
lol
The pump shotguns are good on giants too if you have the space to approach
One shot to stumble and the second to the occiput and it dies.
Or one to stumble and 2 in the back
Just confirmed that the new spawner type enemy in B2's weak point are the pulsating growths on its 'back'.
Burst cannon does nasty damage to it, btw.
i also believe it to be random values of 5-15 for health regained and like 4-12 for infection
lolwhat
how did that sentry bug happen
does anyone have a good picture of the mother from its face side?
cool
fair
Cursed
best way to take out the first boss in b2?
Wait there's a 2nd boss in B2?!?!?!
shoot the babies
there's only one in b2
That I know of
The best method my team has is to bait it into spawning its wave of fucks and then kill all of those, and then bum rush it with the whole team and make sure someone carries the fog turbine so you dont go blind.
Cause it can't really do anything while on cooldown from spawning a wave.
Besides run around and barf fog
It's actually not that hard to make it corner itself lol
My method is while its sleeping is to unload every thing on it simultaneously
Full charge hammer it then gun go brr
Well that usually immediately follows the bum rush
I have heard that if you get a whole team with heavy weapons behind it and just dump HARD it can die before it spawns anything
I've not done that nor have i seen it done however.,
we tried it (kill it before it spawns something) and it worked, everybody went behind the momma ready to shoot tumours, one guy with burst cannon shooting the pulsing stuff on her back + one guy positioned himself with HEL gun being able to penetrate the tumours...she went down super quickly
What were the other two running?
I had normal shotgun and the other guy combat shotgun
Did you also place sentries to make it overkill
Thanks for the confirmation though
nah, we wanted to see if we can delete her just with brrrr brrrr force
Shame jk
Im sorry
I did specify to make it overkill
also tried to literally make a circle of mines around her, that one backfired so hard though
Lol
lets say my body parts could be found at the spawn point of B2 lol
Oof
is it better to do both scan doors back to back for b2
yeah, the scan door to the left
and the scan door to the right
yeah
Isn't it the one on the right with the keycard and the left has a fog turbine?
Oh my bad
It was one has res and the other has a turbine.
My mistake.
Been a bit since I've played b2
IIRC the right one will also have far more resources.
IIRC the run my team beat b2 with went to 507 and skipped on 508.
we nabbed the fog turbine and went straight to the next mandatory door immediately after and basically didnt bother with a single side room
We avoided side rooms so much we actually dodged the scout, and he got set off while we were running to extraction

what comes after you kill the boss? i never made it past that part
Its not to rough
Let the power of Lordvig in our hearts revive this chat and let it live freely without any contraints!
Nani the hecci
came for emotional support oz
Blender, you're a legend. You stopped my self pity.
your efforts arent in vain
There's no such thing as bad exposure
New leaked rundown 4: ||The Warden does face reveal owo||
Rundown 5: Plastic ||surgery||
thought it was gonna say love. -1
Weird shit has been going on in this server since the update
hmmm
Does that include my sanity by any chance?
Depends on the situation
How many members are in the discord now
Exposure to nuclear waste is bad exposure
Almost 200k
wow its grown
she got thicc
it went from 186k to almost 200k in a week
i feel bad for the folks who just missed the gem that was r2
I feel bad not using R1 MG
I didn't finish E1 
also sorry if i make stupid spelling mistakes. just got back from an... interesting night if yknow what i mean
With this Rundown, it's pulled in more people.
Iz foine
also sorry if i make stupid spelling mistakes. just got back from an... interesting night if yknow what i mean
@lilac jackal
Care to explain? :P
When the rundown dropped some "hardcore" players complained it was too easy
like bruh
This Rundown is hard for new players but easy for vets.
Devs are working hard
it involved watching 1990s french canadian television shows. the rest is QUESTIONABLY within the rules
who
It's a horrible balence. However, I strongly believe once they got the difficulty right. They will give us Vets the mode we all want.
where
thats why you play with a group
smh
like at least ASK before you spoil
yea im not going to watch the trailer or look at any leaks for R4
3 weeks isnt passed is it?
as tempting as it will be
Restrictions will be lifted in the 25th
As soon as R4 Ludvig leaks come out. I'm reframing from GTFO untill I play the rundown and finish it. I actually want to expirencece it.
yea I want it to be a surprise
ngl im a fake fan, didnt watch r3 trailer by accident
The trailer ruined it for me for R3 really.
why?
Yea it spoiled to much for me but i get why they need to draw attention
It'd be nice if they didn't include the mother in the trailers
so im just not going to watch it
except the chargers coming back
i thought they did a tasteful job with the mother in the trailer. i dont remember them showing any shots close enough to get a good look at her
In R4 its possible we'll get more audio logs
we shall pray
More than 2 at least
we definitely will
i loved the audio logs when my team wasnt pushy
If you're going to make a teaser trailer/gameplay trailer. It's got to be in a way to tease the weapons and still have surprise. If they only use like 1 or 2 new guns. And just had another you can see but not shot or anything like the burst cannon was in second, also just having the mother scream would have very much kept the surprise a lot more fresh.
i actually think i would have liked it better to just hear the scream, guess i just dont remember much from it
its just him pissing his pants
Dude, the whole community would have been shaken up by seeing babies for the first time and not in the trailers.
ok real talk folks. can we make a gtfo version of that shitty fortnite kid song p l s
Children will be traumatized
i was just listening to it (dont ask why) and i feel like we could translate it so easily
If they even see a single striker
I would have never suspected it, I really like the the fact that the new monster was screaming and nothing else. Like it made you be curious. When they teased the babies, I bloody new it was birthed from the mother in the trailer.
Creating the mystery around the new enemy will make of a better reveal rather than showing it outright from the trailers
And will get players theorizing on what it does like when the new weapons were teased by lord
Ludvig leaks is a really nice tease. It think it's done right.
Yea
Ok I am wondering if this is going to make a comeback. https://imgur.com/a/HivEh7z
Because thats freaky as hell
I want my fucking alien game :(
facts
GTFO is the alien game we needed and deserved.
Like that's how I found out about the game, it was when I was searching for the a new alien game.
lol, nice
there is a bunch of ppl played the E3 version
Apparently, they’re not aliens technically
at Gamecon or something
I think a few are still here?
Earliest I played was the alpha.
I still have unused alpha invites in my steam inventory lol.
Lol, same
i really liked the idea of the first iteration of the biotracker
shows you a rough outline of the room infront of you and likely the inhabitants
IIRC that still exists within the game available to the devs.
But it isn't implemented into the game proper
idk i really liked the idea of that mechanic
probably
the camera that showed the outline of the room infront of you
its called the Mapper and you could see it equipped in inventory in a pre-alpha gameplay video
the bio tracker then was referred to as the enemy scanner
We've been on boot for a while now tryna figure out how to do this terminal stuff xD
well aside from the HELP and COMMANDS commands, there are also numerous online tutorials for them.
It takes a bit to learn but becomes second nature pretty quick
alright
@dry hazel I can dm you if u want on how to use the terminal
How to solo the extraction poinnt on R3A2?
I recommend alot of mines. Or alot of kiting when doing with other tools.
If you have mines laced up you should have to worry too long. Extraction is long and you will be fighting in fog at the end. You can hold on the left side of the scan and the will funnel pretty and you shouldn’t have to kite
I had four mines, they killed maybe 8 or something, two got set off by a single sleepers
Not sure how well i can kite at all when the whole map is fogged to the ceiling
Do birtha take damage from mines?
i saw someone kill birtha with 9 mines blow up at the same time
but if 9 mines place out and she ran through them
she didn't die
Ok I am wondering if this is going to make a comeback. https://imgur.com/a/HivEh7z
yo wtf is this
but when was it here
nope
wheere
didn't appear yet
R4?
it could
it'll take a couple of months imo
they made the rundown when they're testing the previous rundown
well
this one could last about a month or so
small rundown
last one it's a huge one
the first rundown they take 1 month break
r3 is neither small or big
its only 3 maps shorter than r2. but i guess r2 was way harder
how do you know is 8 maps
it will most probably not that hard
how do you know is 8 maps
follwong ur line
1-> 6
3->7
2 was out of league in difficulty so dont count it lol
but r 3 is way ezier than r2
well a lot of the maps has a lot of reused tiles and places so they done those maps real quick only A1 and D1 seem crafted
well thats true too
so im with alpha probably a month
hmmmm
they can push development faster with those reuse asset
month and half before they put the next one
yea i think so too
they have bug tester testing the map like
a month early or so
to minimize all the cheese
and bug fixes + balancing new equipment
i dont think its for cheese but for the map to be actually functional
ye
like how i fell 3 times in E1 last rundown
you could say
wink**wink
when the gtfo roadmap said
when level design + testing are initially
c2 made me lose brain cells
they're already tested A B C
they're already tested A B C
@mortal granite R4?
?roadmap
when the gtfo roadmap said: level design + testing are initially
then it's mean they could have tested a b c when the yellow tick at A
unity LTS
NO MORE MOONWALKING
oohh LTS(long term support)
Played D1 yesterday and noticed that the new shotgun sentry is about as useful in combat as a biotracker. Looks like mines is the way it has to be
Was it the same bug that made it do more damage for each shotgun sentry the team had?
SS gets fixed
ye
Community: is this useless
but MOM i cannot heavily depend on my sentries anymore
Burst sentry: MOM SAID IT'S MY TIME TO PLAY
i just wanted free scans and security door
Burst sentry its still my main sentry and my baby
Yea I agree I thought the shotgun sentry was op now it hits like a wet paper bag. But I’ve always loved my mines it’s good to see them be the dominant tool again
pfff shotgun sentries are fine now
theyre still king
ammo efficient, chokepoint killer
I'm probably going to use burst more now xD
are you using in it like a shotgun sentry?
because then its obviously gonna be like that
people grab burst sentry and use it like a shotgun one and then they call it trash
burst sentry its ok, but its not on par with every other tool
No matter how you use it, it misses half of its shots and barely kills anything at range.
It wastes too much ammo.
i can agree with the ammo part
How the devs haven't buffed it yet blows my mind
It misses a lot of shots.
yep but thats because of the "unintetional buffs" toi enemy speed
in r2 burst was a little more capable
the efective range of the burst sentry its 13 meters
after that its just goes to hell
ive been playing burst for 25hours now
its not super bad
The main issue is that despite scanning targets quickly, it still misses a lot of hits for no reason.
but you gotta babysit it a lot
its just the firing speed
shotgun sentry waits a second before shooting
burst just pukes bullets
naruto runners and enemies that move sideways are the bane of a burst sentry
and because of the speed its just makes it worst
That's what I'm saying
r2 burst sentry was better
Just buff the accuracy and rate of fire
If its gonna use a ton of ammo, at least make it super accurate as well
lower rate of fire will fix most of the burst sentry issues
it doesnt need to be a sniper a kill everything at 40meters
that would be too broken
by just lowering the rate of fire, it will fix the ammo consumption and accuracy problems
sentries in general are bad at tracking
since right now the tool refill to ammo consumption its just not worth it
burst sentry still top tier while holding a point with the squad acting as fifth man while you reload, it makes me cringe when i see people putting burst sentries behind doors
Is it a bug or a D1 chip, spawn 2 large each wave immediately?)
No it’s not a bug it’s a feature
3 man team trying A3. Setup suggestions?
Really though?
We take carbine
I found pump shotgun good too for biggies
We die on wave five every time (2 shotgun sentry + cfoam launcher)
Any recommendations for placement or anything?
Somebody? 😔
Anybody? 😢
DMR is really suited for A3 because if the range. It's super underestimated.
Camping the ladder at spawn is an OP setup and trivializes the whole level
Just keep right door closed and bottom door open, ez win
Yeah, shotgun is ideal but there are some good spots for burst.
Wait they run to the other door if we close one?
They'll go thru the open door if the other one is closed
Welp. 😅
Unsure how well it works post-shotgun sentry nerf, but it should be fine
Just bring pumps / snipers
Pumps camp ladder, snipers take out big strikers
Okie
Use w/e for primary to take out regulars
😁
Be aware that enemies sometimes don't give a single fuck and break multiple doors instead of going through an open door
My A3 solo for example, they actually ended up going through the closed door instead of the open bottom door
If you stand on the far left, they'll break to door
They'll never break it if you stand in the middle
left changes depending on what way you're facing
I was on the side that has the bottom door
Yet they still took the other one
A longer path with more resistance
@slender fossil thanks for posting the music for r3
Sorry, unable to find a tag named infection.
😦
everyone was laughing how burst sentry misses shots
shotgun sentry failed to kill a (sleeping) crawler when i placed it 3m away from its ass
kek
i mean it's a 1.5x mult for sentries not 2x but that's friggin ridiculous
Lol
Spoiler: What each syringe does: ||The red one gives you health, but also infection, the yellow/green one buffs your hammer for short time, also gives you infection.||
shotgun sentry failed to kill a (sleeping) crawler when i placed it 3m away from its ass
True though
Both sentries miss a ton of shots, and end up hitting the players with those shots instead 🙂
The real target is the prisoners
Hands down i think C1 is the best level of this rundown
I think so too
So satisfying overall, difficulty, enemies, longevity, objectives and optional rooms
Double alarmed doors on C1 is fun
I wouldn't be surprised if the devs programed sentries to aim at players
why do we resusitate a baby
To throw it into a computer Matrix style
So basically like jumpstarting a car in where you use electricity on the heart for it to involuntarily beat? ||Maybe I'm a big dumb||
I imagine because it is in stasis that means the brain is no longer active but similarly it has neither decayed due to oxygen deprivation
Hence it's more or less just the process of waking it up, as I imagine normal CPR probably won't work considering the brain itself was likely deactivated in the freezing process in addition to neurotransmitters, etc the whole body is essentially stopped.. I imagine its just some fancy scfi way of actually getting the Nervous System itself to restart so the heart itself can go back into rythmn and the body can come back online in it's entirety
and then the pressure chamber needs to be properly unsealed for whatever reason, I mean baby fragile, just unfrozen, probs safer then just smackin a hole in it
Punch a hole in the Baby HSU will make for an easy expedition
The amount of enemy that spawn on the first alarm door in D1
Yes
Does anyone have a more or less confirmed version of the enemy behavior changes in r3?
I know they move faster and they seem to have longer reach, but idk if they wake up easier or other stuff
I believe the attack range is bugged, as in it goes twice as long as it should
attack range bugged, can hit you up to 2x its normal range for some reason
theyve evolved
movement and attack speed is faster than it should be
doc confirmed that one
as a bug
shut
up
rude
and shadow chargers
and i want them now
I've been saying that for awhile :)
as in R4 now
and i want normal sleeping shadows
I want r2 back 😭
I want big chargers
It would be really cool
as well as a shadow variant of everything besides the mother
I hope they add the Father or smthn
as a giant striker boss
but with more to it
instead of just "big stronk"
I love the mother
in terms of enemy
Is there a channel for "known bug issues" ?
So only speed and range has been confirmed by 10C?
thanks im blind
It hasn't been updated for anything new this rundown, but it exists
ahh
yeah wanted to hop on and check, enemies felt weird and sentries largely useless
yup yup
strafing is harder too
just cause their range and speed
also, waking up a shooter while it is looking at you
the shooter will immediately shoot
with no delay
that isnt normal
it usually waits a second
Sentries have been adjusted to their proper level of damage now
we need more stealth enemies and more charger representation
D1 need a reduction in the number of enemy during Alarm door
Bruh
D1 is fine to be honest
Its fine
Agreed
It's the last level it's meant to be challenging
D1 is the only challenging level in this rundown
It was more fun with the 2x mother glitch
Try 3 you casual
lol
i wouldnt mind
sounds fun
they need surge alarms back too in later levels
i miss them
Sentries have been adjusted to their proper level of damage now
@mighty pond I love how people get hung up on "proper" or "intended", the game was balanced with the previous sentry damage and now it's been nerfed, that's all there is
You can still agree or disagree with the nerf, being intended or not is irrelevant
It's not a nerf though?
They were fixed lol
And the game isn't any harder to complete with the "nerf" as it currently stands to begin with
A patch occurs and something is less powerful=nerf
It's still just as good, the only thing that's been changed is the effective range really.
And yes, it should be harder to complete if you run shotgun sentries at all, how harder is not easily quantifiable
i would just lower the damage of the shotgun sentry = burst
The game was balanced around the damage numbers of what it should be doing. Not to mention y'all wanted a difficult game. The shotgun sentry has been overpowered for a while now and this patch was to fix the bug that caused it to be too powerful.
so they have to choose between the 2
hey doc
If you rely on SS that much....
Combining different tools > 4 turrets
question
TAKE IT AWAY DOC
Why? Because you don't have the tools to sustain them...
MAKE THEM USE C FOAM
...
Invisible scouts.
You can almost sustain 3 turrets, maybe if you also run bio as the 4th. But even then, they'll sit on 20-40% ammo at all times
2 turrets is the most you should have
@glass sundial The very same people who complain about the SS about its correct value numbers are the type of people who rely on the SS too much. That just means they are just not good players in my book if you relie on the SS that much.
I think reverting the previous shotgun sentry nerfs would be justified since they only occurred due to them being overpowered, except their power was a bug
Like, restoring the back damage multiplier, since it was because they were too strong
Unless you speedrun fast and furious like, then all sentries 
but
bio is actually really good
same with mines
if you arent a potato
and you have someone that actually scans on the bio
It's shifted more to the mime meta.
All jokes aside yes, each of the tools are good
Legit, the SS is till good as before. It's effective range has decreased and that's really it.
I think people who can't place shotgun turrets properly should just use the burst sentry since it would actually do something
It will see more play now that shotgun is in it's proper place
Burst just needs faster targeting and more ammo, and it would be golden.
Burst that is
enemy just pass threw it like its was never there at all
I've already seen quite a few people opting for burst over shotgun as it is
burst needs more ammo and damge
damage*
nothing too big
but enough to make it relevant
or at least add more hallways that makes burst sentry > shotgun
I can see burst being very powerful at choke points.
cause most sentry areas have a good flank spot for shotgun sentry
If they all run straight with burst having some higher height.
the burst has horrid ammo consumption
the burst has horrid ammo consumption
That's the main reason why I don't take it.
i was duoing A1 when it came out and had 87% on the sentry during the first alarm door, and after about 30 seconds it went to ~3-0% ammo
after 1 wave of enemies, maybe two
while the shotgun could easily double that
It definitely does, I can't deny that. Doing B1 someone had a full one and it went from full to empty just doing one alarm sequence
how about single fire sentry
Sad times
no
burst cause a lot of ammo waste
i feel like they should make it full auto but add more ammo
4 burst and only 2 hit
also dont let it shoot dead enemies
how about single fire sentry
That would furfill the role of the SS.
i don't thing full auto gonna be a thing
the ammo will instantly get deleted
I feel like it will be a staggering type sentry.
well, they should add more ammo and damage to it still
it is supposed to be
but i have had better success just using 2 shotties instead
Imagine if the burst was proper, proper staggering type. The amount of flexibility on the team and the support it would provide would be nice.
full auto are just burst without delay
Shotgun used to be the doing 90 to possibly 120 or 150 damage. Now, it should consistently be 60.
ooo
have burst sentries actively hit heads
and have a bit of a better multiplier on it or something
that's another problem
because all sentry only go for the head
all of their shot
do they now
well, the tracking could be worked on with that
There's a spot on D1 at the end Alarm spot. It littrerly shows the ppwere of the burst sentry if used correctly, it took out 2 waves of enemies before they broke which SS can't do. It's really important for them to hit heads.
which alarm door
the last one?
the second one?
the warden door?
cause the last one
was easy peasy
with two SS
the last one is normal scan
last alarm
the one before that
the 6x big scan
with a split big for final
that one
that was uber easy
we didnt, I dont think
well
I dont think we even brought cfoam
i can just c foam that one door
we had 1 or two nades maybe
and the rest can scan
0 bullet used
0 hp lost
0 enemy got in
ANY sentry can do the job
tf does that mean
Burst just isn't worth it
yeah
and hit the ceiling instead
that's why single shot is better
If they don't buff, they might as well get rid of it.
burst always miss a couple
It's just not viable now
and shoots at ones not in range
its been like that for a while
bc MAH TURRET
i think if they remove SS
I think they're going to remove the SS for R4 and buff the burst to see how much needed and well of I suppose.
they will be force to use the burst
but rundown specific doesnt mean that they are going to 100% replace it
which we saw from R2 -> R3
Suggestion: add all my suggestions in gtfo-game-suggestions because they're all good, change my mind
MG should've had way less ammo capacity




