#gtfo-spoiler-chat

1 messages · Page 176 of 1

atomic escarp
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I wonder if it'll actually die in r4

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I thought it'd go after r2, but it stayed

mortal granite
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idk what "nerf" did it get

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because

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i used c foam launcher a lot

atomic escarp
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less damage to the rear of enemies

mortal granite
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that's normal

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i don't see any change

glass sundial
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Reduced range, reduced back multiplier 2x >1.5x

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In the update from R1 to R2

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Problem being it had 4x damage

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So it only went from 8x back damage to 6x back damage deepthought

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With the bug fixed and combined with the nerf, now it's down from 8x back damage in R1 to 1.5x in R3

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That's actually pretty significant. No wonder giants died in 2 shots lol

mortal granite
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i only see bug fixed

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the other one already in R2

knotty sphinx
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That does seem pretty broken

glass sundial
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It's still fine against normal Sleepers if you place it properly, but now they do not kill giants

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I think burst has 2x to the back of the head, shotgun does not

mortal granite
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i only see they killed giant a lot faster in R3

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but idk in R2

cinder imp
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In R2 they killed giants hella quick

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only 2 shots from the back

glass sundial
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In R1/R2 they destroyed giants. Like in R2D2, turrets would usually solo the giants

mortal granite
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i think it's because i used mines + bio a lot

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so i don't really care about sentry

glass sundial
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I never run sentry

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It's a very boring tool

cinder imp
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thats how you would roflstomp d2

glass sundial
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Hold E

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Mines are also hold E, but you have to think more about placement

mortal granite
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why

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with how buggy is it

glass sundial
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Well, you don't have to.. but when you do they dunk on waves

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I still need to make my hyper optimal mine placement guide for you guys

mortal granite
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i want to see that

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so i can understand what wrong with the mine

glass sundial
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I should be off work my next shift so I can train some people on god tier mine placement logic wiggle

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Bugs will be bugs. But the usual mine bugs only happen on doors

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Everyone knows about mines on doors, I can show how to place them properly throughout the environment, not just doors

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That's the part people usually screw up

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They get like 1 kill per mine

mortal granite
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if you're not placing it on doors

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you get 1 per mine

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that's not very optimal

glass sundial
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Not with my placement strategy ASCENDED

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Typically gets multikills, unless there's only 1 at all

mortal granite
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i used it at landmines

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and everyone is pissing off

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like i used burst sentry over shotgun sentry

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or bio + sniper

glass sundial
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I'll show you the way of the mine deployer later thinkingeggplant

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My favorite tool is bio. I played bio so well with randoms that when we ran again without it, they asked for it back

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I've never had randoms ask someone to run bio

mortal granite
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well

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bio is

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HOLDING LEFT CLICK

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nice gameplay

knotty sphinx
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They usually always ask when I ran it for a bit

glass sundial
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For beginners, yes

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Good bios give info about what isn't pinged too

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"I missed 3 or 4, they're to the right of the pinged enemies"

mortal granite
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you can say

knotty sphinx
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Some people just don't listen after they ask you about what's what either though

mortal granite
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i missed a few

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it's fine

glass sundial
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"Group of 4 on the left, 1 far in the middle, 2 right"

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This tells them the middle and right is safe/easy, left could be iffy

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Basic info makes a big difference compared to blindly picking a path

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"This entrance is crowded, let's go in through the other door"

mortal granite
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this entrance is crowded

glass sundial
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I also usually tell people when the unpinged enemies are dead

mortal granite
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let's start blasting

glass sundial
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Lol that works too

mortal granite
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is there a scout?

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FUCK THE SCOUT

glass sundial
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Good bio info vs hold M1 bio is literally a different tool

mortal granite
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i got me sniper

glass sundial
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"I heard a ping effect from a scout, it's not on the tracker yet though"

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Bio should always have bio out if they're not fighting

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I just melee scouts

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Sniping is fun but I prefer secondaries better for small enemies

mortal granite
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i don't care anymore

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so

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having some stuff to shoot is fun

glass sundial
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Yeah when you get too good at the game, only the hammer matters

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Guns and tools are luxury

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Maybe if 3 go down start shooting. Maybe

mortal granite
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i can literally turn a boring game into a speedrun with a click of a button PirateSimon

glass sundial
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Wait we spawn with guns? ohgod

mortal granite
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the game already started?

glass sundial
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But 3 rooms are clear already

mortal granite
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SCANNING

vast parcel
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will waiting for ultimate mine guide ♿

tropic lava
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people here who have a decent strat for the early beginning (first door) on B2?
i'm trying that with a friend on duos but can't get past the first door consistently xD

queen dove
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Melee

mortal granite
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the beginning is blasting time

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if you're not good at melee

tropic lava
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only melee? xD

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my friend has the tendency to face tank the big striker

shy vessel
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Big strikers still scare me for melee

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I'm so afraid of the spin cycle

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> 40%

queen dove
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You can always dodge it

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By spamming the keyboard

shy vessel
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I mean, I'll melee them

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Doesn't stop me from being scared when im doing it

queen dove
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Jump sideways and ctrl

tropic lava
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well my friend dodges the attack, but not his player model so he eats always the hit

hard basin
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Having just watched the D1 speed run, they get far less enemies spawning before the baby is put into the machine.

We cannot get past the room before that one. There are three times as many enemies in our runs. Is D1 not working properly or something?

shy vessel
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RNG

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You're viewing a best case scenario most likely

hexed vapor
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Sleeping enemies or wave enemies?

queen dove
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Randomly spawns

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Both

hard basin
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I understand rng. But we did at least 20 runs of it on Saturday. We consistently had so many more enemies than that, every single time.

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Plus the enemy spawns seem completely random compared to the other levels.

hexed vapor
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@queen dove I don't believe so?

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Seems to be on a timer, exactly 4 small enemies and 1 titan

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@hard basin Which enemies?

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The wave enemies or the room enemies?

hard basin
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Wave enemies. They can appear anywhere at any time. I watched 3 sleepers spawn in front of me when opening a door. Turned around, there was a giant.

hexed vapor
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That's usually a result of players being spread out, so that's not particularly unusual.

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What do you mean by "more" enemies, though?

hard basin
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I understand that.

hexed vapor
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A speedrun is, by nature, going to deal with fewer waves since they're moving faster

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But you will still face the same sized waves

hard basin
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On their alarm sequences they just had less crap to deal with.

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I don’t know, maybe I’m just making a poor comparison.

hexed vapor
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Are you sure that's not just a result of their set up and individual skill at killing them faster?

hard basin
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We were putting 2 sentries and a mine on the door next to the second alarm. They would still break through, trigger the mine, and there would still be 10 sleepers and 2 hybrids that would get through, lol.

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Anyway. We’ll be trying again soon.

hexed vapor
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Uh, there's no hybrids on that alarm?

hard basin
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The increase in enemy movement and glitchiness is making it a very hard level.

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We got 3 or 4 every time.

hexed vapor
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Are you talking about the motion door?

hard basin
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The one you open with the key?

hexed vapor
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Because that's not an alarm

hard basin
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Yeah the blood door, sorry.

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Misremembered

hexed vapor
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Place a mine in-front of the door, opposite the door facing into it, on the metal door, and set up one sentry

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The first mine tends to miss a lot of the room enemies, so you can even spend extra as insurance

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There will always be 4 hybrids

hard basin
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We’ll try that.

hexed vapor
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Mines will not kill them

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You need to gun them

hard basin
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As I said, we’ll be trying again. They were our first attempts. The increase in difficult was expected, but it felt like it ramped way more than we expected.

hexed vapor
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Did you play R2?

hard basin
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The enemy movement was certainly more noticeable than on any other level

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Yeah, all of it

hexed vapor
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Interesting, R2D1 and R2D2 felt a bit harder to me

hard basin
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D2 certainly tested us, but that felt very doable after a few attempts. D1 was just time, not difficult at all.

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But D1 this time around has what feels like sleepers moving so fast in their new pair of jordans that they run straight through sentries as if they’re not there 🤔

hexed vapor
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The new flashlight used for bullpup rifle appears to have an 11m-12m range

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Burst cannon's new flashlight appears to be 15m

glass sundial
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A tip I have is that primaries are very effective at stunning hybrids to interrupt their barrage

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Then use your secondary to kill them after their attack is stopped. If too many attack at once, take cover

hexed vapor
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I suspect flashlights are 11m 14m 15m or 12m 15m 16m

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The simplest measures would be...
~5m
~10m
~12.5m
~15m
~17.5m
~20m

turbid cliff
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@hexed vapor bullpup range isn't same as helmet?

hexed vapor
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No

atomic escarp
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Bullpups's flashlight is vague af when in fairly lit rooms

craggy summit
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weird how the burst cannon's flashlight has the longest range, when it also happens to be the dimmest one

hexed vapor
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It's shorter than 20m flashlights

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Like Sniper

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Yah, I was expecting BC to be more of a 10m or 5m or 7.5m

patent light
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so this is my first rundown and i completed it but i was told r2e1 was actually satans level. is this true?

nocturne flax
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it was time consuming

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thats why people considered like that

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also heavily dependant on rng

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imagine playing a level for like an hour and half only to reacha 20 min section htat super heavy on rng

rigid drum
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That's e1

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It's so annoying

nocturne flax
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i like how theyre doing it now

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with the pacing

rigid drum
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Ye

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R2 was just time consuming

nocturne flax
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||loud first and quiet later||

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and the error ||in c1|| its good in r3

rigid drum
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||c2?||

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Best lvl of r2

nocturne flax
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nah

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triangulation was the best level

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d2 was a lot of fun too

rigid drum
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U must love uplinks

nocturne flax
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UPLINK_CONNECT

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UPLINK_VERIFY YES BABYYYY

rigid drum
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I had hard time on c1 and d2

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Because of my random teams

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On d2 people kept on getting lost

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C2 was fun and easy favourite lvl

turbid cliff
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c1>all R2

rigid drum
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It was too long

nocturne flax
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nah d2 was fine

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everything was so good in d2

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@turbid cliff i agree with that

rigid drum
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I'm always the odd one out :(

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My opinion always differ from others

nocturne flax
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i miss all r2

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it was so iconic

rigid drum
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I only missed c2

turbid cliff
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c1 wasn't really long, it only felt long cause you had rooms where you get stuck on scouts

rigid drum
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I skipped bed time for every lvl except c2

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Every game is me waiting for team to grab Loot while I stand there fully geared

hexed vapor
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Rest of R2 < C1 < pre-nerf dab

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R2 was the age of the scout.

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Can anyone give me info on up to how many scouts have been seen in A2's cell zones?

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I'm starting to think there might be a rather large number of low rolls

glass sundial
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It may not have been the best level, but the best designed level was D1 in R2

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The only problem was that spitters are not glowing through fog. That's it

hexed vapor
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I think the fog was a bad decision w/out a turbine

glass sundial
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If they fixed spitters to glow through fog like hack locks do, D1 would have been so much better

hexed vapor
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D1 was extremely well designed except for that massive issue

glass sundial
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You get more than enough fog repellers

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Also I believe the 10 scout zone was out of the fog

hexed vapor
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Doesn't matter

mortal granite
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use the fog repellers when you're at 10% hp

glass sundial
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So you could go there first

hexed vapor
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I don't think you understand D1's routing then...

mortal granite
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or breathing space

glass sundial
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I think the level would have been bumped to C tier if it had a turbine

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Would've been so easy

hexed vapor
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Going to 611 is both RNG and doesn't allow you to avoid doing 610 or 612 in fog

glass sundial
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I get the keys first route

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That was the typical route to take

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Scout room first was better though

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No fog

hexed vapor
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No, it's not better

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There's literally no benefit

glass sundial
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You can just bypass the scouts, now the fog is lower for the key zone

hexed vapor
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610 and 612 are of no practical difference with 2 cells

glass sundial
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Well if the cell spawns there lol, it switched between 611 and 613

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612 had breaks from the fog

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610 had 1; all the way at the end lol

hexed vapor
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All of the fogless spots are still fogless

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All of the head-high spots are still head-high

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611 never helps

glass sundial
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It's easier to climb on to things for air when it's a level lower

hexed vapor
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It's easier to climb on to things for air when it's a level lower
But this admits that it's poorly designed

glass sundial
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Still, 611 first = 614 open

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614 open = 4000 repellers

hexed vapor
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Because you're still sending one or two guys in to get 85% infection

glass sundial
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Full team with 3/4 use repellers is more than enough to clear one fog zone

hexed vapor
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Possibly, but then it's still RNG

glass sundial
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You only need the cell, so you can skip enemies

hexed vapor
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The fog zones weren't challenging

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They were a slog

glass sundial
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Really depends on the team you are with I guess :/

hexed vapor
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Half your team is bored out of their minds

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I have 20 D1 clears, the second cell was never fun or challenging

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It was an ammo sink that took too long to get through

glass sundial
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I think the biggest mistake in the level design for sure is that getting cell #2 is consistently the hardest part of the map

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The second biggest mistake is that the alarm door zones would switch which one has the key each game, and that they were substantially harder to get into or through

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613 was literally the second hardest zone in the game at the time, including E1

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Reward: may or may not have a cell

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611 was easy to get through as long as you just ignore the scouts, but the alarm would take place in the fog. Again, you have more than enough repellers but still, kinda rough design choice

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These factors lead to people rushing for the key

hexed vapor
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613 wasn't that hard?

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Maybe if scouts are a threat to you kek

glass sundial
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Up to 4 scouts, entire zone is a labyrinth of fog maze

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Tons of giants

hexed vapor
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Every scout was a low roll

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70% of the time you have 0-1 scouts

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You would just do 613 last

glass sundial
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I only had less than 2 once

hexed vapor
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I've been there quite a few times

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Your RNG sucks

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Most I ever saw was 3

glass sundial
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I guess so

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I had 2 in the central room where you go up the stairs and there's always giants

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One in the second room

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One in the room just after the central room, with that catwalk bridge

hexed vapor
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B, H, and I

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When you say two in the central room

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That's two rooms

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Was there one down the stairs and one upstairs, or both up/down?

glass sundial
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Both upstairs

hexed vapor
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Okay, both in H then

glass sundial
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Downstairs was relatively clear

hexed vapor
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That's G

glass sundial
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It was fun though, I love scouts. I also like how that zone was almost maze-like

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I hope we get more confusing zones in the future with weird tunnels

hexed vapor
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I put quite a bit of effort into memorizing it

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It was one of my favorite zones

glass sundial
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I can tell, I only really memorize room letters if I'm making strategy

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I don't even know half the zone numbers in R3 except for C1

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Not just because they're double digits probably that is why mostly because I really like that level

hexed vapor
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I don't know a lot of the areas for the time being, but replays help me reinforce that knowledge.

glass sundial
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I sure have E1 memorized Scout

hexed vapor
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Aye

glass sundial
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Fog zones and everything, the only rooms not memorized are 595B, 593N

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And both of those are the same tile

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I think it's used in Pathfinder?

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Well anyway, if they gave players more of an incentive to clear the alarm doors, provided extra repellers throughout 610/12 so you could get through them more consistently, and made poppers glow through the fog, D1 would have been uncontested the best designed level for rundowns to come

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The concept of "choose your own path" for a mission, awesome

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The key spawning in a random zone would have been a nice touch

hexed vapor
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@glass sundial 595F, you mean?

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Yah, it was 166A

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What is the maximum number of scouts you've ever encountered in 596, 598, 599, 586, 595, 594, and 593? I'm trying to perfect these numbers, since I have only some low numbers rn.

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@glass sundial Almost all of the scouts in E1 were low roll, so even after some 30-or-so attempts it's quite hard to pin down just how many scouts there can be.

glass sundial
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Let's see, I think there's a cap of 11?

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Not all the same run btw:
596: 1 scout
597: static 2 scouts
598: 1 scout
599: 1 scout
600: static 2 scouts
586: 3 scouts
595: static 1 scout, random room
594: static 1 scout, random room
593: static 1 scout, random room

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Ok so more like 13 max

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I've had them spawn in 598/599 on the same run, so one or the other is not related

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Had one in the terminal room, one in F, and one in E in a run (zone 586)

hexed vapor
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Mutli-zone mechanics almost certainly don't exist.

glass sundial
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Yeah I don't think they do

hexed vapor
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I gave up on that in R1B2

glass sundial
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Seems more like, the entire map has a ton of enemies, or the entire map has reduced enemies

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Whatever the spawn logic is, it seems map-wide

hexed vapor
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Not necessarily

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I believe it's per-zone.

glass sundial
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Whenever the spawns were bad the entire map would always be like that in my experience

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Bad like, 596A was infested, in and out of the fog, yet B also was infested with over 12

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The 597 would have the normal amount of enemies

hexed vapor
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Hmmm

glass sundial
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Except there were giants

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...

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598B would then have the usual scout + swarm

hexed vapor
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Might be worth investigating, but I'm quite skeptical.

glass sundial
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But 4 shadow giants anyway

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idk, that's how it seemed to go

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Never would get some lucky low spawn zones, it would always just be a map wide infestation, we'll have to experiment more

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It doesn't seem like that in R3 anymore though

hexed vapor
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595, 594, and 593 appear to be wrong in my experience. I have some trustworthy reports of 2 scouts in 595, with rumors of 3, and I've personally witnessed no scouts for the entire zone. 594 I've witnessed no scouts. 593 has been pretty impossible for me to check, but I've never managed to find more than 1 unfortunately fortunately.

glass sundial
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I want to show people how to efficiently place mines but also suck at editing clips and don't want to make a video for it thinkingdead

hexed vapor
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Make a reddit post and add clips to it, that's what I do

glass sundial
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Maybe there's not always at least one

hexed vapor
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Text is a much better format for a lot of guides

glass sundial
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It's pretty straight forward if you know how to place them, except on the surface it doesn't really immediately make sense

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Until your non-door mines start dropping 4-6 sleepers

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I think I'd be more interested in like a hands-on teaching in actual levels sort of thing

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Then just let the method spread by word of mouth and sharing with friends, etc.

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I figured it out by running R1C2 over and over trying to solo it

hexed vapor
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That's why you use short videos to supplement guides

glass sundial
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Got the first charger alarm door down to 6 mines and only 4 survivors

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idk how many spawn, but it's a lot more than 4

hexed vapor
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Probably ~20, maybe ~15

glass sundial
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Actually one of the times it was only 3 left. Their spawning pattern isn't really 100% the same every time

hexed vapor
#

It has a range, from my knowledge.

glass sundial
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Only 2 of the mines placed for that were "optimal" mines

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There weren't many other spots I'd mark as optimal placements, just generic placements

hexed vapor
#

Are you running them through it or placing them beforehand?

glass sundial
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Placing before hand

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I'd rather not drop mines while being chased, too risky

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I usually will though if I can shut a door

hexed vapor
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It gets them as they spawn, then?

glass sundial
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Nah, it's a bit hard to explain

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I can draw a kindergarten level picture with text probably and post it in media

hexed vapor
#

So you're running them through them but placing them beforehand?

glass sundial
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Yeah

hexed vapor
#

Okay

glass sundial
#

Or just sitting on scans while the mines clear out 90%

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There's usually only enough good spots from one spawn direction to clear one wave

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Never mind the drawing is so bad I can't even post it SleeperBonk

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Here I'll just drop into an expedition and show how I find good spots

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Actually the clip I posted in media already kinda shows the concept, though it's hard to explain it

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Basically, the idea is for them to be running generally straight, next to the mine. So when the front of the pack reaches it, the ones behind them haven't reached the laser yet but are still within the blast radius. So basically just that

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The problem is knowing just that is one thing. Knowing where they will come from, where they will run, and where you are and how all of that comes into play when determining optimal mine placements is... a lot more to think about

hexed vapor
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Interesting.

glass sundial
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If I hadn't been where I was in that case, probably only 3 would've died

hexed vapor
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@turbid cliff Just to put it in perspective when aggregating all of the levels on a full clear:
R1 scout range: 11-17
R2 scout range: 45-78
R3 scout range: 18-29

glass sundial
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It's very complex positioning of enemies, yourself, and the mines

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I like R2's scout range more Scout

hexed vapor
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I don't think it helps that you have relatively normal zones, and then you have 195, 268, 269, and 611

glass sundial
#

If there was some sort of "theater" mode for this game, I could get some brutal mine multikill clips from a safe perspective. The only way to show them properly would be to not have to worry about hp

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Yeah that's probably why it was so high

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But even if you ignore those and pretend they had 1 each, that's still 45-58

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Or am I doing the math on that wrong and it's 25-58

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I'm tired thinkingdead

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Regardless, there's significantly more scouts in R2 which was a lot more intense

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Difficult enemies with very brutal consequence for mishandling them makes the game not only more challenging but a lot scarier for newer players

mortal granite
#

?t syringe

fossil kernelBOT
#

Sorry, unable to find a tag named syringes.

mortal granite
#

?t syringe

fossil kernelBOT
#

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.||

turbid cliff
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nani

#

what's that

glass sundial
#

Spoiler tags in spoiler chat? Eww

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The hammer buff is enough to solo stealth kill a hybrid

hexed vapor
#

R2 removing scout zones entirely: 23-52
R2 counting scout zones as 1: 27-56

turbid cliff
#

scout counts overall in a rundown?

hexed vapor
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I got different numbers

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Yep

glass sundial
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R4 should be 30-80

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On the main path. Not counting side zones

hexed vapor
#

R1 scout range: 11-17
R2 scout range: 45-78
R3 scout range: 18-29
R2 removing scout zones entirely: 23-52
R2 counting scout zones as 1: 27-56

glass sundial
#

6 scout room pitch black with sleeping hybrids and a Crabzilla

hexed vapor
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Scout birther combo

glass sundial
#

Ouch

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Alert the room = wipe

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10/10 game design choice

hexed vapor
#

woooooooooooooooOOOOOOOOOOOOOOOOOOO grotesque churning sounds

glass sundial
#

Mother encounter in an E1 esque error alarm

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Muhahahahaha

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They should add my suggested enemies an no one can make me change my mind

hexed vapor
#

Since we got different numbers though, what were the ranges you used for the scout zones?

glass sundial
#

611 having 10, 268 having 4, 269 having 4, 195 having 6

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My numbers were with all having 1 instead of the current

hexed vapor
#

195: 5-7
268: 3
269: 4
611: 9-11

glass sundial
#

I might have remembered the scout counts wrong though

#

195 can have 7? Seemed like always 6 for me

hexed vapor
#

Some of them vary slightly. 195 and 611 were very rare to vary, you almost always got 6 or 10

glass sundial
#

Ah, I just didn't run them enough

#

Spent most of R2 helping people clear E1 and soloing it

#

And C1, loved that level

hexed vapor
#

Ah, how many D1 and D2 clears?

glass sundial
#

Not sure

#

I had a screenshot of my rundown somewhere

#

7 D1 clears, 6 D2 clears, 12 C1 clears, 9 E1 clears

#

11 C2 clears, even though I didn't like that level hardly at all. 4 were from pre-nerf version when I actually enjoyed it

hexed vapor
#

23 D1 clears, 15 D2 clears, 34 C1 clears, 21 C2 clears, 1 E1 clear

glass sundial
#

Yeah my hours don't match my clears at all lol

#

I spend a lot of my time messing around in solo play, experimenting, or playing levels that are too hard to beat

hexed vapor
#

I mean, they might, I have an obscene number.

#

Not sure how many in R2, specifically

glass sundial
#

Maybe, but a lot of people who barely break 200 hours have way more clears than me

hexed vapor
#

Hmmm, maybe, but I find they usually have almost entirely A and B tier clears.

#

(or are speedrunners)

glass sundial
#

Nearly 70 hours in the past 2 weeks (most of that being the end of R2) yet I haven't reached 5 clears on any of these levels, and most have like 2?

#

That's fair, most people didn't almost break double digits on E1

#

If I didn't have nonstop 12 hour work days 6 days a week, I would've easily cleared way more

knotty sphinx
#

A lot of people didn't like that map

glass sundial
#

On the last day I started farming E1 clears with randoms

#

Back to back 1 try clears with groups I've never played with

hexed vapor
#

I spent somewhere close to 800 hours on R2, I think

glass sundial
#

The reason it took so long to start doing that was mastering solo play on it

hexed vapor
#

Ah

glass sundial
#

Once you can solo it, carrying groups is a cake walk

hexed vapor
#

Damn, should have found your groups

glass sundial
#

Even without kiting

knotty sphinx
#

That's way longer than I even played the game.. I don't think that's accurate.

hexed vapor
#

I have like 30 attempts on that dumb ass level.

glass sundial
#

I just had a near flawless strategy by the end of it all

#

I'm just glad I managed to help a few people who otherwise probably would not have beaten it

#

Shame I couldn't help more

#

If there's another E tier in R5 or beyond I'll try to help the community out a bit more with it

hexed vapor
#

I suspect future E tiers will be a lot easier than R2E1

glass sundial
#

I hope it's more aligned with not relying so much on RNG for difficulty

knotty sphinx
#

I'd expect something a little more difficult, but that's just me

glass sundial
#

Sure, by the end I was able to clear even on brutal bad RNG, but the difference between a normal run and an RNG mess run was too large

hexed vapor
#

If they really aim to release an F tier someday, R2E1 was a bit too hard. I could see R2E1 being a bit more suited for it if 593 was cut out entirely.

glass sundial
#

If there weren't spitters and they always spawned behind you, it would be fine

#

The problems with 593 were almost all bugs, actually

knotty sphinx
#

If you had a good strategy and a group that actually followed the plan to a T. E1 was fairly easy

glass sundial
#

They would get stuck on the ladder, meaning you could NOT clear the back wave at all

#

They would respawn before the 8 could climb down

hexed vapor
#

593 is almost all of my wipes, thinks could get so bad in that zone.

glass sundial
#

So you had a nonstop trickle wave behind you

#

Then in 593 K, L, and M, the AI behaved like in R3

#

Run perfectly straight, always catch up, and almost always hit you regardless of your movement

hexed vapor
#

If you got lots of enemies early on, couldn't handle the error wave ramping, or had a scout in K, you could get so screwed

glass sundial
#

You could not dodge, you could not effectively kite without taking very specific routes

#

The whole double attack speed bug in R3? All of 593M was like that

#

That's the real reason teams kept wiping, they probably didn't realize that

#

Enough solo play and you learn the ins and outs, unfortunately, and I can say with confidence that most of the zone was bugged

#

It wasn't bad gameplay from the players, it was glitchy AI

#

Sometimes enemies would not detect sprinting, gunfire didn't always alert rooms for me

#

If those bugs were fixed, 593 would still be hard. But people wouldn't be going down constantly like they did

#

More proof of their bugged speed is that once you leave the zone and start running across the map, you can literally get to spawn and sit there waiting for over 30 seconds for them

#

But in 593 they are still attacking you even after jumping over objects and cutting corners

hexed vapor
#

Before I knew about the ladder, I didn't even really get why it was such a pain to get through the foggy bit

#

But that explained a lot of the problem

glass sundial
#

It was really just the ladder

hexed vapor
#

You can' just wait to kill the waves because they come one at a fucking time to annoy you

glass sundial
#

I found the solution, c-foam grenade the hall they come from before the ladder

#

Now they get stuck during the team scan until you reach 593 C awesome

#

The ladder bug was really frustrating for solo play, especially with the speed bug in the non-fog rooms

#

You had to kite in an area where they constantly hit you for over 3 minutes while they go down one by one

#

Basically had to eat an entire medkit to survive

#

TL;DR version of why E1 was hard, even with a solid strategy:

RNG MESS. BUGS.

There ya go SleeperBonk

#

Once you understand the bugs and how to counterplay them (cfoam so you can bypass the ladder bug), then have good enough shooting skills as a team (or ya know, just bring 4 machine guns gg reverse ez), it became much easier to clear

#

That cfoam in the tunnel... literally turned the RNG hell of 593 into really not mattering, since we weren't getting sandwiched anymore

knotty sphinx
#

Never used foam in any of our runs.. Still finished.

glass sundial
#

Then just blast the scout with the one guy who brings a shotgun, or just hammer it

#

Or just alert it and sit in the corner of K until the enemies are all dead

#

You don't need the foam there, but once I found out how effective it was, it became very vital to clearing consistently

#

You don't need a launcher, you can always find plenty of grenades

#

You only need 2 grenades in the map for how I cleared it. One for the final surge alarm, and one in that little hallway. The rest were luxury

knotty sphinx
#

You've explained a lot of things I haven't experienced personally.

#

But yeah, that one door for the final scan was foamed

glass sundial
#

And mines everywhere plankton_yes

mortal granite
#

so you used mines

glass sundial
#

3 defend from J/N while mine dude builds a fortress. Then when they're done, shoot out the last wave quickly and close/cfoam + start the surge

mortal granite
#

and not bio

glass sundial
#

I used bio, someone else would use mines while I support the other 2 defending for them to place mines

#

Mine placement doesn't matter much in that room

#

3 or 4 on the door to guarantee most of the initial wave dies, the rest can be scattered between the funnels on the left/right of the shipment crate

#

Or really anywhere, the idea is to kill the entire spawned wave in one big explosion, then while they respawn you clear the 2nd and 3rd scans easily

#

Then the shotgun guy carries HSU to extract while the 3 MGs stay on the left funnel and just gun them down until there's nothing left

#

Worked like a charm even with random groups awesome

obtuse surge
#

mg

glass sundial
#

I want it back, E1 showed how disgustingly good it was

obtuse surge
#

also

glass sundial
#

If a variant of it returns in R4, even if it's so nerfed you can't recognize it, I want it back lol

obtuse surge
#

fuck A1 and it's rng enemy spawns

glass sundial
#

Are they random?

obtuse surge
#

the first zone can have 2 enemies

#

or like 10

glass sundial
#

Oh yeah, that

#

Good old RNG

obtuse surge
#

the 2nd zone, if you get giants there'll be like no other enemies

#

if your second zone has nothing in the first room and no giants anywhere

#

that 2nd room is just fucked

#

rip solo speedruns

glass sundial
#

Well room spawns act kinda like this

obtuse surge
#

i managed to get a run where i pulled the 2nd alarm at 6:04

#

but then died because i didn't loot anything

#

and had no health

glass sundial
#

1: Small amount of enemies
2: Large amount of enemies
3: Moderate amount of enemies, includes giants
4: Giants only
5: Mostly giants, a few small ones
6: Scout + swarm
7: Scout + swarm + few giants

#

Very rare is Scout + only giants

knotty sphinx
#

That's such a small number of completions for E1

glass sundial
#

There might be more room spawn variants, but that is typically how they go, coming from a bio tracker main

hexed vapor
#

Zones also have to seem preferences for enemy density and size.

glass sundial
#

I can almost always guess if a room has giants, based on the white dots alone

#

plant had like 20, someone else had like 25

#

Compared to people who consistently clear with the same group of pros, yeah I don't have as many

#

5 of mine were with randoms, 2 were with the same group, 2 solo

knotty sphinx
#

Under 600 out of 2,250,000ish people

glass sundial
#

Ah, those clears

hexed vapor
#

I had 1 clear with a static. My statics never really got together again, and PuGs would fail miserably on a regular basis.

glass sundial
#

Also worth mentioning, those include repeat player clears

#

So by completing it several times, you contribute all of your clears to that number

knotty sphinx
#

So in total, that's very few people who actually cleared it

glass sundial
#

Considering many of the people who cleared it once cleared it many times, the number of individual players who cleared it.. less than 100, easily

#

It was not an easy level

#

Again if they add more E tier levels I'll be sure to help people more

#

I want people to be able to experience the whole game, you know?

knotty sphinx
#

I don't mind helping people.. But I get wrapped up in solo too

glass sundial
#

Solo is too fun wiggle

#

Also, I don't have to carry if it's just me

turbid cliff
#

2 mil people? where'd you take that number from

knotty sphinx
#

It's from the warden twitter feed

hexed vapor
#

I am nearly 1% of all D2 clears

knotty sphinx
#

the number of drops

glass sundial
#

I just roleplay as a new player when I'm with randoms and only actually play seriously if everyone goes down

turbid cliff
#

that counts total not unique

#

if you drop in with a full team twice into the same level, that's 8 "people"

glass sundial
#

I'm 1.2% of E1 clear plankton_yes

#

Next E1 I will try to be 10% of the clears

knotty sphinx
#

Playing solo sure helps you not go down with a full group most of the time

turbid cliff
#

🤔

glass sundial
#

I pretend like I just got lucky, "oh there were only a few left not counting the 15 others I killed"

knotty sphinx
#

lol

glass sundial
#

Get myself low HP to look like I'm struggling

#

I'm good at roleplay

knotty sphinx
#

I'm currently at B2 as far as solo completions go on R3

#

Not an easy map

turbid cliff
#

it's cancer

knotty sphinx
#

I like to go in order.. which is what slows me down.

glass sundial
#

I haven't really tried to solo clear this rundown yet

#

Just not a fan of most of the levels, though I have cleared B1

knotty sphinx
#

A3 was a pain

turbid cliff
#

i got 70 hours in solo but i've never tried to solo clear anything GWmemetownLULLLLLLLLLLL

#

ain't nobody got patience for that

glass sundial
#

A3 I can solo the first 3 waves untouched but die when hybrids take too long to kill and another wave joins them too quickly on wave 5

knotty sphinx
#

I usually got like 4 hybrids and around 4+ big guys on wave 5

glass sundial
#

Also have only tried to solo it when on a time crunch to head to work so I haven't had time to sit down and just play seriously

turbid cliff
#

how fun it would be if they added a practice mode with checkpoints, just repeat the last waves

knotty sphinx
#

RNG can be really cruel

glass sundial
#

C1 I died because my mine was placed too well

#

Optimal defense mines are not optimal extract mines

knotty sphinx
#

Haha

glass sundial
#

It was so perfect I died at max radius lol

knotty sphinx
#

I might try and do C1 before B2

glass sundial
#

C1 was fun to solo

#

I would've gotten away with it too if it weren't for god tier mine placements

#

Also, I don't know where they spawn for the alarm at the end

#

So idk which mines are even killing stuff

knotty sphinx
#

mm

glass sundial
#

I think a practice mode would be fun @turbid cliff

#

Then I can see even more how I dislike the burst cannon

hexed vapor
#

Do you actually not know how the spawn mechanics work?

#

They're pretty predictable solo, they only break with spread players

glass sundial
#

They didn't seem to follow them there

hexed vapor
#

Ah?

glass sundial
#

They should've blown up the mines I had died to

#

2 rooms away

#

They didn't use any of them

hexed vapor
#

Where were you?

glass sundial
#

I was rushing because I needed to go to work, so I didn't check which ones they actually died to

#

It was zone 20

#

They broke the door into 19B(?) but all the mines before it were unused

#

idk how they reached the door but not the other mines

#

Do they spawn in the back of 19A?

hexed vapor
#

Where were you stood?

glass sundial
#

If they spawned from the side instead of 18 that would explain that

#

I was in 20C most of the time

#

They didn't spawn in 20A

hexed vapor
#

19B is a spawn point

glass sundial
#

I know, because I cleared the scout and got the objective before seeing anything

#

I only encountered them as I ran through the broken door

hexed vapor
#

If they're spawning in 19A then they would be able to spawn anywhere in that room, although it's debatable where there are biases for the part of the room

glass sundial
#

I think they spawn under the catwalk section of 19A

#

That would be why they bypassed the mines in that room, I didn't place any there

#

Speaking of which, 19B had all the mines clear there

#

So they never came from zone 18 until the run to extract

#

Following the 2 rooms away rule, they should have for the first spawn. They didn't

#

I know terminal uplinks bypass the 2 rooms rule sometimes, like in R2C1

#

Maybe the error alarm also ignores that rule?

hexed vapor
#

Ah, first wave didn't spawn in 18A?

#

Uplinks do not ignore the rules

glass sundial
#

Nope, my mines were all still there

hexed vapor
#

they add a caveat

#

Uplinks only spawn enemies in the same zone the uplink

glass sundial
#

I guess that makes sense

hexed vapor
#

It's why they obey the rules sometimes but not always, and why the uplinks that appear not to have exceptions actually do.

glass sundial
#

By zone 205 being too small, they are forced to ignore the standard rule in favor of the new one

#

I think large rooms that are counted as separate subzones act like one room

#

i.e., zone 20

#

All of the rooms have no doors connecting them, it's just one large area

#

Meaning they spawn in 19B

hexed vapor
#

Don't think so? If you're in 20C, then 19B is the spawn

glass sundial
#

It's possible I just misremembered the mine placements I had near zone 18, but the one that killed me should've been set off since that was there to kill the entire first wave

#

meant 19A

hexed vapor
#

B1 duo+ strats involve pushing up one room out from the terminal to force spawns into another room in the zone, which isn't possible if they can spawn outside of the zone as well. I've done lots of tests on 166 to verify it in R2 too, mines are never used if places in 163.

glass sundial
#

Since 20A is considered the same room as 20C(and B) despite being a separate subzone, they do not spawn in 19B by the security door

hexed vapor
#

So you were getting spawns in 19A but never in 19B?

glass sundial
#

Never in 19B, otherwise they would have attacked me while getting the HSU

#

I had time to kill the scout, clear 19B of enemies (shotgunned the scout, alerting them), then locating and securing the hsu, then reaching the door from 19B into 19A

#

I only encountered enemies from the error alarm as I reached that door

#

Meaning they never could have spawned in B, or they would have attacked me at the HSU

hexed vapor
#

Are you sure your mines didn't just kill them?

#

It's only 4 at a time (maybe less, not sure)

glass sundial
#

I think it's 3, 5 if you activate both error doors

hexed vapor
#

Is it also possible you had too many mines, and killed them all before they could trigger most of them?

#

Or is it that the first ones they would have hit from 18 were the ones left over?

glass sundial
#

I had a lot of extra mines

#

I looted the entire map of tools

#

Most were in zone 14 though

#

Some in 18, several in 19 that weren't used somehow

hexed vapor
#

I think you might have just overestimated how many mines you'd use

#

Another possibility

glass sundial
#

Maybe, I could always try again and not use that god placement lol

#

That way it's not there on the way back

hexed vapor
#

The boundaries of the rooms might be what are slipping you up.

#

If you know the exact room, it's a bit easier to determine where the lines are drawn, but I forget 20's layout a bit

glass sundial
#

Basically you enter in A. To the left is B and a terminal. In front of you is a large open area with many shelves and HSUs. But there's no door connecting them

#

B goes around a corner, like zone 202A

#

Same tile, actually

hexed vapor
#

Same tile as 17A and 52C as well

glass sundial
#

I sadly don't have the exact letters and zones memorized, but I know that's in the scout section of R1B1 awesome

hexed vapor
#

Okay, I think that either A or B is a bit more expansive than would be easy to identify

glass sundial
#

I'm better at visual map memorizing than letters and numbers

hexed vapor
#

Is B a hole in the wall?

glass sundial
#

I unintentionally perfectly memorize entire layouts of rooms and maps without actually paying attention

#

I don't think so, that was zone 17

#

Zone 17 you walk in and a ladder is on the right, leading to a hole in the wall around a corner, said hole being on the left

hexed vapor
#

If B is the tile I think it is, I remember it being arranged in a very weird fashion.

glass sundial
#

20B is the same as the tile usually plays out. It's also 12G I think

#

Yeah, pretty sure that's right

hexed vapor
#

I'm just not sure what tiles A and C use

glass sundial
#

Same broken door down the ladder as well

#

I can't remember which they use. Usually just rush there

#

C seems similar to the other large square rooms in the map

#

A is very small. It might have a hole leading to C but I don't think so

#

Actually I had a recording, the part that I thought was B was actually still just A

#

In that case, I have no idea where 20B is

#

Or if it's a mistake and there isn't even a 20B

#

With the full footage, there does not appear to be a 20B. Unless 20B is just the same large room as C, meaning it's actually just 2 square rooms connected, making a massive room. I'll have to look for a sign next time

hexed vapor
#

Could you share your footage?

#

I take it A contains the terminal?

glass sundial
#

Correct

#

I'll send it to you

mortal granite
#

i found a possible dupe method

#

need further testing to report

mossy yoke
#

:/ nooooooo, not more dupe bugs

mortal granite
#

18 uses of tools PirateSimon

#

you created more bug D0c

#

successfully

craggy summit
#

We also found a dupe bug with regards to DC and reconnecting

#

on accident too lmao

#

disconnecting and reconnecting produces 2 bugs now, that dupe and 100%+ ammo

light totem
#

We ran into one last night with c-foam nades

#

Not sure how tho

atomic escarp
#

I feel like all of the dupe bugs are client-server latency things

#

I can't remember any dupe bugs doable by solo

violet sluice
#

@atomic escarp what?in game bugs?

#

what the bug

#

im dont bug-user

somber ocean
#

Is there an audio file with the R3C1 howl? The one when you open z15 or z18.

#

I love it, it's terrifying and gets me everytime

#

Sorry I didn't mean the audio logs, I wondered if someone managed to extract the specific shout to an audio file

nocturne flax
#

||hes refering to the scream after opening z_17 and z_20||

vale pecan
#

imagine

#

if you were a person

#

who thought that buffing the DMR would make it the same as the Revolver

light totem
#

@mortal granite ?

mortal granite
#

?

#

try buffing the dmr damage and see what happen

#

Revolver: 6/56 (100%)
DMR: 10/86 (100%)

#

lower ammo and buff damage

#

i could see it's the same gun but with different scope

hexed vapor
#

You assume DMR ammo wouldn't be nerfed

#

If damage were buffed, it could be balanced as a high-damage high-range weapon with low kill efficiency.

light totem
#

exactly

mortal granite
#

i just used your example Ray

#

lower ammo + damage buff

light totem
#

the thing is Primaries and Specials dont compete by nature

mortal granite
#

ye

vale pecan
#

yupp

mortal granite
#

but why would i

#

bring revolver

#

when i already used dmr

vale pecan
#

because its faster to shoot and reload?

#

than dmr

mortal granite
#

nope

vale pecan
#

and because they dont take up the same weapon slot?

hexed vapor
#

Because revolver is a special while other mains might be favorable

light totem
#

meant for closer range... where the DMR should be meant for precise fire at mid-long

vale pecan
#

yup

mortal granite
#

you can hipfire

hexed vapor
#

9 kills per ammo use, 25 damage per shot would deal 225 damage per ammo use.

mortal granite
#

just like with every other gun

vale pecan
#

they would prob nerf fire rate and ammo cap with the dmr if damage were buffed

light totem
#

but you dont have to... just like every other gun

mortal granite
#

so you would never use hipfire

#

interesting

light totem
#

me personally not really

#

if they are that close... just hammer

mortal granite
#

bullpup have laser hipfire

#

ye

#

just hammer

#

why even use the revolver

vale pecan
#

its midrange

#

fast

light totem
#

then thats your choice

vale pecan
#

and if you can aim

mortal granite
#

and have 6 bullets

vale pecan
#

its pretty decent for a secondary

#

id rather bring a combat/pump shottie than revolver

#

but thats cause my aim is bad

light totem
#

literally better pistol... but a special

mortal granite
#

ye

#

but you could kill scout with it

vale pecan
#

ok and

#

you can kill scout with sniper

#

shut

mortal granite
#

hel gun it's the same with revolver

vale pecan
#

what

#

no

mortal granite
#

back of the head

vale pecan
#

hel gun is just a better dmr

light totem
#

why dont the hel gun and revolver compete then?

vale pecan
#

^

light totem
#

they are both specials

mortal granite
#

and shit

vale pecan
#

thats

#

your opinion

hexed vapor
#

Because HEL's point is piercing. They also do compete, revolver is better in every way kek

vale pecan
#

what isnt an opinion

#

is that Burst Cannon sucks ass

#

thats just a fact

light totem
#

they serve their own purpose... just like the dmr for long range as a primary

mortal granite
#

that's also an opinion

hexed vapor
#

Burst cannon needs a range reduction and damage buff

#

to be viable

#

It serves no purpose rn

vale pecan
#

it needs to be able to full charge giants from front to be viable

#

sniper is just

#

better

light totem
#

^

vale pecan
#

it has a bit less ammo

#

but a lot more range and utility

light totem
#

facts

mortal granite
#

sniper need 3 shots to kill giant

hexed vapor
#

Even if it only almost kills titan strikers, burst cannon would best strong, because main weapons could finish the job.

#

No?

vale pecan
#

1-2 shot

mortal granite
#

when will you ever run to the back

hexed vapor
#

It needs 2, if you run sniper without hitting the head you're a dumbass

light totem
#

you mean 1-2?

vale pecan
#

yup

#

one to the back of head

mortal granite
#

i pop the head

#

and need 2 in stomach

hexed vapor
#

That's not true, you're missing

vale pecan
#

then you havent used the new sniper

#

it does 96 damage instead of 60

mortal granite
#

ye

hexed vapor
#

144+96=240

#

That's a kill

mortal granite
#

explain to me the head pop

#

and 2 in the stomach

vale pecan
#

cause you suck

#

thats the only way how

hexed vapor
#

You missed, or there is very very mild damage drop

vale pecan
#

^

light totem
#

RIP @mortal granite

mortal granite
#

rip

light totem
#

RIP your aim

vale pecan
#

i thought you use DMR, so you should have decent aim

#

at worse

light totem
#

Yikes

hexed vapor
#

I believe you misread him, he was saying he would use DMR over revolver given certain buffs

vale pecan
#

earlier he was saying that Revolver would just be a bad DMR if DMR could one tap head shot

#

in regular heads

#

a few days ago

#

and then a 2 hour argument spawned from that

#

it was glorious

fluid nacelle
#

is there anybody thats been having issues with the rundown "bolt"

vale pecan
#

nope

light totem
#

nope

vale pecan
#

easy

hexed vapor
#

No.

vale pecan
#

super easy

hexed vapor
#

If you're stuck on the alarm it's because you're bad.

light totem
#

wow

vale pecan
#

wow

hexed vapor
#

Congrats on being the 20-something-th person to get stuck on it and complain in #gtfo-spoiler-chat

light totem
#

true

vale pecan
#

surprisingly enough

light totem
#

the 85% ish percent that dont pass it

vale pecan
#

ive seen more than enough people that have been stuck on it

#

since day 1

mortal granite
#

they just don't read the objective

vale pecan
#

it hurts

hexed vapor
#

I met a guy that had 20+ attempts on it.

vale pecan
#

no, they are just not good

light totem
#

true @mortal granite

vale pecan
#

well

hexed vapor
#

We beat it first attempt in that group.

vale pecan
#

sometimes

mortal granite
#

some just go in and ask

light totem
#

same

hexed vapor
#

I carried a little

mortal granite
#

how to get pass the first alarm

light totem
#

oh god... tell me about it

mortal granite
#

they missed the terminal near the warden door

vale pecan
#

lol

light totem
#

always that one

vale pecan
#

i could help you with it @fluid nacelle

#

what vc

fluid nacelle
#

@vale pecan i got my team finishing a game up right now but thanks for the offer bud. the problem that we keep hitting is a major desync at the last alarm door.

vale pecan
#

change hosts then

#

most likely, they just have bad wifi

fluid nacelle
#

okay

#

is the connection peer to peer

mortal granite
#

yes

vale pecan
#

yup

#

so get the best wifi man to host

fluid nacelle
#

well that explains alot

vale pecan
#

lol

light totem
#

like me

mortal granite
#

or just solo it

vale pecan
#

^

light totem
#

nah... i like to actually have fun not dying

hexed vapor
#

@mortal granite Can you record your 3 taps?

vale pecan
#

yeah

hexed vapor
#

Because I can consistently get 2 taps

light totem
#

oof

vale pecan
#

i wanna see it

#

i want to see it with my own eyes

light totem
#

not to mention the 1 taps

#

that you cant get

fluid nacelle
#

got a bit of a question but how the f did you do the run by yourself. please don't say just get good xD.

hexed vapor
#

I'm pretty sure he agreed there are 1 taps

mortal granite
#

could be desync on my end

light totem
#

while soloing?

mortal granite
#

just tested

#

no

#

while helping other

vale pecan
#

lol

mortal granite
#

i pop the head

light totem
#

rip.. ture

mortal granite
#

and 2 shot the stomach

light totem
#

why 2 in the chest?

mortal granite
#

idk

vale pecan
#

show me the head and 2 stomach

mortal granite
#

he didn't die

vale pecan
#

you shot too fast

light totem
#

just the spot where head was will 2 tap

mortal granite
#

so i have to shot both

vale pecan
#

give it a half second delay

#

dont just BANG BANG

#

do BANG pause BANG

mortal granite
#

i have to kill them fast

vale pecan
#

shut

mortal granite
#

or else my teammate die

vale pecan
#

no you dont

#

your teammates suck then

light totem
#

literally take less time than a 3 shot

vale pecan
#

they stagger from the first shot anyways

queen dove
#

Give head

vale pecan
#

doesnt make a difference

mortal granite
#

sometime they don't stagger

vale pecan
#

if you miss

light totem
#

^

vale pecan
#

the head

mortal granite
#

like the melee one

vale pecan
#

nope

#

and why shoot a shooter

#

just get good, honestly

light totem
#

two well placed shots will quickly and effectively kill heavy strikers

vale pecan
#

^

#

if you cant do that then you arent good with your aim

light totem
#

head then the nub where the head was will always 2 shot

#

even from 75 meters

hexed vapor
#

You don't even need two heads on titan strikers

#

one head one body always kills

light totem
#

just one to the back

vale pecan
#

yupper

mortal granite
#

1 body is enough

vale pecan
#

and one to the back

#

insta dead

#

what

#

what does this mean

mortal granite
#

after headshot

vale pecan
#

yeah ofc

hexed vapor
#

Not to the back? Only occiput

light totem
#

then why are you 3 shotting them

vale pecan
#

but apparently not according to you

hexed vapor
#

Back is 192

light totem
#

ik @hexed vapor

vale pecan
#

with your backwards aim

light totem
#

back (of the head)

mortal granite
#

^

vale pecan
#

^

#

bruh

#

why did you change sides but continue to argue

light totem
#

yikers

#

^

mortal granite
#

back of the head 1 shot

vale pecan
#

yes

mortal granite
#

no argue that

light totem
#

good

#

but 3 to the front... thats just bad aim

timid gale
#

dont forget the kneecaps

light totem
#

i mean

#

with da hammer yeah

trail lake
#

Do you have to aim the foam at a specific place to freeze the breeder in B2?

light totem
#

just need to hit it... i think it takes 2 charges

#

i dont usually take foam

mortal granite
#

1 full charge and 5 more gu

light totem
#

ah

mortal granite
#

and you should aim for the tumor

light totem
#

For sure

trail lake
#

That might explain it, it worked the first two times but this time it didn't, likely we didn't hit the tumor parts

light totem
#

ah

glacial crescent
#

🤔

#

The best days was Rundown 1 when barely anyone knew weapon stats and worst with the brain dead Shotgun Sentry Meta x)

calm vessel
#

shotgun sentry is still meta pepelaugh

calm sundial
#

Fighting the giant mother in D1 is so satisfying when you unload on the baby spawn with a combat shotgun

pliant shard
#

Burst sentry meta lets go

calm vessel
#

burst sentry will never be meat unless they buff the ammo count or make it actually hit the target

pliant shard
#

ngl burst sentry is actually kinda decent this rundown

#

i tried it for a3 solo and it did work

calm vessel
#

it misses 90% of the shots it fires

pliant shard
#

better than shotty

#

i give my sentry lots of encouragement and love

#

and it misses less

mossy yoke
#

burst is good for staggering

calm sundial
#

Okay, so the facility is located in Mexico.. so..

#

Chancla melee weapon when?

#

F

devout river
#

Wait the facility is in Mexico?

calm sundial
#

Yup.

#

Well, off the coast of Mexico. I think.

devout river
#

Well I did not even know that

cinder imp
#

Burst sentry meta lets go
@pliant shard I think we're still one SS nerf away from burst meta

#

One more, that is

mortal granite
#

burst sentry destroy wave right now

cinder imp
#

Only tickles giant though

mortal granite
#

same with SS

#

i like how people rather use "nerf" SS than using Burst sentry

#

it's not the bc BS is trash

cinder imp
#

i like how people rather use nerf SS than using Burst sentry
@mortal granite Got you to admit it was a nerf and not bug fix

mortal granite
#

ye

#

i have to put it in "nerf"

#

it should have been like this since R1

vital furnace
#

whats the best way to take out that new breeder enemy?

mortal granite
#

guns

#

oh

#

i mean

#

bullets

vital furnace
#

i shot it 3 times with a sniper and it didnt seem to phase it

hexed vapor
#

Sniper is arguably not a great choice for birthers, you need to deal sufficient damage to their tumors to kill them (which should burst all of them).

#

They take a lot of damage

mortal granite
#

9 shots of sniper kill it

#

IF you destroy the tumour

vital furnace
#

9 shots. damn.

mortal granite
#

9 shots

#

9 tumors

#

did you get to D1?

#

or nah

vital furnace
#

nah

mortal granite
#

did you watch the game trailer for R3?

vital furnace
#

first time we saw new enemy we kinda been hard stuck since

mortal granite
#

if not then i won't spoil

vital furnace
#

i did not

mortal granite
#

ok

fluid nacelle
#

@vale pecan thanks for the help we got past it finally.

crisp vapor
#

I'm reading some of the comments around here and some people are way too harsh over a co-op game just because they know it better? So what if people take 20+ times to finish A3, there is no point in telling them that they suck. Same goes for "missing" shots. Some are way too hardcore about this game

calm sundial
#

Some people think the game is too easy and needs to be harder to cater to only them.

#

It happens with every hardcore game community.