#gtfo-spoiler-chat
1 messages · Page 176 of 1
less damage to the rear of enemies
Reduced range, reduced back multiplier 2x >1.5x
In the update from R1 to R2
Problem being it had 4x damage
So it only went from 8x back damage to 6x back damage 
With the bug fixed and combined with the nerf, now it's down from 8x back damage in R1 to 1.5x in R3
That's actually pretty significant. No wonder giants died in 2 shots lol
That does seem pretty broken
It's still fine against normal Sleepers if you place it properly, but now they do not kill giants
I think burst has 2x to the back of the head, shotgun does not
In R1/R2 they destroyed giants. Like in R2D2, turrets would usually solo the giants
i think it's because i used mines + bio a lot
so i don't really care about sentry
thats how you would roflstomp d2
Well, you don't have to.. but when you do they dunk on waves
I still need to make my hyper optimal mine placement guide for you guys
I should be off work my next shift so I can train some people on god tier mine placement logic 
Bugs will be bugs. But the usual mine bugs only happen on doors
Everyone knows about mines on doors, I can show how to place them properly throughout the environment, not just doors
That's the part people usually screw up
They get like 1 kill per mine
Not with my placement strategy 
Typically gets multikills, unless there's only 1 at all
i used it at landmines
and everyone is pissing off

like i used burst sentry over shotgun sentry
or bio + sniper
I'll show you the way of the mine deployer later 
My favorite tool is bio. I played bio so well with randoms that when we ran again without it, they asked for it back
I've never had randoms ask someone to run bio
They usually always ask when I ran it for a bit
For beginners, yes
Good bios give info about what isn't pinged too
"I missed 3 or 4, they're to the right of the pinged enemies"
you can say
Some people just don't listen after they ask you about what's what either though
"Group of 4 on the left, 1 far in the middle, 2 right"
This tells them the middle and right is safe/easy, left could be iffy
Basic info makes a big difference compared to blindly picking a path
"This entrance is crowded, let's go in through the other door"
this entrance is crowded
I also usually tell people when the unpinged enemies are dead
let's start blasting
Lol that works too
Good bio info vs hold M1 bio is literally a different tool
i got me sniper
"I heard a ping effect from a scout, it's not on the tracker yet though"
Bio should always have bio out if they're not fighting
I just melee scouts
Sniping is fun but I prefer secondaries better for small enemies
Yeah when you get too good at the game, only the hammer matters
Guns and tools are luxury
Maybe if 3 go down start shooting. Maybe
i can literally turn a boring game into a speedrun with a click of a button 
Wait we spawn with guns? 
the game already started?
But 3 rooms are clear already
SCANNING
will waiting for ultimate mine guide ♿
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
Melee
Jump sideways and ctrl
well my friend dodges the attack, but not his player model so he eats always the hit
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?
Sleeping enemies or wave enemies?
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.
Plus the enemy spawns seem completely random compared to the other levels.
@queen dove I don't believe so?
Seems to be on a timer, exactly 4 small enemies and 1 titan
@hard basin Which enemies?
The wave enemies or the room enemies?
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.
That's usually a result of players being spread out, so that's not particularly unusual.
What do you mean by "more" enemies, though?
I understand that.
A speedrun is, by nature, going to deal with fewer waves since they're moving faster
But you will still face the same sized waves
On their alarm sequences they just had less crap to deal with.
I don’t know, maybe I’m just making a poor comparison.
Are you sure that's not just a result of their set up and individual skill at killing them faster?
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.
Anyway. We’ll be trying again soon.
Uh, there's no hybrids on that alarm?
The increase in enemy movement and glitchiness is making it a very hard level.
We got 3 or 4 every time.
Are you talking about the motion door?
The one you open with the key?
Because that's not an alarm
Place a mine in-front of the door, opposite the door facing into it, on the metal door, and set up one sentry
The first mine tends to miss a lot of the room enemies, so you can even spend extra as insurance
There will always be 4 hybrids
We’ll try that.
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.
Did you play R2?
The enemy movement was certainly more noticeable than on any other level
Yeah, all of it
Interesting, R2D1 and R2D2 felt a bit harder to me
D2 certainly tested us, but that felt very doable after a few attempts. D1 was just time, not difficult at all.
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 🤔
The new flashlight used for bullpup rifle appears to have an 11m-12m range
Burst cannon's new flashlight appears to be 15m
A tip I have is that primaries are very effective at stunning hybrids to interrupt their barrage
Then use your secondary to kill them after their attack is stopped. If too many attack at once, take cover
I suspect flashlights are 11m 14m 15m or 12m 15m 16m
The simplest measures would be...
~5m
~10m
~12.5m
~15m
~17.5m
~20m
@hexed vapor bullpup range isn't same as helmet?
No
Bullpups's flashlight is vague af when in fairly lit rooms
weird how the burst cannon's flashlight has the longest range, when it also happens to be the dimmest one
It's shorter than 20m flashlights
Like Sniper
Yah, I was expecting BC to be more of a 10m or 5m or 7.5m
so this is my first rundown and i completed it but i was told r2e1 was actually satans level. is this true?
it was time consuming
thats why people considered like that
also heavily dependant on rng
imagine playing a level for like an hour and half only to reacha 20 min section htat super heavy on rng
U must love uplinks
I had hard time on c1 and d2
Because of my random teams
On d2 people kept on getting lost
C2 was fun and easy favourite lvl
c1>all R2
It was too long
I only missed c2
c1 wasn't really long, it only felt long cause you had rooms where you get stuck on scouts
I skipped bed time for every lvl except c2
Every game is me waiting for team to grab Loot while I stand there fully geared
Rest of R2 < C1 < pre-nerf dab
R2 was the age of the scout.
Can anyone give me info on up to how many scouts have been seen in A2's cell zones?
I'm starting to think there might be a rather large number of low rolls
It may not have been the best level, but the best designed level was D1 in R2
The only problem was that spitters are not glowing through fog. That's it
I think the fog was a bad decision w/out a turbine
If they fixed spitters to glow through fog like hack locks do, D1 would have been so much better
D1 was extremely well designed except for that massive issue
You get more than enough fog repellers
Also I believe the 10 scout zone was out of the fog
Doesn't matter
use the fog repellers when you're at 10% hp
So you could go there first
I don't think you understand D1's routing then...
or breathing space
I think the level would have been bumped to C tier if it had a turbine
Would've been so easy
Going to 611 is both RNG and doesn't allow you to avoid doing 610 or 612 in fog
I get the keys first route
That was the typical route to take
Scout room first was better though
No fog
You can just bypass the scouts, now the fog is lower for the key zone
610 and 612 are of no practical difference with 2 cells
Well if the cell spawns there lol, it switched between 611 and 613
612 had breaks from the fog
610 had 1; all the way at the end lol
All of the fogless spots are still fogless
All of the head-high spots are still head-high
611 never helps
It's easier to climb on to things for air when it's a level lower
It's easier to climb on to things for air when it's a level lower
But this admits that it's poorly designed
Because you're still sending one or two guys in to get 85% infection
Full team with 3/4 use repellers is more than enough to clear one fog zone
Possibly, but then it's still RNG
You only need the cell, so you can skip enemies
Really depends on the team you are with I guess :/
Half your team is bored out of their minds
I have 20 D1 clears, the second cell was never fun or challenging
It was an ammo sink that took too long to get through
I think the biggest mistake in the level design for sure is that getting cell #2 is consistently the hardest part of the map
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
613 was literally the second hardest zone in the game at the time, including E1
Reward: may or may not have a cell
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
These factors lead to people rushing for the key
Every scout was a low roll
70% of the time you have 0-1 scouts
You would just do 613 last
I only had less than 2 once
I guess so
I had 2 in the central room where you go up the stairs and there's always giants
One in the second room
One in the room just after the central room, with that catwalk bridge
B, H, and I
When you say two in the central room
That's two rooms
Was there one down the stairs and one upstairs, or both up/down?
Both upstairs
Okay, both in H then
Downstairs was relatively clear
That's G
It was fun though, I love scouts. I also like how that zone was almost maze-like
I hope we get more confusing zones in the future with weird tunnels
I can tell, I only really memorize room letters if I'm making strategy
I don't even know half the zone numbers in R3 except for C1
Not just because they're double digits probably that is why mostly because I really like that level
I don't know a lot of the areas for the time being, but replays help me reinforce that knowledge.
I sure have E1 memorized 
Aye
Fog zones and everything, the only rooms not memorized are 595B, 593N
And both of those are the same tile
I think it's used in Pathfinder?
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
The concept of "choose your own path" for a mission, 
The key spawning in a random zone would have been a nice touch
@glass sundial 595F, you mean?
Yah, it was 166A
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.
@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.
Let's see, I think there's a cap of 11?
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
Ok so more like 13 max
I've had them spawn in 598/599 on the same run, so one or the other is not related
Had one in the terminal room, one in F, and one in E in a run (zone 586)
Mutli-zone mechanics almost certainly don't exist.
Yeah I don't think they do
I gave up on that in R1B2
Seems more like, the entire map has a ton of enemies, or the entire map has reduced enemies
Whatever the spawn logic is, it seems map-wide
Whenever the spawns were bad the entire map would always be like that in my experience
Bad like, 596A was infested, in and out of the fog, yet B also was infested with over 12
The 597 would have the normal amount of enemies
Hmmm
Might be worth investigating, but I'm quite skeptical.
But 4 shadow giants anyway
idk, that's how it seemed to go
Never would get some lucky low spawn zones, it would always just be a map wide infestation, we'll have to experiment more
It doesn't seem like that in R3 anymore though
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.
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 
Make a reddit post and add clips to it, that's what I do
Maybe there's not always at least one
Text is a much better format for a lot of guides
It's pretty straight forward if you know how to place them, except on the surface it doesn't really immediately make sense
Until your non-door mines start dropping 4-6 sleepers
I think I'd be more interested in like a hands-on teaching in actual levels sort of thing
Then just let the method spread by word of mouth and sharing with friends, etc.
I figured it out by running R1C2 over and over trying to solo it
That's why you use short videos to supplement guides
Got the first charger alarm door down to 6 mines and only 4 survivors
idk how many spawn, but it's a lot more than 4
Probably ~20, maybe ~15
Actually one of the times it was only 3 left. Their spawning pattern isn't really 100% the same every time
It has a range, from my knowledge.
Only 2 of the mines placed for that were "optimal" mines
There weren't many other spots I'd mark as optimal placements, just generic placements
Are you running them through it or placing them beforehand?
Placing before hand
I'd rather not drop mines while being chased, too risky
I usually will though if I can shut a door
It gets them as they spawn, then?
Nah, it's a bit hard to explain
I can draw a kindergarten level picture with text probably and post it in media
So you're running them through them but placing them beforehand?
Yeah
Okay
Or just sitting on scans while the mines clear out 90%
There's usually only enough good spots from one spawn direction to clear one wave
Never mind the drawing is so bad I can't even post it 
Here I'll just drop into an expedition and show how I find good spots
Actually the clip I posted in media already kinda shows the concept, though it's hard to explain it
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
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
Interesting.
If I hadn't been where I was in that case, probably only 3 would've died
@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
It's very complex positioning of enemies, yourself, and the mines
I like R2's scout range more 
I don't think it helps that you have relatively normal zones, and then you have 195, 268, 269, and 611
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
Yeah that's probably why it was so high
But even if you ignore those and pretend they had 1 each, that's still 45-58
Or am I doing the math on that wrong and it's 25-58
I'm tired 
Regardless, there's significantly more scouts in R2 which was a lot more intense
Difficult enemies with very brutal consequence for mishandling them makes the game not only more challenging but a lot scarier for newer players
?t syringe
Sorry, unable to find a tag named syringes.
?t syringe
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.||
Spoiler tags in spoiler chat? Eww
The hammer buff is enough to solo stealth kill a hybrid
R2 removing scout zones entirely: 23-52
R2 counting scout zones as 1: 27-56
scout counts overall in a rundown?
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
6 scout room pitch black with sleeping hybrids and a Crabzilla
Scout birther combo
woooooooooooooooOOOOOOOOOOOOOOOOOOO grotesque churning sounds
Mother encounter in an E1 esque error alarm
Muhahahahaha
They should add my suggested enemies an no one can make me change my mind
Since we got different numbers though, what were the ranges you used for the scout zones?
611 having 10, 268 having 4, 269 having 4, 195 having 6
My numbers were with all having 1 instead of the current
195: 5-7
268: 3
269: 4
611: 9-11
I might have remembered the scout counts wrong though
195 can have 7? Seemed like always 6 for me
Some of them vary slightly. 195 and 611 were very rare to vary, you almost always got 6 or 10
Ah, I just didn't run them enough
Spent most of R2 helping people clear E1 and soloing it
And C1, loved that level
Ah, how many D1 and D2 clears?
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
23 D1 clears, 15 D2 clears, 34 C1 clears, 21 C2 clears, 1 E1 clear
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
Maybe, but a lot of people who barely break 200 hours have way more clears than me
Hmmm, maybe, but I find they usually have almost entirely A and B tier clears.
(or are speedrunners)
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
A lot of people didn't like that map
On the last day I started farming E1 clears with randoms
Back to back 1 try clears with groups I've never played with
I spent somewhere close to 800 hours on R2, I think
The reason it took so long to start doing that was mastering solo play on it
Ah
Once you can solo it, carrying groups is a cake walk
Damn, should have found your groups
Even without kiting
That's way longer than I even played the game.. I don't think that's accurate.
I have like 30 attempts on that dumb ass level.
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
I suspect future E tiers will be a lot easier than R2E1
I hope it's more aligned with not relying so much on RNG for difficulty
I'd expect something a little more difficult, but that's just me
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
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.
If there weren't spitters and they always spawned behind you, it would be fine
The problems with 593 were almost all bugs, actually
If you had a good strategy and a group that actually followed the plan to a T. E1 was fairly easy
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
593 is almost all of my wipes, thinks could get so bad in that zone.
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
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
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
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
It was really just the ladder
You can' just wait to kill the waves because they come one at a fucking time to annoy you
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 
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 
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
Never used foam in any of our runs.. Still finished.
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
You've explained a lot of things I haven't experienced personally.
But yeah, that one door for the final scan was foamed
And mines everywhere 
so you used mines
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
and not bio
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 
I want it back, E1 showed how disgustingly good it was
also
If a variant of it returns in R4, even if it's so nerfed you can't recognize it, I want it back lol
fuck A1 and it's rng enemy spawns
Are they random?
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
Well room spawns act kinda like this
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
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
That's such a small number of completions for E1
There might be more room spawn variants, but that is typically how they go, coming from a bio tracker main
Zones also have to seem preferences for enemy density and size.
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
Under 600 out of 2,250,000ish people
Ah, those clears
I had 1 clear with a static. My statics never really got together again, and PuGs would fail miserably on a regular basis.
Also worth mentioning, those include repeat player clears
So by completing it several times, you contribute all of your clears to that number
So in total, that's very few people who actually cleared it
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?
I don't mind helping people.. But I get wrapped up in solo too
2 mil people? where'd you take that number from
It's from the warden twitter feed
I am nearly 1% of all D2 clears
the number of drops
I just roleplay as a new player when I'm with randoms and only actually play seriously if everyone goes down
that counts total not unique
if you drop in with a full team twice into the same level, that's 8 "people"
Playing solo sure helps you not go down with a full group most of the time
🤔
I pretend like I just got lucky, "oh there were only a few left not counting the 15 others I killed"
lol
it's cancer
I like to go in order.. which is what slows me down.
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
A3 was a pain
i got 70 hours in solo but i've never tried to solo clear anything 
ain't nobody got patience for that
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
I usually got like 4 hybrids and around 4+ big guys on wave 5
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
how fun it would be if they added a practice mode with checkpoints, just repeat the last waves
RNG can be really cruel
C1 I died because my mine was placed too well
Optimal defense mines are not optimal extract mines
Haha
It was so perfect I died at max radius lol
I might try and do C1 before B2
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
mm
I think a practice mode would be fun @turbid cliff
Then I can see even more how I dislike the burst cannon
Do you actually not know how the spawn mechanics work?
They're pretty predictable solo, they only break with spread players
They didn't seem to follow them there
Ah?
They should've blown up the mines I had died to
2 rooms away
They didn't use any of them
Where were you?
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?
Where were you stood?
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
19B is a spawn point
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
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
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?
Nope, my mines were all still there
I guess that makes sense
It's why they obey the rules sometimes but not always, and why the uplinks that appear not to have exceptions actually do.
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
Don't think so? If you're in 20C, then 19B is the spawn
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
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.
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
So you were getting spawns in 19A but never in 19B?
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
Are you sure your mines didn't just kill them?
It's only 4 at a time (maybe less, not sure)
I think it's 3, 5 if you activate both error doors
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?
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
I think you might have just overestimated how many mines you'd use
Another possibility
Maybe, I could always try again and not use that god placement lol
That way it's not there on the way back
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
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
Same tile as 17A and 52C as well
I sadly don't have the exact letters and zones memorized, but I know that's in the scout section of R1B1 
Okay, I think that either A or B is a bit more expansive than would be easy to identify
I'm better at visual map memorizing than letters and numbers
Is B a hole in the wall?
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
If B is the tile I think it is, I remember it being arranged in a very weird fashion.
20B is the same as the tile usually plays out. It's also 12G I think
Yeah, pretty sure that's right
I'm just not sure what tiles A and C use
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
:/ nooooooo, not more dupe bugs
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
I feel like all of the dupe bugs are client-server latency things
I can't remember any dupe bugs doable by solo
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
||hes refering to the scream after opening z_17 and z_20||
imagine
if you were a person
who thought that buffing the DMR would make it the same as the Revolver
@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
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.
exactly
the thing is Primaries and Specials dont compete by nature
ye
yupp
nope
and because they dont take up the same weapon slot?
Because revolver is a special while other mains might be favorable
meant for closer range... where the DMR should be meant for precise fire at mid-long
yup
you can hipfire
9 kills per ammo use, 25 damage per shot would deal 225 damage per ammo use.
just like with every other gun
they would prob nerf fire rate and ammo cap with the dmr if damage were buffed
but you dont have to... just like every other gun
then thats your choice
and if you can aim
and have 6 bullets
its pretty decent for a secondary
id rather bring a combat/pump shottie than revolver
but thats cause my aim is bad
literally better pistol... but a special
hel gun it's the same with revolver
back of the head
hel gun is just a better dmr
why dont the hel gun and revolver compete then?
^
they are both specials
and shit
Because HEL's point is piercing. They also do compete, revolver is better in every way kek
they serve their own purpose... just like the dmr for long range as a primary
that's also an opinion
Burst cannon needs a range reduction and damage buff
to be viable
It serves no purpose rn
it needs to be able to full charge giants from front to be viable
sniper is just
better
^
facts
sniper need 3 shots to kill giant
Even if it only almost kills titan strikers, burst cannon would best strong, because main weapons could finish the job.
No?
1-2 shot
when will you ever run to the back
It needs 2, if you run sniper without hitting the head you're a dumbass
you mean 1-2?
That's not true, you're missing
ye
You missed, or there is very very mild damage drop
^
RIP @mortal granite
rip
RIP your aim
Yikes
I believe you misread him, he was saying he would use DMR over revolver given certain buffs
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
is there anybody thats been having issues with the rundown "bolt"
nope
nope
easy
No.
super easy
If you're stuck on the alarm it's because you're bad.
wow
wow
Congrats on being the 20-something-th person to get stuck on it and complain in #gtfo-spoiler-chat
true
surprisingly enough
the 85% ish percent that dont pass it
they just don't read the objective
it hurts
I met a guy that had 20+ attempts on it.
no, they are just not good
true @mortal granite
well
We beat it first attempt in that group.
sometimes
some just go in and ask
same
I carried a little
how to get pass the first alarm
oh god... tell me about it
they missed the terminal near the warden door
lol
always that one
@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.
yes
well that explains alot
lol
like me
or just solo it
^
nah... i like to actually have fun not dying
@mortal granite Can you record your 3 taps?
yeah
Because I can consistently get 2 taps
oof
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.
I'm pretty sure he agreed there are 1 taps
could be desync on my end
while soloing?
lol
i pop the head
rip.. ture
and 2 shot the stomach
why 2 in the chest?
idk
show me the head and 2 stomach
he didn't die
you shot too fast
just the spot where head was will 2 tap
so i have to shot both
i have to kill them fast
shut
or else my teammate die
literally take less time than a 3 shot
they stagger from the first shot anyways
Give head
doesnt make a difference
sometime they don't stagger
if you miss
^
the head
like the melee one
two well placed shots will quickly and effectively kill heavy strikers
just one to the back
yupper
1 body is enough
after headshot
yeah ofc
Not to the back? Only occiput
then why are you 3 shotting them
but apparently not according to you
Back is 192
ik @hexed vapor
with your backwards aim
back (of the head)
^
back of the head 1 shot
yes
no argue that
dont forget the kneecaps
Do you have to aim the foam at a specific place to freeze the breeder in B2?
1 full charge and 5 more gu
ah
and you should aim for the tumor
For sure
That might explain it, it worked the first two times but this time it didn't, likely we didn't hit the tumor parts
ah
🤔
The best days was Rundown 1 when barely anyone knew weapon stats and worst with the brain dead Shotgun Sentry Meta x)
shotgun sentry is still meta 
Fighting the giant mother in D1 is so satisfying when you unload on the baby spawn with a combat shotgun
Burst sentry meta lets go
burst sentry will never be meat unless they buff the ammo count or make it actually hit the target
ngl burst sentry is actually kinda decent this rundown
i tried it for a3 solo and it did work
it misses 90% of the shots it fires
better than shotty
i give my sentry lots of encouragement and love
and it misses less
burst is good for staggering
Wait the facility is in Mexico?
Well I did not even know that
Burst sentry meta lets go
@pliant shard I think we're still one SS nerf away from burst meta
One more, that is
burst sentry destroy wave right now
Only tickles giant though
same with SS
i like how people rather use "nerf" SS than using Burst sentry
it's not the bc BS is trash
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
whats the best way to take out that new breeder enemy?
i shot it 3 times with a sniper and it didnt seem to phase it
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
9 shots. damn.
nah
did you watch the game trailer for R3?
first time we saw new enemy we kinda been hard stuck since
if not then i won't spoil
i did not
ok
@vale pecan thanks for the help we got past it finally.
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
