#gtfo-spoiler-chat

1 messages · Page 178 of 1

violet oasis
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Alrighty thanks for the help

mighty pond
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You're welcome, and good luck with your clear ✌️

mortal granite
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idk why DMR + combat shotgun works so well in A3

forest horizon
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Not hel gun?

mortal granite
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ye

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i got to wave 4 - 5

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i died because i was underestimate the wave and the timer

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and i can manipulate the spawn

nocturne flax
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that picture on media fant art looks like an actual enemy we would fight

glass sundial
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Well any weapon set can get you to 4-5. HEL Gun basically only leaves the alarm door as a challenge. And that's if the scans are stupid and take 30 seconds to draw

frail oxide
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what is the boss?

nocturne flax
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play b2

hexed vapor
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@placid oyster R3A2 is a lot like R1B1 where both are easier to solo than the A1s of those rundowns. This isn't very surprising, as a lot of the difficulty in solo comes from the disproportionately high difficulty of alarms low-man compared to other mechanics low-man. Both R1B1 and R3A2 are notably sparse of alarms, which makes them prime solo targets.

glass sundial
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If red scan speed was based on percentage of players in the scans instead of individual players, solo play would be much less disproportionate. Same for non-4-man teams in general

hexed vapor
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Probably the reason E1 was even realistic solo

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The surge alarms weren't taking any longer

knotty sphinx
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If they were a lot slower in solo

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It would just suck out all the fun in attempting it

glass sundial
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Opening the error door sucked

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Big red scan.... lol

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By the time it opened, you had a varying amount of time between -2 and 10 seconds before the back wave arrived

knotty sphinx
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Yeah

mortal granite
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i should create a mythbusting videos for these thing

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Jinko already did this but he went and play other game

obtuse surge
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I've been told that those team scans actually take a little longer when you're on them solo

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But never really tested that out

mortal granite
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it's longer

knotty sphinx
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They do go a little slower in solo

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But if it was like the extraction circle slow

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That would just kill any enjoyment

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lol

obtuse surge
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A2's design is questionable at the end

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A full squad might not or will barely notice that fog raises during that extraction

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Kind of makes you ask if they just wanted to screw with smaller teams

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Or somewhat punish teams that don't get to the extraction fast enough

knotty sphinx
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I'm sure they are doing a lot of that stuff to mess with solo players xD

mortal granite
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but the thing is

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there are too many resources

obtuse surge
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last part of A2 solo you can't see crawlers at all

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spray & pray / spam medipacks

mortal granite
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setup mines

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and i never see them until 90%

knotty sphinx
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Mines aren't always the solution

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I set up a bunch in my run and still got rushed

obtuse surge
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I wasn't sure what path they took and just kind of put mines everywhere in the first room

mortal granite
#

let's me rewatch my video to clarify

obtuse surge
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I don't think they went through half of my mines

mortal granite
#

they skip the ladder

knotty sphinx
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It was about 45% when a lot were coming up on me

mortal granite
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and go to the uphill path

obtuse surge
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I think I had about 15 mines on each side

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xD

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and think it lasted till 60% extraction

mortal granite
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at 45% they already come

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but all of them are dead

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so

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4 shotgun shell

knotty sphinx
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Haha

mortal granite
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i should

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stop memeing solo run

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dmr + combat shotgun in A3 is nice

atomic escarp
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You're nice ||got em||

glass sundial
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The characters should make grunting noises of varying intensity based on the amount of C-foam they are using with the launcher.
Usage: '?suggestion your idea' in #bot-spam or #gtfo-chat•Today at 6:29 PM```
12 upvotes, no downvotes
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The community has spoken

mortal granite
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what grunting noises?

gilded dirge
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Does anyone know the rough spawn size each wave has once you open the final door in C1 and the alarm starts going off?

mortal granite
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3 for error door

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boost to 7 - 8 when finish the hsu scan

gilded dirge
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And are they always that spiky enemy?

mortal granite
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ye

gilded dirge
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And does the HSU spawn in either 17 or 20?

mortal granite
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yes

light totem
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r/ whoosh

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@mortal granite

mortal granite
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wut

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i'm just answering question

gilded dirge
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Ah ok, that makes sense then. So the other 3 zones (either 15, 16 and 17 or 18, 19, and 20) are pointless to go too? I have opened that final door twice now and haven't beaten it, but wanted to make sure I had the right idea.

mortal granite
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you have to go 15 16 to 17

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or 18 19 to 20

light totem
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The only game you are good at was PD2

gilded dirge
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Then find the HSU in either 17 or 20, and run back to extraction to scan?

mortal granite
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ye

gilded dirge
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<--- still haven't grabbed the HSU yet 😄

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OK, thanks again for the help man.

mortal granite
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@glass sundial

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is the burst sentry use twice the amount of SS?

light totem
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Do you english?

glass sundial
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Roughly, yes. It uses much more % ammo per shot

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Shotgun has 42 rounds, burst has 210 but uses 3 per burst, so only 70 bursts

mortal granite
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4 per burst

glass sundial
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It has ~~66% more ammo but fires very rapidly

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Even less than, my bad

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Only 25% more ammo than

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But shoots way faster, meaning is uses all of its ammo significantly faster

light totem
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@mortal granite Its very much 3

mortal granite
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i don't use SS that much anymore

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but

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i notice when testing BS

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it hit 3 shots

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and the 4th one fly off

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missed

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that's why i said it 4 burst

atomic escarp
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BS has recoil?

mortal granite
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ye

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1st shot will hit

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the 2nd will recoil and go up a bit

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and then a 3rd one

atomic escarp
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Never thought it did have recoil

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Damn

mortal granite
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dude

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it's not a laser beam

glass sundial
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Just tested, it shot 3

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Not 4

mortal granite
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if it's 3

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then it's missed a lot

glass sundial
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140>137>131

light totem
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@mortal granite Big Dumb

glass sundial
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Took 3 bursts to kill 1 striker

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In other words, 4% ammo to kill 1

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Shotgun uses 2% to kill one enemy

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Can also hit several other enemies extra

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Burst also consumes ammo significantly faster

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In other words: shotgun sentry, when placed well, is up to twice as efficient in tool refill usage.

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Just took 6 bursts to kill one sleeper

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...

light totem
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soooo.... 6/70 vs 1-2/42 to kill

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soo... SS is superior than BS

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in every way

mortal granite
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the BS stop fire beyond 10meters

light totem
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so should SS tbh

mortal granite
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huh

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no

light totem
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Hu

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yes

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its a damn shotgun

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not a rifle

mortal granite
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i must have block the field of view

light totem
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do u even f-ing english

vale pecan
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what

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are you

mortal granite
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no

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the range is 25 meter for both sentry

light totem
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no

mortal granite
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BS hit more than SS

atomic escarp
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Chill, not a lot of people playing has english as their first language

glass sundial
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I've been sniped by the shotgun sentry

light totem
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from 50+ meters

mortal granite
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english is my third languege

light totem
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rip

glass sundial
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R2D1 second alarm door. They placed it at an angle behind the previous security door. I was across the bridge on the far end of the generator room

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Still got hit for a bunch of damage

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Considering his English is better than native English speakers...

light totem
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yeah

mortal granite
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they stop shooting when enemy are beyond 25 meters

light totem
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^

mortal granite
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i sometime forgot

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word

light totem
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thats true... but its projectile range is far more

mortal granite
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it's like having a brain but it turn off in the middle of a conversation

light totem
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bruh

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i feel you there... but im a native speaker

hidden flax
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i speak 6 diffrent languages:)

light totem
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stupidity isnt a languege

glass sundial
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Then I only speak 1

hidden flax
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Privet moi russkoyazychnyye

atomic escarp
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Me too :(

glass sundial
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Did I fix my tag?

light totem
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no

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NOOOOO

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NIEN

glass sundial
hidden flax
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Hei kollegani suomi

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Hallo meine deutschen Kollegen

mortal granite
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english

light totem
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Hello im retarded (@ the trap)

mortal granite
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@glass sundial how many pellets each shot for the SS ?

glass sundial
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Haven't really checked. I always run bio/mines

light totem
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prob 6-8

mortal granite
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to me it's seem like 5

light totem
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it might

mortal granite
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i've recorded a video and slow it down

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could be more than 5

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if the pellets like... fuse together

light totem
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idk actually... if you want to find out

gilded dirge
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You get better usage with bio/mines than with a sentry @glass sundial ?

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Mines are useful in many situations, but not over a sentry most of the time in my opinion.

glass sundial
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Bio makes it easier to tell where all the enemies are so I can melee them more effectively

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Earlier in R3C1 we did the first alarm door and mines soloed the entire wave

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1 enemy survived

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Only used 4 miens

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Depends how you use them

atomic escarp
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Mine deployer guide when?

vale pecan
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place on door

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there is your guide

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thank you for listening

glass sundial
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Fair point lol

atomic escarp
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Thanks for coming to Drunk's Ted Talk

light totem
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^

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agreed

glass sundial
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It's really hard to make a guide for optimal mine placements

vale pecan
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👏

glass sundial
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They're really weird

light totem
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you just have to find what works for yourself

vale pecan
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weird to type out

glass sundial
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Basically, you want the direction they will run to mostly be a straight line, that way many enemies will build up in a line parallel to the mine laser

atomic escarp
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I see

glass sundial
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Then, when the front of the pack hits the laser, all of the ones behind it get hit in the edge of the blast radius

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That's the summarized version

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Player positioning, enemy pathfinding, walls, etc. A lot comes into play in doing it right

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It can still be effective around corners since they tend to clump up, so huge multikills can be done. The reason it was only 4 there is because only a few enemies spawn at once. For alarms, much more than that spawn

atomic escarp
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anyone come upon a mother in game yet

light totem
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ye??

atomic escarp
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what level

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B2 D1

light totem
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^

dense inlet
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What is the best thing to do after the perma alarm in R3C1? We tried running in but we got swarmed and alerted the scout

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we tried holding the first wave, but also swarmed

long crest
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The fuck is this thing?

sage shore
#

it used to be that you could enter the zone with the brood mother / chargers and lay down your sentry guns with 1 person to cover your rear while you and 2 others search the zone for the HSU before extracting.

Current method is the same except now you need 2 people and 4 Sentry Guns, definetly not the Shotgun sentries. C1 is very resource intensive and the standard sentries give more bang for your buck.

Recommend 4 SMGs, 3 AutoShotguns, 1 Sniper/Hel Rifle

long crest
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What is a brood mother

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Apparently it's on A1

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What is the zone with the brood mother also

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So there is a hidden enemy?

sage shore
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I am unsure how you got that to spawn on A1. I don't know the name of the zone

long crest
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It was posted on reddit

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and they said they found it in R3A1

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with absolutely no context

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I mean in the top left of the image it says R3A1

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You're telling me this enemy spawns on C1?

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I'm more confused by what you just posted

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That doesn't look at all like the Birther

sage shore
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Couldn't tell ya, it doesn't look like the standard brood mother however if I had to guess somebody was probably searching through the games files and decided to try and place items and things in the game that aren't available yet. Also I call Birthers, Brood Mothers because it sounds more professional

long crest
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It also sounds like it's straight out of Starcraft 2

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Guessing this enemy is from E1 if we ever get it

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Cat's out of the bag devs

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Time to release the level

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I'm not logged into reddit if anyone wants to ask them how they found it

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Seems they made a new account purely to post that

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It almost looks like they spammed a whole bunch of enemies on top of each other

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So it's probably nothing I guess

mortal granite
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if the mother spawn in A1

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that's mean 1 guy have an advance cheat

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and cheat those in for laugh and giggle

long crest
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It looks like he combined a bunch of bodies

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Something like that

mortal granite
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that's too much giants

hexed vapor
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@dense inlet You can rely on mines to delay them. 2 defenders behind and 2 stealthing inside is good, but if you're getting overwhelmed then it's more a problem with you and your group. It's only three chargers at a time, you should be able to gun them fairly easily.

timid gale
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just looked like a whole bunch of strikers merged but enlarged and thats it.

mellow creek
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yeah they actually spawned all the sleepers that are in the game files but not shown in game

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some of the parts can already be found in r2 and r1 files

nocturne flax
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maybe they should delete the links since it may contain spoilers for future rundowns

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if it is unrelease enemies

orchid egret
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In r3b2 rooms 507 and 508, are they both really filled with sleeping titans?

barren badge
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yeah
you can just stealth through 507 and grab the turbine, cell and tool refill if its close. you don't need 508

orchid egret
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Won't the titans in the room get alerted if you don't kill them and start the room 509 security alarm?

barren badge
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that's just a regular scan, not alarmed. even if you start shooting in 509, you should be far enough away from 507 that the titans wont be aggro'd

orchid egret
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Thanks will try that out then

obtuse surge
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could be small enemies

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just very rare

safe wren
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has anyone done b2 solo and if how did they deal with the first wave?

mossy yoke
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@white sandal has

turbid cliff
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heard some other people hold the first set of scans and use parkour jutsu on second

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so what do we do in this channel anyway

safe wren
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i managed to do the scan but had like still 15 after me and low ammo

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no refills for me

forest horizon
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if you get overrun which you will usually after the first set of scans you have to kite a lot and focus on the scans, not killing

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kind of harder to do in this rundown since enemies seem to attack slightly quicker and react quicker too

frigid oyster
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Is there ever gonna be an R3E addition? I heard some rumors

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Or will it just go straight to R4

craggy flame
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All levels were released. There is no R3E level. R4 is next

glass sierra
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probably straight to r4

mossy yoke
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what Cao sadi

glass sierra
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in r2, there was also the warden restriction mechanic

craggy flame
#

The thing is though, we were shown those levels locked in that Rundown. So we as payers could work toward unlocking it. Now there is no locked map so I think there is no map left

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Sure I could be wrong, but there is no real infomration regarding this. I dont think the devs would leave us in the dark like this.

mossy yoke
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It's been stated multiple times there are only 7 expeditions in R3. There's nothing more.

devout river
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Yay we beat B2

craggy flame
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Good job

lost linden
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@devout river Good job, I hope it was fun! Now onto C1!

atomic escarp
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Congratulations man.

devout river
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Hey you are those guys who were really good that helped us

lost linden
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Thanks man, that's very kind of you to say Haha

atomic escarp
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^^^^ What he said.

lost linden
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So humble, brings a tear to my eye :')

atomic escarp
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^^^Also what he said.

devout river
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Well I am excited for C1 because I heard that it is good

glass sierra
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c1 is my second favorite this rundown

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I like a1 a lot

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and d1 is third

supple rock
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d1 is so fucking hard

atomic escarp
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Yes

devout river
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Is D1 another lab themed level

nocturne flax
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yep

devout river
#

That is nice

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I really like the lab environment but they did not use it very much this rundown

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The data center environment that is gonna be in R4 according to the roadmap sounds cool too

light totem
#

we thot that about labs too

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but i am ehh about labs

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its not vertical enough

hexed vapor
#

That's just a quirk of the environment, though.

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Environments like the refinery are very vertical, while the lab is not.

mossy yoke
#

keep in mind, it takes time to make enough tiles in the environment

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we've gone through 3 rundowns already, plus a beta and alpha, and the dig site has the most environment tiles, so it's the most fleshed out

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as they spend more time, more lab tiles will be created, fleshing it out more, creating different views, making more unique

atomic escarp
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Basically, give this game a few years and we have very unique maps each run. :P

atomic escarp
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sooo how many scouts are supposed to be in c1 again?

hexed vapor
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It's per zone @atomic escarp

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Each one has a range

atomic escarp
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well

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just did a run

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2 in 11

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2 in 10

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4 in 13

hexed vapor
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Ooh

obtuse surge
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some scout spawns seem to be shared between multiple zones

hexed vapor
#

That would up my maxes

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@obtuse surge No.

atomic escarp
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then we died lol

hexed vapor
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This has never been the case for any expedition.

obtuse surge
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Ray

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Every single time I've had 1 scout in 13

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there's 2 in 14

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Every time there's 2 in 13

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there's 1 in 14

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Very consistent

mighty pond
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I've seen this to be the case as well now that you mention it

atomic escarp
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actually was 2 in 10 and 11 each

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not 3

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but thats so rare

hexed vapor
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That's RNG, you dumbass

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I've had 1 in 13 w/ 1 in 14

atomic escarp
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no reason to be rude

obtuse surge
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Did you full clear

hexed vapor
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I've had 2 in 13 w/ 2 in 14

lone fern
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rng just sucks

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*somtimes

severe spade
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^

atomic escarp
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we didnt full clear 13

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the rest we did

obtuse surge
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13 has an out of fog room next to terminal that can have the scout spawn there

atomic escarp
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ye i know

hexed vapor
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I'm well aware

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I clear G every run

atomic escarp
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i usually fc everything

obtuse surge
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Well

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It seems to be very rare

atomic escarp
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but the most scouts i had in 13

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was 3

obtuse surge
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To not have them add up to 3 total

atomic escarp
#

and 10/11 arent supposed to house more than 1 i think

obtuse surge
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10/11 have 2 every once in a while

mighty pond
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It's not entirely uncommon to have two in 10/11

atomic escarp
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only had it happen twice

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in

hexed vapor
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10/11 have 1-2 usually, 1-3 according to you

atomic escarp
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around 40 runs now

mighty pond
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I've gotten 2 scouts in 10/11 like 5 times in a row

atomic escarp
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ray wtf are you even saying now lol

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did you even read anything mate?

obtuse surge
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If it truly doesn't give a fuck about zones

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It really shouldn't be this common

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to add up to 3

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in fact

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ye no

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it be very difficult to get 3

atomic escarp
#

ye

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but i dunno

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something feels off these last 2 days, esp in c1 for me

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had a lot of weird shit happening in there

mighty pond
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Nothing feels different for me, you must be going insane

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That's the answer, yes

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🙂

obtuse surge
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Same concept of scout spawns being shared seemed to very much be a thing in R2E1

lone fern
#

^ can confirm @atomic escarp and me did a few runs together

atomic escarp
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peace that scout bug from earlier was c1 aswell

obtuse surge
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It wasn't rare at all to get a zone with a double scout on E1

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With many tries, which I and many others had

mighty pond
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Which particular one, I haven't seen the thing you are mentioning

obtuse surge
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We surely would've ran into double scouts in multiple zones on the same run

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but that was never the case

mighty pond
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I may have missed the message/video

atomic escarp
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i think it was yesterday? in the media channel

mighty pond
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In media, aight lemme go look

atomic escarp
#

we had a little talk about it aswell lol

mighty pond
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Ty claw

obtuse surge
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Perhaps there's not a certain amount of scouts for those zones

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But it surely seems to affect chances

atomic escarp
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its kinda weird

mighty pond
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Ah

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That

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Yea I've had that happen once myself

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Only off a ladder though

atomic escarp
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yea, i finally understood you cant kill anything while its on a ladder aswell

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except players

mighty pond
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Which humors me

atomic escarp
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kinda

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but its a stupid interaction with scouts then

mighty pond
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It is yes, but it's not impossible to avoid having happen once you experience it once

atomic escarp
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++

mighty pond
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I do think that it shouldn't exist though

lone fern
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yeah it really shouldn't

atomic escarp
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will get fixed eventually im sure

mighty pond
#

I'd assume so yes

hexed vapor
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Every zone has a set number of scouts which are either guaranteed to spawn or have a chance to spawn.

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These are distributed among slots for scouts in the rooms of the zone.

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Some slots are also guaranteed to be filled.

obtuse surge
#

Can you agree that 14, most the time will just have 1 scout?

hexed vapor
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Most of the time, yes.

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But it's unrelated to how many scouts 13 has

atomic escarp
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very rare for 14 to have 2

obtuse surge
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So with that logic, even if I have 1 scout in 13 that would mean, most those runs would still have 1 scout in 14

atomic escarp
#

only saw that once

hexed vapor
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Yes, with a large sample size

obtuse surge
#

Are you saying my runs that turned out like that were complete random

hexed vapor
#

YES

#

Take a statistics course

obtuse surge
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I'm aware

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That it would be entirely possible

mighty pond
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I've had 14 have two scouts 4 times, I must be unlucky as fuck lol

obtuse surge
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But I and many other people have noticed this same thing

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Which makes it an ever bigger coincidence

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Becomes a bit hard to believe

atomic escarp
#

also the thing you said ray, id like some confirmation on that

hexed vapor
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If 14 has two scouts, it is much more likely that 13 will have 1 scout than have 2 or 3, because 2 or 3 is unlikely prior.

light totem
#

or 5

atomic escarp
#

^

light totem
#

it sucks

mighty pond
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Just add scouts to every zone in C1 Scout

obtuse surge
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If those zones aren't connected

light totem
#

^

obtuse surge
#

that wouldn't be true

atomic escarp
#

give us prenerf r2c1 back

obtuse surge
#

Your chances stay the exact same is the point you were making

hexed vapor
#

@atomic escarp Which thing I said?

obtuse surge
#

?

hexed vapor
#

1 scout is more likely than 2 or 3 scouts

atomic escarp
#

Every zone has a set number of scouts which are either guaranteed to spawn or have a chance to spawn.

this

obtuse surge
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13 has 2 scouts in most my runs

hexed vapor
#

Therefore, if there are 2 scouts in 14, then it is more likely here is 1 scout in 13

obtuse surge
#

I am so confused

light totem
#

rip

obtuse surge
#

You're pointing out that zones and scout spawns aren't connected

light totem
#

same

obtuse surge
#

but then say 2 in 14 would make more sense for 1 in 13

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which completely contradicts your point

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If they aren't shared

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Nothing is supposed to change

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see it as a coinflip

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getting heads 10 times in a row doesn't mean your chance to get tails increases

atomic escarp
#

i would like to think its a set spawn

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and rng if you get more

hexed vapor
#

Nothing does change

light totem
#

there isnt set spawn

hexed vapor
#

which is why you should take a statistics course.

obtuse surge
#

Most runs have 2 in 13

light totem
#

its rng between the zone, plus the rng for number of scouts

obtuse surge
#

so if it's not connected

light totem
#

^ true

obtuse surge
#

most runs where 14 has 2, should still have 2 in 13

#

I don't think you understand how chances worek

light totem
#

then you have the terrible rng of the two spawning with the other set of two in 14

#

it isnt always in 13... 13 can have none

atomic escarp
#

most runs i did of c1 had 1 in 10/11 each, 2 in 13 and 1 in 14

  • 1 in 20/17
obtuse surge
#

In fact, if it's not connected... If you were to take all runs where 14 had 1 and then split them showing you the amount of runs where 13 had 1 and the amount of runs where it had 2

hidden flax
#

ive had 4 in 13

obtuse surge
#

When doing the exact same thing for runs where 14 had 2

#

You should, in the grand scheme of things, have the same numbers

atomic escarp
#

its wild to think it can have such a wide range

obtuse surge
#

There's quite literally no other way it would be

#

if they aren't shared

light totem
#

oh... i mean 14 usually wont have any... 13 can spawn at most 5 from what ive seen

obtuse surge
#

14 has one on most of my runs

light totem
#

same

obtuse surge
#

13 has never had 5

light totem
#

ive seen it have 3 tho

obtuse surge
#

what are you talking about

light totem
#

and @obtuse surge you are wrong

atomic escarp
#

ive seen 5 in 13 aswell

light totem
#

ive had 13 with 1-5

atomic escarp
#

though that was a vid someone sent me

light totem
#

never seen it at 6... never heard any reports of it either

#

i personally had 5

obtuse surge
#

so

#

did 14 have 0 on that run where you supposedly had 5

light totem
#

yes

#

it did

obtuse surge
#

damn

#

i guess it's just a big coincidence

#

and not connected at all

light totem
#

they do correlate

#

14 had 0

obtuse surge
#

did you have any scouts at all in 10/11 on that run

light totem
#

while 13 had 5

#

yes

obtuse surge
light totem
#

1 is guaranteed in 10/11 and 17/20

obtuse surge
#

well

#

if they happen to all be connected

light totem
#

13 is really weird with rng... but i think its because 13/14 are not real separate zones according to the engine

obtuse surge
#

it would make sense that 5 is possible in there

#

would just mean all those non static spawns were in 13

light totem
#

yeah

obtuse surge
#

I don't know

light totem
#

but enemies were non-existent when I had 5

obtuse surge
#

I used to think scouts were indeed just random per zone with some being guaranteed

light totem
#

it one of those 1/1000000 chance runs

obtuse surge
#

But playing more and more seems to contradict that

#

while it should in theory be the opposite way

light totem
#

ive had a no scout 13/14 run tho... its weird

hexed vapor
#

Yet C1 is the only exception you defend.

light totem
#

what?

hexed vapor
#

Talking to Wesley

obtuse surge
#

Because in this rundown

light totem
#

oh

obtuse surge
#

Most expeditions have guaranteed scouts

#

other than B1

#

A2

#

C1

hexed vapor
#

There should still be other examples in R1, R2, A2, or B1.

obtuse surge
#

Which is when I didn't pay attention to that at all

light totem
#

all have guaranteed spawns.... but it is cross zone

hexed vapor
#

If you did you'd see there have been no cross-zone scouts.

#

in the history of the game

obtuse surge
#

I think many people that played E1 can confirm commonly getting one zone with a double scout

tiny quail
#

R2E1 was the first time we saw cross-zone scout spawns

obtuse surge
#

It would be very fucking insane that literally no one reported a run where they had a double scout twice

hexed vapor
#

Which zones specifically?

light totem
#

@hexed vapor meaning there is one always in the map but it can be in any of X amounts of zones

obtuse surge
#

A very simple explanation would be that there never seemed to be more than 3 scouts

#

in the zones behind the error door

hexed vapor
#

Because more than 3 is rare?

obtuse surge
#

No ray

hexed vapor
#

Also, if you got 3 early on, you were pretty doomed

obtuse surge
#

If the chance isn't affected by previous chances

#

Getting a double twice wouldn't be that rare

hexed vapor
#

TAKE A STATISTICS COURSE

light totem
#

u need to @hexed vapor

tiny quail
#

bruh

obtuse surge
#

It would be about double as rare

atomic escarp
#

ray

#

im starting to think you're playing a different game

hexed vapor
#

The chance of 3 scouts in 595 and 3 scouts in 593 in areas you happen to visit is very very unlikely

obtuse surge
#

Even people who full cleared

hexed vapor
#

Because you need 5-6 independent roles to line up

obtuse surge
#

big coincidence

#

didn't get more scouts

hexed vapor
#

Woow, real big coincidence there.

vale pecan
#

in my experience

#

i got three scouts in 13

hexed vapor
#

So what do you think the chance of any scout spawning in those zones are?

vale pecan
#

once

#

neko can confirm

#

we double sniped two and another at the back of room alerted

#

cause we thought there were only two

#

we are sure we got different scouts btw

hexed vapor
#

Because this isn't hard to calculate

obtuse surge
#

Simple explanation, if there was a 50% chance for zone 1 to have 2 scouts and a 50% chance for it to have 1 scout

vale pecan
#

ok

#

well

obtuse surge
#

zone 2 having the exact same chances

vale pecan
#

I got three scouts

#

I know what I saw

subtle vault
#

da fuck is going on

vale pecan
#

but i usually get 0-1

obtuse surge
#

25% of runs will have 4 scouts

hexed vapor
#

Every scout in E1 was definitely not a 50% roll

#

Too few

vale pecan
#

that was a 1 out of 25 play there for scout numbers

hexed vapor
#

It's probably closer to 20% per scout

obtuse surge
#

I'm using 50%

#

to make a point

vale pecan
#

so there is still a chance of 2+ scouts

light totem
#

it more complex than a 50% spawn per zone tho, it also has other enemies that are added into the equation, then persuaded by other areas/zones that correlate with that zone, etc.

obtuse surge
#

I literally used big numbers

light totem
#

ik

hexed vapor
#

@light totem If you are calculating the chance that you get 3 scouts in 595 and 3 scouts in 593, this will be the conjunction of those two probabilities

obtuse surge
#

just to show you that chance of getting double fucked

#

aren't that insane

hexed vapor
#

Which is clearly very low

vale pecan
#

im just saying if you think its impossible that there can be three scouts in zone 13

hexed vapor
#

compared to just getting a lot of scouts in some places

vale pecan
#

you are false

light totem
#

im talking about the fixed % rate compared to a fluctuating rate, @obtuse surge, the 50 was an exaple... ik

subtle vault
#

damn

tiny quail
#

Which zones specifically?
@hexed vapor 6 total roaming scouts: 3 shared between 596/598/599/586 and 3 shared between 595/594/593. 2 static spawns in both 597 and 600

hexed vapor
#

Well that's really easy to falsify, because you can have less than 3 scouts in the error zones and less than 3 scouts in the spawn+loot rooms

tiny quail
#

potentials ray

hexed vapor
#

Which is why I think this is utter horseshit, you can make up any arbitrary rules to try to fit some dumb ass probability between any collection of zones, which is unfalsifiable.

#

The fact of the matter is that all zones with high scout potentials all having high scouts in a single game is very low

obtuse surge
#

yes but if they aren't connected

#

the chance of those extra zones having them high doesn't decrease either

#

Yes it be more rare

#

But it's incredibly weird that no one ever saw that happen and said something about it

hexed vapor
#

Which is indistinguishable from post-hoc nonsense like "these scouts are map-wide, but don't always spawn"

obtuse surge
#

Well because of how statistics work

#

We can't ever prove we're right

#

Just like you can't really prove us wrong

#

It's just speculation

hidden flax
#

@hexed vapor im not sure what imaginary world you live in but in this world starts dont lie and yes ive had a statistics course

obtuse surge
#

Your theory of them not being connected in any way at all seems very hard to believe

light totem
#

take A2 from example then @hexed vapor , there will be one guaranteed spawn. it will be between zones 126,128, and 129. maybe not one in each zone... but there will always be at least one

hexed vapor
#

If there were multi-zone scouts, we should expect to see that low rolls (where all zones in a set are at minimal scouts) should not be observed

#

However, they are observed

#

so there's no real evidence for your hot garbage

hidden flax
#

bruh

vale pecan
#

oh my god

#

not this shit again

atomic escarp
#

@hexed vapor maybe you should be the one taking a statistics course 🤔

hexed vapor
#

If you played E1 a million times you would eventually get massive spawns

tiny quail
#

if you ran R2E1 enough it becomes very clear

wind glade
#

bruh, what are you saying?

hidden flax
#

yes got 9 clears 🙂

hexed vapor
#

@light totem That's not true either, which is why I consider this line of reasoning to be hot garbage

vale pecan
#

there can be guaranteed spawns (see R2A1, R2B2) and random spawns (see R2C1)

hexed vapor
#

You can have 0 scouts.

vale pecan
#

not sure about the others

hexed vapor
#

in the entire of A2

vale pecan
#

but yeah

hexed vapor
#

Or you can have 4

light totem
#

@hexed vapor false... then you werent looking hard enough

#

there is always one

obtuse surge
#

i mean

mighty pond
#

I can verify Ray's statement of 0 scouts

hexed vapor
#

There is not always 1, I full clear A2 every time

mighty pond
#

He and I had a run where we full cleared A2 with no scouts

obtuse surge
#

i didn't say A2 works like that

#

Just because some zones may be connected

hexed vapor
#

If you want to prove what you beleive

light totem
#

then you missed a room...

obtuse surge
#

doesn't mean each level would have to be that way

hexed vapor
#

You need to show statistical significance

mortal granite
#

A2 i have 0 scout

mighty pond
#

We didn't though Neko

#

I can guarantee we didn't

obtuse surge
#

Well

mortal granite
#

i clear every single room in A2

obtuse surge
#

I can't show that

atomic escarp
#

neko i can vouch for that aswell though

obtuse surge
#

Because, you keep telling me about following a statistic course

atomic escarp
#

also had a 0 scout fully cleared a2

hidden flax
#

to stop this shit show lets look at the game codes

obtuse surge
#

and I think I'm at least smart enough to know that my stats are nothing compared to the totals

#

So

#

I can't really do that chief

hexed vapor
#

Show that you could not reasonably clear {A, B, ..., C} zones and expect not to have seen a high number of scouts at least once

#

Because if they're all 20% rolls you're asking for very unlikely odds.

vale pecan
#

can we just

hidden flax
#

stop fixing the procent rate

vale pecan
#

not argue

#

it seems like a few people here arent really listening to each side

#

and its just pointless right now

#

this is just kinda pointless

mighty pond
#

It has sort of devolved into a battle of stating each other's opinions at this point

vale pecan
#

^

obtuse surge
#

Not rly

hidden flax
#

indeed lets be civil

hexed vapor
#

The simplest explanation is better.
Multi-zone scouts are convoluted and require arbitrary groupings of zones based on personal whims only to get the same probabilities if each zone were independent.
So, the multi-zone model should be discarded.

obtuse surge
#

We're having an argument and you guys are coming in acting as if you're a mod that has to controll the server or something

#

If you're not interested in this argument you could just not say anything here

mighty pond
#

Did I ever do something like that though?

#

I've been contributing to the conversation at hand

obtuse surge
#

Yes

hidden flax
#

now we have gone off topic

obtuse surge
#

Us not agreeing

hidden flax
#

🙂

obtuse surge
#

Doesn't mean the whole conversation become pointless and has to be halted

hexed vapor
#

I would only accept the multi-zone model if there were clear evidence of an upper-bound (which there is not, it would require a very large sample size) or a lower-bound (which has been falsified repeatedly).

mighty pond
#

And by me saying you disagree is me moderating?

atomic escarp
#

ray your theory doesnt have any evidence aswell though

obtuse surge
#

I wasn't really aiming at you

atomic escarp
#

so...

hexed vapor
#

It's simpler, Amaira

hidden flax
#

how can you declare it false

mighty pond
#

Fair enough, I took it as such. My apologies Wes

hexed vapor
#

Which means it ought to be prefered

atomic escarp
#

just dont try to force your opinion on all of us

lone fern
#

@hexed vapor so to prove your point we would basically need the game's source code welp

atomic escarp
#

even if thats how you think

#

everyone is entitled to their own opinion

obtuse surge
#

To prove any point at all

atomic escarp
#

and you cant just say

obtuse surge
#

You would indeed need a developer

#

or actual code

hexed vapor
#

Especially when it clearly applies to more levels, since multi-zone only applies to levels that are very complicated in terms of scout spawns.

obtuse surge
#

Because chances are chances

hexed vapor
#

R2D1, for example, clearly has no upper-bound.

atomic escarp
#

"you're wrong, cuz you think differently than me"

#

cuz thats pretty much what you've been doing this entire time

hexed vapor
#

Your position is unreasonable

#

It's baseless speculation rather than a useful model for every other level.

atomic escarp
#

but guess what

#

your "useful model" is just speculation aswell

hexed vapor
#

Mmmmmm, just speculation that R2D2 has 5-7 scouts in 195.

#

Real fuckin' speculative.

#

If multi-zone applies, it will apply to 611 and 613 in R2D1, so I'd like your model for that as well.

light totem
#

@willow coral Any insight to the spawn rate of scouts?

atomic escarp
#

please enlighten us

tiny quail
#

why would it just automatically apply to other expeditions?

hexed vapor
#

Because if we're sorting between the two models

mossy yoke
#

spawn rate of scouts where?

hexed vapor
#

We should presumably pick the one that has more evidence for it

mossy yoke
#

in what scenario?

light totem
#

in general

tiny quail
#

there is clearly both that exist.

lone fern
#

R3C1 and in general

tiny quail
#

in my experience

light totem
#

started with C1 sometimes spawning 5 in zone 13

hexed vapor
#

There's not clearly both, because multi-zone has no evidence for it while it explains the same material .

mossy yoke
#

scouts have a specific space they need in order for them to spawn somewhere

hexed vapor
#

Provide evidence for an upper or lower bound

mossy yoke
#

so generally there is a set amount

hexed vapor
#

Especially considering that no other enemies use multi-zone spawn mechanics.

tiny quail
#

I mean... I don't record the dozens and dozens of E1 runs I did just to evaluate scout spawn potentials....

light totem
#

thats because all other enemies, with the exception of the mother and chargers, can spawn anywhere @hexed vapor

mossy yoke
#

scouts need at least x space in order to spawn in an area

obtuse surge
#

that's incredibly vague

light totem
#

"chance spawn rate replacing other enemies"

#

simple answer

hexed vapor
#

Neither do I, and I never saw anything noteworthy. 36 is also not a very big sample size considering the chance of 4-7 scouts in the error zones is very close to 1%

lone fern
#

@mossy yoke can you narrow down x for us a bit pls?

obtuse surge
#

what we want to know is, if having a lower amount of scouts in a certain zone would cause the chance of scouts in another zone to be higher

mossy yoke
#

sorry i can't

mortal granite
#

big enough area

glass sierra
#

i mean you can generally guess

light totem
#

enemy cap spawn per room prob

glass sierra
#

look at the size of the rooms are in

hexed vapor
#

@tiny quail It's also not at all clear that whatever you consider your experience to be is indicative of a lower or upper bound

light totem
#

^ obv

wintry terrace
#

The limit does not exist

left axle
#

you are giving me calculus ptsd stop

light totem
#

hrmm

left axle
#

no more limits

atomic escarp
#

There have been shared scouts spawns before

light totem
#

same @left axle

hexed vapor
#

@atomic escarp Where?

atomic escarp
#

R2E1

hexed vapor
#

Omfg

light totem
#

rip

hexed vapor
#

We just talked about this

light totem
#

no

#

you talked about this

hexed vapor
#

There is no evidence of a lower or upper bound in E1

light totem
#

42

obtuse surge
#

no ally it's just a coincidence and you don't understand statistics owo

atomic escarp
#

what do you mean by lower or upper bound?

hexed vapor
#

That there is a map-wide or multi-zone guarantee or limit of scouts in variable zones.

light totem
#

and y is the other limit

mossy yoke
#

as said, in order for a scout to spawn, they need at least x area. that means that when a map is built, the devs will set a certain area to have that much space so that a scout spawns. it's a deliberate design choice.

hexed vapor
#

That wouldn't be multi-zone, then.

#

That seems like it would actually be per-area.

obtuse surge
#

That's still so vague but in my mind it would seem to make sense that if that's the case, if a scout can't spawn in zone x because no space for some reason, the game would try to spawn it in a different zone

#

Where it does happen to have that space

atomic escarp
#

but if it spawns at all is still rng it seems

wintry terrace
#

Scouts are sentient change my mind

atomic escarp
#

seeing as we can have a different amount still

light totem
#

rip

obtuse surge
#

well

hexed vapor
#

But D0c has just specified that the scout spawns are based on space and not an overhead scout placement.

#

That's what he just said

obtuse surge
#

perhaps it's possible that the scout it attempts to spawn, never has enough space to be there

hexed vapor
#

Which would mean any multi-zone mechanics are impossible

light totem
#

its both, most likley

#

just like dmr bad?

#

bring that back?

#

^

mossy yoke
#

like the min space is so they can't just spawn in a tiny hallway for example

feral token
#

the only gun that is good is the hammer

light totem
#

^^^^

buoyant sentinel
#

hammer best gun

hidden flax
#

@atomic escarp you deserv the plate as well 🙂

tiny quail
#

Not sure how what D0c said has anything to zones - he was talking about space within an area.

hidden flax
#

not just the fork and knife but the plate as well

mortal granite
#

i think A2 suppose to have more scouts

light totem
#

certain room do not have enough 'room' to spawn a scout but have a enemy spawn cap that would allow it

hexed vapor
#

@mossy yoke We're talking about how many scouts spawn in particular zones, not where they spawn. Which are you talking about?

mossy yoke
#

everything...

They need at least x space to spawn, which prevents them from spawning in hallways
just because they have space, doesn't mean they will spawn, scouts are essentially placed in certain areas

light totem
#

this is known

hidden flax
#

yes we know this doc

hexed vapor
#

But which areas? Are they placed in zones, set of zones, or particular rooms/areas?

hidden flax
#

bruh

mossy yoke
#

scouts are essentially placed in certain areas

hexed vapor
#

Ah, you meant that literally

light totem
#

@mossy yoke For example can scouts have a spawn that can vary between 3 zones?

hexed vapor
#

That couldn't be right, though?

#

Some zones have seemingly specific bounds despite multiple rooms

#

434 in A3 has exactly one scout all the time?

feral token
#

some scout spawns might be the same in every run some might not

hexed vapor
#

Even if there's two placed in A and B, there is overarching code to control it it seems?

#

I know.

hidden flax
#

yes that is obvious

obtuse surge
#

so basically D0c, there's a set amount of scouts for a set area

#

👀

mossy yoke
#

2 can sometimes spawn in an area, but is rare

hexed vapor
#

on A3?

obtuse surge
#

and that area could totally be spread out between multiple zones sipp

hidden flax
#

ive had 2 on a3

hexed vapor
#

@hidden flax Oh?

hidden flax
#

yes

hexed vapor
#

Wesley

#

Area as in A, B, C, D

light totem
#

it is possible, after opening the door on 4th wave

hidden flax
#

had it happen twice

light totem
#

one thru the hole and one in the hallway

obtuse surge
#

did D0c say area meant just 1 room

#

👀

hexed vapor
#

Yes, I asked him if it was multiple zones, zones, or areas/rooms, and he replied by requoting his use of "area," suggesting he was being literal

mossy yoke
#

area = 1 room

hexed vapor
#

How are zones like 392 handled, then?

obtuse surge
#

how does that even help then

hexed vapor
#

Exactly 2 scouts every run so far, but looks to be a zone-wide control and not based on the rooms?

obtuse surge
#

It makes no sense that it's per room

#

And not connected at all

#

Because that would mean you'd be able to get doubles on like B2's fog zone too

hexed vapor
#

Same for R2B2. If it's not a zone control, then how come there are always the same number of scouts in 268 and 269 regardless of distribution between rooms?

tiny quail
#

ye, that doesn't add up thonk

obtuse surge
#

It definitely has a connection per zone

light totem
#

because there are fixed scout spawns, like R3A1's 252 and 253

mortal granite
#

isn't those always spawned?

#

i'm sorry if i being a dum dum again

#

just woke up to this

obtuse surge
#

yes

#

those A1 scouts make sense with what D0c said

#

but many others don't

#

there has to be more to it

light totem
#

fixed will always spawn in that exact room

mortal granite
#

with C1 stat

light totem
#

its much more variable then any of us can theorize

mortal granite
#

there will be 5 scouts share in these zone to my knowledge

#

10 - 11 - 13 - 14

#

always 5 scouts

hexed vapor
#

...

light totem
#

ummm

#

lets not start again

mortal granite
#

ok

light totem
#

its not true, we discussed this earlier

#

there can be a max of 5 in zone 13

#

with 1 still in 10/11

hexed vapor
#

You literally listed 4 zones that never have 0 scouts and boldly proclaimed the fact that you happen to have never gotten a low roll as evidence of multi-zone mechanics.

tiny quail
#

Never have 0 scouts???

#

hmm

light totem
#

not in 10/11

obtuse surge
#

ok ray

light totem
#

10/11 will always have one

obtuse surge
#

whats your upper/lower bound

#

checkmate

light totem
#

rarely having 2

hexed vapor
#

I only need upper/lower bounds for particular zones.

obtuse surge
#

idk

#

it sounds pretty easy to prove captain alpha wrong

hexed vapor
#

I'm not the one claiming there's limits on the entire map

obtuse surge
#

if those zones aren't connected

hexed vapor
#

So let me propose titan multi-zone mechanics.

#

There's a limit to how many titans can be on the map, and a map-wide potential for titans to spawn

light totem
#

why they can regularly spawn already

#

oh... disregard

#

I can agree with that

hexed vapor
#

Ahuh...

#

@obtuse surge So how would you refute that?

#

I doubt you've seen more than, say, ~10 titans across zones 10, 11, and 12.

obtuse surge
#

are you talking about the titan stuff or about what alpha said

light totem
#

@obtuse surge I dont think you even argued about that at all, did you?

obtuse surge
#

i have never payed attention to those titans

#

Therefor likely wouldn't rly comment on it

#

Sounds possible

#

How would you prove it?

#

Well just like the scout multi zones thing you pretty much can't prove it

#

It's pretty much a maybe until someone proves you wrong

hexed vapor
#

So then how should we a pick a model?

#

Which one should we speak in terms of, use to make predictions, etc.?

obtuse surge
#

You can't

#

You just speculate

atomic escarp
#

i'd just drop this whole model thing?

obtuse surge
#

And for something that seems to matter in a run

#

Such as scouts

#

It becomes more interesting to do so

#

So it makes sense for one to pay attention to it

#

Use what they've noticed to make assumptions

atomic escarp
#

and doc basically told us how it works already?

hexed vapor
#

So if I need to make important decisions, which model should I use?

tiny quail
#

Why does there need to be a model?

atomic escarp
#

or are you including other things aswell now?

hexed vapor
#

No, he didn't, he only gave very partial information that's clearly false in some circumstances.

atomic escarp
#

ray

#

i think

tiny quail
#

I think that’s exactly what the game is trying to move away from - Predictability

atomic escarp
#

doc knows more about how the game works

#

than ANY of us

hexed vapor
#

Wesley literally agreed that D0c's explanation is obviously incomplete

obtuse surge
#

D0c clearly knows more

#

But likely simply doesn't want to give more information

atomic escarp
#

and why exactly

#

should he explain it to us in detail then?

hexed vapor
#

He already did

#

Scroll up

atomic escarp
#

¯_(ツ)_/¯

lone fern
#

@hexed vapor so you basically sayin now that Doc gave us false information?

hexed vapor
#

D0c explained per-area mechanisms, but there are clearly some zone-wide mechanics

obtuse surge
#

Not necessarily wrong just incomplete

tiny quail
#

D0c gave us an honest answer, it is just too vague to make a generalization from.

hexed vapor
#

No, I said that he gave us a very small tidbit that doesn't tell us much

light totem
#

^

lone fern
#

Yeah he probably can't tell more due to an NDA or some sort like that

atomic escarp
#

or they simply dont want us to know

light totem
#

or both?

hexed vapor
#

@tiny quail If you're going to document all of the scouts you can encounter, you need a specific model your documentation will use.

light totem
#

we probably should, list zone number and exact room with # of scouts spawned

mortal granite
#

just be simple

hexed vapor
#

I currently just list zones, range for number of scouts observed, and rooms they've been observed in.

light totem
#

we can probably get a general number for the stats for spawn rates if we all did this

tiny quail
#

Fair enough, I just think part of what the devs want is for us to not be able to document or predict those spawns. At least not in every expedition.

#

Which is why there is disagreement on this at all.

hexed vapor
#

W/e, I'm the only person I know besides Kenny that actually writes them down per zone.

tiny quail
#

Yes, I do most all of my runs with Kenny during this data collection.

obtuse surge
#

kenny seems to believe in a shared scouts model too

tiny quail
#

ye

obtuse surge
#

👀

hexed vapor
#

He believes it based on R1B2, I believe

#

But this was falsified a long time ago.

mortal granite
#

zone 13 in C1 are

#

interesting

tiny quail
#

We found our evidence first through experience in R2E1. Not sure on where he stood prior to that.

hexed vapor
#

Full clears of the level found that there was no guarantee of scouts between 20/21 and 22/23.

#

And again, if there were multi-zone mechanics we should have found at least one case where you were guaranteed a variable scout among a set of zones with no variance for more ore less, but this has never been found.

tiny quail
#

595/594/593?

#

Always have 3

hexed vapor
#

595 and 594 have both had 0 on some of my runs, and we failed to encounter more than 1 scout in 593 those same runs.

tiny quail
#

idk

#

every run I have past Error door, we count for 3 so we know.

hexed vapor
#

You're also probably not full clearing, which you would need to do.

tiny quail
#

We did multiple runs for full clears searching for scouts.

#

Seemed quite consistent.

#

Obviously E1 isn’t the easiest to full clear though lol

light totem
#

no

hexed vapor
#

Your sample size is abysmal, I figure

light totem
#

not at all

tiny quail
#

The only way ray will be satisfied is if he datamines the info apparently smh

hexed vapor
#

I mean, your one example of your beliefs is in three zones that are notoriously hard to explore

#

Prove it in any other set of zones.

#

Or is it just magical that levels like A2 don't obey the same rules?

tiny quail
#

We’re talking about an E tier expedition vs. A tier..... Yes, they likely do not obey the same rules.

obtuse surge
#

I mean, you clearly believe that rooms within a zone have a connection

hexed vapor
#

A2 is an example

obtuse surge
#

B2 fog zone consistent 1 scout in any of the rooms of that zone

#

Would it be that crazy to do the same thing but spread across multiple zones

hexed vapor
#

But mechanics already obey zone-specific rules

#

The first zone of every A1 has always had exactly 1 room with enemies

tiny quail
#

Why wouldn't they implement new mechanics on tougher expeditions?

#

Best way to throw off good players

hexed vapor
#

@tiny quail You could include R1B2, R2C1, R3A2, R3B1, and R3C1.

#

Doesn't matter whether it's possible, it matters if it's plausible.

#

Making one exception to the rules based on a tiny sample size isn't justified.

tiny quail
#

Hundreds of hours and dozens and dozens of attempts? hmm

#

Not sure what else I can do to please you ray xD

hexed vapor
#

If you don't full clear, it's not a result.

#

And you didn't complain when I suggested you had a small sample size the first time, so fuck off.

#

You're making exceptions for the sake of your conclusion.

subtle vault
#

god damn

obtuse surge
#

It should be much easier to prove us wrong

#

Rather than us proving that we're right

#

R3C1 for example

#

Get a run that doesn't have a total of 5 scouts in the zones alpha talked about

#

And you proved him wrong

#

Sure, 5 can be the average and therefor what you'll have most time

hexed vapor
#

To prove you wrong would require 100 attempts minimum for most of the outrageous claims, and it wouldn't be hard to move the goalposts to "well, the range for this set of zones is a bit bigger."

obtuse surge
#

But spread across those 4 zones there's a ton of different combinations

#

That aren't rare at all if the multi zone theory isn't a thing at all

tiny quail
#

Is it outrageous to suggest cross-zone spawning?

#

What about the spawning locations of pdecs, ID's, keys? those have all proven to be cross-zone I don't see any reason it wouldn't pertain to enemies as well. And have obviously experienced it plenty through my runs

hexed vapor
#

I haven't seen much evidence in favor of PDECs or IDs using cross-zone mechanics, so I would like those

tiny quail
#

R2C2?

hexed vapor
#

None I'm aware of besides a cap of 3

obtuse surge
#

well that's funny

#

because you could get 4 in a zone

#

you could also have zones with 0

hexed vapor
#

Only if you mistype the list.

obtuse surge
#

118 for example would occasionally have 0 ids and just the key

hexed vapor
#

I never disagreed with 0

obtuse surge
#

there could be 4

#

like

#

literally

hexed vapor
#

And only require two zones be visited? No.

obtuse surge
#

my 0 run matched the 4 run

#

so no

#

113 had 4

#

118 had 0

#

the other 2 zones were 3 & 2

hexed vapor
#

And you collected every ID in 113?

obtuse surge
#

You need the powercell or key

#

so it's 3 zones

#

;)

hexed vapor
#

117 doesn't count, you should open it anyway

obtuse surge
#

we literally

#

didn't open it on our duo