#gtfo-spoiler-chat
1 messages · Page 178 of 1
You're welcome, and good luck with your clear ✌️
idk why DMR + combat shotgun works so well in A3
Not hel gun?
ye
i got to wave 4 - 5
i died because i was underestimate the wave and the timer
and i can manipulate the spawn
that picture on media fant art looks like an actual enemy we would fight
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
what is the boss?
play b2
@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.
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
Probably the reason E1 was even realistic solo
The surge alarms weren't taking any longer
If they were a lot slower in solo
It would just suck out all the fun in attempting it
Opening the error door sucked
Big red scan.... lol
By the time it opened, you had a varying amount of time between -2 and 10 seconds before the back wave arrived
Yeah
i should create a mythbusting videos for these thing
Jinko already did this but he went and play other game
I've been told that those team scans actually take a little longer when you're on them solo
But never really tested that out
it's longer
They do go a little slower in solo
But if it was like the extraction circle slow
That would just kill any enjoyment
lol
A2's design is questionable at the end
A full squad might not or will barely notice that fog raises during that extraction
Kind of makes you ask if they just wanted to screw with smaller teams
Or somewhat punish teams that don't get to the extraction fast enough
I'm sure they are doing a lot of that stuff to mess with solo players xD
I wasn't sure what path they took and just kind of put mines everywhere in the first room
let's me rewatch my video to clarify
I don't think they went through half of my mines
they skip the ladder
It was about 45% when a lot were coming up on me
and go to the uphill path
I think I had about 15 mines on each side
xD
and think it lasted till 60% extraction
Haha
You're nice ||got em||
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
The community has spoken
what grunting noises?
Does anyone know the rough spawn size each wave has once you open the final door in C1 and the alarm starts going off?
And are they always that spiky enemy?
ye
And does the HSU spawn in either 17 or 20?
yes
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.
The only game you are good at was PD2
Then find the HSU in either 17 or 20, and run back to extraction to scan?
ye
Do you english?
Roughly, yes. It uses much more % ammo per shot
Shotgun has 42 rounds, burst has 210 but uses 3 per burst, so only 70 bursts
4 per burst
It has ~~66% more ammo but fires very rapidly
Even less than, my bad
Only 25% more ammo than
But shoots way faster, meaning is uses all of its ammo significantly faster
@mortal granite Its very much 3
i don't use SS that much anymore
but
i notice when testing BS
it hit 3 shots
and the 4th one fly off
missed
that's why i said it 4 burst
BS has recoil?
140>137>131
@mortal granite Big Dumb
Took 3 bursts to kill 1 striker
In other words, 4% ammo to kill 1
Shotgun uses 2% to kill one enemy
Can also hit several other enemies extra
Burst also consumes ammo significantly faster
In other words: shotgun sentry, when placed well, is up to twice as efficient in tool refill usage.
Just took 6 bursts to kill one sleeper
...
the BS stop fire beyond 10meters
so should SS tbh
i must have block the field of view
do u even f-ing english
no
BS hit more than SS
Chill, not a lot of people playing has english as their first language
I've been sniped by the shotgun sentry
from 50+ meters
english is my third languege
rip
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
Still got hit for a bunch of damage
Considering his English is better than native English speakers...
yeah
they stop shooting when enemy are beyond 25 meters
^
thats true... but its projectile range is far more
it's like having a brain but it turn off in the middle of a conversation
i speak 6 diffrent languages:)
stupidity isnt a languege
Privet moi russkoyazychnyye
Me too :(
Did I fix my tag?

english
Hello im retarded (@ the trap)
@glass sundial how many pellets each shot for the SS ?
Haven't really checked. I always run bio/mines
prob 6-8
to me it's seem like 5
it might
i've recorded a video and slow it down
could be more than 5
if the pellets like... fuse together
idk actually... if you want to find out
You get better usage with bio/mines than with a sentry @glass sundial ?
Mines are useful in many situations, but not over a sentry most of the time in my opinion.
Bio makes it easier to tell where all the enemies are so I can melee them more effectively
Earlier in R3C1 we did the first alarm door and mines soloed the entire wave
1 enemy survived
Only used 4 miens
Depends how you use them
Mine deployer guide when?
Fair point lol
Thanks for coming to Drunk's Ted Talk
It's really hard to make a guide for optimal mine placements
👏
They're really weird
you just have to find what works for yourself
weird to type out
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
I see
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
That's the summarized version
Player positioning, enemy pathfinding, walls, etc. A lot comes into play in doing it right
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
anyone come upon a mother in game yet
ye??
^
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
we tried holding the first wave, but also swarmed
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
What is a brood mother
Apparently it's on A1
What is the zone with the brood mother also
So there is a hidden enemy?
I am unsure how you got that to spawn on A1. I don't know the name of the zone
It was posted on reddit
and they said they found it in R3A1
with absolutely no context
I mean in the top left of the image it says R3A1
You're telling me this enemy spawns on C1?
I'm more confused by what you just posted
That doesn't look at all like the Birther
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
It also sounds like it's straight out of Starcraft 2
Guessing this enemy is from E1 if we ever get it
Cat's out of the bag devs
Time to release the level
I'm not logged into reddit if anyone wants to ask them how they found it
Seems they made a new account purely to post that
It almost looks like they spammed a whole bunch of enemies on top of each other
So it's probably nothing I guess
if the mother spawn in A1
that's mean 1 guy have an advance cheat
and cheat those in for laugh and giggle
that's too much giants
@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.
just looked like a whole bunch of strikers merged but enlarged and thats it.
yeah they actually spawned all the sleepers that are in the game files but not shown in game
some of the parts can already be found in r2 and r1 files
maybe they should delete the links since it may contain spoilers for future rundowns
if it is unrelease enemies
In r3b2 rooms 507 and 508, are they both really filled with sleeping titans?
yeah
you can just stealth through 507 and grab the turbine, cell and tool refill if its close. you don't need 508
Won't the titans in the room get alerted if you don't kill them and start the room 509 security alarm?
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
Thanks will try that out then
has anyone done b2 solo and if how did they deal with the first wave?
@white sandal has
heard some other people hold the first set of scans and use parkour jutsu on second
so what do we do in this channel anyway
i managed to do the scan but had like still 15 after me and low ammo
no refills for me
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
kind of harder to do in this rundown since enemies seem to attack slightly quicker and react quicker too
Is there ever gonna be an R3E addition? I heard some rumors
Or will it just go straight to R4
All levels were released. There is no R3E level. R4 is next
probably straight to r4
what Cao sadi
in r2, there was also the warden restriction mechanic
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
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.
It's been stated multiple times there are only 7 expeditions in R3. There's nothing more.
Yay we beat B2
Good job
@devout river Good job, I hope it was fun! Now onto C1!
Congratulations man.
Hey you are those guys who were really good that helped us
Thanks man, that's very kind of you to say Haha
^^^^ What he said.
So humble, brings a tear to my eye :')
^^^Also what he said.
Well I am excited for C1 because I heard that it is good
d1 is so fucking hard
Yes
Is D1 another lab themed level
yep
That is nice
I really like the lab environment but they did not use it very much this rundown
The data center environment that is gonna be in R4 according to the roadmap sounds cool too
That's just a quirk of the environment, though.
Environments like the refinery are very vertical, while the lab is not.
keep in mind, it takes time to make enough tiles in the environment
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
as they spend more time, more lab tiles will be created, fleshing it out more, creating different views, making more unique
Basically, give this game a few years and we have very unique maps each run. :P
sooo how many scouts are supposed to be in c1 again?
Ooh
some scout spawns seem to be shared between multiple zones
then we died lol
This has never been the case for any expedition.
Ray
Every single time I've had 1 scout in 13
there's 2 in 14
Every time there's 2 in 13
there's 1 in 14
Very consistent
I've seen this to be the case as well now that you mention it
no reason to be rude
Did you full clear
I've had 2 in 13 w/ 2 in 14
^
13 has an out of fog room next to terminal that can have the scout spawn there
ye i know
i usually fc everything
To not have them add up to 3 total
and 10/11 arent supposed to house more than 1 i think
10/11 have 2 every once in a while
It's not entirely uncommon to have two in 10/11
10/11 have 1-2 usually, 1-3 according to you
around 40 runs now
I've gotten 2 scouts in 10/11 like 5 times in a row
If it truly doesn't give a fuck about zones
It really shouldn't be this common
to add up to 3
in fact
ye no
it be very difficult to get 3
ye
but i dunno
something feels off these last 2 days, esp in c1 for me
had a lot of weird shit happening in there
Same concept of scout spawns being shared seemed to very much be a thing in R2E1
^ can confirm @atomic escarp and me did a few runs together
peace that scout bug from earlier was c1 aswell
It wasn't rare at all to get a zone with a double scout on E1
With many tries, which I and many others had
Which particular one, I haven't seen the thing you are mentioning
We surely would've ran into double scouts in multiple zones on the same run
but that was never the case
I may have missed the message/video
i think it was yesterday? in the media channel
In media, aight lemme go look
we had a little talk about it aswell lol
Ty claw
Perhaps there's not a certain amount of scouts for those zones
But it surely seems to affect chances
its kinda weird
yea, i finally understood you cant kill anything while its on a ladder aswell
except players
Which humors me
It is yes, but it's not impossible to avoid having happen once you experience it once
++
I do think that it shouldn't exist though
yeah it really shouldn't
will get fixed eventually im sure
I'd assume so yes
Every zone has a set number of scouts which are either guaranteed to spawn or have a chance to spawn.
These are distributed among slots for scouts in the rooms of the zone.
Some slots are also guaranteed to be filled.
Can you agree that 14, most the time will just have 1 scout?
very rare for 14 to have 2
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
only saw that once
Yes, with a large sample size
Are you saying my runs that turned out like that were complete random
I've had 14 have two scouts 4 times, I must be unlucky as fuck lol
But I and many other people have noticed this same thing
Which makes it an ever bigger coincidence
Becomes a bit hard to believe
also the thing you said ray, id like some confirmation on that
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.
or 5
^
it sucks
Just add scouts to every zone in C1 
If those zones aren't connected
^
that wouldn't be true
give us prenerf r2c1 back
Your chances stay the exact same is the point you were making
@atomic escarp Which thing I said?
?
1 scout is more likely than 2 or 3 scouts
Every zone has a set number of scouts which are either guaranteed to spawn or have a chance to spawn.
this
13 has 2 scouts in most my runs
Therefore, if there are 2 scouts in 14, then it is more likely here is 1 scout in 13
I am so confused
rip
You're pointing out that zones and scout spawns aren't connected
same
but then say 2 in 14 would make more sense for 1 in 13
which completely contradicts your point
If they aren't shared
Nothing is supposed to change
see it as a coinflip
getting heads 10 times in a row doesn't mean your chance to get tails increases
Nothing does change
there isnt set spawn
which is why you should take a statistics course.
Most runs have 2 in 13
its rng between the zone, plus the rng for number of scouts
so if it's not connected
^ true
most runs where 14 has 2, should still have 2 in 13
I don't think you understand how chances worek
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
most runs i did of c1 had 1 in 10/11 each, 2 in 13 and 1 in 14
- 1 in 20/17
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
ive had 4 in 13
When doing the exact same thing for runs where 14 had 2
You should, in the grand scheme of things, have the same numbers
its wild to think it can have such a wide range
oh... i mean 14 usually wont have any... 13 can spawn at most 5 from what ive seen
14 has one on most of my runs
same
13 has never had 5
ive seen it have 3 tho
what are you talking about
and @obtuse surge you are wrong
ive seen 5 in 13 aswell
ive had 13 with 1-5
though that was a vid someone sent me
did you have any scouts at all in 10/11 on that run

1 is guaranteed in 10/11 and 17/20
13 is really weird with rng... but i think its because 13/14 are not real separate zones according to the engine
it would make sense that 5 is possible in there
would just mean all those non static spawns were in 13
yeah
I don't know
but enemies were non-existent when I had 5
I used to think scouts were indeed just random per zone with some being guaranteed
it one of those 1/1000000 chance runs
But playing more and more seems to contradict that
while it should in theory be the opposite way
ive had a no scout 13/14 run tho... its weird
Yet C1 is the only exception you defend.
what?
Talking to Wesley
Because in this rundown
oh
There should still be other examples in R1, R2, A2, or B1.
Which is when I didn't pay attention to that at all
all have guaranteed spawns.... but it is cross zone
If you did you'd see there have been no cross-zone scouts.
in the history of the game
I think many people that played E1 can confirm commonly getting one zone with a double scout
R2E1 was the first time we saw cross-zone scout spawns
It would be very fucking insane that literally no one reported a run where they had a double scout twice
Which zones specifically?
@hexed vapor meaning there is one always in the map but it can be in any of X amounts of zones
A very simple explanation would be that there never seemed to be more than 3 scouts
in the zones behind the error door
Because more than 3 is rare?
No ray
Also, if you got 3 early on, you were pretty doomed
If the chance isn't affected by previous chances
Getting a double twice wouldn't be that rare
TAKE A STATISTICS COURSE
u need to @hexed vapor
bruh
It would be about double as rare
The chance of 3 scouts in 595 and 3 scouts in 593 in areas you happen to visit is very very unlikely
Even people who full cleared
Because you need 5-6 independent roles to line up
Woow, real big coincidence there.
So what do you think the chance of any scout spawning in those zones are?
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
Because this isn't hard to calculate
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
zone 2 having the exact same chances
da fuck is going on
but i usually get 0-1
25% of runs will have 4 scouts
that was a 1 out of 25 play there for scout numbers
It's probably closer to 20% per scout
so there is still a chance of 2+ scouts
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.
I literally used big numbers
ik
@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
Which is clearly very low
im just saying if you think its impossible that there can be three scouts in zone 13
compared to just getting a lot of scouts in some places
you are false
im talking about the fixed % rate compared to a fluctuating rate, @obtuse surge, the 50 was an exaple... ik
damn
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
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
potentials ray
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
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
Which is indistinguishable from post-hoc nonsense like "these scouts are map-wide, but don't always spawn"
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
@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
Your theory of them not being connected in any way at all seems very hard to believe
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
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
bruh
@hexed vapor maybe you should be the one taking a statistics course 🤔
If you played E1 a million times you would eventually get massive spawns
if you ran R2E1 enough it becomes very clear
bruh, what are you saying?
yes got 9 clears 🙂
@light totem That's not true either, which is why I consider this line of reasoning to be hot garbage
there can be guaranteed spawns (see R2A1, R2B2) and random spawns (see R2C1)
You can have 0 scouts.
not sure about the others
in the entire of A2
but yeah
Or you can have 4
i mean
I can verify Ray's statement of 0 scouts
There is not always 1, I full clear A2 every time
He and I had a run where we full cleared A2 with no scouts
If you want to prove what you beleive
then you missed a room...
doesn't mean each level would have to be that way
You need to show statistical significance
A2 i have 0 scout
Well
i clear every single room in A2
I can't show that
neko i can vouch for that aswell though
Because, you keep telling me about following a statistic course
also had a 0 scout fully cleared a2
to stop this shit show lets look at the game codes
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
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.
can we just
stop fixing the procent rate
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
It has sort of devolved into a battle of stating each other's opinions at this point
^
Not rly
indeed lets be civil
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.
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
Did I ever do something like that though?
I've been contributing to the conversation at hand
Yes
now we have gone off topic
Us not agreeing
🙂
Doesn't mean the whole conversation become pointless and has to be halted
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).
And by me saying you disagree is me moderating?
ray your theory doesnt have any evidence aswell though
I wasn't really aiming at you
so...
It's simpler, Amaira
how can you declare it false
Fair enough, I took it as such. My apologies Wes
Which means it ought to be prefered
just dont try to force your opinion on all of us
@hexed vapor so to prove your point we would basically need the game's source code welp
To prove any point at all
and you cant just say
Especially when it clearly applies to more levels, since multi-zone only applies to levels that are very complicated in terms of scout spawns.
Because chances are chances
R2D1, for example, clearly has no upper-bound.
"you're wrong, cuz you think differently than me"
cuz thats pretty much what you've been doing this entire time
Your position is unreasonable
It's baseless speculation rather than a useful model for every other level.
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.
@willow coral Any insight to the spawn rate of scouts?
please enlighten us
why would it just automatically apply to other expeditions?
Because if we're sorting between the two models
spawn rate of scouts where?
We should presumably pick the one that has more evidence for it
in what scenario?
in general
there is clearly both that exist.
R3C1 and in general
in my experience
started with C1 sometimes spawning 5 in zone 13
There's not clearly both, because multi-zone has no evidence for it while it explains the same material .
scouts have a specific space they need in order for them to spawn somewhere
Provide evidence for an upper or lower bound
so generally there is a set amount
Especially considering that no other enemies use multi-zone spawn mechanics.
I mean... I don't record the dozens and dozens of E1 runs I did just to evaluate scout spawn potentials....
thats because all other enemies, with the exception of the mother and chargers, can spawn anywhere @hexed vapor
scouts need at least x space in order to spawn in an area
that's incredibly vague
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%
@mossy yoke can you narrow down x for us a bit pls?
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
sorry i can't
big enough area
i mean you can generally guess
enemy cap spawn per room prob
look at the size of the rooms are in
@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
^ obv
The limit does not exist
you are giving me calculus ptsd stop
hrmm
no more limits
There have been shared scouts spawns before
same @left axle
@atomic escarp Where?
R2E1
Omfg
rip
We just talked about this
There is no evidence of a lower or upper bound in E1
42
no ally it's just a coincidence and you don't understand statistics owo
what do you mean by lower or upper bound?
That there is a map-wide or multi-zone guarantee or limit of scouts in variable zones.
and y is the other limit
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.
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
but if it spawns at all is still rng it seems
Scouts are sentient change my mind
seeing as we can have a different amount still
rip
well
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
perhaps it's possible that the scout it attempts to spawn, never has enough space to be there
Which would mean any multi-zone mechanics are impossible
like the min space is so they can't just spawn in a tiny hallway for example
the only gun that is good is the hammer
^^^^
hammer best gun
@atomic escarp you deserv the plate as well 🙂
Not sure how what D0c said has anything to zones - he was talking about space within an area.
not just the fork and knife but the plate as well
i think A2 suppose to have more scouts
certain room do not have enough 'room' to spawn a scout but have a enemy spawn cap that would allow it
@mossy yoke We're talking about how many scouts spawn in particular zones, not where they spawn. Which are you talking about?
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
this is known
yes we know this doc
But which areas? Are they placed in zones, set of zones, or particular rooms/areas?
bruh
scouts are essentially placed in certain areas
Ah, you meant that literally
@mossy yoke For example can scouts have a spawn that can vary between 3 zones?
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?
some scout spawns might be the same in every run some might not
Even if there's two placed in A and B, there is overarching code to control it it seems?
I know.
yes that is obvious
2 can sometimes spawn in an area, but is rare
on A3?
and that area could totally be spread out between multiple zones 
ive had 2 on a3
@hidden flax Oh?
yes
it is possible, after opening the door on 4th wave
had it happen twice
one thru the hole and one in the hallway
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
area = 1 room
How are zones like 392 handled, then?
how does that even help then
Exactly 2 scouts every run so far, but looks to be a zone-wide control and not based on the rooms?
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
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?
ye, that doesn't add up 
It definitely has a connection per zone
because there are fixed scout spawns, like R3A1's 252 and 253
isn't those always spawned?
i'm sorry if i being a dum dum again
just woke up to this
yes
those A1 scouts make sense with what D0c said
but many others don't
there has to be more to it
fixed will always spawn in that exact room
with C1 stat
its much more variable then any of us can theorize
there will be 5 scouts share in these zone to my knowledge
10 - 11 - 13 - 14
always 5 scouts
...
ok
its not true, we discussed this earlier
there can be a max of 5 in zone 13
with 1 still in 10/11
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.
not in 10/11
ok ray
10/11 will always have one
rarely having 2
I only need upper/lower bounds for particular zones.
I'm not the one claiming there's limits on the entire map
if those zones aren't connected
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
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.
are you talking about the titan stuff or about what alpha said
@obtuse surge I dont think you even argued about that at all, did you?
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
So then how should we a pick a model?
Which one should we speak in terms of, use to make predictions, etc.?
i'd just drop this whole model thing?
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
and doc basically told us how it works already?
So if I need to make important decisions, which model should I use?
Why does there need to be a model?
or are you including other things aswell now?
No, he didn't, he only gave very partial information that's clearly false in some circumstances.
I think that’s exactly what the game is trying to move away from - Predictability
Wesley literally agreed that D0c's explanation is obviously incomplete
¯_(ツ)_/¯
@hexed vapor so you basically sayin now that Doc gave us false information?
D0c explained per-area mechanisms, but there are clearly some zone-wide mechanics
Not necessarily wrong just incomplete
D0c gave us an honest answer, it is just too vague to make a generalization from.
No, I said that he gave us a very small tidbit that doesn't tell us much
^
Yeah he probably can't tell more due to an NDA or some sort like that
or they simply dont want us to know
or both?
@tiny quail If you're going to document all of the scouts you can encounter, you need a specific model your documentation will use.
we probably should, list zone number and exact room with # of scouts spawned
just be simple
I currently just list zones, range for number of scouts observed, and rooms they've been observed in.
we can probably get a general number for the stats for spawn rates if we all did this
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.
W/e, I'm the only person I know besides Kenny that actually writes them down per zone.
Yes, I do most all of my runs with Kenny during this data collection.
kenny seems to believe in a shared scouts model too
ye
👀
We found our evidence first through experience in R2E1. Not sure on where he stood prior to that.
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.
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.
You're also probably not full clearing, which you would need to do.
We did multiple runs for full clears searching for scouts.
Seemed quite consistent.
Obviously E1 isn’t the easiest to full clear though lol
no
Your sample size is abysmal, I figure
not at all
The only way ray will be satisfied is if he datamines the info apparently smh
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?
We’re talking about an E tier expedition vs. A tier..... Yes, they likely do not obey the same rules.
I mean, you clearly believe that rooms within a zone have a connection
A2 is an example
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
But mechanics already obey zone-specific rules
The first zone of every A1 has always had exactly 1 room with enemies
Why wouldn't they implement new mechanics on tougher expeditions?
Best way to throw off good players
@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.
Hundreds of hours and dozens and dozens of attempts? hmm
Not sure what else I can do to please you ray xD
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.
god damn
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
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."
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
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
I haven't seen much evidence in favor of PDECs or IDs using cross-zone mechanics, so I would like those
R2C2?
None I'm aware of besides a cap of 3
well that's funny
because you could get 4 in a zone
you could also have zones with 0
Only if you mistype the list.
118 for example would occasionally have 0 ids and just the key
I never disagreed with 0
And only require two zones be visited? No.
my 0 run matched the 4 run
so no
113 had 4
118 had 0
the other 2 zones were 3 & 2
And you collected every ID in 113?
117 doesn't count, you should open it anyway

