#gtfo-spoiler-chat
1 messages Ā· Page 179 of 1
I opened it on my duo, and it was quite nice if you were quick about looting.
of course it's nice, it's extra resources
Ended up with too much loot at the end because of it
the point is that there's no reason to get extra resources if your current resources are plenty
How is this relevant though?
Your claim is that you went to 113 and 116 and were done?
Man r3b2 sure is hard how do I kill the big boi?
@tiny quail Doesn't that disagree with Kenny's beliefs?
as far as what, ray?
ID spawns in R2C2
Group executioner style Michal š
You mentioned multi-zone mechanics, I want to hear them
@mighty pond So just start blasting like danny devito?
we got off topic from that
IDs
Precisely @pliant shard
Guns-a-blazin soon as you open up the door
I brought it up as my point, not Kenny's?
Just don't cosplay as a stormtrooper, you need to hit your shots
Hahah xD
You mentioned R2C2 specifically, didn you?

but what if i wanna cosplay
Because Kenny had a theory about how that work that I want you to defend, which I assume you intended to?
hmm
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
@tiny quail
R2C2?
@tiny quail
I haven't seen much evidence in favor of PDECs or IDs using cross-zone mechanics, so I would like those
@hexed vapor
I didn't say anything about Kenny having a theory about that?
Hmm, well I can't say no if you want to Wes
owo
Mom and dad are fighting again 
Okay, so can you defend your own views of R2C2?

Or not?
what, the fact that ID spawns can vary from zone to zone? what is there to defend in that?
Multi-zone mechanics.
Do you by chance have a way of showing you had 4 ID's spawn in R2C2 btw Wes? I hadn't experienced that in any of my attempts I did
I had always assumed it was 0-3 for the ID spawns
I wouldn't really consider that much of a multi-zone mechanic, it's especially not applicable to scouts since they are 1 enemies instead of loot and 2 not static spawns.
i don't record pugs
Fair enough, was more curious than anything. Would have been interesting to see
Cells in R2D1?
That's literally two zones, and they're basically keys.
My point is - The mechanic of an item spawning in a different zone exists, it is not outrageous to assume it extends to enemies
Resources specifically don't use multi-zone mechanics
so if anything there's better reason to think scouts aren't like keys or IDs.
And which enemies?
Again, you can provide any bogus model that's overdetermined. It will be more complicated than just treating it as per-zone.
Scouts, specifically, but I certainly wouldn't be surprised if there were more. Or will be more implemented
It seems like you just want things to be easy for your documentation.
Try to keep a more open mind - I think you'll start to see some things differently
You still have one level with a small sample size as your example, and you're appealing to loot tables as your new evidence.
You're a joke, dude.
I mean, all scout stats you provide, are using your own small sample size?
How is that any different
Ya ever aggro like 10 giants, so you big brain it and don't get waves on security doors?
Because I'm not trying to come up with some wildly convoluted model, I'm just listing how many you can find in any particular zone.
Hey are the deshelled chargers called just chargers or is there some cool differnet name
i think they should be named alfred
deshelled?
where do you see these?
that one
oh you mean one that doesnt have the tar black skin?
considering they arent in the game i dont think anyone really has a name for them

warden they r called alfred
stfu
yes ask the devs
they are called alfred
100%
*alfred
yes those are
those are alfred
detective is right
Kind of a Detective?...: wow thanks ludvig i love you
yes u are totally right ā¤ļø 
@mortal granite watching the A1 solo, just wanna ask whats up with the 4% shooter damage while cleaning the first alarm door from 90 to 86
hmm?
@atomic escarp Which Warden are you?
Not the one I know
What a surprise, any other Wardens want to surprise us and make a reveal?
Dx
odd
we would have noticed by now if it was 4.5 @mortal granite
Died on C1 after making it to the zone with the chargers in it
Chargers are pretty cool that was my first time seeing them
We would have probably been able to do it if we did not alert as many scouts as we did and if we did not alert that charger room
I've always seen 5. What you are seeing is likely a rounding error though. Also don't big ones do 7?
Hybrids - 4
Regular shooters - 5
Big shooters - 7? Or 6
Anyway, it's the same reason you can survive on 0% HP. You have less than 1% but not at 0%. Either decimals are at play or it's a visual rounding error
@glass sundial yeah... its assumed to be a rounding error from ~4.5, prob rounds up to 5
Also why sometimes you'll have 19% infection but go down to 80% HP instead of 81%
Many games have the issue of visual rounding errors, honestly. Especially when relying on % like GTFO does.
Doesn't help when some values actually do vary. R2 machine gun could get 69 or 70 rounds per ammo pack. Also due to rounding, the mine deployer will eventually receive a 3rd mine with 1 refill, given you dump a lot of refills into it (which you should, turrets only need 40-55% per alarm door, unneeded for blood doors. Keeping them that low = more tools for mines
)
Would B-tier questions be worthy of spoiler chat or should i just say them in the related questions chat
why is there even a spoiler chat now
For when r4 drops
I'm just saying, having a chat that is only really used for 2 weeks then becomes redundant for 3-6 months is kind of dumb
for now
I suppose thinking about its fine for discussing leaks
but its still weird to see this chat when there is nothing to discuss
3-6 months š¤
Those 2 weeks are important and not redundant
and one more thing
and even afterwards it's just a sign of goodwill to ask questions about the content further in in this channel
i don't want to || ||
there will always be beginners in other channels
Thats not what I meant at all? redundant is when you have a chat thats basically the same as the main chat now
until r4 leaks start
Except for those 2 weeks. It's important for those 2 weeks
yeah
@turbid cliff Look at their pigmentation in the clip you shared.
You're fighting a wave from something, and your shooting woke up a striker in a different room.
the last dude's a sleeper i know
but zone 12 was fully cleared and i had been fighting from zone 11 for well over 3 minutes
he was also the only dude to appear and how the hell did he get there in the first place
Probably a straggler you didn't kill in D.
would've been my first guess too but highly unlikely
wait D?
absolutely not, i had triggered the room in D and shot bullets
Bullets only travel something like 50m, and they can affect less than 50m if they're buggy.
Or did something scream?
triggered the room i.e. screamed
Is 11 open?
no
C* actually
as i said i thought it were C as well but thinking how long i fought there it's very unlikely
and i don't usually just leave 1 sleeper in a room, i never leave anything in rooms
that would be astronomical rng ^2
Sure D was clear?
as i said i triggered d
no not C and i know what you're getting at
B was a room i fought in when D was triggered so it was clear
a sleeper in C is possible from just the preconditions but looking at the fight, his timing was impossible
He was probably woken up very late, since you were pretty sparing with guns
bro
let's say that was actually somehow possible
me clearing a room and leaving just one dude there is something that hasn't happened in RUNDOWNS but let's say also possible
this here happening is like astrononimal rng^2
29 seconds is your first shot, 35 seconds is the first shot that's closer to the door.
possible but him taking 20 seconds to get to me and doing it completely without sound
either way something's fucky
He has to wake up and run through 3 rooms
Possibly doing an animation like screaming in the mean-time
Starts somewhere in C, runs to and through D, then through E, finally reaching F and moving over to you.
why would he go through D 
as i said earlier, that's impossible
Rayalot72Today at 6:02 PM
Probably a straggler you didn't kill in D.
StormpooperToday at 6:03 PM
would've been my first guess too but highly unlikely
wait D?
absolutely not, i had triggered the room in D and shot bullets
Rayalot72Today at 6:04 PM
Bullets only travel something like 50m, and they can affect less than 50m if they're buggy.
Or did something scream?
StormpooperToday at 6:04 PM
triggered the room i.e. screamed
Did the room on the left or the right trigger?
That was prior to us correcting the letters
And you said that was the room you meant
Highly unlikely - C, absolutely not - D, and i was never confused about the areas
W/e and wdym left or right
that's the straggler
i always have 1 dude that never follow the group
like
he just stand at the back of the group and wait for all of them to die
how do you guys do the infinite alarm in c1?
more accurately how does it work
where though
how does the spawn for them work
yeah but the spikes spawned in the alarm room
is the alarm not infinite?
the alarm itself doesnt wake them up
screams do
and i was in there alone
i know i didn't trigger anyone too
the error one
in c1
the first one
20
like behind the security door
?
not a single one spawned outside of the security room
nothing spawned in the previous rooms we cleared
wait so you shouldn't rush in immediately or should you do it after you clear a wave?
C1 error door does in fact spawn shit behind you
unless you're playing with 3 other teammates
Where does the first mother appear again?
B2?
I thought so, thanks.
Does anyone have a full map of D1? Someone made one for C
Wait can someone please dm me the full C1 map if they have it?
ping captain alpha
Does run and then crouch for the slide actually makes you go slightly faster ?
Yes.
thx
Well just died after the infinite alarm got started in C1
Idk how to do that like C2 from the R2 must have been annoying
I do not know how you would stealth through those rooms but if you do not you gotta fight a lot of chargers and a scout will potentially get alerted.
Learn to stealth chargers quickly, they're not very hard to kill in stealth
personally, my plan is to let teammate wait outside and I'll bhop around through a group of charger, drop a scout asap then I ran back to my teammates and we started the fight
Well I think it was a lose lose situation for us because if we went through the rooms silently I think the people defending from waves would have run out of resources but if you did what we did and just ran in there all of the chargers got alerted and a scout got alerted which basically screwed us
I do not think anyone on our team would have been able to stealth quick enough to get back to the defenders before they ran out of ammo
best strat imo, someone brings a sniper for the scout, and just alert rooms, find the hsu asap, then leave
^
Wait is there always a guaranteed scout in there
always
Well we had a sniper but i guess that was everyoneās first time being in there cause we had no idea there was a scout
We could not even hear it from where we walked in
We were like nah they wonāt make us take out a scout while an alarm is going on
Well I am legitimately not sure if I can get past this but I guess I will try
team or solo?
Well I do not have a consistent team and the other person I always play with and I are not great so it really depends if we get people who know what they are doing and can handle themselves
You don't need to stealth it at all
Supply room gives you enough ammo provided you don't suck at stealth before the error alarm
Ammo was not much of a problem but we had barely any tool, around 50 percent infection each and not much health because of that
The chargers also soak up a lot of bullets if you donāt hit them in the back
Idk i just donāt think we are used to chargers yet
Stealthing is not worth it at all
The only thing you need to concern about it's the scout inside the error alarm door
Yea that got alerted
Having a HEL rifle can just shoot through them
And even then it only spawns like 11 sleepers or something
There's no point to hammer a scout at all.
Idk all of us got immediately destroyed
Killed the scout, just shoot
We expected at least a little wait but chargers were literally immediately behind us
Literally, the moral of this is after the error door: "Just Shoot 'em"
Did you have mines
Yeah, they are coming behind and you need someone to stay behind
We had 1 mine
Until you find the HSU
It was a consumable one
What tools did you guys have
"Just Shoot 'em"
I cannot think of a situation where that phrase does not come into play after the error door starts
Basically lol
1 cfoam (which was empty), one mine (which was empty) two shotgun sentries that had around 20 percent left
Did you grab all the tool refills
You guys had a bad set up when you did the normal alarmed doors???
Well idk
Because last time by that point we had way way more tool
So either you didn't get it all or wasted a lot
^
Also we had like 2 or 3 tool refills the whole level
We did not explore the whole thing to be fair
Like putting 2 sentries on the same door, c foaming multiple doors, wasting a bunch of mines, etc
First mistake was not checking for the free loot
I was conservative with mines
2nd mistake was not shootin 'em.
My friend wasted cfoam to be fair
yea usually we just send someone in to stealth to a guaranteed kill shot for the scout and alert the whole room
before coming out
Yeah I wonder
It depends on how they set up really
chargers are punks
just gotta take the 4% melee hit and then whack em in the back
and then shoot em
Charges are anti-kiting enemies. You have to shoot
if u guys are running out on tools it meant that u guys probably not doing scans fast enough/ relied too much on ur tools
yea
If you can dodge a wrench, you can dodge a charger
I cant
It's hard to know what you did wrong if you don't have the video of your gameplay
Well yeah idk I donāt record stuff
If you can dodge a charger, you can dodge a charger
I cAnt
Can you eat an apple in 2 bites?
Also can enemies spawn in the room with the error door in it if everyone goes into the zone with the hsu
Cause my friend insists that enemies spawned in the room with the error door
What you wanna do is : find the key-> search for resources-> kill the scout (if all the resources are in that room)-> alarmed door-> alert the foggy area(if it doesn't have a scout)-> go to the next area=> stealth kill the scouts=>alarmed door/resources room=> stealth kill all the chargers until you see a scout-> error alarm door-> shoot a scout, clear the room, find the HSU, run back
What you wanna do is: everything koopa said, and then add on "Shoot 'em."
With sniper
Throw the sniper in the trash can
same thing and it kills multiple enemies
Good for charges as they run in a straight line
Sniper is MVP but not in C1
could you imagine if chargers thought with strategy and flanked you on multiple sides?
That would be bad
They already naruto run, so it would be like the one in the middle pulled a shadow clone jutsu
You see how many enemies in one room. There's no point you want to bring a sniper to shoot one enemy when there are 20+ enemies in the same room
And it only has 6 bullets.
Ok
so bring a HEL rifle, and get to popping those pumpkins
long story short. Just Shoot 'em
I do not think thing the combat shotgun is good for chargers
Use shotgun then
cant go wrong with the combat shotgun
Shotgun can kill a scout in close ranged too
Yea
but combat is still exceptionally viable
Pick a weapon that is good for that level
Honestly we could have been good if there was not so many of those filthy scouts
I can
Or snipe a scout depends on the room
But not when there is a crap ton of enemies in the room
Then you have to learn how to clear part of the room so that you can kill a scout safely
combat can kill scouts
There was like 8 scouts on that level man that is too many in my opinion
and it can very easily doubleshot scouts
I have no problem with the scouts.
just not really viable i'd say
Well scouts are not bad as long as there is a healthy amount of them
The two scouts room has to stealth. Otherwise it's too much. The rest of the scout room, it's you to depend weather is it worth to go in or not
And as long as they are not in the same room scouts in the same room as another make me ANGRY
It depends on "is the keycard there?", "are most of the resources there?", "how many enemies in the room? Is it worth a try?"... etc
The two-scout room is set. It will always be two scouts
Really
Yes
I feel like itās only had one before
Nope probably someone took one down
Or you took down the one that before the two scout room
Well there had been one in the foggy room that leads into the big room and the one in the big room I think
That will be random
Sometimes it's in the foggy room, sometimes it's out of the fog.
4 scouts in one room in R2B2
That's the most difficult room
As long as you don't fuck up the scout in the error door lol
Yea we did that
We should have a 10 scout room
Sounds reasonable to me
Wait no how about a big scout the all 4 team members have to hit at the same time
you can have 4 scouts in one zone in R3C1 so 4 scouts in one room might also be possible 
Which zone
We had 4 in that zone
I think the two scouts room is reasonable. C level is always a level which split between the casual players and professional players. So it makes sense to have 2 scouts in a room that has bunch of enemies
Idk I want to be professional but sadly I donāt think I have the skill to be one
i mean sure but at the same time if you alert everything there you're gonna have like what, 60 worth of sleepers coming after you?
that's quite a lot for one room
Pshhh only 60
Not like professional but more like, "people who know most of the mechanic of the game"
Well my duo was able to survive alerting 3 scouts in r2b2
i had a run ended cuz my buddy hammered a scout and we got one of those "miles away" sleepers going awake
tough shit
Yea thatās annoying
Well as long as you can kite, yeah
Maybe he did that when that one was glowing
i'd like to see you kite a wave of shooters
I died and my friend was a big wimp who just found a spot where they could barely hit them it was real lame of him
i'm not saying that like "god dammit shit game" or whatever lmao
People who are good at killing shooters with revolver:
we play exclusively in duo, there's no room for revolver in c1
you'd have a bad time shooting a precision weapon in that scenario anyway
I feel like me and my friend could do A1 and thatās probably it duo for us
a2 is way easier than a1
We almost did b2 last rundown
I thought you're talking about "what if it spawned a wave of shooters"
it's not a what-if, it's 2 scouts + whatever shooters were in the room already
and only afterwards you get the waves
nothing spawned initially cuz we already reached cap with just what was in the room
Also I did not find A2 easier than A1
for undermanned expeditions it is cuz there's no alarms
I mean yea
Just put a mine in front of the blood door and they all dead
But the A1 are always the exact same basically so far at least
Do security door look around find a key do another one and then finish objective and leave
Thatās what they have basically been so far
Wait so the 4 scout room in R2B2 was the worst I feel like I have heard about rooms with more scouts in them
4 scouts no sleepers is easy, multi-scout rooms with lots of sleepers is hell
I feel like any rooms with scouts and lots of sleepers suck
I feel like scouts are a cool obstacle if they are in a room with not too many sleepers but still some but they just become a nuisance in rooms with a crap ton of sleepers
Like I am already dreading doing that zone 13 room in C1 again
I find sleepers are not a big deal if it's a large room, since you can avoid the scout and simply rely on being very skilled at stealth.
that can lead to another problem
most of the room's dead and the scout's just walking around the one or two clusters left, no chance for hammering
especially if the "clusters" are fkn giants
They usually leave clusters. In-fact, I tend to clear out spaces for when to walk into so that I can just pick them off when their AI decides to make decisions I like, which usually happens before I clear the room.
idk for me they either start walking around one object near the last cluster or walk back and forth between a few
and killing in the middle of a room to make space between clusters is dangerous because it restricts your movement and if there's a lone dude you'd have to kill, the game might decide to fuck you over by waking something farther away
my favourite is when something looks like a cluster but isn't and you get an alert behind 5 sleepers
Lol we were doing the error alarm door in C1 and then everything went to crap cause enemies spawned in the rooms behind the people looking for the hsu in the same zone as the hsu and then my game crashed and we all died
We were watching the entrance to the zone that had the error door in it but then enemies just spawned in the zone with the hsu in it and came up behind and killed the guys looking for the hsu
hey can anyone help our group? on r3a3 bolt we cant figure out how to type the password in once weve found it
keep getting stuck repeating the first wave
sweet! thank you!
Donāt spill soy sauce on the keyboard
Wouldn't be my first time
Anyone have any tips for R3D1? Is there a way to turn off the alarm or is that permanent?
Try to do the level slowly, only using hammers for non alarm spawns
Just use hammers even at the beginning with the continuous spawns?
Yes
Okay, thank you
You will run out of ammo quickly if you use ammo on those spawns
That's true, thanks! Hopefully all goes well
There can be multiple of those, but Ricardo still has a point. If they go in just shooting everything they're bound to run out of ammo
Using hammers and managing ammo supplies is important
WOW WHAT IS THAT THING ??!!!!
what the hell is that thing dudes this is so creepy
Do B2, you'll find out
yes, i've found this in B2 š¢
and the babies wow there are so fast o m g
but not very easy
i love this sh*t
We're all glad you like it
š
š
Did you kill it though?
yes
yes we kill it
Noice
we found how to kill him
the secret to defeat "her" may shock you
the babies run us so fast i was not ready
colorful thumbnail
lol
gone violent
and red arrow
surprise emoji
š± like this one
a photo of a baby
red circle

the alarms are permenant
which one
Alarms will not turn off until all the scans are done unless it's an ERROR door
Like near the end of C1 and at the start of D1
lul summer vacation and family time was added to the road map
You can get 25.2 kills with a DMR+SMG combo, which is less than the 28 kills you can get with two SMGs.
Which is yet more proof that DMR isn't a good weapon, it isn't even a viable support weapon because its ammo is so poor.
Might be viable with 18-20 shots per ammo use.
I used the DMR to beat r3a3 with friends
big sad
but that's just my experience
YO REVIVE ME I HAVE RAYGUN
when you down but have raygun....right
R4E1 should be going down to find the mystery box
Main Shooter Kills per Ammo use:
Rifle: 11
Assault Rifle: 12.5
Bullpup Rifle: 13.25
DMR: 14
SMG: 14
Pistol: 15
Carbine: 17.5
(R2) Machine Pistol: 18
(R2) Burst Rifle: 18.66
whatever happened to the pap machine
man we died on the error alarm again
Are you running a full static or do you PuG?
I dont think a weapon like DMR should be evaluated side by side with autos on kills/ammokit
well
In realistic scenarios, automatics will always have a kill penalty based on player accuracy and not everyone is able to land consistent headshots with automatics.
The DMR is able to skip that penalty especially in long corridors where its very strong at.
Any lack of accuracy in automatics can be expected to be reflected in semi-autos.
I know but an experience DMR player would score more kills with the weapon than an experienced automatic primary weapon user
That's entirely dependent on the individual, which doesn't matter when we're talking about a weapon's potential.
The best DMR player can only match an SMG that misses half its shots
Ye, and the DMR is able to shoot x4 the effective range of most primary weapons
About triple the range of the SMG
That only matters as much as range matters, Verm
Range is not very important in this game, especially not for a huge sacrifice of potential efficiency.
It really matters actually x)
The more range between a sleeper and the player with any gun
the bigger the drop is on killing efficiency
which DMR lacks
You can use the DMR even in CQC
pfft... ok
I've used the DMR for a big portion of my playtime in GTFO ĀÆ_(ć)_/ĀÆ
Doesn't mean it's good.
^
Ammo is, in general, not that rare.
Which is why you can, and sometimes should, avoid the optimal loadout in favor of other weapons.
x)
But that will never change that you will be able to spend far less ammo with some weapons than others, and DMR is very limited in that regard.
I'm aware of that. DMR itself is designed to reward skilled players (which it does) with a stagger and fast kill.
I occasionally use weapons that I have not for a mission or two
that's the main reason I have opinions on most weapons
I don't think it's that rewarding considering a skilled player will get even more out of other weapons.
Bullpup can kill at a similar if not better pace due to its high RoF
But the Bullpup has a disgustingly abysmal reload time
Much slower once that reload kicks in
I'm skeptical it would be much slower since it has 10 kills a mag over 6 kills a mag.
SMG has 8 kills a mag, and a decent fire-rate, so it's definitely competitive as well.
Ye, but atleast with SMG you can get score kills much faster
compare to Bullpup
bullpup = meta
bullpup has better damage and fire rate
Carbine would be superior over Bullpup
But you admit that SMG is clearly competitive
ye
so there's little justification for DMR, here
NO
Half the efficiency at optimal use, just as good at killing things quickly.
š¤ Ye but remember SMG is close range weapon compare to everything else. By the time enemies get into your effective range, you're going to start risking getting hit
Health is finite. Even if you can train for forever, you'll eventually die from a striker tongue
Dropoff only matters once you start losing kill efficiency. You'd need to drop down to 2.67 from 2.9 if it will matter.
You'd be surprised how easy it is to get damage fall off on your weapons. Even if the digits are small, there's the exponential damage fall off by growth. Not a lot of people can tell the range they're fighting at and barely anyone knows their weapon's effective range. All they know is "Very Short, Short, Medium, Long, and Very Long Range"
Even so, the lowest kill efficiency SMG could get for ~20m is 10.
You'd be sacrificing efficiency for range by just engaging, which would still be more effective than DMR and only 2.5 kills less effective than AR.
And you'd still be killing 5 enemies per mag.
Still less efficient imo to assume perfect world implications. Its still easier to land headshots with DMR than headshot for +60% of your shots with autos, even if its the SMG
Not really? Especially not if you're well-practiced with autos
š¤ it's pretty easy honestly
I mean autos are not very hard to aim with.
But your still bound to miss a lot of shots or shoot the body
Not really.
If you have good tracking, aim, and know how to control recoil then autos are really good
You're also missing some of the point as to what it means for DMR to a be a bad weapon.
Every weapon is going to be different, and so will have some sort of obscure niche.
But DMR is far too niche, considering its concessions vs weapons that can do the same things in a different package. Rifle is just as good for long-range and is more efficient than DMR. Bullpup rifle is able to do more damage more quickly in a single mag. SMG is much more efficient than DMR with a similar kill speed at the cost of only range.
Isn't that what the new weapon balance update was for? To introduce the variety meta compare to previous rundowns where players assigned roles to weapons.
In Rundown 1 and 2, weapons were assigned roles by the community because they did better than other weapons in the same field. There wasn't really a say in which was the best weapon, people already knew from weapon handling experience that certain weapons were far superior. In Rundown 1, it was SMG/MG for maximum ammo efficiency. For precision skill based players, DMR/Revolver or DMR/MG for killing efficiency. In Rundown 2, people didn't really pick the Machinegun until E1 released since there wasn't really an incentive. Same thing could be said for Burst/Machinepistol. People assumed they were bad until D2/E1 released when they were kind of forced onto the players.
Now that we have the balancing change in Rundown 3, the meta is the variety playstyle. People currently have been rating weapons poorly by performance when its currently based on how weapons are used. They're attempting to place a tag that a certain weapon is superior in a role when others can play the same role. Like giant killer, etc. But in reality, there's not really a meta anymore. Even if a weapon can perform more kills than another weapon, the weapon has lowered stats compare to the rest.
I don't think this is what happened at all?
In R1 and most of R2, you would rely on getting a feel for the weapons rather than their stats.
DMR in R1 was inexcusably bad. People vaguely knew it wasn't very good, but not for any particular reason besides that it was hard to use and was low on ammo.
I'm not really sure what your R3 paragraph is talking about.
Its pretty much how weapons in R3 are overlapping roles
Okay, then you're still missing the point.
And DMR was really good in R1. Players that I know used DMR in R1 alot was Tyrant and Swifty and they held their grounds without taking damage in levels like R1C1
DMR is bad because it both overlaps with other roles and it's so much worse than those alternatives that you'd be handicapping yourself purely for a niche use.
Because ammo didn't matter in C1
DMR was getting, what, 10 shots per ammo use?
That's 5 kills, that's barely anything.
Each shot mattered with the DMR, you either had 100% headshot accuracy or you die.
It was skill rewarding
<-- idiot i guess
It's not very fuckin' rewarding if you're burning through ammo packs just to use it.
it seems to one shot scouts if u aim at the top of the head
The only real advantage for DMR R1 is that autos were very hard to use
Not really no
Autos were still pretty easy to use if you tap fired
Instead of spray n prayed
Not to mention the OP MG which was an automatic revolver
Wait in C1 will the game spawn enemies in rooms with unalerted enemies in them after the infinite alarm starts
Also, if you're going to defend DMR when it had abysmal ammo, there's no helping you. It's unclear why you think 14 shots per ammo use is better balanced than, say, 18 shots per ammo use.
You shouldn't need to make such a large concession just to have a long-ranged weapon with a high fire-rate.
@devout river yes
ye
Its because I prefer weapons with good practicality over perfect world statistics
Ammo efficiency is directly related to practicality.
Combat shotgun was very useful if you expected to be tight on ammo. Its ease of use is also a massive step below the other specials. This isn't true of alternatives to DMR, you give up very little to nearly halve your ammo expenditure.
If DMR received 18 shots per ammo use, it would be a fairly realistic sacrifice to make when ammo isn't tight, and it would give it higher damage efficiency (which is important if it's going to compete with rifle).
It would also be optimal as a support weapon, which would be quite nice.
š¤ but the ammo received by a weapon ties into their ammo capacity
Most primaries receive ~17% ammo per ammopack
With pistol being an exception
my meta for R1 was always pistol/MG
Okay?
It would be breaking its original design which was to 1 shot small shooters
And make it lean more to the rifle
I did
gets popcorn
How would that change do anything to change its current use against shooters?
Lmao
This debate is somehow still going
Especially when that use isn't very popular
It would make people use the DMR like a rifle because its starting to get more ammo. DMR does state it has an ammo limitation on its card while selecting for primaries
So? It would still be less effective than almost every other primary for kill efficiency against strikers.
shoot strikers in their toes = 1 shot (DMR only)
Yes but whats the purpose of removing a con for a skill based weapon
this is gonna go on forever
@devout river Your name is amazing
So that it's not overshadowed so heavily by alternatives, making the sacrifice that results from taking it worthwhile.
Thank you
I have a brother who is Wendy's Biggie Bag on discord
So I named myself this so it would be similar
square burger patties
Can fix overshadowing by tinkering ammo capacity
Its not really overshadowed by other weapons. If anything, its pretty underrated as a weapon.
Thats just all personal preference which for most people is all some guns come down to
Honestly I think this is going to go on forever because I guess these people just cannot understand that no matter how many points the other one gives up they are just going to stand their ground because they either like or dislike the DMR
It's pretty fuckin' overshadowed. I can find higher damage per mag, similar kill-rate, the same range, and better damage on weapons with higher kill efficiency.
Hes got a point
Just agree to disagree
Its come down to do u like the dmr or not anymore
I'm still going to stand my ground, not because I like the DMR but because I have used it in the past and recognized it as underrated.
Dmr is just weird revolver
A new challenger approaches
I think the dmr is viable in certain areas but this really isnt a valuavle or helpful debate topic so lets just call it
Verm, if your position would dictate that it would still have its uses with 10, 8, 6 shots per ammo use, it is flawed.
Your mom is fat
Uno reverse card
If yall aint gonna settle this i would love a 1v1, verm with dmr vs and ray with rifle or whatever hes going for
Mcdonalds thatās rude. I was joking :P
Yes its flawed but its better and more respectable than a perfect weapon.
I very much apologize for calling your mom fat
Then you're not talking about game balance.
You've pretty much admitted that the DMR can be complete shit and you wouldn't care.
What a waste of time.
Hey, at least itās not pistol amiright ššš
Well I do not like DMR cause you gotta be accurate and I cant do that
TRUEEEE
Well it does not seem that bad but for the bad shooters out there using it is a death sentence
Not a waste of time
The weapon balance should ensure that every weapon both has a practical use and is good enough at that use to appeal to the average player.
^
DMR is not very practical as it is, but it would be a lot more appealing if it could compete only slightly better with the kill-efficient weapons.
Also, by your standards, if 9 kills per ammo use is such a big deal the rifle should be overpowered, but it clearly isn't.
Rifle canāt one-shot
Bruv chill let him use whatever fuckin gun he wants
DMR can't either
Really? šš
This has nothing to do with using DMR, this is about how the DMR should be balanced and how it fairs compared to alternatives.
Making it a one-tap weapon is an option, but just increasing the ammo slightly would be more than enough to make it viable frankly.
46.1 % audio filtration synchrony reduction
A lot of people think the dmr is viable its really down to preference, and while i agree statistically it does need a slight buff some people still use it as their #1 weapon becuase they are comfortable with it hence better
That's very broken to increase DMR damage
Still broken
DMR can one shot
š
It would be like giving it double damage
But itās not consistent enough to be worth it IMO
DMR is great as is it
And I consider DMR's problems to be similar to the issues faced by the HEL weapons. Sure, they have theoretical practical use which makes them good in some situations, but it's not like you'll be getting much value out of those scenarios.
Um yea š
Idk I have always just used combat shotgun as my secondary and varying weapons as my primary
No
š
They should be closer to other special weapons when pen is not used, which would ensure that utilizing the pen is advantageous over using another weapon.
Can kill scout
so is CS
Just melee scouts
and hammer
Cs unreliable
so as pump
You already have to get close if you are gonna shotgun a scout
Takes like 4 shots to kill smthg
1 pellet missed can lead to some whacky shit
X)
Not if you hit your shots man
Hel weapons have the highest kills of all weapons
š not my fault it shoots 6 pellet
i literally 1 shot striker with CS
In a perfect world situation
Yea
Perfect world situations aren't realistic, though, not even solo.
I like the PS and CS equally
You can one shot enemies with cs if you one shot em
Out
You were implying it with primaries earlier thou
Because getting 5 headshots with an SMG is a lot easier than lining up 2-3 enemies for every shot.
If you land headshots all the time just use revolver
Imagine using guns and not an infinite ammo hammer 
Nerd
Its still doable especially when defending vs sleeper waves
Well with the cs you donāt gotta hit headshots just shoot in the general direction of the head and a few of the pellets will probably hit
I've yet to see any good use of the HEL weapons.
Especially since enemy AI doesn't really favor their use
You're not going to find much value if you're not solo.
Especially when obtaining that value is trivial with other special weapons.
yes
I was using the HEL weapons good just yesterday
hammer best gun in game
I would consider it strong for solo defending in a tight corridor (killzones as well)
Well more specifically gavel them
So is it going to be a solo only weapon?
Sledgehammer gang
Not a solo only weapon
Bro hammer gun would be op
Because that seems a bit stupid given the Dev's design philosophy.
So what do you guys think of my bananagun idea?? š (quick, while doc is asleep)
Shoot at your friends for a quick tastye snack and a funny sound! They can leave the peels on the ground for enemiese to slip on XD!
Kill zones is really strong for HEL weapons
Yea I would imagine
I would like to see its use in solo defense, because I'm fairly skeptical you could regularly make it work.
And are we talking HEL gun or HEL rifle?
Atm I'm mostly referring to HEL Rifle
Also @sullen sigil thatās would be a good new tool for R4
š thanks homie
If you killed two enemies per shot, it would be 16 per ammo use.
Which isn't bad. Depending on how easily that's achieved compared to weapons like revolver, it could be practical.
Rev will always have my heart
Never used revolver
I donāt even remember what primary I used in R1
Tis like a faint dream to me at this point
I don't think HEL gun will be very good unless it gets a damage buff, though, since it's very hard to get situations where you can line up lots of high-health enemies.
It does suffer from killing high hp enemies
Rev is only good if youāre can shot heads
Ok I bad at it then
It's not really a good kill weapon as well, HEL rifle is much better since it one-shots strikers anywhere. You'd need to line up heads with HEL gun, which is very unrealistic. Its damage is its main advantage, and it's not very good.
Weāll hel rifle works on scouts too
Thatās what I said
Oh I thought you were saying the hel gun was good on scouts
It might have some use in conjunction with low-damage primaries, but it would be harder to use that way than revolver, which would pretty much overshadow it.
Theres also the penetration but the safest kill average is 1.5
Not with HEL gun, you're going to probably kill one and do 26 damage to something behind it.
Theres also the penetration but the safest kill average is 1.5
Is this with or without kill zones?
Without killzones
Then no, lol.
Banana gun turns sleepers onto your side if you shoot the banana into their mouth
š
You'll be pretty lucky if you manage to hit more than one enemy with any HEL weapon if you're not playing specifically for that.
Yeas
If your hitting around 1 enemy with the HEL weapons, the way your using them is pretty questionable
If youāre waiting 30 sec to line up a shot youāre dead š
The alternative is not using them at all, because you're not going to come across situations where pen will matter much at all in-game.
Also, if 1.5 is actually what you're getting, then you might as well not use a HEL weapon
You're straight matching almost every other special, and doing a lot more work for it.
Not really xD
I personally get more kills with a pump shotgun
Than every other special
Scoring 2 - 3 kills per shot
Or 1 kill from long range
I still find moments to score multi kills with HEL weapons
From my times running around testing bs in solo and triggering shit, hel gun is pretty nice when you hit max cap of enemies 
But I have more experience with a shotgun than I do with a HEL weapon
15 strikers, 2 hits, half gone, half warmed up to die
HEL Rifle is a devil in defense missions
But if you're managing to get 1.5 kills with a HEL rifle each shot, that's 12 kills per ammo use, and that's hard to achieve.
That's not even good.
Have you used both guns ray
I'm quite skeptical of that.
I have.
The AI doesn't really like to line up, even if you're training them.
Just 180 no scope shoot the HEL gun
While training
If you ADS
They instant spread out
Well that's pretty stupid.
Not really
Weapons have near perfect stability on the first shot
Exception being Shotgun, C. Shotgun, Rifle, and Revolver
With Shotgun and C. Shotgun relying more on pellet locations
I mean that's a stupid mechanic.
While Rifle and Revolver always hit at the center of your reticle
On the first shot
They instant spread out
Enemies or bullets?
Enemies
Yah, that's a dumb mechanic
I'll try it without ADS
Still seems pretty hard to get a multi-kill, let alone multiple multi-kills.
Also, isn't the cap for pen 3 targets?
The crawlers make it a lot harder to line up anything in a train.
Feels like you could get 14 kills per ammo use which is... not great?
Also not a big fan of making the HEL weapons kiting-exclusive weapons.
They don't really line very well if you're not specifically kiting them.
I think they need buffs if anyone's going to use them without kiting, and even then that would just make them average weapons.
i agree
you should see the strat becky uses now
able to hold off a good 3-4 waves on the corner of the first door
Do you have a video?
Penetration limit is dumb. It decreases potential of HEL guns >.>
so just make enemies paper like
If there is one thing I can guarantee its that Captain Alpha will be here telling everyone someones idea is dumb
go away 3 days
and there he is
Penetration limit seems fair. If it could go through 20 enemies at once and deal decent damage, eh.
Do chargers have any range at all? Or can you like stand above them where they can do nothing?
yes
they have range attack
deal about 18%
i believe
melee do about 4% or something
Query the HSU
lul
Opening the door in R3A3 Was so not ominous at all.
Reminded me of the first time i launched this game
Specifically to turn the damn volume down
Thanks for making my ears bleed twice in one game devs
Wait for opening the door in R3C1
@dark hearth almost jumped from my chair the first time
Yeah, me too xD
And imagine opening all two doors. Not scary, not at all.
If you open one alarm door and it makes the sound. If you open after the other one, does it still run the audio?
yes
I would do the second alarm just for that
I do it often just to scare people twice
Or open both error doors for stacked waves
Anyone beat C1 yet?
Yes
Always
When you reach the last possible zone, and the infinite wave of enemies spawn, and you make it to the HSU
do you just hold E on it and thats it?
To start the hsu scan yeah
But you have to find the right one
There are 3 or 4 in the room
Ah a team scan
3 or 4?
my team found it
There's like 20 in each of the HSU zones.
Did it give you a prompt to hold E?
Hmm
Did a scan start?
a scan started but it still said hold E to take sample
Prob a visual bug
Yah, it doesn't do anything after that
ah we were so confused
HSUs since R1 have had that bug where you can keep taking the sample
I havenāt had it personally so idk
Yes.
is C1 harder?
No.
oof
Depends on the squad
that should be fun
so then in your opinion whats the hardest stage of R3?
D1 is harder for the majority of players
c1 took me more tries than d1 š
ah okay cool cool. C1 is such an endurance run man
C1 emphasizes different skills, which can make it harder
imo C1 is easier to beat with just one experienced player planning and killing scouts
for D1 most players need to keep up and play an active role
True. I rarely lose in PuGs in C1 because I can just deal with the scouts myself and clear most of the HSU zones quickly without help. Stealth in general is easy to carry, and C1 is stealth-heavy.
Yeah if it was only stealth soloing levels would be trivial, so in group one guy can do it
@versed grove if youre looking for people to play with please use the LFG channels
Is there really no limit to how close new waves can drop on you in D1?
Getting backstabbed by a big striker is the most jarring thing..
if all your team is close to each other then its much more likely from them spawning in the next room then on top of you
Iāve had a big striker spawn clipping through me while hacking a lock
yeah thats not fun, but if played smart its def manageable

