#gtfo-spoiler-chat

1 messages · Page 180 of 1

light totem
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True

nocturne flax
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I still remember when me and a team on D1, all 4 of us went on each door to save it, , little did we know that once all 4 of us finish entering the next room, the enemies spawn right behind us where the machine that drop us didnt even finish retracting

light totem
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It be that way

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Pre ‘buff’ it was even worse

nocturne flax
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ik it was even more sucky

light totem
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*spawns right in front of you

nocturne flax
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*on top of you

light totem
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*inside of you

nocturne flax
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imdown.mp3

light totem
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Oof

winged tulip
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“Man down”

atomic escarp
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"I'm down, get me back up"

light totem
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hmm

atomic escarp
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@light totem Have you been playing for the past 6 hours on GTFO?

light totem
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HMMMM

atomic escarp
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Yes or no?

light totem
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no?

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lot of idle tbh

atomic escarp
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What's your total hours on them game then? 🤣🤣

light totem
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like 260+

atomic escarp
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Around mine then. All my hours are legit.

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Warden how many hours you got?

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@atomic escarp

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Dammm

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That's a lot

light totem
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Most of mine are legit

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most

mortal granite
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legitimately fake

light totem
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no u

mortal granite
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oooooooohhhhhh

light totem
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most, i for sure have idle time between games

mortal granite
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i'm just here testing game

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even when i'm not bug hunter

cinder imp
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how many alpha?

mortal granite
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1

cinder imp
light totem
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same

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big confused

cinder imp
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how many hours SleeperBonk ?

slate vapor
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1

cinder imp
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I legit had a guy tell me he had only 7 hours of gtfo but had soloed a1 and a2

light totem
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hmm

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im smellin some BS

atomic escarp
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That kind of solo mean banging their head through the first alarm with no success

cinder imp
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Yeah that's the kind of bs you don't even try to reply to

atomic escarp
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I'd ask what their strat is

cinder imp
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But he had watched a video on how to solo

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Wasn't worth it, like when you join a beginners game and you see the slightly less beginner preaching his absolute truths

atomic escarp
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"I know quite a bit of GTFO"
10 hours in game

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Can't even filter shit in the terminal

mortal granite
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Trust me

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i know the game

cinder imp
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Had a guy just say smg is trash because he was getting rektd in D1

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When we all know and agree that the only trash weapon is the DMR until it one shots strikers facepalm

mortal granite
light totem
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rip captain alpha and his favorite gun

mortal granite
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my NEW favorite gun

cinder imp
mortal granite
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don't buff dmr

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i repeat

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DON'T buff dmr

light totem
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DO BUFF

slate vapor
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BUFF DMR

cinder imp
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buff DMR -> everyone start spamming DMR -> devs remove DMR

light totem
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doubt

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because Sniper is op yet it always been here

atomic escarp
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I spam sniper

light totem
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the player base doesnt

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it always SG's

atomic escarp
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I still miss my fucking shots

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Yea, SGs are more popular since both are easier to use

cinder imp
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Sniper is one shot to any part of the body, how is that hard to use?

atomic escarp
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For giants I mean

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The heads are hard to hit for me since they jog sometimes

light totem
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^

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yeye

slate vapor
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I beat a1 get on my level

atomic escarp
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I got carried in A1 I'm pretty much a pro

light totem
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Noice

cinder imp
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I skipped a3 because it was too hard

light totem
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*50% of ppl in the B's

cinder imp
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They put an alarm in a constant timed level, that's plain unfair

light totem
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hmm

atomic escarp
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The alarm itself isn't that hard

cinder imp
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Also a scout? if I take sniper we don't have firepower to do waves

atomic escarp
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Problem is THEY CANT CLOSE DOORS

cinder imp
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I reset if it's on the way to the terminal

light totem
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BRUH

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B2 was easy

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first try

slate vapor
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I don't like b2

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the few attempts I tried with a 4 stack we failed

light totem
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i hate it, its not fun

slate vapor
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and the mother

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I had a sniper rifle, my smg was out of ammo and everyone else was down

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and it was in the fog too

light totem
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oof

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idk.. two SG and two snipers

slate vapor
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so all the little babies came sprinting at me and I almost fell off my chair

light totem
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ah

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we hit both

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idk bout you

hexed vapor
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DMR will be good R4 if the changes to head destruction go through.

light totem
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true

atomic escarp
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That's what everyone said about penetration yet people don't use the Hel guns that much.

hexed vapor
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You can literally run the numbers, though.

turbid cliff
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Hels aren't that bad they just lack the appeal they should've had

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Big bad wide instafire bullet with no limit on penetration

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And that would've been so fun to use

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But nooo let's fuck everything that's good about it and give it comparable ammo to other specials

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How often do you see yourself hitting more than those 2-3 anyway

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99% of my shots hit 1-2 targets

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Out of A3

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It needs a wider projectile

terse galleon
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bros, do enemies keep spawning until I've cleared the alarm door or does it cap?

turbid cliff
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Both

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They'll keep spawning but not as long as enough of them are alive

mortal granite
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charge up time + low ammo

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and

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it's a special weapon

turbid cliff
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Those both would be fine

mortal granite
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they would rather pick shotgun/combat shotgun

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or sniper

terse galleon
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ahh okay, so if im soloing and kill runner mobs, will it random spawn new ones or spawn runners anyone know

mortal granite
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the alarm will keep spawning mob

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and if you kill enough mob

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they spawn more

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AND

turbid cliff
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But the kind of penetration they have i expect normal strong guns to have, something specialized in penetration should be superior

mortal granite
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if you kill enough mob for a giant to spawn

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then it will spawn a giant

terse galleon
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ye i mean is it the type of mob random or

mortal granite
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random

turbid cliff
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They spawn in waves

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There's no set number on how much of which you can have

mortal granite
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killing the wave is like flipping a coin

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you will get all striker

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or all shooter

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or

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giant

terse galleon
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ahhh okay @turbid cliff @mortal granite ty ❤️

light totem
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just use the DMR you love so much

mortal granite
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just don't spawn

cinder imp
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I remember when DMR could one shot strikers

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Oh wait

light totem
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IT COULDNT

glacial crescent
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Only to the back of the head

light totem
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Trust me ik

atomic escarp
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You are so obbesed with the DMR that must mean you are in love with it.

light totem
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@cinder imp I thinks hes talking to you

cinder imp
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Damn you got me

light totem
cinder imp
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That rush of adrenaline when you land a perfect headshot on a particularly spazzy striker

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And it doesn't die

light totem
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and:

cinder imp
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That's why I play GTFO

light totem
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thats what i feel when that happens

slate vapor
light totem
grave tendon
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bonk

slate vapor
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imagine shooting self with gun

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hammer gang

light totem
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^

slate vapor
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they should make the dmr shoot hammers

light totem
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YES

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but you mean shoot gavels

slate vapor
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perhaps...

light totem
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*insert cow here

atomic escarp
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Why do you hate the DMR so much?

cinder imp
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Imagine hating a fictional weapon in a video game

atomic escarp
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imagine shooting self with gun
Imagine using guns?

forest horizon
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Imagine thinking there are guns in this game

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There is nothing but hammer

cinder imp
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I'm still waiting on the ultimate mine guide

turbid cliff
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maybe after they get a rework

cinder imp
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They won't, unlike the DMR

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And by rework I mean being able to one shot strikers

turbid cliff
light totem
sage shore
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DMR definetly needs a buff, ammo is good damage fall off is awful.

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Alternatively give it pen damage like the hel weapons

mortal granite
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no

atomic escarp
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no

mortal granite
atomic escarp
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Don't

mortal granite
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you have awaken

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the unforbidden

hexed vapor
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@sage shore There's a lot of things to say about your suggestion...

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Ammo is its worst trait, it has the least of all the main weapons.

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Damage falloff isn't awful because it doesn't lose damage until 50m, which is pretty much render distance. If you can see it, you will do full damage.

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Penetration on a main weapon is questionable balance, not to mention the fact that penetration is so finicky to use. It would make DMR a gimmick instead of improving the weapon.

sage shore
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Damage fall off was the wrong choice of words. When compared to the fire rate, and damage of similar weapons in its category it is severely lacking. Damage fall off in the traditional sense doesn’t count for anything since a majority of the time when you need to use your primary weapon it’s during an alarm door and enemies are generally going to be on top of you regardless of what you do

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It’s basically a weaker sniper rifle that doesn’t fulfill the role a sniper does nor does it fulfill the role of being a main battle weapon

turbid cliff
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combat shotgun can be your main battle weapon, dmr does an excellent job of softening enemies up for a spammy teammate to finish off

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it's a team gimmick

hexed vapor
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It seems to perform fairly well as a main battle weapon, it's just equipped with less ease-of-use than automatics. It's more of a support weapon.

turbid cliff
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just wait for R4

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and see DMR as meta

nocturne flax
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dmr its fun until you get all the agro from sleepers lmao

hexed vapor
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With the way things currently are, fixed head destruction would mean DMR is absurdly powerful when run as a support weapon.

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Automatics would just be so much worse that two of them would be far less effective than letting DMR get the initial hits and autos finishing them off.

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Should be an interesting meta R4, we'll see what else changes.

nocturne flax
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if the hel weaponry stays then why even pick dmr

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unless you hit 100% of the time all the shot (witch nobody does)

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bringuin a hel weapon its more efective

hexed vapor
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They don't even compete?

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HEL weapons are much less effective than other specials for most circumstances anyway, I seriously doubt either will overshadow DMR in any way.

nocturne flax
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i mean why would i want to bring dmr and try to hit headshot so my teammate can finished, when i can bring a hel gun/rifle and kill 2 to 3 guys in 2 shots

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and i mean on semi auto category my bad

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i know dmr its primary but considering the other alternatives the other weapons are so much better

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rifle has such an awesome scope too

turbid cliff
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and the other special alternatives are better too 🤔

hexed vapor
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Because the HEL weapons suck? Unless you're constantly running ideal conditions, you need to put in a lot of effort to break even against a lot of the other specials.

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Certain levels will be pretty good for HEL weapons, but others that definitely won't be the case.

nocturne flax
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i used hell rifle in the entire rundown

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all levels are good if your good with positioning

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thats why levels are so big and long

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like a publix sandwich

hexed vapor
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2.5/2 is also only 1.25/1, 1.25 kills per shot is very bad. On HEL rifle you'd be getting 10 kills per ammo use.

nocturne flax
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unless its an alarm then yeah you kind of screw but thats what your primary its for

hexed vapor
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Meanwhile you're giving up tons of damage on a weapon that's hard to use.

nocturne flax
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thats on paper

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everything on paper its good

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gameplay wisew everything changes

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i havent seen somebody with dmr to hit 100% headshot consistently

hexed vapor
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No, it doesn't. Your only advantage is range, run shotgun and you can easily achieve higher damage and similar or high kill potential.

nocturne flax
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for me to just clean house the incoming wave

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unless you have a super duper team witch you play with ( i dont :[ ) then dmr its useless on that department

hexed vapor
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And again, it makes 0 sense to compare a main weapon geared towards support with a special weapon that straight kills enemies. Guess I shouldn't run DMR because I can just shotgun them.

mortal granite
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well

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if you used shotgun

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then you have spare DMR bullets

hexed vapor
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4 ammo packs would be enough to obtain:
35 SMG kills (4 to SMG)
42 DMR + SMG assist kills (3 to DMR 1 to SMG; 28 spare SMG shots)

turbid cliff
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and after the head patch

hexed vapor
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Since you only need 42 shots, you can substitute SMG with AR and Bullpup as well.

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This is after head patch

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Rn, DMR sucks as a support weapon.

mortal granite
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why would you use it at support weapon

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it has so much potential as striker killer

hexed vapor
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Because it takes a lot of shots to kill strikers with automatics?

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You'd also be getting more kills that way since you're making the most of DMR damage.

mortal granite
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i'm just recommend that

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dmr damage buff will be overboard

hexed vapor
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It's either 42 DMR + SMG or it's 29.75 from DMR and SMG working on their own with that ammo distribution (21 from DMR and 8.75 from SMG)

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Okay?

mortal granite
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scout killer is it

hexed vapor
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We're not talking about damage buffs

mortal granite
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smg have 40 bullets

hexed vapor
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70 per ammo use

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What is your contention?

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You came in and brought up DMR damage buffs for seemingly no reason.

mortal granite
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huh

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oh ye

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the conversation was long gone

zenith charm
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as far as I'm aware the dmr damage buff didn't actually go through

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it still doesn't seem to one shot headshot strikers - last rundown a dmr headshot put them down to 1 hp and you could hammer right click them to finish, so any damage buff should've result in a one shot kill

mortal granite
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any damage buff will result to

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1 shot occiput scout

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1 shot striker

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1 shot shooter ( already 1 shot without buff)

zenith charm
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yeah, that's what I mean

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but that hasn't happened, therefore there was no damage buff?

mortal granite
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yes

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there was no damage buff

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but they want to buff damage

zenith charm
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okay fair enough, interesting it was put in the patch notes I guess

turbid cliff
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yes there was a damage buff

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just not big enough to change anything

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except turn kill assists from 2 shots for some weapons to 1 shot for all

cinder imp
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4 ammo packs would be enough to obtain:
35 SMG kills (4 to SMG)
42 DMR + SMG assist kills (3 to DMR 1 to SMG; 28 spare SMG shots)
Imagine a main weapon that requires having a butt buddy next to you in order to get kills

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#DMRShouldOneShotStrikers

light totem
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^

calm sundial
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Damn I want to fight the giant mother in D1 again.

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Don't want to fight all the way there though.

mortal granite
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so what you're saying is

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you shot the striker in the head once

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and leave

real schooner
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Hello Everyone

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I got a question about strats for the birthers

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Does C-Foam and/or mines do anything effective with them?

atomic escarp
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C-foam, yes, Mines also yes given she walks on them

real schooner
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it doesn't do reduced damage like shooting from the front? and does C-Foam freeze her or does something else?

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Doing D1 but dealt with her with cheese on B2

atomic escarp
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C-foam does the same thing on any other kind of sleeper, only the amount you need for it changes

real schooner
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cool I can work with that then

atomic escarp
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Also mines do the same damage either front or back

real schooner
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cool thanks!

hexed vapor
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@zenith charm they did buff damage

mighty pond
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I do think that mines require hitting the pustules to do damage

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We lead the D1 big mother through 15 mines and it didn't seem to do shit

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Still had to mag dump into her to kill her

hexed vapor
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A damage buff does not mean less shots on strikers, it just means more damage. 13.2 up from 12.

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A damage buff to DMR from 13.2 to 13.4 would one-shot strikers (40.2 damage) but not scouts (max 80.4 damage) @mortal granite

turbid cliff
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Mines don't do shit to it

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I mean they can if they hit the tumor but unlikely

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Imagine a main weapon that requires having a butt buddy next to you in order to get kills
Imagine playing as an actual team in a coop game

mighty pond
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It would require her damageable hitbox to stay within the radius of the blast, and with how quickly she moves it seems to not happen very often.

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Or it straight up just hits a non-damageable part of the body instead.

cinder imp
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Imagine playing as an actual team in a coop game
Imagine relying on your team for more than doing scans and diverting some aggro

timid gale
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@mighty pond like stormpooper said, mines dont do shit. if they hit a crit (tumor), sure it packs a punch however if it hits a non-crit spot (not a tumor), its damage is severely reduced. its not even worth it.

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doesnt matter the range of the mine.

mighty pond
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My group tested quite a few mines, as I said previously 15 total, and we still had to shoot her a lot. So I was well aware they didn't do much if anything.

turbid cliff
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You can basically play coop solo but what's the point in playing coop at all then GWseremePeepoThink

mighty pond
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If you can solo what's the point of teammates? 🤔

cinder imp
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Scans are too slow solo

mortal granite
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Scans are too slow

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there

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FIFY

cinder imp
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And scan RNG is honestly the worst part of the game, worse than the DMR

turbid cliff
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Bugs > scan rng

pastel ice
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If you want some, erm numbers..

cinder imp
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When the scan goes across the room, splits, and comes back > the DMR not being able to one shot strikers > bugs

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that's as bad as it gets

pastel ice
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@mighty pond which Birther?

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Nvm

rich vale
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r3a3 help

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stuck on the code verify part

zinc wyvern
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what's there to stuck on?

mortal granite
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read the objective

cinder imp
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Does anyone know why on the second alarm of d1 they sometimes break the back small door?

mighty pond
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They break subway door, the lower layer with fog, and it's the fastest route if they big door isn't broken yet.

mortal granite
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the big door have 2 route

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extra length

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and it make them go really far away

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so of course they go for the small door

cinder imp
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well not always, they still take the big door more often

mortal granite
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if they spawn there

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and you have to be near the door

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or AT the door

mighty pond
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The big door? Not really. I rarely get what Huemangs is mentioning, and it happens when the big door isn't broken and the wave spawns in subway area

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Big door is a faster path for the enemies if both doors are closed, unless that situation occurs

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@mortal granite Huemangs is referring to the big door that leads under the stairs that lead to the 396 alarm door

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The subway I am referring to is the door that is down the stairwell that leads into a totally fog filled area

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If they spawn down there, the back door is closest for them to break

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The big door otherwise is faster

mortal granite
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Does anyone know why on the second alarm of d1 they sometimes break the back small door?

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Second alarm

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did you thought the 3rd alarm by any chance PeaceGod?

mighty pond
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Yes, the door that leads to 396

mortal granite
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the the third one

mighty pond
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No, that would be the second alarm door

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Third alarm door is the one that leads to 392 and the sleeping hybrids

mortal granite
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389/390 the first alarm

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2nd is 391 - 392

mighty pond
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Hue is referring to order of completion

mortal granite
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ye

mighty pond
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not map locational presence

mortal granite
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ALARM

mighty pond
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You don't do 391-392 second

mortal granite
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ah

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the second

mighty pond
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Just a misunderstanding of what second meant

mortal granite
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the big door is "extra path"

mighty pond
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But otherwise you are correct, big door there is much slower

mortal granite
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opening small door will be faster route

mighty pond
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so they'll path through the little one where the ladder is

mortal granite
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ye i know

tepid rose
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Any help for how to get past the alarm door in r3a3? We get there pretty consistently, but then get wiped.

hexed vapor
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How exactly is it overwhelming you?

crisp vapor
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is there like a map of C1 with HSU spawns?

deep jay
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its not complete and i dunno where it is

glacial crescent
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@tepid rose Im a bit late to respond but what you can do is start doing the setup on Wave 2. 3 C-Foamed doors close the door leading to the right side (when you enter the zone) and look for a trip mine. When you do find a trip mine, place it inside on the pillar facing the middle door thats at the bottom level. It'll kill a lot of sleepers and save you time. On Wave 4 focus having that player with the c-foam launcher at 100% so that when Wave 5 rolls around, he can c-foam the 4th door and start the alarm. After the team scan, his role is to reapply C-foam on the door where they're coming from (bottom middle door).

crisp vapor
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Died at 98% duo C1 extraction

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Feels bad man ihavenofacebutiwillstillscream

turbid cliff
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how is that an actual server emote

opal jasper
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whens the new rundown gonna be released

turbid cliff
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no date

opal jasper
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is it soon

turbid cliff
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if i had to guess, mid-late august soonest

shy vessel
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eventually

crisp vapor
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September?

sage shore
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I would bet September

mortal granite
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we could wait till August

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and check the roadmap if the vacation got ticked off

granite sail
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Honestly idc how long r4 takes because I know for a fact that it is going to be Scout perfection

turbid cliff
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mhm

mortal granite
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a level full of scout

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10 birther in 1 room

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and a "special new mob" at the extraction

hexed vapor
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One of these days we'll have the gimmick level that's just nothing but scouts. Half of the zones are scout-only, the other half all have scouts mixed with normal enemies or at least chances for scouts.

mortal granite
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well

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when player going to be more experience

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and then you start seeing them bouncing around killing sleeper left and right

tepid rose
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@glacial crescent sry for the late answer, but thanks for the tips! We'll try that the next time we play.

sage shore
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That scout gimmick was already a think in R2D2 I believe. Getting that reactor rolling was something

mortal granite
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they gave you enough ammo to hold 3 more rounds ( or fail 3 times )

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so if you pissed that whole scouts room up

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you still be able to beat the run nonetheless

sage shore
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Yea we had plenty of resources for it, sentries don’t hurt either

earnest shore
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Anyone has tried to beat R3B2 and had any strats how to beat the mother? I found a way with a glitch spot to do it but its unreliable and really depends on where the mother goes so you can actually shoot her weakpoints

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I mean for solo, forgot to mention

hexed vapor
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@sage shore No? There was only one zone with a high scout count, and that was one of the two zones with scouts out of eight you'd visit.

nocturne flax
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@earnest shore cfoam her and unload on her lel

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Just make sure theres no sleeper in the area and dont wake her up before fighting

sage shore
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Right but it’s still an entire room full of scouts, as opposed to having multiple rooms filled with scouts theres not much of a difference apart from a decrease in success rate for killing scouts

hexed vapor
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But I'm talking more about the entire level's gimmick being that it's loaded with scouts.

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Main path is entirely scout-only zones, most side zones have or can have scouts mixed with other enemies, etc.

sage shore
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You would just have a 4 man team of Hel Rifles/Snipers and SMGs. It would be basically an A1 level of that was the only gimmick besides an alarm door or 2

hexed vapor
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That would be an awful idea, you'd just alert half the scouts that way.

earnest shore
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@nocturne flax I have considered it, but not sure how I would need to do fog scan then, as the mines atleast somewhat thin them out. What weapon did you use? Shotgun/ combat shotgun? (Keep in mind ima need to solo her, so not killing her before c-foam wears off means Im pretty screwed)

hexed vapor
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Not to mention, the alarms wouldn't be easy presumably.

nocturne flax
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Oh your playing solo

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Didnt read that part lel my bad

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Youll probably gonna have to pull her out of that room and lead her into your mines

earnest shore
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Tried mines, they do poorly. Only thing that atm works is pulling her to spawn and getting up a pipe which means Im free off little guys, but really reliant on Mother pathing to shoot her weak points

nocturne flax
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I dont generally play solo but if i was doing that level alone i would probably pull her to spawn since youll have more space in there

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You can try setting up mines on the roof of the fog hallway while you lead her to spawn

#

So it hits the bubbles

hexed vapor
#

I would c-foam her and run pump shotgun. Do as much damage as possible while frozen with your first 8 shots, then immediately flee to finish her off elsewhere.

earnest shore
#

hmm maybe my mine placement was wrong, thats why it felt so unaffected. Is 1 c-foam enough to freeze her btw?

nocturne flax
#

Sometimws the bubbles/granade go trought

hexed vapor
#

One grenade is enough if you hit, otherwise run launcher.

turbid cliff
#

mines ain't gonna do shit since they need to hit the tumor

mortal granite
#

you need strategically place mine

earnest shore
#

okay, Ima try it again later with this wisdom I have been granted 😄 (hopefully not going insane while doing it... again...)

#

thanks for the help

blazing thicket
#

@earnest shore how do you solo while carrying cells, babies, fog turbine, and clearing out a room?

#

Not to mention the running to extraction with the baby

mossy yoke
#

Carefully. Sometimes you sacrifice health and infection to carry an item, sometimes you move it in small bits.

earnest shore
#

I dont bother with the fog turbine, I go for the right room which has supplies. Usually there are enough fog repellers and disinfect packs in the level that I found it not worth to carry the fog turbine

#

as for room clearing, I open B and D (the one on the right), if scout, find and kill scout, if no scouts, shoot in both room and trigger both rooms

blazing thicket
#

so you basically just stay at 85% infection the entire run?

#

clear room, put cell in, and then get the baby?

earnest shore
#

not exactly, for the fog room my plan usually goes like this:

  1. open fog area, if enemies just shoot and clear first room
  2. Throw fog repeller in between 2 doors
  3. open B (long hallway scan area), if no scout, just leave it be, else find scout and kill it
  4. open D (door to the right), same principle as above

if I have a scout I kill it with HEL Rifle and trigger all rooms I have doors open and get out of the fog area to fight in the beginning area

#

once those room are clear, get more fog repellers, get to terminal, ping cell, put cell in, prep mines, go back out of the fog room, disinfect, grab more fog repellers (3 usually enough) throw so they cover the whole hallway (somewhat) do scan in 1 go.

#

Scan done -> run out of the fog area to beginning area to clear remaining enemies (cause that area sucks for that..)

blazing thicket
#

ok yeah that sounds like a pretty good strat

#

for extraction are you just going to drop the baby whenever enemies come?

earnest shore
#

I yet to get to that part... 😄

#

but yeah, probably want to it that way, I really havent though of how Im going to complete the extraction yet...

blazing thicket
#

Well I wish you the best of luck

hexed vapor
#

@earnest shore Pretty sure those are mixed up?

#

D is the where the door to 510 is, while B is the large room to the right/east.

#

And what do you do if the cell is in C?

earnest shore
#

@hexed vapor just checked, yeap you are right. Hallway is D and side room to right is B

#

as for C, if cell close, just grab it, otherwise trigger room and clear, then grab it

obtuse surge
#

Another option is to stealth with the turbine, once you're done clearing the rooms, you grab the cell and just eat infection.
Once the cell is in you can go back to the turbine, grab disinfect from first zone and heal up.
Use repellers for the alarm.

#

you could slowly move the cell and the turbine at the same time avoiding infection pretty much entirely

#

but that would be very tedious

turbid cliff
#

why clear the right room though

obtuse surge
#

well if you went for the zone with the turbine

#

you can do with extra supplies

#

so you'll likely have to end up clearing it all

#

It's also good to have it cleared as there's a small chance something spawns there for your extraction

earnest shore
#

well apparently you will need to clear all fog rooms, cause when you are extracting, they can spawn in them and alert the whole room, so having extra enemies coming at you when escaping is not so great.
The only problem I have with stealth with turbine is that it takes so much time... and after a few tries I do tend to get sloppy and try killing faster in stealth, so I noticed I'd rather spent the ammo and finish it as quickly as I can, because I have plenty of it

#

so it's more preference I suppose from my side

turbid cliff
#

ah that's why

#

yeah that sucks

obtuse surge
#

👀

hollow star
#

You guys talking about Pressure?

craggy flame
#

yeah they did

atomic escarp
#

how does the spider in b2 trigger?

#

like does it trigger from sound or light or

#

like can we walk around and kill enemies next to it without pissing it off

#

okay perfect, thank you! sorry we couldn’t figure out, thanks for your help ☺️

hexed vapor
#

I'm pretty sure quads will still work in R4 with maintained stagger

#

As long as you hit the head once, you have enough time to swing twice and kill before a striker gets back up.

#

Shooters don't lose their head, so they're easy.

nocturne flax
#

plays c1 with a group almost 0 fog repellers

#

plays c1 solo, gets all the fog repelers that you want

#

kek

frail elbow
#

Did they change how the boss works in D 1?

#

Have friends saying she doesn't leave her room now?

mortal granite
#

she have "scare mechanic"

#

if you're close to here about 10 meter

#

she will never come to you

#

and if she have line of sight of you or your teammate

#

she burst the baby out no matter what

mighty pond
#

She leaves her room, I just dragged her out of it a few days ago. Unless it changed since then, which I doubt based off the fact the devs are on vacation atm, it should still function the same. What Captain is true though, mothers have the default "run away" mindset and will do so until it gets stuck in a corner once it is near enough to the player.

violet oasis
#

Is it possible to stealth kill a hybrid with 4 people?

sullen sigil
#

They take damage: yes

hexed vapor
#

Hybrids have the same stats as shooter titans as far as HP and crit spots go.

violet oasis
#

Thanks lads

mighty pond
#

Yes, it can be quad killed stealthily

golden moss
#

is it worth going to 14 in c1?

#

yep

#

thats what i heard at least i dont recall ever going in there

#

cool

#

usually i run low on health

#

but ammo and tool-wise im ok

#

thanks a bunch

mighty pond
#

I pretty much always go to 14, there's no reason not to imo.

#

More loot gained than you lose

cinder imp
#

14 is always a gain, sometimes you're so good on resources you don't need to though

mortal granite
#

it's really annoying going in 14

#

sometime you got minimal about 10 sleeper in the first room

#

sometime it's just the entire wave + a scout

mighty pond
#

I mean, all you need to do for first room is run around in circles melee'ing everything in the first room

#

And mine 2nd if you have them and let a majority die once you snipe scout or kill it. However you decide to remove scout

#

It's ezpz

golden moss
#

last time we were 100% on all our tools before error alarm haha

#

but we keep dying to chargers in the last room

cinder imp
#

It's ezpz
@mighty pond but if you do resource room you don't get to claim you're 1337 afterwards

golden moss
#

facts

mighty pond
#

I'm good with that

cinder imp
#

So sometimes you're going for a double kill and the second sleeper, despite being close to you, instantly screams

#

Does anyone know if it's a bug? Maybe something related to not being host?

#

It happens like 1% of the time, but very annoying

mortal granite
#

fucking hell

#

die at extraction in B1 solo

hollow matrix
#

F

mortal granite
#

it was really good run

#

i think if i'm gonna take a break from solo

hollow matrix
#

unluggy

mortal granite
#

1 hour and 30 minute is not

#

and kiting was too much of a joke

#

running with c foam launcher and dmr

#

so much are just running back and forth for 1 hour

hollow matrix
#

why not mines i though they were solo tool of choice?

mortal granite
#

ye

#

i'm not doing the meta

#

running c foam is basically bio tracker hard

hollow matrix
#

i see

#

also dmr lol

mortal granite
#

ye

#

my combat shotgun always at 100%

#

so i didn't put it in like dmr/combat shotgun

#

anyway

#

it doable

#

just going back and forth for about 2 hour and you're done

#

even tho

#

i predict everything wrong

hollow matrix
#

so just a bunch of ferrying

#

fun fun

mortal granite
#

"they're going to go through this door, i'm sure of it"

#

and they just 180 and choose random fucking door to bash through

#

waste my c foam

hollow matrix
#

ye that happens too often in north door of b1 big room

mortal granite
#

i have 6 uses of med left

#

no

#

8 uses

obtuse surge
#

B1 kind of sucks with it's long hallways

hollow matrix
#

so ususally get team to leave one door open and put resorces there instead

obtuse surge
#

But there's a pretty good way to kite in one of the siderooms once unlocked

mortal granite
#

the long hallways i'm kinda already know how to deal with it

#

0 hit

earnest shore
#

B1 solo takes long but its fun to trigger 3 alarm doors at the same time :D

mortal granite
#

it's just striker moving too slow for me

earnest shore
#

But still takes too so long to complete

mortal granite
#

i can cut my recording out of me standing at spawn for almost 30 minutes

#

the recording is 1hour and 40 minutes

#

doing c1 solo is kinda more enjoyable

obtuse surge
#

I only tried it once, completed one of the side alarms and the warden door then died on the other side alarm

#

took 1h7m

mortal granite
#

i'm already done all 2 terminal

#

it's just that

#

THE GAME HAS DECIDED THAT I NEED TO PICK UP THE FOG REPELLER

#

AND NOT THE 4 USES MEDIPACK

obtuse surge
#

if you bring mines and save enough of them, the uplinks are probably pretty easy

mortal granite
#

you can finish uplink with only 60% of c foam

obtuse surge
#

👀

#

the coom strat

mortal granite
#

hmmmm

#

i coom 2 door

#

40%

earnest shore
#

Right terminal is easy, left terminal is medium if you have the mines a bit of luck. Im quite surprised you use c-foam

mortal granite
#

the thing is

#

THEY CHOOSE A RANDOM DOOR TO BREAK

#

and not the door that was next to me

obtuse surge
#

do you have any info on the waves from the uplink? like wave size/time between waves

mortal granite
#

idk the wave size

earnest shore
#

Yeah, noticed that...

mortal granite
#

i only know they spawn only 3

#

and it pile up until my game almost crash

#

and they only spawn striker

#

so, easy kite

earnest shore
#

No idea on size. Shouldnt they cap thou?

mortal granite
#

they should

#

but i think uplink kinda like

#

the extraction wave

#

they spawn only 3 and pile up just like extraction wave

#

and another thing

#

they only spawn in zone where the terminal is

#

so if you saw a lone striker running to you in that zone while you're kiting back

#

that's the reason

#

i used dmr so much

#

i didn't even use secondary for most of the run

#

i always see my combat shotgun at 100%

earnest shore
#

The DMR still cant 1 shot strikers thou, right? Sleeping ones it can, but alert ones I think it beheads them atm

mortal granite
#

well

#

it powerful enough to kill at least 3

#

with just spamming

earnest shore
#

Im not sure why they havent buffed it to 1 shot it and have the Rifle do what DMR does now

mortal granite
#

you guys gonna use the dmr and completely replace smg

earnest shore
#

Cause I used Rifle when going with full squad and honestly enjoyed it more cause scope was x1 zoom

mortal granite
#

B1 is like A3

#

if you bring hel gun

#

you can laser beam them

earnest shore
#

Heh, I used Carbine/Hel gun for that lovely multi kills

#

I hope they will keep them for next rundowns

#

Maybe I would use DMR if it 1 shotted trash and if I could aim it better... :D

mortal granite
#

dmr is for solo player

#

you can kite them far away

#

and it's become hunting season

turbid cliff
#

if you really like that and you're not using special anyway why not take the revolver 🤔

mortal granite
#

6 bullets

#

iron sight

#

don't like that

turbid cliff
#

and dmr has 12? so it's same amount of kills anyway

mortal granite
#

you can take their heads off

#

and running hammer

#

that's 12 free kill

#

or if you want just use combat shotgun

turbid cliff
#

well just running hammer is 12 free kills and 0 ammo spent

mortal granite
#

you have to charge

#

while this just spamming hammer

#

i can't believe i died because the game pick the fog repeller and not the med

earnest shore
#

Revolver was my go to for R1, R2 (before learning the glorious machinegun)

#

The buff for this rundown is also nice, but Hel gun is more reliable and has bigger clip size and penetratrion kill potential

#

But yeah, if you want to get used to revolver Id recommend it, its fun once you learn it

turbid cliff
#

more reliable in what way

#

i don't like the hel guns as precision weapons cuz of the tiny charge-up, it's tiny, but it's there

earnest shore
#

More reliabe cause missing the head isnt too bad. Revolver is 2-4 body shots while Hel gun is 2-3 shots usually but it also penetrates so it staggers multiple enemies and is more forgiving than revolver

#

Atleast thats what I felt after playing A3 with both weapons

#

Had more success with Hel gun

turbid cliff
#

A3 is way more linear than most alarms you'll get

#

penetration is exaggerated

#

and you say missing with hel gun is more forgiving but is it though

#

it gets 12(?) per refill while revolver gets 20

earnest shore
#

Ammo wise I never seem to have too much issues, cause the amount of ammo packs for solo play is just so much

#

For playing in a team I definetly agree revolver is more ammo efficient without a doubt

#

Not sure how much refill it gets...

cinder imp
#

So sometimes you're going for a double kill and the second sleeper, despite being close to you, instantly screams
pls someone respond

turbid cliff
#

never happened to me

#

and if you're doing a double kill the second sleeper shouldn't have time to scream anyway cause they're stuck in that "omg you killed someone" animation of theirs

cinder imp
#

Usually that phase is a short waking animation and then a long turning and attacking you one

#

If they transition directly to scream they don't even turn around, definitely not enough time for a half charge hammer

turbid cliff
#

usually do clusters by striking the occiput of the 2nd and so on so

hexed vapor
#

@earnest shore What do you mean by "sleeping ones it can" (for DMR one-shotting strikers)?

#

@cinder imp Nobody knows why sleepers sometimes opt to scream rather than attack. It's extraordinarily rare though, might as well act as if it doesn't happen ever.

#

It's likely to due with the sleeper targeting a player that's further away from it.

cinder imp
#

Thanks @hexed vapor . So if we don't have instances of happening in solo play, that might explain it

turbid cliff
#

How would you even test it

rain heron
#

bullpup best gun ever 😄

light totem
#

HMM

devout river
#

I like bullpup

#

is a good weapon

#

Brings death to sleepers

light totem
#

but sucks for reload and ammo consumption

devout river
#

Well the carbine is not much better for ammo consumption

light totem
#

true

#

its ehh

devout river
#

Both of the new primaries take a lot of ammo

#

I used the carbine at first but I changed it to bulldog

calm sundial
#

Suggestion, make a bigger bullpup and call it the bulldog

#

:3

mortal granite
#

why would a striker scream?

rigid drum
#

bc its in pain :3

high forge
#

bruh

cinder imp
#

How would you even test it
@turbid cliff well people who play a lot of solo could tell if it ever happened to them or not

#

To clarify, the usual process is wake up animation, try to attack the closest player, then scream to alert other sleepers. Sometimes it's wake up and instant scream animation, making multiple kills impossible

mortal granite
#

they don't instant scream

#

they tend to look for player

#

but if that player are far away then they scream

#

we already have 2 kind of enemies already

#
  1. very aggressive ( naruto run )
  2. defensive
#

the defensive one will look for player, when they are about over 8 meters away ( in range for aggro but not enough range to attack ) they will scream

#

the aggressive one won't even try to scream, they will go after player no matter what range, if the player still back away when he's going for the player, they will scream since player don't want to attack them.

cinder imp
#

but if that player are far away then they scream
Sometimes they scream even though they are in melee range of the player, thath's the bug

mortal granite
#

well

#

it's multiplayer

#

they will choose who to attack

#

like i'm next to the striker

#

but he choose to attack you instead

#

even tho, i'm the one waking it up

#

it feel like the game choose that specific player to attack ( or to choose where the spawn will be 😉 )

cinder imp
#

It happened just a handful of times, so i don't know if there was a teammate about 8 meters away

#

Anyway, the lesson is play solo F_

mortal granite
#

play solo

#

then they'll always go for you

#

that was my theory

#

feel free to prove it wrong

clever onyx
#

Oop relaized this should be here. Is there an enemy type that causes blurred vision? Or did i just have a major graphics glitch?

#

Ok. yeah this was different mean like completely obsured vision like my reticle/HUD was totally fine but my actual guns and enemies i was seeing got offset like crazy.

#

ok cool ty

earnest shore
#

@hexed vapor when me and a friend went B1 we noticed that when he shot sleepers he would 1 shot them with DMR. However it would only behead them when in combat

sullen sigil
#

Strikers lose their heads. Shooters do not

mortal granite
#

only back of the head will 1 shot striker with dmr

#

there is no sleep bonus damage

earnest shore
#

Oh, kinda makes sense now. Cause we were confused as of why it sometimes 1 shots strikers and other times doesnt

mortal granite
#

skip B1 solo then

#

the damn map are so long to do

timid gale
#

@cinder imp they scream because they were having a really good dream munching on humans and you just ruined it.

agile bear
#

B1 is crazy long

#

finally got a chance to finish it last night and whoowee

turbid cliff
#

it's a lot of alarms but not really long

craggy sedge
#

anyone have advice on how to beat A3? seems like a decent method would be running 3 burst turrets, but I never have the luck of the group staying alive because of panic XD

obtuse surge
#

try to pick between short or long range combat

#

and have the entire team bring a loadout that suits that

mighty pond
#

Don't be shy about using ammo either

obtuse surge
#

for short range, find a ladder/corner/staircase to camp

#

for long range, group up in the hallway before the reactor

#

yes

mighty pond
#

^

obtuse surge
#

you pick one side of that hallway

#

and everyone stands there

mighty pond
#

If you wanted to use the sentries you can drop them on the other side of the hallway facing towards you so they shoot the enemies in the back

#

You only really need one sentry as well, but more help

earnest shore
#

I would say picking 429 as the hold zone and all standing on you side (right side) will funnel them quite nicely. Hel Gun is not a bad choice imo as piercing enemies is really good. Shotgun Sentry can be placed near ladder or near the corner where they will funnel and having some mines placed just above your own head model will make them trigger only for giants so you have an easier time dispaching them

obtuse surge
#

the giants is why i prefer short range for full teams

#

you can defend up close and kill things really fast after they spawned

#

therefor the giants won't mix with the normal waves

#

making it easy to just short range focus fire

#

and destroy them

mighty pond
#

Especially when hybrids get tossed into the mix

#

CC with them is nice in groups

devout river
#

I did A3 with 4 shotgun sentries

#

We camped out in the room before the long hallway that leads to reactor and shut the bottom door on the right so that they all funneled into the left door

#

We used 2 for like waves 1-3 I think, 3 for 4-5 and then on 6 we had 1 facing the door that leads to the long hallway room and 3 facing the normal door on the left

#

On wave 6 one went to the long hallway room and then 3 cleared out the spawn from the front quickly then moved to the back with the other guy

light totem
#

unneeded, optimal setup is 2 SS, foam, mines

#

dont place the SS's till round 4

#

mines and foam will only be used at 5/6 scan

mighty pond
#

I mean, 1 burst sentry on bridge is even more optimal 🤔

#

Every other tool slot is whatever really

light totem
#

nah, just hammer everything till /4

mighty pond
#

Ammo isn't ever an issue

light totem
#

nope

mighty pond
#

No need to hammer stuff

light totem
#

makes it easy for exp. players

mighty pond
#

I've not once, even with completely new players, had issues with ammo

light totem
#

I find it easier to hammer everything over shooting

devout river
#

I think the 4 ss worked for us because we had trouble getting back to our choke point and setting up for the 6th wave before the enemies came but with our strat you dont really need to set up you just put the ss down at the beginning and leave it their the whole time

mighty pond
#

Yes, but new players will be prone to getting overrun trying to melee

light totem
#

true

mighty pond
#

And waste hp that could easily have been saved by shooting

light totem
#

hmm, then again not even average players can hammer well either

hidden flax
#

i think it would be easier to fail and have a good understanding on how to melee

mighty pond
#

Or, pass the level by using the guns you bring in

#

Instead of disregarding them

#

Melee is learned over time anyways

#

Repeatedly getting overrun by enemies and dying does not help people understand melee

hidden flax
#

lol i think They should get a good understanding before they pass a2

#

might have miss worded that

light totem
#

if you dont solo everything A2 - youre wrong

mighty pond
#

Good thing I did that then 🙂

light totem
#

good

#

its a great level for fun solo

hidden flax
#

im stuck on trying to solo d1 but havent played in a week mhw got in the way

mighty pond
#

I don't disagree about them needing to understand melee early on, but learning "advanced" mechanics such as kiting and killing enemies en masse isn't really something they need to be forced into via a level such as A3 where not only are there waves, but there is time constraints applied to them as well

#

I use quotes because it may not seem advanced for us, but after watching many players stream GTFO I have realized it's not something many people know how to do

#

Or do effectively

light totem
#

Bruh, if you dont have 5 min left after scan, you are wrong

#

also true

hidden flax
#

but not melee for the start i dont agree with

#

and for all the other sleepers there's no need to shoot them

#

the sleeping ones

mighty pond
#

Oh, no I only would use ammo during waves

hidden flax
#

oh

#

i might have missunderstood

mighty pond
#

I think we both did based off that

hidden flax
#

lmao

mighty pond
#

F

#

lol

light totem
#

F

#

even i will use ammo, when carrying

#

with the squad its almost always hammer only

hidden flax
#

yep

devout river
#

I am attempting to learn how to kite and hammer large groups of enemies

atomic escarp
#

Keep up the good work

shadow coyote
#

seriously how are you supposed to do D1 me and my friends have been trying for days and are not getting close. Is there something special we don't know

velvet flower
#

Have you made to the 2nd alarm door? Plan in advance how to defend that, if you guys manage to pass the 2nd alarm door consistently you're about done.

shadow coyote
#

nope

#

we havn't

atomic escarp
#

You'll want to mostly hammer the non-alarm spawns

#

Play it slow and not be too panicked

trim jacinth
#

Any tips for R3C1?

shadow coyote
#

i swear every non-alarm spawns there is always a big one

mortal granite
#

ye

velvet flower
#

So basically just learn the level every time you fail, learn when/who/what to do.

For example at the very beginning, you want a guy go right to save the door in front of the blood door and check the terminal after, you also want one guy go left to save the door in front of sec door 389 and then clean the sleepers within, the rest should loot (mainly for ammunition) or clear.

Plan out everything is the way to progress, I'll say.

mighty pond
#

Any tips for R3C1?
@trim jacinth What are you having issues with?

#

i swear every non-alarm spawns there is always a big one
@shadow coyote Every other "wave" is a big

trim jacinth
#

Been a while since we tried it, but basically just getting overwhelmed because of how many Scouts there are

mighty pond
#

Practice killing scouts quietly using hammer

buoyant pewter
#

Or Bring a sniper

mighty pond
#

It will work wonders for success and further progressing through the level

trim jacinth
#

We brought a sniper this time

mighty pond
#

That's a good alternative

buoyant pewter
#

If youre not comfortable enough killing scouts 80-90 percent of the time, clear the room as much as possible then snipe scout

light totem
#

depends on squad too

#

it not a just you thing

mighty pond
#

In general though it's a good skill to have to be able to melee scouts

#

so you should practice either way imo

buoyant pewter
#

Learn to practice on easier levels, you can solo two alarm doors on a1 with mine deployer and use scouts there

mighty pond
#

C1 is the best place to practice however. At minimum 2 scouts without going through any alarms

#

it also allows practice on room clearing solo, multi-kills, kiting when rooms wake, etc.

#

It's the ideal level to practice on

velvet flower
#

Yeah, C1 is the level if you want to practice killing the scout

buoyant pewter
#

Yeah if u have a group thats ok with u trying to clear a room solo c1 is the level to practice, if not than a1 solo probably

velvet flower
#

A1 scouts are behind alarm doors, not really efficient.

buoyant pewter
#

Theyre very easy tho

#

Takes a few minutes each, just place 5-6 mines

atomic escarp
#

You can practice both silently clearing rooms and killing scouts in C1

velvet flower
#

I mean when you try to practice something, you probably want to do it many times. So in C1 you can stealth pass everything and go for the scout, much faster imo.

atomic escarp
#

C1 has 2 unalarmed doors with sometimes 2 or more scouts in a room

mighty pond
#

I do agree if you can get to the scout in A1 it is the best place for a beginner to practice

#

Not a lot of enemies present around scout, but enough that you still need to be mindful of them

atomic escarp
#

252 has a bigger room with less fog which makes it easier to find and kill the scout

#

253 is more cramped and can be hard to see in, in certain angles

buoyant pewter
#

@mighty pond my point exactly

mighty pond
#

Both are still great rooms to practice in if you get into it

atomic escarp
#

^

cosmic frigate
#

D1 is just no fun man GWsetmyxPeepoCry

#

My group loved every other level

calm vessel
#

d1 best level

#

best advice is to just shoot when you need to

#

and save tool for alarms

cosmic frigate
#

I despise non-host kiting and the thicc boys spawning all the time hurts

#

I think I'm ok with not ever beating it lmao

shadow coyote
#

the problem with D1 is it feels like I'm not even playing GTFO anymore, it doesn't feel like the same game like the other missions

calm vessel
#

its like r2d2 or r2e1

cosmic frigate
#

gonna be honest, didnt beat either of those

calm vessel
#

oh lol

#

those are my favourite

atomic escarp
#

Same

calm vessel
#

theyre so fun

#

its a good mixup for runnung into a room and beating up blind monsters

atomic escarp
#

Got so tilted almost finishing D1 i just stopped

calm vessel
#

r2d1?

#

yea that was not fun

atomic escarp
#

Ye

calm vessel
#

yea i also stopped until r2 and e1 came out

atomic escarp
#

I have this confidence issue in which I see myself as a liability to the team

calm vessel
#

idk as long as the team works well theres not really a liability

atomic escarp
#

Thats why I don't like playing the harder levels like R3D1

calm vessel
#

unless the one guy literally is non-existant

shadow coyote
#

ok, but compared to the trailer those type of missions are not the style of the game. I had the most fun managing resources being under prepared and planning out the mission than running in and getting annoyed with the combat unless I'm the host.

light totem
#

C1 best level

#

change my mind

atomic escarp
#

Then I see some dude I carried in b1 get to D1 in 3 days

#

like WHAT

light totem
#

oof

#

rip

calm vessel
#

the og trailer r3d1 and r2d2 are most like what the game showed it would be

#

and you have more than enough resources for d1

#

its just that people make the game harder with how they play and dont know whats the most efficient way to play. just micro macro like any other game

#

but id rather have a mix of stealth and guns going off rather than only a stealth game

atomic escarp
#

I haven't done D1 myself so all I can say for the constant alarm part is conserve as much resources as you can, play it slow and calmly, and always be in a group with a clear strategy and roles as much as you can

calm vessel
#

with the alarms you dont need to save resources

#

theres more than enough

shadow coyote
#

I don't mean to continue this but that not even true @calm vessel the trailer was more about the stealth and fear going through the tunnels. Only when they messed up did security happen, and i like those parts. not a mission that is constant fighting from the start

calm vessel
#

if youre organised it goes by quickly

#

was hoping a sick sleeper boss

#

but games only in alpha

atomic escarp
#

Isn't the narrator Dauda

calm vessel
#

i thought it was a hive mind

#

idk he talks as if he belong in the complex

#

but i love his voice

atomic escarp
#

It does sound like Dauda

shadow coyote
#

and this is why I'm bringing it up, those missions don't feel like GTFO unlike the others. If those missions happen more often something need to change to at least make combat more consistent

calm vessel
#

yea i agree the combat isnt the smoothest it could be

atomic escarp
#

Spawns are fucked yes

calm vessel
#

d1 spawns yea

#

the first area

atomic escarp
#

I like the alarm sound in the trailer more so, the echo it gives

calm vessel
#

the shotgun looks so sick

atomic escarp
#

IKR

calm vessel
#

i wonder if those characters are canon

atomic escarp
#

North got yeeted

calm vessel
#

got snatched by the snatcher pepelaugh

atomic escarp
#

Woods, Bishop, and (I think) Dauda are canon

calm vessel
#

cant leak monkaS

devout river
#

Honestly the closest I have gotten to experiencing something similar to the amount of enemies coming through one door at once like seen at the end of the first trailer during the alarm was in D1

atomic escarp
#

Which one?

calm vessel
#

oh yea, but they dont all start moving KEKW its really weird

devout river
#

The first trailer

#

Also R3D1

atomic escarp
#

No which D1 I mean

#

Ah I see

calm vessel
#

theres more enemies than the max spawn cap so they dont move until youve killed some

#

last door

#

extraction

devout river
#

Eh we did not get that far

calm vessel
#

theres like 40 sleepers

devout river
#

we got to the second alarm in our first like 10 attempts but we were playing with a really good guy so we are not gonna get that far again anytime soon probably

atomic escarp
#

You'll get there

devout river
#

Eh at least D1 is very fast paced and the attempts go by quickly

calm vessel
#

glad its the opposite of e1

#

e1 was frustrating

devout river
#

I never got to E1

#

thank god

atomic escarp
#

One more excuse I don't attempt C1 is my PC just can't handle the level

devout river
#

that level would have wrecked me

calm vessel
#

1 hour of foreplay to just depend on rng

devout river
#

Yea my game just randomly crashed on C1 once

#

during the error alarm

atomic escarp
#

Plus ||Invisible giants that sprint||

calm vessel
#

oh i found stealthing past them easier

atomic escarp
#

You have the biotracker I assume

calm vessel
#

no

atomic escarp
#

Fk

calm vessel
#

beat it with 2 sentries mines and c-foam

#

you can use light and sound for them

devout river
#

At that point I probably would have even found the game fun anymore

light totem
#

why bio?

#

well chargers i gues

#

We run mines, foam, and 2 SS

#

the usual

devout river
#

Eh bio is not that important

calm vessel
#

bios not good this rundown

#

not many scouts

devout river
#

we used it but the guy who was using it really only used it on scouts so it was basically a wasted slot

light totem
#

i dont think so, if you know spawns

calm vessel
#

nor shadows

light totem
#

^

devout river
#

The only level with many scouts is C1

light totem
#

is ok for newbies, but for exp players ins useless this R

devout river
#

thats assuming there is not that many in D1

light totem
#

B1 can have a ton too

#

nope

calm vessel
#

yea but theyre easy to kill without it

#

and theyre spread out

devout river
#

eh B1 had like 2 or 3 in our completion run

calm vessel
#

not really packed together like r2c1

light totem
#

oof, ive had 6 once

devout river
#

Thats unlucky

light totem
#

and C, 5 in one room (zone 13)

#

before scan

devout river
#

We had 6 our C1 run that we won

#

2 in zone 11, 2 in 13, 1 in resource zone, and 1 in zone 20

light totem
#

oh, well

#

8 total

#

9 really

#

10,10, 5 in 13, 17

devout river
#

Honestly if I am gonna get one in 13 I would hope it would be in the fog room right after the security door cause we usually alert that room anyway

#

Its nice when you do not get one in that big room with the security doors leading to the resources room and the hsu zone

cinder imp
#

is ok for newbies, but for exp players ins useless this R
lol what a story

calm vessel
#

whats that about?

#

lol

cinder imp
#

That's a pretty narrow minded opinion

#

Bio allows you to get information and make better and faster calls at no tool refill expense

#

For c1 it's completely unnecessary to bring both mines and cfoam

calm vessel
#

but you dont need it this rundown

#

if youre good enough you dont need the info that a bio has when people who are good usually move faster than the person with the bio when hes speaking

#

you can clear rooms in seconds

devout river
#

Nah mines were good in C1 especially for the run back from the hsu scan

calm vessel
#

love mines

#

so good

devout river
#

Yea mines are one of the best

calm vessel
#

so good for doing solo

devout river
#

I think sentries can be better in certain situations but mines are generally pretty good

#

Yea

#

Mines are better solo so you can guard more than one place at once

calm vessel
#

mines are better at delaying and senrties are better at lockdown

#

but sentries arent good without c-foam

#

so mines are better solo

devout river
#

Well even with mines I still cant do A1 solo

calm vessel
#

yea, i could only do it with c-foam spawns

#

the three scan door is horrid without it

#

the foam the first door so they stack up there

#

if you close both doors you buy enough time for 2 small red circles left

devout river
#

C-Foam is rare in A1 i think

calm vessel
#

but with c-foam ofc

#

it is

devout river
#

I have like never found it

calm vessel
#

i only ever find one if i do

light totem
#

there is a spawn paralleling the hallway by warden door

#

to baby room

devout river
#

I usually get the first set of scans done and then I die like halfway through the second set

calm vessel
#

you close both doors?

#

and mine the entire living shit out of the area?

devout river
#

Yea

light totem
#

F

calm vessel
#

i usually put 12 down and have around 6 left

devout river
#

But sometimes one guy just gets through a bunch of mines

calm vessel
#

do you not have hp?

devout river
#

Nah im fine on hp

#

I should just kite

calm vessel
#

there 2 2 use and a 3 use of hp

#

i take the 3 use for that scan

#

use one 2 use before

devout river
#

Nah im fine on resources

#

basically full ammo, full tool, full health

#

My mines kill most of the first wave but then by the time the second one comes there is like none left and I get overwhelmed

calm vessel
#

i would restart if you get no c-foam

#

its not worth it

#

the c-foam buys a enough time for the last two small scan

devout river
#

I heard A2 is easier solo

calm vessel
#

yes

devout river
#

Cause no alarm doors

#

I tried it once

#

I snuck past the first super foggy place

calm vessel
#

first time i did it i killed myself on my mines at extraction pepelaugh

#

i didnt know they spawned there lol

#

fog gets up to your head

#

so make sure to have a 4 use on you

#

and just spam it at the last 10%

#

to many to kill at that point