#gtfo-spoiler-chat

1 messages · Page 182 of 1

feral token
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hm

light totem
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(I’m even a mine main)

feral token
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i mean most things die to one mine

light totem
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I just do my wave clear strats and call it a day

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And if it don’t die in one hit then there aren’t enough mines

mortal granite
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nope

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mine deal the exact damage

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no change ( except birther )

hexed vapor
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Mines do hit crit spots

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they cannot receive back damage, however.

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You can use crit spots to two-shot striker titans w/ mines

cinder imp
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For doors that don't have any surface in front of it, do you put mines in the sideframe?

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Or above/below

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I always do side but dk if there's an advantage to any

hexed vapor
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For metal doors, I have specific placements I use on the frame, such as opposite the handle on one of the places where the metal lines connect.

For motion doors, I always use the small metal connections that extend out from the door.

light totem
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Ok. I figured it wouldn’t do back crit. Still interesting tho

mortal granite
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if it doing back crit i would have suicide bomb the birther already

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or at least titan suicide bomb

light totem
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Well

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I like doing that to random sleepers

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I can sometime get away unscathed with bad host WiFi

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But will it headshot a scout?

mortal granite
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depend

light totem
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Hmm?

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How so

mortal granite
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you headshot them

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but the head don't blow up

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just like birther

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the tumor don't blow up

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she just dead

light totem
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So it would have to be close to its head

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Not 15m

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I kinda wanna try this now

mortal granite
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well

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a mine will deal about 100 damage to normal enemy anyway ( use player as damage calculator )

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so -20% damage is about 80 damage

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that's enough to kill the scout anyway

light totem
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Hmmmm

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mine deployed gleams menacingly

mortal granite
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i don't use mine deployer anymore

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so

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eh~

light totem
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Wasn’t too sure on the numbers, but I assume it could

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Mines op

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What you run these days

mortal granite
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c foam

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mines = kills

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c foam = buy time

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solo is all about buy time

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so

light totem
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Ok. Pretty understandable

mortal granite
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and it's pretty the only tool to help you kill birther

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like

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easy mode

light totem
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I personally use mines

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And true

mortal granite
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with mines

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you need to place them at tumor level

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and pray that she hit them all

light totem
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Gross. Haven’t done the B2 solo yet. Haven’t felt the will to try either

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Not a fun level

mortal granite
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it's not like the first area are boring

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it's just that the other area are

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well

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boring

light totem
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Ye. Do you hit 506 or 511 for 2nd cell

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I personally like hitting 506

mortal granite
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508

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not 506

light totem
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Oh

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Ok

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I don’t number

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Oh. I’m dumb. Ye 508

mortal granite
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any zone will do for me

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511 have some more room for you to kite anyway

light totem
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Idk why ppl like doing 511 but I don’t find mother room bad to kite in personally

mortal granite
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it's just that the long hallway make striker keep up fast

light totem
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True

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Tho recently I’ve noticed that I’ve been outrunning them, have you as well?

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It was on a few A runs that I first noticed

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Like R2 outrun

mortal granite
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the outrun occur when they are the defensive type of striker

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the one that get intimidate

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any level that's not A1 or D1

light totem
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But an entire scan wave worth?

mortal granite
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they will catch up faster due to the LAB map

light totem
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Hmm. True

mortal granite
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any Refinery map are a little messed up

light totem
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Oh, it was on A1 that I first noticed

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I was in final scan kiting to spawn, they were only by key door

mortal granite
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after that key door

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they just zooming to you

light totem
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Then again later on A2

mortal granite
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in A2 they used E1 map

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that messed up pathfinding in E1

light totem
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Not really. I got all the scans done during that break

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Idk what was going on, cause I know it hasn’t been that way

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I like generator kite instead of spawn for A2 tho

mortal granite
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either way

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this is normal to me

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it's like you're adapting to it

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and feel like you're outrunning them

light totem
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Idk. Wasn’t a solo player in R2, I must be getting used to it now

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I just changed by overall setup too, higher fov and dpi, I’ve hit a decent spot to do it now

mortal granite
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ah

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higher fov make you feel you're faster

light totem
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For sure. Used to play on that 55

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Gross

mortal granite
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try playing at 20

light totem
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But 90 with 200 dpi and 65% sensitivity in game is nice

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And no. zooms out when scoped in

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Eww

glass sundial
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People do meme runs using "bad" weapons, meanwhile my loadout doesn't matter because mallet is the best gun ASCENDED

devout river
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No its gavel you guy Gavel

mighty pond
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Nah, mallet Mallet

devout river
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I thought you guys actually played gtfo but clearly not

light totem
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its gavel

devout river
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Finally, an intellectual

mighty pond
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How the mighty have fallen

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Such sad times I live in

devout river
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I would rather just bash the enemies faces in with guns honestly

turbid cliff
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look at all these plebs fighting over second place

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struggle all you want, you can't prove superiority over the maul

light totem
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what? thats a weird way to spell gavel

devout river
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Maul is better than mallet and sledgehammer but gavel is still scientifically better

slate vapor
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maul > gavel

devout river
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Ay maul is still ok cause it does not look terrible but gavel has the specific spiral-like design on it which is proven to be most effective at causing deeper flesh wounds

bitter fog
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While you were busy studying the blade I was mastering the gavel

exotic sparrow
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There’s a difference?

light totem
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yes

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Gavel does the most damage

exotic sparrow
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:0

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I was using sledge

light totem
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F

subtle dagger
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F

atomic escarp
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F

turbid cliff
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can't tell if he took it seriously

exotic sparrow
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Fucker

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Alright gonna use gavel

granite sail
light totem
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goof

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good

exotic sparrow
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Ty for tips

light totem
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GAVEL GANG

granite sail
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Stormpooper stop pooping on the fun

light totem
subtle dagger
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gavel is a serious matter.

light totem
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^

granite sail
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take the storm out of your name

light totem
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very sewiowous

granite sail
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owo\

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/owo/

turbid cliff
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listen man whatever language you're speaking in isn't english and i want no part of it

atomic escarp
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OwO

granite sail
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yeah its owo

exotic sparrow
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STOP

turbid cliff
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but spreading misinformation is a serious issue in this game

granite sail
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owowowowo

light totem
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begowone thowot

turbid cliff
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you know how many rumours were popularized this way?

granite sail
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no its not, its the way the economy grows

light totem
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MANY

exotic sparrow
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YOU CANNOT SAY THAT MAN

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WTF

light totem
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because it does

subtle dagger
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yea thats why we're telling people that dmr bad

exotic sparrow
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That’s too far wafer

subtle dagger
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dmr bad

exotic sparrow
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I need to call a mod

granite sail
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its not a rumor its the worst gun in the game lmao

light totem
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just like t-bagging a scan with hack tool makes it go faster

granite sail
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its actually that bad

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like actually

turbid cliff
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keep your subjective opinion of it to yourself, just looking at the numbers on paper it already isn't the worst

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and once the head bug gets fixed it'll become competitive

atomic escarp
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... what head bug?

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it not oneshotting strikers?

turbid cliff
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you can shoot heads of headless enemies

atomic escarp
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thats cuz its dmg sucks

subtle dagger
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wait whats gonna be more competitive

exotic sparrow
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I’m so lost

subtle dagger
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am i having a stroke

light totem
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same

exotic sparrow
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I’m still sticking with sledge

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PRANKED

light totem
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noooo

atomic escarp
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no snow, go gavel

subtle dagger
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gavel best weapon

light totem
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Sledge the most inferior

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^

exotic sparrow
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They should make a sledge temple

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So back to what storm was saying, what’s this about headless enemies and such or we gonna leave it

turbid cliff
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destroy the head of a striker, shoot or hammer where its head used to be an you'll see a crit marker

pastel ice
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Seems legit

celest lintel
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gavel gang Gavel

light totem
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^

devout river
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^

fervent moon
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is there a set time between each wave on d1

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or is it random

light totem
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It’s 45 seconds between small wave and I wanna say it’s halfway between each small wave is the giant

cinder imp
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Is there footage of someone beating a mother solo without cheese spot?

sullen sigil
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Hey um

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Just tried B2 tonight

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Wtf is that thing 😆

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Birther/mother?

cinder imp
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It's a big momma

sullen sigil
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Spurts out the babes

cinder imp
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Ye that what a mother does

sullen sigil
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Do we kill with hammer? What do we hit? The sac? The head?

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What happens if babies come

cinder imp
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The sacs are the weak points, you barely do damage at other parts

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Use your guns, hammer is suicide

sullen sigil
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4 full charge is not enough to kill?

cinder imp
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She spawns babies when she is awake and in line of sight of a player, with a cooldown

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Afterwards she makes fog and runs away

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You can cfoam it and kill it with shotguns

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4 full charge is not enough to kill?
@sullen sigil Not even close bby

sullen sigil
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Oof

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So best bet is what?

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Good to bring clauncher??

cinder imp
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But with 4 shotguns to the sacs you can kill it in one cycle (only one wave of babies)

sullen sigil
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Is it worth the launcher?

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Worth it to use foam?

cinder imp
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Basically high damage weapons to the sacs until it's dead

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I would say yeah

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So that it doesn't run after spawning babies

sullen sigil
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What about 3 shotgun shots?

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We are running a 3 man team

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3 snipers?

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3 HEL rifle?

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We won't just keep running the level to get to that one mother that's 3+ alarms

cinder imp
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1 full cfoam charge into 3 shotguns dumps should do it

sullen sigil
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Dumps? Like the whole clip?

cinder imp
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Yeah

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And aim at the sacs

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When the last one breaks she dies

sullen sigil
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Do the ones on the ground do anything?

cinder imp
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Nope

sullen sigil
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Phew

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:)

cinder imp
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Yeah initially I thought they might pop out babies like spitters, but no

sullen sigil
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Huh

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Ok so foam the mom, pump shotgun spam to kill

devout river
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Yea the baby sacs do not do anything really?

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Also yea the birther might seem bad but if its sleeping you can semi-easily take it out

sullen sigil
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So they can be active?

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Just spawn in like that?

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Or during alarms?

devout river
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Not normal alarms no

sullen sigil
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Ok

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Don't want too many spoilers

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Although I am in this chat

devout river
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Ok I wont tell u

sullen sigil
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Thanks :)

mortal granite
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no

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the birther will wake up

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follow this game mechanic:

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if room is still not wake up

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  • there is a striker that is in the room that not wake up
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= wake up the room

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you will have about 4 charges

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unless the entire team using c foam launcher

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with 2 extra c foam nade

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and once you finished the scan

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you need to move back

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after you clear the wave

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you need to clear the blood door

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your team need to not be in the same room as the birther

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it's possible

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but

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the guy open the blood door need to be out of that zone in less than 10 seconds or so

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you can use the extra zone that you get the cell

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all 4 in that zone

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and pray that they don't scream

glass sundial
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What do you think they did here?

mortal granite
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this place is BIIIIIIIIEEEEEGGGGGGGGGG

forest horizon
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for you

granite sail
vagrant fractal
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What’s the deal with the security scan at the end of R3C1?

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I noticed the alarm continued after we opened the door but the room it leads to wasn’t alerted

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Should we just sneak through it? Or will the room eventually get woken up by the alarm

turbid cliff
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it's an error alarm, it goes on until you finish the expedition and spawns a small amount of chargers each time

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the alarm won't wake the sleepers up but the spawned chargers might

craggy flame
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Also stealth isnt the best approach. Make sure to snipe the Scout, cover your rear via tools and go in guns blazing. Also have mines protecting the extraction zone (point of player spawn). Is kinda the best strat, which exists right now.

vagrant fractal
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Ok so if it takes too long to find the neonate then it will wake the room anyway

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Ic

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Uh I mean HSU

craggy flame
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More or less that is why you just can go in loud. Just make sure you dont accidentally trigger the Scout

queen nymph
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Scout is the priority once you're in the zone. Take it down first then you just go loud.

obtuse surge
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if it's zone 20

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you could check the front hsu's first

mortal granite
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if you have a team

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just block them from spawning

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force them to spawn somewhere else

granite sail
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zone 20 is honestly, in my opinion, easier to just run around and look for the hsu than to ping on the terminal

mortal granite
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well

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it's a straight line

turbid cliff
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wdym block

granite sail
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zone 20 is bae motherface

mortal granite
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use my R2C2 theory that i told you

turbid cliff
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you mean one dude stands in somewhere, other dude stands 2 rooms away?

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yeah that gets them to spawn on top of you, not elsewhere

mortal granite
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ye

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there are 1 room they can spawn

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and we always used that

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didn't get any spawn on us

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zone 20

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1 A 1 C

turbid cliff
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we stood in 20A and 19A(?) and both got them on top of us on separate occassions

mortal granite
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19A

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why?

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they gonna spawn in that big area

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and they can now spawn in 20C

turbid cliff
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that was on the first tries when we just left one guy to defend and other to figure the fuck we're doing

queen nymph
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^

mortal granite
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you just basically let them alert the scout (if the scout still alive)

turbid cliff
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well killing the scout turned to be my job and i did it

mortal granite
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if you're gonna duo

turbid cliff
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but i was clearing the room quietly and wanted to get on the terminal when i suddenly got stabbed in the ass from the side that has nothing on it

mortal granite
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20A and 20C

turbid cliff
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i already cleared i don't need no explanations

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but i'm saying your theory doesn't work

mortal granite
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it worked for me

turbid cliff
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you don't just go "ah so this happened, means how it works confirmed"

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you try to find a scenario where it doesn't work

mortal granite
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that's your problem isn't it?

turbid cliff
#

i mean okay it can work but that doesn't mean it'll always work

mortal granite
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i got it to work for me

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i even used that for E1

turbid cliff
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maybe you just got rngesus cuz both in R2 and R3 we got shit on top of us

mortal granite
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i got shit on top of me

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but i already explain that

turbid cliff
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lack of rooms? how could it be lack of rooms in maps as huge as those

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as for "already decided before you entered", it's a long shot

queen nymph
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@turbid cliff there's one more rule about the spawning system. Standing in 19A is fine but you need two people. Having 3 people in 20A will confuse the system, it will turn out, "Um, there are more people in zone_20 so I think they are going to a new zone, I should spawn the enemies in 20 now."

turbid cliff
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we're in duo

queen nymph
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Hmmm

turbid cliff
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and that again sounds like a long shot or a side effect of something else

mortal granite
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zone 20 have 3 area

turbid cliff
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i believe they pick one dude and look for spawn points based on him

mortal granite
#

yes

turbid cliff
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having 3 dudes in one area just increases the odds of you not getting cucked

mortal granite
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i used that mechanic

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for R2C2 they spawn at 112A or 113B

queen nymph
#

Here we go again

mortal granite
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but when i'm in 112A

queen nymph
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I'm gonna sleep. Have fun guys

mortal granite
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they don't spawn anymore

turbid cliff
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i don't even know what you want from me anymore

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it clearly didn't work for me, end of that theory

mortal granite
#

wow

granite sail
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yikes

oblique peak
#

well

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i know to make this better

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okay gay

mortal granite
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cringe

oblique peak
#

why u gotta be so rude

mortal granite
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cringe

oblique peak
#

okay homo

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no good night kiss for you tonight

mortal granite
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too late for that

oblique peak
granite sail
#

no wonder we kill sleepers so often

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thats terrifying

oblique peak
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yeah that is why i always pull out the hammer for shooters

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they need to suffer

bitter fog
#

Why is default dancing on me it didn’t get the victory royale

hybrid cradle
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mario dies

subtle vault
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Oof

crystal gorge
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oof

winged sentinel
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oof

vagrant fractal
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in room 11E on R3C1 theres a sign on the floor you can get permastuck behind]

blazing jacinth
#

so my group is a bit stuck on d1, we just never have enough resources to consistently get through the 2nd alarm, any tips?

nocturne flax
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try to use hammers a little bit more and rush faster

blazing jacinth
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i thought shotgun sentries were significantly more effective than burst?

obtuse surge
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there was a bug that basically caused shotgun sentries to get a x4 damage multiplier in your average match

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since that's been fixed

blazing jacinth
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its still higher damage despite that isnt it

obtuse surge
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well yes

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it's a shotgun

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but damage isn't everything

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the sniper isn't the best weapon in the game

blazing jacinth
#

so how is the burst better for d1

obtuse surge
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how is the shotgun better for d1

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the performance of each sentry depends heavily on it's placement

blazing jacinth
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at the moment we’re placing it facing the entrance to the alarm room with a closed door + mine

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we’re mainly using it to deal with the enemy count

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so how would burst help with that

obtuse surge
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well

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the exact same way

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it would kill some of them

blazing jacinth
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yet shotgun deals more damage

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im asking how burst would be better, not what it does

obtuse surge
#

like i said

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damage isn't everything

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the shotgun sentry isn't simply a burst sentry with more damage

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the burst sentry is a high fire rate burst

blazing jacinth
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it has less range, etc I know that

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i understand the difference between them but im asking how burst would be better in that specific situation

obtuse surge
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it's not better

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it's incredibly similar

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it kills things

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you slightly switch up placement

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keeping in mind that you have more range

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and that it's beneficial to get headshots with the bursts

mortal granite
#

it has the same range

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both of them

blazing jacinth
#

wait really

mortal granite
#

ye

blazing jacinth
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i thought the laser was longer on the burst

mortal granite
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it's just that burst sentry have "recoil" because it burst

obtuse surge
#

what

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the shotgun sentry doesn't have spread?

mortal granite
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it's a laser beam

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but a little spread

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that's why when you're 30 meters away

obtuse surge
#

i'd still think you want it close if you want all pellets to hit

mortal granite
#

you get hit when you're direct at the Shotgun sentry 30 meters away

blazing jacinth
#

i mean its a short hallway so shotgun seems more efficient regardless

mortal granite
#

both are effective

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but

obtuse surge
#

difference is very small

mortal granite
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shotgun sentry do missed about 2 - 3 pellets

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unless the enemy that SS aiming are the giant

blazing jacinth
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but the sentries can for sure get headshots right

mortal granite
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depend

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SS are slow

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so

blazing jacinth
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because i can never really tell if they do

mortal granite
#

miss, it will

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without the damage buff bug

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SS is just burst sentry

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but slower

blazing jacinth
#

is the ammo capacity for them about the same?

mortal granite
#

let's me check

blazing jacinth
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because we pretty much need all the resources we can get

obtuse surge
#

you could bring c foam

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and c foam that door

blazing jacinth
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we do

obtuse surge
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you could c foam multiple times too

blazing jacinth
#

first scan needs everyone though

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so how would you do that

obtuse surge
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there's enough time

blazing jacinth
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cause they turn to break door mid scan

obtuse surge
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even if you get the far door

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should be able to make it there in time after team scan

blazing jacinth
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we dont usually do far door since they dont break it

obtuse surge
#

i mean

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the alarm door you need

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if you get 390

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if you get the one right next to the door

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it's not an issue at all

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as you could spray c foam from the scan

blazing jacinth
#

i was referring to the second alarm, not the first

obtuse surge
#

well

blazing jacinth
#

sorry if that wasnt clear

obtuse surge
#

2nd alarm allows a lot of great burst placements

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as there's big hallways everywhere

blazing jacinth
#

we’ll give that a try

obtuse surge
#

but the c foam strat should also work just fine

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you need to have someone pull the alarm

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as you're spraying c foam

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or even before you started spraying the c foam

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because it's a moving team scan anyway

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that'll likely be at the mid of the room

blazing jacinth
#

gotcha

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we’ll try that strat

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is there much of a point in foaming the hybrid door

obtuse surge
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yes

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c foam that door and put like 3 mines facing in

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it'll kill most things and leave the rest at low health

blazing jacinth
#

oh damn

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i didnt even think of the mines facing in

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thats a damn good idea

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we’ll give it a try thanks for the help

fossil knoll
#

So I heard that people do both B1 uplinks at the same time? Any tips for that? Is it really viable if your squad is doing bad on ammo/tool?

mighty pond
#

I do it frequently. There really aren't any major tips you can offer outside make sure the right IP is in the correct terminals, that you have defenses set up so you can easily solo hold a majority of the enemies that come to you, and be prepared to have the terminal person assist with killing if it absolutely comes to it. The strat itself isn't necessarily bad to do with lower ammo/tool, but obviously would go much smoother if you had a fair amount.

#

Oh, I suppose having the people who are doing terminal being able to do the terminal stuff on their own without call outs needed helps, otherwise you get a cluttered comm and it leads to errors made

fossil knoll
#

I see I see. In the end, would it be a "safer" strat than doing one at a time, or is the benefit of doing both just cutting down the level time?

atomic escarp
#

It seems like it just cuts down the time it takes to complete it

cinder imp
#

If you're struggling in b1 probably don't do both at the same time

light totem
#

^

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I find it easy if at least one other player knows what they are doing

glass sundial
#

A well placed shotgun sentry will always outperform a well placed burst sentry

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Shotgun requires slightly less % tool refill for the same kill, but burst dumps out its ammo roughly 2x as fast, meaning it will run dry significantly faster than a shotgun

fluid pelican
#

However on the other hand, a badly placed burst sentry will always outperform a badly placed shotgun sentry

hexed vapor
#

@fossil knoll You need four people for the optimal spawn manipulation, which will cause them to go through an extra set of doors (3 doors up from 2 in 234; 6 doors up from 3 in 235)

When doing the uplink in 234D, have one player stand in 234B (enemies will spawn in 234C rather than 234A).

When doing the uplink in 235E, have one player stand in 235C (enemies will spawn in 235B rather than 235A or 235D).

If you get the very rare uplinks in 234B or 235B, no spawn manipulation is required (and it can, in-fact, be bad to occupy other areas).

glass sundial
#

Basically if you're clueless about sentries and can't place them for your life, save yourself the trouble and use a burst until you start to get the right idea

#

That or ask for advice about turret placements from someone who actually knows how to place turrets

cobalt badger
#

How do we know if said person knows how to place the turrent?

atomic escarp
#

If he knows how and where they can/will spawn

bitter fog
#

The real chad places a turret down and then runs through the firing arc cause “muh back shots”

nocturne flax
#

Nah you gotta put the sentry facing at a wall to save ammo

glass sundial
#

If your sentry is actually killing a significant amount of enemies, it's placed right. If it seems like it's doing nothing that's because it is it's probably placed poorly

mortal granite
#

i just wonder

#

if is it correct to kill enemies when doing alarm

#

or after

#

because when you have a team of 4

#

1 guy can fill up the c foam launcher

#

and stop the enemy from going in

#

and 1 guy can use mine and place it around the area that they gonna come

#

when the scan is finished

#

you just tell the c foam guy to stop c foam door

north hazel
#

I think it depends on how much tool you have at your disposal

forest horizon
#

You would save ammo but waste tool

mortal granite
#

that's why that make me not wanting to kill enemies

glacial crescent
#

Not waste tool

#

Sentries eat more tools than a c-foam launcher constantly spraying the door and 1 mine in an alarm door

mortal granite
#

2 mines would just wipe out the waves

glass sundial
#

Sentries can and will use between 40-100% tool during an alarm. Meanwhile you can typically use 2 or 3 charges full of cfoam and 1 or 2 mines to kill almost an entire wave behind 1 door

#

Minor ammo usage for cleanup. 2 sentries eating a huge amount of tool each, or a cfoam launcher using a moderate amount. One is significantly more resource efficient than the other

mortal granite
#

you can just simply lock down that 1 door that they spawn

sullen sigil
#

Huh

uneven thunder
#

Has anyone else seen or have a solution to the desynced scans in R3D1?

turbid cliff
#

known problem

#

idk any solution tho

warped orbit
#

Found the kitchen easteregg at D1

kind hinge
#

why is that an easter egg?

granite sail
#

ye its just a kitchen lmfao

devout river
#

Kitchen

vagrant fractal
#

how do you disable the alarm on D1?

#

is it just on for the entire mission or something?

#

or is there like, a terminal or something somewhere which can disable it

devout river
#

I am pretty sure it disables after you put the baby in the objective machine

vagrant fractal
#

isnt that at the end of the mission? or is it different here

devout river
#

Nah after you put the baby in you still gotta go to a forward extraction point

vagrant fractal
#

yeah thats what i mean

#

ok so damn its pretty much on the entire mission huh

devout river
#

Ye most of it

#

I am pretty sure after you put the baby in you have another alarm door, the boss and then a blood door and then you are done

vagrant fractal
#

alright, all i wanted to know

devout river
#

Ok

vagrant fractal
#

just wanted to see if i was wasting my time trying to look for a way to turn the alarm off, seems so

#

gonna be one hell of a mission

devout river
#

Ye error alarms are annoying

vagrant fractal
#

thats a spicy deluxe btw

devout river
#

I know

light totem
#

yeah, there are three scans before obj, key door, upper and fog zone doors

vagrant fractal
#

Are the security doors after the key door alarm sequences or just normal?

#

The 2 leading up to the obj

devout river
#

One of them is for sure but I have not gotten to the last one before obj

#

The first and second sec doors before obj are alarms idk about the third

hexed vapor
#

@vagrant fractal Class error alarm pits you against:
Class III alarm.
Motion door w/ 4 hybrids.
Class IV alarm.
Birther after baby is inserted and class error alarm ends.

After you've finished that:
Class V alarm.
Stealth with lots of hybrids, titans, and two scouts.
Class IV alarm.
Large birther.
Motion door packed with strikers.

devout river
#

Ah crap we died on the last sec door before obj

vale pecan
#

aye

#

Chick Fil-A

devout river
#

yES

glass sundial
#

Subtle self advertisement, I dropped another good suggestion into the game suggestions chat eyesblurry

#

cough might be a good idea to search by user in game suggestions to see my ridiculous suggestions

devout river
#

It’s the newest one if that’s the one you talking about so I don’t gotta search

#

Idc what new enemy they add but we need a new enemy that is as common as strikers and shooters

glass sundial
#

Agreed

#

Most of my suggestions are fueled by either creative ideas or veteran driven ideas to spice up the gameplay

#

Since I know basically everything about the game balance, usually my ideas can fit somewhere relative to everything else

cinder imp
#

Is there ever a worse thing in the world than the scans in D1 going upstairs, splitting, and then downstairs?

#

It takes like 30 seconds

#

Also a lot of people hammer too much for their own good on D1, enemies accumulate too much and it becomes impossible to stand ground on the scans

vagrant fractal
#

@unborn sorrel how far into the mission are you getting?

unborn sorrel
#

wellt the furthest we got is we've done one of the terminals with some frantic typing haha, and we just scrubbed out to the second side alarm door after being basically rinsed of ammo from the first side door and terminal

slate vapor
#

Do you do the big door in the middle?

unborn sorrel
#

we haven't yet, but I assumed that made it harder

slate vapor
#

It actually makes it easier later on

#

Because the second uplink alarm doesn't end

unborn sorrel
#

: O

#

oh lord this one is going to drive us crazy

vagrant fractal
#

Yeah the best way to go about it is to unlock the big warden door first (but not open it until before the second terminal)

#

Try to clear the big room and the 2 adjacent rooms before anything else

#

And then once the alarm goes off enemies will only be able to spawn at the entrance to the big room

slate vapor
#

So what my teams have done is big door -> side door 1 -> search for supplies but only if dangerously low -> second alarm

vagrant fractal
#

So you can c foam the pathway and choke point it with turrets; it should take a good 15-20 seconds before any enemies even enter the room

unborn sorrel
#

ah okay

vagrant fractal
#

And the room is big enough where you can somewhat easily kite enemies

unborn sorrel
#

so going back to my original point would you generally say C-foam is better than mines?

vagrant fractal
#

If you wait until extraction to do that scan (the extraction point is behind that door) you’ll probably end up being screwed over

#

It depends on the situation really

slate vapor
#

^

vagrant fractal
#

Mines are great for thinning out waves

devout river
#

We used both for our run

vagrant fractal
#

But if you have tight chokepoints or rooms with a single entrance a c foam launcher can hault the entire horde from entering

unborn sorrel
#

yeah I think we've only really thought of it as door reinforcement

vagrant fractal
#

The main thing about B1 is learning to effectively clear or thin out densely packed rooms on stealth

slate vapor
#

Yeah cfoam can be good for other stuff

vagrant fractal
#

If you effectively conserve resources and ammo you can do it

slate vapor
#

Like freezing scouts

vagrant fractal
#

Honestly for scouts our group usually just thins whats safe to kill and then snipes them

#

It’s a bit wasteful but much easier

devout river
#

Eh we just melee them if there is few enemies but if there is a lot we clear out a little and then shoot em

unborn sorrel
#

our group has a sniper for big guys and scouts

devout river
#

Yes that’s fair enough

unborn sorrel
#

obviously that usually ends up going loud though so might be costing us ammo

devout river
#

Especially if you are newer plays it’s good to bring a weapon to shoot scouts

slate vapor
#

HEL rifle can also 1 shot scouts

unborn sorrel
#

is that one silent?

slate vapor
#

No

devout river
#

No

#

No guns are silenced

slate vapor
#

Just had more ammo

unborn sorrel
#

ah

slate vapor
#

Larger mag size

unborn sorrel
#

I suppose on big guys I tend to go up and shotgun them anyway so it wouldn't be much of a loss to swap sniper for the rifle

#

since sniper doesn't 1 shot the big guys anyway

devout river
#

It can o think

dense nebula
#

If you’re far enough/in the next room, it shouldn’t alert the whole room too

devout river
#

To the occiput

slate vapor
#

The HEL does have a charge up though

dense nebula
#

And sniper is headshot to the back of head of melee titan is one shot kill

slate vapor
#

Yeah sniper can 1 shot to the back of the head

#

HEL can't

unborn sorrel
#

I suppose it's hard to hit back of head in waves, would make sense why it hasn't happened yet

dense nebula
#

But sniper is only head shot and chest shot will kill the melee titans

unborn sorrel
#

but yeah, probably hel rifle would be better if it can also 1 shot scouts and has better ammo

devout river
#

Well you have to headshot the scout

#

To kill it with hel rifle

unborn sorrel
#

I think that's what our sniper's been doing anyway

dense nebula
#

I usually wait until it starts retracting because their heads move less. If the scout moves during charge up there’s a chance of missing it

unborn sorrel
#

I think the hardest part for B1 for us has been knowing where to place our sentries and such since there's multiple routes of entry

devout river
#

Well you can use c foam to manipulate where the enemies come from

unborn sorrel
#

yeah I figured they went for the least defended position

devout river
#

If there is two doors into a room and you c foam one of them they are usually going to go for the un c foamed door

unborn sorrel
#

so I guess you can also place C-foam at the floor of the one you want them to go through

devout river
#

Yea

#

If you have extra

vagrant fractal
#

If you have titans in a sleeping room you can group melee them too

#

One guy hits back of the head everyone else swings at back and a group of 4 can easily stealth kill a titan

#

Group of 3 maybe not stealth but still easy kill

devout river
#

Nah 3 can

vagrant fractal
#

Yeah it’s just a little harder

#

All 4 is safer but both are perfectly doable

#

As long as everyone hits it won’t even have a chance to try to melee you

light totem
#

3 to the back kills them

#

4 for heavy shooters

#

(Is a way to do 2 to strikers and 3 to shooters)

obtuse surge
#

2 for shooters too

#

actually easier to 2hit shooters

vagrant fractal
#

How? 2 full hits to occipit?

obtuse surge
#

yes

light totem
#

I guess it is yeah

#

Since the head doesn’t go pew

hexed vapor
#

C1 standard route: 5-12 scouts
C1 full clear: 8-17 scouts

vagrant fractal
#

You can have 17 scouts in C1?

#

What the fuck lmao

hexed vapor
#

It's extremely unlikely, but should be possible.

light totem
#

I think it can actually be closer to 19, if not more

hexed vapor
#

Seems unlikely rn, I'm skeptical that 10 or 11 can go over 3, and 13 at 5 seems like it would be the limit.

light totem
#

hmm, 2 in 13A, 2 in 13E?, and up to 6 in 13F (whatever scan room is)

hexed vapor
#

If it's per zone, the capacity per room shouldn't matter.

#

Also, I think you're talking about D and H?

light totem
#

ive had 5 in 13 scan room, and ive heard 6

vagrant fractal
#

What the fuck

#

🥶

light totem
#

yeah

#

killed 3 before the rest alerted

#

plus there were a number of enemies in the zone as well

hexed vapor
#

I wonder if there's just a chance for one room to be scout-heavy.

light totem
#

there should not be

turbid cliff
#

more than 2 scouts for your average sleeper filled room is pretty fucked up, considering that one usually has a lot of sleepers too

#

but where do you fit so many in there

mossy yoke
#

it's like a clown car

turbid cliff
#

i'd animate that if i had any skills

light totem
#

its gross tbh

turbid cliff
#

now i need a mod that puts clown shoes on scouts and the clown nose too

vagrant fractal
#

gets alerted

#

HONK HONK HONK

mighty pond
#

now i need a mod that puts clown shoes on scouts and the clown nose too
The scout wave is just a tiny clown car that pours enemies out of itself

turbid cliff
#

And enemies are clown sleepers, full make-up and dressed too

light totem
#

included in tier 100 battle pass

atomic escarp
#

Whenever they hit you a honk sound effect plays

turbid cliff
#

tiny clown car that pours enemies out of itself
Actually sounds kinda like a joke version of the mother

frank mauve
#

If that's not the first mod that comes out then I'll be disappointed in this community.

light totem
#

and landing a hit with the DMR "Now thats a lot of damage"

slate vapor
#

Pistol screams when you fire it

calm vessel
vagrant fractal
#

so does anyone know what the deal is with the neonate HSU

#

whats the significance of the baby

light totem
#

its a baby

#

he honestly dont know much about it

calm vessel
#

its a volley ball

cinder imp
#

It's the love child of bishop and dauda

molten acorn
#

does the door 236 in R3B1 have a continuous alarm?

devout river
#

No doors have continuous alarms

#

The alarm for the second uplink is continuous though

molten acorn
#

Ah thank you

#

so its smart to do the door first

devout river
#

Yes

#

I am pretty sure all doors with continuous alarms say error alarm when you go to them

molten acorn
#

thanks my dude

vagrant fractal
#

yeah absolutely unlock the warden door first

#

The way i did it was to clear the entire big room, including the side 2 room which lead to the security scan

#

but leave everything closed

#

and then the only place enemies can spawn is outside of the long hallway on the other side of the room

#

so you can use sentries and c foam to shred the waves before they ever get to you

#

once you finish the security scan on the warden door leave it closed though so enemies cant spawn behind it

#

you should open it before completing the second uplink

#

(or after both of the side security scans)

light totem
#

then......

#

do both uplinks at once

vagrant fractal
#

Is there any real benefit to that outside of speed

#

I doubt you would run into the enemy spawn cap doing that, right?

light totem
#

yes, it should split the wave to both zones

cinder imp
#

Having both uplinks going at the same time spawns the same amount of enemies as having only one

light totem
#

^

#

ok so it was true

#

(also nice OwO)

cinder imp
#

So basically you effectivelt have to deal with half the enemies

#

Overall

#

Ofc if you have trouble dealing with waves, it's easier to do it as 4 instead of 2 groups of 2. Especially since the waves don't split evenly, and may gang up on one side

light totem
#

i enjoy being "new" and while the teacher is looting we complete an entire uplink

#

then say oh we just alerted a room

cinder imp
#

I sneaked away and did the second uplink as the rest of my team did the first

light totem
#

oof

cinder imp
#

I died after finishing it and they died on the way to extraction as 3

#

And blamed me facepalm

light totem
#

oh my god

cinder imp
#

i enjoy being "new" and while the teacher is looting we complete an entire uplink
But considering how shallow R3 is, you have to do some challenges to keep it fun

#

Like beating D1 without killing the boss

#

Sometimes your team is not privy to your personal challenges PirateSimon

hexed vapor
#

@cinder imp Pretty sure it spawns independently for each?

#

You can hear two wave sounds if you desync the starts

#

Which is why you still get spawns on each side.

#

They will start to break down doors immediately after both have started.

cinder imp
#

I haven't tested it extensively, but only 2 enemies reached me while I was doing the uplink undefended (only one closed mined door)

hexed vapor
#

That's seemingly a result of the enemies getting confused and running between zones.

cinder imp
#

So they spawn independently but path to either?

light totem
#

it splits spawn, into two "waves"

#

half to each side

vagrant fractal
#

What’s the best way to handle D1?

#

We’ve been having 2 or 3 guys with c foam launchers to stall enemies as much as possible while we get the first keycard

#

But we have a lot of trouble after that point

#

We’ve only gotten past the keycard door once (albeit we haven’t tried a whole lot of times)

light totem
#

each team does it different, i solo go into 389/390 to get key while team defends

#

yet somehow every one of them die

vagrant fractal
#

Is it better to move a little slower and make sure you’re clearing the enemies or is it a better idea to just try to avoid and kite enemies around?

light totem
#

i kite>defend

vagrant fractal
#

What tools do you usually run with?

light totem
#

me, mines

#

i was a top tier bio, and still am, but im working on my mine skills in R3

vagrant fractal
#

I guess if you lay them behind you as you run around it can help to thin stuff out

light totem
#

really only for certain doors

#

(for D1)

vagrant fractal
#

Ye

#

I’ve been using mines more since I started to try soloing missions

#

I thought they sucked at first but they’re really helpful with good placement

light totem
#

yeah, i need to perfect my 100% wave clear positions

#

rn they clear about 85+%

vagrant fractal
#

I’ll give the mission another shot tomorrow when hopefully I have a fourth guy on

#

We have 3 players including myself who are consistently online and then it’s always just a mess trying to get a fourth person on lol

light totem
#

ahh, i just ran it with randoms (Which on day 1 are all decent players)

#

so i didnt have to worry about their skills

vagrant fractal
#

You got to D1 on day 1?

light totem
#

ye

vagrant fractal
#

Hot damn

#

I need to step up my game lol

#

Time to quit my job I guess

light totem
#

first attempt tbh, idk even know how now

devout river
#

D1 Hard

cinder imp
#

sentries were dumb op

#

3 SS used to make D1 a cakewalk

desert shell
#

should the burst cannon have no charge up time?

light totem
#

how about

#

just get rid of it for R1 MG

cinder imp
#

I agree it shouldn't exist

#

This comment was brought by the pump shotty gang

light totem
#

yeye

#

ive started to use pump this R over everything

nocturne flax
#

MG would rekt everything this R

light totem
#

for real

nocturne flax
#

like

#

it would destroy everything

#

mother would not stand a chance

light totem
#

uh hu

#

i miss it soooo much

#

both of them

nocturne flax
#

we have bullpup

#

❤️

cinder imp
#

imagine if gtfo progressively gets rids of all the good stuff

#

MG, BR, parkour in c1

nocturne flax
#

WHY THE PARKOUR

#

LMAO

cinder imp
#

bullpup for sure

light totem
#

mp>bullpup

cinder imp
#

Then the enemies get even faster so that you can't play to stagger

light totem
#

i disliked bullpup after a few days

cinder imp
#

bullpup is bae

light totem
#

the carbine is gaining traction for me

#

and btw i started the bullpup bae thing day 1

cinder imp
#

hipster

light totem
#

yes

nocturne flax
#

enemies so fast they slide like us

cinder imp
#

honestly if you can't handle the long reload, you don't deserve its laser destruction

#

enemies bhop and slide spam

light totem
#

eww

cinder imp
#

DMR takes 3 HS against strikers

light totem
#

uhhhhh

cinder imp
#

pistol slower rate of fire

light totem
#

rifle?

nocturne flax
#

enemies atack so fast they move before they finish the retract animation

light totem
#

i quite like rifle

#

its literally just R2 pistol

nocturne flax
#

imagine balancing the game by tuning up the dial on the speed

light totem
#

or, ya know

#

its a bug from implementing the babies

cinder imp
#

lol

nocturne flax
#

so babies are categorize the same as regular enemies then

cinder imp
#

Maybe parkour nerf was a bug from fixing the SS

light totem
#

i assume maybe?

nocturne flax
#

also do babies count as giants because ive seen them turbo like crazy if you leave the area lmao

light totem
#

but it increased enemy speed across the board

#

not only certain enemies

nocturne flax
#

its hilariously funny seen a big head just sliding trought the floor

light totem
#

true

nocturne flax
#

i mean giants walk the same as before as far as i see

#

they only turbo when you move out of the room

light totem
#

hmm, it happens inb zone too

#

idk what triggers it tho

nocturne flax
#

yeah it happens when your client an your inside a room and the team in another

#

when your transitioning from one room to another

#

until the game says oh shit theres someone here and stops

#

kind of like the spawn system

light totem
#

ikr

#

spawns in the room you are in*

nocturne flax
#

chargers on c1 be like: nothing personal kid smack smack

cinder imp
#

*nothing personnel

desert shell
#

We won B1 by a bug

#

The extraction loaded but the sleepers won't load

#

So it's a free scan

hexed vapor
#

Found it.

light totem
#

ive had in once as well

fluid pelican
#

happens on A1 too but its very rare

calm vessel
#

Happens on b2 too

light totem
#

^

calm vessel
#

Pretty sure it happens when someone rushes to the end before they spawn

light totem
#

i think so as well

#

ive had it on C1 as well

calm vessel
#

yea

#

think ive had it on d1 too

mortal granite
#

D1 is a nope

#

d1 are just open blood door and go to extract

bitter fog
#

Pshh

granite sail
#

When the rundown first came out I had a ton of free A1 extracts lmao

light totem
#

hmm?

#

only 40 you say

bitter fog
#

You have to pay now? Cheapskates

calm vessel
#

The joke went over his head

bitter fog
#

No, I enhanced the joke by assuming you list now pay for A1 runs when they were free cause everyone was on A1

#

You know the joke ain’t funny if I gotta explain it

desert shell
#

should the devs add a flamethrower?

light totem
#

they already said they are not

desert shell
#

ok

#

Cuz it'll be useful on hordes

#

if it made it in the game

light totem
#

well, that is what the primary weapons are supposed to be used for, and in old rundowns there were a few different guns that allowed good wave clearing ability

ivory quartz
#

Anything that makes horde clearing easy other than eqiupment wont happen

#

I can imagine a player soloing a blood door by just spraying the flame thrower if its a thing

atomic escarp
#

It'd take the sense of accomplishment away from the newer players when they add a weapon that makes clearing hordes easy rather than working for it

ivory quartz
#

Exactly

#

My friend and i were in A2

Got rekt by blood doors when we didnt know shit about them

#

Had to find the best loadout and manage then set up accordingly to clear it

#

Took multiple tries because we also tried various weapons

#

Last thing gtfo needs is a meta

Alot of people already go for mines

#

I started using the smg and sniper after seeing the pump and dmr not working for me

atomic escarp
#

A lot of new/newish players suggest or want a flamethrower, and they don't know (i think) that the devs already stated that there will be no grenades, flame thrower, or any other item or weapon that can clear the horde very easily

ivory quartz
#

I thought about suggesting a pipe bomb from l4d but then thought (that just makes life easy, which isnt what gtfo does)

desert shell
#

I just rethinked and yeah, AOE weapons/tools just ruins GTFO (except mines)

turbid cliff
#

if it makes sense for some miner/prisoner to be able to make or have, i'd say they should have it

#

There's plenty of games where you have the AoE or whatever powerful tools you want but it's still challenging and balanced

desert shell
#

we have a bullpup

#

the good replacement of the LMGs in the earlier rundowns

light totem
#

NO

forest horizon
#

The only replacement for MG is disappointment

desert shell
#

maybe rundown 4 is going to bring it back in a more glorious form

#

I liked the burst cannon too

light totem
#

no, BC bad, MG good

light totem
#

imagine thinking the bullpup is a good replacement for the Mg

glass sundial
light totem
glass sundial
#

Let's see. MG is the ultimate crowd control weapon, quickly staggering enemies and dispatching them as needed. Effective at all ranges against all foes

#

Bullpup, rock bottom stagger potential, garbage crowd control. Can quickly kill enemies, but can't stun at all. Useless against giant types. Effective at all ranges for small enemies only

turbid cliff
#

excellent at blinding its own user

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funny enough bullpup should be good at that too

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with the added bonus of ejecting rounds in your face

light totem
#

but once you get used to the flashbang effect it doesn't matter anymore

turbid cliff
#

and i still don't get the crap stagger thing, it's like the easiest weapon to hipfire a head with

light totem
#

wdym

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crap stagger?

turbid cliff
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"Bullpup, rock bottom stagger potential"

light totem
#

oh, yeah

#

non-existant

glass sundial
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With headshots they typically die when you finally stagger them

turbid cliff
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i've yet to see an enemy eat a shot to the head and continue its attack

light totem
#

exactly, no stagger

turbid cliff
#

do you do reading

light totem
#

bruh

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they die before they stagger

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Carbine is best primary because of its insane stagger

turbid cliff
#

ok

bitter fog
#

Weird way to say dmr

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The pinnacle of ammo efficiency

light totem
#

oh yeah

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just like the BC

bitter fog
#

5 second reloads 🧠

light totem
#

its M249 time

pastel ice
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Bruh, stagger is based on damage as a whole to it's health and to limbs.

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Bullpup staggers a tiny bit more than the SMG.

light totem
#

about that, what about MP?

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if i remember correct weapons have stun "values" assigned to them, weapons such as MP and Carbine have very high stun, while bullpups is very low

pastel ice
#

Enemies have stun values set at a particular number, goes for limbs as well.
When enough damage is dealt enemy either staggers without losing limbs or staggers when losing limbs. There's no magic stun value on each gun.

#

And tbh, striker/shooter have very low reqs to be staggered. Titans req a bit more damage and baby strikers stagger is so low that it might as well be non-existent.

#

Birther staggers as well but it's not worth it

light totem
#

clearly you havent seen the stun on giants with the carbine compared to the bullpup, there very obv. is specific per weapon values

pastel ice
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Stagger is damage based. It's been that way since Alpha.

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Each weapon has their own set max damage including ranges to calc damage falloff.

light totem
#

How much have you tested this? Just like damage multipliers, they can be changed for each gun

pastel ice
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I've tested this plenty enough that Ive lost 99% interest in the game.

hidden flax
#

um

atomic escarp
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Thats unfortunate

light totem
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Pfft. So nothing enough to trust

atomic escarp
#

Got em

pastel ice
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Alright, believe what you will. But that is how the game works.

hidden flax
#

no

light totem
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*laughs in MP

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No damage but was able to stagger like no other

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Hmm

hidden flax
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no damage unless your 5m away from the enemies

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maybe even 3m for most effectiveness

light totem
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True. Great weapon. Could stagger with only a few hits. Unlike Bullpup

hidden flax
#

like 3 shots and they would stagger

light totem
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And carbine with a single (prob less) burst

hidden flax
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have yet to use the carbine that much

desert shell
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I played a bit more, now I use the Assault Rifle. Bullpup reload is too shit

atomic escarp
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Why play ar when you can use dee em ar

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||got em||

desert shell
#

I didn't test many weapons because my PC lags like hell, now my PC lags a bit less so I can use more weapons efficiently

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Gotta test out carbine for that stun

#

Testing in progress...

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it turns out...

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I edited this because I have new testing results

turbid cliff
#

was ignoring this topic since it's just fundamentally fucked but

#

ludvig07/02/2020
stagger will be a bigger thing next rundown, we've been talking about breaking that out as a specific proc for weapons, not only limb damage

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there are no separate stagger values, everything Unfortunate said is right

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there will be separate stagger values

desert shell
#

ok

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I'm unsure about bullbup stagger values right now because of how random it is

turbid cliff
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never went out of my way to test it much but afaik

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destroying limbs always causes stagger

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headshots always interrupt attacks

desert shell
#

yep, you're correct

turbid cliff
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certain amount of plain old damage also interrupts, but that one seems to be a varying value somewhat

desert shell
#

Bullpup from my test is a 2-5 rounds stagger

#

But I'll continue to test more

turbid cliff
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separate stagger (which causes a big animation) from interrupt, which is just a small animation like shaking their head a little bit

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stagger is only caused by limb destruction probably

desert shell
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@turbid cliff If it works like that I gotta run the tests again...

turbid cliff
#

some of us have hundreds of hours in testing shit, and i can tell you this isn't a game where you make something happen once and go "yeah that's how it works"

atomic escarp
#

It's still that inconsistent?

mortal granite
#

if you're not staggering

turbid cliff
#

some things fkn are

mortal granite
#

that's mean you

#

A) not dealing enough damage

#

or

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B) the game bugged out

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i got the no stagger bug

#

frequently now because of speedrunning

turbid cliff
#

i'd need a video example to understand what you're talking about

mortal granite
#

smashing limb don't cause stagger

desert shell
#

turns out carbine and bullpup DOES Inturrupt enemy

mortal granite
#

that's a bug

turbid cliff
#

ah

mortal granite
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when the game start to spashing out of control

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like playing really long

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or restart too fast

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  • too many times
desert shell
#

both carbine and bullpup staggers are kinda equal

turbid cliff
#

i told you already there's no separate stagger value

desert shell
#

ok

mortal granite
#

you just deal damage

#

enough damage will stagger

desert shell
#

So yeah, I got results

#

both carbine and bullpup inturrupt enemies at about 2-5 shots

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Stagger will happen for carbine

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Bullpup will not stagger because sleepers will be dead by the time

mortal granite
#

yes

desert shell
#

So we can end the discussion, carbine is for players that have a lot of precision

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Bullpup for spray and pray type

mortal granite
#

you could interupt shot with carbine

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when you shot once and swap immediately

#

you could shot about 1 - 2 bullet with that method

#

but that would be annoying

obtuse surge
#

bullpup for spray and pray hmm

desert shell
#

yes, because every carbine will interupt every burst

obtuse surge
#

i think this is why i see new players spend half a clip of bullpup to kill 1 enemy