#gtfo-spoiler-chat
1 messages · Page 182 of 1
(I’m even a mine main)
i mean most things die to one mine
I just do my wave clear strats and call it a day
And if it don’t die in one hit then there aren’t enough mines
Mines do hit crit spots
they cannot receive back damage, however.
You can use crit spots to two-shot striker titans w/ mines
For doors that don't have any surface in front of it, do you put mines in the sideframe?
Or above/below
I always do side but dk if there's an advantage to any
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.
Ok. I figured it wouldn’t do back crit. Still interesting tho
if it doing back crit i would have suicide bomb the birther already
or at least titan suicide bomb
Well
I like doing that to random sleepers
I can sometime get away unscathed with bad host WiFi
But will it headshot a scout?
depend
you headshot them
but the head don't blow up
just like birther
the tumor don't blow up
she just dead
well
a mine will deal about 100 damage to normal enemy anyway ( use player as damage calculator )
so -20% damage is about 80 damage
that's enough to kill the scout anyway
Wasn’t too sure on the numbers, but I assume it could
Mines op
What you run these days
Ok. Pretty understandable
with mines
you need to place them at tumor level
and pray that she hit them all
Gross. Haven’t done the B2 solo yet. Haven’t felt the will to try either
Not a fun level
it's not like the first area are boring
it's just that the other area are
well
boring
Idk why ppl like doing 511 but I don’t find mother room bad to kite in personally
it's just that the long hallway make striker keep up fast
True
Tho recently I’ve noticed that I’ve been outrunning them, have you as well?
It was on a few A runs that I first noticed
Like R2 outrun
the outrun occur when they are the defensive type of striker
the one that get intimidate
any level that's not A1 or D1
But an entire scan wave worth?
they will catch up faster due to the LAB map
Hmm. True
any Refinery map are a little messed up
Oh, it was on A1 that I first noticed
I was in final scan kiting to spawn, they were only by key door
Then again later on A2
Not really. I got all the scans done during that break
Idk what was going on, cause I know it hasn’t been that way
I like generator kite instead of spawn for A2 tho
either way
this is normal to me
it's like you're adapting to it
and feel like you're outrunning them
Idk. Wasn’t a solo player in R2, I must be getting used to it now
I just changed by overall setup too, higher fov and dpi, I’ve hit a decent spot to do it now
try playing at 20
But 90 with 200 dpi and 65% sensitivity in game is nice
And no. zooms out when scoped in
Eww
People do meme runs using "bad" weapons, meanwhile my loadout doesn't matter because mallet is the best gun 
No its gavel you guy 
Nah, mallet 
I thought you guys actually played gtfo but clearly not
Finally, an intellectual
I would rather just bash the enemies faces in with guns honestly
look at all these plebs fighting over second place
struggle all you want, you can't prove superiority over the maul
what? thats a weird way to spell gavel
Maul is better than mallet and sledgehammer but gavel is still scientifically better
maul > gavel
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
While you were busy studying the blade I was mastering the gavel
There’s a difference?
F
F
F
can't tell if he took it seriously

Ty for tips
GAVEL GANG
Stormpooper stop pooping on the fun

gavel is a serious matter.
^
take the storm out of your name
very sewiowous
listen man whatever language you're speaking in isn't english and i want no part of it
OwO
yeah its owo
STOP
but spreading misinformation is a serious issue in this game
owowowowo
begowone thowot
you know how many rumours were popularized this way?
no its not, its the way the economy grows
MANY
because it does
yea thats why we're telling people that dmr bad
That’s too far wafer
dmr bad
I need to call a mod
its not a rumor its the worst gun in the game lmao
just like t-bagging a scan with hack tool makes it go faster
keep your subjective opinion of it to yourself, just looking at the numbers on paper it already isn't the worst
and once the head bug gets fixed it'll become competitive
you can shoot heads of headless enemies
thats cuz its dmg sucks
wait whats gonna be more competitive
I’m so lost
am i having a stroke
same
noooo
no snow, go gavel
gavel best weapon
They should make a sledge temple
So back to what storm was saying, what’s this about headless enemies and such or we gonna leave it
destroy the head of a striker, shoot or hammer where its head used to be an you'll see a crit marker
Seems legit
gavel gang 
^
^
It’s 45 seconds between small wave and I wanna say it’s halfway between each small wave is the giant
Is there footage of someone beating a mother solo without cheese spot?
It's a big momma
Spurts out the babes
Ye that what a mother does
Do we kill with hammer? What do we hit? The sac? The head?
What happens if babies come
The sacs are the weak points, you barely do damage at other parts
Use your guns, hammer is suicide
4 full charge is not enough to kill?
She spawns babies when she is awake and in line of sight of a player, with a cooldown
Afterwards she makes fog and runs away
You can cfoam it and kill it with shotguns
4 full charge is not enough to kill?
@sullen sigil Not even close bby
But with 4 shotguns to the sacs you can kill it in one cycle (only one wave of babies)
Basically high damage weapons to the sacs until it's dead
I would say yeah
So that it doesn't run after spawning babies
What about 3 shotgun shots?
We are running a 3 man team
3 snipers?
3 HEL rifle?
We won't just keep running the level to get to that one mother that's 3+ alarms
1 full cfoam charge into 3 shotguns dumps should do it
Dumps? Like the whole clip?
Do the ones on the ground do anything?
Nope
Yeah initially I thought they might pop out babies like spitters, but no
Yea the baby sacs do not do anything really?
Also yea the birther might seem bad but if its sleeping you can semi-easily take it out
Not normal alarms no
Ok I wont tell u
Thanks :)
no
the birther will wake up
follow this game mechanic:
if room is still not wake up
- there is a striker that is in the room that not wake up
= wake up the room
you will have about 4 charges
unless the entire team using c foam launcher
with 2 extra c foam nade
and once you finished the scan
you need to move back
after you clear the wave
you need to clear the blood door
your team need to not be in the same room as the birther
it's possible
but
the guy open the blood door need to be out of that zone in less than 10 seconds or so
you can use the extra zone that you get the cell
all 4 in that zone
and pray that they don't scream
What do you think they did here?
this place is BIIIIIIIIEEEEEGGGGGGGGGG
for you

What’s the deal with the security scan at the end of R3C1?
I noticed the alarm continued after we opened the door but the room it leads to wasn’t alerted
Should we just sneak through it? Or will the room eventually get woken up by the alarm
it's an error alarm, it goes on until you finish the expedition and spawns a small amount of chargers each time
the alarm won't wake the sleepers up but the spawned chargers might
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.
Ok so if it takes too long to find the neonate then it will wake the room anyway
Ic
Uh I mean HSU
More or less that is why you just can go in loud. Just make sure you dont accidentally trigger the Scout
Scout is the priority once you're in the zone. Take it down first then you just go loud.
if you have a team
just block them from spawning
force them to spawn somewhere else
zone 20 is honestly, in my opinion, easier to just run around and look for the hsu than to ping on the terminal
wdym block
zone 20 is bae 
use my R2C2 theory that i told you
you mean one dude stands in somewhere, other dude stands 2 rooms away?
yeah that gets them to spawn on top of you, not elsewhere
ye
there are 1 room they can spawn
and we always used that
didn't get any spawn on us
zone 20
1 A 1 C
we stood in 20A and 19A(?) and both got them on top of us on separate occassions
that was on the first tries when we just left one guy to defend and other to figure the fuck we're doing
^
you just basically let them alert the scout (if the scout still alive)
well killing the scout turned to be my job and i did it
if you're gonna duo
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
20A and 20C
i already cleared i don't need no explanations
but i'm saying your theory doesn't work
it worked for me
you don't just go "ah so this happened, means how it works confirmed"
you try to find a scenario where it doesn't work
that's your problem isn't it?
i mean okay it can work but that doesn't mean it'll always work
maybe you just got rngesus cuz both in R2 and R3 we got shit on top of us
lack of rooms? how could it be lack of rooms in maps as huge as those
as for "already decided before you entered", it's a long shot
@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."
we're in duo
Hmmm
and that again sounds like a long shot or a side effect of something else
zone 20 have 3 area
i believe they pick one dude and look for spawn points based on him
yes
having 3 dudes in one area just increases the odds of you not getting cucked
Here we go again
but when i'm in 112A
I'm gonna sleep. Have fun guys
they don't spawn anymore
i don't even know what you want from me anymore
it clearly didn't work for me, end of that theory
wow
too late for that

Why is default dancing on me it didn’t get the victory royale
mario dies
Oof
oof
oof
in room 11E on R3C1 theres a sign on the floor you can get permastuck behind]
so my group is a bit stuck on d1, we just never have enough resources to consistently get through the 2nd alarm, any tips?
try to use hammers a little bit more and rush faster
i thought shotgun sentries were significantly more effective than burst?
there was a bug that basically caused shotgun sentries to get a x4 damage multiplier in your average match
since that's been fixed
its still higher damage despite that isnt it
well yes
it's a shotgun
but damage isn't everything
the sniper isn't the best weapon in the game
so how is the burst better for d1
how is the shotgun better for d1
the performance of each sentry depends heavily on it's placement
at the moment we’re placing it facing the entrance to the alarm room with a closed door + mine
we’re mainly using it to deal with the enemy count
so how would burst help with that
yet shotgun deals more damage
im asking how burst would be better, not what it does
like i said
damage isn't everything
the shotgun sentry isn't simply a burst sentry with more damage
the burst sentry is a high fire rate burst
it has less range, etc I know that
i understand the difference between them but im asking how burst would be better in that specific situation
it's not better
it's incredibly similar
it kills things
you slightly switch up placement
keeping in mind that you have more range
and that it's beneficial to get headshots with the bursts
wait really
ye
i thought the laser was longer on the burst
it's just that burst sentry have "recoil" because it burst
i'd still think you want it close if you want all pellets to hit
you get hit when you're direct at the Shotgun sentry 30 meters away
i mean its a short hallway so shotgun seems more efficient regardless
difference is very small
shotgun sentry do missed about 2 - 3 pellets
unless the enemy that SS aiming are the giant
but the sentries can for sure get headshots right
because i can never really tell if they do
is the ammo capacity for them about the same?
let's me check
because we pretty much need all the resources we can get
we do
you could c foam multiple times too
there's enough time
cause they turn to break door mid scan
even if you get the far door
should be able to make it there in time after team scan
we dont usually do far door since they dont break it
i mean
the alarm door you need
if you get 390
if you get the one right next to the door
it's not an issue at all
as you could spray c foam from the scan
i was referring to the second alarm, not the first
well
sorry if that wasnt clear
2nd alarm allows a lot of great burst placements
as there's big hallways everywhere
we’ll give that a try
but the c foam strat should also work just fine
you need to have someone pull the alarm
as you're spraying c foam
or even before you started spraying the c foam
because it's a moving team scan anyway
that'll likely be at the mid of the room
gotcha
we’ll try that strat
is there much of a point in foaming the hybrid door
yes
c foam that door and put like 3 mines facing in
it'll kill most things and leave the rest at low health
oh damn
i didnt even think of the mines facing in
thats a damn good idea
we’ll give it a try thanks for the help
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?
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
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?
It seems like it just cuts down the time it takes to complete it
If you're struggling in b1 probably don't do both at the same time
A well placed shotgun sentry will always outperform a well placed burst sentry
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
However on the other hand, a badly placed burst sentry will always outperform a badly placed shotgun sentry
@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).
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
How do we know if said person knows how to place the turrent?
If he knows how and where they can/will spawn
The real chad places a turret down and then runs through the firing arc cause “muh back shots”
Nah you gotta put the sentry facing at a wall to save ammo
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
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
I think it depends on how much tool you have at your disposal
You would save ammo but waste tool
that's why that make me not wanting to kill enemies
Not waste tool
Sentries eat more tools than a c-foam launcher constantly spraying the door and 1 mine in an alarm door
2 mines would just wipe out the waves
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
you can just simply lock down that 1 door that they spawn
Huh
Has anyone else seen or have a solution to the desynced scans in R3D1?
why is that an easter egg?
ye its just a kitchen lmfao
Kitchen
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
I am pretty sure it disables after you put the baby in the objective machine
isnt that at the end of the mission? or is it different here
Nah after you put the baby in you still gotta go to a forward extraction point
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
alright, all i wanted to know
Ok
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
Ye error alarms are annoying
thats a spicy deluxe btw
I know
yeah, there are three scans before obj, key door, upper and fog zone doors
Are the security doors after the key door alarm sequences or just normal?
The 2 leading up to the obj
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
@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.
Ah crap we died on the last sec door before obj
yES
Subtle self advertisement, I dropped another good suggestion into the game suggestions chat 
cough might be a good idea to search by user in game suggestions to see my ridiculous suggestions
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
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
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
@unborn sorrel how far into the mission are you getting?
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
Do you do the big door in the middle?
we haven't yet, but I assumed that made it harder
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
So what my teams have done is big door -> side door 1 -> search for supplies but only if dangerously low -> second alarm
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
ah okay
And the room is big enough where you can somewhat easily kite enemies
so going back to my original point would you generally say C-foam is better than mines?
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
^
Mines are great for thinning out waves
We used both for our run
But if you have tight chokepoints or rooms with a single entrance a c foam launcher can hault the entire horde from entering
yeah I think we've only really thought of it as door reinforcement
The main thing about B1 is learning to effectively clear or thin out densely packed rooms on stealth
Yeah cfoam can be good for other stuff
If you effectively conserve resources and ammo you can do it
Like freezing scouts
Honestly for scouts our group usually just thins whats safe to kill and then snipes them
It’s a bit wasteful but much easier
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
our group has a sniper for big guys and scouts
Yes that’s fair enough
obviously that usually ends up going loud though so might be costing us ammo
Especially if you are newer plays it’s good to bring a weapon to shoot scouts
HEL rifle can also 1 shot scouts
is that one silent?
No
Just had more ammo
ah
Larger mag size
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
It can o think
If you’re far enough/in the next room, it shouldn’t alert the whole room too
To the occiput
The HEL does have a charge up though
And sniper is headshot to the back of head of melee titan is one shot kill
I suppose it's hard to hit back of head in waves, would make sense why it hasn't happened yet
But sniper is only head shot and chest shot will kill the melee titans
but yeah, probably hel rifle would be better if it can also 1 shot scouts and has better ammo
I think that's what our sniper's been doing anyway
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
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
Well you can use c foam to manipulate where the enemies come from
yeah I figured they went for the least defended position
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
so I guess you can also place C-foam at the floor of the one you want them to go through
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
Nah 3 can
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
3 to the back kills them
4 for heavy shooters
(Is a way to do 2 to strikers and 3 to shooters)
How? 2 full hits to occipit?
yes
C1 standard route: 5-12 scouts
C1 full clear: 8-17 scouts
It's extremely unlikely, but should be possible.
I think it can actually be closer to 19, if not more
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.
hmm, 2 in 13A, 2 in 13E?, and up to 6 in 13F (whatever scan room is)
If it's per zone, the capacity per room shouldn't matter.
Also, I think you're talking about D and H?
ive had 5 in 13 scan room, and ive heard 6
yeah
killed 3 before the rest alerted
plus there were a number of enemies in the zone as well
I wonder if there's just a chance for one room to be scout-heavy.
there should not be
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
it's like a clown car
i'd animate that if i had any skills
its gross tbh
now i need a mod that puts clown shoes on scouts and the clown nose too
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
And enemies are clown sleepers, full make-up and dressed too
included in tier 100 battle pass
Whenever they hit you a honk sound effect plays
tiny clown car that pours enemies out of itself
Actually sounds kinda like a joke version of the mother
If that's not the first mod that comes out then I'll be disappointed in this community.
and landing a hit with the DMR "Now thats a lot of damage"
Pistol screams when you fire it

so does anyone know what the deal is with the neonate HSU
whats the significance of the baby
its a volley ball
It's the love child of bishop and dauda
does the door 236 in R3B1 have a continuous alarm?
No doors have continuous alarms
The alarm for the second uplink is continuous though
Yes
I am pretty sure all doors with continuous alarms say error alarm when you go to them
thanks my dude
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)
Is there any real benefit to that outside of speed
I doubt you would run into the enemy spawn cap doing that, right?
yes, it should split the wave to both zones
Having both uplinks going at the same time spawns the same amount of enemies as having only one
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
i enjoy being "new" and while the teacher is looting we complete an entire uplink
then say oh we just alerted a room
I sneaked away and did the second uplink as the rest of my team did the first
oof
oh my god
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 
@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.
I haven't tested it extensively, but only 2 enemies reached me while I was doing the uplink undefended (only one closed mined door)
That's seemingly a result of the enemies getting confused and running between zones.
So they spawn independently but path to either?
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)
each team does it different, i solo go into 389/390 to get key while team defends
yet somehow every one of them die
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?
i kite>defend
What tools do you usually run with?
me, mines
i was a top tier bio, and still am, but im working on my mine skills in R3
I guess if you lay them behind you as you run around it can help to thin stuff out
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
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
ahh, i just ran it with randoms (Which on day 1 are all decent players)
so i didnt have to worry about their skills
You got to D1 on day 1?
ye
first attempt tbh, idk even know how now
D1 Hard
should the burst cannon have no charge up time?
MG would rekt everything this R
for real
bullpup for sure
mp>bullpup
Then the enemies get even faster so that you can't play to stagger
i disliked bullpup after a few days
bullpup is bae
the carbine is gaining traction for me
and btw i started the bullpup bae thing day 1
hipster
yes
enemies so fast they slide like us
honestly if you can't handle the long reload, you don't deserve its laser destruction
enemies bhop and slide spam
eww
DMR takes 3 HS against strikers
uhhhhh
pistol slower rate of fire
rifle?
enemies atack so fast they move before they finish the retract animation
imagine balancing the game by tuning up the dial on the speed
lol
so babies are categorize the same as regular enemies then
Maybe parkour nerf was a bug from fixing the SS
i assume maybe?
also do babies count as giants because ive seen them turbo like crazy if you leave the area lmao
its hilariously funny seen a big head just sliding trought the floor
true
i mean giants walk the same as before as far as i see
they only turbo when you move out of the room
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
chargers on c1 be like: nothing personal kid smack smack
*nothing personnel
We won B1 by a bug
The extraction loaded but the sleepers won't load
So it's a free scan
Found it.
ive had in once as well
happens on A1 too but its very rare
Happens on b2 too
^
Pretty sure it happens when someone rushes to the end before they spawn
Pshh
When the rundown first came out I had a ton of free A1 extracts lmao
You have to pay now? Cheapskates
The joke went over his head
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
should the devs add a flamethrower?
they already said they are not
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
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
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
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
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
I thought about suggesting a pipe bomb from l4d but then thought (that just makes life easy, which isnt what gtfo does)
I just rethinked and yeah, AOE weapons/tools just ruins GTFO (except mines)
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
NO
The only replacement for MG is disappointment
maybe rundown 4 is going to bring it back in a more glorious form
I liked the burst cannon too
no, BC bad, MG good
imagine thinking the bullpup is a good replacement for the Mg


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
excellent at blinding its own user
funny enough bullpup should be good at that too
with the added bonus of ejecting rounds in your face
but once you get used to the flashbang effect it doesn't matter anymore
and i still don't get the crap stagger thing, it's like the easiest weapon to hipfire a head with
"Bullpup, rock bottom stagger potential"
With headshots they typically die when you finally stagger them
i've yet to see an enemy eat a shot to the head and continue its attack
exactly, no stagger
do you do reading
bruh
they die before they stagger
Carbine is best primary because of its insane stagger
ok
5 second reloads 🧠
its M249 time
Bruh, stagger is based on damage as a whole to it's health and to limbs.
Bullpup staggers a tiny bit more than the SMG.
about that, what about MP?
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
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
clearly you havent seen the stun on giants with the carbine compared to the bullpup, there very obv. is specific per weapon values
Stagger is damage based. It's been that way since Alpha.
Each weapon has their own set max damage including ranges to calc damage falloff.
How much have you tested this? Just like damage multipliers, they can be changed for each gun
I've tested this plenty enough that Ive lost 99% interest in the game.
um
Thats unfortunate
Pfft. So nothing enough to trust
Got em
Alright, believe what you will. But that is how the game works.
no
True. Great weapon. Could stagger with only a few hits. Unlike Bullpup
like 3 shots and they would stagger
And carbine with a single (prob less) burst
have yet to use the carbine that much
I played a bit more, now I use the Assault Rifle. Bullpup reload is too shit
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
Gotta test out carbine for that stun
Testing in progress...
it turns out...
I edited this because I have new testing results
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
there are no separate stagger values, everything Unfortunate said is right
there will be separate stagger values
never went out of my way to test it much but afaik
destroying limbs always causes stagger
headshots always interrupt attacks
yep, you're correct
certain amount of plain old damage also interrupts, but that one seems to be a varying value somewhat
separate stagger (which causes a big animation) from interrupt, which is just a small animation like shaking their head a little bit
stagger is only caused by limb destruction probably
@turbid cliff If it works like that I gotta run the tests again...
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"
It's still that inconsistent?
if you're not staggering
some things fkn are
that's mean you
A) not dealing enough damage
or
B) the game bugged out
i got the no stagger bug
frequently now because of speedrunning
i'd need a video example to understand what you're talking about
smashing limb don't cause stagger
turns out carbine and bullpup DOES Inturrupt enemy
that's a bug
ah
when the game start to spashing out of control
like playing really long
or restart too fast
- too many times
both carbine and bullpup staggers are kinda equal
i told you already there's no separate stagger value
ok
So yeah, I got results
both carbine and bullpup inturrupt enemies at about 2-5 shots
Stagger will happen for carbine
Bullpup will not stagger because sleepers will be dead by the time
yes
So we can end the discussion, carbine is for players that have a lot of precision
Bullpup for spray and pray type
you could interupt shot with carbine
when you shot once and swap immediately
you could shot about 1 - 2 bullet with that method
but that would be annoying
bullpup for spray and pray 
yes, because every carbine will interupt every burst
i think this is why i see new players spend half a clip of bullpup to kill 1 enemy



