#gtfo-spoiler-chat
1 messages · Page 183 of 1
Summary, both bullpup and carbine use a large amount of ammo to kill one enemy if you are not landing headshot, that's both of them
Spray and pray with smg is more forgiving on ammo reserves
Bullpup is fun until you need to reload
excuse you i don't know what non-shit graphics look like in this game and i like semi-autos
just don't use them seriously rn cuz bugs
I've been using smg sniper alot but I'm trying to use DMR shotty (both types) since I've heard it's good when your aim is good
every gun is great, now let's talk about other things
DMR isn't shit at all
You have good aim you can run DMR
Hybrid sounds need to be replaced or be louder IMO
Dem pineapple heads
They need to speak up or I'll call the regional manager of the Santonian Industries
i don't like dmr cuz hipfire
if you want a twoshot weapon i'd recommend rifle for now
Just end the weapons topic please...
I like the rifle but it sounds really quiet when firing it
combat shotgun combat shotgun combat shotgun
Pew Pew
They need to speak up or I'll call the regional manager of the Santonian Industries
Hackett
MG MG MG
MG MG MG
i've actually been trying to clear expeditions with specific primaries now
and i did notice that damage falloff on pistol is horrible
like what the shit
shooters
strikers it leaves them with .4(?)hp
but at the range shooters attack it's already 3 hs instead of 2
like bruh
Low end PC gang rise up
Aough
👀
don't know about that
but i know they teleport no matter what
and they'll teleport more when you're client with bad latency
would imagine so
They teleport for me in solo play too
i haven't had it happen with strikers that aren't crawling unless it's lag from latency
it's more frequent on ramps and stairs but it doesn't only happen in that situation
i don't remember it happening on a straight hallway
it's also always when they switch animations to attack
i've also seen crawlers stand up sometimes
if the crawler is the exact same model and just uses different animations, the jumps might make sense, say their pivot is in the wrong place
for low end PC gang that's a nightmare
@desert shell yes
T posing crawlers
Just end the weapons topic please...
kk let's go back to how the bio is good, and if you think otherwise you have a low understanding of the game
Bio>everything except maybe mines
I do not think it is bad but I do not bring it very often
I T S...... A......T O O L
It does look like a machinegun
machinegun 💔
They're good at different things
R1 was better for pure killing potential and damage at all ranges. R2 was better for pure crowd control without sacrificing too much killing potential
R2 MG was good for every situation, that's hard to beat
I still prefered to have a shotty for hectic parts, but mg was objectively better
Yes. Objectively. Sorry to those who continue to think otherwise but it's just uncontested. There's a reason it's the go-to for E1 speedruns. Like 1 shotgun for quicker giant clearing and instagibbing scouts, but otherwise all MGs
If an MG makes a comeback it needs to have like 25% less ammo stock capacity to balance the fact that it's automatically efficient due to the nature of being a full auto weapon
Such versatility and effectiveness should come at some cost yet it even had the brightest flashlight, albeit blindingly bright lol
The charge up, recoil and blindness were the offsets
In order, supposedly limiting effectiveness for reflex shooting, ammo efficiency and aiming in general
And honestly the chargeup was probably the deal breaker for me
Once you become accustomed to the charge up it no longer inhibits you. Also due to the attack wind up bug not being present, you typically had enough time to stun enemies anyway despite the charge up. Recoil control is a thing in every game. You just get used to it. The blindness is understandable but eventually you start not noticing that anymore either
I know before I even got to C tier I was already used to the draw backs the weapon had. At which point they're no longer really even draw backs. The charge up is the only thing that takes extended practice getting used to. Once you are able to consistently time single shots you were all set. Although unless clearing a surge alarm or shooting a giant, it was better to fire in bursts of 3-10 bullets
That would allow you to reestablish vision, reset recoil, and if you started charging right away you'd have nearly no downtime
You could stagger shadow giants at long range without having to sacrifice crowd control. Sniper/revolver don't handle hordes well, shotguns were almost useless against shadow giants. MG let you play safe without any compromises
Also in stealth it had the best flashlight sleeper sync
so good
man that's a lot of text
well i say you're right on most of this but what can i say for myself
as a trade-off for its objective superiority it was a really unfun weapon for me to use so i just didn't
oh well
Fair enough. Not every weapon is for every player
Doesn't matter how good or bad weapons are in the end, bar E-tier. Use whatever you want. I personally prefer the mallet over other guns
Tbh, I just removed all chargeups. Got annoying after awhile, seems like this game likes chargeup weapons.
i personally prefer people that don't shoot 5 dmr shots at one sleeper 
basically my point is, the feel of the weapon is just as (if not more) important than its on-paper stats
I mean, it's rundown specific so it's gonna delete soon : /
MG is already gone 
I'm talking about HEL
Not too fond of the charge up mechanic myself. But some of the charge up weapons would be a bit busted without it
I'd prefer more of a weapon overheating thing, so basically remove the chargeup and the weapon has a cooldown after shots instead
I'd take a longer delay between shots over awkward charging any day
that's more a solution for a different problem than an alternative
It's an alternative problem I think
idk, the awkward charge up on the HEL rifle specifically really kills the enjoyment of the weapon for me
It just feels clunky
I feel like if it has a chargeup, it should not have a cooldown between shots
Having both feels like clunk
The HEL gun is fine because there's not a cooldown
You just rapid fire charged up shots
yo, my group is stuck on area 3 with the reactors, how do we beat it?
You mean a3?
yeah, we got to the alarm door but were so low on health and ammo XD, tips for conserving ammo during the waves?
Rifle is ammo efficient and has no dropoff so you can kill them at long range
2 rifles makes for a pretty easy time clearing waves and you can save sentries for the door
Manage your tools better and try your best to not get hit or overrun
Yeah don't put all of your sentries out at once
we've been trying to stagger them, only using one at a time
What secondaries are you using?
we've tried running all turrets once, this last run we had 2 turrets, 1 mine, 1 foam
I would take a carbine as it gives great stun power and good headshot kill potential
2 sentries 1 foam and 1 mine is most optimal IMO
it's the little naruto runners keep swarming us
Are you guys always using ads when they're still pretty far
And a hel gun does well too
^
we've been staying in the main reactor room and trapping the door
should we go farther in?
Yes
The have to go up the stairs to hit you and they all run in the front
Super choke pointy
Taking advantage of choke points is one of the most important things to do in this game, especially when you don't have literal god status skill
Ok my self esteem took a hit from that statement
from what? 😅
Taking advantage of choke points is one of the most important things to do in this game, especially when you don't have literal god status skill
oh i see lol
I mean we can't all be plant, lol
we're all fairly new to the game anyway so any tips help lol
alright, we're trying again, wish us luck!
good luck
Yeah, that's very necessary later
best way to kill the spaghetti man?
HAMMER
Screaming eagle
Full charge to the head
Dead center since you might hit somewhere else like the neck or the chest
Learn how it paths helps kill it since once you get better gauging how it paths helps killing it easier
You can sprint towards the scout to force it's feelers out
you can even run trough the feelers and kill it before it starts screaming
but that's after you kill it without getting inside the feeler :p
Kinda, you cannot run through the longest tentacles, but if you can get about a meter past them then you will get the kill every time
trying to strategize for a clear start to D1
any advice? This is what i have so far
oh uh
https://cdn.discordapp.com/attachments/730956388984946758/737458465420607558/unknown.png
https://cdn.discordapp.com/attachments/730956388984946758/737459512923127869/unknown.png
https://cdn.discordapp.com/attachments/730956388984946758/737460460785238036/unknown.png
https://cdn.discordapp.com/attachments/730956388984946758/737461784612700252/unknown.png
put mines facing the c foamed door when you're doing the blood door
closing and mining a door when looking for key can be a very good idea depending on whatever is chasing you
could potentially save you a lot of ammo
the level have a lot of resources
but you only need a 5 uses tool + ammo and you're good to go for the entire alarm sequence if you know how to save ammo and tool
note that the mine only kill 5 per mine (tested)
if that's the case, Alpha, if you put two mines in the same spot right behind a door, and a horde charges through together, could it kill 10 enemies total?
would be useful to know for the first alarm on D1
I know you probably haven't tested it yet, just bringing up the question just in case someone has tested it or is willing to test it
ye
you need to place them correctly in order to NOT trigger butterfly effect and explode all of them at the same time
mines go Boom same time = bad
mines go boom but with a delay = good
interesting
thing is, if there's a delay
they aren't grouped anymore
so not as many kills per mine
you can group them
without a door?
but there is 2 type of it
you need door
without one
you could waste mines because of a corpse
just fly into the mine
0 kill is the worst thing happen to mine deployer player
so the corpse's do set off mines, you've tested that? I always thought it was just the other explosion setting off the mine
yes
a corpse go sky rocket
and fly through 3 mines
trigger all of them
0 kills and wasted 30% tool
i'm always skeptical to putting mines in the hallway
I mainly use mines on doors, so that isn't a thing I've had to test, but good to know
another thing tho
if you place mine on the ceiling of a door or something
you can kill giant with 2 mines
instead of 3
apparently, placing mine on top of a ceiling count as "back damage"
so extra damage dealt to the giant
hard to hit tho
I can attest, mines trigger from corpses
you tested it, or just saw it happen in-game some times?
And they don’t do back multipliers but they do headshot damage
Both
A3 is an easy map to test it with
how would you know the difference between the mine doing back damage or headshot damage?
I personally haven’t tested it but I think it was Zaero that did
Being a mine main you kinda just figure it out
maybe because the head explodes, so you know the head took the damage?
Possible that it is part of the head destruction bug
well, then why are you saying you know for sure the mines above do headshot damage instead of back damage?
is it a guess you're making, or you know it?
just clarifying
I’ve never heard of the above placement. But there were some spots that will trigger only on an sleepers back because of the animation. But take the same damage regardless
Usually around a corner, where a frontal/side mine will do the same
so then you were guessing, either way, hard to tell
and doesn't make a large difference
but interesting information
You'd typically have to convince the giant to walk backwards via aggro juggling, or suicide bomb to hit them. Or make them do awkward pathing. Pretty sure they do have an occuput multiplier though
If I ever work a normal shift instead of ridiculous hours I might have the energy to test it
Place a mine facing forward at giant occiput height and position yourself so they'll walk into it
So they'll face you and get hit in the back of the head
A consistently reliable way to use two mines to kill a giant instead of three would be useful for expeditions where giants come alongside smaller enemies during alarms
To test if it's different from back damage, count pistol shots or something
don't need to test if it's a certain type of multiplier really
only useful thing you need to test is a consistent way to two-mine kill giants
I remember someone I play consistently with tested the back multiplier. Can’t remember who off hand
Well if the occiput leaves them at 5 smg shots, I mean
Yeah they are
if you place mine that doesn't hit her tumor
it's a waste
while we tested it with putting mines on the ceiling
Was playing D1 with randoms yesterday and dropped a 6 kill mine during an alarm 
she die with 7 - 8 mines
not on a door, on a wall
It was so satisfying
I wish they'd make it so you can place mines faster and sprint afterward
I would absolutely demolish alarm waves while kiting
Lmao
Fair
At least the sprint after placements
You can do it with trip mines
It would be nice to just tap E and drop a sentry
i'm just doing suicide bomb behind cover
^
I hate the no sprint time after it just feels so awkward
Well then you should be able to sprint instead of reloading it like any gun
^
Can you imagine if every time you shot the pump shotgun you were forced to pull the pump and can't do anything but walk until you finish the pump? 
well
if they fix the reload thing for pump
i would say almost no one gonna play pump shotgun
pump 1 shot - reload 1 pellet - pump 1 - reload
that will make them play combat shotgun instead
About the mine thing, I've tried to get back damage on mines and nothing did it
You can get headshots with it however visually their head doesn't necessarily get blown off, makes no sense
In ff numbers normal mine did ~100 damage and headshot ~150
If occiput was possible it'd oneshot giants
i am currently testing it, seem to actually have back damage
2 to the back and 3 to the front
i want to solidify my results first though
going to test with 1 mine then pistol shots as well
Don't trust your placement and visuals
1 mine and shoot to finish off
If it turns to around 150 it's just a headshot
so, it looks like there is actually not after pistol testing, but still want to solidify
its very inconsistent because of mine damage drop off
@lapis echo Kindly use the LFG channels please
You'll have more success finding other players there
Bro
Check #lfg-beginners
If you're new to the game in general
The range with no drop-off is pretty damn big so i don't know where you get that 'incosistency' from
@turbid cliff would you like for me look at it later?
it'd be nice to find some consistency or conclusion
i tried all kinds of things to get back damage but couldn't
and headshots aren't consistent either
Are you letting mobs trigger them?
tried both ways
I fell of the map today
ye
idk why it would be inconsistent either, one mine then it would vary between 14-24 pistol front chest hits
the same level of varying both after a mine to the front or back
that's not thanks to falloff damage from the mine
that's the headshot
mine base damage is right on 100 iirc
headshots themselves might be unintended
possibly yeah
Has anyone had a bug where stagger seemingly stops happening altogether?
I think I've had it occur twice, for seemingly no reason, and only realized after restarting my game.
Really obvious stuff, like decaping an enemy and they just keep moving.
ya that happens to me some times
yes
idk about the EVERY Rundown
cause i don't get those in R1 or R2
just because i don't kill thing when there is an alarm
it did, as a 'newer' player i remember those moments
it was gross
but def worse/ more noticeable in R3
Very noticeable in D1
just in general
Yeah, generally it's in every level but very noticeable in D1.
whatever, sure
its not even a level bug, but your right you notice it more on d1 because the giants, alpha explained up the reson on why it happens
Feels like It's more common in the levels where have continual wave like A3 and D1.
It might be the reason the mine doesn't kill any enemies sometimes.
Would love to get video and better/ confirmed repro steps for that
I might test it out tonight.
Happened a fair amount in R2 for me
More frequent in R3 though it seems. No clue what causes it but the stagger system as a whole stops functioning. The melee shove even stops doing anything
It seems like it is more likely to happen when they enters a new zone, when they are under the door frame. You will highly get hit back even though you hit the giant with a full charge :/
Is it normal for enemies to spawn on top of you in D1? I had two giant strikers spawn on top of me, chunking 80% of my health. And multiple occasions of small sleepers spawning right next to us
it's flawed spawning logic, "normal"? yes, but it shouldn't be
Nice
Now I can just help new people in earlier/fun levels
like b1
We died on the big momma once and then won the second try
We had to do the blood door with 0 tool
F, still good tho
Yes I can finally say I have completed a rundown although it was debatably the easiest so far
As long as the blood door is done, you can start searching for resources.
Nah we had 0 tool left on the whole map
we listed the whole map
Not even in the key zone we did not go in
How lmao
Cause we suck
We just splurged it all earlier cause you generally do not have to save resources in D1 cause it is resource packed but then we got like 0 tool in the boss zone and like 2 in the 2 scout zone and enemy-less zone leading into the boss zone combined
Idk if C1 or D1 took me longer
Ah, the big mama. You don't need any tools for mama tbh
We used a few mines we should have saved for the blood door but eh
We did not play the big mama the right way tbh
I feel like the easiest strat is just run in, 3 guys ammo dump the sacks, one sprays at the babies
If you add in a sniper dumping 2 mags while the door is opening, you kill it in one cycle easy
^
just take 4 snipers and everyone dumps mags while door is opening 
May or may not have done that once
Is shooting while the door opens cheese doe
Yes
No
Ye we just all went in and all of us started unloading on it and then the babies came and reallyyyy screwed us all(on our failing attempt) we totalllyyy did not use sniper cheese
Then you gotta beat it again without cheese
You can try to fool other people, even yourself, but you will always know, in the back of your mind
In your sleep you will know, that you are a cheeser
ok
Ok boomer
I do not care about doing a cheese that barely does anything to a boss that is not very good
chill
Yes I delete it came off like I was actually angry
for the most part it's true though that no single room/zone is difficult in this game
Yes
Yes I delete it came off like I was actually angry
@devout river Don't worry it's all in good fun
Does it barely do anything doe 
It does not do all that much
The boss has a lot of health like a few sniper shots does not make a huge dent
actually it does huge damage if you hit tumours
2 sniper mags would probably be half its hp
i'm not commenting on whatever your run was like but sniper does do shit that's all 
and i don't know the numbers and specifics myself sadly but it's not exactly an easy thing to test
Honestly without the error alarm I feel like I would have liked D1 more but it also would have been quite easier without the error alarm
Thats true
Error alarms are bad
Thats why I would like it more without the error alarm because there would be no error alarm
i'd adjust the spawning, make error alarms one zone wide, maybe two zones at most, and add a new enemy that'd fit the gimmick better
Imagine if D1 had the error alarm start after you put the baby in
And you had to do the scout stealth zone,boss and blood door with enemies constantly spawning
look at the D1 speedrun
no i mean they did it without ever turning off the alarm
the only issue with d1 is that they should have put a couple of unreachable zones above the zones that we currently have that the enemies could drop down from
then they wouldn't spawn on top of you
Enemies can't jump nor can they drop down off of ledges.
However, they can climb invisible ladders
Doesn't mean they can't implement that
But invisible ladders to unreachable zones they could
or they could just like
fix it
because it's clearly not working as intended
on our speedruns where all 4 of us are in the same room, they'll legit spawn on us
there's 4 rooms in the first zone
I mean. It was way worse day 1
they really don't have to spawn in the same one
*immediately hit you upon spawning
we even had the initial wave spawn in B twice now
Don't have to save any doors if they don't even spawn that far away 
you thing we'are going to meet the father next rundown
Are there shadows on D1?
Jizz launcher it is, then.
ok
I'm the one in my group who runs the tracker if we need it.
So if no shadows I can run c-foam or mines instead.
mines best
I miss shadow
yes
I miss them but they would be a bit overplayed if they were in R3 as well.
Could do with a break from shadows for a few rundowns.
nah, they needed to be here
Problem is that not everyone was here for every rundown. I've never actually seen them.
ahh, they were amazing
chargers are unique, hybirbs are okay but any shadow type mob is just retarded. once you know how to kill em off real easy, youll stop complaining as much about them however that doesnt mean that the mob design for them was amazing in the least. literally just made them see-through and the stats were completely the same, goes for both shadow strikers and shadow titan strikers.
cant wait for crawling titan strikers
Well you don't see them, silly.
Crawling titan shadow strikers
For the giant shadow strikers, they act differently than regular giant strikers do, as in they're faster, attack faster, and sleep in different positions (not always standing like regular giant strikers do)
but for the regular shadows, yeah, exact same as regular strikers pretty much, just see through
They technically use more positions than strikers.
It's just less noticeable since they don't sleep.
the door can lick you
Bang the door if that happens
Doors are now dangerous? How?
Stick peepee in door to stop it from licking
Quack
@inner dagger
[C]Quack Quack MF says: quack
can i get some tips on how to beat R3A3?
staircase
the long hallway right? yea we camped there all on 1 ramp only and its fine
but always end up running out of ammo around 4/6 or 5/6
trigger discipline
an maybe bring one hel gun for the bullet penetration
theres usaully a bunch of 4/5 use ammo
Cycle out sentries
Using all at once is gonna waste shots when they target the same enemies
so jsut 1 at a time, in the staircase/long hallway room, maybe a shotgun sentry
Start using two at about wave 4
What I do is no sentries for the first 2 waves. Using hel rifle/gun helps a lot aswell
You me for the alarm door scan is crucial
bs its better for holding wave, if you bring a shotgun its better for the alarm door at 432
when is the alarm door?
wow, didn't even get that far
they come for the lower big door
Lol then oof
if you have all doors close
they always go for the lower big door if all doors are closed
its the closes
they spawn in the reactor room
how many waves can i hold at the long hallway before they come frmo behind me?
Lower central door, if you place a foamer they will only try that door
wait, so i can just hold the long hallway with the stair ramp all the time/all the waves? that's the room south of the reactor
yes
his third eye just open
1 question, i closed the 2 door near spawn, and mined the door on the south west but they ended up bursting through south east door. i thought they spawn from the south west side?
oh boy, you guys mentioned 'lower big door', is that the south west door near spawn? the small door being the south east one?
but
maybe we are talking about different direction
R3A3 starts from 1 direction, then u go north to hallway, then northt o reactor
so north is reactor, and hallway is 'south'
the lower door we are talking about is for the alarm
its in the north zone form the reactor
all the doors in south from reactor dont matter
they dont change anything
as long as everyone is on the stairs they will funnel through the catwalk
i was hoping to use mine to mine a door to the south
you dont use mines
until later waves
cause usually people bring hel rifles/guns
which are bad against hybrids/big strikers
so people place high mines to kill them
you dont really need mines until wave 5/6
i can't even make it past 4
well we get to the part w/ the scout and die around there
If you alert the scout then it's someone's fault
if you have troubles with scouts just use helrifle and one tap his head
we've been holding the hallway stair ramp which worked out. but for the scout or after the scout, we just run out of ammo
alright, so maybe 1 shotgun sentry at a time, till after the scout?
1 sentry at a time starting from wave 3/4
and no sentry before 3?
omg we are really fucking up somewhere
the waves are like 15 enemies
we put 2 sentry and we run uot of ammo by the wave after scout showed up
4 people shootings makes it a joke
especially with hel rifles/guns
There's your problem
so 1 shot, 3 hold?
so we haev everything hold the 1 ramp, and we put 1-2 sentry there and we all shoot at the same time when the enemy comes
1 burst right infront of us, and 1 shotgun on the opposite end
everything as in everyone *
Pretty much yes
I prefer the burst sentry at the other side of the catwalk tho
and the shotgun at the scandoor facing the stairs
wait, i'm talking about hallway
i'm still at hallway 🙂
i never made it to the alarm 😛
i'm ahvnig trouble clearni the final fog room in R3A3
On that part whether accidental or on purpose we usually just end up alerting the rooms and pulling them out to before the alarm door
In R3B1 after uplink we need to get to exit point. Do we need to go immediately or just clear the waves first?
Are the warden gonna be slow again?
You should do the apex door early.
It's extremely difficult if you're doing it while the extract waves are coming for you.
what is 'apex door'
(a good challenge, actually, might do it sometime)
The big one with the ominous red lights.
Np.
Got a bit confused lmao, yeah don’t to warden scans on extract unless it’s for a specific challenge
Completing all uplinks triggers an alarm, so to try the alarm door while also already having an alarm is shooting yourself in the foot. This can be avoiding by opening the entire map prior to finishing the final uplink
Which you do last is up to preference, but it may be a good idea to examine the map to see which has a shorter run to the exit 
if you do all the uplink
and then do apex scan
you will get an secret easter egg

Hard mode
so you scan the apex door first, then do the final uplink?
When you first get to that room, optimal strat is apex door -> right or left alarm door -> uplink -> other alarm door -> uplink -> extract
You should do the apex door early.
@hexed vapor we call it iron man door
i open all 3 doors in the big room with warden door first and then the other 2, we then send 2 people each way and do double uplink
it saves quite a bit of time and is pretty easy
Yeah this is the best strat
I personally think you should open one of the alarm doors first then see how the team's resources are. If you're going very well, do the apex. If the team is struggling a bit, do the other alarm door. If the team is dry, do the uplink
You should adapt the strategy you use to properly fit the current situation. If you aren't doing great, you shouldn't tackle the apex door first
well that would work but we only have 3 people
What is the strat for apex door?
B1?
yea
I place one sentry put the previous scan door on the corner after opening it
Facing halfway Between S and 195
Then just focus on scans
but we still get swarmed
That happens regardless of setup
One sentry to slow them will save you ammo for later too
Just don’t be afraid to use ammo while doing scans. It’s only a 5 cycle
You hold your ground
do you have a specific spot?
Hold near the rear of the room, me personally I aggressively clear wave with my hammer
But that comes with practice
You really just have to find the balance between fighting,running, and doing the scans
do we have an epic hammer tutorial?
My general tip for stealthing is after you swing immediately charge your hammer again
Active alarm or stealth?
You never know when that one fucking sleeper from 30 meters away heard you killing its friend
Ray I think made a hammering sleepers powerpoint
He did yeah
How do we practice active hammering movements skill?
Just practice
Alert a room and don't use your guns
D1 is decent for it
Just hammer it
Or that
D1 is decent for it
this.
Sadly worst level
But it gives you the enemy variety between regulars and giants to practice on
Yes
But tbh I keep my hammer charged, stealth or active
Just bash canceling constantly
Same
I did not make a powerpoint
Rayalot not you
rayalot used to be the only one who can actually be seen talking so
still gonna refer as ray
Or Master like old times
That wasn't old times, that was just R2D2
I made scout and multi-kill guides, and I plan to make a stealth guide for R4, but Noahwiggs made the PP for stealth.
Ok, cool
Hey gents, is it possible to kill a scout with a Hel Gun headshot?
Thank you
in the occupit and stay behind it
^ yeah, being to the side will make it hit the “front”
As it uses player position based hit boxes
It really do

R3C1 is so nostalgic
Yes
It’s all C1
Too hard to make
Too cheap more like
anything is possible ✨
Shadow chicken
They are actually
They already have everything they need, just need to apply something on the scouts' textures or whatever
Copy paste
Pls
I don't want them actually
What
And I don't trust you either, not on anything

But you can have your opinion
Always looks like that developing stuff is a piece of cake.... There are alot of things to consider:
- the texture
- the technically: Are trendils better to spot or not? does the Scout shine, when putting them out? is she faster/slower than normal ones? HP?
- Balance: are they unfair cause of their abilities? Can you see them good enough with the fl.
- Coding
You cant just be like, well they have the texture now do it 🤷♂️ Development takes alot of testing and experimenting. A game can be hard sure, but if it becomes unfair or tedious, players will not like that.
And if the devs dont like their Frankenstein monster, they will not put it out.
Unless something breaks w/ scouts I'm fairly sure being a shadow is a just a Boolean.
Really doubt they're hard to make
@craggy flame if you actually read what i originally said about it and what i was arguing for, it's strictly the implementation part of it
- already exists, 2) 3) are completely irrelevant, 4) is just part of implementation
the only thing you couldn't just straight up go and do that'd qualify an enemy to be considered as a "shadow scout", is making him invisible
whether the tendrils need to be invisible is debatable
seeing how it's been done on strikers, shooters and big strikers, i doubt making scouts invisible would be some real challenge
and i forget if there's a big shooter skin for shadows
- and 3) are irrelevant.... I have nothing to say here tbh. (I wonder why so many games die, cause balance is garbo and it is not like people LOVE THE SPITTERS). And yeah the entire playerbase of GTFO are pro players playing in leagues earning money.
jesus christ man read
i never said it's not important
i am talking about the minimum possible requirements to make an enemy you'd consider a "shadow scout"
It’s not as simple as an on and off switch for invisible
Not to mention the fact that the tendrils have no lighting properties so it makes it incredibly hard on the system to make them physical objects
You said they are completely irrelevant. Do YOU even know what you write?
Literally yes, they can be made but that’s when 2 and 3 take effect, but the majority of issues boiled down to coding and system limitations
which is what i am arguing about, i don't see the coding and system limitations
take a shadow, make him patrol around like a scout, give him feelers and scout AI and bam
Not to mention the fact that the tendrils have no lighting properties so it makes it incredibly hard on the system to make them physical objects
This right here is the main issue
i'd consider that a shadow scout
i don't know about that, but as i said before
whether tendrils need to be invisible is debatable
personally for a minimal possible implementation of a "shadow scout", i don't consider it necessary
Are they a 3 dimensional object with lighting? No. That’s why
They are just a multi plane 2d “object”
Atm, it is not possible to effectively make shadow scouts, maybe with the next engine we will see them. But who knows
make them dark and transparent
creative solutions
Clearly you dont know how making a game works
not something you can say without just being able to play around with it
and you can pry into my personal life all you want
- Hmm I wonder why we are strongly arguing why it won’t work
- Ok cool
if that remark of yours is that it'd look like shit / wouldn't match or whatever
again, possibly
tentacles look like noodles and have received suggestions to be changed already iirc
What do you even mean with that first comment. English please.
And I doubt the tendrils will change for a while as they work as intended
StormpooperToday at 4:00 PM
make them dark and transparent creative solutions(edited)
Nek0w0-Wafer(Gavel King)Today at 4:00 PM
Clearly you dont know how making a game works
you either mean that it wouldn't work i.e. it literally can't be done (big doubt), or that it'd work but look horrible
It can’t be done atm. No
Not a literal scout as we know it but as a shadow
Maybe on Unity 19
What about a shadow neko
scratching the fact that it was a joke in the first place
i said make the tentacle dark and transparent, yes i don't know much about this but you think that making it transparent is impossible?
A 2d object can’t like that no, they would have to make the tendrils a 3D object
Which puts too much stress on the system
*It has to have the full 3D model to have shadow properties
Transparent no, but dark like a charger would work with a simple texture change (and a suggested idea from a while ago for a new scout variant)
Shadow shooters
shadow shadow
Shadow Birther
Shadow spitters
Can't wait for the Grabber to be available
Mmm. I don’t care if it comes or not
Or that crawling Titan striker?
Eh I'll pass on that, another non-unique mob.
Dead.
Wait, if there was a shadow birther, would there also be shadow babies?
Gross
that's what you get for making fun of bio
Sentries are ehh
burst sentry burst sentry burst sentry
Bio Tracker sentry
cfoam sentry
Monkey sentry
Gavel sentry
i agree
A sentry that shoots sleepers

Sentry that has a built in flashlight?
Burst is the best the way it is
Eehh slower firerate and a little.more accuracy and bs should be perfect
At least for me
That would be the perfect buff
well, without any issues yeah
try 6-9 if there are hordes bcause it hits other things and drop off
Unless a big ass boy gets infront then we are in trouble
If they lower the firerate i would.be so thankful with them
maybe
Not even three sequences and shit empty
it also wastes a shot on bodies
That just happens when it switches targets
Witch its a lot
Lmao
The more variety on sentries the merrier
ehh, tool variety > more sentries
I know tool variety its king but o would be nice to have different sentries
possible with weapon progression that there will only be 1 sentry with different upgrades
Knife sentry
It is a sentry that sneaks on its prey and slices their throat
Or the engine-saw trap from hl2 or what was it, spins around slicing everything in half
Upper torso crawlers inc
Eehh once you get use to it it isnt so bad
If you know how to control the use of resources and how to kill the mama, it is easy.
how do we approach b2? Is it really hard?
@desert lance Have you attempted yet?
just the beginning
Has anyone tried to solo D1?
I think people have soloed D1
All have been solo'd
Man I realize I'm always get phucked by the first security
I have not tried but yeah I would just die as soon as I would try the sec door
Im not going to try cause I know I cannot do it
And I dont want to D1 again regardless let alone solo
Well if your good at shooting you may have a 50/50 chance
shooting everything to solo the first alarm won't be easy
kiting is probably a better option
but it's still fucked
you have to find some spots where you can circle a bit to let everything catch up
and you probably wanna kill shooters and giants
how do we turn off the lockdown alarm on D1 group just finished our 9th blind attempt and has made it all the way to the warden door but its just to much... how do we turn the damn alarm off
What does the mission objective tell you?
Tips I can give you right now is that your first mission objective is not the Warden door. It's something else.
yeah, we've connected the neonate unit to the thing, but the alarm keeps coming
team is convinced we can't even turn the alarm off
Did you kill the mama?
no, close
Then you should
does it end after her?
gotchya
might just stick in the neonate room and try to bait her up the stairs
YES
Whats the layout for zone 512 in B2?
i know you know i was refering to flaffy
@fast creek It's just a big room w/ machines in it.
Like 252 in A1
So the whole spawning in front of you on D1 is such an immersion breaker, is that intentional? I loved C1 thought the vibe in that was really good. D1 is a major disappointment 😦
Maybe it was bugged, we were getting spawns of 2 heavies and 4-5 smalls literally directly next to us
It doesn't look like that in any of the D1 vids for sure
the more spread out you are
the more it'll happen
it also happens often at the start because there's not many rooms available yet
Wesley is correct. The initial spawn of D1 is 3 rooms, so if your team is in each of the rooms or close to them when the game decides to spawn them, then it's going to pick somewhere and that is going to end up being on top of someone. Try to keep people out of the furthest room you don't need and they should spawn there.
The devs are aware of this feedback and considering options for improving it.
the only problem is the giant spawn
the giant spawn delayed for 10 seconds or so
and spawn the exact location as the small one
So like. Is it supposed to have a constant alarm going as soon as you drop into D1?
A group of four people is recommended
if you can memorize where the small one spawn, then you know where the giant spawn
or
if you killed all the giant
and leave only the small one
you can just kite them all around
Can't kite effectively when you run out of ammo
wdym?
Ye you can hammer while kiting
I mean, ammo isn't really used to kite.
you can, but it depends on your playstyle. I love to kite, while using guns.
^ I do either
R2/3 I would use MP and carbine now as a stun weapon to group them together. Not so much for killing
@light totem R3 has machine Pistol 🤔🤔🤔
R2/3
Funnily enough, I've never really thought of carbine being a stun weapon.
hmm, yeah that the reason me and zaero run it
Imagine actually getting hit by strikers. This message has been approved by the "Carbine best primary" gang
imagine still playing around in r3. This message was brought you by the bring back r2 gang
in sweden?
Pretty sure it was the month of july
For devs yes
tomorrow is the end i think
When does R3 end? Do we have an announcement board somewhere for updates on the game?
There is no set release date for R4.
It's usually announced on Steam and on Discord.
I'm a fan of burst burst mine c-foam, but you can also run bio burst mine c-foam.
Use one sentry for the alarm.
Grab the turbine, cell, and tool refill from 507 when you go there.
Go into 509D and use the terminal to find resources and the cell. For the alarm, enemies only come from 509A.
C-foam the ||birther|| in 510 and use special weapons to kill it as fast as possible.
I'm heavily influenced by the solo strat. Is it different with more people?
bullpup pumpshot mine with a WHOLE lot of running around
I mean, you can just fight them normally.
Kiting is unnecessary.
It will also be hard to do with random teammates.
I mean that's just kind of a basic gameplay thing, not really specific to B2.
Generally, scan unless you would die or take heavy damage doing so.
In that case, fight first to acquire an opening.
thanks a lot
Np.
forgot, what about the fog room?
You mean 509?
There's nothing really special about it, just move as a group and be careful of enemies in the fog that have sight on sleepers you kill.
Are scouts an issue?
The fog shouldn't be infecting you?
The spitters are a bigger threat.
As long as you take your time you should be able to keep low infection, and you can bring disinfection from 506 to manage it.
There's quite a lot of it in there.
If you c-foam the door they should take a while to get to you, so you shouldn't need repellers until you finish the scans. No point if they haven't even reached you.
You are bringing the turbine, right?
what's a turbine?
That would explain it.

