#gtfo-spoiler-chat
1 messages · Page 219 of 1
you can kill 60 mobs with the cannon burst using the bug, but that's normal
Your denying a run ending room with the cheese door
you can kill as many without burst canceling
If someone says door cheese takes skill I'm leaving the server
Door cheese requires you to close a door
I mean if your precise enough with revo you can kill 57 smalls
Good luck to close a security door tho
if you can kill several monsters at the same time, no need to use the bug
indeed no need
East
but why use full burst when less is enough
you don't unload your entire pistol mag on every enemy either
you stop when its dead
maybe because the weapon is made to shoot 5 at the same time
Devils advocate, the high burst damage has the intended trade off of wasted shots per burst
which is a concept that makes no sense
Something that is almost entirety negated with cancel
why would the weapon be forced to fire a full burst
I don't know how to ask the developers
it is
High damage but risk of missing those high damage shots
lol man it's used to burst 5 shots
Im gonna annihilate you with this sentence
G A M E B A L A N C E
Rewarding people for aiming correctly at the risk of losing ammos
it's not made so you can use burst cancel whenever you want to
I mean the trade off is clearly there
WORLD CHAMPIONSHIP
charge up still exists
The argument shouldn't be defending burst cancel
Just agreeing it's the lesser of the two evils
if there was a patch on the canon burst bug, it may be to avoid using it
it's one of the most slow weapons ever if you're shooting 1 shot at a time
Something something witcher
Still make it way more efficient than the original way
that's not true at all
nearly all weapons made to one tap
will outperform it when used to one tap
no but don't look for excuses with the load is slow, you use a game bug like us
Difference is :
- DMG
- ammos
I understand what they intended the burst cannon to be
i never said it's not a bug
you're feeling attacked for some reason
calm down
i said door cheese is more fucked

not that burst cancelling is ok
door bug and burst cheese is both as bad as each other
when you don't do the hammer reactor you can't hold 50 waves 6
what is that supposed to mean
I don't know
fucking hell
farfa is bad at english don't mind it
no worries everything is gonna be fine
what he meant is that, doing the reactor with hammer is also kind of strange being that's it's not supposed to be done like that
but by setting up a defense and everything
"Guys its impossible to shoot the reactor guys, you dont get enough ammo!!1!1!!"
and why would he say that
how does that have anything to do
with what we were saying
shooting them makes it way harder
Secret mission. Destroy the reactor
👍
not really
Guess you've never held with revolver
you can very easily hold the reactor if you can aim properly
It actually felt way easier when doing it while shooting during all the waves tbh
57 ammo pack in extreme 🙂
When the majority of successful completions actively try to avoid shooting the entire reactor startup, it's probably not the best thing to do
The only difference being the last room's rng
if both guys up front are good at holding stuff ez pz win
Why is Wesley so angry?
Gas lighting
the real question is why you think im angry
Who stirred the beast?

Shooting reactor is only hard if your mine guy is slow as fuck
Shooting the reactor its far easier than hammering
and if your mates can't aim shit
You do the hammer strat only if you are sure you will take a lot of time to go get the codes
hammering is just more accessible for lesser skilled players
i can literally upload a video of me clearing an entire room using door cheese only
if you are somehow convinced
Door cheesing the final reactor code room was mentioned, Wesley said recommending door cheesing actively avoids the difficulty of the room, farfa asked why is it that big a deal if Wesley actively uses burst cancel. Wesley mentions that burst cancel is different since everyone does it. Furthers their statement by saying how burst weapons should be able to be single fire, then states how it's the lesser of the two evils, with one actively avoiding difficulty and the other requiring some technique. Farfa then starts talking about how holding the reactor waves with guns is difficult, completely avoiding Wesley's answer.
that it's not worse than tapping a burst weapon
@dapper dagger A man of culture
@errant saffron since you were asking
If you door cheese something, hit it but it doesn't die, what happens?
Say it's a big charger
Won't trigger until the room is reopened
people who fail to see differences between how abusive bug x is compared to bug y
Just read the above
what are you trying to do
The conversation literally just happened
i'm just interested nothing more nothing less
Farfa then starts talking about how holding the reactor waves with guns is difficult
lul shooting hard lmao
:metakingpopcorn:
my 30+ ammo pack usages state otherwise
HEL revo pen go brrrrr
if your brain works you can tell a difference between something that actually matters
and something that kind of doesn't
actually both are the same, both game exploits
I just coom on scout and hammer her vulnerable body 
z ultimate coomer
Difference is severity and actually game impact
z stop yourself
if you want i must have videos of E1 extreme without hammer and without door bug 🙂 @obtuse surge
You're going to get the horny jail convict role otherwise
man
burst cancel helps you fire one shot at the time and the door opening bug helps you clear an annoying ennemy without triggering the room
This is the weirdest form of gas lighting I've seen to date
Note that when i mentioned the door cheese, it was ONLY about the first room of the last zone in E1 ex, ASSUMING there were exactly 2 scouts
what do you mean without hammer
It was a mistake to mention it ofc, but i wasn't saying it as to use it everywhere
my team doesn't cap the waves and hammer everything
they hammer the first waves because they are that fucking easy
if you think that's cheese
Doc, add chargers in E1 waves
good for you
😳
cnot cheese
Shoot
Not to mention that can still be a thing if the doors were opening with a bass boosted sound
we did our E1 extreme speedrun without door cheese
i think they hammered first 3 waves?
Its hammering cheese
sorry I'm not unemployed, I don't have time to spend 15 hours a day on the game
???
They don't either?

Go work your cringe 9 to 5
I'll be gaming 😀
Wow calm down let the man speak for himself
we could have shot every wave
on the other hand you don't know how your teammate defends the reactor?
we just kind of wanted ammo to shoot during stealth sections
You still get a shitton even when shooting at all the waves
Enough to shoot at everything during stealth sections
You're pretty loaded, yeah
Not in the means that they are shooting Saint
wdym
we shoot big shadows in the fog zones
I'm rather certain Wes is talking about their speedrunning, where they pull most every area
I know that
It's the safest way to do it
For speed sake, which consumes tons of ammo
Just dont get hit
druee
It should be lol
I down myself to get back to 20% easy clap
we pull for the reactor and we do the rest by pulling
they're so much simpler to stealth
I'm cheesing
yooo same tho
I'm not wasting an hour because the game decided that hammers don't stagger
even by firing all the way through the reactor, we still have bullets
This argument has been so heavily diluted
Don't you know that cheese strat in which you stay in a dumpster during the whole reactor section so the guy who look for the code can take all the time he wants to get everything ? 😳
we never used them 🙂
Top-tier gaming, i assure you
we use the door bug for the last terminal, and even not triggering the scouts we end up with bullets
i dont think you understand how busted the door bug is
We don't use door bug, we don't use burst cancelling and we still have bullets for the fog zone after the reactor
we could abuse the shit out of it in speedruns
literally all double scout rooms in the fog zones
the last E1 extreme we used no bug and we had 15 ammopack
y'all poopy heads and completely wrong
i win bye bye
got'em
i shove scouts
They stagger easy
You coom period z
I'm a coom head and I'm right 
imagine not religiously using bio
Play the game however you want. The first ever public e1 ex completion was completed with every single cheese strat possible. If you're self conscious about your completion because someone else disagrees with it and believes that the use of cheese invalidates your run: who cares. Just don't be upset when it leaves you arguably worst off as a player and people validly complain about your reliance on cheese outside of your friend group.
fax
ggez
@west crow mvp
i think we should get a level where the players split up
I also feel strangely inclined to agree with this proposition
one where we split up? im on board
Or you can do one with cheese and one without cheese
To cheese or not to cheese, that is the question 
Haven't tried cheddar cheese
I see video where people use this, is it a trick? When i try to switch weapon, it seems to me i can t cancel in Time or am i just too slow?
I know you can burst cancel with escape during fire and switching melee weapon + right clic with it (not very sure)
Shove canceling: press whatever key is bound as "melee" (default is "C") and it'll interrupt your shot.
Ok thanks, so it s more a bug than a feature
Yessir
for burst cancel yes it is a bug
so dont get use to it
if burst cannon stays the bug will be gone
oh, well that's less interesting and more exciting than I expected
Quick question
The answer is yes
You can kill shadow scouts frontal right
Holy fuck it is
If they bend forwards toward you, yes, you just have to see where their head is
I mean like I general
Their body is bend when moving/standing
Like his head is a bit back
)
^Like this
Cause if you jump reach their head and bonk you might touch him before reaching his head or the swing is pretty weird so it hits the neck
Their head is a bit larger to compensate for the bend
Someone more knowledgable about shadow scouts might be online later
They're a bit taller too iirc
They're big height yes, and if they're bowed like you are describing Nomad it's typically not worth going for from the frontal direction, instead come in from the sides or just wait.
I don't mean bowing
Uuuh how do I explain this
Like when he is walking he has his belly pressing out and his head is tilted further back
Bowing isn't in the sense you think, I see where you got the thought though cause it's a term I use myself (force habit oops). Bowing as I meant it is the enemy has its body anatomy in the shape of the curve of a bow being drawn, not as in bent over. @bold widget
Can you do b3 overload and high? (without extreme)
At what point do the cryo's become required for the extraction scan
I thought they were required the moment you opened the extreme
I'm pretty sure as soon as you enter the layer they're required Wes, but I've never done any extensive testing of that.
I would think it doesn't trigger until picked up. Thinking about how D2 optional works, should be the same?
Maybe, like I said I haven't done any testing so I just speculate you enter the area you need to do the obj. However that isn't the case for others so I am likely wrong.
you need to pickup the item for it to be count as objective
in D2 you can go in Overload, pick up all the resources, key and then bail
you can "pre-scan" the extraction and then go pick up the cargo later
like the cryos in A2
cryos in A2 are needed to extract
we could do a little test with B3
to make sure
@mortal granite don't you have to deal with chargers thoe 🤔
I mean using the pre scan method in d2
but at least you have extraction charge up to 90% or 99%
anyway
Situation gets a bit stiff thoe dealing with chargers and shadows in a fog covered environmental place
i think you're gonna split the spawn anyway
3 - 4 charger on extraction and 3 - 4 shadow near cargo
Thanks
Quick question, if a shadow scout is bend do you know if you can still kill him frontal reaching his head or will you touch him before the kill?
you can kill him normal like normal scout
shadow scout is easier to kill when there is light + you're the host
Even thoe he is bend like this ) asking this situation specifily cause in E1 I failed to kill a scout that way and I think I was touching him before killing him, might have hit his neck as well (we did pass it in the end) ;p
shadow scout i think are as tall as Giant shooter
so if you want to kill it when it's standing
you either aim really high up
or jump
you can easily hammer normal scout if you aim high enough
for shadow scout you have to aim way high up
Thicc body
There are some issues with scouts on the client side. They can be bent over while your animation is it standing up straight.
It doesn't always register when you jump
honestly, if you want to kill shadow scout with hammer
i would recommend do it on the back
But you can reach it if his anatomy is bendy right with the attack vector being frontal
if you're going for 3 full charge hammers
the 1st hammer will stagger shadow scout
other 2 need to hit it in 0.7 seconds
What even are the shadows
Shadows
shadows
They are completely different from anything else in the game
they are just shadows
What I mean is, why do they exist
Because they live
I find it hard to believe that the same force which caused the plague also created the shadows
we dont have a lot of lore for sleepers so we cant tell why what they are :/
or what are they here
They're too... otherworldly
The plague is visceral and grotesque, and these things are just... phantasmagorical
We don't even know it's a plague
These things are clearly human
So, what's to say that the means that created the enemies couldn't do it
Or they wrre
ah good thing that we think the fudges came from a asteroid ha?
Beneath the fungus on their heads you can see eyesockets and noses
Something that only humans have..?
doesn't make any sense - if a plague is engineered by human hands then you can develop various types of strains that can produce different morphological differences
so it's still valid
How screwed would we be if these monsters managed to get to the surface
the progression is like flood after the first wave of attack and bio mass eaten they will start makeing there own enemy type and shadow is most likely one of them
plenty of current wildlife etc use some form of camoflage, not to the point the shadows have, but they get pretty close in their prime environment
petty bad if they are like flood from halo
I suspect the prisoners motives are very simple
yes - survive
I believe they're here by choice
shit. you've destroyed my explanation
be a man
nope
be THE WARDEN
Well, this would be lore related and not really spoilers
thats hard canon my friend
smh
The warden has offered them a lighter sentence if they go down into the pit
i disagree - going down to become a sleeper iisn't a lighter sentence
yes what peace sais
okay so in R5, there are sewers
here you go
Maybe they're on death row
Yooooo
And this is a chance to live
plant enemy 👀
not really
im not going to go in the lore but prisoner means: a person that is being kept by force not by choice aka in imprisoned (idk if thats the word for it)
thats the general meaning of prisoner
still the link i gave out is the devs saying who we are
and what we doing here
The day their gonna introduce cluster team scans is the day solo plays are gonna die out
nah it's the day when kiting gets hard nerfed
kiting already is kinda nerfed with the existence of s1 scans
but, they are few and far between so
actually removing bunnyhop behavior will probably have the biggest effect
you clearly haven't seen people soloing s1 scans by kiting back and forth over and over for 10+ minutes
Maybe not specifically solos
but overall
it helps with efficiency in error scenarios
it does make sense to remove tho
i mean ig
kinda silly we make no noise while airborne
I think no matter what happens, kiting will be a big part of the gameplay loop now
I hope not
But it would be nice if it wasn't so heavily leaned on
it really detracts from the stealth aspect
With how much of a joke E1 extreme is with kiting I hope the devs do something about it
perhaps an enemy that immobilizes you if you run?
have to carefully use that kind of enemy type though
would become toxic in certain situations
Maybe they need to actually make it harder in a more practical way
Rather than just "nerf" kiting
So make all enemies chargers easy
lol
Nah
But honestly. I don't think there is a perfect solution.
Many people still can't do it well.
There isn't
It's a very vocal minority crying around about kiting anyways
There's a very vocal minority crying about rng too
rng is kinda the point tho
I know
If every run is kiteable there's no value
Hopefully a way can be found to cater to different playstyles
stealth, kiting
without screwing it for any one party
Going to be impossible because you can't please everybody
Too much fighting over playstyles is going to alienate one group
Or the other
Of course, it's not easy. I don't agree it's impossible though.
Stealthing is just not prominent in the game anymore
Certain levels of challenge will always enforce a certain playstyle in the meta too.
weather that be due to kiting or no threat in regular rooms
I still doubt the completion rate is that high
I doubt it
I am sure we might get the stats on it at the rundown end.
I've seen how messy pub runs get
That's how it will always be
i feel like r4e1 is much lower than r2e1
well, i guess im including extreme in that
r2e1 was 1.4%
r4e1 has to be higher with all the people doing repeat clears i figure
There are a lot of people that bought the game, tried it and never played it again
I mean, it's going to be difficult for this game to blow up. Most people still don't know about it.
And most people will probably never play it.
Which is a little saddening.
Mit you also need to consider the reset factor
Possibly a good thing too. I haven't had any toxicity in public matches.
Many more runs are being reset at a much faster rate for this current E level
Compared to R2
You will see a higher clear total, but I think we will see a somewhat similar percentage
A fair chunk of people still panic about the tank
Especially with no mine strategy for E1
Lol.
i like it that way lol
it's refreshing to see the panic after everyone cheeses c1/d2
You can be great at objectives and other things
I watched a group do C1 and spend 20+ minutes setting up and planning tank killing strats just to mine cheese it in the end
and still be a good player
Essentially wasting the entire time they spent planning
lol
yea shooting isn't the only factor
i'm a bit sad that mine cheese is so mainstream
Knowledge and supporting your team is good too
^
meta will change again
shotgun sentry, then mines
if new tools come
or new challenges
mines may become less mainstream
do people actually struggle to kill the tank? i haven't really played any pubs
A lot of people don't even set up mines properly
to be fair, in pubs
Then wonder why he doesn't die
most people have never fought it
i struggled a ton on my first tank in a pub
or only done it a few times
took like 10 mins to kill it
lol
I think a very small percentage of the playerbase has actually played enough to be good
or whatever that means
yea true
Some runs make me want to pull my hair out because of the enemy count
Other times it's a cakewalk
They absolutely do struggle Chase, but with how long the level has been out a majority have a decent idea of how to do it just have bad standing locations
I'm trash I just aim well
You did do a lot of solo play in the earlier rundowns tbf
yea I've been getting into a bad mindset as well
I imagine some people don't want to go searching for the information on how game mechanics work too.
Some people I have met playing pubs have approached this game with the L4D mentality of playing it.
That becomes an issue when they go into pubs
I haven't touched any other game since this came out
Cause there's no filter on some people
i don't understand why people don't play the levels in order
There's not any set reason to do so Chase
I know if I get sick of failing a mission repeatedly
some people go straight to e1 and wonder why they can't kill the tank
would rather do a different one
Sure you can learn things from the earlier levels, but they can also be learned in the other levels
just for a new change of pace in what the objective/map is
I mean if they go into c1 they still won't know how to kill tank if it's their first time
Learning how enemies work and tactics is a big part of completing a level
objectively speaking it's BAD to play that way since trying a map over and over is the best way to learn it.
but
from a fun standpoint
and enjoyment
¯_(ツ)_/¯
I play the maps so much, I know them like the back of my hand now
Someone could beat D2 PE and haven't touched B3 PE and not know what the fuck to do in it
It's weird in that sense too
Some people might struggle with b and c tier
But do well in D and E tier
¯_(ツ)_/¯
well, it's more significant now due to the bulkhead system anyway
not so much on previous rundowns
It's seems to be previous knowledge of the game and learning new specific stuff in new levels
Yea you're right
My friends only really play this game once a week most the time.
And because they haven't invested time to learn levels or improve at the game in general.
We often fail.
So in some ways, the bulkhead system is both great and bad.
Yeah
So my experience with this game is largely with pubs.
There's a reason why I was looking for decent people for duo runs
Not as hard to get one other person at the very least
The way I think of it is that I play with my friends purely for fun and to talk.
and pubs to actually try
Haha
sometimes you find good people in pubs
It's why I only do mains solo now
I've got one other guy to share the pain with me in Extreme's and PE's
It makes it more interesting
I think the "meta knowledge" is just the bigger hurdle here honestly though for newcomers.
Or for veterans since beta but just playing rarely.
I used to "teach" some new players that used to ask
But they learned too fast and just quit
The game doesn't expect you to know there is a spawncap for example.
But if you do know that
it can be exploited massively
Even if it sounds super lame-o and "you're making my game too easy, ree" this game really could benefit from some basic tutorial for those kinda of players.
the ones that aren't gonna comb wikis or touch the discord
It already gets unstable with the cap as it currently is
I do like people sharing knowledge and testing stuff I can understand people just wanting to be told without having to do extra things to get knowledge
you can't really exploit surge alarm tho
if they spice thing up with that alarm
even pros won't stand a chance
Hybrids on surge 
People will adapt
we had a hybrid spawn
people will adapt
on a surge
Some people just won't be bothered and quit
"charger spawn too hard"
i can't remember if it was just one though
4 of them already make some team losing their mind
Some of the issue is simply the short timer
imagine 30 charger spawn
you can't strictly kite them well, and you cannot necessarily gun them all down in time
that would strongly depend on how good players are with a gun
which would be a pretty big curveball
I like that I don't need to be xXFPSLEGEND420Xx to play this game competently
and still enjoy the fps stuff
I think a more interesting spawn would be a randomized one
So it's not just 100% one thing
I just think since they spawn instantly after killing a few using any tool other than c-foam on a few doors wastes tool because it'll just spawn more immediately
this might be a dumb idea
but imagine an "endless" map
with certain generations
and there could be a board for groups to push the farthest
it would add a lot of replay value for vets too
that would crash the game imo
right, I mean it generates certain areas as you go
obviously if it went too far
it would crash it
but the map can technically go infinitely
it probably wouldn't work with this engine anyway tho...
given that the map is almost entirely loaded initially
exactly, that's why I said it probably wont work
with this it could mean, checkpoint system
just wish it could
oh that's true
you could reach your HSU's
to proceed to the next map
Infinitesimally is for values that become essentially zero, but not actually zero.. so using that word makes no sense.
Figured, just wanted to make sure
yeah, it could random gen a map for example
based on certain room sets
and enemy sets
you reach your HSU to go to the next map
and so on
Random gen would create quite a fair few issues though with the game I feel
I meant it more to be a creative thing, not something tied to the main rundown system
Like a separate mode.
You could quite easily create tile spawns that actually block other spawns, or make doors that would originally go somewhere create useless doors that do nothing
Essentially soft locking progress
that's why it would require testing o.e
Tiles being randomized on every new run would be neat but objs stay the same
basically like a continuous mode with randomized objectives and maps
if the hsu is a check Point, then canonically the hsus are 1 a safe space 2 can infinitely resurrect people from long distances 3 resurrection technology is a thing in the world of gtfo and very arbitrary since its spread everywhere in the complex
you finish a stage, then move to the next
and i never mentioned checkpoints o.e
that's just to reach the next map
check points good concept, just bad idea
i was wondering to put a system like custody mechanic
it would solve the issue of loading an 'infinite map'
like when you down too much, you died
So you basically want it to be like payday
between the next level
It's a suggested system o.e. I obviously don't want the actual rundown format to change.
Marathon modes and random generated levels have been suggested many times in various forms
tbf have you guys scrolled to the edge of the map? it's fucking huge
it was suggested but not much appreciate
Before any actual discussion why not consider the effort it would take and if it's worth doing over other things
I'd say a system that adds repeated replay value is worth doing. But it would strongly depend on the opinion of the wider audience.
I'm kind of burned out for solo glax
Obviously it wouldn't be easy or simple to do
sounds about right, I've been tackling D1 solo myself
still crazy that Wes got it under an hour
It just seems a lot harder for me than what other people get in their runs for some reason
But that might just be me
Who knows
different people different skills, that's all i can say
a system that would add replay value
I'm watching some people bunny hopping around a lot and have pretty choppy aim
the keyword here is value, what kind of value?
sounds like the opposite of my E1 luck
6+ hybrids in E1 spawn
Always get 2 giants during alarms
While other people get none
I do some other peoples strategies
It just doesn't seem to work out
Rng shouldn't matter if you're skilled enough
bruhh, I've gotten a load of giants
i hate it when i get a hybrid on the second S1
while in theory that's true, in actuality it's not
I just don't like blaming rng for bad play imo
Is it really bad play on my end though
you can be a God, but if you get 6+ hybrids and four dozen enemies in the first zone
you're going down no matter what
not really
especially since the tank spawns in 15 seconds after you drop
there's bad play then there's bad rng
I once got 2 giants and 10+ shooters for the first class 2 alarm in D2, I died of course (because I'm bad) but I was able to kill all the shooters before dying to the giants
we got 14+ hybrids in our E1 completion
both exist, and neither can be denied
I feel like this conversation is going towards the direction some of the ones in R3 went
R3D1 wasn't that much of rng
it really wasn't
Nobody said anything about D1
the biggest rng in there were your team-mates lol
I've seen my fair share of ridiculousness in this game
Just because nobody else encounters certain issues
Doesn't mean it doesn't exist
Sometimes the game does something it's not supposed to
it exist
just some people got a massive brain
in 1 of the moment they somehow do the unthinkable
I'll add that playing solo is rng dependent even if you can overcome it with skills. But the further down you go, the harder it is
i find it memes that i managed to take a tank out with a hammer once
The room divider in the fog makes it so the enemies can spawn banging on your shut and foamed door
yeahhhh I've had that
So I don't get much time to do the first big scan
I've also had enemies bug through and set off mines, blowing up the door
I always get 2 giants during that alarm
So that can get hairy fast
Since they can spawn right outside the door
They are always right on you
There will never be anything as bad as R3B2's fog alarm with 4 giants and a room full of spitters
The fog alarm didn't have that many spitters, the first alarm however
Very RNG on the spitters
Sometimes you get a decent layout
Other times you've got 4+ next to your scan
Always getting at least 2+ giants
In a tiny room like that
You can get instantly killed
Playing the game with 2+ players like it's intended?
No sweat at all
solo problems
All the giant chargers in the R1C2 final room on C3? 🤣
Even a full group struggles with that
and that's the main objective
bruh C3 is something else
but i finally learnt how to stealth kill two chargers
so I'm happy about that
Haha
C3 PE be like, Preplan what the fuck to do after Overload so we don't have to use our brains on getting through HIgh without too much shit
Because more experienced players keep complaining about the tank mines.
Remember how much you complained back in R2E1 about the hard part being at the end. C1 is no different, people that aren't that great at the game will get pretty frustrated having to clear nearly all of C1 to then have a tiny bit of practise where they may or may not be able to kill the tank.
Additionally, using tools to clear a fight no matter what fight, shouldn't really be considered cheese. It's just as cheesy as using tools to clear any other threat in this game.
^
if tank mines are cheese:
- perma c foam is cheese
- sniper sentries on D1 are cheese
- mine spam on R3A2 extraction are cheese
- ...
The level design also lends itself to killing the tank with mines, there literally couldn't be a better setup to kill the tank with mines
If devs don't want us to use mines on the tank, they have to implement explosion resistance. Until that happens, there's absolutely nothing wrong with using mines to kill a tank.
I don't think that's how to evaluate something is cheesy, I agree that mine the tank is perfectly fine. But can I using the same argument to say that hammering behind a wall is as cheesy as parkour + hammering?
you can't use that argument no, because spots like that get fixed
which clearly shows that they aren't intended
Then how about door glitch?
Pretty sure that's on their list of things they'd want to fix
Whether dev is fixing is not a proper way to tell.
I mean
you can't just act as if mining the tank is the same as cheese spots or door silenced shots
it's pretty clear what's a bug and what's not
if you can't see those differences you can take your way of thinking to the extreme and say
that we actually can't do anything ever
because there's never confirmation
that what we're doing isn't a bug
Nope, I cannot. I agree your point that mine the tank is fine as I mentioned. But still, I don't agree the argument "It's the same to any other tool usage".
how is it not the same
i use tons of tool to clear tank fight
i use tons of tool to clear alarm
i use tons of tool to clear reactor wave
where's the difference
stop valuing the tank fight so high
there's no reason to
Seems fair to me
I did not value the tank fight...I said "On the mining the tank part, I agree with you" the 3rd times.
you said it's not the same
and im telling you why it is the same
..?
the only reason you'd disagree that isn't the same
is pretty simple
it means you value the tank fight higher than those other things
You said, because of A, so B is true.
I think B is true as well, but not because of A. And I'm exactly telling you that why A is an false argument.
No you didn't
You still haven't said why you think it's not the same
I have told you why I think it's the same
It's a threat in the game and I used my tools to fight it.
Imo the only exploit around mines would be the mine stacking on a precise spot. Otherwise, mines are just cleverly used.
You're saying that using the same resources equals same cheesy degree. No matter how the resources are using.
No
I'm saying the game throws threats at you
And you can use tools to clear those threats
he's saying that if you use the ingame tools to do something, even if you use a lot of the said tool, it's not a cheese, cause it's using in-game tools
But if you use glitch spot to complete an objective, here we go in the cheese strat
Therefor the statement, if using tools to clear threat x is cheese, using tools to clear threat y is also cheese
The only difference is how high you value said threat
There are also differences on HOW you use tools.
Yes but it comes down to spending tool resources on clearing the threat
There's generally no danger in tool setup
I don't think you should add a value to how tool is used in this conclusion lol
You basically want to say that some tool usage would be cheese while others wouldn't be
Using nothing but a personal ranking
Unless that tool usage is abusing some sort of bug, I don't think it matters how the tool is being used.
Cheesy degree is a thing that is always personal ranking.
Besides something like glitch spot/ door glitch that most community agrees it's a cheese. There's a lot ambiguity on some strat is "cheesy" or not. Like a fair amount of players consider circle kiting or spawn cap manipulation is cheesy.
Yes and that changes nothing to any of the points I've made
If you are convinced that tool usage x is more cheesy than tool usage y, you are allowed to do that
If you abuse the games mechanics for your advantage it would be classified as cheesing but kiting actually takes some degree of intelligence to do, unlike abusing the map to get an advantage.
But instead of responding with a general reply in which you tell me that personal opinions exist, please instead reply with why you think x is more cheesy than y
tool usage isnt cheese and whoever told you that needs to reevaulate
if you wanna use your tool in a certain way, do it. its not cheese unless its clearly stated that what you are using it for is a bug (for example, mine stacking)
Even that is dubious to me, if an enemy has a weakness (made on purpose or not), it's just a smart thing to do to exploit it
Im not saying exploiting an enemys weakness is a bad thing. If you wanna bully big shooters, go ahead. If you wanna use mines on the tank, go ahead. If you wanna choke-mod the mother, go ahead
But exploiting the game for an advantage is wrong.
Didn't intend to say you meant that, it's just something that comes up a lot
Most cheese of that sort is just down to skill, risk, reward
I make a refutation, I did not make a counterargument. Well, I'm probably saying something stupid.
Glitch and Exploit has always be something communities have hard time defining.
Just look Speed Run, for example the Dark Souls series, and I can assure you the Glitchless category is always talked about the most (compare to All Glitch)
Does IA manipulation is Glitch or not ? Does patern manipulation is glitch ? etc etc
you don't manipulate the AI that much when kiting tho
I'm just providing context, I don't play for long enough (barely a month) to have strong opinion on what is glitch or not for GTFO
is the bug where you drop the cargo in high spawn charger still happen in D2?
that was unintentional
but it's still game mechanic
they only create the new enemy, put the damage location on
the sacks are similar to birther
so it is intentional
because if it's not they would have nerf explosion damage on birther
and then do the same with tank
Unintentional doesn't mean cheese or exploit or whatever though
They made a dude, dude goes boom well, players make it go boom
Chargers spawning when cargo is dropped is unintentional? I thought that was a legit thing
Why would it be a glitch? I doubt it could be unintentional. Plus it make this cargo somewhat spicy.
Scroll up
is the bug where you drop the cargo in high spawn charger still happen in D2?
That's the point, I just saw the question. Am I so blind that I missed the entire discussion? :|
Because it's the 1st time I hear this spawn being called a glitch.
I mean its suppose to be shadows only until extract wich spawns chargers
Them spawning them wherever you drop the cargo it would be a glitch
I just don't get why it's taken as a given in this point. For me it felt quite natural - an interesting mechanic where you can't drop a cargo unless you are okay with charger penalty.
Requires you to communicate and plan with team so you can protect cargo man and not get the charger penalty if he goes down or drops cargo
i prefer actual logic myself
we used to have cargo + cargo = bad things
now it's cargo + ground = bad things
warden must be an alchemist of the fucked up sort
it's very likely a bug
probably not a coincidence that it spawns the same enemies that extraction spawns without the cargo
with the exact same quantity
and logic yes
why the fuck would they intentionally do that
Anyone got a recommended loadout for B3 Overload? We did all of overload and just ran out of juice for terminals and can't really see how to be more ammo efficient.
Our team was
1: HEL rev - Rev - Auto S
2: HEL rev - Burst Cannon - Auto S
3: HEL rev - Shotgun - Sniper S
it's B3 high itself that has little resources
We were probs going to drop the second auto for C-foam
if you used your overload resources on overload, that should be fine
Well we assumed it wouldn't be good value to do the alarms for extreme just to get some resources
The uplinks are fast waves of 3
C foaming doors for a 3 wave is a waste
Shooting the same enemy with one shot weapons is a waste
Yeah we just didn't have any sentries left and couldn't really hold on it
closing doors that have no defence on them is also bad
if you're low on resources, leave doors open and melee/shoot the waves
so it's better to have an open door and funnel?
that makes sense
I guess they can clump more with closed doors
yes
alright well we'll just have to give it another bash with that
the weapons you bring don't matter much
well yeah it seemed like burst cannon did work on the mother
and the supa shooters
but aside from that I'd agree
Burst cannon is chonky
I can't really offer anything in the way of optimal loadouts, but my group did B3PE on a pretty standard spread of guns and tools
No mine deployer though, brought a sniper sentry instead
And no burst cannon, but a sniper rifle
Again, doubt that that's optimal but it got us through it
I'd trust Wes more with this shit lmao
Yeah I just wasn't sure if there was a way to be more efficient with it, we had like 40% ammo across the board just no sentries after all of overload and the high alarms and it's probably the issue that Wes said where we clumped them and couldn't hold
definitely going to try just leaving a route open for them
Sniper sentry helped a lot for the S1 scan
we usually take 3 sniper sentries /2 sniper & c-foam haha
but auto helped hold the S a lot
Auto's real nice for the second one, it's a lot less free-range for the sniper to be effective
auto is better left to choke enemies in front of you, sniper for long catwalks and doors
esp if you expect heavies and hybrids
it's about 15s between waves btw
so your team just has to kill 3 strikers every 15s
yeah that's what we did for the S alarms
and fair enough, it just always seems like more when we do terminals (same for those shadow waves on C2, it seemed like there was like 15 of them when we failed that)
but if it's because they're clumping that would make sense
can still happen with open doors because some could spawn close while others could spawn far
if waves combine just make sure you shoot
yeah we tried out host spawning them miles away before and found out it wasn't how they worked
if you split up and deal with the three terminals at once does it triple the wave spawns?
people have reported bugs when doing multiple uplinks at the same time this rundown
that's fair well knowing it's 3 guys every 15s or so makes it sound way more manageable
pretty sure the codes work on prox'y to the terminal
I assumed it was a normal wave
òwó
please yes
give leek
It's not just me in B3 High in Zone 41 enemies have weird Spawn locations?
Legit enemies spawned right on top of us
Uplink error alarm is zone bound unlike almost every other alarm
So if you try to push spawns out of the zone they will just choose someone to spawn on if there isn't an empty room
WELL FUCK THEN, next time I'll keep that in my head
huh thats interesting to know
i remember we did same thing and had same problem tho xD
Standard rule: enemies spawn 2 subzones away (some subzones are split without an actual door. Usually an archway or something).
Terminal extra rule: enemies have to spawn in the same zone. The first rule will try to be followed, but will be overriden by this one if no rooms are available
love enemies spawning in my buttcheeks
^ mothers birthing be like
agree
choke mod the fuckers
Can somebody explain how spawn cancelling works? I know its 2 rooms away from an individual but I'm still a little confused on how it works
wdym by spawn cancelling ?
Like your in a room, and the wave spawns 2 rooms away from you because they have to spawn 2 rooms away from you
i mean what does "cancelling" have to do with how spawns are done ?
I call it spawn cancelling because the wave has to spawn 2 rooms away because your cancelling out the room your in and 1 room out
oh
what's weird about it?
Nothing weird about it, I'm just confused on how it actually works
That's why I asked
basically enemies will only spawn 2 rooms away from any individual player
Well, game decides to make enemies spawn 2 rooms away from any player
however, if players are 2 rooms away, it can spawn on them
Reactors are an exception as they always spawn at the same spots
cause it spawns waves based on individuals, not on teams as far as i know
So does it pick a player to spawn on?
it does
not sure about regular waves but it would be a pretty safe guess to assume so
Ah, thanks for the explanation
terminal waves also follow the 2 room rule but they only work within a zone
so if you cover too many spawn points they will spawn on top of player/1 room away immediately instead of outside the zone 2 rooms away
Ah
E1 is pretty epic
It took me almost 2 weeks to get A1 A2 and A3 done
with duo
even tho A1 and A2 was taught to me by a couple of you guys
it is indeed a built ford tough level
10/10 ford advertisement :))
Also is there a place where I can find where all the logs are?
at least the levels where they are, so I won't miss them by accident
It tend to forget due to all the shooting and panicking
the gtfo wiki contains all logs, but I'd recommend scouring this after the rundown ends or you finish all levels as you should see finding them as a 'reward'
A1 C1 D2 E1 have the audio logs
@severe moat @subtle vault thank you!
❤️
and yeah probs gonna try and go through them, and then check if there was any logs
given I am repeating every level at least once
the terminals with text logs don't make any sound so it'll just be luck based in that sense :P
They’re in consistent locations, I think there’s a steam guide with ‘em all?
most likely, but might as well just skid through the wiki if you've already beaten the levels :P
Yeahhh
yeah d2 pe and b3 pe and especially e1 is epic
B3 PE was streeeessful

