#gtfo-spoiler-chat
1 messages · Page 222 of 1
.t roadmap
You can view the roadmap here: https://gtfothegame.com/roadmap
can we have a tier f ?
System updates 
Idk about you guys but that sounds like new mechanics, or fundamental changes to existing ones. i.e., how infection made a huge change to the game
February release date
I'm thinking late March for the release of R5
or maybe finally fixing some issues like body boosting
oh dear they forgot to put ";)" at the end of the "will not be revealed"
rundown 5 is cursed
When are the devs going to show off their speed run strats?
more objectives !!!!!!!!!!!!!!!!!!!!!!!!!!
No way
you are seeing it in action, theyre speedrunning making gtfo
this is their first attempt, next will be GTFO 2
I.....Hm.....mhm....i have....walks away
In B3 PE, should you clear every room of enemies?
Depends, some just aren’t worth it
In theory, you don’t have to clear any rooms more than two rooms away from alarm points
Yeah, we colossally screwed big time by one of our teammates waking up the entire room then cause a chain reaction
to those we just stealth our way thorugh
60 enemies
Packed rooms suck, yeah. Where exactly was it, if you know/remember?
B3 Overload
the room is full of them
the room once you enter b3 overload bulkhead
You have to clear that overload room since you have another S1 alarm in that room. And another alarm in one the the side room
i see thanks
The rooms you can sneak in B3 are the extreme zone where the big ennemies are. You only have to clear the first room of the 1st alarm door of extreme (middle door) (right door being the overload bulkhead)
Thanks!
Hybrid, birther, tank. They do always have new enemies.
baby striker evolve into normal striker and start shooting bullet
cAPTAIN aLPHA
BLACK dRAGON
Charger scout pl0x
baby scoot >:)
Mother that spawns scouts and turns into an invisible giant charger when woken up
hmmm maybe
they could still do shadow chargers
That’s like, borderline too far imo
Like, I can see it being done, but I dunno if it should be done
I’m talking about existing modifiers to existing enemies
Like, I think we’re definitely getting entirely new things next rundown, unless they go wild and do shadow chargers and big tanks
Whether the new things will be new enemies entirely or new variations of existing enemies, who knows yet
Shadow shooters don’t exist for a reason, I wouldn’t want it on hybrids either
rundown map says new enemies not new enemy variations so 🤷
Previous entries on the roadmap have mentioned new enemy variations and then given us flat-out new enemies
So I dunno how much stock I’d put in the exact phrasing there
Never
Imagine making shadow shooters. But giving it a shadow striker model
Oh wait
shadow scoot
Kekw
We’ll see what happens, I’m not gonna say for sure it’s gonna go either way
Evidence leans towards no new variations, but I wouldn’t call it impossible

Cring
I mean it is a very vague roadmap atm
Just make bombers
So who knows what they will add
Flying enemies when
:O
When the gunplay gets better
Do you really want to have flying enemies when you already shoot peas
I think if they’re used right, yeah
Maybe similar to how chargers mostly only appear during blood doors

Aggressively mixing them into terrestrial hordes sounds bad though
Why not charger surge waves
man I wanna play but I never know WHAT to play
:)
rammers who insta knock down a door
Oh god no
”Wait, that’s illegal”
Kekw
practically never been in these channels
F
Month or two, methinks
Hey all,
So, what were your key insights/strategies that helped you beat the E1 alarm?
Lately we're running 1BC, 1MG, sniper and a revolver/shotgun, 3 auto-sentries. We're currently struggling to get past the 3rd alarm. The main issue seems that we're very dependent on random hybrid and ammo spawns.
So far what has helped is the realization that Tanks don't spawn during scans, so we try to reach the second alarm before the 2nd 'daddy' comes. That kinda gives us an extra minute or so.
How do you set up for the 3rd alarm?
we usually setup 1 auto-turret with roughly 20-30% ammo and leave the door open that brings then down the ladder
but we've managed to get there only 3 times so far, we're usually dying on our way there
Thats how most groups do it
yep, we've had a look through a couple of Capt. Alpha's videos, but damn, it seems like a piece of cake for them 😄
I'd say it takes us roughly 10 attempts to get to the 3rd alarm, I'm kinda scared how long it will take to get past the rest of the level
I would say at least 1 more BC, mines and bio is almost essential
dont worry, the alarm portion is the hard part
Although for the alarm part just the sentries matter
my thoughts are also getting another BC
ye, we dumped mines to help us get past the first part
2-3 burst cannons is good
How many tank spawns do you get by the times you got to the 3rd scan?
usually 3
your on time then
Yeah I was gonna say
but we don't waste time on running through the whole 457 in search of ammo
if we find ammo on the run - great, but we rarely have time to ping for it
You guys aren't wasting time and your overall strategy is fine since obviously you already did your own research
btw, has anyone tried using sniper turrets against the tank?
For the second a third zone you should have someone ping ammo while 2 people move the cells up while helping the last person clear rooms
You don't even need them to constantly ping it either
ye, we just need to know the area to look in
@thorn briar if you want a guide check out “R4E1 prisoners guide” by plant. Takes you through a strategy that worked for him
Still though, kind of curious how you guys are dying since it seems like you're playing pretty efficient
Lays out rooms and what stuff to bring / what to be prepared for and includes extreme strats too
I second that guide as well
seen that one already! was just wondering what else made it work for you 🙂
Main factor in success is how many tanks you fight. Faster you kill him, more time you get, less ammo you use
Tbh thats really the best strategies since plant is basically a god
Take time when you kill tank to find resos because those are your life line
The first zone has a 4 use ammo, second zone has a 6 use. Use those as Much as you can to kill tank
so far I'd say 8 ammo uses is just fine to get us through
Yeah thats fair
hard to imagine how people manage to get past the first part solo/duo!
Killing the first tank somehow then capping the wave so the next tank never spawns
ah, so capping other enemies also works on the tank, nice!
must have been hell kiting in the fog
Yeah if you look at E1 speedruns they do the same thing
but doesn't he then spawn once you kill the first few strikers?
I'm not sure exactly how many need to go down before its possible for a tank to spawn
isn't that fix already? my team fail to capping. tank still spawn no matter how we try
idk if we do it wrong
afaik, the cap is 25 or so, maybe you're just running a few short?
im open S1 door immediately after kill 1st tank so enemy should be capped by the time 2nd tank spawn?
not necessarily, maybe if you avoid killing any enemies at all, in that case the cap might be reached
but so far the only way to avoid the 2nd tank was to run the 2nd alarm before his spawn
yeah. we didnt kill a single enemy except tank
hm, interesting, will keep that in mind for our runs
The speedruns strat is not recommended for random LFG groups as it takes a little bit of coordination. My team w/ speedruns took anywhere from 20-40 resets before we got it working. But the basics is kill tank -> rush alarm -> finish scan -> open door -> pull second sustain -> get wave spawn around 80-90% (will be max cap) -> open second door and keep running to the 3rd sustain cfoaming pretty much most doors you run through -> pull next sustain -> put cells in
Pretty much at max cap enemies the whole wave and tank won’t spawn ever on 3rd sustain as the surge alarm spawns overrides the error spawn.
Best way to do it for people that don’t want to speedrun though is to kill tank, clear rooms, find ammo, do alarm scan, rinse and repeat until you get to the final surge sustain
that's what we're aiming for so far
Do you guys get overrun by enemies? What happens on the 3rd sustain?
depends on enemy spawns in that last zone
it's common that we spend to much time killing the hybrids/strikers that another tank spawns before we reach the final sustain
and since we don't run any cfoams, the doors get broken fast
That’s usually fine when another tanks spawns before the last sustain. You don’t really need cfoam on the way toward the generators so no need to worry about that tool atm. If you need to slow down in the last 457 zone by all means do
Last thing you want is hybrids and a tank that is a death combo
Usually what I do in pugs is clear a-I if we can then fight tank then clear the scan room
Do you guys have someone with a timer or keep track of tank spawns?
ye, we have the timer running
imo it takes us to much time to kill the tank, sometimes could even take up to 2 minutes, which is way to long
sometimes we end him in 20 secs
Yeah anything above 2 minutes gives you little time to progress
Those are the satisfying kills haha
Any strats that you guys use / dedicated rooms to fight him in?
if you’re struggling in 457 zone I/K (the open room before 3rd sustain scan) is one of the best
well, we try to surround him, but it's common that he just stands with his back to the wall
I have some doubts on the weapons we select for the 2nd slot
one of us has a sniper, I'm not quite sure how the tank's balls work, but I have a feeling that most of the sniper damage gets wasted by only popping one ball at a time
Not too sure about the health but sniper wastes a lot of ammo. You need 80% to kill small momma w/ sniper so not the most effective gun
I would recommend the BC instead of sniper if you want a tank killer
At least 2 burst cannons are highly recommended
Probably the best boss killing weap
am trying to convince the team to run 2/3 BCs 😄
Go in clear room ---- deal with tank
when your team splits up too much dealing many task its where tank kills takes long
if you have lets say 3 people clearing the room the tank just woke up i the first 30 seconds of the game
it would be a lot more smoother
IF theres a lot of enemies
Is that blackdragon224 the biotracker guy from YouTube?
yea, that's something we need to work on, sometimes 1-2 players are out scouting for ammo/moving cells
damn it's poopiehead224 
so far I think we have the theory, just need more time polishing it
My recommendation is to move cells as close as you can -> have someone hop on term and find all ammos and tools so you can avoid unnecessary rooms -> regroup w/ 15-30s to next spawn
poopieaimztriw >: ^ )
ammo in first zone isn't really necessary
starting ammo and ammos in next zone should be enough
tried that multiple times, have some doubts so far as it occupies one player of a while. Perhaps use the terminal in 456 or 457
Yeah forgot to mention skip z455
Z456 has a nice term up in fog where you can instantly go up there
learned that the hard way
Should only take like 15 seconds to have a general idea where the ammo is
Like we all do 
after you finish the alarm you can probably go back and ping the ammo in the starting zone, but its best to push in to move cells and take the ammo from the next area
just hope it's not in the far rooms, we try to keep them closed
For the second zone, yeah lol
The only terminal that's not out of the way is z456 and z458 technically
after finishing the alarm... 😉
you can memorize some of the boxes in the dig site area and go for them after alarm to check on them real quick IF you really need them
but you want to get cells in and get out of z458 as soon as you can
I think as long as every person knows what they need to do in each zone then it should go smoothly
Who does the terminal, who moves the cells, when and where you plan to fight the tank, etc
Communicating a lot helps
we do have a few favorite spots to kill the tank, but don't usually have dedicated cell carriers, the one with better position picks it up
That works too
the burst canons dont carry cell
I'd say don't try to go for ammos in subzone I of z456 if there's one out of it just fill up the BC and take out the tank if you can
Whatever works for you guys as long as you don't go too long without moving the cells
and if you have bio ||wich you probably should|| put it one of the burst canon users
By the time the second tank spawns you should be able to get the cells very close to the second alarm door
yea, we do have one!
If you do have rng problems with lots of sleeping hybrids (3+ in the same room) BC helps a lot with clear it out fast
Honestly BC is just super op
maybe, so far we've been mainly hammering them, that might be one of the time drainers
Yea people forget BC is a very good special killer
tank breaks door and screams
4 hybrids zooming into your position and there's fireworks everywhere
Revo on bigs 👀

there are 2
love it
that feeling when you solo D2 overload and die from a shadow striker at the very end >_<
When die at giant charger room in D2 solo
masochism
That overload is the most hardest and scary difficult ive seen in A2, first the audio from bucklehead door "Warning Threat OVERLOAD " looks like is death talking to you, and even I did extreme A2 with a friend only , a duo, we couldn't handle that overload
You have to rush scouts in overload to make it a bit less stressful
A3 overload is a bit harder and more fun
Especially after you do its objective
thanks richardo : )
how do the spawns work in d2?
which part
the very end of overload we got some chargers
we didn't drop the cargo or anything
Like on extract?
yeah on extrack
I had chargers on D2 overload on extract
Maybe chargers get mixed with shadows when you're on extract and killed enough for the game to spawn more enemies
I might be wrong on this tho
when you go inside extract, if you arent max spawned with shadows chargers can spawn
But it won't end very well.
Does max spawn affect only waves or the room spawns also?
It'll end better when you rush killing scouts rather than having the error waves alert them
Door between the first and the second room in A2 overload always has an hacking lock
so If both scouts spawn in the second and/or third room it's a bit hard to rush to one of them
In any event yes, rushing to one of them and burst cannoning is probably your best bet
Burst cannon 🤤
its being removed in rundown 5 😳
Too overtuned ngl
I do my part in using the dmr so it bloats weapon usage statistics and it'll one day be removed due to the misconception of it being meta
rundown specific gavel
it'd be a glorious day reading those patch notes
rundown specific fov slider
Shut up nerd
oof still slightly under 100
fine i'll bump it 5 above what i'm using @light totem 😛
55 is for actual pros
Laughs in the Korean group that does speedruns and shit has people who use default still and are plenty good at the game.
yuck 55 is so bad. i played at 55 for so long and i couldn't go back now. the games jsut feel slow
55 isn't even that bad
Go play at 20 🙂
I still think default should be at least 70, but 55 by comparison to what they offer is not horrible
90 FOV would be a decent default FOV
I always play with 90 to keep up with the max FOV on siege
So i stay with the same speed overall in my games
It would be, but if they were to increase it 55 to 90 would be a huge leap. I really only recommend 70 so that the game isn't completely disorienting for those who would be impacted by it.
Plus it's a nice number that allows people to notice the difference that FOV can make and allows them to explore their own number they want to settle with
Heh 55 to 90 isn't that big of a difference tbh. It does make the game look way faster though
||as someone that got his FOV up 2 days ago i can agree||
55 to 90 is quite a difference for someone unaccustomed to changing their FOV.
If you don’t go instantly from 2 months of 55 to using 120 you are objectively wrong
You must suffer through the pain for about 7 hours
Survival of the fittest
bumps into every giant they try to stealth cuz they arent used to the fov
aren't sleepers supposed to scream before they alert others>?
if you wake one in close proximity to another they can be woken w/o scream
They can wake ones in close proximity up when they wake up, yeah
Prevents you from abusing the fact that meleeing an aggro'd sleeper doesn't alert anything
yeah but these guys are waking up like a few meters away, and there are ones closer that didnt wake up
They're more sensitive when they're glowing, and I believe there's some weird stuff with the direction they're facing, but I'm not sure
huh, mustve been glowing then cause this has been consistantly happening for the past couple of days
never had this happen before
It can be tricky to make sure none of them are glowing lmao
Hope you like using that flashlight
you can also sync with crouch if you're close enough c:
Truuee
55 fov its only really good when your playing a single player game, it lets you appreciate all the little details you can see
I would still change the value a little bit higher to not get motion sickeness
Where is 180 fov I want to be fish

I'd rather have situational awareness than appreciate the finer details of a strikers ass crack
I wouldn't mind the dmr if it had a slightly better ammo economy
I wouldn't really mind people using the weapon if they actually shot at things
A lot of people take the support role and do absolutely nothing with it
In B2, for the overload part, can you put 3 cells in the generators so the fog is lowered enough ?
Or you don't put any cell so the fog isn't here ?
It's not even just dmr mains, auto pistol mains are just as bad
What are they being ammo conscious for
if you're doing high, yes
if you're doing overload, no
dont put any cell
you'll have to suffer through the fog in the upper zone >:)
3 cells wont lower the fog enough
It's not so bad
Thanks a lot, I wanted to try it myself but I can't do that solo xD
And I don't want to drag a group is this
Thanks Capt too 😉
8 striker kills per refill is plenty good economy for a primary if you ask me
For what. Dmr?
@west crow wdym Autopistol mains are just as bad

One of the ideal Dmr changes:
Damage remains the same
Precision from like 1.0>1.25
Stagger to like 2.0
Fire delay from 0.2? (I forget off hand what it is) > 0.12
But lower it’s mag from 12>10
Overall ammo to 10/50 (aka exactly one mag per refill)
And increase its vertical recoil scale
compared to the ar's 13 and the carbine's 18?
congratulation
Kill efficiency is never based off multiplier damage
you just create a first ever, primary gun
that can 1 shot kill scout from 30 meter away
Lmao. No >:)
yes you did
even if you raised the precision multiplier it wouldn't kill a scout
it will
it wouldn't
right now, it dealt 40 damage
the amount to raise it so that it one shots strikers would not one shot scouts
then 1.1
1.1 multiplier won’t
1.2 will kill scout
Yeah
even Hel revolver are not that powerful
I don’t want to do math. Ree
8.0 base damage
But yeah. I know the precision it’s 5.5 pre multiplier or so
Gross
Rifle was 0.18 I remember
Rifle was pog
just shove the gun in your face
Especially when sped up. It’s like the good ole honey badger from ghost
r1 assault rifle reload
I like the viewmodel for dmr in r1
are you talking about the reload?
its lower
it's the same
^
that definitely existed
new lore.
Same voice actors, new recordings
R4://Extended://Extended
just keeps on growing
So warden. 20.1x5x4 for BC VS 60x2
So yeah
402 vs 120 a mag
Sniper needs some hardcore changes
It’s versatility is almost nothing. Giving it some pierce and stagger. And back to 3/12 ammo would be perfect probably
5/10
Also buffing giant charger stagger resistance to like 300 damage so sniper is one of the few things that can stagger it effectively
wouldn't the sniper need a precision modifier to do enough damage to stagger?
you want the sniper to do 300 damage body?
What

Like 3.0 stagger.
At the same damage
Maybe a bit more but the point is the same
hey can anyone unban dikupyamoo he was banned for no reason i dont know who banned him
Contact mod mail
Talk to the mods in @jaunty hedge
yo
is this a bug or something
bonking a scout you get the orange marker and he still screams
even thoe I am the host
Was she on a ladder ?
no
It's known happens sometimes
If you are the host it seems like scout killing is less reliable. No clue why.
haven't seen that since R1
Usually means there was some sort of desync. I’ve seen it happen once
Desync for the host
109775241024095383
Use the LFG channels : ^ )
You didn’t say kindly this time. Is it a not kindly request now??
yus
Mayhaps
"I am no longer asking" - Ricardo, probably
Hes asking violently now
Hi! Got a question regarding Scouts 🙂
I know that Scounts need to be oneshot (or hammered) in order not to scream. But If they are C-Foamed with e.g. a C-Foam grenade, do I also need kill them one shot then? Or could I just shoot at it's head with a combat shotgun as long as it takes to explode?
i think you need to oneshot them. i tried this sometimes ago and failed to kill it, but someone more experimented could confirm
yes its still need a full charge
Missed the point of the question
No you don't need to one shot foamed scouts, as long as they die before being unfoamed, it's fine
And technically you don't need to oneshot scouts at all
combat 2 shots in the body so i think it doesn't matter
the cfoam wont let it scream
so you can body shot it as well
From behind
Thanks! I appreciate it 🙂
What is the proper defense for S1 Alarm Blood Door B3 Overload?
auto sentries can be placed close to the players so that you can shoot the sleepers while they stagger
and sniper sentries can be placed near the spawn points to thin out the waves a bit
most of the defense for that s1 is on being able to shoot well enough
If you also manage to keep both large doors to your sides intact and closed and also the 2 smaller doors in the room are opened (depending on which zone you had to open earlier), you will block of an extra route they could have used to attack you from the side.
This rly helps because everybody can focus on your front.
Save both large doors to the side of you while doing the alarms to the side zones for the keycard.
All enemies will therefore approach you from the front.
I find auto sentries to be the most useful since sniper sentries tend not to have enough target time to really do much damage.
Hold on to the sentries and place them down in the front of where the S1 scan appears.
Just fill up the sleepers with lead and you should be fine. Autopistol can be useful for S1 scans.
Thanks a lot for the help! 🙂
What is the best method for the side door alarms in overload - c foam or kiting?
kiting is pretty much always the best option but it's so boring
so i always go back to foam + mines
the big doors?
they will spawn either outside the overload bulkhead or the first room of the side room
Bunny hop in gtfo is just sprint and hit space bar. Just have to get a feel for it
On b3 overload they usually go for the small door on the bottom, so if you cfoam and mine you should be able to finish scans as they break the door. If not you can refoam
For kiting you usually want to run to the left or right of them while trying to move left or right (with your mouse to move left right not A or D) when you hear the tounge attack starting
those spawns aren't right
for the 2nd S1 the wave spawns in A of whatever side-zone you opened, like you said, but the 2nd spawn option is actually all the way back 2 zones
because behind the overload bulkhead, that's still just 1 room away
this is why the 2nd S1 actually has a shit ton of rng to it
because that spawn is so much further away
they spawn where you did the regular security scan
or in A of one of the cryo zones if you opened that
Hey I'm trying to get some practice in killing scouts, is there any level that has them very early on? I don't have e1 unlocked
A3 Zone 28, no alarms needed. (1 Scout + Sleepers)
B3 Extreme zone, need to collect bulkhead key. (2 scouts + sleepers inside bulkhead, 2 more scouts + sleepers after security scan)
B2 Extreme zone, need to collect bulkhead key + start error alarm. (2 scouts by themselves)
Oh wow thank you so much!
C2 has the six scout room but you need to do a stage four and stage three alarm
C2 isn't something worthwhile to do to practice scouts
Unless you want to practice shadow scouts maybe, but even then just go do D2 Overload lol
/gamemode creative ez
I've never seen a recommendation so big brain before
i miss the old 12-13 scout temple from r2d1
was it r2d1 or r2d2? r2d2 is the reactor right?
That's THE first multi scout room you encounter
r2c1 had the original scout temple
does anyone know if there is a write up on all possible scenarios that lead to a sleeper screeching? sometimes they randomly screech and I want to know what triggers that.
It's not just LOS
didn't find that on the wiki
This is different from alerts. Alerting sleepers is well documented.
They just do it randomly if you're in the same room as them
They will tend to scream if you're in the same room
speaking of, do mothers/babies scream?
That's a good question
this gives me a brilliant idea
if your withen 2 rooms of the enemy, it will scream randomly or when it breaks a door
It can scream from more than two rooms
It's likely more radius dependent than area dependent
Enemies that are closer to players however are more likely to scream
From what I have noticed at least
I've had similar experiences. Going to look into it tomorrow. for something that seems so critical to preventing there isn't a lot written on it
Cause it’s all random time based depending on enemy type
it's not exactly random
e.g. it's very common for alerted enemies to attack first and then scream
and it always seems to be only one enemy screaming
during error alarms that actually helps, alerted enemies in the room you're clearing don't scream as much
i also noticed that door breaking behaves something like that too, thanks to all the uplinks
if they're breaking several doors, they only hit one at a time, there's clearly a global cooldown on it
Yeah
if one enemy already screamed no other enemy will scream
by the way the first scream of a sleeper is the only time it can wake up a room
if you bring a sleeper to another room and it has already screamed, then it wont wake up the room
Time to shove ennemies out of a room.. let it scream then shove him back in for the second scream to confirm this
never heard of that one before but apparently it's a thing
probably a bug but interesting 🤔
how does that even happen
No clue. I’ve never heard of that either
I have a nice spoiler for you all. SCOUT IS A REAL ASSHOLE
is the side objective of b2 supposed to be an endless alert or are we just stupid?
yessir
Yea
Whenever you see a door that has an “error” class alarm, it don’t stop
There’s one in A2 as well, on the overload
The nice thing is that they generally dont spawn many enemies, typically only a few standard dudes per wave
Exceptions exist, of course
but they're known for spawning ahead of you and making you want to rip your toenails off
A lot of levels have errors or some form of constant enemy waves after doing an objective.
I still think error alarms started by a door or a midway objective and those started by the last objective or getting in the extraction scan deserve to be considered separately, because they have pretty different implications
That's just my opinion tho lol
They do in a way yes but they all serve the same purpose
It's just me being sorta nitpicky, because by current definitions you can say that B3 has an error alarm, but it's just not the same as, say, B2ex
That's what I'm SAYIN'
one keeps the preassure on
the other one pushes you to get out
they dont serve the same purpose
also some extraction sequences are not even error, theyre just 1 waves
I never added extraction scans into my judgement. I'm talking about objective ones and error alarm doors, they basically do the same thing.
If it's started by the last objective, I'd honestly count that under extraction alarm
9/10 times when you finish the objective its usually the last one
wich makes it the extraction scan
First exception that comes to mind is C3ov
It's really just a silly semantics thing and I didn't come here looking to start any arguments
So I'm gonna chill for now
u rite tho
Nor did I, never intend too. We are all allowed opinions, I see it differently that's all
They're not even fun error alarms
: ^ (
This was their first pass on the optional objectives stuff, so I can kinda forgive it
If it continues in R5, then I'll be mad
Give us more interesting ways for the optionals to change the mission
Shut off lights! Mess with fog more!
Hell, change the route you have to take through the main objective!
If extreme's terminal had one less bulkhead key and moved it to inside high it would have made B2 better
God my group got stuck on B2PE for so long
Partially because we went for it real soon after R4 launched so we were all kinda rusty and also just not as experienced as we are now
But yeah I'd love to see more variance in how the optional stuff affects the mission as a whole, outside of just error alarm or just being time sinks
i hate any levels with fog in it
so b2 is still not touched for me

that error from the very start is what makes it even mre annoying in the end
the error alarm is what makes it fun
Your words are wise
The error alarm in B2 is unironically what makes it fun for me
like i dont mind it
but if they decide to spawn in a overcrowded room ahead of you
it gets bothersome after a few tries
Even better
i unironically love it
it adds so much tension
you need to manage the spawns well
save the important doors
kill scouts
etc
like i love the faster pace it adds
but my mental can only handle so many fuck ups because of enemies spawning in rooms ahead of you
ehh fair enough
its not like a2 where no matter what the error wave will spawn ahead of you
and set off scouts
Even better when your team gets frustrated about forward spawns and you're the only one having a good time
i'll always have a fun time on gtfo when im playing with my boys
even better when you pull the class vi in the ovld zone without telling your team
and then they scramble to get to the scan
Sometimes ||call them dumb|| silently
cos we fuck around and i expect us to never pass shit 
and sometimes they scramble enough brain power to pass
and then there are games with pluton where we tryhard duo
нужна тима
ask in #lfg-eastern-europe(заявка в #lfg-eastern-europe )
does D2 high first area have an ammopack?
if not, and I see someone at 92% ammo they're hacking?
First area as in spawn room?
yeah nvm he was hacking
used cfoam launcher twice at full charge
still at 80% cfoam
btw yes
first area he had 92% carbine ammo
I asked another player in the lobby if he also saw his cfoam at 80% and he said "yes"
so I can chalk out any desynch and stuff like that
I was hosting, for the record
report them to mod mail if you where using discord lfgs
Simply imagine hacking period 😩 😩 💩 💩
I wasn't and it was a very common nickname I assume
Yeah matchmaking its kind of wack in that regard
its basically free reign for cheater
We need a report system for matchmaking
cause they are lazy and don't want to pass through discord 🤔
Not really. They think games shouldn’t rely on third-party software to communicate and find team.
But some game’s work better with a third party system rather than in game matchmaking I guess
you got vc in game as well already
Its not even that
they cannot be reported
the only thing you can do its maybe remember later his nickname (if he doesnt change it obviously)
so its just easy to go into MM and cheat freely since you cannot go to mod mail nor report them in game
whyd do you hate discord
the prevalence of cheaters being one of them
mm is heaps worse but yeah its annoying
If you find a cheater or someone playing unfairly (especially in this server) report it to @jaunty hedge so the staff can take care of it
In terms of mm cheaters the game should make it really easy to open up someone's steam profile mid-game perhaps
they can make their profile private
it won't change much
(except if you mean getting their name)
The context is this but it'd be nice for other things too
I'm not gonna name him in a public chat no matter how sure I am that he was cheating since I'm pretty sure that'd be against the rules
And I really don't see the point since there's certanly more than 1 user by that nickname
i think its about time they add the snatcher to the game
wouldn't you agree folks?
yes
definitely
devs: I AM 4 PARALLEL UNIVERSE AHEAD OF YOU
Snatcher: Rundown specific
Interesting levels: Rundown Specific
It does says: New enemies
more than 1
im exited to what they have for us
big-big charger
when the complex itself is the enemy
enemies that are environmental hazards
so, spitters?
Kind of like the barnacles from half life
I guess it could be a spitter variant
no don't ban me ;3;
: (

the only thing i hate more than shooters are spitters because they aggravate me to no end
I only really hate when they are in a foggy area and spawn in a cluster you can't see until it blows up on you
spitters are squishy and cute though
Ngl I really hope the snatcher isn't super buggy. Hopefully the devs take their time as much as they need and don't rush it out half baked
gets off elevator and gets taken by snatcher immediately
Lol
i want the snatcher to pick me up and just run away
so i dont have to worry about whats happening anymore and i can spend quality time with the homie
We still talking about gtfo lmao
Meanwhile everyone else is flipping out

All I know is it'll probably be cool because it will be the first truly unique enemy since launch but it'll also probably be janky af
Hope I'm wrong tho
I was trying to do B1 Extreme last night. We got extreme done, so we had to use the extra cell to power the reactor. We wanted to see if there was another cell to get into the supply room. Typing this into the terminal said there was no more cells: LIST CELL
That doesn't seem right to me though. My question is, is there another cell in the supply room? (The one to the right of the of the extract scan, behind the silent security door)
We could have really used the health. Please it's easy and why not?
There's only 4 cells in the whole B1 map
So you have to choose Extreme or the supply room. Oh boy. It's good to know though to use resources accordingly.
Mhm
There's more than enough res in B1 extreme to go through 2 wave 5s
And still have res in high
Yeah, we thought we could get to that supply room and used too much tool on sentry was all. Now we know, we won't do that again.
At least you have now learned
Yep, just don't ask how I did wave 5 twice
you can basically abandon the idea of stealth after extreme
Ping
the last zone on B1 extreme, after clearing all waves, has more resources so that's probably why you don't need the other zone anymore
(and additionally, yes, all reactor objectives seem to have way more resources than you'll ever need)
there's also the disinfect as to where you get a disinfect station in the extra zone which is technically infinite disinfection but it seems like they very much thought of that because there's over 20 uses of disinfect in the extreme zones
(while there's basically no chance of getting infected in most those zones)
Always too much ammo on reactor levels... Though i assume it is there in case people have to do extra wave if they fail at retrieving the code in time
The extra ammo is really most likely so people can fail codes and still learn more about the level by progressing
However once you have the knowledge you need it does become more than what you really need as a team
if they gave you the resource room it would be overkill imo
additional resources to manage failed waves/make up for multiple players shooting the same enemy/make up for lots of missed shots/allow players to rush through the zones faster and only grab resources they run into
there's a lot of reasons why reactor objectives could be so packed with loot, only a dev can give you the actual answer
We could have a reactor level that closes down the whole area of the reactor once it is done? 🤔 sealing off the extra resources. This could be done by having an extra alarm when entering the last code that could be stopped by going into the next area of the level and closing a one way door behind you. Obviously it would require a team scan to ensure everyone is not left behind
@solemn wigeon ugly, disgusting and annoying AF
Ur ugly disgusting and annoying AF >;(
Atleast I dont squirter ugly green goo at people for no reason
i'm so proud of this community
mother or spitter
They invade my personal space
||What is the mission in C1 Extreme?||
||12 round uplink||
||better hope you get the good terminal lol||
wdym, we got the other one and it was fine

one
ofc it was fine... we knew what we were doing and doing it quickly

why does that emote exist


😦
the thing is you actually can kite it
pull alarm -> run as far away as possible -> gather up all enemies over there -> come back and all the extra distance you gained on them is basically free scan progress
You can go into the zone that needs that key for B3
and you also have 8 doors along the path that can be closed and even c foamed
on high
thanks!
i don't think you should do it that way
why?
but it would work as long as none of you down
just down at the scan
and it would cost basically no resources to get the scan done that way

should all of us kite out
or just one of us kite?
all unless you can get that one person to have all the enemies chase him
i see thanks!
that makes me think of an even cheesier way you could do it 
how?
if you can get one person to take them all with him to the other side of the map
all the other 3 can just stay at the scan
and that one person can dc

-_-
congratulation
illegal gtfo strat
you just describe R2E1
Hell
but the opposite way
i remembered when that strat surface in R2E1
1 guy down and 3 other guys screaming in the mic
telling you to DC
or they'll be very upset
i'm very angy 
trigger warning 
shhh don't tell the devs about the strat or they're gonna make the scan progress for less than 4 players on an S1 even slower
what is DC?
disconnect
lol
if he leaves he won't be required for the scan anymore
lolololololololol
just spawn cap shooters and look at the floor 
spawn cap the floor and look at the shooters 😳
🙂
@hallow barn
if you cant see it, it cant hurt you.
true
the virgin DC vs the chad kite for 50 minutes
Sounds boring ngl
it was the year 2048, gtfo released rundown#069. And the new Z1 had arrived
spawn room has 61 scouts
followed by a class15 s alarm
a class 17 error alarm
and and 15 shadow, charger, hybrid, scouts
and 5 shadow, mother, spitter, tanks
only 5 spitters ? 😩
Yes a Z tier mission would have at least 500 of them
it required each of us to split up forcing to restart all 4 gens at the game time but we needed the hard drives in order to access the boot sequence; sadly the power supply was hidden behind a keycard locked door
Can we have one of those
if only we had a mission like that
Can we have a flamethrower
Man, can we even get a door leak
shit, you can throw a glowstick at a wall and people would be happy

To hear the sleepers squeal as well as the crispy sound of their burning flesh and skin
👁️ 👄 👁️
New consumable, sticky glowsticks, can be stuck to enemies too but they’ll feel insulted
what a strange way to spell spitters
I just want a flashlight sentry
i mean if you count muzzle flash as a flashlight yes
I would love to deploy the lrf on the floor
closest thing we have right now its putting an empty sentry on the ground and using the white light to iluminate the area a little bit
That action was successful. 
That action was successful. 
i need a mission that takes 8 hours to complete
trying to waste my whole day to die at the end 
I need an expedition where the prisoners separate from each other
Yes
A level where we play as the sleepers 
Teammate A: Did you clear your room yet?
Teammate B: No, not yet
Teammate A: gun shot
:O
Split up mission 😩
Teammate A: "silently clearing his room"
Teammate B: "DO YOU NEED SOME LIGHT?"
"are you sure?"
Haha yes! That happens to me all the time! But my game chats more go like
Teammate A: "Man this level sure would be cool if we split up"
Teammate B: "I hope they implement proximity chat in that level where we would particularly split up."
Teammate C: "Flashlights off hammers out!!"
gtfo is a crazy wacky game!
Also my favorite "I'm gonna get my kiting medipack"

everyone knows you can't do the alarm to the key zone on B3 overload without someone kiting
Video recorder already going brrrrr
Yea cluster scans are the slowest
did someone say split up mission 😩
Everyone knows you can't do B2 Overload without circle kiting the alarms
there is a robot model in the first stage
could this be a new enemy like a security guard in the future?
Probably a robot used for lifting heavy objects
or a highly-intelligent AI-powered robot to support the workers
or an exoskeleton
maybe
but it would be so cool if they add them in future rundowns
yo assault rifleing the scout is actually pretty hard
the way it flinches makes it tricky to hit the follow up shots
Why are you assault rifling a scout
Why are you using a primary on the scout in the first place
Why not?
two primaries can kill a scout, if timed to hit at the same time
Tickle the scout
you dont know how many attempts it took to get an autopistol kill
no cost too great
It took him 1 attempt everyone should get a AP scout kill it’s easy 
i find the smg one to be harder
Why would you risk smg a scout... You'd be better hammering it at that point since you are already close to it
Unless you are trying to do a no hammer run and no big guns i don't see why you'd want to kill a scout with a smg out of all the weapons
Because they were bored and wanted a challenge. Wesley can hammer them just fine
Also maybe to acquire data
I mean the data would just confirm that other options are just better 🤷
DMR and hel revolver I managed first try
And Wesley (the others prolly too) knows that other options are better. There is no need to break your mind over this. It was for them a game 🤷♂️
Someone needs to get scout collateral with hel revo
update: carbine and standart pistol indeed works
dmr, hel revo and pistol are the most reliable primaries
you can pull them off every time
Overtuned
give me hel autopistol
staggers enemies
penetration
And somehow people will still find a way to not use it well and call it shit
Hel revo doesn't 1shot headshot, trash gun
Man I always see some dumb shit in here, but it makes my day just to read it. Daily discord stories.
What is the best way to animation cancel the hel revolver?
i know some people will animation cancel with quick melee and I just wanted to know what's the best way 
I guess swapping weapons makes sense 
you only animation cancel with shove for burst cancelling
its slower to shove than swap than it is to swap to a different weapon and back
imagine not cancelling with the esc key 
imagine not cancelling with Alt F4
imagine not having a defective mouse that will swing early when trying to stealth kill a big charger
thats one solution
reload animation cancelling
yes
you can't do it with esc
it breaks you
literally
if you esc during a reload you have to swap weapons or you can't do shit anymore
yes
Hit that one last night on E1, was very confused and panicked
Remember those days in r1 where you could kill scouts with mines and not wake up the room
kek
Infection great tho
Delicious infection juice
Spitters spiting on me 
Only r5 peeps will remeber when ||REDACTED|| was still not an implemented mechanic
Unless we say it's for a specific rundown, it's talking in general stuff that we're working on, or may be working in partial, since a feature can take a while to fully create. But don't take that we're working on stuff in some capacity that it'll be coming with the next rundown
yes
because i'd never actually lie to you
"mm will not come with r4"
storm that's because we didn't know if we could actually ship mm in r5 until very close to the end

Will Rundown 5 be released in rundown 5?
Nah rundown 5 is gonna be release in rundown 6
oh really
dont make me pull the door unlock with terminal
remember
i remember
i was heartbroken
lol
based
LMAO

"Mapper is coming"
It's coming, just really.. really slowly 🙂
r600
"we decided to scrap the mapper"












