#gtfo-spoiler-chat
1 messages · Page 231 of 1
overload door isnt opening, its telling us to rerun the power command and puts another scan, then when we stand in the scan nothing happens
for extreme
huh
BRO... i stayed in one spot, and just looked forward on the "next" room... my mate goes round, and they didnt spawn in front of me, instead the backside of the room what i watched 😄 tell me wtf is this ?!
I don't know what to make out of this Rundown, 500 hours in and now I just don't have the willpower to kill them again...
or 3 to 6 times again
almost 1200 hours in, i pretty much just ignore them
its dumb, but not the worst imo
i dont want to ignore it... its just a stupid implement
yes
it seems to be a bit better back in digsite/lab
I think A2 did the spawning pretty good
A1 sucked though
I'm so glad that you could download those maps again
Yes.
I've only had time enough to do A1, and I didn't care for it there. I want to see the other maps before I come to a final thought on the respawning.
I imagine it's very situational on how well it works.
A2 is more linear, the respawning only really comes into play once you finish the objective and are on the way back
They should spawn only one more time then that's it
Like if some of these levels were like the levels in R4 in terms of back tracking, it will get old quick
yea
from what ive played, which isnt much, (thanks school) its only really floodways that is super bad with the respawning
Plus in terms of resources, and how an awaken room will eat those finite resources it seems like it could become problematic.
btw is there a new monster, that's actually a new one with new look and everything?
It would be nice that every time a room respawns a 1 pack of a resource spawns with them
yes
charger scout on B1, and i think snatchers on D1(?) edit: apparently snatchers still dont exist :(
I like the idea of it, just wish it was done in a different manner
It really depends though, like do we get respawning rooms and no/not as many constant alarms?
What does snatcher do?
Ok, see i like that. I don't like the idea of a constant alarm on most levels.
there is
i think scouts are way worser with the new rebirth thing lol
To be clear, i don't mind an error every once in a while. It just seemed that it was used too much in R4. I'd perfer the respawning room over the liberal use of an error alarm
and do door alarms pull rebirthed rooms as well?
I think the error alarms are used nicely in this rundown
cuz we were trying A1 extreme and it was relentless lmao
It seems to me that the respawning is based on how many rooms away you are from the room in question
still no flamethrower i assume?
I wish it was time based instead
It is time based
hmmm, it really didn't seem that way to me
If you keep one person in the respawn room or nearby it'll be fine. Not always viable, but fine.
plus, a majority of the mechs in this game has been based on distance instead of time.
^
For A1 it isn't so bad though. You only have to go back through a few once, on high.
but they did do time base for E1 last rundown
Yeah, but then you got 1 person who is just hanging out in a room trying to prevent respawns
that doesnt seem fun
It's not
But luckily we didn't do it often
It's usually not so bad
And usually levels don't do it NEARLY as much as A1
It's typically set rooms
C1 does it best for sure
A1 extreme was a different beast entirely
A1 ext was actually pretty good
and A2 with mommy milkers in the middle of an alarm 
Yeah, but that level was an intro to the cocoons so it's not too bad as an exception
My issue with that approach (even though it may work) is because it forces people to play in way that is dictated by the game. Normally, a well implemented system in a good allows the player to play the way they want, and achieve the same ends.
I don't think it's too disrupting of however you want to play
But perhaps makes you use a bit more stealth
Which I like tbh
true, but I personally think stealth play is more fun
Technically, sometimes, yes haha. But this is still a stealth game
If you like stealth, then I don't think this will be too much of a problem
The only time I remember the cocoons being very random is in A1, and it's not too bad of a level
my point is, that to prevent respawning one person MUST be in the room. That undeniably disrupts the way the game is played (for that one person). Just kind of sucks, feels like you have to pick your choice of a sacrificial lamb to just hang out in a dead room.
Yeah but a lot of the time they use team scans to make sure that doesn't happen.
All in all, I can deal with it. I dont think its terrible and I like the positives of it more than the negatives.
So at least you can't abuse it too much
yeah. It seems the team based scans are really used to ensure all the players are in one spot so the distance based mechs can work fully
That, too. And of course to make sure there's some level of teamwork in there
truth
Has anyone seen C1 yet? The cocoons feel great in that one
does anyone have pictures of the new enemy?
I think the first high they appear on is D1
But I believe one of the C tier extremes has one too
any tips for the b1 big charger error alarm?
I set up mines on whatever door they start breaking, as well as two mines in the start to kill one of em
Other than that, find the HSU asap
Respawning rooms does prevent solo-ability of the maps as well. You can't kite alarms like you used to. Kiting has to be done in 1 to at most 2 rooms now.
Biotracker could be useful to see where they come from
A2 Solo will be fine for the most part at least
But A1 solo will be considerably more difficult thanks to the final alarm
gotcha so have 3 ppls defend while one speed runs the hsu, first time running that and i was so confused
Send 2 ppl in, kill the scout and start searching, other 2 kill the wave, then rush in and everyone try to find the hsu
anyone wanna be a g and send me screenies of any new enemies?
use the wiki 45head

My squad and me are no fans of the new booster system.
I don't want to overdramatize it, but imo it's an unecessary feature.
The game was fine without any sort of system which made "grinding" or "farming" stuff give you an advantage.
when?
now?
feelsbad
dont listen to him
not in the mood to play rn ;-;

that was meant to be angry face but oh well
does 1 hammer to the back really oneshot the new enemy?
but wiki does have new enemies now tho?
someone made the page
yes and yes
anyone know what the new enemies are?
cries

what vc yall in
great so i got u convered
Vc 69
i thought you werent playing
oh 😦
A2
nvm we wont move
we in vc
a2 overload is awsome the first time
Annoying the rest :^)
You probably find it on Steam, Reddit, or maybe YouTube if someone add image today or tomorrow.
Wait sleepers respawn now
In rooms with ceiling cocoons yes.
Ehh, not a fan gonna be honest
No point in taking the time to clear if it can just be undone
@lavish galleon https://clips.twitch.tv/SneakyBoringKimchiHeyGuys-SxpNSjZIVEP_e2ES Charger Scout
thank you!
probably another one in the d tier
or C2 pe
cause if the striker scout is all there is
Imma just stop playing the game
it'sthe artefact
bad joke xD
Warden debriefing prisoners on the objective for A1 extreme:
Give me the plant
there's more new enemy types further in, ye
nice thought so
by types we are talking like
actual new models?
not a variant right?
new model, it's called a ||snatcher||
Yea I find it fun
Apparently the cocoon mechanic is kind of mixed though
Note, I based this assumption over the fact that I saw one argument on it earlier
D1 communication intercept referring to R5E1 in R5/ext?
Maybe
we didn’t have issues, but I can imagine new players will have a REALLY hard time with the A levels
they’re like marginally harder imo
like damn we really went from 0-1 scout to like 6 in high?
A1 High is the only level I have done up to this point but it was fun
6 scouts in an A tier high?
something like that
I didn’t count
plus extreme has a lot more
whereas R4A1 extreme only had 1-2
there’s a lotta scouts around
no I think the main issue is gonna be the double scout rooms in high
I like it, especially cus if someone stays in the cocoon room they will not respawn
inspires new strats
we used it for A2 to keep the cocoon room clear for the way back
true
they’re really making the beginners melee scouts
I mean I think it’s fine I like scouts and idk what it is but melee registration on scout heads seems to be more accurate
death
Death
Death
by snu snu
Three blood doors at the same time? That way is to die faster
LMAO
warden lost his weed in the complex and we were sent to retrieve it
Machine pistol is an ass A10 warthog
so
are those things hanging from the cieling what causes sleepers to respawn
and can you get rid of them
fugma
But they "technically" respawn them
how so
Apparently there is no like animation or anything (they enemies just appear from what I hear) but they are just there for it to make some sense for enemies to respawn
do you lose aggressive boosters if you lose?
If you equip a booster then no matter whether you win or lose, it will consume 1 use
HELP!! r5 a2, how to do and find overload objective?
pick up the main objective
Once you pick it up, the door powers up
and can be opened
ok so i lost all three of my agressive boosters without ever equipping them
Tbh i don't get how picking up a cargo will power up a bulkhead door, lore-wise/realistically speaking
Unless someone can make some sense out of it
if it has sensors to detect it being picked up then it can do anything
Okay yes but i'm asking what's the process like theoritically, not just "anything"
little trip mine attached to the back of it that when moved it triggers the alarm and unlocking of security protocols 
Okay at least that's something, although it would make more sense if the complex locks down since you're removing the cargo from its original spot. That's just my opinion

DN unlocks the door
Did Michal make you say that Wesley
The respawning really makes this one a hard miss for me ngl. Cya next rundown on the off chance they ditch it
seems like an easy way out, i agree. i haven’t played personally yet but the whole idea is very unappealing— especially when there is no work around such as destroying the eggs or activating a protocol on the terminal that could do use. players instead resort to leaving a teammate behind to stop the spawning of a room that was already cleared. and for what purpose? to slow players down? just add newer, more challenging enemies instead of a respawn mechanic imo
like if gtfo is still trying to pursue some aspects of realism, what person would leave behind massive egg sacks in the first place and not terminate them?
it doesn't really seem like that big of a deal so far with one or two exceptions
(thru b levels)
they're not in every expedition
it's probably not going to be ditched in future rundowns but it'll likely be less present
the current rundown title seems to suggest why it would be more frequent for this one
just like infection in R2
personally its enough to stop me from reccomending the game to be honest. i get its supposed to be difficult. and the 4 person non scaling difficulty was fine for that imo. this just seems excessive
i just don't see how it changes that much
i enjoy the difficulty but i just would have preferred something more diverse than the common aDd mOrE aNd rEsPaWnIng enemies tactic
The learning curve will be steep for new players, i can expect a lot to be very discouraged
like they werent already
you can't just grab one of the things they did and see that as their one and only solution for difficulty
?
the problem isn't even the difficulty
it's just a drag to have to go through there and clear it again
probably easier to start now than rundown 2
and also, the whole idea of realism plays into it: why is there no in-game (without denying spawns) method to getting rid of the eggs?
for me really its a disagreement on the direction the game is taking. and i have one clear way of sending that message. i have plenty of other games to play so i will. :P
played enough to know i dont like it, and dont want to deal with it
B3 is pretty fun ^^^
i agree it’s more on the direction the game is going, especially with the whole idea of the added perk system. just feels completely unexpected comparatively to how rundowns have been
wesley man you’re getting so worked up
don’t dodge the question!
yeh
when i ask a question and it doesn't get answered
that seems like a normal way to react
l m a o
im not angry
cool
the rest of the expeditions dont matter. the mechanic is here, and like others have said its likely here to say. i dont want to deal with it. and i will have to, to progress. so i wont. that should suffice. i dont have to justify myself to you
this is just kind of how conversation works
Maybe, but is this coming from an experienced player?
been here since release week. and i dont think it fits. all i need to say
i'm less happy about the boosts tbh but I play with a 4 man squad so we can just not use them
i think you reviewing the entire rundown using nothing but the first expedition isn't a very good call to make
again it’s not about the difficulty just precedent. like adding in perks and respawning mechanics
I've been playing since rd 1 so yeah
||hi||
there are a couple of points where I thought: man, this would shred a new guy
Exactly
like in b1 lol
though to be fair, my squad certainly got btfo before we could gtfo many times in the beginning
Understandable, i would assume you guys didn't give up that easily
idk man the booster shit and the whole respawning rooms just doesn’t feel very gtfo to me
a personal thing
what does more damage per mag, double tap or dmr
I guess I'm just saying that any game with a learning curve this high would tend to discourage newbies
stacking boosters to get +50% main weapon damage 
some push through and others give up
so can dmr one tap lil guys with boosts? that's stupid
ah yes, 3 enemies respawned in my A1 room
Yeah you have a point there
the game is too difficult now
true
what's the average completion time on the A levels right now?
XD
really dislike the respawn mechanic
Trying to decide if I have enough time before I need to go to sleep
Thank god.
i did 40 min for a1 as a 3 man
but the respawn mechanic literally doesn't do shit until you get to C1
I couldn't stand the 2+ hours of R4
As much as I like the game, I work like 14 hour days
it was ok when it was once in a while but r3 and r4 had some really lengthy levels
ah yes gotta play 70% of a rundown before you can decide if you dont like a mechanic or not. makes sense lmao
I spent 4 hours on R4E1 and still didnt complete it 👀
I guess i'll find out once i get there but still do not like them respawning a cleared room
I literally don't have that much time to dedicate to it
it doesn't make the game more difficult in my opinion, it just turns backtracking for supplies into even more of a chore than it already was
layered difficulty is cool but sometimes it bloats the completion time a little
if you have to exaggerate when providing an argument, it means your argument is pretty shit
no one said play 70%
but perhaps play more than A1
i think they only respawn on a2 buddy
well
ur close though!
i shouldnt have to play to C1 before my opinion on a mechanic is taken seriously. i can play just A1 and decide if i like it or not. no need to get this defensive over a game you have no stake in man
but also you’ve missed the entire point of what we’ve said
They respawn on A1
i didn' t say play till C1
it’s not about difficultly for the fifth time
read better
I think there are some places they respawn on a1 it just really doesn't matter since no alarms to speak of on the way out
I said the mechanic matters a lot on C1
Take another look at A1 7 haha
definitely on a1 as well, i bumped into it not knowing about it at all while playing solo and running back for a medkit
got mauled
while being very meaningless in any previous level
check yourself man, we said difficulty wasn’t the main issue here
They do respawn
but apparently you’re not reading as well either
people are disagreeing on the internet 😱
ah well idk lmao i’m just being petty
"read better" the irony
All good man
exactly
“read better” proceeds to rant about difficulty when we said that it wasn’t about difficulty
he also said that
you're actually omegabrain
it’s not about difficulty but the direction of the game
i’m braindead my econ 470 final hit like a truck man
not only would i have to clear the room again when backtracking, shouldn't they also respawn once more on the way forward depending on how far you have to backtrack?
Dude, true story, game respawned like 20 sleepers right after we killed them and we were like 5 meters away behind the corner
On A1
yeh
because the game still sucks in it's distribution
and sometimes spawns 20+ in one room
Geetsome rest if you can lol
that’s your opinion my guy
what's been proven wesley?
for expeditions like A1 to spawn 20+ in one singular room
yeah unintended
Link it being unintened ma'am
i’m not referring to actual technical mistakes
Yeah the game has a tendency to put the whole spawn group in one room
I am not all against respawn mechanic but it definitely feels unfinished, spawning same amount of enemies in the same places as before is just stupid
Correct, you're sticking to opinions because that's the only way you can't be judged in your mind
Makes a tiers difficulty for new players really random
they should be equally spaced out but for some reason it doesn't sometimes
And you just disregard any actual information you're given
fyi wesley i dm'd you
the respawns on A1 will be fucked if you get shitty distributions
im gonna stop because this is going nowhere. but you've litterally been disregarding what weve been saying this whole conversation
it will barely matter if you get regular distributions
A1 needs to be reworked
It should be more like 'be always on your guard because enemies appear again in these rooms' and not 'if you look away your progress in this room vanishes'
How have I been disregarding what you've been saying
I've been providing information that you were unaware off
So you could try to shift your vision and have a more informed opinion on the matter
head meet desk. im going to go play some games. have fun with gtfo
yikes
maybe limiting the respawning to after alarm doors only would make it more bearable
Enemy respawning can have diffrent groups, diffrent times between respawning and diffrent requirements for how many rooms / zones away you have to be for respawning to happen
Yeah for a start it should respawn random number of enemies in a random positions. And nothing like 20 sleepers, just a few so you can't run around like madman
For such a controversial mechanic it shouldn't be a central mechanic for levels
Just a flavor
As a flavor, I like it
Well I doubt they made it with the intention of it being controversial
When you change game like that after a year of created 'metas' you should expect something like that. Even when you add something brilliant
i guess i don't know
i joined a couple randoms and they want to fucking kite every alarm above class 3 for some reason
so i guess you're right in some way
uh... why?
but the people i play with don't really do that
so the respawn mechanic doesn't seem to make that much of a difference in most cases
we generally kite when shit already hit the fan
does anyone know where the unsealer is in the unsealer room
its any of them
??? not getting any prompt to put the case in
How's the burst rifle? For those who've tried it already
a bit underwhelming
you can burst cancel the burst rifle
Pro tip - Start pinging each of the machines. Whichever the ping will work on will be the one you need. You need to walk to it's back, not the front.
really requires the headshots
and its meta for breaking locks because it takes one burst + one bullet to break the lock
they just want us to burst cancel something
Ohh i thought burst cancel was going to be removed when burst cannon went poof
N i c e
Cool, i guess i'll try DT cancel in a bit
thank you ravenna you saved my run
Double tap looks like a better DMR but still shit 
none of the weapons this rundown really stand out to me, they all feel kind of samey
personally i think burst weapons as mains suck massively in general
the heavy smg is cool but the clip is really hard to get used to
My experience with the double tap has been that the first shot destroys the head (at least on normal strikers) then the second whizzes through the now empty space.
the DTR feels like a worse DMR
I dig the sound of Hel Gun though
there are some cases where you will actually successfully double tap something
How are folks feeling about the combat shotty after its slight damage increase?
More reliable for crowd clear?
its probably good for crowd control, but the inability to point in the general direction of an enemy and blow them away without ADS kills it for me
the regular shotgun and chokemod spoiled me
i'd prefer the normal shotgun if it shot a little faster
but yes the guns apart from HEL guns feel pretty meh
and that would be a way bigger buff
What's the shotgun bug? I started midway through R4 and took a bit of a hiatus till now.
on headshots the head hitbox is removed as soon as enough pellets damaged it
which means a bunch of pellets from the same shot will just miss
leading to enemies surviving point blank headshots
which makes no sense
Is it not just hitting a damage threshold to destroy the head then the rest of the pellets going into empty space or does it get rid of ones that would have hit the body too?
also the reason why DTR is sucking. 1st shot breaks head and the other leaves you like its your dad
i mean it's not really a damage treshold
any gun that's a single shot will just overkill
while your shotgun wont
or technically will but only with the last pellet that actually still hits
But that's because the damage is split across the pellets no? It somewhat makes sense for pellets to not hit something that was destroyed by the previous pellets unless I'm misunderstanding.
so wesley thoughts on the respawning mechanic coupled with the still ever present mechanic of all enemies spawning up each other asses
i mean your shotgun fires all pellets at the same time
if you want to make the case that a burst should stop once destroyed sure
but a shotgun should have all pellets from the same shot being able to hit the same hitbox
This is probably true. Would make them more consistent for sure.
head hitbox was never removed prior to R4
and the combat shotgun played a lot better before that
even without any of the buffs it has gotten
Gotcha. I'll keep that in mind if I keep fiddling with it. Try to shift my aim lower a bit to try to catch the body as well for now.
yeh
not sure on specifics but the body damage increase probably made it a bit easier to still get oneshots by aiming for chin
Today I learned if you semi-clear a room with SLeepers with Eggs the sleepers dont respawn
nioooce
Cant wait for it to be stealth fixed within the next 12 hours now that its know

Full stealth map in R6 lasting 3 hours long ;)!
Multi team stealth missions that go for 15 hours straight
Room full of 20 tanks that you need to sneak past
Respawning tanks*
Scouts*
scout error alarm
20 tank room with a class 10 stealth scan
i wouldn't even mind respawning scouts
love it.

Kerse go scream at people in general
aye aye captain

Not if you leave at least 1 alive
Imagine Daddy and Mommy Sleepers respawning
when a tank and a pmother are in the same room...
new enemy? hmm dunno about that one
you have to pick up the box first
so the lockdown goes down
but watch out there's a big nasty surprise waiting behind these doors lol
So can I expect the HEL Rifle to do damage on-par with the sniper? I can already see the trade-off being Semi-Auto for Over-pen, not sure if there's more trade-off than that
well, can't say that's not true xd
so trying to keep myself from getting spoiled too much, but if someone could confirm: The B1 error alarm in the high section, does that spawn big chargers? In a B1 high error alarm?
You people are already at the B tier?
is this rundown suppsoed to be significantly harder than 4?
and the alarm doesn't stop
well enemies can respawn so probably
not sure about that, they killed my squad too quickly xD
yo question
I enjoy duo'ing GTFO but I guess that just got significantly harder
is there an audio log in A2?
cuz you have to kill small blacks while going for HSU and in meantime, you're getting backdoored by big blacks from alarm
yeah I found a terminal wich a bunch of corrupted audio logs
sus
I actually hate B1 the most so far lol
late as fuck response, but there's plenty of sensors in the small boxes we look at every day to browse the internet and post pictures on social media and keep in our pockets, stuff that can tell how fast it's moving, if it's moving at all, where it has moved to, locational tracking isn't like a new thing for stuff to have, and that's a big bulky box in at the very least the year 2053, most likely later than that. as for doors opening up from it being moved, that, combined with the fact that there's a huge constant alarm that starts when it's moved, and a bulkhead door opens up, it's most likely that the bulkhead door provides access for security officers to quickly move in on the cargo's location.
there are four on one terminal, hidden among dozens and dozens of corrupted audio logs
how do you find the correct audio logs?
do you have to read all of them?
sounds tedious
the file sizes are a good hint of it
ah ok i didn't look at that
neither did i until i started looking at screenshots i took of the list of logs
anyone else laughing at the sight of those streched barrels on b1?
we found like 8 in that room before entering error alarm doors lol
yo how the FUCK do we work A2?????
dude there's like millions lmao
look to the file sizes
you mean how to survive the mother? xD
well, not many figured that out yet probably
dude we didn't expect any of those
yeah, it's screwed up
the first time my team opened that door was like immediately having the hand of simon viklund jump through our screens to give us the middle finger lmfao
probably best to do a mix of c-foam, mines and auto turrets
lmao
dozens
my team figured out the best way may probably be to set a sniper turret on the bridge and just wipe first wave of babies
and not peek into mother's face
cuz as long as she doesn't see you, they don't spawn
yup
it was like me as an 11 year old playing gmod and making a zombie survival thing
dud it's exactly like A3 but all dark
oh and the reason for the sniper sentry is to shoot mother's ass while not looking at her
|| on either side of your message
so it'll be like | | spoiler text here| | without the space between them, will look like this ||spoiler||
a place where you can get stuck on b1, we were playing normally and not goofing off ||https://clips.twitch.tv/SquareJollyPheasantGOWSkull-sPZbZcLXy0TB7LhV||
np
wait what, toxic fog? is it on extreme or what
Did anyone do c2 overload yet? 🤣
🤝
Has anyone confirmed yet that snatchers are added in this rundown?
A2's overload already had me fucked up
I heard people saying they existed in d1
not snatchers, just seemed like it at first
they're cocoons that sit on the ceiling, and essentially mark rooms where if you go to a different security zone, the sleepers that were there will be respawned when you come back to that security zone
Thought for sure they were finally gonna be added
So what are the new enemies
Some spoilers on lore: ||Dauda was some sort of scientist or medic, performing experiments on people. Maybe a correlation to the sleepers? Hackett was an ex military man who slaughtered civilians without a second thought. He applied to be put to work for Santonion Industries so his memories would be wiped. Bishop was involved in some sort of black mail by the SSIC and rebel involvement during the civil war. Woods was also ex military and became a religious fanatic. He believes that he is already in hell and it is his god given duty to uphold banishing the devil to hell. He was sent down rather than face execution for his involvement in the civil war.||
Charger scout @devout river
Only one?
Unless theres something I dont know thats it
idk havent seen any other ones than the charger scout
And its only a variant which kind of sucks
black boxes I guess
Ill link the timestamp of what I saw in the trailer
right here https://youtu.be/pPQeayN--d0?t=4
On the third cut
Theres a tentacle wingin about
yeah that's what I'm talking about
Yeah those are sleepers tongues
Ah that makes sense
There was a tentacle in one of the release trailers I remember
ah okay
👍
b1 is actually manageble once u get ur placement and position done.. wait till u go b2/b3
managable with two people?
b2 is quite rng reliant with pimples around u
I could see four people this being completely reasonable
but with 2 people really not sure
hell no, pimples again
B1 was a shitshow for me and 3 others
u will lack firepower literzlly
hahahahah go b3 extreme and see
u can imagine ludvig throwing a purple scan in ur face
b3 has the big ass s1 right
yea
yeah not tonight lol
imagine ||10 giant chargers +10 hybrids + daddy || gettign told to leave a club before club ends
u can feel how angry they are
I can imagine
very angy
Its crazy to me that theres so many giant chargers in b fuckin 1
What more can they throw at us
poison fogs
invisible momma
giant shadow tank scout

probably pain
probably an error alarm that spawns a tank every 60 seconds and a mother every 90 seconds
or something else that's equally as absurd
My friends and I went to do A2, we couldn't find the overload terminal. We used the bulkhead key to get through extreme, didn't find the overload terminal or a second bulkhead key. We also didn't find the key on any terminal scans. Did we do something wrong?
Maybe this is the wrong chat, but I have a booster that says my bioscans are faster when I have a hacking tool equipped, does that mean the thing I use to hack open locks? Or some other tool?
Overload opens when you pick up cargo
Yes the thing to open hack locks
Doesn’t need a bulkhead key
How do I equip that without a lock to hack? Just trying to figure out how this booster is useful
I think it was 7
Thanks everyone
@ember musk the scans just go faster if you have the hacking tool in your hands while in the scans
And awesome, thanks, do you know if the overload bulkhead door is in one of the optional security door zones?
We probably just missed the bulkhead door entirely because we skipped two of those optional zones
overload is on the right side of the room you go through with the bridge
Dang that was a big room, we probably ALL missed it lmao
When you run on the bridge you should be able to see it on your right
ngl i dont like how big all the new rooms are.
Thank you! We're definitely gonna have to run that one back
Add A2 fog and no lights after extreme and you're going mad
:^)
I would love these rooms but without that much fog
now I just get extremely lost without long range flashlight
at least its not as much fog as in r4
while you have errors.
while you're carrying something
Now after an entire night of playing I am dying like my character at B1, just pancaking on the floor lol
but the rooms weren't so big
||is there a way to increase the heat percentage||
or at least not with so many labirynths
my A1 reset to 100% after I beat it but A2 didn't reset to 100% after I beat it so not sure
best guess is to play other levels.
maybe it resets after some time or after you do other levels
so you won't be able to grind one "easy" level
Alright thanks I just know that I scout levels before playing with friends so exploring decreases it
pretty important seeing how powerful the aggressive boosters are
kinda funny that you can play this game on so many ways, solo, full team, speed running, clearing everything and discovering the lore
Yeah I like how open it is
you have to want to discover the story, that's what I like, most people ignore it probably and just go by with levels with minimal knowledge about the game
The difficulties also gives it so many more ways to play
I'm just sad the mine deployer has less mines
even such simple stuff as I found on one of the terminals at B1, some alerts logs from reactor overheating, lots of info on it
but packs a punch now
Oh I didnt know they made it stronger
8 mines is back to r3 amount iirc
yeah, funny to watch 20 enemies go down from a single explosion lol
when they feel ready
Is there an error alarm on the cargo in A2?
yup
Ight
but very small waves of enemies
I suggest clearing out the big room before picking it up
also after you pick it up you have an option to do Overload bulkhead, would you like to know what's behind it? : P
PTSD and suffering.
worse
I still can't get it how could they drop a mother at A levels lol
just brutal
make it sleeping at least
in b3, for the key do you go straight into ||infection fog down the ladder|| or go somewhere else first..?
gotta make the newbs learn 
yeah, make them know that everything is unfair and they stand no chance lol
but well, they were correct with making it an overload bulkhead XD
i mean to be honest most never players wont touch the optional difficulties
i know i didn't when i first played in r4
chickens, that's how you call them 
its mostly returning players that try to PE levels first try
or noobs, more actual
how can you not try such a challenge in such an unfair game lol
kinda XD
I'm going off feeling crushed by blacks on B1
I actually feel raped
and it's not cool, especially with their size 
talking about sleep i have no idea when i fell asleep but its 4am 
well, probably will wake up when it's night xD
played all night long and I'm starting to see sun already
go for the key
should have a turbine somewhere in the middle
alright, heading off to cry in the corner of the bed after getting raped on b1
oh, and after seeing those STRECHED BARRELS before popping error alarm
does anyone have pictures of the new enemies?
There is only really one new enemy iirc, but no
The cocoons are technically one but they don’t do anything
theres 2 new enemies
otherwise people would pop them so they wont have to deal with them later
People were saying that the snatcher got added but that is false from what I hear
Bunny hopping is still a thing huh? They haven't removed it
||chargers scout is real||
ive heared theres a snatcher hidden in d1
There isn’t
is it not in ghe game?
People said there was but the snatcher is probably not out
It would be on the wiki at least
have you explored all of d1 yet
hope theres a rundown extension
8 stages seems a little small
for a 5month period
Everything seems small compared to R4 ext
R4 base was also 8 levels long and that had a similar length, although shorter development period
yea
was quite disappointed in the ballsacks tbh
thought it will spawn something instead of being a backdrop
All they do is signify that the enemies in the area around them will respawn
Honestly I think the enemy lineup this rundown is kind of weak in general
You got the cocoons which do nothing and a scout that has the chargers move set and has to be hit in the back
I mean the levels seem cool and there is some nice returning guns,there was a good amount of quality of life changes and the new environment is cool but yeah the enemy lineup is weak and the respawning system which seemed to be a major part of this rundown feels rushed and although I like the artifact system I feel like there is probably some overpowered perks
||i just hammered the charger scout in the back and it didnt die so my question is can you hammer it in the back of the head or do you have to shoot it?|| B1 overload spoilers
oh so just the head?
I’m not sure
you cannot
The wiki should say something you can look there
There is no head multi for chargers
so no head multi for charger scout
and they have more hp
You can hammer them right though
either shoot or work together to kill it
Oh that’s
Well so you are probably going to have to shoot it most times right
Hitting a scout at the same time seems like it would be not easy to do
it's pretty simple
shooting will be easier i reckon
yeah but its gotta be with a team you can trust and with good coordination
is there an ||error alarm when you pickup the hisec cargo for a2?||
yes
ight
Can the hel rifle one shot a scout?
Back of the head or just the head?
just head
head works
one shots to the head
Ight
hel rifle is tasty this rundown 😩
it was before 
It takes 10 bullets to kill a hybrid?
with the r3 hel rifle
Are artifacts one use only?
ye
Yes
):
(:
all the ones I've found have been one use
Most boosts are one use
i have a 2
Well some have either multiple uses or simply got more of the same
does anyone know what a red, down arrow for hacking means? reduced hacking time or faster hacking?
yeah, it can surprisingly. i missed the head, hit the back, and it flopped over lmao
I killed an alert one like that but thought he was predamaged so I'm not 100%
mine was unalerted
Could test it more but I like having coordination with team for taking it down
tru
Charger scout do be walkin funny tho
Can someone help me? There are weird lookin nutsacks on the ceiling and they trigger mines. Are they mobs?
Mob?
they allow enemies to respawn a room if you go far away from it
AHHHHHHHHHHHHHHHHHHHHH
They activate mines
is there a way i can yeet them outta existince?
nope
time to hide in a corner and die
I agree
Be careful in B2 you can get stuck in geometry by climbing on the pipes in the || repurposed R4 B1 start room ||
I would like to god dang snipe them
imagine being able to even pass floor a
They respawn if you're ||two rooms away||
i didn't use the sniper yet is it good?
with the buffs
i didn't see any damage reduced
I would say the Hel rifle is just better
im saying for giants
Even so I'd say the Hel Rifle is better
Can the cocoons respawn giants?
afaik ||no for scouts||
Does anyone have image of charger scout ?
I don't have image but here is the clip: https://clips.twitch.tv/SneakyBoringKimchiHeyGuys-SxpNSjZIVEP_e2ES
Thanks man
👍
damn how do that fit into the story now that they dont come from mutated people
damn this rundown makes having a player lighthouse v feasible
just let him afk in rooms w ballsacks
l0l0l
Is the ||Charger Scout|| the only new enemy?
I mean if you dont count cocoons then yes I think
ok
Is there some kind of audio glitch in game cuz i keep hearin them like they right next to me but i cant see them
@robust marsh im pretty sure i had a scout respawn on A1 or A2 but maybe we just missed it
not sure
that or my memory is fussy
no scout respawns on A2
huh
for me*
actually thinking back
it might be me misremembering A2 hard after picking up the objective item
nv PE?
oops my phrasing is bad
the respawning sacs have the same audio output as sleepers
there was an infinite alarm, the audio glitched so we couldnt hear the infinite alarm
so when my friend pinged the aggro'ed strikers running at us I thought it was a scout at first
and yeah fuzzy memory since lots of runs today
also just wondering but what is a2 overload since im prob gonna attempt that next
You grab a HDD from it's zone after grabbing the high objective Crate.
||babies charging at u with a mother behind|| with the wave from the start of inifinite alarm
its good
how useful is cfoam?
almost killed the mother but we woulda lost anyway our rear got overruned
F
so strat is to have 2 people defend infinite wave while 2 people defend?
prob have someone stay in the cocoon zone
not sure abt cfoam, but auto sentry is better in that lvl than burst sentry
lmao is it bad that I use the semi shotgun
having people stay in cocoon zone stop the respawn
how many ppl u need ||to take out a mother with active baby wave o,o||
3 is enough I would say
i have a good strat for the mother soooo
i clipped into a lot of babies entering the overload bulkhead
by putting mines
u brought 1 burst 1 auto? or only 1 auto
only 1 or 2 doors need
if u even need, land mine the door the whole wave cleared when normal break
that you can just defend so no cfoam needed
well
it depends on your skill
if you not that good props are you should cfoam the doors
the only tool that we used before the overload was mine
shotgun
pump/manual sg?
both shotgun
hel rifle can one shot the things on the back
so you just rush her with hel rifle and kill her
but someone else needs to help you
as you don't have enough time
if you even cfoam her
clear shot is 1 thing, but being able to track that shot...
well, everyone's rusty
yes
teammate of the year everybody https://clips.twitch.tv/SmellyCredulousGarageAliens-FIGbLY5_S1h1x5CO
btw i heard from someone about how when the scout deploys their tentacles they have a ~1 second invulnerability period
anyone can confirm?
is the alarm after picking up cargo in A2 an error alarm or just one wave?
error
surge error?
nah just infinite you gotta run back to extraction with the cargo while basically fighting off waves of 3 - 4
though the enemies do respawn so gotta watch out for that
might want a guy standing in the rooms to prevent respawns idk
ahhhhh
if you going for overload cant help you there, haven't done it
that's probably what happened
at first was only 1-2 and then a huge wave came
k that makes sense
yeah when I did it w/ my friends we managed to shoot through XD
20% health, two down, the last guy managed to finish them off and revive us
not when they aggro
hmm alright then
not sure cuz someone mentioned it but i do know that when scouts deploy tentacles they like to do all sorts of bullshit like bending down backwards n shit so
maybe they just hit them in back or neck or chest or something
oh yeah im pretty sure I just watched that run of yours on twitch, from what I gather the extreme area literally just shuts off light completely for the entire map, probably why you didnt notice the huge ass cocoons on the ceiling that indicated respawned enemies
same as you say before, the 3-4 waves of normal sleepers, drop the cargo kill the mother and the kids(they are all over the place, so avoid the mother's birth), hdd hunt (overload check, is a big place we use the terminal to ping it) then pick up the cargo and str8 to extraction, with some luck ya only need to clear one respawn zone ..
Oh we noticed the cocoons, just didn't think about the respawning enemies getting pulled by the error alarm spawns
Gonna be an adjustment period to playstyle with respawning enemies
also thanks for checking out my twitch lol
wow the respawn system sucks. its sooooo fun cleaning the same room with the EXACT same enemies on the same spot over and over again. Its not fun, its not hard, its just an annoying timesink. and they call it "content" xD
not hard until you get to later levels with lower supplies and need to actually stealth to have enough resources to complete the level
like i said it wouldn't be a problem if they fixed the bad enemy spawning
not fun when the entire zone spawns in one room
It's a mechanic that I think would be fun if used sparingly. Since this is the first rundown with the mechanic it's going to be everywhere, but my hope is in future rundowns it's less common and used in such a way to add actual difficulty instead of just put everywhere randomly
yea c1 respawn room is put there randomly
i feel like c1 does it really well
randomly was poor word choice
i don't really like how it's just spammed everywhere in a1 so i can understand some of these initial complaints towards the system
As with any new mechanic they introduce it should be a tool to add variance to missions and complexity to rundowns, and it seems like they always tend to overuse things in the rundown they're introduced
overuse is a understatement
And I lose heat and my current gained boosters when I quit an expedition, I noticed. I had to take a break and it warned me I'd lose my accrued boosters and I noticed that my Heat level remained the same.
Accrued artifacts, that is.
it's a natural human tendency, they've made shiny new toy for themselves, they want to play with it as much as possible
actually, heat doesnt make sense... im more likely to continue bashing a lvl b4 going to the next one, than i am to jump here and there
its there to stop people farming easy levels
the boosters are stupidly strong at times.
yup exactly. although they tend to do the opposite with new environments lmaoo
if you play diffefrent levels
yes
Are there any shadows in this rundown? If so, which levels?
I was a little annoyed but I understand now.
if you return to lobby then you will keep artifacts but lose heat
its just a anti farming thing
Heat is... fine, I'm not sure I like the fact that it goes down when you fail a mission, particularly if you fail or crash within the first few minutes of a mission
to stop people just spamming A1 to get all the boosters they want




glad to be of assistance