#gtfo-spoiler-chat
1 messages · Page 232 of 1
It's intended use would be to progress through levels as normal, then when you hit a wall on harder levels you go back and get boosters to help you break through that wall
heat goes down based on how many artifacts you find during the run
right, but sometimes there are a bunch of artifacts right at the start of the level
more ammo/tool per use
I'm really curious what people can do with the sniper sentry and all the sentry damage buffs
right, I wanna see it taking down hydras and mothers in a few shots
you'd overkill more than be more efficient
or rather, I want to see if it can
whether or not it's practical is a whole other story
for starters they'd have to hit the sacks
that's easy enough on mothers
hydras it's a bit harder
getting it able to one-shot large chargers could be useful
that depends
If it's the first enemy it'll run past before it gets hit
in the middle of a wave it would do better
it's a bigger target than one it's probably aimed and will hit it more
also have a better rate of fire at that point
is there a consensus on sentry damage being better for burst or for auto sentry yet?
right now it only seems to be one buff per item, but in the future I'd like to see more options for buffs, like fog repeller duration vs. size
rate of fire vs. damage on sentries
stuff like that
Does it feel like they balanced it around people using or not using boosters btw?
yeah overall I'm happy with the system and I think it's basically universally beneficial for the game
no-booster runs will definitely be a thing in the hardcore crowd but for most people it'll help up the clear rate on the harder levels
and so far I haven't seen anything that's like "if you get this booster it's an auto-win", as you still need to be able to execute the gameplay
it does make it easier to balance resources
and clutch revives
from a singular aggressive booster
yeah but resources are still finite and the person you revive has to play well to make it worth it
doesn't matter if you can revive them in 1.2seconds on repeat
and if that person has health regen boosters+health cap
oh boy.
Has anyone made it to D1 yet?
people have yes
Right, it's been 20 hours, I guess I should have expected at least someone to have seen every expedition
Do we get to see the floodways in the deeper levels, or is it just A2?
c1
Neat
Floodways is probably my favorite environment so far. Tons of super long sightlines.
I'm gonna be a bit disappointed if we don't get an extension with more levels that use it
True
Overall I'm pretty happy with what they've added and remixed
Though it was also kinda funny when my group started commenting on how cool the lighting was in A2 extreme and then didn't get to see the rest of the level like that
I don't know too much about how their tiles work but I'm pretty sure they have a lot for each but with how level layouts work it's hard to use all of them and not a select few that work well consistently
Makes sense
Just to confirm, it requires shoot or two hammers on Charger Scout?
minimum two fully charged hammers to the back
so its better to shoot it
hey, in a1 is it a glitch if the door that was in lockdown doesn't open after releasing the lockdown on the terminal? Me and my friend on that mission now and we think it may be glitched. Sorry to barge in
if anyone sees this:
update: it is a bug. it probably happened during host migration.
Alright, thanks.
or, if you're coordinated enough, everyone can charge and hit the scout at the same time
tag teaming the charger scouts ass is amazing tbh
It's like a fast paced giant takedown
But you get a scout wave if you fuck up 
Wish it was chargers for fucking it up

does the expedition end screen not display the boosters everyone used?
i can't see them but i might be blind
and if so why the heck not
goddamn the audio logs on A2 are interesting
!wiki charger scout
The Charger Scout is an enemy variant of the Charger and the Scout. These variants have armored heads and patrol at a faster speed than the average Scout, making it more difficult to silently kill it. It made its debut in Rundown #5 in the B tier Overload objective.
Armored Scout
18% (range) 4% per punch (melee)
Medium
Average (patrolling)/ Average (fighting)
High
Back
ayo what the fuck is that
You will see it ^^ in ||b1 overload||
Is the b1 high error alarm permanent or does it go away after a certain obj?
if you're talking about the one that spawns the ||Big chargers|| then yes that goes away after you complete the HSU scan.
Thank god.
this rundown is full of jumpscares me and my group werent prepared
I saw them zooming in the room suddenly and silently without warning it was hilarious
yeah those guys hit like tankss
yeeeeee boiiiiiiiiiiiiiiii
how's d1?
Nice
nice
Ayo since when did a levels have scouts in on normal lmao
Since R1A1
Makes sense, I missed 2 and 3
poor new players
Well, I was no treated well either. Back in R1A1 there was a chance of a double Scout. So that sucked balls. We were all shit back then as well
As I the only one completely dissuaded from playing? Really not enjoying the respawning mechanics and the charger scout is just plain stupid
B1 reactor is just a shit show
Nothing fun about 6 hybrids shooting you in a room with literally 0 cover
I like R5. Still, I cannot persuade you to play. Never finished R4. Thought it was a meh Rundown.
I think Respawn Mechanic is fine. Might need some tweaking
though
Only had the chance to play A1 so far, but I gotta say the respawn mechanic caught my group more than off guard.
Classic style I ran into the room - zoned out triggering the room.
Surprise Mechanic 😄
I was more than confused on what was going on. 
Honestly really don't like the the respawn mechanic personally but the environment is amazing.
I think if only like 50-60% of the enemies Respawn than it would be a good tweak.
It forces you to have another playstyle and yes there is one annoying part of it. Still, if you understand how it works and know the layout of A1 then there is an easy way path to victory without much headache
It doesn’t really force a different play style, it just makes back tracking more annoying. And for A2 it just makes the error alarm cancer cause they are constantly pulling the whole room
It does. But I cannot say more to it unfortunately. I would gladly tell you the mechanic in detail and how to play with it, but I can only do that in like 9 days 🤷♂️
I can only give you an idea how to test it. Go to A1 play solo. Kill enemies and see when they respawn. This is how I was able to understand it
But how exactly is that a different play style? It just makes me not want to clear rooms that are away from alarm doors
Cause they just come back after I leave
It is actually. Since R1 full clearing a zone became somewhat of a standard hence people feel a bitter taste with this system. It forces you to at least in A1 plan your path up ahead.
You can more or less completely ignore the first Zone there and loot it later. And yes clearing near alarm doors is still a thing.
I can see why you dislike it though. It took some others I know to warm up to it first too.
I don’t need you subtlety calling me bad in your explanation
It’s just that a play style isn’t comprised of double or triple clearing rooms
I’m not planning anything new for a1
There is no new strategy to deal with the respawning
It’s just go stealth kill them again
And again
And again
I have not but 🤷♂️
The strategy would be is to not clear the room and sneak past to not have to deal with the respawn necessarily tbh
It feels like it punishes you for clearing rooms
Just feels like a waste of time to do
No
😦
Yeah can understand that concern Khepri. I am someone who is okay with the mechanic itself, not a fan but I dont hate it either.
Rebirth is a fitting name for the rundown since you leave a room and the enemies suddenly reappear
It feels less like it forces you to play a different way and more so that it punishes you for playing a certain way
It would look cool if the cocoons actually opened and stuff
I think that how many enemy respawns should be determined based on if you stealth or loud cleared a room. If you stealth cleared maybe even have the potential of not having them respawn and if you loud cleared have them respawn but at a reduced ammount
There is no additional thought put in to the way I go about playing, other than I have to kill a room 3 times over
I’m just really disappointed cause they had 5 months to do this stuff and it just feels completely unpolished
It’s like they wanted to have this new mechanic but no one on the testing team thought if it was fun to play with
Only that it worked as intended
No, they respawn the same amount whether or not you stealthed or went loud
It would be interesting if enemies only spawned during an alarm if this system is supposted to counter kiting
It was a suggestion on how to balanced it, not how she thought it worked
This
I'm an absolute idiot
Nah, its all good lmao.
so peeps can you tell me if there are new types of enemies here in r5?
i think so far just the ||charger scout||
👀
||shadow tank scout hybrid charger with respawn mechanics||
it's only a skin slapped on top, no new enemy :/
If we have a Rundown 5 : Ext, we might get a new enemy in it
||tentacles dude|| yeah probably
there are some hints of a extension of r5
The re-spawning is a bit ridiculous in terms of spawn time. I found the cargo with friends on A2, i went back and alerted the room in previous room (they respawned) and by the time we got the cargo and ran back, they whole room had re-spawn again
its not time based, its location based
if you leave the room and get far enough away, they respawn
i think its adjacent room + 1 like with alarm spawns
two zones seems like it
but yeah
within seconds the entire room respawn, not sure how i feel about it
though it was fun lol
Idea is cool but poorly executed
Needs tweaking for sure
Could be a small rundown possibly (next one soon?) could be wrong
there are some hints of a possible extension
yeah on d1
but its a maybe
after all, it seems more of a implementing new features.. which i don't mind. Kinda sad, one new gun and a tweak of a existing gun
Yeah, environment is awesome
... in 6 months with 20 people + freelancers
i thought it was 10 ppl?
no
they added more people to the team
look at their LinkedIn
Oh fudge..damn\
maybe they are testing some stuff
and i wouldnt say that r3 was a "joke", it was easier than others. the introduction of the mother was awesome
if one is scary, imagine two at the same time
d1 was worth it but too easy
other levels were lame
also sometime ago, someone passed a reversed audio of the babies from the mother when they are crying... and it was really creepy
r4 was awesome at the opposite
Don't lol. My team is getting better though lol. maybe we can one day
literally they said "help us"
babies?
dont you know about the baby sleepers?
From mothers right? they have lines?
not exactly. in normal game you hear them screaming in a high pitch voice. but i remember someone who recorded their screaming and reversed it. and apparently they actually were saying something
yeah i was like, wtf
Hi guys, question: All the 8 expeditions on this rundown contains this boring and nonsense respawn mechanic? I really liked the environment of the new levels (only played A1 and A2 so far) but this mechanic just ruins the game experience, IMO
rooms with the black cacoons will respawn once you are 2 rooms or more away
I’ll assume that they’re in every level
boring hmmmmmmmmmmmmmmmmmmmmm
So far this rundown seems easier than previous rundowns except for that mechanic
So it seems like they’re using it as artificial difficulty
depends on what difficulty you play on
Tedious, yes
But there are ways to circumvent it
Boring, depends on the team's reaction
Been thinking a bit about the respawn thing that's got the community pretty divided.. I mean, it's clearly lore, part of the theme of the rundown, etc... So rather then suggesting "it sucks, ditch it", make it a bit more immersive..
The idea that would make it less bad:
- Make the respawn visible, see them slither out a pod.
- Make it on a random timer per enemy, no matter where you are
- Make it a random equal strength enemy
- Give us a way to destroy the pods, doesn't have to be easy/cheap (mine or something), but at least make it a mechanic we can work against.
Right now it's just a "oh room reset", that's EXACTLY what I thought when I walked back. Not "oh they rebirthed" it was literally "oh room reset" which clearly happened because we went too far away.
XD
yes
After I saw Extreme/Overload on B levels, i cant agreed with you
Respawn bad, make them respawn with an animation
hell after seeing A2 i can't agree with him
LOL
Well it's a mechanic that adds difficulty and it's a bit of an 'easy out' for long range kiting mechanics
I already did A2 PE but ffs who wasnt supriced with Overload doors 😄
its on how good is your team tbh
anyone realise the bold ||artifact|| looks like........... a vibrator inside xD
but its a lot harder than old ones
B2 PE from last rundown was also much harder than the B levels this time around
We Trio’d it
Almost duo’d it
and right now B levels are very hard
on PE and more
I still think the previous rundown B levels are harder
how so?
I guess I’ll have to play a bit more to decide though
idk R4 B1 and B3 were very ez from my perspective, but B1/B3 on are MUCH harder now on R5 (PE i mean, not high)
what do you call difficult thats the real reason
than thats where you lack
I don’t really lack in any department
B1 and B3 were easy last rundown
But B2 was probably one of the hardest for R4
B1 hella gated new people last rundown
Not R3
we don't talk about R3
E1 changes a man
ALALALALALA BOOOOOONK TIME
I still think they’re just adding artificial difficulty with the respawn mechanic
Yeah I haven't seen anyone posting positively about the response
once you've cleared E1, alerting three scouts in a room doesn't make you bat an eye anymore 😉
Respawns
I think the respawn thing can be a lot less bad if handled better, see my comments in the suggestions channel
it's not immersive
My group got turned around in a1 and had to reclear those rooms like 3 times
I hope they take the criticism and turn into a meaningful mechanic if they extend the rundown
it literally feels "oh room reset" not "oh rebirth"
Which I’m sure they will
The worst part is that they respawn in the same spots
As the same enemies
So far this is the -only- gripe I have with R5.. It looks absolutely amazing dev team.. Don't get me wrong 🙂
If they randomized it I would enjoy a lot more
They don’t spawn as the same enemies
I love the new tiles
But the spots are the same
Also god damn b1 pe is way longer then I expected
oh they don't? it felt like they did
I thought they did
There are 2 enemies
I kept count once and it was the same
So it could happen
it pretty much feels like that the current instance RNG variables that you get when dropping for a run, just reset for that specific room
Not even under the cocoons
That’s kind of annoying
Yeah
R5 feels a lot better than R4
New environment looks damn good
Really good
And the game just looks better overall
yeah
I cleared A1 extreme yesterday, took a sneak peek at A2E.. got my normal group ready this weekend and next week to tackle a bunch of these runs
I'm hyped
What’s the overload objective in A2
Mother with prespawned wave of babies
The prespawned wave moves at lightning speed though
But what is the objective
Actually straight up teleporting
Find 1 hard drive
There’s only 1 room and everything in the room wakes up when the door opens
The strat we used was to auto turret into the room and kill the initial wave
Then kill mother’s spawned wave
And then run in and cfoam her
The babies move so fast
I thought it was a bug at first lol
But the normally spawned wave was completely normal
So I’m not sure
😄
Babies normally move really fast
It's probably a placebo effect
No the prespawned wave basically teleported out of the room
I wish I had a recording of that but my shadow play didn’t save it
It happened every run as well
What levels contain charger scouts?
B1 overload, c2 ext, d1 prob
what order do u need to do the bulkheads on B1?
For PE main overload ext
I thought the game bugged the first time it reset tbqh
agree on all points. I think there should be some risk reward to taking the pods out permanently. Maybe let us shoot it down which spawn them all down and pull a wave like a scout, so you could potentially become overrun and/or maybe because you've done this, there is a consequence of spawning something harder later in on the same map. (additional scouts, whatever the new surprise enemies is, etc).
tbf though. after making the mistake once of running back and aggroing into a reset room and wiping. we just closed the door behind us to any reset room and stood and fight. if that was the intended outcome then I guess 10C got it right?
where the snatcher? so sad :(
They don't have a dedicated animator at the moment so don't plan for anything to be done animation wise until then. If they intend on keeping the mechanic, being more deliberate with either sound cues or visual cues would help it seem more as a feature rather than getting the same result where the majority of players initially thought it was a bug. Respawning needs to be reworked, otherwise its end result is making an already tedious part of the game, inconsequential stealth, more tedious, that players are perfectly fine with avoiding even if it means actively avoiding playing the game to prevent the mechanic in the first place.
so in the new rundown what's the best weapon for taking out big chargers quickly? I'm used to using burst cannon for something like this, guess I got spoiled in rundown 4. Not sure what my next best option is here, and I'm trying to figure out how to at least duo B1 high.
Hel rifle is your best bet
Hel Rifle 3 shots I think
Hel gun, shotgun, CS are all very decent at chargers
it's inconsistent, but usually the first or second shot
With the charger scouts what are people's takes on them? Is melee possible/easy or is it better to just blast 'em?
I've been told you need at least two people
You can melee just need 2 people
but the rundown is very fresh so it's hard to tell if that's the only way for a takedown
hel rifle to the back is an insta kill
I don’t think it’s that hard to coordinate two people to sync hammer
two people melee to the back? or does front work too?
to the back
can someone tell me where the Terminal in B1 Ex Zone 223 is please? we don't find it 😅
it's quite deep inside
apparently snatchers are just another name for the sleepers
very disappointing if this is true
well i read it in the wiki, so maybe its not accurate, who knows
If they are to be added or included in the future as a new enemy, they would be a sleeper variant, similar to how strikers, chargers, scouts, mothers, etc. are all sleeper variants.
pardon me is it intended that a scout can be alerted from the first blood door in B2?
because we pulled the door and a random scout got alerted in that zonethere
If the scout's in the first area, yes
what's class M 3 alarm?
Mixed alarm
wow okay
Should be Class III M alarm tbh
also cant you softlock yourself in b2?
makes b2 kinda badly designed imo
yup
didn't like it haha
we're testing it rn but
theoritcally you can do extreme and then you have no bulkhead for high
and ther'es also just one cell
so impretty sure you'd not have enough glp to raise the lockdown
has anyone done B1 overload? if yes then I would like to know one thing, if I'm fucked or really really fucked lol
the amount of supplies suggest the second option
Yea?
What do you wanna know
just if it's a basically 99% chance for wipe or not
First time, yes
If you are super new to the game, yes
If you have someone to carry you, no
If you have played the previous rundowns, you shouldn’t get wiped
Does sleepers respawn in places where I already look?
New environment specific
oh those cocoon looking things?
Ye
So, can you actually soft-lock yourself in B2 by doing Extreme first?
Aahhh figured as much
Thanks for that because there was quite some talk regarding that with some people I'm around hahah
Did the mistake where I thought high would open that lockdown door zzz
Uplink
OSIP
ye
You can do ext overload (until you find the bulkhead key) back to high then overload
Which my team did
the only other key is in the overload zone
how did you do high -> overload
oh my bad
misread
oh they finally able to get reactor shutdown working again
B2 is fun if your team doesn’t hate fog lol
some ppl were like
yo if u play b2 bring a aggressive infection boost
🌝
i'll save all these boosts but never use them
how many d1 completes
Booster and dive into R2D1
anyone know how HEAT works indepth yet?
having a circle argument about how it works
what specifically about it
HEAT = Value of picked up artifacts for the team
100% means for every artifact you pick up, you get 100% of its value toward your next boost
% adjusts based on how often you do/do not make consecutive attempts on a mission
also, how far the heat drops at the end of a mission is directly affected by how many artifacts you pick up
@timber sedge
it seems you won the argument XD
Yes you can
Pull back quite a bit so that they don't scream
Alerted enemies only scream when they are close enough to a player
So lure them out, far away from the scout room, use Melee If Its neccessary to avoid sound as gunfire has a larger range In sound then a scream.
Its the same tactic one's apply to a Overload
screaming is for only inside a room right
Well If the door Is open
That scream can be heard by other enemies too
And they only scream when they are close to you
Or when taking damage
No
Rooms are separate
If an enemy screams next to an open door, it wont wake up that room
Which is why sometimes an enemy screaming wont wake up all the enemies, because in some spots rooms are not separated by doors
Say that to the triggered Scout
Anybody got pics of the charger scout?
It just looks like a regular charger
With scout ai
Very small difference in design
Fair enough
theres one on reddit
is just a charger with scout spaguettis lol
Not at all
only read the ones with a bigger size
is thyere any good ones
there should be one for each character
I assume losing hammer efficiency Is speed and charge up time
And that can be compensated with timing and currently sadly even more Kiting
While your mines are twice as strong now
Capable of 3/4 shotting a Tank for example
I'm assuming it's damage because he said "but it makes it so a fully charged melee hit will only kill a striker if it's on the head"
Then the base damage got nerfed I assume
And the crit as well except on the head.
Still a minor trade off, I still love the one I used to have
52% more CFOAM rendered from my CFOAM ammo, with no drawbacks
Meaning a skilled player only needs to fire about 5 CFOAM shots from his launcher, to seal the door.
While It used to be 10-12
Somebody Gon need to make a compilation of all logs now 👀
what do you guys think of A2 PE difficulty?
yes that and the overload zone in complete darkness is not fun
what do you mean?
We took care of the mother and 3 bois went ahead to guard against the error waves
I just went in overload and
Saw the terminal sitting right next to the bulkhead door
Pinged the hard drive and boom
I mean yeah, but mother in A level seems brutal (thinking of newer players)
Well yeah i agree with you on that
Maybe mother in B-tier extreme/overload would seem more appropriate
Wait did rundown 5 start?
Yes
Yay when did it start
Yes sir
also the mass of enemies in A1 seems just not right 😄
it should not wake up the room that respawns constantly
Also very hard for new players many many respawning enemies
just afk in the room 🙂
just afk kite the room
a2?
as long as you are on bridge they can't spawn in the previous room
mistake would to have all players enter the cargo room
cocoon use 2 room spawn rule
true just like kiting
so you can stay in zone 5 in C1 (the S1 bridge)
We have cocoons in a2 bridge zone?
to prevent zone 1 and zone 6 spawn
a2 bridge zone does not have respawning enemies
Ok i must have thought you were referring to a2
but the room before that has, being on the bridge prevents respawn in the cocoon room
^
Hmm did not notice that, must be why the way back was unexpectedly smooth that run
are boosters local or group wide?
group wide when gathering them but personal when functioning
mkmk
probably clearer to say artifacts are group-wide, boosters are personal
wait, artifact pick up hits everyone? i was playing with a friend and it seemed like only one of us was getting the % increase
everyone is supposed to get it
everyone gets credit. would suck to have someone go down and take them all on you. it's a coop game after all 😉
Thank you for the confirmation! It seemed odd that only one of us would get it hahah
thats all ive seen so far, i have C2 and D1 left
not yet
we run and gunned it lol
its not too hard
finished 1 terminal hammers only, wiped from the rest of the wave sadly somehow
how do i beat the 3 blood doors at B3 at once?
lots of mines
right door is hybrids
top door is a giant charger and a tank
left is giant charger
if you take too long more tanks spawn
man i just accept my death after hitting that terminal , i just heard every door oppening and i was like ''We're fucked up''...
on our clear we killed 4 tanks 
i was the only 1 running mines on our clear
no reason to have more deployers
btw bioscan speed is for the actual circles right, not like biotracker recharge bs
Does the double tap rifle kills the scout with a single burst?
aim for back of the bean
so do coccoons only respawn rooms if you get 2 rooms away?
and nobody is there (AFK) in coccoons room, yes
but it's not that simple
there's definitely more to it
it seems to me that zones matter
more than just the rooms
i dont know the exact time on it, it may fluctuate zone to zone or level to level, but distance will probably be 2 rooms
no way its only 15 sec
After around a 100 ish tests
xd
but you can literally sit
for 10 minutes
without any spawns
more than 2 rooms away
Well that’s not true
I have
may be more than 2 then
What is the new shotgun damage up from 30?
zones matter
may be if you leave the zone
its pretty clear to me that zones matter
Over a hundred times even, to get it down to seconds
but in C1, we went 2 rooms away and they spawned
Otherwise it might be level related
which was a different zone 
in C1 you literally can't do that without leaving the zone
im dumb
yes
its most likely zones
im pretty sure it does respawn within the zone
but it's not 2 rooms
and its not 15s or some shit

Hmm. Record it and show it to us?
sure
need to verify, that is all.
i think its funny that the conclusion from 100+ tests can be proven wrong with my 1 test
go into A1
enemy re-spawning has a few different customization options
find cocoon room, get 2 rooms away, within same zone, wait minutes, watch as nothing happens
Enemy respawning can require you to be in another zone to trigger respawning but this can be customized per zone
There is an area in A1 where you can watch the enemies magically appear in real time and start an infinite loop because you close enough to aggro them while shooting
So for instance you can have a respawn zone that requires you to be in a different zone for respawning to happen
Not sure why "one-shots chargers" is in shotgun notes, damage is the same just better range.
customization on it sounds possible but for all expeditions we seem to have them in, zones matter every single time or at the very least, it's more than 2 rooms
maybe they never got close enough to the chargers to find that out 
It can also be customized how many rooms away you have to be before re-spawning happens
and on top of that there's a timer
so re-spawning can't happen back to back, there's a short cooldown

wtf is this respawn bullshit
Its real short, I got trapped in a near infinite loop of a1 because by shooting the aggroed room, i would aggro the respawn
room respawned literally 10 seconds after cleaning it
lol
^ same
fuck this
stealth past it then
A1?
what's the point of killing mobs then?
don't kill them in re-spawn zones
it ruins the whole consistency of past rundows
The mechanic having a solution isn't the same as it being a good mechanic. I watched the mobs appear out of thin air as I looked into the room.
the game evolves
ok, respawn is acceptable
so does the mechanics and setting
If I was a new Player, I would think the game was straight up broken as I watched a room magically fill with sleeping dudes seconds after I cleared it.
maybe more depending on the zone
the respawns only matter if you have to go back?
That's just the culling system
I'm playing FPS hardcore game, not stealth-like Dishonored or sth
they'd most likely already re-spawned
they could have just require you to go forward instead? and then put more sleepers forward? what's the difference
this is supposed to be a stealth game
at least make these black bags on ceiling killable
wdym FPS hardcore
stealth game
alerts every 2 rooms
choose one
clear better then : )
"GTFO is a survival horror first-person shooter cooperative game"
or dont alert the other room aswell
where is it stealth lmao
<@&408548765599793173>
woah chill dude
rule breaking
whoa relax
sev is fast dang
how can i relax when they ruined my favorite game
lol
thanks for ping
how did they ruin it
with 10 second respawn
being lazy
🗿
or you can learn how to play around it
sorry, as much as I love this game, this is just 180 degree turn in design. Sure, drop new enemies on my head if I don't pay attention, by all means punish me if I run ahead. But if I literally turn around from empty room and it is already full as if nothing got cleared
instead of using old strategies
they even add "family vacations" to their patch notes, thats a joke
games evolve
Yeah because creating a progression system is totally lazy...
ah yes
imagine thinking this is a horror game cringe
+1 Sabre, absolutely no progress feeling
lets work the employees everyday to work on my favourite game
Just remember that they respawn, easy dub
Evolution sometimes leads to dead ends my man. Its great the devs are trying new things. Its also great that the community is letting their voice be heard about the changes
no time off allowed
that is how early access works
its been out for one full day
the devs literally created a mechanic where the players split up and you do them dirty like this
imagine complaining about the consistency part
😔
Lmao
why do they not make a full rundown where the players split up bruh
Guys let's please calm down.
I'm calm

but a little disappointed
You also need to remember that the game is still in its diapers, there's plenty of room to change and adjust things. You can always voice your opinion and feedback.
Look at it this way
At least... Its better than R4
I think that is fine. I am not that happy with the direction the devs took with this rundown either
you can always send a message to ask for a refund
Asking one person on my team to camp a room to stop the respawn mechanic from kicking in so we can deal with stuff that we must shoot and not aggro the respawn room three times is not an issue I need time to understand.
Yes, we solved the problem but that solution was unfun and didn't encourage a dynamic and interesting playstyle.
imagine being so bad at the game enemies re-spawning is an issue
this game is like The Curious Case of Benjamin Button

i agree with Dżaku and any other opinion is wrong
Dak do not be mean^^
Its true though
i miss you dak
if it ain't broken, don't fix it
Unironically

personally, i feel the distance for respawns should be increased slightly.
My suggestion: Maybe add 1 min to timer if you did clear respawn room or something like that
game was kinda broke with everyone being good speedrunning and those who are casual or new stuck early or unable to do error
distance should be a couple zones
It's in diapers for past 1,5 year, the direction was good and then something that's supposed to be an innovate change
I will agree that the respawning enemies are an annoyance, but the rundown literally just got pushed out. I'm certain they'll make adjustments.
so its actually on the way back, not while you are still there
I hope they will adjust it
I think there a re alot of people who should start learning with this respawn mechanic. ||It is not like on every level||. Then depending if the majority still dislikes it other tweaks can be done
my suggestion: ignore all the cry babies and keep it like this:)
A1 needs a pretty big re balance with spawning
its the first level people play when they get the game so it shouldnt feel like they are making no progress
i hope instead of people complaining about a feature that they barely know anything about and assume the worst the wait a few days to gather any good feedback aside from it being trash mechanic that they dont like cause they cant play around it
I learned just enough to express my opinion about this feature
I agree with you
its a good mechanic, like the way C1 uses it is fantastic, but A1 doesnt
dude. I turned around and enemies respawned, not even 10 seconds after the room was cleared. What more is there to learn
and most people arent through B yet
My man
ive never seen them spawn right infront of me
Exagerating i see 
me neither
maybe you left the area for a bit and came back
then its potentially a bug as its not supposed to work like that
This. Folks thinking the issue with respawning is because Players can't handle it is nonsense. Its not that it can't be handled. It easily can. Its that we can see why for new players would have a horrible time understanding how it works/learning from it.
There are ways to make a game hard without making it unintuitive, confusing, or frustrating. GTFO has been nailing this style of play for several rundowns now.
So I hope the fix it
#bug-reporting this allows the public to help the devs out with what they think is a bug : )
R5 sucks
its not a bug
Again, all you have to do is send in your feedback.
my only complaint about the respawn thing is that it should not happen more than once, makes it feel cheap. It was creepy on A1 when first backtracking but when we have to kill the same sleepers 3 times because we forgot a pack it becomes kinda funny instead
enemies spawning infront of you shouldn't happen
THANK YOU
Wouldn't be surprsied if it's 2 rooms + different zone
devs, take a note
@calm vessel I recall there is video about one person witnessed tank spawn in front in R4E1.
probably due to limited places it could spawn
@high jolt dont complain its fine dumb dumb
Let’s make sure we respect each other’s opinions tho, don’t get heated up, make suggestions as devs are open to those and report any bugs. 😉
yeah, this was acutally happening often
IMO, they just need to make it so 50% of the room respawns instead of the full room, that fix alot of the issues
yeah but that is the problem of error alarms since R2
if there is like one-two room open and mission starts with alert
game has nowhere to spaw enemies
Yep
so they will "teleport strike"
but that has nothing to do with the new respawn
yep
It's probably already its own group in datablocks, so they would just need to nerf the size of those groups.
or a setting on groups
I mean, if those sacks would actually open and drop stuff on your head when you startle the room, that would be an amazing mechanic
really rewarding being silent and stealthy
I will admit that I'm also rather disappointed.
but here its just... unfun
its not a bad mechanic, it just needs a bit adjusting, at least for A1
And I'm certain it will be
I was also disappointed that theres no animation for it
feels like a hugely wasted opportunity to add some cool environmental storytelling
agreed
Yep
Won't be surprised if they want to add that eventually
I would hope so, currently it feels really gamey if thats a good word for it
kind of like how enemies from waves spawn like they teleported from the void instead of naturally appearing from vents, tubes, etc
Yeah, conceptually no one who has been playing GTFO for a while is a stranger to potentially infinite enemies (error alarms, scans, etc), the concern with the current model is unlike in other instances where we have potentially infinite issues to deal with, this one is solved most easily by doing weird/unfun stuff (in this case leaving a person to camp a room so the respawns don't happen).
Its like spawn duping for terminal codes or circle kiting surge alarms. Yes those work but they aren't particularly skillful or fun solutions.
conceptually its weird that being in a room keeps sleepers from spawning
you'd think it would be the other way around
like what, are they scared of you? lol
@mossy yoke didnt you want to go sleep like half an hour ago? xD
lol yea cao
it be like that

May i request some guidance on c1 last part where you have to run through two room with total of 20 of hybrid while extracting
are we doing something wrong?
or we should leave two guys at the back while doing the last terminal?
Because seeing a white screen while standing still is kinda bad for the eyes
Getting shot at by a million projectile is really not a big deal
tfw no sanic stims 
how do you access the overload on A2?
Do the high portion I think?
yes, overload bulk is able to be opened once you grab high-sec crate
How is double-tap effiency?
Should be the other bulk door in the bridge area
got it
Also, is B2 Extreme a softlock if done first?
Nope
In fact the zone that leads to overload unlocks after finishing extreme if i'm not wrong
those are easy, just do it sector by sector
i saw two videos regarding to the last part
one cheesed it
second one killed everything on the way
the cheesed one is by looking up to dodge the million projectile
this one is more educational
i wonder if you can cap the extraction to like 95% before doing extreme
||how do you open the disinfect door in b2||
||Extreme||
we did the high objective already so can we not do extreme?
Question about A2:
|| Is the wave over the bridge at the very end when you pick up the box infinite? It kinda seemed like they just kept coming and I'm not really sure how we're supposed to slowly walk a thing through that hellstorm ||
If you chose high first then you can't do extreme
So for a2 overload you gotta grab the crate?
ye
Damn
Another error in a A level
No scream warning too
Its like they didny learn from A2 last rundown
actually it's an extraction error : )
more like a regular overload alarm
it's not that bad
as long as one guy on the bridge stays there and kills the sleepers you should be able to kill the ||mother|| just fine
yo does B3 have any toxic fog?
Ye
so infection res will come in handy
If you’re doing ext you’ll live in it for a little bit. If you’re high only for bulkhead scan
yo are boosters consumed on use?
What does artifact heat mean specifically on levels and does that mean there's a limit to how many artifacts spawn in that level?
Heat affects how many artifacts you can find by the looks of it
And heat goes down for every attempt at a level or something else?
Oh so more Heat means faster Booster gains?
Does it ever regenerate back up?
Alright, just a way to prevent level farming for boosters.
Ty mate,
can the hel rifle one shot the ||charger || scout?
Yes, from the back.
got it
Has anyone else encountered a bug where the trickle error wave from B2 stops?
are those lore log always in random terminals? like the one that doesn't make any sounds
is anyone having issues where you hit a dude with a hammer and a random dude at the back of the room will alert but not the ones right near the original kill?
that always seems to be a thing for me
i have it in rundown 4 but it's mostly when there is a big latency
to be safe sync them with a flashlight, then proceed to bonk.
right but what i mean is theres like 8 in a room. 1 isolated close the me. 2 about 20 meters away and then the rest are 60+meters at the far end of the room theres another few. I sneak to the isolated one. full charge hit and kill him. the 2 20 meters away dont alert but down at the 60+ meters away i see one turn red he screams wakes the rest im confused and annoyed and no sense is made
what causes the ||6tanks|| to spawn in b3, b/c it scared the hell out of my friends and I lol
Extreme?
how are you supposed to do overload on a2? I dont see a second bulkhead key
on the terminal^
It automatically unlocks after you pick up the cargo
just got an ||uplink terminal|| in the fog on b2 why are they doing this
oh thanks
Scouts can respawn if the room is setup to respawn them
Rooms can have a blacklist of enemy types that aren't allowed to respawn
Ive been fine with it
im fine with it
but they have to make it better
and change some stuff about it
suggest saying how it can be better in suggestions for if there was going to be any ext to this rundown
if you are doing A2 and get to the room with the center terminal with audio files, search for the file size that has a 4 in front of it. that will be your files you need to read for the logs
if you're interested as to what they are without having to do it i can tell you via pst
does anyone know what the sacs on the ceilings do in A1 if they do anything at all??
they respawn enemies
does anything in specific trigger them??
2 rooms away
if room has testicle dangling on the roof it means its a respawn-able room
they respawn in about 30 seconds and if you are 2 rooms away
okay awesome tysm
which levels are the most cancer for have
(ive only beaten up to b1 extreme)
to play
2 AM my brain shut down lmao
Respawning enemies definitely trigger 2 rooms away and the 30 seconds could be right. I know its about 1-2 minutes atleast because if you left your Turret behind, enemies can spawn in its line of fire then get aggro'd and run across those two rooms to hunt you down 👀
I was going through a lot of experimental solo attempts on A1 and I learned this the hard way
hmm
btw for the 30 seconds thing
i assume the timer is 30 seconds after you get 2 rooms away right
not some bs like "oh yeah its 30 seconds after room is considered empty"
and apparently the respawn mechanic triggers if there arent any enemies in the room, so i wanna see if enemies respawn if we just leave like one enemy in the room or wte like in a corner
might be easier than having to dedicate a player to afk
is there a wiki page about the boosters already?
Well, I want a list
I haven't unlocked any yet
I wanna see the spicy ones
not like "+10% main ammo"
also what is "glowstick proximity" ?
can't carry glowsticks?
not big of a deal
As for leave one enemy in respawn room, no idea if it works
^^ I mean alot of buffs activate off of it, and some buffs are like "bioscan speed" and damage resists, had a muted + bold booster which combined for like +27% bioscan speed near glowsticks
lol yeah
ez sustain scans kek
well hello there, have you heard of the gates to hell in b3 extreme 
they certainly were
it was fun though
finishing them off feels really great
release the kraken
thats not far from what one of the gates do
very true
and my team didn't expect a second spawn
maybe we took too long for the initial hellish wave
Gtfo is just too time consuming now. I used to have fun playing it. I was done after rundown 3. Devs aren't really working on the game, just adding bs mechanics and making it less solo friendly.
This used to be my fav game. I bought 5 copies, 1 for myself.. none of them want to play it with me because they don't want to have ridiculous 3/5 hour games. Lol
Game was fun up to rundown 2. Rundown 3 mixed feelings. Didnt even play rundown 4 besides A1. Rundown 5 is just even worse. Come man man, where's the gtfo I used to like at. Wouldnt mind spending another 300/400 hours in if they would just makes certain things OPTIONAL ||THE RESPAWN SHIT NEEDS TO BE OPTIONAL SERIOUSLY, GAMES UBER GAY NOW, LITERALLY HAVE TO STEALTH EVERYTHING NOW)||
At least before you had options on the way you played. Its just less fun now. End rant. Cheers 🥲
@turbid cliff
?
Just wanted you to see what I wrote
yeah man i miss the times where we could just play the game
and have fun
but now you can't even clear the enemies
so you better sneak around if you don't have to clear all them out, but then you risk alerting the room while you are in the middle of it and thats almost a guranteed insta down
weird flex but i'm not really in the mood for discussing something like that now
you do you
lol
so we found the audio lore in A2.... ffffffuuuuuuuuuuuuuu....
you like what you saw on the terminal?
yes a lot of ppl did
How many logs are there?
about 50+
too many
BavonZF is actually dissecting the rest as we speak 
he just sent me a snap, he's got all filenames inventorised and is now going to record/sort them all, see if he can find anything else
and work to see if he can clean up the audio, see if something is in there
Are all the logs a different recording?
no clue
@surreal island the gist with artifacts are that whenever you pick one up it adds up to 0.1 to a counter of sorts
(100% heat = 0.1
57% heat =0.057
Etc)
There are three types of artifacts (from common to rare) muted, bold, and aggressive
And each type of artifact has a separate counter.
Once your counter hits 1.0 you get a booster, and your counter carries over to the next run
You lose heat every time you lose or win an expedition based off of how many artifacts you collected that run and you gain heat back by completing other levels
Also you can only hold a certain amount of boosters so I’d keep an eye on your available slots, especially muted (the most common type). I’ve literally hit a muted counter of like 3.2 or wte in one run and gotten 3 muted boosters and had to discard some
i see. Thank you for the explanation
np
Ah another question so when i picked it up will all my allies will get them too?
Ah ok so we dont need to fight over artifacts
so while everyone gets the artifact, a guy with 100% heat gets 0.1, a guy with 80% heat gets 0.8
KA CHING
no wait
KA CHIIIINNGGGGGGGGGGGGGGG
I say remove that pickup sound and give me an audio queue when any resource pack is used on me and we're gold 
funny we have dedicated medics and supplier now
someone just gave me a 40+hp w a med use
Also, I love the double tap gun.. but dear lord it's got little ammo 😉
does regen buff your regen threshold
yea
o wtf
his hp min cap is at 55
hes walking around w 55 hp
o maybe thats why



