#gtfo-spoiler-chat
1 messages · Page 233 of 1
i like the bio scan speed
I'm waiting for Regen speed, regen cap, and damage resist
glowstick radius > bioscan ?
typically yes
nice
https://www.twitch.tv/videos/1006593715?t=3h12m24s this...
Aside from the "hack the scan" meme one, this one is pretty gold
wait hold up, so you have to toss a glowstick in order for the booster to work, is that it? im confused
yes
yes
you have to be near the glowstick
the devs went full meme on "hack the scan" and "glowsticks are useless" memes
dak had the "faster bioscan if hacktool is out" buff last night
as much as I think the whole boosters are a bit unnecessary, that is pretty fucking funny
do the damage boost with glowsticks stack?
Sometimes I'm really astounded by how smart I am.
Yesterday we did A2 PE. We killed the moma, however, we forgot to do the actual objective of Overload so we just went straight to extraction without a single worry on our mind:yum:
@latent pilot
so uh, can you melee the charger scout or whatever that thing is in b1 overload?
maybe with 2 ppl?
The moma? You're gonna get demolished
You need to burst down those blobs on its back
Did you read what I said Dusty? xD
That's my response in regards to being 'smart'
Imagine opening Overload, killing the moma and forgetting to do the actual overload objective afterwards
Do you mean A2 PE
it's the one you're talking about where birther is in overload alerted and you have to pick up a HDD
Yep
I'm also trying to keep my missions straight
wait really cryo ???
Gigabrain
@zinc wyvern yes you can double hammer it to the back
thx
Is it just me or did the mother become tank-ier
With the artifact that says +25% health regen cap does that mean it goes to 45 or 25
25
25% increase of 20
D0c, how does regen cap stack?
20 * (1.percent)
20 * (1.25) = 25 total HP
so if you have a 25% and a 18% then it'd be 20 * 1.43 = 28.6
additive, good to know
Ye
does the Class M VI alarm in C2 actually mean anything special, or is it just a Class 6 alarm with shadows
It ends in sustain team scan
ah ok
I was playing solo so only got to the first set of scans lol
part of me hoped it was a class 1006 alarm and I'd be there for 6 hours
for A2 is it extreme before high?
.
also gl you gonna have fun with overload (:
oh no
you have to do overload before high
but when you get to it you will understand what you must do
extremem overload high
if you dont come back and tag me
I did it last night but I forget what it was, A1 Extreme, was is the objective?
maaan i wish the cocoons were like a one time respawn thing, and when you see they've respawned, the cocoons are all popped open and empty and stuff
Finding 6 Plant Samples, they're in lockers and boxes.
Does anyone have a clue what are the conditions for cacoon respawns? Because ive been testing it and I cant seem to get any understanding on how it works
Oo, ty ty. I somehow thought that was A2
@worthy forge A room with no enemies will eventually spawn more in but you have to be 2 rooms away
Does anything happen if you hit the things on the ceiling?
Right, but on A1, i just got enemies to spawn in the room right next to me even saw it on my biotracker
And in another place i was 2 rooms away left to get lunch and came back to no respawns
No, you can't destroy them
A1 is weird because of how large the rooms are; I believe the square-shape of them counts as 'one' room
But this wasnt in the big rooms, it was one of the starter rooms
Im in 62A
And that triggers spawns in 61G even though they are right next to each other
Oh, maybe it is being weird then
the new map is weird w the respawns
Does anyone know what the short cutscene after injection represents?
Today i learnt that the hel rifle can shoot through a scout's body bent down and still kill it
you probably hit it from behind
So have we truly nailed down respawn rules?
yeah it was from behind, i panicked when i saw a white marker but turns out i killed it
although i did have a special dmg booster
on scout you can only get either red or blue afaik
Anyone have any tips for finishing the end of B1? Team keeps wiping at that point
^^ extraction? and which difficulty?
Normal difficulty we opened the error doors and get swarmed by the chargers trying to find the sample
Just be sure to set up before hand, try to work as a team and go quickly. You can have a few behind holding the line while the other two stealth if you want. In general, just work quickly.
Appreciate it. First rundown we're trying to beat
yes, one of the teams posted a clear this morning
Also worth it to make it to the terminal and guard someone while they ping it.
Probably dont get any new levels immediately but I am guessing they will expand the rundown eventually, due to the fog on the map
Rundown three they gated it behind a visible completion rate, rundown four just straight up got expanded and had the same brown/grey fog on the rundown list.
How good is Rundown 5 so far?
Amazing
Rundown 1 good?
Are the artifacts and boosters the progression system?
Not reallt progression
But more like perks you can use if your struggling with something
Theyre meta disruptors
Levels are still well balance without them
Temporary perks (most are 1 use only)
I find them neat
nostalgia yes but R1 truly was simpler times
Yeah im.80 years old
no enemy collision, enemies slow and not teleporting all around the damn place, way fewer buggy features, felt somewhat more polished than it is now
BaCk In mY dAy MaCh1NeguN MEltEd Waves
I still am a bit annoyed by lack of enemy collision to players.
Game was literally bare bones
that kind of collision would be a disaster though
i don't see the game as any different now
Im on phone but u would list a lot of things
Many things were added
And they keep improving from previous iterations of rundowns
That been perfomance inprovement, content and the new features we have
Core has to stay the same in some regards, you change that too much people will get angry at it
idk i just value different things
besides the features are not nearly in a done state
or maybe that's more into bug territory 🤔
Matchmaking its still on alpha for a reason and booster they need more of the community feedback(like sctual one not just angry gibberish)
spitters, error alarms, mother AI (kind of?) and other stuff like that
also enemy door breaking has been just enemies standing on a door for forever and other shit that's not touched since R1
Your just listing bugs
it's all things that should be fixed before full release
Of course
but with the version upgrades speeding this far ahead i'm getting doubts
0.77
with this pace, gear customization, progression, cosmetics, and mm upgrade would already bring us to over 1.0
Most likely they almost finish behind the curtain
finished in the early access way that a lot of other things are
which is my main point here
Content wise im assuming
If they been training theyre new people then im expecting good stuff on r5 ext or r6
Im hoping they speeding up process thanks to that
guess we'll have to see once again
though in these 5 rundowns not nearly as much got done in those departments as i expected
To clarify, each bullet of dmr does more damage, but double tap fires two per trigger pull
More damage per instance of firing with double tap
But less ammo efficient
no
Thank you kindly
Imagine
I think more levels will show up in Extended R5 as they did this for R4. There is one more level below (you will see there is one below D1).
i am not certain of it, but the coloration of the bottom of the shaft seems to indicate it
iirc that was a thing in R3 too
Can we kill the New scout with hell snipe or full charge hammer?
guys how to reset the artifact heat..?
quick question about the rundown: are there actually new enemies (not enemy variation types that are invisible charger scout birther tanks...)?
nop
haven't heard of any yet at least
i don't know if all of the rundown has been explored
ugh... I was really hoping for something new... they were teasing the snatcher in e1 and I was kind of looking forward to something new
It seems that you need to go to another level and collect artifacts there and it seems not even necessary to successfully complete the level, but I'm not sure
A1-2 are not bad for farming
well that's a rip then
with the optional objectives in this rundown
I really want to know what optional objectives will E1 has
inb4 another reactor
i've honestly stopped caring about individual objectives and levels at some point
can't remember any that don't seem like delivery boy simulator
terminal command this rundown is cool ngl
tbh the double tap would be better if it didn't have that weird ass scope 
same reason why i hated the heavy AR so much in r4, terrible scopes
Wait seriously? NO new enemies at all??
Will there even be an extension?
Yes
We just gotta hope they put some thought into it I guess
Maybe but I think most people are kinda disappointed by it, like the respawn mechanic is poorly executed and the new environment is okay, boosters I mean... who asked?😅 I just feel there's SO much they could of done... and they haven't
new enemy should've been xenomorph tbh
Yeah the cocoons need to do summin
i dont think fog at the bottom means an ext
Maybe? But it's a v weird way of doing it and feels out of place
idk what they're thinking, this does feel too arcade-y
but meh it adds more fun so whatever
But they grow from cocoons now? I'm confused if the devs are suggesting they were people or if they're like weird alien plants
Yesss please, just anything new and interesting
Yeah I feel like they just don't like making new stuff😅
i don't think it's that; it's just a time/resource management thing
But over 6 months? This is what they made?
we've yet to see where the 6 months went indeed
they took some vacation
hopefully that new marketing team will let us know where the time goes now
and were hiring and training people aswell
that takes up time too
along with doing back end stuff
4 months to move, grow their company, hire new people, holiday break, brand new inventory system, bugfixes
Maybe they should of taken more time to rlly make it and work on good ideas then? Atm either the extension or R6 will reallyyyy have to redeem it for them
talking like one person is taking care of all that
did you really not just read what chase said?
like warden said, they mentioned they were working on a new enemy and had to put it on hold
everyone wants new enemies and objectives, including the devs, but if they only release once they've added everything they want then the game would not have an update for like 2 years. they gotta release at some point
I get that they're on a time crunch and they can't do everything they want to but even so it feels like it needed more development before R5 released
well yea they did get pressured for time
but they still did add new things
like a new environment and two new systems
And the community reaction to such systems I think shows they maybe needed some more thought and discussion 😅
ive been hearing praise to it too for being fun and allowing people to get help with them
Hmm interesting clearly a devisive topic
Anybody try out C2 at all? The extreme is fucking nuts at the end
its like with every game tho
some will like a new added mechanic and other will hate it
like with D2 and sunsetting
V true
How bad was overload?
Are there any new enemies?
I don't think there is
There was supposed to be a new enemy but according to the devs it needed more work, might come out an an extension tbh
huh
There is a new variant
whats parasite?
Parasite?
oh whats the variant
Oh
charger scout
That
Really?
Epic
charger scout?
I think its head is slightly bigger too lol
damn so does it run around or just walk?
I'd say it's a jog
walks looking very annoyed with everyone
so its fast
What makes them different is that you can't kill them with a hammer to the head
why change the body when we'll never hit it on the body unless by accident
It takes 2 people to hammer or a sniper/hel rifle
oh
i get it now
is there a gap bw 2 hits or does it just scream as soon as one hammer lands?
aight thanks for letting me know man
in b2 how do you lift the lockdown to 85? cell is in 84, key for 84 is in 85 so we're stuck
what the hell is an m class alarm
mixed
please let that not be the case
huh
f
@calm vessel fuck sun setting c:

so is the charger scout the only new enemy?
ok i just scrolled up a bit thats disappointing
Yes
: (
I am sure we might see new enemy in E1, who knows.
its hinted there is going to be a extension
so maybe we will see much new staff in this rundown
Does anyone have tips on B3? Me and two friends have been struggling pretty badly with it
mines, mines, and more mines
Use the pog repellers, have a bio because haha fog alarms, in extreme, kill giant chargers and hybrids ASAP
whats in C1 extreme
what is C2 extreme
C1 extreme is a class 10 terminal, mother in the zone, and shadows
hell
explain yourself
its basically R4B1 extreme but
oh no
with a mother for the last reactor alarm
Since no one answered me last time on C1, imma tell you guys a easier way to complete the mission.
have one guy stay on the bridge
period
other three do the rest
the guy on the bridge will block both respawn room
total of 15 hybrid
and when the terminal is done, you just run back when your teammates are at bridge
no hybrid will spawn, only some shadows and shadow giants
that is ofcourse if you are as bad as me
who can't do it the 'normal' way
as for the c2 overload, it is better to do it in a clockwise fashion
all teammate at once
bio scan in the period and shoot the chargers that get close
havent done extreme yet
extreme is not that hard, and there's no weird spawns after you do the reactor
overload is not that easy if you hasn't get the hang of it
i suggest do the overload first
just be careful at the last wave in extreme
a mother will spawn at the front
and she will most likely spawn babies
no weird shits whats so ever
but
it is not easy
it is as intense as r2e1 last 20 mins
because you are forced to kite in a fairly big room for about 3-4 mins
and no body can die
you can't kite the enemies to other room because they will respawn
best way is to focus on the chargers and walk around the room as a group
if they get too close, kill them, other wise herd them
i will say this one would get wayyy easier if there's burst cannon
how many waves is c2 ext
6
thats not too bad
🙂
:)
they have surprises
do they have dn?
Have yours dropped yet?
Bro B3 E
Is cooked ay
Anyone have a good strat for that terminal command?
Like guns/tools/setup
okay
here it is
What do you guys think about refining RE-SPAWNING SYSTEM to be ACTIVE not PASSIVE.
IM GONNA SAY IT
What do you guys think about refining RE-SPAWNING SYSTEM to be ACTIVE not PASSIVE?
kill the giant chargers first and then hybrids
you can ignore the tank
I was so happy to see them re spawn in action not like re spawn when we go away and come back 😦
Oh yeh?
Sick
You reckon bio or cfoam instead?
I'm thinking 2 auto 1 mines
Not sure the last
I actually don't mind respawn mechanic
mines are busted atm
Teaches you to plan ahead
so with mines you could kill some
Shit the first time but good second time onwards
Sick mines GOAT
we runned bio sniper sentry auto and mines
np ^^
RESPAWN IS GOOD but I don't like that there is no animation of how they are respawning
I don't want them to just POOF here we are
I wanted to see them falling from ceiling and start attacking us when there is error alarm 😦
I WANT THE ANIMATION !!!! 🙂 hahahaha
asking for too much stuff
Yeh I feel like it's just a WIP (work in progress)
Just give them time to fix it
And gtfo is supposed to be fucked and difficult
I welcome a new challenge
Its hard for newbies
But it ain't too bad
They even added scouts in high for A1
You just need to play arround it
but it's a bit bullshit in some maps depending of the rng
especially d1 ex
is there any reason to use the sniper or burst sentry
so whats the meta for mothers now that BC is gone?
makes sense
how to silent kill the new enemy? wiki says multiple hits to the back at the same time but other people just said one hit to the back of head
New enemy you need 2 full charge hammers@to the back
how to beat B3 :/
Sniper / Shotgun, CS and revo spam can also kill the new enemy
what are you strugling on?
maybe we just suck, we're getting farther and farther though. what is a Class M III alarm?
I don't have the ammo for that
(lol jks it's a Mixed scan so combo of cluster / surge / team)
Bulkead for B3 is down a ladder in piss fog
Right in front of the high bulkhead
yep one of our guys is down there rn
ez just sentry and mine the ||hybrid door (right) focus killing the left door and u are left with the easy(mid)||
What did yall run for B3 3 blooddoor?
bio 2 auto mines
3x helrifle 1x machinegun
should have more than enough ammo and mines for both left and right
just put all ur sentries and mines on the right door w || hybrids|| and aim towards the left door w ||bigchargers||
||Wtf is with the error alarm spam already on B tier||

anyone know the c2 overload?
yes
run and shoot blackies xD
I do not like that condition
You should star with that consumable

Spawn plus and extra buff to the item in game
NOT EVEN
ONCE
And your team can nab them too
Or it’s a dark map and you use them for their actual purpose

Gosh this company reeee
ples no
nah jk. but yea the consumable boosters need something more
*I've been seeing tons of glowsticks
so its essentially b3 extreme
C1 has literal fucktons of glowsticks
Can you melee a charger scout?
Yeah 2 melee in the back.
inb4 glowsticks spawn decreases when you have a boost associating with it
idk if this is the right chat but has anyone else came across some black boxes in A2 in the room with the 2 blood doors and the scout?
Thats good lol. Less glow sticks = more useful stuffs xD
yes
any idea of what they are?
one question: which level will we meet the new enemy?
Error alarms are annoying still, wish they had better ways of providing difficulty (although I like the one on B3).
Respawning enemies are a neat idea for forcing stealthier play on ||C1||, but the error alarm later just means one player spends a huge amount of time AFK to avoid an incredibly difficult fight. Not cool, really annoying like this in a lot of the places it's used and interferes with an objective.
you could also not spawn block and coordinate with the team to clear the room
Considerably easier to spawn block.
sadly
Dont minimize risks in a game about minimizing risks?
not making the terminals require team scans
join the "rework/update respawn system" club in #gtfo-game-suggestions kekw
Same goes for A2, you need to worry about keeping someone in bridge.
what really
I just put a sniper on the bridge and fight what comes in then do overload
Well yeah, it's A2, but it's pretty fucking annoying.
oh I know
Guys is HSU on B1 always in the furthest room? Is there any reason to run for terminal and ping it?
otherwise that ||pseudo error pulls the whole room each time||
Not to mention simply going into the overload as a team or cargo room as a team is enough to respawn.
Doesn't really feel thought out.
yeah tbh they either need to extend the distance for the respawn blocking or rework it entirely
there's other ways to get rid of spawn blocking meta
the issue isnt spawn blocking: the issue is that respawn punishes you if everyone in the group is having fun. I like the respawn mechanic as an idea but as is it has some major flaws.
It's also not very interesting most of the time.
How many times do I have to kill the C2 scout to prove it's not a threat?
it is kinda funny from the practice/testing aspect though
I think C1 had the right idea, I like sneaking through a central chamber, but I'd much rather not be forced to either fight those rooms or spawn block.
It was pretty amusing to announce every 20 seconds that I had killed the scout.
tbf
did the character actually do that every time?
I did it in comms, but I got the voice line surprisingly often.
ah
Depended on if they said "Shhh, scout" first
i just imagine someone being left afk to "block" a scout zone from respawning and the 3 other team members just hear "i killed the scout" on a loop
but yeah
i'll be repeating myself several times now but the respawn mechanic just doesn't feel "done"
it's like a feature in early access
I guess it's really just the weaker re-spawn rooms that are annoying but later level re-spawn rooms are pretty fun to me
and add a lot of tension to the run
C1 was fun until error alarm, then it was dumb. I don't consider fighting 8 hybrids tension, that's just a long time spent peaking from cover.
fast stealthing the rooms is fun
Having a birther in extreme is also pretty dumb, error alarms are already an RNG fest.
Quick sniper headshots are also fun
i wonder what's the dev-intended way of doing those parts of levels
Frankly, I don't think they thought about it that much.
I mean if they didn't think about them they'd be a lot worse
They only one I think is bad is the A1 extreme bulkhead area
cause it can be pulled into the scan
C1 extreme is done well
or rather C1 main
ok but let's say they thought about it a lot
and what did they think the player should be doing
fighting the whole respawn every wave?
Does anyone know that the overload objective is for b2?
Collect OSIPs in fog zones w/ extreme error alarm active.
ah so thats what the turbine was for ty
So there's no way to just do overload in b2 since the second bulkhead key is in the hub you unlock from doing extreme?
Yes, and because overload is literally locked behind that door.
ty
I enjoy fast stealth, but error alarms don't do that, stealth is often impossible and you usually have a 50% chance of some random room nearby alerting.
Reactors and fog mechanics are the only real fast stealth in this game.
And error alarms w/ long breaks.
The only problem with errors for most people are that they can spawn in unexplored zones and subzones
I don't mind that as much as most people
Coming up quickly with a fast way to deal with the alerted room with my team is fun to me
Fixed mines make it a lot more manageable
Almost all of the difficult content in R4 and R5 has been error alarms, it gets really old.
I mean it's really only difficult until you grasp the concept of them
same with alarms and first time stealthing
everything is only difficult until you get good enough to deal with it
you're looking at it from the wrong pov
look at the level design and the intended "hard" parts
error alarms are somehow extremely common there
I'm thinking about what to say 😔
I agree it's not very hard, it's just really fucking annoying, and it's pretty uninspired that they're spammed everywhere because I guess GTFO has nothing else to offer anymore.
So whats the actual way to play this game. I don't think I'm on the right page here.
I mean that can be applied to everything else in the game then. Alarms, term uplinks, reactors, etc.
More of the same, all uninspired.
maybe I'm just think of it wrong or different
that's what you get with the rundown concept
Error alarms aren't inherently bad, using them for a huge portion of your difficult content is.
it'd probably better to look at each rundown separately for this
in R4 what ray said was definitely true
in R5 i've barely played it so
Error alarms are a significant feature of B1, B2, B3, and C1 at least in R5.
If C2 and D1 feature them as well, I'll be pretty upset.
Do you want me to tell you
Error alarm with fog turbine makes me sad
They do not
the standards lmao
isn't A2's error an extraction alarm or is that getting too technical
It is going for the overload, but it didn't feel prevalent enough for me to mention it.
I don't really take issue w/ extraction alarms when you're just extracting, and the birther fight is fairly short.
It is the limitation of their system 🤷♂️ That is why I am not personally in favour of the booster system. I wish they would have dedicated their energy towards gameplay mechanics to avoid the overuse of Error Alarms.
Yeah, I feel like the booster system has been a huge investment, probably comparable to layered difficulty.
It was and I think it will be beneficial in the long run.
looks to be what got most work this rundown next to the new environment
at least from what we actually got now
and not what's behind the scenes
the booster system though gives us a lot of information on being able to have a persistent inventory system which is needed for things like character and weapon customization
so by doing this for boosters, lets us get valuable info that we can apply for other system updates needed
Yeah, and that is an important step. Do not get me wrong here D0c.
totally hear you more warden objectives, alarm types, ways to design levels is all wanted and needed, and we want those too as it is getting tough to make unique levels without reusing as much
we've got a lot more coders now than we've had before, which will help us be able to do more
Right now it's a good mixture of difficult stuff that's just not one thing spammed I feel
I think in comparison to R4 I like these Errors more atleast. The only ones who are really maybe a pain are C1 and B2
I do like B3, I think it's a lot more fun to play around.
There's S1s, errors, high alarms, high terminal uplinks
Generally, shorter wave timers are considerably less fun.
think the point was how common they were not the individual quality of each one
unless i'm missing something
and a wide variety of enemies
yea you right
Errors were pretty often spammed in R4
not pretty, very often
indeed
but this time we have 4? error alarms for 8? levels
seems to still be too common to me
1 is really short though and I like Big Chargers so fun and B3 has a long time in between the waves. But I get what you mean
The only levels that truly have errors below C are B2 and B3
B1 and B3 at the very least you can shut off and have gimmicks to them, B2 and C1 are just stupid.
in r4 big chargers were a d tier enemy. in this rundown they put them in B1 as a error alarm that goes with a rng based objective
I won't disagree it does feel very unnewbie friendly this rundown
theres no way a new group of players to the game is doing PE of A2
definitely not newbie friendly imo 👀
This rundown is quite difficult in general on B tier.
I think this rundown really emphasizes the fact that you should do all the hard objs first, then extreme, then overload. All in seperate missions
yea that's how I'd like the system to be but then it would be restrictive to older players that know more
Seems like a hard thing to balance
Can someone tell me why half of the weapons are useless
personal preference of choice?
uh i'd rather not be rude
where is the machine pistol the best option in a any scenario
R4 was spoiled with 2 great weapons I guess^^
but we have to agree mines are great now
a little too great
mines are awesome
wonderful
glad they nerfed them a little after the fix
i'm glad we were able to fix mines 🙂
magic mines
What was the new Arbalest damage value? Used to be 5 (10 FF), I believe it's a bit less now?
probably cuz the maps end up being cramped, enemies are sometimes difficult to tell if they're actually dead, and also that players aren't aimbotters so its inefficient if you're just getting body/limb shots all the time
Sniper sentry is basically R1 shotgun sentry w/ targeting drawbacks.
It's kinda nutty.
nutty good or nutty bad?
Nutty bad 
Have it accidentally do 4x damage in a full team.
the overkill christ
feature? It wasn't a bug? 👀
all bugs are features
I enjoy the giant striker ladder feature on floodways 😍
we're improving that features soon
mines are "fixed" now i.e. in the intended state?
probably, which is great
i'm not one to use the word "op" but
but also a bit too great
intended state meaning how much damage they do?
I think he means that they do damage to all enemies
haven't tested but i feel the "how much damage they do" is misleading
it's more
how many enemies they hit
instead of stopping halfway through
there was a bug that they wouldn't do as much damage to as many enemies as they should, so we fixed that
oh nice thought it was something else
I don't do balancing myself so I can't exactly speak for that, but in a way, balancing never ends.
the damage dealt to one specific enemy hit is not what was changed though is what i mean
Mines seem alright to me, but that's also because sentries are incredibly dominant this rundown.
i guess i have once again not played almost at all in R5 but the one attempt i did a single mine got 2-3x the kills it used to get
it was around 5 usually for a mine
Oh yeah, everything that breaks down a door dies.
now it blows up the entire door
i think we ended up putting in fixes for like every tool.
- sentries accuracy
- biotracker tags and taking ammo
- cfoam w/ doors
- mines
true
very needed good stuff
gonna have to see how much sentry aim changes their efficiency
tools being more consistent is amazing
heyo, i cant find the power cell on a1, any clues? terminal says 62d but i looked everywhere in it and its not there
Did you try pinging it?
ping shows a marker on HUD
try doing ping cell_123 -t (or whatever the number is) and while you're in the terminal letting it ping, have another teammate go in there and search
Ping it, Look at the direction of the Cell, and open up the minimap to draw a line towards that direction to get a basic gist of where it can be
Also listen out for the sound of the cell itself, you can hear it hum (for lack of a better word) when you're nearby
when ambience doesn't decide to go insane that is
trying the -t thing now
well try that too, thamkq
:)
wait what is that -t thing supposed to do. Never seen or heard of that
it's new in R5
it does repeating pings
keeps pinging if you sit in the terminal
thats sick
still gotta stand afk on it tho
it stopped once they found it
... does the terminal help/command info ever mention it cuz I can't believe I'm that blind
it does now
it does
Yeah I'm just blind then
🙈
And the autocomplete tab stuff works on more things now, which is so nice ;w;
I'm deeply triggered by the auto complete tab not adding the _
some of the stuff does get the _ at the end but then some of the other stuff don't
Is the dmr better or the double tap?
double tap for fast killing I think
Dmr is better for efficiency tho
and works better with a team
you have to be pretty accurate with both to make them work well
Is there a "when in doubt, take this" sentry? I normally default to the burst since I've been duoing levels.
i don't think there is cause they're all situational
what do you want the sentry to do
Normally I use it to hold a door longer. But obviously with so many Error Alarms, I'm wondering if the auto would be better to stagger things or if the sentry will just outright kill easier.
hold a door longer i.e.?
Stalling seems essential imo. Most of the casual teams I'm in just crumble in extended fights if a few enemies slip through especially when we're all at 20% hp
Like putting the turret outside the door so that as enemies started hitting it, they would be killed or at least staggered once or twice.
as i thought
Permafoaming is a very effective and very easy way to do most non Sustain alarms
well that's a complete waste
it doesn't matter how many enemies are on a door, it breaks at the same rate
I generally prefer auto sentry since it helps the team maintain holding positions otherwise I'd go with Burst Sentry if we're just going to kite the entire time
Fun note: Even if an enemy is C-Foamed in front of a door it still applies the door break timer
yea... basically it's like a control point system at the door
this is why ranged can break the door as well
so yeah as was said that's not an effective way to use sentries
if you want to delay on doors use foam
if you want to kill when they break the door just place one mine on it lmao
exactly
but what if there's no door 👀
we usually just constant c-foam the door when possible
haha guns go brrr
but srsly that's sentries
we're not trying to cover all situations here
the very first thing i said was situational
Then you hope your bunnybonking skills are up to scratch
I'm still working on it 😔
So, if you are doing a long set of scans, what's the ideal location for a sentry?
If you putting it behind the door angle it so that when it breaks it shoots where they’d probably path
And if you put it in front just do it the same way but maybe a bit further from the door
does anyone actually take the revolver, or is everything else just a better choice
new rundown new shit, revolver basically unchanged except ammo nerf
it's not bad, it's just not exciting
Machine Pistole Gang,
Revo isn’t the greatest rn
There’s a lot of bigs and chargers that it can’t deal with very well on casual use
If you start to use it a lot tho it becomes pretty good for most things, as you get used to it
you can have both
You could potentially have a pseudo burst cannon with special buffs to revo
If it can get up that high
stacking special dmg with hel rifle should worth more
true
Like I said revo is great it just gets outshined by a lot of things
I've been thinking of special dmg combat shotgun
I still think is would be spread dependent to one shot but would make it more consistent
yea
bug-dependent*
maybe it could become mom/father shredder if stack high enough
the damage falloff wouldn't change so you'd still have to be up their asses though
only work on something like C2 sleeping tank
any tips on b1?
tank need to be asleep with that
||we opened the alarm// thing and the wave never stopped, what do we have to do here?||
this the first problem I think
Nah
find the hsu inside the zone
you can query the hsu number before going in
If you know how to play around tank AI you can shit on him with shotgun and CS
ok thanks
but rn all the boosters I been getting
does not contain special dmg
or main dmg with bad condition
ive stacked like 50-70% on main weapon for the lols and turned the double tap into a knock off brustcannon
combat shotgun or normal one?
ah sorry didnt know what cs stood for
You’re fine
For the error on b1 hel gun/rifle will help if you can line up the big chargers
But finding the hsu as fast as you can will work best
do shadow scouts show up anywhere in this rundown
thank you , we are on the door again , pray for us
Good luck you got this!
Yes. C2 main 100% not sure about d1 yet
hell yes
we found it but a friend got downed and we werent sure if we could extract without him 😦 ( gameover)
Nuuu. The HSU has a team scan bio scan so he would need to be there to finish but you can do extraction scan without everyone
But hey step by step!
we are going to scout the other B missions until the booster heat rises up again. thanks for the help!
b2 is easier
Anytime. Good luck!
Can anybody help?
What is the order for B2 PE?
guys i think there is a morse code again w the door banging in A1 first alarm door
i should be wrong but could have swore i heard the sound everytime i enter that zone
not always furthest room
been to zone 96 once, was in zone g (furthest room)
been to the other zone once and it was in the middle
so it's worth it to ping
extreme>overload>high
what's B3 extreme objective?
put in a command in a terminal and do a scan.
how bad's the scan
multiple wave scan?
Just unlocked "C" anyone wanna tell me what I'm in for?
Worse than D2/E1 from R4??
In every way possible
Thanks! We finally used our brains and got the PE first try.
is it normal that enemy's spawn back in area's i have already been?
the dingleberries on the ceiling mean enemies respawn in that room
yes, rooms with cocoons in them respawn enemys if you are not in it for a bit
Okay thanks, good to know
fuck these boosters 
These discord server boosters?
what don't you like about it and why?
I think they are pretty cool...
I'm fine with boosters as long as they just stay a fun bonus and not a required to win grindfest. So far they don't seem to be a requirement for survival. (Saying this while working on C2PE)
I just don't want D1 (or the eventual E1) lobbies to turn into a "use this perk or kick" lobby situation
neither do we 🙂
Yeah the only one I can think of the might actually need tuning is the Regen cap increase
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As someone who usually "one and done"s a rundown, this might keep the fun up enough for me to keep replaying levels until the progression system is added later on.
I feel like it’s going to turn into a “grind this level for boosters so you can continue clearing the rundown”. Some levels are already heavily rng dependent, so adding boosters just makes it even worse.
True
Some boosters are just totally broken, to the point where the game doesn’t even feel “natural” anymore.
I got a aggresive booster that grants 50% extra melee damage
I’m taking c2 for example and the glowsticks boosters, 35% speedscan?
like which boosters do you think should be adjusted and how?
Definitely the aggressive boosters that need to be toned down a bit, same goes for the bioscans ones
all of the levels can be beaten without boosters, we don't want to make them required to complete anything, but are an extra help if you want or need them
You can either make them drop more frequently or nerf them
matter of fact is that we are still 5 days into the update and jumping onto conclusions
That’s where the rng factor kicks in, they can only help you out if you’re lucky enough to find the right ones
if the game is balanced around not having boosters, why is it an issue not to have any or the right ones
it can be an issue to have op ones
imo, if a booster gives something overpowered, it should always have some sort of downside. This way they can be more of a sidegrade rather than a straight upgrade.
but say you get that 35% bioscan speed which you think is op
for a team scan that's only 1/4th of the 35% tho
true
Do boosters from your teammate overlap each other or stack up?
If the levels are balanced around no boosters, then it shouldn't really matter which ones you get. If you aren't ready for a level, then go play the others and get some experience / pick up a few boosters at the same time.
my scan speed modifier required me to have the hacking tool out
afaik all boosters only affect the player who has them
xd
what are the chances your entire team will have 35% bio scan speed
LF3M bioscan 35% only
Make all of the powerful aggressives have downsides instead of just conditions
2/4 can definitely have them
Exactly
i feel like its best not to think about the grind and just pick up artifacts and if you happen to get a good booster its just nice to have
that's the opinion i got as well
but also with limited use things and me, usually there's only one outcome
i never use them unless i have a stack of over 99 (or 999)
They do deserve a nerf
Yeah that's how I'm playing it rn and I'm enjoying it a lot
They can be a really nice addition to the game, but with the way they are now it’s going to turn into a booster hunt for the future
you don't know that
treasure hunting 😩
honestly either dont use them or just play the levels normally until you get good ones to use

just thinking about c2 overload
the scan can be done before third tank even spawns in
As long as the boosters aren't op enough to make people ask for them in lfg, then I don't think people will hunt for boosters if they don't want to and if they do want to then that's fun for them so
if you dont want the scan to be done before the third tank spawns dont use a booster?
resources efficiency and rev speed are pretty busted tho
Like I said before the only one I think will need some nerfing is the Regen to somewhere around 50 hp one
oh wow
2 hits of ammo put you at 100% pretty much
damn im really missing out on that third tank
In all honesty though, the release containment scans are my new favorite thing from this rundown. 😛
its like doom

Yes
?
I loved it so much
except there isnt much ammo to go by
There’s plenty of ammo
Just don’t shoot the same enemy with three of your teammates
Requires coordination which makes the level fun
truth in that
I honestly wish that there was an easier one to access, just so that I could go play those sections easier.
what’d you mean?
do you also know how 30% works?
I wouldnt want to spoil it if you haven't done one.
30% supply doesnt add another 30%
looking up how to do spoiler tags. 😛


||The entire room is a surge scan with tons of enemies and tanks. Its a run and gun section.||
I probably have but didn’t catch it yet, where does it appear?
B3 extreme, C2 overload
Dunno about d1 yet, still working through the PE on C2
haven’t gotten the extreme part yet
ive heard c2PE is harder?
C2PE is the worst run of this
in B3 ext the amount of enemies that spawn is what you get
yeah my team got to overload yesterday it was really cool
C2 overload is where enemies keep on spawning
yeah
Trying to do them mostly in order, its only like day 3 of the rundown. No need to rush it.
hence the door in every room
yoo u should check the log in d1 if you get there 
pretty interesting stuff
Near the beginning or would I need a group to go check it?
Time to get good then. 😛
Goodluck man 
you mean the super secret, epic log of D1 lockdown zone?
What happens when you enter Resist in the terminal that Schaeffer is talking about in the C2 audio log?
I am talking about the super secret epic log of d1 lockdown zone that you got your hands on
Wait for the extended version or r6
Even even deeper
that one is pretty epic. loved the screams of my downed teammates ^^
Bruh couldn’t be me 
Extremely deep
Even Deeper than E1
X1

Overload deeper
just add a staircase in d1 that goes below 1100 meter bruh
R4E1 came pretty close to 1100 meters
bruh how do their bodies not explode from the pressure down there
what is the alarm in D1 called
hell
air pressure is not that much of a problem
nah i just think they built different

okay 😄
Which one?
always have
It’s a BC scan
okay thanks



