#gtfo-spoiler-chat

1 messages · Page 236 of 1

queen nymph
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No

paper arrow
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cring

scenic holly
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i got 4-3-0 once, the first zone we opened was the one with no plants

scenic holly
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tu aqui

solemn wigeon
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It be like that sometimes

paper arrow
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@scenic holly eae

jagged marten
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i got burned badly enough doing that with a triple scout room to the point where I just query all the plants before opening anything

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and I brought mines instead of foam because when do you need foam on a solo?

lucid yoke
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is there some way/map to practise shadow scouts

mortal granite
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B1

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any zone beyond the player spawn room will have scout

turbid cliff
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** shadow scouts**

mortal granite
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ah

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D level

turbid cliff
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if you don't usually play as host i don't know how much good solo practice will do

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on host they always crouch and on client they usually don't

mortal granite
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D1 have a room with unlimited shadow scout

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so you can do it as much as possible

lucid yoke
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are they deep in d1?

robust marsh
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in R1 d1 was named deeper

turbid cliff
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wat

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did you even read the context

bold widget
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ey quick question

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in zone 96 in B1 where is the terminal like which part of the zone

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wasnt it B?

errant vigil
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Yea top room above a right next to door iirc

bold widget
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Aight thanks!

atomic escarp
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Question: AFAIK terminal waves cant spawn in zones aside the one with the terminal itself, is that correct? Does that work on C1?

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Because the time I did try C1 I had the impression that they came from the main room which should be another zone

remote karma
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Uplink terminals? These waves spawn only in the same zone with an uplink terminal you are doing.

open owl
atomic escarp
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No I know about the error wave

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I was referring to the terminal waves themselves

open owl
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Yeah it's always in the same zone as the terminal

thin palm
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Guys I have a question about B2 on PE, i don't understand why ppl are doing full extreme before completing overload and high, it turns alarm but from what i saw on extreme we can simply leave last terminal to do after completing the rest and that won't make you go with alarm through the whole mission

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Is there something I don't get?

atomic escarp
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I'm pretty sure the overload bulkhead is behind a door which opens only if you finish extreme

thin palm
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that's the thing, yesterday when we went for extreme only after completing only one terminal we had acces to overload bulkhead

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That's why i'm kinda bamboozled as to what the check is going on

atomic escarp
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I've no idea then

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I always assumed it only opened if you did both terminals

obtuse surge
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one of the uplink zones is yet another zone where every room is one room away from the uplink terminal

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and that may have lead to your confusion where you thought they wouldn't spawn in A because 1 room away

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yet they did

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and you might have made the conclusion that they spawned outside the zone, 2 rooms away

remote karma
atomic escarp
obtuse surge
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if you don't allow the game to find a 2 room away within the zone spot

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it changes to 1 room away within the zone

atomic escarp
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ah ok

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got it ty

obtuse surge
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and if you went far enough to block all of those too, it changes to 0 rooms away 😏

atomic escarp
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yeah i knew that trying to spawn push out a zone does that didnt know about the 1 room away

solemn wigeon
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@thin palm which terminal did you do

turbid cliff
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@dreamy bramble || so since datamined numbers are allowed now in this channel - 0.8667 ||

dreamy bramble
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that's what i forgot about

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thanks

pliant shard
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That means you’ll need closer to around 80% increase

turbid cliff
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mhm

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so only twoshot is possible really

sick hornet
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what are you guys on about

turbid cliff
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making pistol oneshot

sick hornet
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ah

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does it oneshot back of head currently?

turbid cliff
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yes

sick hornet
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pistol is just a better dmr

turbid cliff
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you'd need around 30% for twoshot hmm

pliant shard
atomic escarp
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pfft maths? no thanks

solemn wigeon
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Maths gang

pliant shard
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2+2 is 4 - 1 that’s 3 quick maths

sick hornet
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"maths"

solemn wigeon
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yes

sick hornet
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myexpeditionbesofine british thenboom

pliant shard
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Let us commence forth

solemn wigeon
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British gang

atomic escarp
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Riding round in a rover

wanton meadow
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Guys anyone got any idea what the Class M alarm does exactly?

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we encountered them in B3 and got wrecked in it

lyric narwhal
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the final scan is always an s1

obtuse surge
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so far

wanton meadow
lyric narwhal
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nah infinite alarms just happen on extraction sometimes

solemn wigeon
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I think after you walk through the door the perma alarm starts

prisma swan
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whats the order for b2 pe?

lyric narwhal
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extreme overload and then high

prisma swan
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thanks

high forge
fierce laurel
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Class M are random alarms (big red scan, small scans, I dont know if you can get clusters yet)

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the last one being a S1

solemn wigeon
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Mixed sounds appropriate

atomic escarp
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anyone know what the objective is for b2 overload?

next ore
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Is D1 extreme long??

solemn wigeon
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||Collect 5 OSIPS|| @atomic escarp

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Aloy as in just the extreme sector? or the level as a whole

atomic escarp
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Is it hard? Just finished extreme. not sure if we want to commit to overload

lyric narwhal
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overloads just kinda annoying

solemn wigeon
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Overload has a lot of fog and an error alarm from extreme so

vapid moon
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died to c1 cause the respawn room RESPAWNED WHILE WE WERE IN IT

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we were at the extract run back, pulled the last respawn room, and while we were running back the titan came behind, we shot and the room woke up again and killed us

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fucking god damnit

atomic escarp
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LMao

mortal granite
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i feel like that's work as intended?

nocturne flax
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Glowstick potency

velvet flower
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If that's true, gotta be some kind of bug. I don't think re-spawn while people in the room is intended.

forest horizon
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just one more thing on the list of things wrong with the respawn mechanic

mortal granite
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it should be like that so people don't cheese it

atomic escarp
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i havent been to c1 yet but if u have someone not doing anything than just fix it and have security scans

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for full teams

mortal granite
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bring back team scan

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ez fix

forest horizon
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just have them spawn on top of you

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ez

lyric narwhal
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is it just me or does b3 look different now

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like a bunch of small details have changed

near lion
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so how do you open the overload door in A2?

solemn wigeon
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Pick up the cargo

near lion
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oh, never bothered to check the door after picking it up, always just ran for extraction

solemn wigeon
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it says the door is unlocked after you pick it up

near lion
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thanks

solemn wigeon
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np

copper lichen
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will a mine kill a charger scout?

mortal granite
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yes

lyric narwhal
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ok im on b3 and the map layout keeps changing slightly whats going on? is this a map randomization thing goin on that wasnt in the patchnotes?

vapid moon
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on ||d1 high, what is the BC scan? and what does it do/stand for?||

tight cliff
vapid moon
tight cliff
vapid moon
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ok, thanks

mortal granite
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||first time don't split||

atomic escarp
mortal granite
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ye, nothing changed

robust marsh
mellow creek
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map experience change xD

velvet flower
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Not sure about B3, but I do noticed that in B2, the map layout is different in extreme sector

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Didn't play b3 too many times, but never experience a map change in b3.

solemn wigeon
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Some terminal placements do feel off in B2 extreme like they are moved

velvet flower
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Not just about terminals, it's like in some area in this run it's a low-ground full of fog, next run the same area is now a high connected plane.

keen hazel
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any tips for b3 duo? we always die behind blood door

mortal granite
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you either cheese or cheese

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or mines

hoary garden
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is this extreme or fog zone

mortal granite
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b3 extreme blood door

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at the end of extreme i believe

keen hazel
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nah not extreme

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the zone to get key to 47

mortal granite
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mine can kill blood door really fast

keen hazel
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yea but the area with fog is difficult for us

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we kinda get overwhelmed during the next charger wave

pulsar zodiac
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there is areas that has no fog in 49 (I am not sure about 50)
you can use those to defend the charger waves

hoary garden
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you can go in, clear some rooms, and then use those rooms to defend against charger wave

obtuse surge
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still no actual maps/videos/screenshots to prove anything about changing layouts

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i still think it's just you getting confused

remote karma
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All maps are static.

robust marsh
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there is changes around

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like B2 overload door room

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the disinfection and terminal have random spots

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like there is 2 of spots

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but still

mortal granite
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room is static, only terminal are warping around (in A2 extreme)

remote karma
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Sure thing, there are some minor variables in some items you can interact with, but the layout stays the same regardless of runs attempted.

velvet flower
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I do have screenshots

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Let me post it on media

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So I posted 2 screenshots on media channel, Z156A/E have different layout during different runs.

pulsar zodiac
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158 C has two different version of long hallway

atomic escarp
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Seems that B2 is different in Z157 as well, interesting

velvet flower
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Yeah, I guess B2 extreme did have at least 2 different versions in many area.

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And Scarlet just posted a 3rd version of Z156E

obtuse surge
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thanks for the screenshots

rain heron
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so guys, it seems that there are actually some new threats in d1

sick hornet
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Nah

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Just old ones

granite token
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GTFO Rundown 005 in a nutshell:
||A1: Woah the Floodways are coo- wait. How did the enemies respawn?
A2: There is a Mother at A levels?
B1: Fun and but too long (depending on who you ask)
B2: Copy-paste R4C3/R3C1
B3: Vegan R4E1
C1: Introducing - The AFK Simulator where you will likely die out of boredom than being screwed over by the enemies.
C2: Kill myself pls/Belated April Fools joke
D1: ????????????
||

sick hornet
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B1: ||R3C1, copy paste again||

granite token
vapid moon
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although, vegan r4e1 is too accurate

granite token
glossy pilot
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what makes c1 so bad

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working on maxing the Bs before I start those

solemn wigeon
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Cocoons

rain heron
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uf

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sorry oof

obtuse surge
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C1 was actually pretty good when we played it without blocking shit

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and without permafoam for every fucking uplink

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i'll definitely agree that C1 is the shittiest level when played the way people generally play it

icy hamlet
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does anyone know what to do with the security code that the one guy on the terminal logs gives you?

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he said to insert the code in a terminal deeper below

solemn wigeon
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On a terminal 1100m under

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No such terminal is available

atomic escarp
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me when r5 ext

icy hamlet
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damn

errant vigil
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Yea most level with heavy spawn block is genuinely not fun at all

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People spawn block in B3 and it saddens me

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Going in as a full group to find the key, clear rooms, and deal with error together is a lot of fun

pseudo mantle
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Where can you even spawn block in B3?

errant vigil
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Room with both blood doors

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People say reclearing a room isn’t hard but continue to spawn block the room

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Which is pretty hilarious

pseudo mantle
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What are they spawn blocking exactly? I did B3 extreme last night and I straight up can't remember haha

errant vigil
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It’s a room with a scout and smalls but the “hardest” part of the room (the scout) doesn’t even respawn

open owl
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the "hub" with the blood doors

mystic adder
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Depends really, its much smoother if your team can clear the fog room while someone blocks the error wave but if the team is not all confident then moving as 4 is much safer as there is a chance error wave will spawn in the fog

pseudo mantle
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I must just be stupid then

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I can't remember the blood doors haha

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WAIT I REMEMBER NOW LOL

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I dunno. My problem with respawns is that some of the respawns are super shitty. Because of the RNG of it, having to clear a super packed and dense room just to come back to it being completely dense again can be very frustrating, especially if it is in a hub area.

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I get why some people block them. I avoid it when possible because it is boring, but I can't fault people for doing it.

worldly bison
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what's the extreme for c1?

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just wiped trying to do high after doing both terminals so wondering how ppl were able to balance the hybrids + giants in the two sac rooms with an infinite alarm and balancing the extreme

elfin spindle
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mother at end of c2 does she spawn active or asleep?

obtuse surge
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sleep

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C1 extreme
10 round uplink with shadow wave
the zone itself has sleeping shadows and 1 birther
finishing uplink (stops the main objective alarm?) and starts another alarm with shadow giants

worldly bison
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wow

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that's quite a lot to handle 😆

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ty for the info

toxic dagger
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what’re the b2 objectives? planning on doing pe

solemn wigeon
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B2 High: 9 GLPs,
Extreme: 2 7 code uplinks,
Overload: 5 OSIPS

solemn wigeon
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After Extreme

toxic dagger
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any catches?

solemn wigeon
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As in?

toxic dagger
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that seems pretty straightforward

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fog? tanks?

solemn wigeon
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B2 Extreme is foggy but uplinks not necessarily in fog

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B2 Overload covered in fog

toxic dagger
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ah gotcha

solemn wigeon
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All infectious

toxic dagger
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doesn’t sound too horrendous

solemn wigeon
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You need to do Overload with the error alarm

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So its a bit tedious

obtuse surge
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there's scouts too

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and one alarm in the fog, if you're used to relying on doors for alarms, you might have some issues there

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the foggy zone just like cocoon rooms/zones are also more fucked when you get a shitty sleeper distribution

keen rampart
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What is in the Terminal in d1 At the beginning of the Level behind the "unable to Operate" door

near lion
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so on B3, it says the unsealer is in zone 47 which is just one room, i have walked up to everything in the room and dont see it, what does it look like

solemn wigeon
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It's the big cuboid machines

near lion
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i have spent 15 min walking up to every object in that room nothing is interactable

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yup this is bugged, the thing never spawned in

obtuse surge
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any hopes on a patch that fixes the ladder attacks?

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or are we just getting some more shit to deal with in general gameplay for the rest of the rundown and possible coming rundowns too

oblique peak
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i think they are working on a fix for it

weak quest
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Any tips on C1 ? the start ain't that bad (1Âș S1 alarm) it is manageable, the 2Âș S1 is a problem some times (we get overwhelmed) but we fuck up a lot in the rooms after

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should we just stealth it ? like kill the scouts and leave everything behind ?

keen rampart
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@sick hornet yeah i know that.... any Screenshots available?

sick hornet
weak quest
# queen nymph Yes

would that bite us in the ass cause of the alarms and what not, cause it would agro them ?

sick hornet
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I don’t know exactly where though

atomic escarp
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Better clear the first room before 2nd alarm. SOLID and DEX boosters should give you enough initial ammo to clear the first room.

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I'd say don't clear the first room, but kill the scouts because they're going to respawn anyway

weak quest
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and only clear to do the 2Âș S1 ?

atomic escarp
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Mhm

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If you dont clear the first room, then you'll have tons of hybrid coming for 2nd scan

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If you clear it, then just few strikers on the bridge

queen nymph
weak quest
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Thought so. I will try to not just keep non stop clearing then.

weak quest
#

a very different feel from R4 must say (only played that one for a short time until E1), R4 seemed like it was focused on clearing and speed, this one seems more like stealth and planning

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thanks for the tips y'all and gl on the expeditions 😄

queen nymph
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This rundown is generally challenging in some of the level. I am sure that you will be fine.

elfin spindle
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Question: are the 3 tank spawns for c2 over intended? and if so, i assume we're just kiting around the entire room? i guess less so is it intended and more so, how are you reasonably supposed to deal with that

solemn wigeon
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Uh, kill the tanks

elfin spindle
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during the scan? that seems really difficult with all the hybrids and big chargers running at you

solemn wigeon
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You have time :^)

queen nymph
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You have lots of time to kill until the first tank shows up

forest horizon
rocky marsh
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When's the rundown 4 warden post gonna be you reckon?

queen nymph
#

Next week probably

bleak canopy
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Just completed C2PE with my crew. The Overload scan isn't that bad still tough, it is best if someone has a supply efficiency/medic booster. We ran with 3 sniper sentry's and a bio. We cleared out the zones as much as we could then did all of extreme and cleared it out. After that we did overload with ammo stashed in reactor room and everyone holding med's (except the guy with no sentry helping them as they will hold ammo) with more ammo stashed in overload center room next to terminal. We had sniper sentry's facing the North and South door with the final sentry facing toward the bulkhead outside of the room but slightly tilted so it doesn't shoot the guy defending it. Each person covers a direction and if they need help such as the big charger coming in they call out they direction so others can help. With no boosters the first tank comes in around 40% and whoever is dealing with him will need to keep him distracted while the others assist in fighting the other enemies coming from the tank side. Once the 2nd tank arrives we fell back to a corner of the room and started running clockwise and healing when necessary. After the scan is complete, run back to the reactor where the ammo is stashed closing any doors behind you to save some time. Load up on ammo and prepare to take out the surviving sleepers and then fight the tanks remaining, (We had 5). Take cover on the tanks and shoot when you get a shot. If you see a tank running to a team mate shoot it so it pulls it toward you. Overload really isn't that bad it is just you need some good team work and communication. Also it is very beneficial to bring all hel rifles and combat shotguns, at least for us it was.

mortal granite
#

the scan was bugged so it's a little unfair and you have to utilize kiting to beat it

bleak canopy
#

I think it was about 70% or 80% when we had to start running around the room, but I definitely can see it needing some work as the multiple tanks forces you to run around the room. Just one or even two tanks will be manageable, but 5 forces you to run around the room as a group and shooting anything that comes in your way.

dreamy bramble
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the bug is that near the end the spawns ramp up rapidly, so that's probably why you had to start moving at ~70%

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looking forward to see how manageable it becomes when it works as intended

bleak canopy
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Yeah, when they fix the bug it will be nice to just hold your ground and staying in overload until it is complete.

mortal granite
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it supposed to be like B3 extreme

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where you hold your ground

errant vigil
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If you just didn't have it ramp up at the end it would be pretty easy to kill tanks and enemies for the whole duration

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two tanks and a handful of bigs and hybrids are easy to kill with specials and op sniper sentry

split cipher
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i had 2 normal giants coming from the bulkhead though.... shudnt they only come from the 3 doors

errant vigil
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They keep spawning so it follows the 2 rooms away rule

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if the bulkhead door closed when you put in the terminal code it wouldn't be a problem

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One extra direction isn't that hard to deal with anyways

mortal granite
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you can also bring foam to deal with the tank

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since the level give you SO MUCH C FOAM

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2 nades to foam the tank

errant vigil
#

would be depressing if when they fix it people still do the kite strat

mortal granite
#

there is an easy fix for that

atomic escarp
dreamy bramble
#

imagine a mother sticking it's foot through the door, instantly setting off the mines and wiping your d1 extreme run at the end

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🙃

errant vigil
#

I mean if I saw pmothers toes I'd get set off too moon2SH

tired charm
#

Any strats for C2 High M scan that anyone would recommend?

nocturne flax
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The whole overload its bugged

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We 3 man overload and fought 8 tanks total

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We had 6 tanks at the end that we had to finish off after weve finish the scan

nocturne flax
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You cannot hold in there like a sentry
you have to move

atomic escarp
#

Just kill them lmao

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Kiting is part of the core mechanics of any zombie survival game. Even the developers said so. I played COD zombies and used the same strategy also.

nocturne flax
#

What

mortal granite
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i'm saying if the devs intention was making the C2 overload like the B3 Extreme

nocturne flax
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No, yoy dont have to kite for everything

mortal granite
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so you can hold your ground

nocturne flax
#

The overload its bugged so it forces you to kite

atomic escarp
#

No it's not bugged, that's a feature.

nocturne flax
#

Or do you really think they want yoy to run for 20 min 😂

tired charm
#

RIP my question

nocturne flax
#

Sure sure sure

atomic escarp
#

This is a melee focused game. They didn't give you a lot of ammo on purpose you know

mortal granite
#

kiting are in every game, but the devs will likely to add enemy that will make that harder to do

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they already have charger

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to counter kiting, i'm seeing more developer add more melee type enemy

errant vigil
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damn hearthstone do be having kiting

mortal granite
#

that's why l4d is harder to kite than every game

tired charm
#

Kiting is just the nature of a game like this. It ain't a "feature" of this game

errant vigil
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yea

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its a failure of a player

nocturne flax
turbid cliff
mortal granite
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we're talking about kiting on fps shooter game

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l4d are also an fps shooter game and it's hard to kite so i give it a try

errant vigil
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damn DOOM do make you heavily kite

turbid cliff
#

kiting what exactly?

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in l4d you just exit the saferoom and don't stop until the next one or some forced stopping objectives

sand beacon
#

đŸȘ

acoustic breach
#

The game would be much better without kiting, change my mind

sand beacon
#

Just don't do it then smh

tired charm
#

The devs can only prevent kiting to a certain extent without massively changing map design and melee mechanics of sleepers

turbid cliff
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no kiting doesn't mean you'll never be forced to sprint anywhere or fall back

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doesn't mean no melee running combat either

acoustic breach
#

Yeah, I can prevent myself from kiting, but not others

nocturne flax
tired charm
#

Lmao

nocturne flax
#

Shiiiiieeet

sand beacon
#

Simply disable player movement as soon as a sleeper wakes up

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no more kiting, done

acoustic breach
#

You know what I mean by kiting

tired charm
#

You guys know.... this is a stealth game though, right? Kappa

acoustic breach
#

There's a difference between falling back and essentially having god mode because you run through sleepers unimpeded

turbid cliff
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if that's a reply to me, well i don't actually cuz it does vary between players

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got extremes on all sides

nocturne flax
#

Peepee poopoo kite đŸ’©

solemn wigeon
#

Stealth everything except scouts which you should always ignore

nocturne flax
#

Dookie caca circle kite

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Ty for coming to my ted talk

turbid cliff
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gonna laugh when kiting is "fixed" and game didn't get any better really

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kekw

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same for bhop

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i don't care much either way but people who hate it talk like it's the final solution

nocturne flax
#

Im assuming next rundown well have more features, thsts why they kinda went hamburger on already existing stuff that we have

nocturne flax
#

Specially in pubs

tired charm
#

Why annoying?

nocturne flax
#

Its a class 3

turbid cliff
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yeah i get it

nocturne flax
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Its not a solution to the entire game but its something atleast

tired charm
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I don't get how it is annoying though. Are you annoyed that you don't get to play the way you want?

turbid cliff
#

the most good it'll probably do is force people in lower tiers to be good at things other than kiting and maybe help devs balance shit without the kiting factor involved

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it's annoying that people on low tiers don't have the basic skills or senses because they just kited everything

atomic escarp
#

Instead of more team scan, they just need to make objective item to defend. Maybe the reactor level, we should defend the reactor and if that blows up, mission fails immediately.

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Team scans are boring asf

turbid cliff
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except i hate VIP missions

errant vigil
#

lmao

tired charm
turbid cliff
#

it's a general game balancing problem

nocturne flax
turbid cliff
#

devs get feedback of how many people did what and their impressions

nocturne flax
#

Kite its easier than aiming

atomic escarp
#

No, if the enemies prioritize the reactor, that wont be a problem.
These days reactor level, people will just go hide in a corner somewhere far and safe.

turbid cliff
#

it affects the whole game

tired charm
nocturne flax
#

Every dumbass can run with a hammer , also kiting extend can extend the game for far toon long

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Just like r4c2

turbid cliff
#

why so obsessed with that word..

solemn wigeon
#

When people complain about levels taking too long but they are also kiting for half of it

nocturne flax
turbid cliff
#

that wasn't meant for you

solemn wigeon
#

class 3 what

nocturne flax
#

It was a cluster i think

solemn wigeon
#

đŸ„Č

#

I kite class 1s

nocturne flax
#

Nah bruh you kite the team scan

tired charm
#

Run in tiny circles

remote karma
#

Just have a look at the recent number of chargers.

  • respawn mechanics goes along with it.
    It's simply impossible to remove kiting from the game at that point. However, making it harder is perfectly realistic.
solemn wigeon
#

I kite the cluster scans inside of the scans

remote karma
#

Especially cross-map and circle kiting.

atomic escarp
#

Balancing the game around kiting is going to make it detrimental to the normal players. Just nerf it is better

tired charm
#

I think normal players kite tho

remote karma
#

Every more or less decent player does kiting. It is simply impossible to beat a number of levels without kiting.

errant vigil
#

what

nocturne flax
#

Every level its beat able without kiting

tired charm
#

Depends on how good the team is

atomic escarp
#

Hmm and why does every GTFO youtuber kite and bhop like mad lads

nocturne flax
#

Some.levels are bugged now so yes you might be correct

#

But do you really believe they want you to run that bad?

atomic escarp
remote karma
#

Sure. Just to take recent examples, what do you do on levels like C1 extreme? Just stay in 1 place and try to shoot everything (especially infinite shadow/shadow giant wave)?

atomic escarp
#

The biggest kiter and bhopper always say you dont need it, yet that's all they do and their vids 😂

dreamy bramble
#

c1 ext just permafoam kek

remote karma
#

Or apply common sense and run through the enemies and fight our later. It's still kiting.

#

just not infinite circle kiting or something similar.

dreamy bramble
#

c2overload is the only example this rundown where you have to kite

remote karma
#

Just as well.

glossy pilot
#

What if they just made the environment more exploitable? Like make the terrain vault-able or climbable or something and slow them down when climbing so that you can traverse faster than them so that you can "kite" them to avoid them and then turn around and shoot, but that getting up close with a hammer and running past them is suicide.

nocturne flax
dreamy bramble
#

ik

#

that’s my point

atomic escarp
#

Didn't see acknowledgement that c2 overload is bugged

nocturne flax
#

You could always just run past them then leave a sniper dentry to chip away at them

#

And if you wanna get technical thst nkt really kiting that nust you running trough a room and waking them up

#

Or you can have a clown circle kiting there

#

Wichever you like

remote karma
#

Kill the entire shadow wave and sneak through the populated room? gl with that.

nocturne flax
#

But doesnt remove the problem we are actually talking about

remote karma
#

I'm not a huge fan of circle kiting if anything.

#

But kiting itself is an essential part of the game atm.

#

If wasn't in R1 when most of the players had no clue that it even existed.

#

But ever since R2E1 (at least)?

nocturne flax
#

I mean people played the game the way it was suppose to be played back then

#

But then just realize its easier to run away and slowly but steady grow up in popularity

remote karma
#

Well, but staying on 1 spot and just die while being overrun is extremely irrational. In any game (gtfo included) common sense tells that kiting is the best option. While killing instantly respawning enemies is pointless as long as you don't need to hold your ground.

nocturne flax
#

Never did i say stay in one spot like a sentry

remote karma
#

But it highlights the importance of kiting available in the game.

nocturne flax
#

But neither did i say run two rooms away

tired charm
#

To an extent I can agree with what you're saying, but also don't gatekeep certain playstyles

remote karma
#

Would I love to see kiting made harder all across the board? Absolutely.

#

But its presence in the game is a must.

nocturne flax
#

Kiting its not important

You understanding of the weapon your using + you aim + the understanding of game mechanics and positioning its fsr better

#

Than learning how to press shift and running at angle

#

Its just easier to do the ladder

tired charm
#

It's how people just play the game bro

nocturne flax
#

You can hold everything

glossy pilot
#

in my experience I've never had to run very far to hold on, generally I don't even have to run at all

#

it just makes it easier

#

so kiting is NOT essential

#

but it lowers the skill floor

tired charm
#

Yes let's raise the skill floor and thus lower the population

errant vigil
#

I don't understand that arguement

dreamy bramble
#

how many people do you think would quit the game because of ktiing being patched lmao

errant vigil
#

new players don't know how to kite

#

thus they learn how to shoot better and plan better

glossy pilot
#

Yeah

errant vigil
#

rather than just run away cause the enemies are dangerous to them

#

so they're not going to run through them constantly

tired charm
#

One of you guys just said that any dumbass can kite

glossy pilot
#

Removing kiting doesn’t push away new players, only people who can’t play without t because they just used it as a crutch

nocturne flax
tired charm
#

Do you think win percentages are gonna raise by completely removing kiting?

nocturne flax
#

Once he/she knows

#

They will not stop doing it đŸ€”

#

Does that matter in a hardcore game like this?

#

Last time i check they take pride on people failing 😂

glossy pilot
#

Yeah I think medium-low win percentages are the whole idea

remote karma
#

If kiting is so OP, why %of completions on the hardest map is so small though?
And btw, if removing of kiting won't push away new players, why would its presence do so?
And what about the idea of thinking of newer players only? Sure, they should be considered, but the game has a long learning curve, and older players should be considered just as well.

tired charm
glossy pilot
#

I’m not sure

#

But they have expressed displeasure with the play style

nocturne flax
#

Try to solo r4e1

remote karma
#

Ehm, how is that relevant? Since we are speaking about design, I don't believe GTFO was designed to solo levels.

nocturne flax
#

Its a hardcore game with no tutorial new people will struggle anyway without watching a youtube vid or 2
Your

tired charm
nocturne flax
#

Imt ryign to respond yo the long ass question pepehands

#

Also why using win%

remote karma
#

Since shift + jump is OP, the % of success should be incredibly high. If that's so easy to reproduce. That's why.

turbid cliff
#

and their statements have changed somewhat over time on some stuff

#

for the clear%

#

it's shit anyway cuz it doesn't count uniques

#

1 dude throwing himself 100 times at it in solo is 100 attempts 0 completions

#

and besides

remote karma
#

So do strong teams by completing E1 a number of times.

#

It works both sides.

nocturne flax
# remote karma If kiting is so OP, why %of completions on the hardest map is so small though? A...

Let me answet 1 by1
Kiting gives a false sense of skill nobody cares about % completions, its a balance problem you have 1 guy running and getting all agroo thats the main topic about it you using %wins its just a way to deviate from the convo, also unless you have 1 guy carry all the people simultaneously theres no way the %win rate will go up lmao
2- it wont push away new players, it will detriment int he long run for that player since once they start adding stuff to the game that makes things harder then that person will infinitly struggle
3-old player like me fucking hate kiting so do many because its more fun to shoot than cheese a scan by running two rooms away or circle kiting

turbid cliff
#

well yeah but that doesn't hurt my point any

#

clear% is not representative

#

without kiting devs would actually get feedback about difficulty without it and adjust that difficulty better for the playstyle they're aiming at

#

probably.

jolly imp
#

the problem with removeing kiting its that it will probably affect running for you life while being chased(not to kill but to run to a chokepoint/ a better position/or to get help from teammates)beacuse if you make the sleepers faster or more precise to get the kiters it will also hurt this part or the gameplay too. and still i dont see it as a big of a deal 95% of the times with 4 people its not mandatory

tired charm
#

I can get behind this sort of statement

turbid cliff
#

yeah well that's what they're trying to avoid

#

devs have said they're aiming to mitigate kiting by adding new enemies, hazards n shit

sick hornet
#

i feel the best way to get rid of kiting is not to change the current enemies, but add a new baseline one

nocturne flax
jolly imp
#

either that or make them more dumb

errant vigil
#

what, if you are with your team and need to reload/reposition and heal they will cover with stagger and killing

acoustic breach
#

Remove kiting, remove permafoaming and then you can actually balance the game

#

And make it more fun

turbid cliff
#

well that's a statement that'll continue infinitely kekw

obtuse surge
#

remove burst cannon

nocturne flax
#

Wait

sick hornet
#

remove all guns but dmr and sniper

errant vigil
#

it's still here

#

monkaGIGA

acoustic breach
#

Also remove 50% supply/med boosters kekw

#

Literal easy mode

sick hornet
#

also remove 1/3 of the resources from every level

sand beacon
#

Whenever people complain about gtfo being too easy, it just means they spent way too much time and are too good now :P

nocturne flax
#

Also add snatcher

sand beacon
#

just do challenge runs

acoustic breach
#

Just add a "kill all sleepers in front of you button"

#

But don't complain about it, you can choose not to use it!

sand beacon
#

lol

sick hornet
turbid cliff
#

you do realize if they simply remove that shit they're definitely scaling the difficulty down as well right

#

you're not gonna get what you want

#

if you can beat E tier of R4 easily

#

why should E tier of Rx be difficult

sick hornet
#

its not that, its that there are too many resources

#

you can run and gun on stealth zones of D tier

#

this is not right

turbid cliff
#

playing since R1 and there was never a time when i ran out of ammo

#

never cared about it

sick hornet
#

isnt one of the big parts of this game resource management?

#

you dont have to, ever

turbid cliff
#

maybe you're just to the point where efficiency is natural

#

if you optimize shit why would it be a problem

errant vigil
#

Don't need to resource manage when you can run through the enemy and regen back to 20

sick hornet
#

at this point yes, but i have never run out of resources, even as a beginner when i didnt know how to use the terminal

#

i have never seen beginners run out of resources

remote karma
turbid cliff
sick hornet
#

i have played plenty of A runs just sitting back and watching

#

never seen lack of resources as a problem

#

even with them shooting every room

nocturne flax
#

Resources are set up the way they are for first playtroughs

sand beacon
#

I remember distinctly running out of ammo completely when I first tried R4 A2 PE

turbid cliff
#

i don't know maybe we don't live in the same universe then

sand beacon
#

Which is impressive now I look back on it

sick hornet
#

I get A tier having a lot more resources, thats obvious

#

but once you hit D tier you should be at least decent with efficiency

#

they give you way more than needed in the slightest

remote karma
acoustic breach
#

Then you have the entire team kiting

nocturne flax
#

R4c2 mofos be like

#

R2e1 mofo be like

dreamy bramble
#

surges are impossible to hold wdym PirateSimon

nocturne flax
#

R4b2 be like

#

A lot of those %completions wee made with kiting too

turbid cliff
#

you know how this whole thing could be not so subjective? if we actually had all the data and devs talking

#

but we don't

nocturne flax
#

Or do you think those completions are all because of people holding?

acoustic breach
#

Data is tainted anyway

#

You don't know how many people kited their way to victory

turbid cliff
#

you don't know what kind of data i'm talking about

robust marsh
#

can i ask what we talking about?

turbid cliff
#

about infinite cycles

nocturne flax
#

Omelet

remote karma
#

But that's my point, there is nothing wrong with kiting xD
So I'm not saying that people are obliged to hold.
I'm even more tolerant to kiting because of R5 with respawn mechanics (which needs a polish, true, but the concept is there) and perhaps new enemies on the way, which will make kiting harder.

acoustic breach
#

I don't think the data is so sophisticated that you'd be able to tell at a glance if someone was kiting or not

turbid cliff
#

you could probably tell how many uses of ammo are consumed or how many people run out of it in a level

acoustic breach
#

That's true

turbid cliff
#

i can live either way, both for kiting and bhop

robust marsh
#

good idea for stopping or making ppl bad at kiting: put more blood on the visor (:

turbid cliff
#

but as i said i don't think either way will make the game marginally better

#

probably no kiting would make balancing easier

acoustic breach
#

Imo kiting is boring

sick hornet
#

yes

turbid cliff
#

i've been saying this since R1 too but i'd rather they focused a few months specifically on core and bug fixing

sick hornet
#

i dont think anyone actually wants to kite when they do XD

robust marsh
#

kiting is good when you not doing it 24/7

acoustic breach
#

No kiting = less boring gameplay, less waiting around for people to kite

#

Better gameplay statistics for devs to balance the game with

turbid cliff
#

more dying to one mistake after 1 hour in a level

#

kekw

acoustic breach
#

Yeah, like you're supposed to

robust marsh
turbid cliff
#

well i can't say whether that's true

errant vigil
#

you can also shoot the mistake away

remote karma
turbid cliff
#

but it doesn't sound like a healthy way to be

robust marsh
#

you can't fight ones way of liveing

errant vigil
#

and use the precious resources

acoustic breach
#

Now your punishment is waiting for someone to finish their run to spawn and back 30 minute fitbit powerrock soundttrack cycle

robust marsh
#

still the game was promised as a hardcore game that even one misstake will kill the run

#

i know for a fact 10+ teams when woke the mother room in R4E1 they kited it away

sick hornet
#

if there were less resources in lower tiers that would be the case

robust marsh
#

i mean

robust marsh
#

well as i know

#

they may be more

shy vessel
#

people will stop kiting when the devs introduce an enemy that actually punishes it

robust marsh
#

also B1 overload is broken

#

SOO MUCH AMMO

turbid cliff
#

or not

#

anyway i've had enough of this infinite cycle for some time

shy vessel
#

currently all the enemies encourage you to kite / melee fight them ¯_(ツ)_/¯

turbid cliff
#

the only truth about kiting is that its discussions never go anywhere

shy vessel
#

fr

robust marsh
#

im on this with bot if the game doesn't punishes you for what you are doing why would you not do it?

acoustic breach
#

Exactly

#

So punish it

sick hornet
#

the only enemies you cant reliably kill with hammer:
spitters

that is all

robust marsh
#

yes

shy vessel
robust marsh
#

as you can even side step chargers

#

LIKE WTF

sick hornet
#

even giant chargers can be easily melee'd if you know what you are doing

#

maybe mother would be tough

#

but everything else, easy enough

acoustic breach
#

Just kite the babies to the other side of the map 👀

#

ez clap

sick hornet
#

true

errant vigil
#

just lag the game with babies

#

easy kite

sick hornet
#

im not talking about kiting in all these though

#

kiting is never really necessary

atomic escarp
#

Would you guys agree/disagree that the new danger has limited kiting in a sense?

Example: On a lot of occasions players would kite back into other rooms that have more space or all the way back to spawn back in the other rundowns. Now in my opinion players aren't exactly finding it harder to kite but knowing that if they go back into a room it would wake up even more enemies making kiting more problematic.

acoustic breach
#

I think the hammer killing is fine though

sick hornet
#

not at all kerse

acoustic breach
#

People just exploit it by leaving someone there

sick hornet
#

circle go brrrr

#

^ that too

turbid cliff
#

the answer is technically yes

acoustic breach
#

But yeah, I guess people do kind of not kite into problematic rooms

turbid cliff
#

but it comes with so many problems

acoustic breach
#

But they just kite in other rooms instead

atomic escarp
#

So you're saying the new danger has made no change to kiting at all?

acoustic breach
#

Very little

sick hornet
#

in a way it limits where you can kite, but you can still kite

turbid cliff
#

don't be that interviewer woman

sick hornet
#

its more annoying than anything

acoustic breach
#

People now AFK in rooms because they don't want crap spawning

turbid cliff
#

rather than just focusing on solving kiting, it's more important that that bs caused more problems than it solved

acoustic breach
#

Doesn't make for thrilling gameplay either

#

I think it's kind of the same as kiting

robust marsh
#

it made it more annoying

#

not harder

sick hornet
#

the idea of it was good, but instead of distance away and 10 second timer, they should be able to spawn on top of you with an animation with a 5-10 minute timer

robust marsh
#

or impossible

#

just more annoying

errant vigil
#

damn

#

then don't spawn block if it's not hard

nocturne flax
#

Respawn room shoukd have more deadlier enemies

errant vigil
#

just kill it again

robust marsh
#

thats one of the bad things about respawn mechanics that ludvig even fucking agrees

errant vigil
#

or

#

stealth through it

atomic escarp
#

Interesting answers thanks.

nocturne flax
#

Loke c1

robust marsh
turbid cliff
#

does killing or stealthing through it 10 times over make the game experience any better?

#

fkn cheapens it

robust marsh
#

as stealth in this game is not just a green light red light

sick hornet
#

C1 was good, but i think the S1 should have been 1 more room away so you arent forced to clear the stealth room

robust marsh
#

there is a skill to clearing rooms without nothing wakeing up

#

but some levels...

#

just afk

#

Like its not worth it

#

Exp: C1

errant vigil
#

cringe

#

Fast stealth clearing

robust marsh
#

the intro to that level was so good

errant vigil
#

easy

remote karma
#

I just wish respawns were triggering to specific events (uplinks, alarms, etc). One may say that unlinks don't have a team scan, so 1 player can easily block a spawn. However, it is always possible to add a team scan before the uplink or else. It is cheaper than making new animations + there is no reason to stay AFK any longer. Could be hard to adjust to error alarms, however.

acoustic breach
#

People will always try to choose the most optimal option, even if it's utterly boring. That's why kiting exists, why people afk in rooms, why people perma c-foam doors etc.

robust marsh
#

but other things in it was shit

atomic escarp
#

What other levels are people afking because they don't want to deal with enemies respawning except for C1?

acoustic breach
#

A2, D1

quaint yarrow
#

C1 is prime example of how shit respawning system is.

sick hornet
#

D1?

#

where

robust marsh
#

AKA ALL OF THEM

dreamy bramble
#

who afks in c2 lol

acoustic breach
#

D1 extreme, last zone before surge scan

robust marsh
#

and B3

errant vigil
#

how is c1 respawn shit

sick hornet
#

interesting considering the S1 door

errant vigil
#

because it's actually hard

robust marsh
dreamy bramble
#

yeah all the scans are s1s on c2 and it's the easiest zone to clear zz

robust marsh
vapid moon
robust marsh
#

if there was a lot of enemys i say ya its hard

#

but its all hybirds

remote karma
#

C1 respawns are beautiful, if only it was impossible to block the spawns. The idea of running away from shadow wave through 2 populated rooms and fighting during extraction is gorgeous.

robust marsh
#

that you can just look down

#

and DONE

#

LIKE BRUH

vapid moon
errant vigil
#

he doesn't know

vapid moon
#

LMAO

robust marsh
sick hornet
vapid moon
robust marsh
#

than im the luckest man alive HAHAHA

sick hornet
#

shooters aim for chest instead of head now

remote karma
#

I told the idea is beautiful, that's the point 🙂

sick hornet
#

:)

vapid moon
robust marsh
#

yes

remote karma
#

Mb more intense shadow wave to force players to run through the rooms.

robust marsh
#

also the respawn system is good but it needs polishing but not right now

sick hornet
#

that would have been really cool if they had a punishing wave on a timer after finishing extreme

robust marsh
#

NOT BEFORE THEY FIX THE BLOODY CHARGER SCOUT

sick hornet
#

wdym?

vapid moon
#

yeah, its a good idea, but the respawn is too inconvenient

robust marsh
#

bruh do i have to say what i mean builder

errant vigil
#

damn if only terminals in c1 required team scans to start

sick hornet
#

yes

robust marsh
#

its a lazy enemy

#

its just a charger with feelers

sick hornet
#

while true, i like the mechanic it adds

robust marsh
#

yes

vapid moon
#

yeah

robust marsh
#

but the model they need to fix

sick hornet
#

teamwork

robust marsh
#

thats all i want

vapid moon
#

although they did give it a new model

robust marsh
#

i want the model to be fixed

vapid moon
#

whats wrong with it?

dreamy bramble
#

charger scout is dumb but i love it

sick hornet
#

its the same changes as shooter -> scout

remote karma
#

it is, but that fact that triggering a scout is actually punishing is beautiful (meaning charger waves).

robust marsh
sick hornet
#

thats D1 specific

robust marsh
#

the devs are mostly lazy

sick hornet
#

not the charger scout

vapid moon
robust marsh
#

if we pass on they may think its ok to be lazy

remote karma
#

I wish it was across all maps, just like shadow scouts spawning shadows on any map, not just E1.

vapid moon
#

when theres very simple solutions to some bugs but they want everything to be super unique

robust marsh
#

heeeeeeee guess you right

#

but still

dreamy bramble
#

i don't mind the scouts being buffed exclusively on the deeper levels tbh

robust marsh
#

they had plenty of time to at least make a model

#

like just a scout with hybird head

sick hornet
dreamy bramble
#

allows for new players to get familiar with scout variants before having to suffer the higher stakes

sick hornet
#

actually punishes you for waking them

dreamy bramble
#

ye

atomic escarp
#

I have to disagree Jones, the charger scout now requires teamwork to take it out, it's not just one person anymore. At least one other person has to come in and tackle the threat, plus like someone mentioned above if you don't kill it, a whole wave of chargers come for you now.

robust marsh
#

im not saying its a bad thing

#

i really love it

#

but the model

#

is super lazy

sick hornet
#

its the same for all scouts on D1

robust marsh
#

at least the charger scout in B1 unless they changed the model in D1

#

in that case someone tell me

vapid moon
#

i just wish charger scouts were a tiny bit more able to double hit. the window is very very small, i just wish it was possible to get it with some communication

atomic escarp
errant vigil
#

Having more mixed spawn with scouts would be good and making what they spawn correlate with what type they are is also good but I think that would require reworking how scout spawns work

sick hornet
#

fair enough

indigo lantern
#

I hate among us i hate among us

robust marsh
#

agree

acoustic breach
#

You can always C-Foam it 👀

vapid moon
sick hornet
#

no

#

bad spartan

acoustic breach
#

But I like that too, it gives you more options

sick hornet
#

participate in the teamwork

acoustic breach
#

Never!

indigo lantern
#

Spartan? The man himself?

vapid moon
sick hornet
#

that is spartan, yes

acoustic breach
#

Allegedly

indigo lantern
#

Holy frick

robust marsh
#

the scout spawning diff enemys is very fun and very cool as in you going to have a bigger problem when you alert a harder to kill scout

#

meaning the reward of killing it is a lot more

indigo lantern
#

Thank you for your service @acoustic breach

tulip vale
#

I still feel like they definitely should have changed the feeler pattern for charger scouts though...

sick hornet
#

inb4 r5 ext has tanks on scouts in E1

tulip vale
#

Make it unique or smthn

errant vigil
#

I don't know what they would do to do that maybe add tiny black spikes to their tendrils

#

cause different pattern to tendrils feels lazy

sick hornet
#

a new pattern would be nice if it was actually different

robust marsh
#

its better than just haveing normal scout feelers :/

sick hornet
#

rundown 6, "the scout update"

robust marsh
#

wished

tulip vale
#

"10 new scouts added" different feelers this time? "Nah all reskins"

acoustic breach
#

Introducing: Tank scout

dreamy bramble
#

baby scout

robust marsh
#

...

sick hornet
#

rundown 1, "the release"
rundown 2, "the stinky fog update"
rundown 3, "the mother update"
rundown 4, "the difficulty update"
rundown 5, "the booster update"

errant vigil
#

damn a scout that dies in one hit

#

very challenging

tulip vale
#

10 of them per room

errant vigil
#

one hit anywhere

tulip vale
#

Please no

robust marsh
#

i love that

tulip vale
#

C2 overload from r4 was enough for me

#

I just wanna see where I'm going

errant vigil
#

grab an lrf

#

problem solved

sick hornet
#

true

#

A2 was good

tulip vale
#

Rundown 27 "the among us update"

sick hornet
#

no

tulip vale
#

Lmao

#

đŸ„ž

sick hornet
#

and cliffs*

#

fall damage is doubled

tulip vale
#

Fall damage is scarier than most of the enemies

sick hornet
#

i swear over half the damage i take is fall damage

turbid cliff
#

Just make players take 1 damage every time they jump

#

Bhop solved

acoustic breach
#

Stamina bar for sprinting thonk

sick hornet
#

the other 25% is shooters hackettflushed

#

stamina bar is a big no no

errant vigil
#

eh it's fine

acoustic breach
#

Invisible stamina bar

#

Audio cues for running out of breath

hearty bridge
#

Just curious, how in ur opinion R5D1 is hard compared to R4E1?

sick hornet
#

its not really

acoustic breach
#

Less difficult

#

Pretty fun though

sick hornet
#

its a fun level

#

probably my favorite so far

#

might change my mind with C2 if overload is less dumb

errant vigil
#

D1 isn't that hard when you take your time and actually stealth

atomic escarp
#

So you guys are agreeing in a sense that R4E1 is harder than R5D1?

acoustic breach
#

Yeah, there's less room for error there

dreamy bramble
#

it's not even close imo

errant vigil
#

if you do extreme it more room

#

a lot more

#

e1 reactor was piss easy

acoustic breach
#

Well, I guess R5D1 extreme comes close though

sick hornet
#

E1 reactor was so dumb

acoustic breach
#

R4E1 Extreme?

#

I loved it

sick hornet
#

D1 extreme isnt really difficult, its just... fun

#

D1 is a very well made level

#

E1 extreme was good with 4 man codes

errant vigil
#

remove burst cannon and hel revo then e1 becomes kind of difficult

dreamy bramble
#

haven't beat d1 ext yet cause the mother keeps doing jank shit :(

#

but should be done soon

sick hornet
#

pain

dreamy bramble
#

gotta love when the npcs noclip

acoustic breach
#

Clipping into the wall is kind of a problem yeah

#

For mother

sick hornet
#

ive only done ext once, lost at the surge because i may or may not have used a door that gives the enemies a direct line to us

errant vigil
#

I mean new cfoam trip is op against her

atomic escarp
#

Would you say R4E1 mainly is more difficult cause of what the tank error? or extreme because you're essentially putting your trust into one person to get the codes?

errant vigil
#

Just put it above baby level and she insta cfoams

dreamy bramble
#

pmother clipped through our cfoam door, setting off the mines and nuking our cfoam door lol

acoustic breach
#

You kill so many tanks you get used to killing them quickly

#

So I'd say extreme is the real difficulty

sick hornet
#

it just is

acoustic breach
#

And of course high is very unforgiving

#

If you screw up stealth

sick hornet
#

if you do extreme its run and gun

errant vigil
#

yes that's why you put it on her security door and kill babies while she takes her time getting out of the room

sick hornet
#

dislike that

dreamy bramble
#

we learned our lesson dw

acoustic breach
#

It's not though thonk

#

If you don't stealth in extreme yar screwed

#

Unless you mean the people staying behind

sick hornet
#

no, after extreme high is run and gun

#

mb

acoustic breach
#

E1 or D1 thonk

sick hornet
#

E1

acoustic breach
#

But you have to go through like 10 invisible scouts thonk

sick hornet
#

gun simply goes brrr

#

you just shoot them all

atomic escarp
#

But that only became apparent cause of speedrunning let's be honest MAC

sick hornet
#

tf you on about

#

if i go into high 100/100 with a 5 use ammo im blasting away

acoustic breach
#

Killing every double scout perfectly in sync?

atomic escarp
#

high when before or after you get all resources?

acoustic breach
#

With invisible giants in the room?

sick hornet
#

pretty much yea

#

yes

acoustic breach
sick hornet
#

shoot the scouts, bio tags, shoot the giants

errant vigil
#

it wasn't speedruns that made people do that it was the sheer amount of resources that you got from extreme

#

especially if you did hammer kite strat

candid dragon
#

we talking about e1?

sick hornet
#

yes

candid dragon
#

multi-clapping shadow scouts was great.

sick hornet
#

yes

nocturne flax
#

Yo devs, you forgot to turn off the crosshair in the intro movie

vapid moon
#

haha lmao

nocturne flax
#

Big ol circle

kind hound
#

soo have scouts always been able to open doors and move to different rooms?

errant vigil
#

Not open doors but there have been a few tiles that allow them to move between rooms which is a bug but is neat when it happens

#

they kind of wack out

kind hound
#

I had the re spawning one in C2 open a door and move into one of the side rooms. was kind of nutty.

nocturne flax
#

R3c1 be like

#

Animal planet

obtuse surge
#

previous explanation for that bug would make sense for it to exist on C2

#

pathing through the other room can be faster due to the layout with those stairs

mild sonnet
vapid moon
#

Scout = đŸ¶

main iris
#

Like todd howard said, "it's not a bug, it's a feature"

summer plank
#

what can the sniper do/kill that the hel rifle can't? because the rifle has a lot more ammo

lyric narwhal
#

sniper can 1 shot big strikers, big shooters and hybrids to the head

summer plank
#

so the rifle can't do that, got it

atomic escarp
#

The additionally the sniper doesn't
penetrate, which in some situations is actually beneficial. You can use the sniper to get "stealth" kills (there are several ways, for example firing from far enough away in a completely different room) where as with the hel rifle would keep going, until it hit a wall and alert anything nearby likely alerting the whole room

obtuse surge
#

that's literally not a thing

native pilot
#

is it possible to softlock in B2 ?

#

we are currently in the extream objective and found out that we need the fog turbine but in order to get that we need to first open the high objective

#

and another door is unable to operate where we would get another bulkhead key

atomic escarp
#

Oh good to know! Thanks Wesley! Don't remember who I heard it from though so sadly can't pass it along.

native pilot
#

we have non

#

and we can't get in the high objective afterwards to finish because we are lacking a bulkhead

atomic escarp
#

I don't see why you would require a fog turbine in extreme zone, but you can disinfect @ the machine after finishing extreme objective

candid dragon
#

i forget, what opens the disinfect zone in b2?

sick hornet
#

finishing extreme

obtuse surge
#

well because B2 works as intended, it's possible that your layout gets fucked to the point where you have to do an uplink in fog

sick hornet
#

simply be max infected 😎

velvet flower
#

You can stand on top of the foggy terminal to avoid infection

obtuse surge
#

is interrupting attacks supposed to be different for each striker stance? has that always been a thing without me noticing it or is it part of the reason why stagger feels fucked this rundown

obtuse surge
#

ok

#

i can still do it for all of them but it feels more tight

#

which kind of sucks because latency affects it

#

good luck getting perfect timing if you're not the host

safe timber
#

i doubt im going to be playing much of this rundown

#

what are the new enemies?

obtuse surge
#

charger scout

safe timber
#

those are in the game

#

wait

#

you mean

#

literaly

#

oh fuck lmao

obtuse surge
#

scout dipped in oil

prisma swan
#

its a charger with scout ai

safe timber
#

thats super sick

#

anything else?

obtuse surge
#

no

safe timber
#

ah ok

dark yarrow
#

in A2 whats the req for the highest level objective?

#

we did normal and extreme but didnt see a bulkhead for the difficulty after

mortal granite
#

pick up the hisec

#

overload will let you open

dreamy bramble
#

the door is in the room before the hisec

dark yarrow
#

so wait after we pick up hisec we'll be able to do it?

#

just makin sure i got it right lol

dreamy bramble
#

yep

dark yarrow
#

also appreciate the help in advance

dreamy bramble
#

have fun in overload

dark yarrow
#

the hisec cargo one in A2 was the one where you had to rush for the crate during an alarm right? or am i misthinking

dreamy bramble
#

it starts the permanent waves once you pick it up

#

if that's what you're referring to

dark yarrow
#

ah i see

#

do we need to take the crate with us for the overload or just for main

#

like can we go to the scan and leave it there and go back for overload

dreamy bramble
#

you don't need to bring it into overload

#

but it's required to extract

#

so once you finish overload you still have to run back with the cargo

lusty nest
#

how do i open the door a2 oveload caz i dont see any key for it

solemn wigeon
#

Pick up the cargo first

#

Then overload will unlock automatically

lusty nest
#

oh ok thx

solemn wigeon
#

Np go

#

Gl

turbid cliff
mortal granite
#

Fixed issue where Leaving and Rejoining caused Lights and Fog to not be in sync

#

oof

turbid cliff
#

Artifact emitter tweak - so the ambient sound before you pick them up is louder now i assume

tribal cosmos
#

lmao

turbid cliff
#

Wonder what caused falling through floor in the first place

velvet flower
#

C1:

  • Added a delay on the extraction wave

Wait, there's an extraction wave on C1?

ancient delta
#

What is exactly the meaning of "Tweaked"? Balanced?

tribal cosmos
#

C2:

  • Removed enemy respawners in the generator cluster zone

C2 Overload:

  • Reduced the amount of enemies in the scan fight overall
  • Reduced the amount of boss enemies and made the spawning timing more predictable
  • Fixed a bug where Boss enemies would spawn at the same time

D1 Extreme:

  • Removed some enemies of a specific type from the second zone of the Extreme sector
  • Added an enemy to the third zone instead
#

oh man

#

this is too good

devout river
#

I wonder what enemy they added to the third zone of D1 extreme

#

I want to think it’s something new but probably not

tribal cosmos
#

so no more cheese on overload and no more bs scouts in D1

errant vigil
#

what

#

the scouts weren't what was hard about the level

tribal cosmos
#

D1 scout in the second room

turbid cliff
mortal granite
#

at least you can't cheese spawner in C1 now

ancient delta
#

Okay thnx

turbid cliff
devout river
#

I guess

#

Yeah

errant vigil
#

C1 actually fun to play now

#

No more respawn cheese

mortal granite
#

second zone of D1 extreme

#

hmmmmmmm

errant vigil
#

sadge

turbid cliff
#

BuT YoU cOUld ChOOse noT TO do thaT