#gtfo-spoiler-chat
1 messages · Page 236 of 1
cring
i got 4-3-0 once, the first zone we opened was the one with no plants
It be like that sometimes
@scenic holly eae
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
and I brought mines instead of foam because when do you need foam on a solo?
is there some way/map to practise shadow scouts
** shadow scouts**
if you don't usually play as host i don't know how much good solo practice will do
on host they always crouch and on client they usually don't
in R1 d1 was named deeper
ey quick question
in zone 96 in B1 where is the terminal like which part of the zone
wasnt it B?
Yea top room above a right next to door iirc
Aight thanks!
Question: AFAIK terminal waves cant spawn in zones aside the one with the terminal itself, is that correct? Does that work on C1?
Because the time I did try C1 I had the impression that they came from the main room which should be another zone
Uplink terminals? These waves spawn only in the same zone with an uplink terminal you are doing.
That is correct. However after you complete the terminal uplinks it will start a trickle which follows the usual rules of spawning 2 rooms away from players
Yeah it's always in the same zone as the terminal
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
Is there something I don't get?
I'm pretty sure the overload bulkhead is behind a door which opens only if you finish extreme
that's the thing, yesterday when we went for extreme only after completing only one terminal we had acces to overload bulkhead
That's why i'm kinda bamboozled as to what the check is going on
one of the uplink zones is yet another zone where every room is one room away from the uplink terminal
and that may have lead to your confusion where you thought they wouldn't spawn in A because 1 room away
yet they did
and you might have made the conclusion that they spawned outside the zone, 2 rooms away
Honestly, I never cared much about it and I just made a generic assumption that you need to do both uplinks in order to lift the lockdown on overload. But props to you in case it really works like that - I'll check it out later đ
Can you elaborate? So in that case they can spawn even 1 room away
if you don't allow the game to find a 2 room away within the zone spot
it changes to 1 room away within the zone
and if you went far enough to block all of those too, it changes to 0 rooms away đ
yeah i knew that trying to spawn push out a zone does that didnt know about the 1 room away
@thin palm which terminal did you do
@dreamy bramble || so since datamined numbers are allowed now in this channel - 0.8667 ||
That means youâll need closer to around 80% increase
what are you guys on about
making pistol oneshot
yes
pistol is just a better dmr
you'd need around 30% for twoshot hmm

Maths gang
2+2 is 4 - 1 thatâs 3 quick maths
"maths"
yes
british 
Let us commence forth
British gang
Riding round in a rover
Guys anyone got any idea what the Class M alarm does exactly?
we encountered them in B3 and got wrecked in it
the final scan is always an s1
so far
ah okay, we failed the extraction at the end of B3 and it seemed like an infinite alarm (the enemies kept coming) so i thought it had to do something with the Class M alarm
nah infinite alarms just happen on extraction sometimes
I think after you walk through the door the perma alarm starts
whats the order for b2 pe?
extreme overload and then high
thanks
I think M alarm means Mixed because it has different types of scans but i'm not sure about that
Class M are random alarms (big red scan, small scans, I dont know if you can get clusters yet)
the last one being a S1
Mixed sounds appropriate
anyone know what the objective is for b2 overload?
Is D1 extreme long??
||Collect 5 OSIPS|| @atomic escarp
Aloy as in just the extreme sector? or the level as a whole
Is it hard? Just finished extreme. not sure if we want to commit to overload
overloads just kinda annoying
Overload has a lot of fog and an error alarm from extreme so
died to c1 cause the respawn room RESPAWNED WHILE WE WERE IN IT
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
fucking god damnit
LMao
i feel like that's work as intended?
Glowstick potency
If that's true, gotta be some kind of bug. I don't think re-spawn while people in the room is intended.
just one more thing on the list of things wrong with the respawn mechanic
it should be like that so people don't cheese it
i havent been to c1 yet but if u have someone not doing anything than just fix it and have security scans
for full teams
is it just me or does b3 look different now
like a bunch of small details have changed
so how do you open the overload door in A2?
Pick up the cargo
oh, never bothered to check the door after picking it up, always just ran for extraction
it says the door is unlocked after you pick it up
thanks
np
will a mine kill a charger scout?
yes
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?
on ||d1 high, what is the BC scan? and what does it do/stand for?||
||It's a triple split Sustained group scan.||
||does it multiply each time or is it just 3 each time?||
||only 3 each time, so i think you have to do like... 6 total sustained scans. They're a bit faster than the class 3 S1 scans, but slower than the surge scans||
ok, thanks
||first time don't split||
The map doesn't change from what I've played
ye, nothing changed
ahhhhhhhhh what do you mean by changing?
map experience change xD
Not sure about B3, but I do noticed that in B2, the map layout is different in extreme sector
Didn't play b3 too many times, but never experience a map change in b3.
Some terminal placements do feel off in B2 extreme like they are moved
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.
any tips for b3 duo? we always die behind blood door
is this extreme or fog zone
mine can kill blood door really fast
yea but the area with fog is difficult for us
we kinda get overwhelmed during the next charger wave
there is areas that has no fog in 49 (I am not sure about 50)
you can use those to defend the charger waves
you can go in, clear some rooms, and then use those rooms to defend against charger wave
still no actual maps/videos/screenshots to prove anything about changing layouts
i still think it's just you getting confused
All maps are static.
there is changes around
like B2 overload door room
the disinfection and terminal have random spots
like there is 2 of spots
but still
room is static, only terminal are warping around (in A2 extreme)
Sure thing, there are some minor variables in some items you can interact with, but the layout stays the same regardless of runs attempted.
I do have screenshots
Let me post it on media
So I posted 2 screenshots on media channel, Z156A/E have different layout during different runs.
158 C has two different version of long hallway
Seems that B2 is different in Z157 as well, interesting
Yeah, I guess B2 extreme did have at least 2 different versions in many area.
And Scarlet just posted a 3rd version of Z156E
thanks for the screenshots
so guys, it seems that there are actually some new threats in d1
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: ????????????
||
B1: ||R3C1, copy paste again||
lol (edited)
i would say c1 also makes me want to kill myself
although, vegan r4e1 is too accurate
||Yes, technically. It's really difficult because you'll end up either being bored to death or spend time watching Youtube videos||
Cocoons
C1 was actually pretty good when we played it without blocking shit
and without permafoam for every fucking uplink
i'll definitely agree that C1 is the shittiest level when played the way people generally play it
does anyone know what to do with the security code that the one guy on the terminal logs gives you?
he said to insert the code in a terminal deeper below
me when r5 ext
damn
Yea most level with heavy spawn block is genuinely not fun at all
People spawn block in B3 and it saddens me
Going in as a full group to find the key, clear rooms, and deal with error together is a lot of fun
Where can you even spawn block in B3?
Room with both blood doors
People say reclearing a room isnât hard but continue to spawn block the room
Which is pretty hilarious
What are they spawn blocking exactly? I did B3 extreme last night and I straight up can't remember haha
Itâs a room with a scout and smalls but the âhardestâ part of the room (the scout) doesnât even respawn
the "hub" with the blood doors
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
I must just be stupid then
I can't remember the blood doors haha
WAIT I REMEMBER NOW LOL
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.
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.
what's the extreme for c1?
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
mother at end of c2 does she spawn active or asleep?
sleep
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
whatâre the b2 objectives? planning on doing pe
B2 High: 9 GLPs,
Extreme: 2 7 code uplinks,
Overload: 5 OSIPS
error alarm?
After Extreme
any catches?
As in?
ah gotcha
All infectious
doesnât sound too horrendous
there's scouts too
and one alarm in the fog, if you're used to relying on doors for alarms, you might have some issues there
the foggy zone just like cocoon rooms/zones are also more fucked when you get a shitty sleeper distribution
What is in the Terminal in d1 At the beginning of the Level behind the "unable to Operate" door
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
It's the big cuboid machines
i have spent 15 min walking up to every object in that room nothing is interactable
yup this is bugged, the thing never spawned in
any hopes on a patch that fixes the ladder attacks?
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
i think they are working on a fix for it
Log
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
should we just stealth it ? like kill the scouts and leave everything behind ?
@sick hornet yeah i know that.... any Screenshots available?
Yes
There was a copy paste in this channel
would that bite us in the ass cause of the alarms and what not, cause it would agro them ?
I donât know exactly where though
Better clear the first room before 2nd alarm. SOLID and DEX boosters should give you enough initial ammo to clear the first room.
I'd say don't clear the first room, but kill the scouts because they're going to respawn anyway
and only clear to do the 2Âș S1 ?
Mhm
If you dont clear the first room, then you'll have tons of hybrid coming for 2nd scan
If you clear it, then just few strikers on the bridge
Scouts -> terminal room -> finish the terminal -> clear the respawn room with hammer-> second scan
Thought so. I will try to not just keep non stop clearing then.
thanks a lot ! so focus on stealth and just don't do what isn't necessary.
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
thanks for the tips y'all and gl on the expeditions đ
This rundown is generally challenging in some of the level. I am sure that you will be fine.
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
Uh, kill the tanks
during the scan? that seems really difficult with all the hybrids and big chargers running at you
You have time :^)
You have lots of time to kill until the first tank shows up
The scan is bugged currently, so its recommended to take bioscan boosters
When's the rundown 4 warden post gonna be you reckon?
Next week probably
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.
the scan was bugged so it's a little unfair and you have to utilize kiting to beat it
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.
the bug is that near the end the spawns ramp up rapidly, so that's probably why you had to start moving at ~70%
looking forward to see how manageable it becomes when it works as intended
Yeah, when they fix the bug it will be nice to just hold your ground and staying in overload until it is complete.
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
two tanks and a handful of bigs and hybrids are easy to kill with specials and op sniper sentry
i had 2 normal giants coming from the bulkhead though.... shudnt they only come from the 3 doors
They keep spawning so it follows the 2 rooms away rule
if the bulkhead door closed when you put in the terminal code it wouldn't be a problem
One extra direction isn't that hard to deal with anyways
you can also bring foam to deal with the tank
since the level give you SO MUCH C FOAM
2 nades to foam the tank
would be depressing if when they fix it people still do the kite strat
there is an easy fix for that

imagine a mother sticking it's foot through the door, instantly setting off the mines and wiping your d1 extreme run at the end
đ
I mean if I saw pmothers toes I'd get set off too 
Any strats for C2 High M scan that anyone would recommend?
Alpha you have to kite when you have more than 3 tanks on your ass
The whole overload its bugged
We 3 man overload and fought 8 tanks total
We had 6 tanks at the end that we had to finish off after weve finish the scan
đ§ _ _
You cannot hold in there like a sentry
you have to move
Just kill them lmao
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.
What
i'm saying if the devs intention was making the C2 overload like the B3 Extreme
No, yoy dont have to kite for everything
so you can hold your ground
The overload its bugged so it forces you to kite
No it's not bugged, that's a feature.
Or do you really think they want yoy to run for 20 min đ
RIP my question
Sure sure sure
This is a melee focused game. They didn't give you a lot of ammo on purpose you know
kiting are in every game, but the devs will likely to add enemy that will make that harder to do
they already have charger
to counter kiting, i'm seeing more developer add more melee type enemy
damn hearthstone do be having kiting
that's why l4d is harder to kite than every game
Kiting is just the nature of a game like this. It ain't a "feature" of this game
You flip the card doing a circle shape
what does l4d have to do with anything here
we're talking about kiting on fps shooter game
l4d are also an fps shooter game and it's hard to kite so i give it a try
damn DOOM do make you heavily kite
kiting what exactly?
in l4d you just exit the saferoom and don't stop until the next one or some forced stopping objectives
đȘ
The game would be much better without kiting, change my mind
Just don't do it then smh
The devs can only prevent kiting to a certain extent without massively changing map design and melee mechanics of sleepers
no kiting doesn't mean you'll never be forced to sprint anywhere or fall back
doesn't mean no melee running combat either
Yeah, I can prevent myself from kiting, but not others
More like teleport everywhere when theyre punching you am i right fellas

Lmao
Shiiiiieeet
You know what I mean by kiting
You guys know.... this is a stealth game though, right? 
There's a difference between falling back and essentially having god mode because you run through sleepers unimpeded
if that's a reply to me, well i don't actually cuz it does vary between players
got extremes on all sides
Peepee poopoo kite đ©
Stealth everything except scouts which you should always ignore
gonna laugh when kiting is "fixed" and game didn't get any better really
kekw
same for bhop
i don't care much either way but people who hate it talk like it's the final solution
Im assuming next rundown well have more features, thsts why they kinda went hamburger on already existing stuff that we have
Well it kinda ruins the experience sometimes and its annoying to see a guy trying to kite a class 3 really
Specially in pubs
Why annoying?
Its a class 3
yeah i get it
Its not a solution to the entire game but its something atleast
I don't get how it is annoying though. Are you annoyed that you don't get to play the way you want?
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
it's annoying that people on low tiers don't have the basic skills or senses because they just kited everything
Kite dookie
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.
Team scans are boring asf
except i hate VIP missions
Then you just get a guy circle kiting in the reactor
lmao
This sounds like you're annoyed at incompetent players then
it's a general game balancing problem
Because its easy to kite and they dont get better
devs get feedback of how many people did what and their impressions
Kite its easier than aiming
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.
it affects the whole game
I can get that, but why care enough to be annoyed?
Every dumbass can run with a hammer , also kiting extend can extend the game for far toon long
Just like r4c2
why so obsessed with that word..
When people complain about levels taking too long but they are also kiting for half of it
My life change when a guy tried to kite a class 3
that wasn't meant for you
class 3 what
Nah bruh you kite the team scan
Run in tiny circles
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.
I kite the cluster scans inside of the scans
Especially cross-map and circle kiting.
Balancing the game around kiting is going to make it detrimental to the normal players. Just nerf it is better
I think normal players kite tho
Every more or less decent player does kiting. It is simply impossible to beat a number of levels without kiting.
what
Every level its beat able without kiting
Depends on how good the team is
Hmm and why does every GTFO youtuber kite and bhop like mad lads
Some.levels are bugged now so yes you might be correct
But do you really believe they want you to run that bad?
a habit or it works with their playstyle.
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)?
The biggest kiter and bhopper always say you dont need it, yet that's all they do and their vids đ
c1 ext just permafoam kek
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.
c2overload is the only example this rundown where you have to kite
Just as well.
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.
Because its bugged
Didn't see acknowledgement that c2 overload is bugged
Theres a difference between that and going to extraction but for that
You could kill off the error wave and then kill and sneak past the main room theres a lot of variabke but that i cannot xover but thst would be the general idea
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
Kill the entire shadow wave and sneak through the populated room? gl with that.
But doesnt remove the problem we are actually talking about
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)?
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
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.
Thats just one extreme
Never did i say stay in one spot like a sentry
But it highlights the importance of kiting available in the game.
But neither did i say run two rooms away
To an extent I can agree with what you're saying, but also don't gatekeep certain playstyles
Would I love to see kiting made harder all across the board? Absolutely.
But its presence in the game is a must.
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
It's how people just play the game bro
You can hold everything
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
Yes let's raise the skill floor and thus lower the population
I don't understand that arguement
how many people do you think would quit the game because of ktiing being patched lmao
new players don't know how to kite
thus they learn how to shoot better and plan better
Yeah
rather than just run away cause the enemies are dangerous to them
so they're not going to run through them constantly
One of you guys just said that any dumbass can kite
Removing kiting doesnât push away new players, only people who canât play without t because they just used it as a crutch
Of course
Do you think win percentages are gonna raise by completely removing kiting?
Once he/she knows
They will not stop doing it đ€
Does that matter in a hardcore game like this?
Last time i check they take pride on people failing đ
Yeah I think medium-low win percentages are the whole idea
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.
So if they remove kiting, will they achieve their goal?
Because they made it sonyou csnt kite since r4 kekw
Try to solo r4e1
Ehm, how is that relevant? Since we are speaking about design, I don't believe GTFO was designed to solo levels.
Its a hardcore game with no tutorial new people will struggle anyway without watching a youtube vid or 2
Your
Just curious, where?
Since shift + jump is OP, the % of success should be incredibly high. If that's so easy to reproduce. That's why.
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
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
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.
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
I can get behind this sort of statement
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
i feel the best way to get rid of kiting is not to change the current enemies, but add a new baseline one
Who says there gonna balance it by making the strikers more accurate?
either that or make them more dumb
what, if you are with your team and need to reload/reposition and heal they will cover with stagger and killing
Remove kiting, remove permafoaming and then you can actually balance the game
And make it more fun
well that's a statement that'll continue infinitely kekw
remove burst cannon
Wait
remove all guns but dmr and sniper
also remove 1/3 of the resources from every level
Whenever people complain about gtfo being too easy, it just means they spent way too much time and are too good now :P
Also add snatcher
just do challenge runs
Just add a "kill all sleepers in front of you button"
But don't complain about it, you can choose not to use it!
lol
even hammers only runs are easy on lower tiers, the game needs a bit more balance
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
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
playing since R1 and there was never a time when i ran out of ammo
never cared about it
maybe you're just to the point where efficiency is natural
if you optimize shit why would it be a problem
Don't need to resource manage when you can run through the enemy and regen back to 20
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
That's a legit point, and I believe it's broadly accepted by everyone as a decent solution.
clearly you haven't looked around much
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
Resources are set up the way they are for first playtroughs
I remember distinctly running out of ammo completely when I first tried R4 A2 PE
i don't know maybe we don't live in the same universe then
Which is impressive now I look back on it
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
If 1 guys is carrying the entire team that's only a decent support to your argument against kiting. But since completions are low, apparently these carries don't influence the stats across the board. Especially since it's way more common on easier levels, not so much on latter once. Especially some levels require the entire team to be on point.
Then you have the entire team kiting
surges are impossible to hold wdym 
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
Or do you think those completions are all because of people holding?
Data is tainted anyway
You don't know how many people kited their way to victory
you don't know what kind of data i'm talking about
can i ask what we talking about?
about infinite cycles
Omelet
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.
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
you could probably tell how many uses of ammo are consumed or how many people run out of it in a level
That's true
i can live either way, both for kiting and bhop
good idea for stopping or making ppl bad at kiting: put more blood on the visor (:
but as i said i don't think either way will make the game marginally better
probably no kiting would make balancing easier
Imo kiting is boring
yes
i've been saying this since R1 too but i'd rather they focused a few months specifically on core and bug fixing
i dont think anyone actually wants to kite when they do XD
kiting is good when you not doing it 24/7
No kiting = less boring gameplay, less waiting around for people to kite
Better gameplay statistics for devs to balance the game with
Yeah, like you're supposed to
its what the game was ment to be
well i can't say whether that's true
you can also shoot the mistake away
Turret roleplay simulator?
but it doesn't sound like a healthy way to be
you can't fight ones way of liveing
and use the precious resources
Now your punishment is waiting for someone to finish their run to spawn and back 30 minute fitbit powerrock soundttrack cycle
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
if there were less resources in lower tiers that would be the case
i mean
only 10+? 
people will stop kiting when the devs introduce an enemy that actually punishes it
currently all the enemies encourage you to kite / melee fight them ÂŻ_(ă)_/ÂŻ
the only truth about kiting is that its discussions never go anywhere
fr
im on this with bot if the game doesn't punishes you for what you are doing why would you not do it?
the only enemies you cant reliably kill with hammer:
spitters
that is all
yes

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
true
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.
I think the hammer killing is fine though
not at all kerse
People just exploit it by leaving someone there
the answer is technically yes
But yeah, I guess people do kind of not kite into problematic rooms
but it comes with so many problems
But they just kite in other rooms instead
So you're saying the new danger has made no change to kiting at all?
Very little
in a way it limits where you can kite, but you can still kite
don't be that interviewer woman
its more annoying than anything
People now AFK in rooms because they don't want crap spawning
rather than just focusing on solving kiting, it's more important that that bs caused more problems than it solved
Doesn't make for thrilling gameplay either
I think it's kind of the same as kiting
yes but no
it made it more annoying
not harder
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
Respawn room shoukd have more deadlier enemies
just kill it again
thats one of the bad things about respawn mechanics that ludvig even fucking agrees
Interesting answers thanks.
Loke c1
i agree
does killing or stealthing through it 10 times over make the game experience any better?
fkn cheapens it
as stealth in this game is not just a green light red light
C1 was good, but i think the S1 should have been 1 more room away so you arent forced to clear the stealth room
there is a skill to clearing rooms without nothing wakeing up
but some levels...
just afk
Like its not worth it
Exp: C1
the intro to that level was so good
easy
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.
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.
but other things in it was shit
What other levels are people afking because they don't want to deal with enemies respawning except for C1?
A2, D1
C1 is prime example of how shit respawning system is.
A2/A1 if one room is really bad/C2/D1/C1
AKA ALL OF THEM
who afks in c2 lol
D1 extreme, last zone before surge scan
and B3
how is c1 respawn shit
interesting considering the S1 door
because it's actually hard
trust me sometimes its not worth to just pass on the cluster gen room can make things intersting
yeah all the scans are s1s on c2 and it's the easiest zone to clear zz
hard is something annoying is something else
c1 respawn is annoying. not really hard, just a big inconvenience
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.
that doesnt work anymore B)
he doesn't know
LMAO
than im lucky?
you dont fight through extract, you just pull them individually
yes, they absolutely patched that
than im the luckest man alive HAHAHA
shooters aim for chest instead of head now
I told the idea is beautiful, that's the point đ
:)
i see you invested in the right skill tree
yes
Mb more intense shadow wave to force players to run through the rooms.
also the respawn system is good but it needs polishing but not right now
that would have been really cool if they had a punishing wave on a timer after finishing extreme
NOT BEFORE THEY FIX THE BLOODY CHARGER SCOUT
wdym?
yeah, its a good idea, but the respawn is too inconvenient
bruh do i have to say what i mean builder
damn if only terminals in c1 required team scans to start
yes
while true, i like the mechanic it adds
yes
yeah
but the model they need to fix
teamwork
thats all i want
although they did give it a new model
i want the model to be fixed
whats wrong with it?
charger scout is dumb but i love it
its the same changes as shooter -> scout
it is, but that fact that triggering a scout is actually punishing is beautiful (meaning charger waves).
its a lazy model
thats D1 specific
the devs are mostly lazy
not the charger scout
mmm i disagree
if we pass on they may think its ok to be lazy
I wish it was across all maps, just like shadow scouts spawning shadows on any map, not just E1.
its not that theyre lazy, they over complicate things.
when theres very simple solutions to some bugs but they want everything to be super unique
i don't mind the scouts being buffed exclusively on the deeper levels tbh
they had plenty of time to at least make a model
like just a scout with hybird head
it is a great change, i love it
allows for new players to get familiar with scout variants before having to suffer the higher stakes
i agree
actually punishes you for waking them
ye
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.
again, the chargers are D1, not charger scout
its the same for all scouts on D1
at least the charger scout in B1 unless they changed the model in D1
in that case someone tell me
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
Oh I know I'm just specifying for that level.
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
fair enough
correct
I hate among us i hate among us
agree
You can always C-Foam it đ
sussy
But I like that too, it gives you more options
participate in the teamwork
Never!
Spartan? The man himself?
to the dungeons
that is spartan, yes
Allegedly
Holy frick
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
Thank you for your service @acoustic breach
I still feel like they definitely should have changed the feeler pattern for charger scouts though...
inb4 r5 ext has tanks on scouts in E1
Make it unique or smthn
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
a new pattern would be nice if it was actually different
its better than just haveing normal scout feelers :/
rundown 6, "the scout update"
wished
"10 new scouts added" different feelers this time? "Nah all reskins"
Introducing: Tank scout
baby scout
...
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"
10 of them per room
one hit anywhere
Please no
i love that
R4: the length update*
Rundown 27 "the among us update"
Fall damage is scarier than most of the enemies
i swear over half the damage i take is fall damage
Stamina bar for sprinting 
eh it's fine
Just curious, how in ur opinion R5D1 is hard compared to R4E1?
its not really
its a fun level
probably my favorite so far
might change my mind with C2 if overload is less dumb
D1 isn't that hard when you take your time and actually stealth
So you guys are agreeing in a sense that R4E1 is harder than R5D1?
Yeah, there's less room for error there
it's not even close imo
Well, I guess R5D1 extreme comes close though
E1 reactor was so dumb
D1 extreme isnt really difficult, its just... fun
D1 is a very well made level
E1 extreme was good with 4 man codes
remove burst cannon and hel revo then e1 becomes kind of difficult
haven't beat d1 ext yet cause the mother keeps doing jank shit :(
but should be done soon
pain
gotta love when the npcs noclip
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
I mean new cfoam trip is op against her
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?
Just put it above baby level and she insta cfoams
pmother clipped through our cfoam door, setting off the mines and nuking our cfoam door lol
You kill so many tanks you get used to killing them quickly
So I'd say extreme is the real difficulty
its more difficult because... idk
it just is
if you do extreme its run and gun
yes that's why you put it on her security door and kill babies while she takes her time getting out of the room
dislike that
we learned our lesson dw
It's not though 
If you don't stealth in extreme yar screwed
Unless you mean the people staying behind
E1 or D1 
E1
But you have to go through like 10 invisible scouts 
But that only became apparent cause of speedrunning let's be honest MAC
Killing every double scout perfectly in sync?
high when before or after you get all resources?
With invisible giants in the room?

shoot the scouts, bio tags, shoot the giants
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
we talking about e1?
yes
multi-clapping shadow scouts was great.
haha lmao
Big ol circle
soo have scouts always been able to open doors and move to different rooms?
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
I had the re spawning one in C2 open a door and move into one of the side rooms. was kind of nutty.
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
R3C1 was the best
= đ¶
Like todd howard said, "it's not a bug, it's a feature"
what can the sniper do/kill that the hel rifle can't? because the rifle has a lot more ammo
sniper can 1 shot big strikers, big shooters and hybrids to the head
so the rifle can't do that, got it
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
that's literally not a thing
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
Oh good to know! Thanks Wesley! Don't remember who I heard it from though so sadly can't pass it along.
we have non
and we can't get in the high objective afterwards to finish because we are lacking a bulkhead
Fog turbine becomes available once you finish extreme objective, not high
I don't see why you would require a fog turbine in extreme zone, but you can disinfect @ the machine after finishing extreme objective
i forget, what opens the disinfect zone in b2?
finishing extreme
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
simply be max infected đ
You can stand on top of the foggy terminal to avoid infection
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
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
charger scout
scout dipped in oil
its a charger with scout ai
no
ah ok
in A2 whats the req for the highest level objective?
we did normal and extreme but didnt see a bulkhead for the difficulty after
the door is in the room before the hisec
so wait after we pick up hisec we'll be able to do it?
just makin sure i got it right lol
yep
also appreciate the help in advance
have fun in overload
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
it starts the permanent waves once you pick it up
if that's what you're referring to
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
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
how do i open the door a2 oveload caz i dont see any key for it
oh ok thx
It looked random to me rather than related to timing
Fixed issue where Leaving and Rejoining caused Lights and Fog to not be in sync
oof
Artifact emitter tweak - so the ambient sound before you pick them up is louder now i assume
lmao
Wonder what caused falling through floor in the first place
C1:
- Added a delay on the extraction wave
Wait, there's an extraction wave on C1?
What is exactly the meaning of "Tweaked"? Balanced?
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
I wonder what enemy they added to the third zone of D1 extreme
I want to think itâs something new but probably not
so no more cheese on overload and no more bs scouts in D1
D1 scout in the second room
Depends on the context, the word doesn't mean much to be honest. It just says it should be closer to expectations now
at least you can't cheese spawner in C1 now
Okay thnx
Wouldn't it just be charger scouts
sadge
BuT YoU cOUld ChOOse noT TO do thaT



