#gtfo-spoiler-chat
1 messages · Page 245 of 1
1st code guy yell the text to the 2nd code guy
1st code guy defense
with other 2
Any tips for E1?
Git gut xD
Jokes aside, it's a complex question. E1 is not a level for half an hour for most teams to describe it in a couple of lines.
It's highly recommended to bring bio+mines+c-foam+sentry. You need to have the gear among your team to deal with large amounts of enemies efficiently, hybrids, big enemies, a tank, chargers, and shadows.
You arguably don't need to fight them, though.
but the flex point tho
In-fact, you shouldn't.
True.
Your team also needs to be good at killing titans safely.
If you have two or more titans in range to hear each other, you need to be able to sync and coordinate single kills.
You also need to be able to kill them if they're within range to hear you moving around (so, you need to not stand up or move while standing at the time you got for the kill, as this will cause them to glow and potentially wake up).
Don't alert scouts, it will waste a lot of your resources even if you're maximizing the use of HEL rifle.
So you know how E1 levels usually carry some mechanics over? I.E r2 kept the error alarms. Maybe r6 will have toggleable alarms? Or a way to turn them off at least.
Yeah, we'll probably see the introduced mechanics and themes return in easier expeditions that can make use of them.
did you even play e1?
Yessir
Also, do you mean "R3 kept the error alarms"?
Fog fog and more fog. Shit ton of hybrids. Titans
No. R2 E1 was the first ever error alarm
and wdym with toggleable alarms?
wat
is there a tonk error somewhere in R5? If yes then that
otherwise, what would it have carried over
Right, but you mean "carry over," right?
you literally turn error alarms off
yes, and R3 kept them.
Also, you could argue that the elevator alarm on R2C2 was the "first"
That’s what I meant. Misspoke
R5D2 is a very similar idea to R4E1 Extreme.
@brittle light no tank error in R5
Lol
Only the 3 tanks that come on D2 at the end
@dire notch "Maybe r6 will have toggleable alarms? Or a way to turn them off at least."
Naaaaah
you can already turn them off and it aint even r6 yet
R6 will have flying spitters error
but did R5 keep anything from R4E
Right, but he's saying in a not E tier.
^
ok
flying What
b1?
Oh god the nightmare fuel
That's technically not the same.
We already had an error like that in R3D1.
But the terminal mechanic is new.
🤡
Well yea technically they deactivated when you complete an objective but the terminal override for alarms is new
R5Ext stuff will definitely be seen again, though.
do people actually run around a level just to pick up artifacts?
Some do
Apparently
some do apparently
for "artifact farming"
🤡
typically you'd want to pick them up as you go
😭 😂
honestly
running through the entire thing, with respawning rooms, again is just... inefficient to a ridiculous degree

I would personally like if the deeper you go. The more artifacts you find
Passwords, better uplinks, the multi-tasking style of reactor, having other stuff lead up to a reactor, requiring players move around during a reactor, escape sequences, errors w/ terminals, etc.
ye. Currently people are just farming A/B, right?
very pathetic
🤢
defo
if you need artifacts to complete a level git gud
Artifacts don't even tend to save the people who think they need them.
you dont need any at all. period.
Nope
If you're not good enough to do it normally, there's only so much boosters can do for you.
use the ones you have if u want to, but farming just to get the perfect boosters?
I can understand it if you just want to try out funny combinations, but boosters can't actually do all that much.
Like, yes, I like the 8% more main gun ammo when doing solo attempts. Does it actually save my life? Very apparently, no.
Eh, depending on what you have they can make certain things fun.
They help sure. But while 50% supply efficiency helps it won’t save idiocy
^
automatic regeneration up to 37% or higher with some combinations can be useful actually, but even then you're expecting to get hurt and try to survive more hits.
Just don't get hit more than once or twice 
if at all, but typically you'll get hurt once or twice at times.
yes people do this so they can enjoy the boosters, it's fun using them sometimes.
This rundown just isn't that fun unless you have an A+ team.
there is so much fun hearing for the 1000 time "NO DONT PICK THAT 1 USE TOOL REFILL I HAVE 10% SUPPLY EFFICIENCY"
I can't understand people farming boosters to get that perfect booster, as they ain't that much strong

It is definitely the hardest rundown, and the B tier isn't very newbie friendly.
Hahahaha true
I don't feel like spending 100+ hours on a single map for solo anymore.
So I may just skip solo for this rundown
I've done solo for A1 Extreme, A2 main, and B2 main, that's enough for me.
Newbie friendly? What part of Hardcore game don’t you get? GTFO is supposed to have a learning curve /S
B3 high is just pain, because more often than not after going downstairs into the fog with the charger error the pugs I play with decide to have like 2 people waiting upstairs 2 go down?
Like come on. That's banking on the tiny af chance of the chargers spawning upstairs, and they really like spawning downstairs and waking everything up.
When you then say "they spawned downstairs, get back up" and your mates go "nah, they won't" bc they have no clue it's fun.
B1 is actually newbie friendly tho.
imo.
I almost finished A3 PE, but shooter projectile spam got me
That's where I just said screw this
But also an introduction level should be there so people can experience the game and get used to many mechanics.
This
Was being sarcastic 😄
B1 do work. Just do high for newbies, extreme is introducing more mechanics (door opening because of lockdown was already in A1, but this time it's new mechanic: Disinfection room with key in high after clearing extreme)
ohhh wasn't aware, hard to see emotions in text form
error goes brrr.
Yeah, that's what /s means.
hard to see emotions when talking with people, whether online or face to face tbh
Nah I put /S after my text for sarcasm

I just find it more tedious than hard. :x
Newbies struggle /w the error, though.
true
it's in extreme for a reason tho
The typical "combat level hard-stuck phase" most new players go through.
Yes
Yep
and tbh the B1Ex error works alright since it's not too much
It's on the main path.
B1 extreme is stealth only w/ blood doors.
I want something akin to R1 D1
B1 main has the error
might be thinking of a different mission then
my bad
haven't played B tier that much yet and brain go brrr rn
R1+2 were fun for all the right reasons
the B tier where u have 2 uplinks in extreme and doing the second uplink results in error
and uplinks are 6-code
which one that
The real secret to B1 extreme is for one experienced guy to go solo half of it so that it takes less time.
R5B2
^ most errors
B2! Thank you Kerse.
Guess I haven't actually been in B1 then.
Embarassing.
the map full of infection and spitters.
R1D1 was my first Trial by Fire performance Peres amd I loved it
R1D1 was a god map.
yes
Imagine clearing B2 but not B1
R1D1 was an extremely fun solo map. 😄
R1D1 was EZ after you knew it, tho.
people keep complaining about the spitters but honestly they are funi
make funi noises
give funi green bar

fuck spitters
R2C2 was amazing too.
Bio+Mines+SS+SS, do all of the alarms before the reactor and then go back to 77 and 78 for 20 mines.
20 mines is... a lot?
no
if they are all well placed that's one hell of an amount of kills tho,
https://www.youtube.com/watch?v=JwbU_u3DJ3Y THIS is a lot
It let you kill almost all of the shadows so that you didn't have to rely on random strangers inevitably being bad at fighting shadows.
Probably about 2.4 at this point
aka me
I have troubles seeing the bastards without bio ping
Mine deployer in this case was all about converting huge amounts of extra tool refill into value at the end of the level.
Shadows are shadows they force you to bring a bio or suffer
because R1D1 gave you a lot of resources in its backmost side zones.
Naw, you don't need bio.
I duo'd R2C1 w/out it.
I hope they fix the shadow giant stance, sometimes they're kneeling down for whatever reason.
That's normal?
But yea I was tense the entire run back in R1 D1. It was fun
Because that's intended
R2C1 was also one of my favorite maps to solo 😄
they act like hybrids & female giants
They use the high and intermediate stances for both strikers and shooters.
It shouldn't be like that though, why don't normal giants do that then?
So they will sleep in positions similar to crouching strikers, standing strikers, leaning over shooters, and standing shooters.
Because that's what shadows are
Because they're not shadows?
small shadows move like shooters
Shadows use some striker stances too, none of them are crawlers tho.
I just think both stances should be the same regardless if they're shadows or not.
Naaah
No.
it's funny that way
I love how some of my teammates just banzai charge giants only to run into a return swing.after they try hammering
Just in my opinion.
Shadow aesthetic is all about being really weird.
And down
They're perfect.
Wait till we get shadow hybrids moving like crawlers
😳
They boutta headbutt you if you do shit
I haven't seen normal shadows crawl since R1 :x
Shadows give me flashbacks to Prey
Cuz they don't
really good players can see them, and depending on the lighting at times they are fairly simple to notice actually
but in most levels the levels are dark, and shadows are just death.
R1D1 first time playing, you get to the end and die because you realised you needed to tag the shadows lol
Not in R2 at least, I don't think people looked out for shadow stances in R1 tbh.
And I love it
Crawling shadows were…
No fun
There were people in R1 who beat it w/out bio on their first attempt that got that far.
they could be anywhere! The chair, the table, the wrench or the cup in your hand!


You had to be pretty good to deal with it, for sure.
and it didn't help that everyone was dogshit back in R1.
The game has gotten increasingly more difficult as time goes on.
Cause it was a new game, that's bound to happen.
I don't think I really play too different from how I played back in R1. :x
I can't do shit against un-pinged shadows, but I've also seen 2 people who straight up killed a literal wave of shadows without bio and without taking too many hits
but you have more knowledge, Barghest
Get used to their shadows & sound
^ essentially this but aaaaaa I hate the fuckers
They don't get intimidated, so they're predictable, and you can see them, seemingly depending on hardware and where you are fighting them.
shadow scouts on the other hand are cute. And easy to see. And easy to kill.
The fact they're slow helps a lot
^^
Yeah, they've been nerfed since R2.
If they were like in the shadows' trailer it'd have been hell
They used to be full speed.
😳
but if I'm in a room and because of non-coordinated team they are all over the place it's just death
They should bring that back
Giant shadows back in R2E1 were a blast.
also R2's big shadow
beeeg shadow.
Depending on their stance, you literally had naruto titans in R2E1.
My man's done with all that warden thing & decided to beat the shit out of you
They should also bring them back tbh
stomp stomp STOMP SMACK SMACK SMACK FUCK, HE'S DOWN!!!
HAHA WHAT
They're still naruto titans, but they're a lot slower now.
Can you even hear their footsteps now
Yeah.
And big chargers
Still waiting for actual 3d sound 
mommy milker boss when
Love to hear sleepers directly below me like they're inside me
Are there any rules against posting a lobby code in a chat of another continent without specifying it?
No
Because it's kinda annoying to join a lobby in EUW and it's actually being hosted in Far East Asia
Sometimes people post in there because everyone else is asleep
And they are just looking for anyone
NA is more-or-less "general LFG for anyone that has a decent connection to NA."
If I was ok with joining a lobby in another continent I'd go look in that LFG not the other way around
At some hours, it's 80% EU and AS
At least it isn't E1 lfgs in lfgbeginner
😊 ppl do that?
I did it for F1, and it worked a charm. I got the devs to give me a free completion
epic
I didn't know that the ammo increase on drop boosters exceed 100%
You can also exceed 100% on tool as well
can't wait for R6 where shadow sleepers will actually start using ninjustu against you and the shooters throw shurikens
wait, so they changed c3 so that you no longer have a choice if you want to do the terminal without the password first?
since you can't start multiple uplinks and since the second uplink terminal is unknown until you start an uplink, it's 50/50 if you have to open 378 or not
Wait what
I think it would not count until u type in uplink confirm. I had that once where we just do uplink connect on the second terminal which still works
on one hand, you abusing the alarm system by doing 2 uplink at the same time
on the other hand, it created a bug/force you to do 1 terminal that could potentially lock
I swear 99/100 times the password locked terminal is the second uplink terminal anyway no?
no
i tested it and
the first terminal can be a locked one that need password
so at least i know which one is locked
you cannot establish two uplink connects at the same time
i haven't tested it out more since, it's a long level
which means it's 50/50 if you have the locked terminal or not
which means it's 50/50 if you have to open the back door or not
I'm still confused here. I don't understand what you are saying beep
Ah
there are 2 terminals and we don't know which one it's gonna be on
in my experience
i only do the first terminal and it still worked fine
Can codes be on the other uplink terminal
Wack
until you hit enter on the uplink_verify code
I'll have to run C3 some more then
so theres a chance that neither of the terminals are locked?
if the text code terminal are define
like the same terminal
then you could possibly don't need to go to zone 378
IF
I'm going to elaborate for clarification: The new fix prevents players from connecting two uplink terminals at the same time. This includes the standard uplink_connect xxx.xxx.xxx.xx that doesn't actually start the uplink sequence for C3. Unfortunately, that uplink connect process is the only way to see which terminal pair is going to be used for the uplink confirm. This means that players, in case they accidentally activate the uplink terminal whose pair needs a password first, only obtained through zone 378, are forced to open 378, in effect giving more spawn points during the actual uplink sequence.
There is always one terminal that is locked, which functions as a pair terminal during the uplink sequence, but has no indication which uplink it actually pairs to, unless first connect one of the uplink terminals.
Either terminal you uplink connect with has the possibility to connect to the pair terminal that requires a password, meaning you need to open 378, meaning you need to deal with two spawn points for both uplink sequences instead of just one for the first uplink sequence whose pair does not require a password, and does not require you to open 378
so whether you're going to have 378 for 1 or 2 alarms is down to rng
yes
huh
I'm assuming it's unintended but I'm not necessarily sure
no one plays c3 anyway 🤡
C3 isn't actually terrible in level concept
But it's data center so it's immediately invalid in any sense of credibility or quality
Bye bye
Lol
data center looks...
it looks
yeah it looks
👍

fix the bug first and then care about the slight bit of extra rng
it's so fucking common to wipe during uplink
and you literally will no longer be able to complete C3 after that until you restart game
kind of like
completely gamebreaking
takes forever to get back there
and then
"you can't run 2 uplinks simultaneously" 🤡
God I didn't even know both terminals locked if restarted after a wipe
I guess the rng is the lesser evil if that's the case
expecting bug fixes
i guess we'll stop fixing bugs then :/
how do you execute cell skip for E1?
do you just run the first cell to the door with the last surge scan and then extract after plugging the cell in?
yeah
Easier said than done
yeah ik you have to stealth mother/father and basically hammer the entire map
But yeah that’s how it’s done
so there's no softlock if you don't do other 2 terminals?
Nope
that's pretty interesting
I see
Standard strat is to shoot anything that isn't a hybrid or striker (unless there's a lot of hybrids).
You need to foam before birther to have enough time, then you have to fight tank in second room of that zone.
Plus a bunch of chargers.
If you do that, though, you're in the hub room and can to the titan alarm w/ a considerably easier error alarm.
I've forgotten, were there 1 or 2 mothers in the room?
2
deux
and you foam both of them?
oh god no
the whole idea is have one person clear a path to sneak rush through the room while other people hold off the error
ah I see
though if players aren't defending in the room right before the mother zone, the error has a chance to spawn inside the mother room
Foam buys you just enough time that you can get into the second room of the tank zone safely.
yeah you just foam the doors before you rush to the charger zone
Hardest part is definitely fighting in there, though.
that'd be the big hurdle of rushing e1, those two zones
ohhh
past that it's pretty ehh
you have to manage the error so that it doesn't spawn inside scout zones
You also want to save a door nearest the titan alarm.
the M scan door?
damn it actually sounds really fun
but I've got no hope of finding people who will actually do it though
it's neat but error alarms are bleh
Def not easy.
yeah no doubt
true e1 😳
the true E1 is where you have to kite an error alarm that spawns 1 mother every 45 seconds submerged in infectious fog while getting only 1 use resource packs and avoiding spitters on the wall
F tier be like
eta on charger teleporting
there's nothing stopping you from just killing everything with 1 cell
a lot more safe to just kill everything
it's just not as fast
In gtfo, bugs fix you
You have to unlock the easy tiers B)
not true
you can kill everything in there
dont really need to kill moms, idk about tank. only true chads decimate every enemy on the map
STOP RIGHT THERE CRIMINAL SCUM!!! . you have commited Crimes against Skyrim and her people, what say you in your defense?

IM A RAT AND IM PROUD
same here Tarkov buddy
but I hate the arguements that stem from it
so shut up 😄 JK JK
Embed fail
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Pog
Killing double mother and the giants in the room sounds like more of a Hassle than just stealthing it
Like it's probably doable but it'd probably be more so if you fucked up the stealthing part
you don't really have enough ammo if you do it that way
You do 
Try it and you’ll see
If you manage to grab all the ammopacks you should be set
is the tank room have ammo?
Only disinfect and meds
just don't miss 4hed
Bullpup shotgun when
shotguns that actually do full damage on headshots when
Shotguns that don't miss when head destruction when
If you do clear the birthers, though, you can go back to shut off whatever error is active later when you do the titan alarm.
If you're not speedrunning you can take your time to get a ton more ammo, although maybe not if you're not opening anything else like you would on a standard run.
Hmmm, titan error you can probably actually just fight the tank, clear a way through the birther room, and then c-foam them off behind you to get back there.
if you're not speedrunning then you shouldn't do that strat tbh
it's kinda deja vu from the last rundown
people use the same strat as speedrunner do in R4E1
1 pellet does full damage so random spread doesn't cuck when
If you were to document all of the room-defining structures in GTFO, how would you go about it?
Trying to get a handle on all of the tiles in the game, but I'm not sure how to think about structures since they can be really specific.
Like, the zone after the titan alarm, I'm not sure if those rooms and the immediately previous rooms are a part of "boxes/tunnels" and are two separate tile clusters or if that's a separate set of rooms that isn't "boxes/tunnels."
and then storage has two sets of "room-defining structures" to keep an eye on.
Not all rooms, tile clusters always generate a certain way, and they only turn into tile clusters at edges.
There's like certain slots where a new tile cluster can start.
The challenge is remembering enough of the zone appearances that you can recognize which sets of rooms are interconnected tiles.
Also, there's some rooms that either contain unique structures or they generate in a special way.
Like, if you remember the zone that leads to both of the cryos in R4A2, that room has three different ways it can look.
yes
One of the side rooms also can look two different ways
There's a bridge variant and a stair variant, while the main room has a landing variant, a catwalk variant, and a trench variant.
Refinery is rough, there's a lot of room defining structures it can use and there's two different rooms that can generate either two connected structures or one very large structure.
The only distinctly defining characteristic is one of them has an L connector on one side while the other has a U connector on one side.
datacenter moment
- 2 use at spawn
- 4 use surge alarm
- 4 use error alarm
- 3 use key zone
- 5/6 use cell room (depending on if the ammo is split or not you get more)
Hammer the babies
There are a few parts where you’d want to melee yes, but that doesn’t restrict you from shooting
You’ll still have a decent amount left
C2 order plx anyone
Is it like a delivery of a sort?
yes
I ordered mine with sweet victory >:(
Most people do overload then extreme, but you can do it vice versa
Depends on how much ammo you think you might need
If you're not confident with what the overload gives you, it helps to run extreme
But if you keep failing on the overload, it helps to do constant runs of the overload to practice since the extreme is lengthy
Most groups who can't do PE can't do overload, so it makes the most sense to do overload first imo.
If you're desperate for ammo, you must have done something horribly wrong before then.
good point
I've been trying to do PE on A2 for quite some time.
ALWAYS get stopped at the dumb mother.
Mainly because I just can't find it due to the fog it causes.
look around for fog repellers to see if any are around, then when the mother uses it's fog sphere, throw some fog repellers at it, or use a biotracker to get a ping.
have you tried to c-foam her?
or leave one of you focus on the babies while the others deal with her (if you're not confident in killing her fast)
That way you won't have to worry about the babies if she tries to escape
Well, we DID try to C-foam her.
Couldn't get to her.
The babies just slowed us down as she ran off.
If you're really patient, you can do the hide against the wall tactic until she runs out. Personally, if you have 2 CFOAM nades, just rush her after you've killed everything inside. I'm not patient enough to wait that 10+ minutes.
sometimes, the best offense is a good defense
mothers are annoying because they drastically slow down the pacing if one is woken up.
If you got ammo, then blasting one to bits before she can wake up is easy enough. If she's awake, a single CFOAM is enough.
The ammo issue is the thing. For A2 PE that shouldn't be an issue.
I might end up doing another attempt at PE later, if you feel like helping out.
Because I know what to do, but I've never gotten past the mom.
when I play with people we sit upstairs for 10 minutes and wait for that fat ass to path up the stairs
Could try that out.
If you're struggling a lot, chances are at least two people aren't doing nearly as much damage as they need to.
For my static at least, we avoid giving her LoS until we can all rush her, then I just solo babies w/ CS and everyone else does damage. It will at least have almost no health after the first round of spawning, and then we can kill it either by catching it while it runs around or we can just LoS it again to ensure it's not in fog when it spawns.
E1 is pain in the ass on the first sections. Like the first error alarm and the first surge. Any tips?
I still miss R4E1
It may be hard, but at least if you do well, you will do well. The first section on R5E1 is so RNG
not really tho
the first error alarm, the key always in the back of the room
maybe some rare occasion, the key can be in D
We keep getting the worse scan in the surge
you can c foam the door after you get through the first security door
it buy you enough time to finish 2 scans
only the last scan you will need to fight when you're in the scan
What's that first security door?
the top right?
i did that
we did that
ohh you mean spread the c foam on the security door on zone 531?
hammer and shoot
both?
kite cause a lot of time
key always in C D and E
so just 4 people going straight to those zone
gun blazing if you have to
all 4 people go?
pick the key
guns blazing?
sentry, mine and c foam
shoot everything if you want to do it faster
Do error alarm waves stack?
is it good to kite the enemies while the other 3 finds the cell?
guns blazing
there is a
- 3 use ammo key zone
- 5/6 use ammo cell room
basically, you have enough ammo to go gun blazing from the zone before error
i already know the class 3 after the cell, the problem is the enemies inside the door. What to do next?
kite and hammer?
do you run a sniper? best way to deal with the hybrids and bigs
yes
shoot them then :)
kite, hammer and shoot?
go for it
ok
then the rest, while hard, is more manageable due to more resources
and disnifects
the only hard thing is that spitter room
new players to the game or E1?
😄
can always say something on your lfg post "LF3M E1 experienced players only!!!" 
ok
Or ask them to provide a CV and cover letter for enrolling experienced player
I have a phd in body shield
sorry, you are over qualified for the position.
do the mirror test, if it fogs up, their hired becuse they are alive cuz the mirror fogged up
dont need any brainc ells, just need you to be alive
hel gun makes your job useless
Unironically have a Google form for this to annoy people who join random VCs.

oh ray, i love you, can i have this google form to send it around when it happens too?
Under NDA
how is his OWN document under NDA?
Sorry that’s under NDA
dn are under NDA
-_-
Got em
jackass

😄
Anyways have you seen hava in e1 yet?
get out of here S.T.A.L.K.E.R
bruh have u seen the new leaked E10 level?
Maybe Candice can help him
it still amazes me that so many people miss my references to a great game from a decade ago
I mean, i got it, but i didnt get why you called him a stalker for that
nah, its from the first game, there is a guy in a warehouse always telling you to get out of here even when you arent doing anything
yall playin too much
Orange name supremacy 
Orange names rise up
damn STRAIGHT
White names rise up
😶

Yellow names >:(
oh shit an uprising
What will they do. Ban us all? Don’t think so
Purple best colour sorry
racist
Purples granted me a holy role
LOL
tbh
if your only sense of security/safety is "They can't stop us all", you are not safe

who said we wanted to be safe?
In this particular case, "They can't ban us all"
good point
I live life on the edge
no
I’m an experience purple revolter with over 7 confirmed warnings and 2 mutes
the edge lives on you
I love that wording
They silence us because we tell the truth
we are schaeffer they are the warden
"with over 7 confirmed warnings"
what the hell is an unconfirmed warning
💀
🍿 hahahaha what the fuck just happened while I was gone 😄 Viva la resistance?
i prob should go nitro boost to get out of this white vs orange war
I dont think it's a good idea to start a color war in the community lol
too late, apparently it already happened
What are A3s optional objectives?
Extreme is to find an HSU.
Overload is to bring 3 cells to a gen cluster.
ty
Extreme will involve starting an error alarm, while overload will make the fog infectious and at a higher elevation (but this doesn't matter for any area besides the hub zone).
Recommended route is overload -> extreme -> high
it's already infectious
Id post another meme bout this but the mods will warn me again
Oops, right.
why is dmr the only long range main 
Where rifle
im getting destroyed on B1 overload solo
every main feels useless
they're either too slow or have no range at all
Just overbuff the already broken sniper sentry easy win
i drop all my sentry boosters because i don't bring sentry in normal games 
gl then
Heavy SMG 

i do like that for heavy smg the animation is pretty much finished once the clip goes in
it's basically pointless to try and cancel any of the animation
and because it's an auto you can also just continue to hold down fire
so it starts shooting again instantly once the reload finishes
idk how much it'll get fucked over by the long range on B1 overload bridge
but i'd guess quite a bit because it says short to mid range
it sounds like shooting legos
man
whats goin on?
everytime i die on B1 overload it's a hundred times more frustrating because i probably would've made it if it wasn't for the shitty collision completely fucking up horde combat
why the fuck do we have to deal with that shit for another whole ass rundown
Because deez
Collision still a thing? >Stopped playing for a bit
Recently I learned of a new strat from in-game matchmaking (I know right) for C1 first s1 scan.
Cfoam launcher uses up all its tool on the ladder and floor to slow down the enemy at spawn. Its pretty OP since only a small trickle of enemies come and you save a lot of ammo. This strat reduces the spawn rate of enemies during scan since most are stuck in cfoam. That said, once the alarm is over, you still have to kill the enemies in the foam.
Is this considered "Cheese"?
it's a cheese
Cheese
ok thanks
REACTOR
Which code?
3 tanks spawn on the last wave then you are given the code to end the reactor sequence, make sure you put the last code in to end it before you GTFO.
hueueueue he said it!!!
i am space cop
yes
yo fuck d2
What's wrong with d2
you c foam 1 enemy on the ladder
that one enemy block the entire wave
so 1 enemy freeze block the entire wave using the ladder
= a bug
Ah
you can say it's the infinite c foam door without a door
enemies can only go up the ladder single file? I didn't know that
they just can't use the ladder if the exit point is blocked
did they acutally update voiceline recently?
wait 1 cfoam on the ladder
wow
That
is impressive
But just imagine blocking as in real way to block people to climb. I would approve that.
But not to players who might troll
the whole collision thing has multiple issues like that
and seemingly none were considered
you'd probably say that we don't want pushing anymore
but what if something is foamed
does it all the sudden not have collision anymore
wouldn't make sense
does it all the sudden allow pushing
wouldn't make sense
should it just not allow pushing? easy abuse in a tight hallways where you just foam the first of the horde
not actually an issue yet because currently ladders are the only thing where it actually cares about collision
for everything else pushing is just fine
i just dont enjoy how giants sometimes get pushed by sleepers and become sonic
the collision also made them worse at uneven terrain so you'll (quite frequently) see enemies just ascending into the air on a bunch of dig site tiles where the ground is very uneven
the opposite happens too where they just sink into the floor and literally become invincible temporarily
C1 has a bunch of spots like that
fixing shit that results in players missing shots in a game that's unforgiving af with it's flinching should be a lot more of a priority
doesn't seem like that big of a deal
i need less than 30m of gameplay to give 10 examples of bullshit
I mean R2E1 shadow giants seems like the previous speedy giants, not like it changed much in the gameplay though?
it's near impossible not to notice the poor collision every single match
stuff like wesley is talking about can lead to deaths that you cant avoid etc
especially sinking in the floor
thats been in the game since r1
collision wasn't tho
the lesson is to know the terrain and use it accordingly
the one thing i dislike is the invisible walls
you shouldnt have to worry about enemies becoming invincible in the floor?
alright you should know that there's an invisible rock on this tile where enemies will just ascend
^
Falling through the ground, especially with infected fog, it's the worst.
you should know all the spots they sink into the ground too
the inconsistency of not having collision for sleeping state also leads to some weird shit
you can find 2 sleepers that spawned within collision range
and once you wake them, collision will actually count and they'll just get flung around
smack a giant and back up out of range > there was a small dude at it's feet within collision range > giant gets catapulted in your face
in turn now scouts get caught on all enemies and leave them in impossible positions to stealth or shoot
they've already made that mistake
just scout vs scout for now
find 2 scouts in a tight hallway that try to traverse in opposite directions and they're just stuck indefinitely
so why make it even more common
I'm not providing solutions for it
I'm making it's issues aware
And pointing out that the game still played better without it in its current state
There's so much shit they have to think about if they want collision to not fuck things up
That perhaps it isn't worth their time atm and they should just abandon the idea
Removing it would all so bring up problems that would also be not worth their time
There's not a solution for either without them having to start doing something about it
False because that's just how it already was?
no problems previously what
What problems occur other than slightly reduced logical sense and unintentional buff to penetration weapons
I think you're pretty insane if you disagree that the idea of collision gave them more work and not less
Both of them give them more work
x - x = 0
we just see more of the issue with the current one because it is out right now
changing nothing doesn't add anything
we literally see the issues because we've had both options
so it becomes very clear to compare
I'd be highly surprised if new issues don't pop up when removing it
the same issues that would have popped up if it was never added
and with some thought put into it, less complex issues
and likely less issues overall
no collision is the easy option, collision is the more realistic but complex option
and it'll hurt gameplay as long as it isn't properly implemented
No noticeable change from R4 to R5 makes me lose faith in whether it's actually going to get polished.
We had 3 rundowns of no collisions and you talk like we don't know about the problems of no collisions
The biggest issue there was enemies blocking each other so you literally can't shoot one that's about to attack, especially since most weapons have no penetration and dead enemies will still block bullets for enough time
But now that's just changed to that enemy getting pushed to the side, you missing, and getting hit anyway so that wasn't solved 
People did ask for collisions just how they still do for player-enemy, part realism, part them running straight through you so you gotta turn around on your scan and whatnot
But one does not simply add some random shit as a solution and call it a day, which is basically what we got for enemy-enemy collisions
They must come with AI changes
^Enemies could be staggered at least when they overlapped
So, R5E1. Final error alarm deactivation terminal changing to z528 terminal upon placing the cell in the generator in z537. Why? The terminal in z544 still deactivates. Intentional or not? I have not been able to get an answer from a dev. Seems completely pointless to me.
the alarm on the door that requires the cell, is shut down using the other terminal
so it doesn't really change
it just overlaps with a new one
but both terminals will end both alarms
Ok, the text changes. But my question is why, is this intentional?
it would be pretty hard to still be unintentional at this point
so it probably is intentional
just very questionable
and we don't really get any reply as to why
some speculation is that perhaps its to reward those who've cleared out the boss zones as it'll allow them to easily backtrack to the new terminal
and there's also some people that think its there for those who try and complete the level with only 1 cell
as in doing so, that terminal at the start will be the only terminal you can use to turn off alarms
One cell game sounds fairly plausible to me. But still completely pointless to do so at that point 😅
If that is indeed why then z544 terminal makes much more sense for the first error alarm
As well as no change if both gens have been used 🤔
no
you can not use the terminal ahead
because you never activated the alarm it's tied to
you skip the alarm it's bound to
the terminal command gets added once the alarm gets pulled
for a 1 cell completion you either never turn off the first error alarm or you go back to spawn after powering generator
Exactly, it would make more sense for the terminal in z544 to deactivate the error alarm in a one cell game than any other terminal. And if both gens are used there is no need for a new terminal.
Shouldnt be intentional, the Z543 class 5 doesnt spawn an error so makes no sense to have a terminal attached to it
Seems like a very simply fix, level was ran by bughunters, issue got light brought upon by regular players before initial patches
Why is it still there
Why not :)

There's also some speculation that the flavour text is related to exactly that
and that doesn't seem like a weird thing to consider
Next time I dropped in the flavour text seemed somewhat more meaningful too. But I still don't see the point of it being z528 terminal 😂
probably defaults to 528 since that's the first zone
making it seem even more accidental
doesn't mean it can't be both
unintentional during initial design
but being ok with it
and having the level based around it in the end
Yeah, if it were z544 so the final room could be enjoyed then it would make sense. There is almost no point in going all the way back when the next alarm is a surge. At that point make it so it can't be deactivated at all in a one cell game 🤷♀️
The only benefit from that terminal being there is exploiting the deactivate alarms functionality and turning the surge off right as your team activate it
yikes
I don't think the surge can be deactivated. Perhaps it was just a nice idea but in the end a pointless execution.
There's plenty of other reasons you can think of tho?
Things go wrong > you can't get to the next terminal yet > you backtrack and get to turn it off
Intentional panic from not being able to find the new terminal?
Overthinking it
well your thought process just hints at the devs being dumb
which isn't my preferred option
The thing is, it's pretty hard to even notice the terminal change when you're focused on the alarm and then setting up for the surge etc. I certainly didn't.
idk i noticed on first time i saw it
which is why it makes no sense to me that it be unintentional
how do you test that shit without going ?huh?
so surely someone said something
which means they either get ignored
or it's intentional
Or they hoped players wouldn't notice
and this 
which is the case for most squads
i think one thing is that whoever codes doesn't design levels
which leads to weird shit because they end up doing things that code likely didn't account for
how
cum
ah
yup
Thanks for the discussion 😊
🤔 I must figure this out 🤔
what the hell did they mean by BC alarm
pepegiga
I've heard big cluster
curst bannon
It's not there anymore, gone, reduced to atoms B)
like dust in the wind
big charger 
BIG CO—
bad
only thing bad is what the warden is scheming on..
Big Chungus
Bipolar Chips
Big Chad
Warning: Threat level... Chad
Rolling DEEZ NUTS
ah thats good have you heard of dragon force?
When was the scout aggro updated to include hammer hitting padlocks and surfaces?
I would assume also applies to hack locks.
hammer hitting the surface was all the way back in R2 in my first expo
I would assume R1 as well
No?
R1 didn't even have surface hit alerts, and I tested this back in R2 to see if scouts cared about it after they added it for normal sleepers.
It was added for scouts at some point after.
Have you heard of DEEZ NUTS

the band? yeah, I have
you sure you arent thinking of the dragon force of these nuts across your forehead

lmfao
see thats how you do a dn joke, that other one was atrocious LOL
its unfortunate that you smell like updog
i have no idea.
LOL
which terminal uplink in c3 has the password usually? the 1st one listed or the lower terminal number one?
Just did c3 with the 1st terminal listed, it had the password and we got rekt
So sad Steve Jobs died of ligma
I never kept track of that so idk
rip. so its a 50/50 chance
the uplinks are a lot about strategy and communication
well, having one door to defend vs two is better than defending two doors
debatable
but it is basically rng if you have to go to the back zone for the first uplink
Is it still a full cfoam charge to freeze a mother? Just wiped on C1 cuz it didnt freeze after a full charge
yes it should, or you can throw one c-foam nade at it
I wonder how it just didnt freeze then cuz I hit it dead on with a full charge
There goes another hour and a half into C tier I guess
they buff normal mother
if you lag at all while using cfoam launcher it has the chance of not sending 100% of the full charge
just save a cfoam grenade for her and youll be gucci
weve had to do with no cfoam at all before its 100% doable cause she spawns asleep
Yes r1 had that but in a much smaller range
Dunno about any special scout treatment, never tested
In r1, only host can trigger sleepers while hitting ground/wall. Client cannot.
yeah i remember hearing that many times
Can't say myself because i basically never play client, but i think i do remember my buddy fucking up a lot by hitting the ground suddenly in r2
At the time thought they screwed something with hammering dead enemies
Which could be handled better imo
how did we come to know the names of them enemies?
Should probably ask around in the lore channel
According to devs what the community calls them is their name
So some are just us
Others are devs mentioning in random convos, some mentioned in-game etc etc
for some reason the big charger spawns end after a couple minutes on B1 extraction if you dont finish the scaN. thoughts?
That’s how its always been


