#gtfo-spoiler-chat

1 messages Β· Page 249 of 1

signal fox
#

rejoice

digital dawn
#

rly nice

keen rampart
#

If r6 is going out... do i have still my boosters that i have?

errant vigil
#

Boosters removed in R6 πŸ‘€

turbid cliff
glass spade
#

yes you will for sure

lucid pond
#

yo what does the influx protocol do?

dreamy bramble
#

removes all fog on the map

solemn wigeon
#

Activates all the hsus in kds deep 1

gleaming cedar
#

Unlocks Rundown 6

mellow creek
#

unlock new kids

barren goblet
#

.

warm coral
#

Next Rundown when?

mossy cloak
#

SoonTM

forest horizon
#

before its ready, probably

glass spade
#

confirmed before 2022

lofty sun
#

Soon ℒ️

keen rampart
#

When a developer says "soon" it must be soonPirateSimon

next stag
#

i hope they can fix matchmaking, including reopening a slot for matchmaking first before launching a new rundown

queen field
#

you can replace "matchmaking" by anything else and it'd still work

#

yes i'm answering a 2d old post 😳

sick hornet
#

😳

charred igloo
#

yo guys the join code should be there when you hit escape in the middle of the game right?

solemn wigeon
#

Ye

quaint yarrow
#

how many charged melee hits to kill charger scout?

hexed vapor
#

Two.

#

Both to the back, preferebly, but you only need 50% more damage overall.

#

If host is one of the people hammering, it's apparently most reliable for the host to wait to see the other hammer swing go through.

quaint yarrow
#

but you don't necessarily need to have hits in the back?

#

The host thing makes sense though, thank you @hexed vapor

hexed vapor
#

You need 50% extra damage from the back multiplier w/ two people.

#

Practically, you really want to just both go for the back.

tiny hornet
#

sorry if this has already been asked, but will we get new enemies in r6? πŸ‘€

turbid cliff
#

We really should but it hasn't been explicitly confirmed

nocturne flax
thick burrow
regal thicket
#

maybe they don't wanna spoil the surprise

#

or it's just my copium kicking in

nocturne flax
#

surprise really do be taking long

turbid cliff
#

Business as usual

signal fox
#

Snatcher when πŸ‘€

lofty sun
#

What enemies?

hexed vapor
#

How do people feel about GTFO's difficulty?

#

How hard would you say each rundown is and where do you think the difficulty should be?

#

I'd probably say R1 and R3 were around the same and the easiest, R2 and R4 were harder by roughly the same amount, while R5 is clearly the hardest rundown.

turbid cliff
#

No way R3 was as easy as R1

hexed vapor
#

R1 and R4 were also the least balanced rundowns, tiers could be pretty inconsistent and layers in R4 were clearly not has hard as they were meant to be.

#

Eh, I think R3 was pretty easy all-in-all.

mortal granite
#

it's still depend on people

turbid cliff
#

What do you factor in here

#

Player skill relative to difficulty?

#

Judge based on hardest levels?

hexed vapor
#

A general comparison of tier by tier on average, considering the actual threats posed rather than how well-adapted players were.

#

Like, R4 definitely felt a bit easy while R2 felt quite hard, but objectively they're probably quite comparable on most tiers.

turbid cliff
#

So you actually think that R1 and R3 looking per tier are the same difficulty

#

Wat

hexed vapor
#

Yep.

turbid cliff
#

How do you come to that conclusion

mortal granite
#

i was gonna say

#

look at warden stats

#

but speedrunner have other plans

turbid cliff
#

Those don't say shit for many reasons kekw

mortal granite
#

player are too unpredictable

#

sometime we so shit at gaming

#

sometime we're good at it

novel basalt
#

Rundown 2 was the easiest rundown, especially the E tier level

hexed vapor
# turbid cliff How do you come to that conclusion

So, I think the objectives on the A, B, and C tiers were comparably straightforward. A tier doesn't put a lot in your way. B tier puts stuff in your way but it's easy to deal with if you know what you're doing. C tier has a few challenges and you can get bad alerts, but it's still not a big deal with experience.

turbid cliff
#

For starters the base difficulty before any level-specific factors went up considerably

hexed vapor
#

Potentially, standing your ground in R3 is kind of hard.

#

Dunno if it's that hard, though.

turbid cliff
#

Without that, there's more mechanics for you to deal with, especially errors for that rundown since that not only didn't exist but there it was with harder enemies

#

And ignoring that too the difficulty is still higher since baseline alarm scan count and similar shit went up

hexed vapor
#

I guess it doesn't really feel that way to me just because permafoam trivializes those changes....

#

I disagree on the error a bit, we had extraction alarms already and it's only noteworthy on R3C1. I view R3D1 more-so as "there's actually a D tier now."

#

More scouts as well, though.

#

So sure, I can grant that R3 was a step above R1, just because R1 was pitting so little against you. R3 had some challenges too, at least for those tiers, in A3 and B2, and the enums on C1 meant the enemy density was cracked.

turbid cliff
#

Some sort of logical fallacy on your part

hexed vapor
#

Oh no, do I have to come to terms with the fact that R3 and R2 might be of comparable difficulty?

#

Oh God, they are.

#

Nostalgia lost forever.

turbid cliff
#

Ok I'm back

#

Anyway

#

You seem to look at difficulty in terms of the easiest way to deal with things

#

It twists things a lot, since some shit can make things impossible to make harder

hexed vapor
#

I conceded, tho.

turbid cliff
#

Say granny spawn cap strikers in R1 = 0 difficulty on any combat

#

Or permafoam, or cheese, or whatever other strats

#

Meanwhile from dev view it's balanced around intended gameplay

#

An increase to them may make 0 difference to you

hexed vapor
#

Seems true enough.

turbid cliff
#

From what i see the difficulty has not gone down between rundowns since the game came out

hexed vapor
#

Ehhh, R2 and R3 are at least equal if R2 wasn't harder.

#

I think I'd argue R4 maintains the status quo excluding E tier.

turbid cliff
#

If you only look at the hardest levels and not per-tier

hexed vapor
#

No, I think that applies per tier.

#

R2's D tier was pretty rough in PuGs, and so was R3D1.

regal thicket
#

if you beat the rundown then it's not hard enough so no rundown is hard

#

:^)

turbid cliff
#

I guess we don't really have a sample size but let me try to make my statement easier to understand
R3 D tier is not easier than R2 D tier

hexed vapor
#

I know, I'd put them roughly equal.

#

So I'd amend my take to the game being easiest in R1, we got a spike up to R2, that was maintained throughout R3 and R4 where it didn't really get harder per tier (cept E tier), and now R5 is another difficulty spike.

turbid cliff
#

Seems fair enough

#

As for where it should be

hexed vapor
#

That would actually explain why R3 felt so bad, tbh.

turbid cliff
#

Well now we've already gone numb to it but R5 overdid it imo

hexed vapor
#

People got really good at R1, R2 gave us what we wanted, we got really good at R2, R3 didn't do it for us (and also only had two harder levels).

hexed vapor
#

I could see turning it down a bit, or at least allowing for a wider variance.

turbid cliff
#

A B and C tiers all seemed harder than they should be to me, at least on release since i didn't pay attention later

hexed vapor
#

Are you focusing on the main objectives here, or are your concerns with the layers?

turbid cliff
#

Main only
The rundowns all rotate but veterans should always be able to faceroll at least A and B tier, and C tier (at least without layers)
Which also means there's that much less content

#

And when you're only a newbie for one rundown if you play seriously, those tiers seem like a waste of effort

#

I still think there needs to either be difficulty system or layers that instantly make the game hard even on A tier

#

Difficulty system doesn't have to be automated, it can be like doom master levels

digital dawn
#

I always find it hard to compare the difficulties in this game, even just between two levels sometimes or just objectives.

For example, depending if your team knows how to deal with certain enemies/situations, the difficulty can vary by quite a bit.
If you can deal with a mother, R5A2 Overload isn't that bad and R5A3 Overload could kill the same group if they just start to panic in fog or aren't as good at stealth. But most ppl would probably still say that A2 OV is harder than A3 OV obviously.

Same with groups who have good aim but don't know much about dealing with normal alarms. Those teams will have an easier time in reactors and probably struggle in levels like R4D2 where you just do alarm after alarm.

Im also not a big fan of just saying: "Well level A has more/higher alarms than level B, so it must be more difficult." There are so many factors that can change the difficulty, even stuff your own team doesn't think about at all.

turbid cliff
#

That's why factors exist

#

Or in this case more like subjective vs objective

#

Yes you might filter out important shit but there's no conversation to be had otherwise

digital dawn
#

Ok but what would you call the "objective difficulty" of a level?
Just the amount of enemies + resources that can be found + potential enemies if you shoot everything during alarms (so alarm types)?

#

And yeah the discussion doesn't make sense if you argue like me ^^
Just wanted to add my thoughts

turbid cliff
#

That's a convo of its own and not something to discuss on phone

#

Should ask for a dev blog on that when they start doing those

digital dawn
#

oh yeah would love that

#

just the balancing decisions in general, would be pretty interesting

hexed vapor
# turbid cliff Main only The rundowns all rotate but veterans should always be able to faceroll...

My opinion of C tier is that it should be a pretty hard tier. Not that hard, but it should still be a little challenging for veterans, especially when it's looking like the bulk of the content is always going to be on the B and C tiers. The wider tiers should provide a sizeable chunk of both the easy-leaning and hard-leaning content.

I don't agree with the idea that hitting walls sooner is necessarily a bad thing for newer or just worse players. They are going to hit a wall no matter what. What I think matters more is that new players have enough content to play through each rundown, and I think the wider A tier we see each rundown as well as the easier extreme objectives we see on the A and B tiers gives people a lot to do. Even on B tier, it's harder than usual but it's manageable, especially since the base levels are somewhat short. If the current B tier is between previous B and C tiers, that's probably the sweet spot for something a new player can do that sits between the easy and hard content in GTFO.

turbid cliff
#

Depends where you see the gap between tiers

#

Is the gap from C to E so low that if you beat E tier, C should still be a challenge?

#

The challenge in C would come from having to deal with shit you haven't dealt with in the previous rundown, something unique to it

#

But that's something that won't last forever

#

Heck early access is supposed to be when things change the most and it's not that different

#

It'll just become more and more same but different from here

hexed vapor
#

All of that said, I could see the B tier getting shaved down a little. It could be easier, or at least less demanding, without the leap the C tier being that jarring. I think B3 this rundown is the clearest example of a level wanting a lot from people who probably aren't that organized or comfortable working under pressure, not to mention having three different B tier levels with hard combat really narrows your options for ways to be good at the game.

hexed vapor
#

It's much harder to wipe on C tier than D tier for people who actually know their shit, the main objectives don't even make you do that much.

turbid cliff
#

What can i say when my life is playing undermanned

#

Duo R4 C tier felt easier than duo R5 B tier

#

Looking at some levels specifically

hexed vapor
#

Tbf, R4 was quite duo friendly while R5 is not.

#

Although it doesn't sound that bad now that I think about it?

turbid cliff
#

Don't want to go into specifics on phone

#

I'll be typing forever

hexed vapor
#

Lol

#

How do you feel about layers?

#

I'd say they're in a great state overall, and probably balanced correctly.

rotund ether
#

c2 ext is a bit long tho

hexed vapor
#

Yeah, the length issue is still a problem.

rotund ether
#

it could be its own seperate level

dreamy bramble
#

or just delete the first 3 waves

#

they add nothing to the reactor

hexed vapor
#

I wish they'd take their longer reactors and alternate between easier terminal code waves and harder free codes. Would make the reactor actually difficult since you can't just defend some dumb funnel while making the trivial waves more about getting the code.

subtle dagger
#

wait that would actually be rly cool

atomic escarp
#

What about error waves during code finding but stealth zones are a tad bit more lenient on spawns

subtle dagger
#

instead of having to differentiate between a 'hard reactor' like r4d1 vs an 'easy' reactor like r2a3

#

maybe more like r4e1ex where 1-4 were easier and 5-6 were a bit harder

hexed vapor
#

This is the one thing that R2D2 did right that made R4D1 such a disappointment. Sure, long ass reactor, but the free codes meant it was way harder if you did stupid shit like defending that catwalk or the area by the stairs. I have no idea why it wasn't obvious that every reactor with back waves needs to have free codes if you want people to defend the reactor.

subtle dagger
#

i think having to switch between holds like that was pretty interesting

hexed vapor
#

I do think the R4E1 reactor design is really good too, and it's no surprise that R5D2 repeats it.

atomic escarp
#

A reactor that increasingly opens more spawn points πŸ€”

subtle dagger
#

id like to see a reactor that forces players out of a set hold honestly

hexed vapor
#

You can sort of mix it if you want by making the free codes always have back waves and make the terminal codes always from elevator zone w/ too little time.

#

You there for R2D2, though, yeah?

atomic escarp
#

A reactor that forces players to split up 😩

subtle dagger
#

r4d1's last wave with the alarm was pretty nice bc some groups would hold by scan door, but it was mostly a precautionary measure

subtle dagger
hexed vapor
#

Damn

#

My favorite reactor ever.

#

Possibly favorite level ever.

subtle dagger
#

i had a good group for it and only did it in like a try or 2 unfortunately

atomic escarp
#

But no, I'd like to see how they pull of an optional layer mid-reactor with 20-30 minutes before wave start

subtle dagger
#

i was mia for most of r2 except day 1 and last week

hexed vapor
#

Duo partner and I were fuckin' set on duo carrying that level almost every day.

subtle dagger
#

i wish i played more of r2 honestly

#

what i remember of it is all good

hexed vapor
subtle dagger
#

though bc i was low on time for e1 i was stressed tf out trying to get a pub that wouldnt cheese it

#

i think i generally just miss the time before boosters and layered difficulty lol

#

simpler times

atomic escarp
#

I didn't even get to complete R2D2, nor any E-tier because pubs always posted kwtd

subtle dagger
#

yea i was lucky enough to get a welcoming pub

queen storm
#

What is kwtd?

subtle dagger
#

though i remember running into quite a few kwtd pubs and i felt too bad to lie and say i wasnt familiar with the level lol

atomic escarp
#

Know what to do

subtle dagger
#

know what to do

hexed vapor
#

R2D2 was really unique in my eyes because of how free codes changed the way it played. It was a God awful strategy to defend anywhere else, because you had to move around constantly and it fucked both your remaining time and mobility while defending. The waves were easy enough that you should just always defend reactor, 2 on bridge 2 in reactor reacting to back spawns.

dreamy bramble
#

lol we just defended wherever we happened to be

#

it was kinda dumb but it was fun to improvise

queen storm
#

Was it the first reactor level where you had to fetch the codes?

hexed vapor
#

Yep.

atomic escarp
#

Yes

hexed vapor
#

Completely new.

#

Bro, holy shit, that was so cool back then.

subtle dagger
#

i personally rly like levels that force improvisation, but i dont think itll be widely accepted lol

queen storm
#

It was pretty fun from what I remember

hexed vapor
#

I remember hating reactors with a passion, because R1C1 was so braindead.

subtle dagger
#

like kwtd runs like r4e1 and r5e1 are cool and all but like

#

i always like a bit of chaos lol

hexed vapor
#

And then R2D2 came along to make it all better.

subtle dagger
#

yea i remember a lot of people hating r1c1

atomic escarp
subtle dagger
#

and shitting on reactors

#

yea i actually kinda liked b2pe

atomic escarp
#

I fucking loved how chaotic that level was

turbid cliff
#

Slow and repetitive af, the first reactor

queen storm
atomic escarp
#

And how most pubs I was in are unprepared to do shit quickly

subtle dagger
#

towards ext it kinda felt like it was getting a bit more kwtd after the strats got more refined

hexed vapor
turbid cliff
#

Maybe a surge reactor would be more fun combat

subtle dagger
#

lol yea hold near spawn and just have 1 person afk putting in codes every few minutes

hexed vapor
#

You could repeat at least two waves and be fine, too.

subtle dagger
#

imagine qol mod where you could drop stuff in lockers during r1c1 LOL

hexed vapor
#

The convenience.

#

Also, the set-up time.

subtle dagger
#

true the setup would be rly annoying

#

might as well play r4c3pe instead

turbid cliff
#

20 minutes of hacking locks since your whole team is too lazy

#

Kekw

subtle dagger
#

one of the people i played the most with back in r1 could never hack locks

#

so i ended up spending a lot of time hacking locks back then

#

i dont miss that..

atomic escarp
#

Locks aren't real

hexed vapor
#

New hacking minigame when?

#

Look, I'm pretty good at stackers now, but there are so many more arcade games out there.

atomic escarp
#

Rythm game-esque uplink : ^ )

subtle dagger
#

tetris hacking kekw

hexed vapor
#

I can't believe they scrapped the pre-alpha hacking minigame, that looked neat af.

#

Hopefully they remake it.

nocturne flax
#

To add to the reactor part
In r4d1 enemies would actually reach you post ext

#

Then they added sniper sentry and hel revo

hexed vapor
#

Shotgun sentry 2, bb

nocturne flax
#

Eehh they fix that in r3

#

It wouldnt be that crazy in todays reactors

hexed vapor
#

Pre-fix and sniper sentry have comparable damage.

nocturne flax
#

Yeah because both did 20

#

Lobby bug be damn itthing had pump shotty stats thats all

hexed vapor
#

120 damage vs. 80 damage, not factoring in shotgun sentry inaccuracy.

#

40 shots max, 8 shots per tool.

#

We basically got shotgun sentry back with more range and a worse RoF.

atomic escarp
#

And no AOE

nocturne flax
#

Shotguns entry could oneshot giants on the back tho if remember well ||or mandela be hitting different||

turbid cliff
#

When you remember that all sentries have complete trash accuracy

hexed vapor
#

The "stealth" kill was a two-shot, no?

turbid cliff
#

Ss included, even before you factor in spread

nocturne flax
turbid cliff
#

They're just polite and want to get rid of those flies zipping around their heads

turbid cliff
#

Not straight oneshot

atomic escarp
#

I miss seeing hit markers from sentries on the side of your screen so you know your sentry was doing something

turbid cliff
nocturne flax
#

I widh the devs would tell us what they want to do wirh heavy weaponry

#

Cuz that shit been wack the las 2 ru downs

#

And they dont seem to stop lmao

hexed vapor
#

Hell, in R2 they nerfed back damage for sentries and shotgun sentry was still busted, so you know that sniper sentry (besides AoE) is strong.

nocturne flax
#

Well yeah, 1 accurate high damafe bullet vs unpredictable pellet spread

#

Imo sniper sentry needs a even slower rate of fire

turbid cliff
#

Question is when did that happen

#

If not immediately kekw

hexed vapor
#

They gotto buff shotgun sentry back to its former glory, at least a little.

turbid cliff
#

How about fix accuracy first

hexed vapor
#

That's kind of a perk on SS, tho.

nocturne flax
#

Shoot body

#

Life good

#

Shoot head

turbid cliff
#

It'd be basically 4x damage buff already if it aimed for the meatiest part instead of somewhere where it'll hit one pellet on enemy on average

nocturne flax
#

Shoot closest target

#

Not furthest

#

Life good

#

Shoot furthest target

angy

hexed vapor
#

Oh yeah, Storm, how do you feel about layer balance rn?

#

difficulty wise

turbid cliff
#

Right i did see that after i came back but it was 50 messages into reactors then

#

I give 0 fucks cuz to me there's a much more fundamental problem with layers before their balancing comes into play

#

Kinda like boosters

hexed vapor
#

Oh?

turbid cliff
#

And i think I've talked about it before somewhere in here

#

Many times actually

#

My opinion of them hasn't changed since they were first introduced, i.e. when we went from knowing only something on the roadmap about "optional difficulty" to this shit

#

Without any talks beforehand ofc because why would devs talk to the community

hexed vapor
#

I don't quite remember your take.

#

All that really comes to mind is the pretty common length complaint.

turbid cliff
#

#1 is the optional-ness of it
#2 is not the length, it's the problems with lack of layouts, objectives, and other unique shit that would justify this
#3 is the incentive to make it a layer instead of a separate level or a mutator/difficulty system

hexed vapor
#

Is 1 to do with unlock requirements?

turbid cliff
#

Time's up I'm busy again kekw

#

And you shouldn't be awake rn

hexed vapor
#

TRUE

#

I sleep.

obtuse surge
#

mompooper

nocturne flax
#

since you can do high and extreme or high and overload

#

only PE relies on them been a certain order

#

hot take

dreamy bramble
#

they aren't very optional when you need sector clears to unlock harder levels unfortuantely

nocturne flax
#

in that sense ye

#

but player have the option of choosing wich "difficulty" they want

dreamy bramble
#

true

#

at least mission to mission you can choose

nocturne flax
#

also most requirements kinda get cleared on A wich stupid

#

lmao

dreamy bramble
#

idk what the reqs even are tbh

#

i just see people complain about them

nocturne flax
#

I think its 8 highs 4 extreme?

#

1 overload

#

?????

dreamy bramble
#

i think e1 needs a pe

#

bc i remember people complaining about the bugged icon

#

which still hasn't been fixed since r4 lmao

nocturne flax
#

ay i completed overload where my icon go

dreamy bramble
#

:(

turbid cliff
#

E1 needs 11 high, 9 extreme, 4 overload and 1 pe

sharp merlin
#

how based would it be if high clears were only needed to unlock sectors, and optional difficulties were made much more difficult, becoming true optional difficulties

#

everything becomes r4c3

regal thicket
#

it would be nice, because i would get less dum dums in matchmaking

solemn wigeon
#

Part of the optional-ness of it is you can choose which level sectors you want to do to unlock future tiers

sharp merlin
#

i hope theres a level in R6 that is high and overload

#

no extreme

#

I feel that would've been nice in r5b1

nocturne flax
#

r5b1 extreme its probably the worst

#

layered in any level

hexed vapor
#

Would def be a way of making layers more-so about their difficulty rather than "this is the third one."

#

Especially since there are clearer difficulties to them now.

#

Now that I think about it, they could do a lot more with the structure of levels than they do now. Extreme and overload on a level that prevents and doesn't count prisoner efficiency, locking parts of the high objective behind side objectives (couldn't be the whole thing, that'd be a bit weird unless the intention is to have a two-objective level), and when weapon customization is out you could dedicate parts of a level to loot so that farming could involve more exploration and even harder content on an otherwise short and easy level.

nocturne flax
#

r5b1 extreme coulda been a "good" layered if they actually lowered the fog after your done putting the cells

#

but since that only works on gen clusters apparently

#

its ends up been clear fest in fog and nothing else

hexed vapor
#

They could just tie it to the objective tbh, easy.

#

Still, I don't think changing the fog would even mean much.

#

You're already done, just leave.

#

Although, they could have also just put a gen cluster back there.

#

and make that the objective.

nocturne flax
#

people will go and be like "oh we fix the ventilation system, the fog its going down" and then you procced to B2

sharp merlin
#

R5b1 was so poorly designed/generated

#

Overload was right next to the keys, so someone with first impressions would see the door control and would assume there was no extreme objective or they missed it, since the extreme DC is so hidden.

#

It feels like you also have to progress to overload to get the keys and then backtrack to extreme, which doesn't feel right

#

Regarding the fog i feel the most appropriate thing to have done was to maybe make the fog infectious after high making the turbine mandatory, and having the overload objective remove it, thus tying in the reactor realistically.

regal thicket
#

high was already poorly designed because it was a lame way to introduce one of the most dangerous enemies to exist to new players

sharp merlin
#

yeah but high is still one of the funner missions imo

dreamy bramble
#

nothing is worse designed than the disinfect zone in b2

regal thicket
#

breaking the map kekw

paper harness
#

pre-patch D1 extreme is arguably worse

hexed vapor
sharp merlin
#

well i guess turbine isn't mandatory on b2 overload then either.

hexed vapor
#

It's not, although that map is a lot harder to see on.

#

It's pretty easy to see on B1, and refinery tiles are a lot easier to remember imo.

sharp merlin
#

what im trying to say is, what's the point of calling the turbine mandatory/necessary on any level if you say you can just fog dive it

atomic escarp
#

Not charger 1 shot

hexed vapor
#

Iow, I don't see why the change would do anything.

#

it would just make diving harder for people who can already dive.

sharp merlin
#

🀷

sacred slate
solemn wigeon
#

Aight who ghost pinged me

solemn wigeon
#

Stop

#

srsly

atomic escarp
#

me

#

:).

opal narwhal
#

Imo C1Ext is a really bad objective as well. Nobody needs 3 uplinks in one level

hexed vapor
#

Eh, it serves its purpose of making you reset the respawn rooms and need to pass through both.

#

If anything, I think uplinks just feel a little lame nowadays.

opal narwhal
#

but you need to pass through both anyways. it just prolongs the level with the same objective

hexed vapor
#

No?

#

If you don't do extreme you just end on the nearer terminal and leave going through one room.

#

One of the reasons the high objective isn't that hard.

native drum
#

if you do the last terminal of the high, the 2nd zone to respawn

opal narwhal
#

sure, but I think it would have been better to just use a different objective in extreme and it would not change that fact (that you need to go through both)

hexed vapor
#

Sure, they'd just have to put a team scan door back there.

hexed vapor
native drum
#

afterwards I always did it in extreme, I kill the mobs all the time

opal narwhal
#

my argument is just that C1 extreme would be the same as adding c2ext to d2 or something similar

nocturne flax
#

You see, they ran out of objective's

#

Might as well just add "nostaligc" shadow uplink for people with feelings

sharp merlin
#

yeah i agree, it felt pretty scummy to put a 3rd uplink into what is already a long 2 uplink level in c1

#

I hate that final zone, twice I've had mother in first room, and other runs never see mother at all. very rng

native drum
#

I prefer to have the mother in the first room so you know where she is πŸ™‚

sharp merlin
#

Scout inside spawns

hexed vapor
#

I think having birthers during error segments is generally bad, whether it wakes unexpectedly or not is a huge difference in the difficulty of a zone. Just have multiple areas that would be bad to alert but can still be fought, ensuring there are more chances for you to mess up but none of them are quite as punishing.

nocturne flax
#

They could easily fix this by making bosses scripted

#

As in they spawn in a specific place in a specific room

#

During errors

#

So strat could be develop

#

But thats just my 2cents

hexed vapor
#

Tbh, I feel like error alarms need direction rules sometimes.

#

Always spawn towards elevator.

regal thicket
#

or at the very least add stuff like vents, underground holes etc to give the illusion that they're not spawning out of thin air

nocturne flax
#

why the fuck you killing so many scouts lmao

#

killed half the population already

hexed vapor
#

They deserved it.

hexed vapor
#

Forward spawns are hella annoying if your team can't just fight the entire zone.

opal narwhal
#

yeah, GTFO is randomness difficulty

#

circles, enemy distribution and errors are all random and can make a run free or challenging

dark bane
#

I mean i wish they actually made more stealth stuff... not just slap on more and more infinite alarms and annoying terminal defenses

#

I don't think the stealth aspect of the "hardcore stealth" game has changed since rundown 1, and instead they just add harder (and more) enemies, defenses, infinite alarms, etc.

#

missions are also getting longer too, I remember in rundown 1, 40 minutes was considered long. Now each mission takes like an hour... makes running missions over and over harder since you have to dedicate that much more time

brazen hollow
dark bane
#

its fun, but double terminals + that end bit w/ an error alarm and respawning giants is... E

#

and ofc thats only hard, with extreme you have to do a third uplink during an error alarm right? (Meaning you have to run back into a room w/ giants during an error alarm to start the extreme area, and then start an uplink defense)

brazen hollow
#

that sounds messed lol

dark bane
#

C1 in general also doesn't rly allow screwups

#

you start the level off with a sustain scan that will burn through most of your ammo
both of the respawning giant rooms start w/ a scout, and each of the side rooms have a scout inside it as well

#

(and w/ how limited resources are, it basically means you have to go into all zones)

nocturne flax
#

Just kill the scouts and move on from the hub room

#

it aint that bad

dark bane
#

i mean yeah, but idk

#

Like the level just forces you to expend all your supplies at the very start like why?

nocturne flax
#

because "cinematics"

#

and struggle

dark bane
#

and masochism

nocturne flax
#

but like even then it isnt that bad since you have two zones woth of ammo and supplies

#

so like................

brazen hollow
#

My group wasnt bad at stealth parts at all, we also had 0 issues with any scouts

#

tho sustain sections of it are quite painful

dark bane
#

Idk if its just me btw, but i've tuned in to some of the dev streams and it just feels like... they don't play the game?

#

like they only rly show off the A's and B's cuz spoilers

brazen hollow
#

are u saying they are too casual for their own game

nocturne flax
#

The level designers are the ones good at tthe game

dark bane
#

but the way they play makes me feel like they are a bunch of new players back in like rundown 1

#

idk

nocturne flax
#

most of them are the enginners/coders and simon been the sound designer

#

so they dont really have to playtest nothing or have to be good at their own game

dark bane
#

fair enough, but yeah I remember watching them play like a B mission in the last rundown

#

and they would spend like 5 minutes deciding how to defend a single alarm

#

and its like "bruh its a 2-way defense on B level"

hexed vapor
#

My understanding is that the level designers are a lot more experienced than everyone else.

#

but "out of touch" is a real concern.

nocturne flax
#

gotta beat what you make

dark bane
#

whats the consensus of this rundown

#

btw

#

I didn't get too far into this one, like only the C's

nocturne flax
#

indifferent

dark bane
#

I did see that E level shiz where it starts you off at 100% infection

nocturne flax
#

theres nothing new apart from boosters

#

theyre neat but thats just about it

dark bane
#

I know the sacs are annoying af

#

respawning sacs*

nocturne flax
#

I like them, i do see why people dont like them, but i rather have this than empty levels again

dark bane
#

I wish there was something more creative than "oh when you are two rooms away the enemies just all pop back into existence"

#

I remember one of the strats is literally to just have a guy AFK in the room to prevent respawns which is...

nocturne flax
#

all the suggestion happend day 1 of the rundown

nocturne flax
dark bane
#

i mean yeah, but people will take the easy way

#

"people will optimize the fun out of games"

#

is the general rule pretty much

nocturne flax
#

i wish they would respawn on top of the people doing that

dark bane
#

i mean imo kiting and bhopping isn't fun either, but thats how people play

nocturne flax
#

people just suck and over-exagerate how difficult something isin this game

#

rather than making a good setup for the uplink, i remember seeing people timing the respawn room with the teamscan of the uplink and shit

#

and die trying

#

might as well just use braincell for doing a better setup rather than doing all of that

errant vigil
#

yea A1 was more difficult for vets than noobies pre-nerf

#

respawns aren't bad it's just that they're easily exploited and people just run around the whole time without punishment

obtuse surge
#

they have been adding to stealth tho

#

pretty much every rundown

#

padlocks/hacks

nocturne flax
#

scouts are like pokemon now grandpa

obtuse surge
#

stealth scans

#

sleeping bosses

#

respawn mechanic

#

new scout variations

errant vigil
#

D1 extreme is my favorite level

obtuse surge
#

i dont know what people even want that interested in more stealth

nocturne flax
#

something new

#

they added all that but still the same stealth as we know of

mortal granite
#

like, if i'm struggle with an E level and on devs stream, they suddenly beat it

dark bane
#

I mean i'd actually find that interesting

#

since i think the most we've seen of em is playing like an A or B level and fluff around

mortal granite
#

they did c3

#

they got to the zone before uplink

#

make the same mistake as everyone here and wipe

solemn wigeon
#

Epic fail moment

native drum
brazen hollow
#

Mass stealth clear would be nice I think

nocturne flax
#

R4c2 overload was amazing

#

Me and some frens cleared that room with bad rng, it made the stealth in gtfo actually challenging and fun

#

Sadly havent experience that again since then

native drum
turbid cliff
#

no it fkn wasn't, rng is complete ass kekw

#
  • wack vertical stealth and LoS
#

and high concentrated sleeper counts mean you can't even sync reliably

nocturne flax
#

Yoy slit the team 2 and 2

#

And yoy orogressively kill evrything

#

Also saving a chain resction was probably the most satisfying thing

#

It actually took coordination and timing

#

Everyone can stealth on even ground

nocturne flax
native drum
#

not giants

nocturne flax
#

Bruh

#

I got confuse you go to extreme to go to overload

#

Lmao

#

Im confusing zone 8/9?? With overload

#

Extreme was the one with tightly pact sleepers and uo to 6 scouts

nocturne flax
#

Mandela effect hitting different today

regal thicket
#

can't believe gtfo has a section that requires stealth and patience to clear

#

how preposterous

nocturne flax
#

But yeah the stealth on extreme in r4c2 was golden

#

1 room made the whole stealth fun

native drum
nocturne flax
#

Hold

regal thicket
#

just shoot

nocturne flax
#

You could do 1 by 1 or all 3 at the same time

native drum
native drum
#

i love kite simulator

nocturne flax
#

Hold

#

We had the technology of autosentries

#

Its the same anount of enemies

native drum
#

after there was the sniper sentry so the map was really ridiculous

nocturne flax
#

Ridiculous in what sense?

native drum
#

she had become easy

#

for me all maps have become easy with the sentry sniper

nocturne flax
#

Its like doing 20 damage + presicion its prbably broken

native drum
#

the second class VI on r4d2 was really nonsense no mob during the alarm

nocturne flax
#

Hel revo made it even more easier

#

Just spam it down range and everything its just done

native drum
nocturne flax
#

Hel weaponry was a mistake

native drum
#

it's like r4e1 at the beginning I was shooting in the reactor which gives great importance on the last terminal

#

then after 5-6 completion I did it with a hammer and it's so much easier

#

then after I made the map with 3 sentry snipers and wave 6 with a hammer, it's really nonsense

nocturne flax
#

Only hammeres thst reactor once, left the match before finishing it

#

It didnt feel like deserved that win

#

Usually only brought 1 sniper sentry

#

And burst sentry babyyyy

native drum
#

I hope that the anti-kite measure will make it possible to no longer be able to do that

nocturne flax
#

I mean

#

They clearly wanted you to shoot the reactor

native drum
#

3 sniper sentry it's just abused, the s1 alarm surge before the generator we had no mob during the scan

nocturne flax
#

40+ ammopack and literslly only strikers on a single chokepoint

native drum
nocturne flax
#

It is enough

native drum
#

I died a lot of times because it was the second terminal

nocturne flax
#

Bring revolver lmao

toxic hearth
#

hel revolver my beloved

nocturne flax
#

I would have like 12 ammopacks left on thst reactor if i bought revo and hel revo

rotund ether
#

i think the devs will make the guns more powerful to prevent people from kititng or maybe increase the enemy AI

nocturne flax
#

Brother everything its so powercreep right now

#

Its not even funny

#

People just cannot aim

native drum
#

the weapons are powerful enough

nocturne flax
#

You buff more and its literally payday 2

#

It already feels as arcady

native drum
rotund ether
nocturne flax
#

Primaries are suppose to be you back uo weapon

#

Not.be special in a primary slot

native drum
#

I never play dmr I don't like it

rotund ether
#

whaa dmr is fav :(

nocturne flax
#

They suppose to be low damage decent stagger but lots of ammo

#

Specials are you killing weapons

native drum
nocturne flax
#

Aim+ adapting to the gun

#

The aim still an issue, if i go and use hel revo and miss most of my shots, its the gun bad and need to be buff?

native drum
#

the best way to see it is the second alarm from c1, normally a player with a hel rifle kills almost all mobs on his own

nocturne flax
#

They gotta nerf hel weponry

#

Before they had atleast a chsrge up

#

Some drawback

#

Now they do not have anything

#

Is only pros no cons

native drum
#

I think the hel rifle magazine is too big, going to 3 bullets will be a good nerf,

nocturne flax
#

You think thst theyre balancing team would.do.something to give those weapons a clear drawback but they dumb dumb

native drum
#

and will give another advantage to using the sniper to kill the big

nocturne flax
#

They should revert the charge up we use to have in r3

#

Imo

native drum
#

in the r3 it was really bad I wasn't playing with it πŸ™‚

nocturne flax
#

Ive personally use it quite a bit

#

During r3

native drum
#

after I don't know which weapon I used in the r3 😦

nocturne flax
#

It wasnt really that bad imo

native drum
#

this is the rundown I played the least

nocturne flax
#

I havent finish b4 kek

native drum
#

b4 ?

#

on r3 ?

nocturne flax
#

On r5

#

Finish all the levels but b4

#

B4 is wack

native drum
#

I find it bad, I'm pissed off for half the map because there is nothing to do

rotund ether
#

i have mixed feelings for b4

#

its good that its something new but im not that much into it

nocturne flax
#

Should have been a D tier

brazen hollow
#

Is sniper sentry generally better than auto sentry?

nocturne flax
#

Different purpose sentry

#

Auto for stagger on choke, sniper for killing

brazen hollow
#

When do u use sniper and burst?

native drum
#

burst is useless

nocturne flax
#

Sniper its pretty much meta

turbid cliff
# nocturne flax Thats what made it hard

the shit that could be in that room allowed it to be anywhere between "faceroll it" and "you will alert this room, i wasn't asking"
you may have rolled a good experience for yourself but it was by no means good for devs to allow this variation

rotund ether
nocturne flax
brazen hollow
#

So far we've exclusively used 4 auto sentries and in some instances it didnt help

#

for c1, do u suggest sniper is better for the first sustain section?

nocturne flax
native drum
#

c1 only sniper

turbid cliff
brazen hollow
#

Ok we gonna try that today

native drum
nocturne flax
#

C eniper

nocturne flax
brazen hollow
#

Is 3 sniper for c1 good ? (with bio scan)

nocturne flax
#

Jusr bring 2 sniper

#

You dont really need more than 2 ever

native drum
brazen hollow
#

aight we'll try both setups

regal thicket
#

instead of pd2 just make it like pdth :^)

#

everything is op

nocturne flax
regal thicket
#

pdth's dmg is constant for every diff and on 145+ the hp is doubled

#

but even then they're not that much tankier

nocturne flax
#

I mean if you want payday then go play payday

#

i want gtfo to be gtfo

clear idol
nocturne flax
#

I dont want gtfo to be like x z y

#

i want gtfo to be unique

#

and be true to its vision

native drum
#

i hope they hand over a map like r2d1

nocturne flax
regal thicket
#

then ulf shouldn't be the director lole

nocturne flax
#

he had a lot of passion in the interviews leading to the release of EA

#

i hope that didnt change

clear idol
#

thinking just because someone made x y z they will make gtfo like x y z

robust marsh
#

with the state of the game Ehhhh its arguable

clear idol
#

is a stupidly dumb hot take

robust marsh
#

we also have to take in count as payday2 wasn't good since day 1

#

at least i think

nocturne flax
#

wrong

robust marsh
#

how was it?

nocturne flax
#

it was good

robust marsh
#

super good or just good

nocturne flax
#

for the content it had its was good

regal thicket
#

nah release was weak

robust marsh
#

so mixed feelings

regal thicket
#

anyways, gtfo balancing reminded me of pdth's balancing a lot aside from hel weaponry

#

and i think that had decent balancing aside from some secondaries and pistols

hexed vapor
#

Depends on your tool constraints, how many sentries you bring, and whether or not you need sentries to deal with bigs.

turbid cliff
#

you seem to assume it'll be hitting enough shots to consider it as "dealing damage"

native drum
#

it's been 5 rundowns that the burst exists and it's been 5 rundowns that few people use it

sick hornet
#

Burst is better if you have an excess of tool and a sniper

#

4 burst sentries can mow down just about anything

native drum
#

even if it means taking 4 sentries, you might as well take 4 snipers

#

even after the nerf of the shotgun sentry, it was still more efficient than the burst sentry

errant vigil
#

Barely

#

If that

nocturne flax
#

burst works better facing the front

#

obviously sniper its "better"

#

but the advantage its that burst reacts faster than sniper

#

you can get 2-3 kills at the time when sniper fires its first shot

#

sniper unless the los its big the wave just run past it and the mayority will run towards you

#

obviously the next waves are the one that are destroyed by sniper sentry

native drum
#

if they are well placed, the first wave does not pass

nocturne flax
#

thats obviously in small/medium size rooms

#

thats why i said if los its bigger sniper its better on first wave

lament drift
#

The Burst Sentry kills almost nothing. The Sniper Sentry is so much stronger. I mean it often kills Giants with one shot to the back of the head.

nocturne flax
#

<@&408548765599793173> 3 months of nitro for FREE!! (all channels) wont you believe it??

sick hornet
#

the burst sentry may not look like it does much, but if you are using automatic weapons you can really see how much its doing

nocturne flax
dapper dagger
crystal onyx
#

Hey all we been on B4 for weeks (months?) now, and I’m avoiding cheating by watching a successful run but I have to ask one spoilery question if anyone has completed it- do you need both cells or are the cells just about unlocking areas for the sake of survival with resources? We have gotten to about 9 minutes using mines and doors carefully to take on waves but it always gets super hectic once the north door unlocks.

knotty sphinx
#

Technically you don't need any cells. They just open zones for resources.

turbid cliff
#

according to english, after

crystal onyx
native drum
sick hornet
#

9 minutes in, so at 21 minutes left bc they havent gotten through the door yet

native drum
#

often when I do the map I take a foam, mine, sniper sentry and a bio

#

the c foam is not compulsory but it avoids playing the rng

sick hornet
#

i usually run double mine double bio, helps a lot having multiple mine deployers

#

or mine x2, bio, cfoam for ||the S1 door||

turbid cliff
#

my dudes

#

he asked about cells and no spoilers

#

first phase has no cells

#

unless i'm really misremembering something

#

i.e. 9 minutes left not in

native drum
turbid cliff
#

Ah

#

How does one get stuck for weeks on that

native drum
#

if we don't play the game a lot

crystal onyx
upbeat atlas
#

How to find rooms?

Trying to beat B4, and don't know what doors to go through.... wondering how to utilize the terminal to find where to go next....

Any thoughts?

atomic escarp
#

Look for a door in lockdown because of a phase thing, that's the progression door, side zones are resource zone, 2nd phase side zones need cells from the previous side zones

upbeat atlas
#

Yea... I see that door in lockdown

#

I wonder how to open that one.... We have yet ot still open up that door

#

so we randomly open up the side doors and look for something to open up the first progession door?

atomic escarp
#

It opens after 10 minutes

upbeat atlas
#

so we just have to wait?

#

thats like a bizillion waves of dudes...

atomic escarp
#

You can hammer clear, or you go to side zones and get res in the mean time

upbeat atlas
#

ahhhh

opal narwhal
#

also mines and doors help

wooden geyser
#

It's in 3 phases. Every 10 minutes the next lockdown door becomes available. Mines doors and c-foam will pretty much carry you through it. The better you are with a hammer and kiting, the better you'll be, but using the above method will get you through just as easily. Plenty of ammo, meds and tool if you are coordinated and not wasteful

coarse echo
#

Shoot gun enemy die.

nocturne flax
#

enemy die Shoot gun

unborn wind
#

Shoot enemy gun die.

high forge
#

gun die ennemy shoot

bold widget
#

Can someone riddle me something

#

At the end of D2 did we manage to put on the reactor or did it break

paper beacon
#

it breaks

bold widget
#

So what is the point of the last code then was the warden diverting power to put it on thus the sector is lost or does he mean sector lost because of the broken reactor and not the 3 tanks that got released

mortal granite
#

read the text

bold widget
#

What Text

mortal granite
#

exactly

bold widget
#

?

#

You mean the briefing

mortal granite
#

put the last code in and see

bold widget
#

So because it breaks does that mean that the last code is meant to shut it down?

mortal granite
#

put last code in

#

reactor break

#

3 tanks spawn

bold widget
#

Guess the warden must be pissed for losing a valuable reactor

#

But doesnt it say evac before you put in the last code meaning they spawn before it breaks

mortal granite
#

you put it last code

#

warning text pop up as reactor at critical heat

#

it unleash a bio mash

nocturne flax
#

reactor when "oopsie", did a lot of noise

#

noise brings 3 tanks to you

bold widget
#

but y reactor no boom

nocturne flax
#

reactor no go boon because reactor safe

sick hornet
#

Is there any important audio on the new leak?

thick burrow
#

no audio

errant vigil
#

It do just be a gif

rain heron
#

they updated the movement of the characters!

lyric narwhal
#

yes

rain heron
#

it looks pretty good tbh

surreal rivet
#

Epic

rain heron
#

wat? where did you see that?

native drum
turbid cliff
#

Communication wheel coming

#

Can't wait to spam laugh while running through the whole map

#

The l4d experience

lyric narwhal
#

nice

turbid cliff
#

They make it sound like R6 is coming end of November

solemn wigeon
#

So now we have a more semi precise release timing

solemn wigeon
turbid cliff
#

Those fog? Particles/dust do be everywhere tho

solemn wigeon
#

Makes sense, we are underground

#

When are we getting expeditions between floors tho

lyric narwhal
#

when we goin to sector B and a half?

solemn wigeon
#

True

rain heron
regal thicket
#

39.99 πŸ˜”

solemn wigeon
#

Not a problem for us memw

#

Kekw

signal fox
#

does cfoam portion affect the GlueValue of each cfoam blob, or does it only affect the amount of ammo used per charge?

lyric narwhal
#

i dont use boosters that often but some guy told me c-foam portion just increases the amount of c-foam a full charge fires

dreamy bramble
#

cfoam portion reduces the % of tool used when firing the foam launcher

lyric narwhal
#

yeah i dont use boosters often let alone that one

dreamy bramble
#

100% is half foam used iirc

#

it's a fun booster

#

completely broken but so are most

obtuse surge
#

one person with supply efficiency and one person with cfoam portion

#

its the best combo rn

#

its like x5

#

the amount of foam

#

you'll have

lyric narwhal
#

i mainly just dont like having to sift through a bunch of random crappy ones until i get three of the same kind

#

so i just stopped caring about them

hexed vapor
#

W8, where'd this all get posted?

errant vigil
#

Orange name email

hexed vapor
#

Unbelievable.

#

They're finally cracking down on the white names.

errant vigil
#

It is truely a sad day

hollow matrix
#

:((((

hexed vapor
#

Wait, you're a white name, hand over your sources, traitor!

signal fox
#

What stopped you

turbid cliff
#

You don't need orange to read it

hexed vapor
#

YES

#

White names prevail.

broken scarab
#

Ambassadors got the info and new screens some time before press release was... released

obtuse surge
bold widget
#

is it normal for doors to break instantly after one hit by a sleeper

#

hate that bug

turbid cliff
#

Well as you just said it's a bug

dreamy bramble
#

thought that only happens when a sleeper clips through and touches a mine

signal fox
#

my understanding is that it only happens if you use only 9 blobs to cfoam the door instead of 10

signal fox
#

i have no clue then

bold widget
#

Big rip

mystic bison
# regal thicket 39.99 πŸ˜”

GTFO is a game designed for 4 players. Most people want those 4 players, or 3, to be people they know. Given that this is the case, there should be a option of buying a game in a package for 4 people and logically then that the price of a game in a purchase for 4 people should also have some normal discount.

turbid cliff
#

4-packs aren't some revolution

#

I'm sure devs know they exist

regal thicket
#

:julesyes

rain heron
#

so when's the game getting out of early?

turbid cliff
#

No clear confirmation but they made it sound like end of November

#

November 31st kappa

sharp merlin
#

What time do they normally start the countdown for a new rundown

#

Like two weeks before?

errant vigil
#

yea

sharp merlin
#

ty

errant vigil
#

burst cannon back maybe πŸ‘€

#

Hopefully cheese is fixed tho

dreamy bramble
errant vigil
#

canceling

#

They haven't fixed it in the current rundown so I doubt they will if they bring it back

dreamy bramble
#

oh i thought i missed a leak about the bc returning

errant vigil
#

That video they posted might have weapons we haven't seen

#

Unless someone has already looked at the pixels

solemn wigeon
#

fuck the burst cannon, all the homies hate burst cannon

subtle vault
#

Ok

#

I hope the hel revolver returns

errant vigil
#

Carbine as well

subtle vault
#

I really liked the carbine

errant vigil
#

New special would also be nice

subtle vault
#

New tool

errant vigil
#

yea

#

it's 1.0 so I'm guessing a lot of new stuff should be in

subtle vault
#

Ya

errant vigil
#

A new melee is a very good sign I think

subtle vault
#

Ye

surreal rivet
#

Mapper

#

😳

subtle vault
#

Cutting torch

forest horizon
#

assuming next update is the release I would sure hope its significant

sick hornet
#

cutting torch would be cool

subtle vault
#

Ludvig and simon said they still have it

#

It probably will be part of a mission

shy vessel
#

If the new tool isn't the mapper I'm uninstalling

subtle vault
#

I’m going to play the new rundown

#

And then uninstall

shy vessel
subtle vault
#

πŸŽ„

errant vigil
#

Mapper added becomes useless tool

#

now we have two useless tools

forest horizon
#

mapper added for april fools

#

does literally nothing

shy vessel
errant vigil
#

eh might become a bio tracker thing

#

heavily regarded as useless upon first use

#

but becomes information king

subtle vault
#

Bio and mapper tool only run

obtuse surge
#

burst sentry only

hexed vapor
#

Mapper seems like a cool idea for a rundown-specific biotracker variation.

forest horizon
#

Why should the mapper be in GTFO?
It's cool
It would make navigating in fog filled levels fun and enjoyable
Locating lockboxes in rooms would be streamlined
Finding terminals on a first clear would be actually interesting
It could be used with the bio-tracker to allow for a very powerful stealth build
Did I mention it would make fog diving actually fun?
What would the mapper even do?
I AM SO GLAD YOU ASKED!
It would mark static level elements in, say, blue.
It would mark terminals in green.
It would mark resource boxes in orange.
It would mark enemies in red the same color as level elements.
It would be cooldown based, longer than bio-tracker
This would be a STATIC picture of everying as it was when the mapper was used.
This means that if you try to use it on moving enemies, it would only show you where they were when you used it.
This sounds overpowered.
I'd argue it's not overpowered, you're sacraficing a tool slot that could be used to bring mines, c-foam or a sentry to gain more info during stealth. I feel like it would be similar in power to the bio-tracker and think the game sorely needs something that can compete with the bio-tracker in terms of information gathering.
But hey! Maybe I'm missing some factor that makes this completly brokenly OP in your eyes.
If that's the case, please DM me @amogus on discord.
I'm willing to change my mind on this if you can explain why it would be OP.

hexed vapor
#

No bio, but mapper has some sort of tracking potential.

errant vigil
#

keeps the outline of enemies after the scan of the area and proceeds to lag your game let's go

mossy yoke
sick hornet
nocturne flax
#

Where bullpup

sick hornet
#

Bring back bullpup

#

Awful gun but fun to use

nocturne flax
#

Fun gun

#

Since its 1.0 it would be noce if they literally give us every singke gun

#

Balance obviously

#

Everybody would be running something different

#

Appart from the cringe r4 people with hel revo and bc

sick hornet
#

I might actually use dmr

#

Ive been enlightened to its power

errant vigil
#

Rifle buff πŸ‘€

nocturne flax
nocturne flax
errant vigil
solemn wigeon
#

Heavy AR must return

errant vigil
#

would be neat

solemn wigeon
#

Heavy bullpup πŸ‘€

nocturne flax
#

I still dont really understand what was the purpose of heavy weponry

#

it would be nice if a dev tell us what the vision with those guns are suppose to be

hollow matrix
nocturne flax
#

but really doubt it

#

i just want some basic weapon customization at this point

obtuse cedar
#

Just recreate the gun you want

nocturne flax
#

nothing fancy

obtuse cedar
#

You d get all the weapons like that :p

cinder sinew
#

I just want to clean the DMR sight tbh

hollow matrix
#

Ibarumarky: Do we get weapon customisation?
ludvig: Not for ea release, but we’re working on something nice 😎

#

(late 2019 btw)

novel basalt
#

Gonna put the Sniper sight into my Pistol.

Heavy profit PirateSimon

quiet stone
#

R3? Don't remember that, you must be dreaming.

tribal heath
#

which terminal do u do 1st/is there a way to find out which terminal is linked to the one with the password, in C3?

candid dragon
#

its a crapshot generally.

#

sometimes the terminal that needs a password is the other terminal. so you can tell.

#

welcome to the world of why i think c3 is a good mission, marred by annoyance.

tribal heath
#

well thanks, now we have to do both doors open again...

solemn wigeon
#

Idk why having both doors open is a problem, most of the time you should be defending the person on terminals. Where they come from isnt a problem

dreamy bramble
#

tbf if there is only one door open it's significantly easier to hold

#

you can double stack sentries and it's less likely for things to slip by

bold widget
#

Everyone who is kiting gets minus 15 social credit points

solemn wigeon
#

Pog

#

Im at -16 then

mortal granite
#

pog, i'm being hunt by th

opal narwhal
#

Which objective do you guys like the least?

hexed vapor
#

Uplinks

opal narwhal
#

I can't decide between uplinks and old style reactor

subtle vault
#

For me it’s reactors

sweet echo
#

Reactors have always been the most fun.

Though I'm more a fan of what they've done with B1 Overload. Just sit down, and defend. No hunting for stuff and risking the run because of some misplaced Scout.

hexed vapor
#

Reactors are very hit or miss, tbh

subtle vault
#

The reactor I liked the most was R2-D2

#

But in general I don’t like them that much

obtuse surge
#

the objectives where you have to bring something back to spawn

#

and nothing happens while doing so

solemn wigeon
#

Sadge moment

regal thicket
#

that's why they added cocoons winky face

opal narwhal
arctic sparrow
#

There should be a Team Fortress 2 Payload style mission where the team is trying to push a cart of explosives to an enemy nest while the enemies are trying to stop them from doing that.

subtle vault
#

Suggest it

arctic sparrow
#

I would, but it sounds dumb now that I think about it.

obtuse cedar
#

"we must push the kart" "PUSH!"

subtle vault
#

β€œWho’s not pushing the kart!? I want names!”

nocturne flax
#

It actually got suggested

#

i think

mystic bison
#

Why it it seems that the fps is so bad in the video ?

quiet stone
#

Probably your eyes

mossy marsh
hollow matrix
#

<@&408548765599793173>

#

whoops

turbid cliff
#

exclude what multiplier

#

normal birther has 126 real per sack

hexed vapor
#

So, if the tumor would have 250 health, because it's a 5x crit multiplier, I consider it to be able to take 50 damage.

turbid cliff
#

except tons of weapons have precision multipliers so that doesn't work

hexed vapor
#

Precision multi is factored into that?

turbid cliff
#

i mean that number is not final

#

it might technically be 20 for one weapon, 60 for another

cinder sinew
#

The only thing holding back the sniper to be better at killing the mother is that the blobs don't overkill

#

✨ Phrasing ✨

turbid cliff
#

also tank sacks mult isn't 5

hexed vapor
#

There's no difference.

#

And you right, so the cap is 100FF instead of 60FF (300FF per mag).

turbid cliff
#

is it more logical to say:
sack has 250 hp and it's a crit spot, you can do the math yourself
or
sack can take 50 damage, this is with crit mult factored in, but not precision mult, do that math yourself

cinder sinew
#

It may be easier to understand it if you don't factor in the precision mult, but mentioning the precision mult to deal a bit less or more damage when factored

hexed vapor
turbid cliff
#

indeed you are

hexed vapor
#

I don't see how that wasn't what I was saying.

turbid cliff
#

i'm saying that the former makes more sense to me than some half-chewed number that's spit out

#

just making it more complicated to process

hexed vapor
#

You can do up to X damage a shot, and the sniper does that much damage in a shot.

#

I do it that way because it makes more sense for just calculating the damage output each weapon has in a magazine.

#

which I think is easier to understand than the large, useless number you get if you multiply by the crit value (plus it's not the same for Tank).

turbid cliff
#

straying way further than necessary

#

let's say i freshly move into this conversation and see your numbers

#

i don't just have to pick up and do some math for myself

#

i have to see what you did first to understand where the f you are, and then do it myself on top of that

#

it's not wrong

#

it's confusing

hexed vapor
#

I can just write it down in one spot.

turbid cliff
#

not getting through i see

#

well i don't feel like trying either

hexed vapor
#

Main Boss Damage per Magazine R5 (FF):
DMR: 156.809
Double-Tap Rifle: 135.766
Burst Rifle: 132.6
Machine Pistol: 119.646
SMG: 116
Pistol: 114.144
Assault Rifle: 105
Sawed-Off Shotgun: 104.968
Heavy SMG: 80.4

Special Boss Damage per Magazine R5 (FF):
Sniper: 480 (150/375/300 for Birther/Boss Birher/Tank)
Shotgun: 480
Combat Shotgun: 316.26
HEL Gun: 234
Machinegun: 231.879
HEL Rifle: 219.269
Revolver: 108.615276

nocturne flax
#

So pump you does 30 damage

#

But with ff does 30 trillion with the multiplier

#

Check mate atheist

dapper dagger
#

friendly fire numbers in 2021

nocturne flax
#

Let me troll the entire community
Im gonna say true bullpup damage value on related questions

#

Helluva troll

nocturne flax
#

Gotta make sure we dont r4 the poor thing

hexed vapor
nocturne flax
#

Like it never happend

nocturne flax
broken zinc
nocturne flax
#

Sarcasm 100

#

But i do love the bullpup

#

More than you

broken zinc
#

Thats alright, I love you tooπŸ₯°

novel basalt
bold widget
tiny hornet
#

do we have a rough idea on when the next rundown will be released?

surreal rivet
#

By the wording that's in the latest Press Kit, it's "weeks after 1st of November".

#

So could be either late November or early December, but whoooooo knowsssssss~

woeful kayak
#

so maybe late Dec/ early Jan?

surreal rivet
#

Could be 😬

#

They said by the end of 2021 so it's surely not January.

woeful kayak
surreal rivet
#

Sure, if anything goes wrong. But it looks like things are going just fine, so hope for the best and expect the worst :p

#

I'm guessing we're gonna get another roadmap update soon πŸ€”

woeful kayak
#

cant wait

heavy siren
#

were there ever any announcements on scaling?

solemn wigeon
#

Well

#

Faq doesnt have all the answers

#

But they dont plan to include scaling as far as we know

nocturne flax
#

<@&408548765599793173> all channels again

heavy siren
#

i dont recall correctly, was b3 tank an extreme objective?

nocturne flax
#

I mean technically the alarm is