#gtfo-spoiler-chat
1 messages Β· Page 249 of 1
rly nice
If r6 is going out... do i have still my boosters that i have?
Boosters removed in R6 π
iirc they said yes
yes you will for sure
yo what does the influx protocol do?
removes all fog on the map
Activates all the hsus in kds deep 1
Unlocks Rundown 6
unlock new kids
.
Next Rundown when?
SoonTM
before its ready, probably
confirmed before 2022
Soon β’οΈ
When a developer says "soon" it must be soon
i hope they can fix matchmaking, including reopening a slot for matchmaking first before launching a new rundown
you can replace "matchmaking" by anything else and it'd still work
yes i'm answering a 2d old post π³
π³
yo guys the join code should be there when you hit escape in the middle of the game right?
Ye
how many charged melee hits to kill charger scout?
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.
but you don't necessarily need to have hits in the back?
The host thing makes sense though, thank you @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.
sorry if this has already been asked, but will we get new enemies in r6? π
We really should but it hasn't been explicitly confirmed
I dunno man its been 2 years
There have been no mentions of it in the roadmap, but thereβs still hope 
surprise really do be taking long
Business as usual
Snatcher when π
What enemies?
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.
No way R3 was as easy as R1
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.
it's still depend on people
What do you factor in here
Player skill relative to difficulty?
Judge based on hardest levels?
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.
Yep.
How do you come to that conclusion
Those don't say shit for many reasons kekw
player are too unpredictable
sometime we so shit at gaming
sometime we're good at it
Rundown 2 was the easiest rundown, especially the E tier level
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.
For starters the base difficulty before any level-specific factors went up considerably
Potentially, standing your ground in R3 is kind of hard.
Dunno if it's that hard, though.
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
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.
Some sort of logical fallacy on your part
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.
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
I conceded, tho.
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
Seems true enough.
From what i see the difficulty has not gone down between rundowns since the game came out
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.
If you only look at the hardest levels and not per-tier
No, I think that applies per tier.
R2's D tier was pretty rough in PuGs, and so was R3D1.
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
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.
That would actually explain why R3 felt so bad, tbh.
Well now we've already gone numb to it but R5 overdid it imo
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).
Maybe, but I feel like R5's difficulty might be where the game should be. I think the main worry is the new B tier difficulty keeping newbies out, but I don't think the wall you can hit is that bad?
I could see turning it down a bit, or at least allowing for a wider variance.
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
Are you focusing on the main objectives here, or are your concerns with the layers?
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
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.
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
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
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
oh yeah would love that
just the balancing decisions in general, would be pretty interesting
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.
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
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.
For the record, even though C tier can be challenging I still don't think it's much that difficult.
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.
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
Tbf, R4 was quite duo friendly while R5 is not.
Although it doesn't sound that bad now that I think about it?
Lol
How do you feel about layers?
I'd say they're in a great state overall, and probably balanced correctly.
c2 ext is a bit long tho
Yeah, the length issue is still a problem.
it could be its own seperate level
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.
wait that would actually be rly cool
What about error waves during code finding but stealth zones are a tad bit more lenient on spawns
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
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.
i think having to switch between holds like that was pretty interesting
I do think the R4E1 reactor design is really good too, and it's no surprise that R5D2 repeats it.
A reactor that increasingly opens more spawn points π€
id like to see a reactor that forces players out of a set hold honestly
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?
A reactor that forces players to split up π©
Based
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
yea though i honestly dont remember much of it
i had a good group for it and only did it in like a try or 2 unfortunately
But no, I'd like to see how they pull of an optional layer mid-reactor with 20-30 minutes before wave start
i was mia for most of r2 except day 1 and last week
Duo partner and I were fuckin' set on duo carrying that level almost every day.
I do think that would be cool, that's actually what I hoped R4D1 would do before it disappointed me.
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
I didn't even get to complete R2D2, nor any E-tier because pubs always posted kwtd
yea i was lucky enough to get a welcoming pub
What is kwtd?
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
Know what to do
know what to do
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.
lol we just defended wherever we happened to be
it was kinda dumb but it was fun to improvise
Was it the first reactor level where you had to fetch the codes?
Yep.
Yes
i personally rly like levels that force improvisation, but i dont think itll be widely accepted lol
It was pretty fun from what I remember
I remember hating reactors with a passion, because R1C1 was so braindead.
like kwtd runs like r4e1 and r5e1 are cool and all but like
i always like a bit of chaos lol
And then R2D2 came along to make it all better.
yea i remember a lot of people hating r1c1
Like R4B2 PE?
I fucking loved how chaotic that level was
Slow and repetitive af, the first reactor
The best runs are the ones where you fuck up throughout the whole level but somehow still beat it
And how most pubs I was in are unprepared to do shit quickly
towards ext it kinda felt like it was getting a bit more kwtd after the strats got more refined
Two shotgun sentries kill all but two enemies.
Maybe a surge reactor would be more fun combat
lol yea hold near spawn and just have 1 person afk putting in codes every few minutes
You could repeat at least two waves and be fine, too.
imagine qol mod where you could drop stuff in lockers during r1c1 LOL
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..
Locks aren't real
New hacking minigame when?
Look, I'm pretty good at stackers now, but there are so many more arcade games out there.
Rythm game-esque uplink : ^ )
tetris hacking 
I can't believe they scrapped the pre-alpha hacking minigame, that looked neat af.
Hopefully they remake it.
To add to the reactor part
In r4d1 enemies would actually reach you post ext
Then they added sniper sentry and hel revo
Shotgun sentry 2, bb
Pre-fix and sniper sentry have comparable damage.
Yeah because both did 20
Lobby bug be damn itthing had pump shotty stats thats all
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.
And no AOE
Shotguns entry could oneshot giants on the back tho if remember well ||or mandela be hitting different||
When you remember that all sentries have complete trash accuracy
The "stealth" kill was a two-shot, no?
Ss included, even before you factor in spread
Gotta shoot the invisi head first
They're just polite and want to get rid of those flies zipping around their heads
Full hammer and shotgun backshot
Not straight oneshot
I miss seeing hit markers from sentries on the side of your screen so you know your sentry was doing something
You still can hear them doing something, which is mostly just using tool ammo
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
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.
Well yeah, 1 accurate high damafe bullet vs unpredictable pellet spread
Imo sniper sentry needs a even slower rate of fire
They did nerf it but we much later found out it was unnerfed
Question is when did that happen
If not immediately kekw
They gotto buff shotgun sentry back to its former glory, at least a little.
How about fix accuracy first
That's kind of a perk on SS, tho.
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
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
Oh?
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
I don't quite remember your take.
All that really comes to mind is the pretty common length complaint.
#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
Is 1 to do with unlock requirements?
mompooper
They technically are optional'ish
since you can do high and extreme or high and overload
only PE relies on them been a certain order
hot take
they aren't very optional when you need sector clears to unlock harder levels unfortuantely
in that sense ye
but player have the option of choosing wich "difficulty" they want
i think e1 needs a pe
bc i remember people complaining about the bugged icon
which still hasn't been fixed since r4 lmao
ay i completed overload where my icon go
:(
E1 needs 11 high, 9 extreme, 4 overload and 1 pe
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
it would be nice, because i would get less dum dums in matchmaking
Part of the optional-ness of it is you can choose which level sectors you want to do to unlock future tiers
i hope theres a level in R6 that is high and overload
no extreme
I feel that would've been nice in r5b1
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.
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
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.
yeah but it atleast will give the illusion of doing something rather than just a flavor text saying "yo you finish"
people will go and be like "oh we fix the ventilation system, the fog its going down" and then you procced to B2
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.
high was already poorly designed because it was a lame way to introduce one of the most dangerous enemies to exist to new players
yeah but high is still one of the funner missions imo
nothing is worse designed than the disinfect zone in b2
breaking the map kekw
pre-patch D1 extreme is arguably worse
That doesn't make turbine mandatory. Source: I still fog dive it after overload.
well i guess turbine isn't mandatory on b2 overload then either.
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.
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
Not charger 1 shot
My point is more-so that the visibility even without infection is enough to make the turbine "necessary."
Iow, I don't see why the change would do anything.
it would just make diving harder for people who can already dive.
π€·
What do you mean b2 is clearly the most perfect and fun level there is
Aight who ghost pinged me
Imo C1Ext is a really bad objective as well. Nobody needs 3 uplinks in one level
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.
but you need to pass through both anyways. it just prolongs the level with the same objective
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.
if you do the last terminal of the high, the 2nd zone to respawn
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)
Sure, they'd just have to put a team scan door back there.
Right, but you don't need to pass through the 4th zone, vs. extreme where you do.
afterwards I always did it in extreme, I kill the mobs all the time
my argument is just that C1 extreme would be the same as adding c2ext to d2 or something similar
You see, they ran out of objective's
Might as well just add "nostaligc" shadow uplink for people with feelings
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
I prefer to have the mother in the first room so you know where she is π
inside spawns
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.
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
Tbh, I feel like error alarms need direction rules sometimes.
Always spawn towards elevator.
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
yo rey
why the fuck you killing so many scouts lmao
killed half the population already
They deserved it.
Naw, I don't give a shit about how they spawn, just how error alarms tend to affect gameplay.
Forward spawns are hella annoying if your team can't just fight the entire zone.
that would be dope.
yeah, GTFO is randomness difficulty
circles, enemy distribution and errors are all random and can make a run free or challenging
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
c1 is still fun for the most part
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)
that sounds messed lol
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)
i mean yeah, but idk
Like the level just forces you to expend all your supplies at the very start like why?
and masochism
but like even then it isnt that bad since you have two zones woth of ammo and supplies
so like................
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
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
The level designers are the ones good at tthe game
but the way they play makes me feel like they are a bunch of new players back in like rundown 1
idk
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
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"
My understanding is that the level designers are a lot more experienced than everyone else.
but "out of touch" is a real concern.
gotta beat what you make
whats the consensus of this rundown
btw
I didn't get too far into this one, like only the C's
indifferent
I did see that E level shiz where it starts you off at 100% infection
I like them, i do see why people dont like them, but i rather have this than empty levels again
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...
all the suggestion happend day 1 of the rundown
that aint a strat that just lazynes and easy way
i mean yeah, but people will take the easy way
"people will optimize the fun out of games"
is the general rule pretty much
i wish they would respawn on top of the people doing that
i mean imo kiting and bhopping isn't fun either, but thats how people play
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
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
scouts are like pokemon now grandpa
D1 extreme is my favorite level
i dont know what people even want that interested in more stealth
gonna feel real bad when even the devs beat E level, don't ya think

like, if i'm struggle with an E level and on devs stream, they suddenly beat it
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
they did c3
they got to the zone before uplink
make the same mistake as everyone here and wipe
Epic fail moment
I would also like him to make a room with 100 mobs that we should kill, but given the crappy trigger of the mobs it's not great either
Mass stealth clear would be nice I think
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
I prefer extreme π it was really good ^^
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
Thats what made it hard
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
I mean yeah, it was just giants
r4c2 extreme it's 3 surge alarme π
not giants
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
It wasnt that bad
Mandela effect hitting different today
can't believe gtfo has a section that requires stealth and patience to clear
how preposterous
But yeah the stealth on extreme in r4c2 was golden
1 room made the whole stealth fun
kite to finish a scan because he goes on the mobs it's not fun
Hold
just shoot
You could do 1 by 1 or all 3 at the same time
I think I often had to trigger to empty the room faster π
3 alarme in same time
i love kite simulator
after there was the sniper sentry so the map was really ridiculous
Ridiculous in what sense?
Its like doing 20 damage + presicion its prbably broken
the second class VI on r4d2 was really nonsense no mob during the alarm
Hel revo made it even more easier
Just spam it down range and everything its just done
yes
Hel weaponry was a mistake
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
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
I hope that the anti-kite measure will make it possible to no longer be able to do that
3 sniper sentry it's just abused, the s1 alarm surge before the generator we had no mob during the scan
40+ ammopack and literslly only strikers on a single chokepoint
40 ammopack is a lot but not enough to not enter the last rng code
It is enough
I died a lot of times because it was the second terminal
Bring revolver lmao
hel revolver my beloved
I would have like 12 ammopacks left on thst reactor if i bought revo and hel revo
i think the devs will make the guns more powerful to prevent people from kititng or maybe increase the enemy AI
Brother everything its so powercreep right now
Its not even funny
People just cannot aim
the weapons are powerful enough
accuracy is not the only problem
the primaries are all bad exept for pistol and dmr
I never play dmr I don't like it
whaa dmr is fav :(
They suppose to be low damage decent stagger but lots of ammo
Specials are you killing weapons
often i see people using the hel gun or hel rifle but it doesn't line up with mobs π¦
Thats my point
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?
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
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
I think the hel rifle magazine is too big, going to 3 bullets will be a good nerf,
You think thst theyre balancing team would.do.something to give those weapons a clear drawback but they dumb dumb
and will give another advantage to using the sniper to kill the big
in the r3 it was really bad I wasn't playing with it π
after I don't know which weapon I used in the r3 π¦
It wasnt really that bad imo
this is the rundown I played the least
I havent finish b4 kek
I find it bad, I'm pissed off for half the map because there is nothing to do
i have mixed feelings for b4
its good that its something new but im not that much into it
Should have been a D tier
Is sniper sentry generally better than auto sentry?
When do u use sniper and burst?
burst is useless
Sniper its pretty much meta
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
i like burst in a2
Good for cqc maps
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?
So you dont like a challenge then
c1 only sniper
do you do reading
Ok we gonna try that today
i use 1 sniper and 1 auto on a2
C eniper
Yes, they shoulda made the room a fix room eoth shit tooj of enemies
Is 3 sniper for c1 good ? (with bio scan)
i always do c1 with 3 sniper
aight we'll try both setups
Yeah but here the difficukty its set and we dont have 5000% health increase on enemies
pdth's dmg is constant for every diff and on 145+ the hp is doubled
but even then they're not that much tankier

I dont want gtfo to be like x z y
i want gtfo to be unique
and be true to its vision
i hope they hand over a map like r2d1
thats a hot take
then ulf shouldn't be the director lole
Doesnt make any sense, just because he made payday doesnt mean he doesnt want to do things differently
he had a lot of passion in the interviews leading to the release of EA
i hope that didnt change
thinking just because someone made x y z they will make gtfo like x y z
with the state of the game Ehhhh its arguable
is a stupidly dumb hot take
wrong
how was it?
it was good
super good or just good
for the content it had its was good
nah release was weak
so mixed feelings
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
It's less efficient but higher DPS.
Depends on your tool constraints, how many sentries you bring, and whether or not you need sentries to deal with bigs.
you seem to assume it'll be hitting enough shots to consider it as "dealing damage"
it's been 5 rundowns that the burst exists and it's been 5 rundowns that few people use it
Burst is better if you have an excess of tool and a sniper
4 burst sentries can mow down just about anything
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
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
if they are well placed, the first wave does not pass
Imagine
thats obviously in small/medium size rooms
thats why i said if los its bigger sniper its better on first wave
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.
<@&408548765599793173> 3 months of nitro for FREE!! (all channels) wont you believe it??
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
gibma
Just click on the link!!
Hey all we been on B4 for weeks (months?) now, and Iβm 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.
Technically you don't need any cells. They just open zones for resources.
you die before the door opens?
according to english, after
Well - again not looking for further spoilers apart from what @knotty sphinx just told me, but yes we die around 9 min, donβt know where the extraction is (and not asking!)
Perfect thanks
9 minutes before the end of the timer?
9 minutes in, so at 21 minutes left bc they havent gotten through the door yet
what are your other tools?
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
i usually run double mine double bio, helps a lot having multiple mine deployers
or mine x2, bio, cfoam for ||the S1 door||
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
|| you take cell in first zone and you need for 2nd zone after lock door ||
if we don't play the game a lot
Thank you π
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?
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
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?
It opens after 10 minutes
You can hammer clear, or you go to side zones and get res in the mean time
ahhhh
also mines and doors help
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
Shoot gun enemy die.
enemy die Shoot gun
Shoot enemy gun die.
gun die ennemy shoot
Can someone riddle me something
At the end of D2 did we manage to put on the reactor or did it break
it breaks
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
read the text
What Text
exactly
put the last code in and see
So because it breaks does that mean that the last code is meant to shut it down?
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
you put it last code
warning text pop up as reactor at critical heat
it unleash a bio mash
but y reactor no boom
reactor no go boon because reactor safe
Is there any important audio on the new leak?
no audio
It do just be a gif
they updated the movement of the characters!
yes
it looks pretty good tbh
Epic
wat? where did you see that?
in media
Communication wheel coming
Can't wait to spam laugh while running through the whole map
The l4d experience
nice
They make it sound like R6 is coming end of November
So now we have a more semi precise release timing
With 1 last sale just before november
Those fog? Particles/dust do be everywhere tho
Makes sense, we are underground
When are we getting expeditions between floors tho
when we goin to sector B and a half?
True
thanks!
39.99 π
does cfoam portion affect the GlueValue of each cfoam blob, or does it only affect the amount of ammo used per charge?
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
cfoam portion reduces the % of tool used when firing the foam launcher
yeah i dont use boosters often let alone that one
100% is half foam used iirc
it's a fun booster
completely broken but so are most
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
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
W8, where'd this all get posted?
Orange name email
It is truely a sad day
:((((
Wait, you're a white name, hand over your sources, traitor!
What stopped you
It's also in pr kit
You don't need orange to read it
Ambassadors got the info and new screens some time before press release was... released

Well as you just said it's a bug
thought that only happens when a sleeper clips through and touches a mine
my understanding is that it only happens if you use only 9 blobs to cfoam the door instead of 10
Door was c foam naded
i have no clue then
Big rip
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.
so when's the game getting out of early?
No clear confirmation but they made it sound like end of November
November 31st kappa
What time do they normally start the countdown for a new rundown
Like two weeks before?
yea
ty
?
canceling
They haven't fixed it in the current rundown so I doubt they will if they bring it back
oh i thought i missed a leak about the bc returning
That video they posted might have weapons we haven't seen
Unless someone has already looked at the pixels
fuck the burst cannon, all the homies hate burst cannon
Carbine as well
I really liked the carbine
New special would also be nice
New tool
Ya
A new melee is a very good sign I think
Ye
Cutting torch
assuming next update is the release I would sure hope its significant
cutting torch would be cool
If the new tool isn't the mapper I'm uninstalling
π
Fighting words
eh might become a bio tracker thing
heavily regarded as useless upon first use
but becomes information king
Bio and mapper tool only run
burst sentry only
Mapper seems like a cool idea for a rundown-specific biotracker variation.
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.
No bio, but mapper has some sort of tracking potential.
keeps the outline of enemies after the scan of the area and proceeds to lag your game let's go
it's not, since you already made a deal to get the cortex interface fixed
hes uninstalled the game already, look what youve done
Where bullpup
Skill issue
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
Rifle buff π
Shits broken
Rifle never existed

Heavy AR must return
would be neat
Heavy bullpup π
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
Didnt they have an idea to have players make their own guns and then bring them into the level?
welp gotta wait for r6
but really doubt it
i just want some basic weapon customization at this point
Just recreate the gun you want
nothing fancy
You d get all the weapons like that :p
I just want to clean the DMR sight tbh
Ibarumarky: Do we get weapon customisation?
ludvig: Not for ea release, but weβre working on something nice π
(late 2019 btw)
Gonna put the Sniper sight into my Pistol.
Heavy profit 
R3? Don't remember that, you must be dreaming.
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?
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.
well thanks, now we have to do both doors open again...
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
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
Everyone who is kiting gets minus 15 social credit points
pog, i'm being hunt by th
Which objective do you guys like the least?
Uplinks
I can't decide between uplinks and old style reactor
For me itβs reactors
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.
Reactors are very hit or miss, tbh
The reactor I liked the most was R2-D2
But in general I donβt like them that much
the objectives where you have to bring something back to spawn
and nothing happens while doing so
R4a1
Sadge moment
that's why they added cocoons winky face
I felt that
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.
Suggest it
I would, but it sounds dumb now that I think about it.
"we must push the kart" "PUSH!"
βWhoβs not pushing the kart!? I want names!β
Why it it seems that the fps is so bad in the video ?
Probably your eyes
you could try to increase the max queue frames at the cost of some latency
it can stabilize your fps to some extent
continuing from #gtfo-related-questions
exclude what multiplier
normal birther has 126 real per sack
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.
except tons of weapons have precision multipliers so that doesn't work
Precision multi is factored into that?
i mean that number is not final
it might technically be 20 for one weapon, 60 for another
The only thing holding back the sniper to be better at killing the mother is that the blobs don't overkill
β¨ Phrasing β¨
also tank sacks mult isn't 5
That still shouldn't matter?
10 damage w/ 2x precision against 500 health tumor with 5x crit multi.
Does 100 damage, which translates to 20 damage when getting rid of the crit multi.
Let's say we treat this as a tumor with 100 health.
10 * 2 = 20. So we get the same result.
There's no difference.
And you right, so the cap is 100FF instead of 60FF (300FF per mag).
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
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
I am literally saying the latter.
indeed you are
I don't see how that wasn't what I was saying.
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
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).
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
I can just write it down in one spot.
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
So pump you does 30 damage
But with ff does 30 trillion with the multiplier
Check mate atheist
friendly fire numbers in 2021
Let me troll the entire community
Im gonna say true bullpup damage value on related questions
Helluva troll
My apologies its actually 30.1
Gotta make sure we dont r4 the poor thing
30?
60 million
I loved the bullpup so much, it was my favorite weapon in the entire game! i was sad when I saw it wasent there for R5, but who knows it might come back for R6! Maybe along with new awesome weapons! I cant wait!
Thats alright, I love you tooπ₯°


do we have a rough idea on when the next rundown will be released?
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~
my money is on on maybe Q1 2022?
so maybe late Dec/ early Jan?
probably right. im just hazarding a guess and allowing for setbacks
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 π€
cant wait
were there ever any announcements on scaling?
Well
Faq doesnt have all the answers
But they dont plan to include scaling as far as we know
<@&408548765599793173> all channels again
i dont recall correctly, was b3 tank an extreme objective?
I mean technically the alarm is
