#gtfo-spoiler-chat
1 messages · Page 309 of 1
Rey mentioned that if you get no scout in overload, you pretty much get 3 snatchers per wave
And the amount seems to depend on host as well
i did say that yesterday as well
i also drop in solo (with bots) and always get 1 snatcher
We we're definitely getting 4 per wave, (not with Captain Alpha, just odd timing). There was a scout in OL room if that's what you mean
Even that doesn't seem consistent, dropped with all 4 and got 1 ||snatcher||, reset and got 4 ||snatchers||.
i may ask
how many time do you "touch" that terminal
i have to get all the possibility out there
I didn't input the command on the first run where we got 1, so IDK. Run where we got 4 I was the only one to interface with terminal
Lol
I was not host
it depend on the host
We got quad ||snatcher|| and I thought it would behave normal after the first wave but nope second was was also quad
i wonder if that make the end timer run faster or something
Did you check with how many people are in overload when you input the command ?
Needless to say we didn't see wave 3 as we died to 8 ||snatchers||
what the fuck
All 4 players were in Overload room, command was very quick as I just typed 1 letter hit tab then eneter
Ah yes, twitch not timestamping properly
this is my run
motherfu...
good thing it's typed in the URL
this is 2 different runs
2 scouts were in room before running command
0 scout + 3 snatchers ig ?
in both cases ?
that's what i thought
0 scout always seem to spawn 3 snatchers
i have 3 scouts in overload, 1 in A and 2 in B
I dont remember if it was 1 or 2 scouts when we got 1 snatcher per wave. There was definitely at least one.
Run with 4 snatchers we had 2 scouts, as we had the new guy practice killing them
and get 2 snatcher
0 scout = 3 snatchers
2 scouts = 4 snatchers
3 scouts = 2 snatchers
4 scouts = 1 snatcher?
😳
nah
it's definitely desync issue
i was the guy putting in the command
and the host was from EU vs me in Asia
I am imaging this is correct, doesn't seem likely to be related to enemy spawns seeing how enemy spawns work
oh wait
EU having 1 snatcher for ex
could check the log
all players were NA, but host did have slight lag. I could feel it when killing sleepers
😳
i say, either people with good ping with host do the command
so host lag is probably the answer
or the host do the command
That'll be the thing to test
since well, if you drop in solo
and put in command, it will always spawn 1
on 22minute and 46 minute mark on the twitch vod
i put in command and spawn 3 snatchers
and then the streamer put in command spawn 2 snatcher
Interesting
me lag vs streamer that has less lag
i think people should jump in and test it
host vs non-host
I meant, if I host then scamaz my own internet and have someone else do the command
and by scamaz I mean sounds like it's time to do an 11.7gb steam update during a mission :^)

Tfw i have more fun trying to figure out the logic behind a bug than clearing the level you can find the bug in
you can also get 2 pablo if there is desync with person opening the door i think
maybe its similar cause
don't need to
you just need a really laggy person in the team to do that
Welcome to my world except not limited to bugs
i was the guy that has massive desync in my old team
Figuring out game mechanics in early rundowns was a lot of fun
@queen field the suggestion was great
I was thinking about it after clearing D2 & E1
i believed the end of E1 also have another immortal as well that trigger everything
that was a good use of it
it's not him that triggers actually
When you input the code there are waves of 1/2 enemies that spawn everywhere near those that aren't in the reactor
Their sole purpose is to trigger the rooms
i mean, he could trigger all the room
but we got the "2nd scream don't count" mechanic

so his scream become useless
i believe that, if you have an awaken enemy in a room full of enemy, it can still wake up other sleeper as well if you stay there long enough
so the immortal do have a purpose at the end of E1 but got overshadowed by the extra wave
putting the immortal are also good on D2 as well
At least you won't "go back" to take more resources (lol)
They could extend the level with this
Having 1 section for giants + hybrids & another one for flyers for ex
save some doors
open door. don't get code. leave
yeah also depends how spawns are like
If i have a shitton of time & no more resources i loot the immortal's zone
for health mostly
so you're saying foam should go for last code
yes
you need foam to clear the charger scouts if they annoy you
And foam to strengthen the doors when you escape
interesting strat
immortal zone only have an ammo bag
Wot
When i listed the resources there was a lot more
not the terminal zone btw
the zone behind
nvm then, idk, watch a vod and heard it only contain 1 ammo bag at the immortal
based
you could rejoin after scan
lol true
error alarm with 2 snatchers and reduced visibility (non toxic fog)
error alarm
so constant spawns
i think like every 2 to 3 min
Can u deactivate the snatcher alarm if u go error side with the terminal command
I remember it being a thing last rundown
should be possible but don't know
no
but you still can launch the contamination scan first and then deactivate the alarms so u only get one charger wave. It's one and the same terminal too 
r5e1 and its consequences have been disastrous for uplink terminals
contamination scan ?
in D1 ?
tf ?
And no you can't disable the snatchers error since it's not labelled as an error alarm
You dont technically need to do the error alarm either you can just straight up the gut instead of going left or right
Though easier said than done. I tried that last night and while I did beat that first alarm I was not in good shape at all.
I enjoy the d1 error alarm
class X seemed kinda residentsleeper, but I've since seen a team attempt it and it seems tense
due to ammo scarcity and snatchers
not to mention the usual shadow shenanigans
Can't wait to play pubs and have people insist the shorter route is better
but they saw someone kite the shadow alarm on youtube
stop being a pussy
bot pinger
go do some class X
bam, first class X ez

yessir
i have my video ready
but then i don't want to upload
don't you mislead the next generation
class X alarm but it's just me kiting for 5 minutes
Just wait till you do B3 with overload
Apparently the overload key for B3 is in a secondary zone
Btw how do I get the minigun? or machinegun? I dont see it in the list
There's a key in main you can use
Really? Cuz I found one but it was not the right one
No I did the secondary objective in B2
Ok, so you did find a colour key for main
There is also a bulkhead key in the same zone
Yeah but I thought it was for secondary and not for overload
And about the minigun yeah idk I cant find it in the gun list
the machine gun is a special weapon though
In C3,for the blood door to zone_162 (which has the bulkhead key in it).Do you use c-foam and melee to fight off the sleepers inside or do you return with ammo?
I've been going at it with c-foam trip mines and nades but end up getting overwhelmed
167 is the other isnt it
armory is 165
Ya you just foam and bonk
but you have mine
I did place mines and use grenades
but somehow enough of them slip through
Ah well,I will do it right eventually
You'll always have enough to foam new checkpoints and continue
Yeah that one
Does anyone have the Map for D1?
Did error alarm but for the love of god didnt find the damn terminal
can the terminal be at different locations tho?
And all I can say is that the terminal is at the very very top
ok but it is in the big room ?
Yes
The huge room
ye i ran around in the lower levels
You gotta go up like 4 flights of stairs and then do a loop the loop
xD
from randomkenny
sweet thanks a lot
wait a sec
In Zone 199 you deactvate err alarm, then override the class x which triggers class S?
Yes
Going the error route gives you more resources if you are fast enough
But the class x is a lot faster overall
yeah we easily did the first class x like 3 times
but the 2nd class x is just so hard^^' around the 6th or 7th scan we get overrun cuz of bad scan placement
Why are you not making it class 5
We didnt try error route
Wait we can just do error alarm, deactivate err alarm, reduce 2nd class x to class V and do the first class x?
Or you can just do the class x, and then reduce to 5
is there a checkpoint in between at least?
Or only afteer 2nd class X/V
hm
ok i see theres a checkpoint
before the reduce to class V
ayo is there any way to kill the tank?
Dang it tho
Im trying to do B3 secondary its hard as hell
What are you supposed to do against that insane number of ennemies and you cant really hide
tbh its kinda like C1, but id say if there are many bigs 2 snipers max and 2 machine/smgs
are you talking about the immortal in E1?
yeah
the creature with 200 tentacles
nope. You just gotta play peekaboo with it
kk
Which enemies?
the pouncer
ty for the info master oogway
50 damage for a stagger to force the pouncer to back away
choke mod it
back damage 😔
I love when shooting it's back from the front it does front damage
deal with it
blame positional hitboxes
or lack thereof
if the pouncer is alone and you know it's coming, it's really easy to dodge it
lmao you're in so many channels saying this.
yessir
bonk
Skill issue
hey guys, i have a question about A1, probably already answered... At the beginning, I understood that the guy tell me to write Recycle Group 7A42 but nothing happened... Which command i'm supposed to use ? I tried query, ping...
Check other zone.
Always use COMMANDS to verify there's a special command.
the zone with the terminal the guy's talking about unlocks once the guy starts talking
look at top left of your screen
How’s everyone doing?
good because i don't have to play this game now
XD.
@half hornet
when the code is code
Having an argument about codes

Can somone explain how to get this legs i found it in youtube, (sadly i cant sent this image in the question channel.)
It's random
@tall hatch
The drops if it's like R6. Should have their own loot pools. However anything besides those cosmetics that have a image. It's all randomly given out depending on the pool
Ok thx for answer
But still 
All you can do is pray you get it
Yeah still have 4 Chances
Anyone got any recommendations for D2? we always end up getting steamrolled
our strategy is 3 def 1 try to find pc in areas but that is a major waste of time in most cases
tools are 2 sniper 1 mine 1 bio
we reset if its shadow room
we dont like big shadows
also related to our biotracker guy being the one to enter the rooms
which is kinda dumb when we enter to charger room
why not give the guy entering a thermal like pdw?
especially because you kinda want the sniper sentries to have the biotracker buff
its ridicolusly strong. Due to shadows (chargers in the dark) and making sniper sentrys broken
you wouldnt believe how easy defence is with 2 buffed sniper sentries and 2 people shooting. Bio pings, then shoots. 3rd guy grabs ressource and shoots from time to time. 4th sneaks with a thermal if need be
yep
if mines, then they clear
i actually prefer cfoam 
do u send the guy with mines in and bio the def
okay yea we're doing the complete fucking opposite
but thats mostly so i can be way quicker in zones while still having utility
Cringe
do we know if deactivating alarms in d1 deactivates error alarm?
okay, took us one try after we kept bio with sentries.
that has been the case for D3's surge alarm in rundown 6. But Idk if that was intended so cant speak for d1
hmmm
It doesn’t deactivate the snatcher alarm in my testing but all other alarms it does
ah interesting
congrats 
it seems because its not an active alarm
your stamina resets with the snatcher dead
which iirc it does not do for any other error
tho i might actually be wrong on this
Snatcher "error" is like 20-30 individual waves of snatchers.
Ending with an actual error on a shorter timer.
lol just kill all snatchers then
ez error wave
lmao
so you can pretty much still cheese overload then
just respawn at a checkpoint and its free
forgot about that part
yeah fair enough i did to pdw very fun
struggling more on current c1 than past e levels tf
Feels like a big exaggeration.
I mean I haven’t played any e tier levels but c1 wasn’t too bad so I clearly will be able to easily beat e1 this rundown
having issue with bots holding a cell and climbing ladder bug
thats how it works
found it the first time
skipped it every time after 
it's just lights for like 5 rooms
ughh where is 331 door in C3 second temrinal
its driving me nuts
oml this entire time i went forward and not to the left
what did this do?
Turned the lights on in 108 and 109.
Instead of the pitch black lighting settings.
D1 main tips / strategy / equipment?
do error, it's easier
go over to checkpoint door and lower the second alarm (class X) to class V
tool: 2 sentry, 1 bio, 1 mine
ok, thanks captain
we reached the terminal limited connection part because a bug made the enemies stop attacking, but then the terminals stopped working
then we tried again doing the class X alarm, couldn't pass the bridge
and we tried the error alarm, i was thinking we could split to search for the terminal and defend... then i realized how big the error wave was
finally i came to discord to find out how to do this cursed level
nasty cosmetic.
for d2 does the terminal tell you where to go after you go through blood door?
yes
airborne!
looks like a 3-day pack for a relaxing getaway in the darkness
that's the pack required for e1 players in order to pack their giant ego's around
drue
is it normal to have 5 shockers per wave in c2's overload level 6 scan? it felt like a movie scene when i saw my friend went from 100 to 0 immediately after he left his cover
you telling me I've been sculking about in the dark when we could've turned on the lights the whole time
bruhhh
LOL
Did the devs know it existed?
Objective text hints at it
which is why I checked
wacky
We initially thought it would be in 109 but ya we found it on our way back to try and get the objective text done
whats the order for c3 pe?
wait i meant c2 my bad
wdym
Was having an issue as host where the door would become unpingable and foam would phase through it on my end (but not for client).
Later, had a host that couldn't foam doors fully because after a while it would just ignore it and hit the ground behind it.
Was still having the can't ping doors issue on client, too.
Foam does go through doors on some levels and it is a host bug I believe
Don't know about the no ping bug
Happened to me on A1 and E1 as host
For c1, after emergency_escape_protocol scan is done, do things stop spawning?
No, you gotta get outta there
oh great
Best of luck 😄
you have a choice about when to finish overload, between the cell 3/4 sequence and the cell 5/6 sequence
I really wish the pouncer spawns werent random when it is the first time encountering them
what do you mean by random?
they show up in c1 during arena scan, that's a pretty well-defined part of the level
one spawns immediately but then none can spawn or many can spawn while escaping
seems too random for a first appearance of a new enemy like this
my guess is it's dependent on how many enemies you clear or something
like if you're running away from cap many strikers/bigs, snatchers get backed up in spawn queue
if you're killing a lot, then more snatchers can spawn
but I don't know for sure
idk because I have had like 3 spawn quickly while still doing scan and also only had 1 while doing scan
alternatively, maybe snatcher spawns are bugged similarly to d1 overload
maybe... hard to tell
in d1 overload it's pretty easy to tell
"oh I guess I have 3 snatchers every 4 minutes instead of 1 every 4 minutes this attempt"
im gonna have to give it a try another day because I cant keep bashing my head against this wall
OH also had a weird bug earlier in C1 where we somehow duplicated a cell when going back to the checkpoint, however then 1 of the 2 batteries that was currently being held as we were spawning at the CP was unable to be placed down
It was the weirdest thing and extremely hard to explain
Pls tell me if D1 solo is possible
it is a few runs are on youtube already
I assume t-nenpi or hinoki kited shadows for 3hrs to make that happen
You mean its possible to initiate --> verify specific terminal and literally run back like 15 sec fast to confirm?
(no disrespect meant, those guys are nuts)
@deft kiln I thinks it almost impossible to solo D1 with running back just to confirm terminal back to main in 15 sec.
unless you get the lukiest terminal in your room
there are lucky terminals and unlucky terminals
SHOOTER KITTING
🤮
yeah hes trying to find the closest terminal and just running tactic with limit max enemy. that kinda do add extra hour just to complete.
but it is the only way as a solo to do it else you run out of ammo without getting the most based spawns i have ever seen
D1 has been soloed.. without shooter cap
Just keep failing verification until client terminal is in starting zone..
how do you deal with the snatchers in overload for D1?
are they constantly spawning or is it bugged?
constantly spawning
i just realized you no longer have to do "ping" for terminal zones
where y'all holding out on b3 data cube?
I find it's easier not to hold ground
imagine kiting
True, imagine kiting

cheese spot 
what the fuck is that ||monster that talks in schaeffer's logs||
is it visible in any level?
The pouncer is what it is
The snatcher, based off an r4e1 log, is completely unrelated
I think he's referring to R6 logs
Yeah obviously...
Oops, I'm coping
That'd be specimen #something, he was showcased at the end of dx
Snatcher = Pouncer
Cf patchnote
Pouncer = how it's named in the game files
Snatcher was confirmed to be its name through the latest patchnote
It's likely snatcher was used for convenience purposes so that people knew what was changed with who
despite that, snatcher still makes no sense lore wise
as far as i know the snatcher doesn't ||fucking talk and sound all creepy||
despite the ||description schaeffer gives is FAR different than what the snatcher looks||
i am refering to this one
R6C2: Blind
SC3-1BG-98.LOG
Flagged personnel:
- John Schaeffer (C067) - Garganta Worker at the Engineering Department.
GTFO Lore Database:
https://www.notion.so/Schaeffer-Monster-Logs-680debf6b20a4212a311daccbd5041b3
GTFO Wiki:
https://gtfo.fandom.com/wiki/Rundown_6.0_Logs#SC3-1BG-98
#GTFO #GTFOLore
that was my fault, that was a completely unrelated character that was featured in dx
yeah that's specimen 22
unrelated to both the snatcher and the pouncer
¯_(ツ)_/¯
That was baby mode stuff. You can block the animation with as little as one of those iron girders. Anyone can do it like that. Seriously all you need to block the attack is something between you and the Head/Upper Chest Area
As long as it's a solid surface you can block it.
Already posted that but just so you can get a visual. All you need is something that thin/big and you can stop the attack.
ok but with ladders, you can force it to do the climbing animation which you can take advantage of it by meleeing or shooting it
with 4 players, you can pretty much kill it with pure melee in 1 cycle or insta killing with choke mods/high cali/shotgun
which saves time instead of waiting for it to do another attack
here's the guy killing it with only around 20s (+10-20s of it coming to you after spawning)
and this is just 1 person
imagine the speed with 4 people
The problem is you either take Sniper or Choke for solo takedowns like that I'm pretty sure
meanwhile as client . you get snatched before he finishes the ladder animation
happened to me once
lmao
HCP works too
yes it was visible in R6DX, Dead on the ground
I'm starting to think that B3 PE is going to be the hardstuck level this rundown.
B1 is hardstuck
the 5h B3 clears 
why does e1 remind me of r5d2
In terms of raw dps
Sniper and choke are better
Not that HCP cant do it.
Eval is hard stuck and the ai voice mocks you it's too much for you to handle
There is a lot of pubs too that put the baby in and then immediately start the T scan
It's at the end tho, and only one.
Extraction is really the only hard part of the level
And you can just spam the checkpoint
If CPs had a limit I could see it being a hardstuck level
Inb4 50 checkpoints later the game memory leaks and performance issues

But tbh with new players. They'll struggle with C1 or B3 imo
B3 going overload route at least
The B3 struggle is having to explain you need to look down to interact with the HSU as the model is set into the floor haha
game using 15GB of ram on D1 after a bunch of resets 
thats specimen 22
its your average gtfo lobby
funily enough my fps improved when i used a checkpoint on d1
went from 20 fps to 60
Checkpoints make the game easier confirmed
playable 
C2 after all 6 generators are activated -> Teamscan do or don`t do? What comes after the teamscan? Better doing extreme and overload before the teamscan? Any recommendations to clean c2 for pe?
You need to use cells from main to finish overload, so if you've put all 6 cells in its too late to complete overload now. For extreme I think you need to do the teamscan first
But there is still a cell in overload left?
its locked behind a cell
There is a cell in overload but it is beyond a door which requires a cell
That means you have to do overload while fog is rising?
Yes
the hardest overload in R7
you have two options,
do overload on the 3/4th cell and have an err alarm at 1hp
how many snatchers is D1 overload supposed to spawn
1 per wave
or do it on the 5/6th scan, have no err alarm, but forced to clear the entire overload at near 1
if you put 5 cell in the generator and one in the last spot the fog will disapear....so no fog in the overload
Like many things, it's a CP bug.
it's 2 initially
it was still spawning 2
Some people have got 3 or 4.
Only one snatcher is supposed to spawn my god I thought it was 2 the entire time weird bug
Oh okay. So its not worth anymore to take a look in overload area? We cant finish the objective?
it's too dangerous to clear if you're not planning to finish it
If gen cluster is complete, that is correct.
What would you recommend? Do it 3/4th scan or 5/6th?
5/6th is considerably easier.
I've heard both
my squad did it 3/4 but that's just because we didn't know about 5/6
both are manageable with good enough teammates
but be careful when clearing on 5/6 it can get very dangrous
Dusk, you can clear the first zone early even on 5/6
we are just 2 with 2 bots. So we have to make the best out of our situation 😅
Second zone is the only thing that's gated.
really?
oh
wait
I'm stupid
😔
I thought this entire time you can't clear ovl on 5/6 until you bring the cell back
Yeah you clear to gen door before 3/4 then do flyer scan and the last part on 5/6
No, lol. Overload is only behind the bulkhead key, so most people are doing 3-trip Overload.
So you mean clean the first zone of overload area, then go back, to checkpoint door, safe, do the 5/6th scan, then go back and clean overload?
you may be better off doing the M scan before, as jish suggested
Yes. You can clear the first zone either before or after 3rd/4th, after makes the initialization easier.
wait you cant do that because no cell
I'm confusing myself
helpo
c3 only map tht has the lobby bug?
You are just a tad
What happens after the teamscan of main in c2? Err alarm or just extraction?
who actually tested D1
we're getting waves of 4 snatchers now
D1 is actually unplayable if you don't restart your game on every wipe
*D1
every D1 overload restart is +1GB ram and +1 snatcher spawn
I heard that respawning at a checkpoint just stops the snatchers from spawning
Is this true?
probably
i like that you can skip the whole mother area and negate an entire level 10 scan
it's really great design
Wdym
easily the dumbest, worst level in as many rundowns as i can remember
and i've seen em all
they put an alarm and a deactivate alarms on the same terminal
Why
Tbh I only played D1 once and died so I don’t really know what you guys are referring to but I kinda wanna know so I can use it to my advantage next time I play
people have said R2D1
r2 was just amazing||ly bad|| in general
There are a few nice levels like R2C2/R2D2. I personally like R2D1 as well, it's the hell as first but taught me so much about this game.
wait which was the level that had you fog dive without turbine
D1?
If we mean r2 I never got past B2 quite frankly
I'm your usual god rundown 4 player
R4 = best 
agreedo
i tell you what
dammit
Mother error alarm when
if you get hit in the leg you can no longer move for the rest of the game
R2D1
Sanity mechanic: hallucinate strikers, shaky hands,
did you mean: R4E1 remake
got stamina now tho

add chargers to the wave and we good
Is the D1 overload supposed to be 1, 2, 3, or 4 snatchers at a time?
I've seen pairs a few times but 4 is just ridiculous
it can spawn up to 4 per wave, rng as fuuuuck but yeah pretty sure its not intended just untested objective
I don't think I've seen it change numbers per wave. It's like you 2 at a time this attempt, now 1, and now 4 because fuck you
yeah i think once you load in the map, the amount in a wave is set throughout the whole level probably
I'd be surprised if 4 is intended, that's such an ammo dump...
Maybe scare them off and keep running?
perhaps, maybe if you really blitz to the terminal that shuts off the error it could work
right now, the best bet is to let the host do the command
we're tested that, with desync player on the team, it could cause the game to spawn more than 1 snatcher
interesting
from a twitch stream that i was in
god its like corrupted uplinks and host runs for both terminals
Hm, we'll try that thanks
tldr version:
me being a little laggy can cause game to spawn 3 snatcher
another person that isn't host with almost 0 desync use command spawn 2 snatcher
if you jump into a solo game in D1
r3d1 two, electric boogaloo
put command in, it will 100% spawn only 1 snatcher
damn i was hoping the error was 2-3 snatcehrs not just 1
3 snatchers is kinda too much
Is desync measurable?
i think my team almost made it to shut off terminal with 3 snatchers but yeah its very fubar gotta be on your game and pray they get staggered
if you have a small delay that's less than 0.5 second, then it's below 100 ping
I can observe my lag, i meant objectively
... Ok
i already "adapt" to my 200 ping gameplay
and i think if i'm in the team, i can make the game harder especially D1 overload

make host freeze, everyone gets free time freeze ability ez
Aaaand failed C1 again
that's 5
People need to stop calling these things easy, think of everyone else
the bots are completely useless against tank in r7e1, they just kill themselves
We live in a simulation.
Yeah
Where die?
GPL canister zone (#4)
Then died on the battery room security scan on the retry. No ammo (#5)
Well if you have no ammo that early, it sounds like something is going horrible wrong.
You get loads.
We got one pack with two uses?
No more than that
4 Health, 1 Ammo, 2 Tool
(On try #5 where we died on the battery door)
You get 3 packs with 2 uses, 4 if you can loot 23.
Use
the
terminal
You always get up to 8 uses of ammo.
Uhh no
We literally emptied every room before the generators
Lots of fog repellers this time around
Well you clearly didn't, or you did use the ammo and ran out of it elsewhere.
Ammo is not random
You can drop in rn, go to a terminal, and find all of the ammo I just talked about.
All the ammo in the terminal queries were behind the generator ?
LIST RES ZONE_12
LIST RES ZONE_20
LIST RES ZONE_21
LIST RES ZONE_23
Because every run through we have found specifically different ammo locations
E_12 and such also works
Yes, the locations are random, the amount per zone is not.
Always been this way.
Again
drop
rn
and check
Do a few times just to be sure.
To be fair, we died on the battery door security scan 3 times out of 5
Is it usually to low ammo?
Because it sounds like either you're not looting fully or you're pissing off z23.
and wasting a lot of ammo on it
Security door is always ammo problems. Even when we get past it, we are literally out of ammo and using spears
Yeah, that sounds like one of these things is happening.
You get a lot of ammo.
I can empty an entire magazine into the midget ones and they still live
What weapon?
Malatak (Regular Assault rifle) and Precision rifle (Thermal)
Thermal sight SMG and Machinegun
Those both kill in less than 10 shots each, 8 iirc.
👀
That doesn't make sense. I've literally tap fired a critter with the damn thing, ensuring hits on every shot and it didn't die
Hitting head?
No
Can't gurantee headshots, especially when their animations are doing accelerating weirdly
7 shots, actually, to body it's 10 on AR and 9 on PDW.
Which is actually really annoying? It's weird. The animations will accelerate and decelerate randomly
Probably sniper melee, are you host or client?
client
What even is "sniper melee"? weird name
Interpolating enemy movement from buffer
It has inherent desync.
So enemies teleport to their actual position on host's end when they stagger.
It's really annoying.
So what you are telling me is that there actually is not enough ammo, since it does not check for desync?
No wonder we run out
Well no, even then you should have enough.
Well we don't sooooo
conserve some ammo
Take a semi and start practicing hitting heads
Every level is a practice level if you drop in with that intention
Load B1
Bro, you're aim training.
Against smalls
Does aim training even work? I've been playing stuff like CS, Rainbow6, Planetside, Battlefield, DeepRock, Red Orchestra, Rising Storm Vietnam, Insurgency. ARMA, Halo....
Then skip training and play semi-auto
Semi auto weapons have no ammo
I'm taking the machinegun specifically for that ammo capacity
Why would I take something with less ammo when we already run out?
Semi auto weapons reinforce accurate gunfire since you have to manually click each shot, meaning you won't spam as much ammo out
When your gun's playstyle reinforces aiming, you generally will miss less shots. Semi auto guns in GTFO also do much higher damage per shot, so you can still shred things
Pierce weapons like the HEL revolver and HEL shotgun are also more about positioning than aim. You can just prioritize lining up 2 targets rather than aiming accurately
A1 solo is actually really nice for learning to shoot
only annoying part is that you have to run an errand for schaeffer at the start
3 scans and 2 audio logs to start the level
you can turn off dialog sound now
so you don't have to hear the audio log over and over again
https://www.reddit.com/r/GTFO/comments/vh3t14/rundown_7_weapon_stats_spreadsheet/
They have comparable damage per mag and per refill to the autos
and the autos are more likely to overspill, even with clean shooting
a nice thing about the semis is that you can be exacting about what it takes to kill, e.g. with hel revo or dmr it takes 1 head + 1 body or 3 body, and you're typically going to have an easy time keeping track of that
That said, don't let us bully you into using the semis
hel revo is the "meta" gun and dmr is also pretty cracked, but the autos are definitely viable
thanks for the link, that will help a lot I think
This makes me very conufsed, wtf does the "capacity" text mean in-game then
As in, the little notes on the weapon select screen?
"high ammo capacity" etc?
maybe they speak a little to dev intent, but they're inconsistent in terms of how they pan out
e.g. an experienced player would probably get more kills per refill with hel revo than smg, even before factoring in overpen
despite smg being the one with the "high ammo capacity" descriptor
Yea that's basically it. Ever since the first "fail" on C1 where we ran out of ammo, I have been deliberately picking weapons that have the "high ammo capacity" text on them
Because well.... It literally says "high ammo capacity"
tbh I still think it sounds like you're pulling zone 23 and shooting it with guns
lots of giants, a scout wave or two, huge waste of ammo
We're specifically using the sniper on scouts to avoid any risk
the sheet I linked will let you know what else can kill scouts
though you might be able to avoid most or all of the scouts in 23 by sneaking through, deactivating fog, then getting out
even without collecting the res
eventually you want to be able to melee scouts, too
Is sniper soloing the bigs on that alarm?
experienced teams will typically melee most or all of zone 23
If not, consider switching off.
my solution to ammo problems on C1 is to run two auto sniper sentries
kills half the enemies for you
also you should aim to mostly melee sleeping enemies when you can
In-game weapon descriptions rarely say anything useful
headshots won't kill them no.
If it didn't kill you missed
You can destroy the head by hitting shoulders (?) but it won't count as a headshot
The head exploded off
How would that be a miss
You hit the shoulder
.
What
yeah the head can be ripped off along with the top of the torso if you land an upper body shot
always disappointing when it happens
but you can tell the difference if you know about it
If you do enough damage to a striker or striker variants shoulder it will sometimes remove the head as well
I guess the other thing to note is, it's only the sniper rifle that can oneshot bigs with a headshot.
if you're confused because you're thinking about the time that you took off a giant's head with a deagle or a shotgun or something, that's not the same thing at all
Yeah that's not gonna do shit to giants
Yea that's specifically why I thought semi autos were bad
You shoot off the head, and no you have no bonus damage zone
Autos wouldn't be any more efficient in particular though
Well you have the weapons spreadsheet now so you can go exploring
And as was said, you could just stealth that zone
dmr isn't sniper rifle
you get bonus damage
if you dmr a striker's head off, it's basically a sneeze away from dying
if dmr did a tiny bit more damage than it does now, honestly it would be completely busted
you can put a main damage booster on dmr and enjoy the carnage for yourself
My logic was relatively simple :
It's not ammo efficient to head then body with DMR. They don't die.
Therefore, switch to AR or MG to waste less paper DPS
We're talking about giants
if you're thinking about head damage on bigs, though, their head actually isn't all that weak to most guns
you should try to avoid taking off their heads so that sniper player can 1shot them
not to say that sniper player should kill all bigs, but if you're taking their heads off, you're taking sniper's ability to do their job
1 head + 1 body is still pretty efficient
keep in mind that with the autos you will still overspill
also with dmr you could just take off heads and let your friends chip them out
or bring HAR and chip them out with 1 bullet of HAR yourself if you want to play like that
They do die, though?
Right but it takes that extra second shot
They don't die in 1 hit tho 
If you do 90 + 10 damage with the DMR you waste 80 potential damage
Compared to 30 + 30 +30 + 10 on an AR
for example
That was the logic
Running out of ammo = not ammo efficient enough
Therefore, drop semis, go autos
yeah but if you managed to use all of dmr's headshot damage without overspill, it'd be an honorary special
That was the thought process
It also made me think the game didn't actually reward precision. (Forgot accuracy and precision are two different things)
it does
my impression is that the devs designed enemies to break "conventional" rules (e.g. I took its head off it's dead) to unsettle you
it's kinda meant to be a horror game after all
Yes but with all that "potential wasted damage" it is still more efficient than just using AR
If you're really particular about it you can snipe the head and leave it to teammates
but when you learn what combination of hits kills, accuracy is rewarded well
Anyway i think that's enough on this for now
With weapons spreadsheet and some testing you can review your impressions
Does the spreadsheet have a key?
A what
beginner impressions aren't going to pass further scrutiny, and that's okay
I dunno what "strt ammo" means for example
The ammo you have when you start the level
or the difference between rds/refill vs dmg/refill
Don't think those are explained further in the spreadsheet
when I first started playing, I gravitated towards combat shotgun (this was r5), because I thought all engagements took place within 2 metres because my teammates would wake some very rancid starting rooms which would then all swarm on me
thought range was pointless
as our engagements got more planned, and as I started soloing, I learnt that range is cracked
Rounds/bullets per refill and damage per refill
so it goes
Folks theory craft far too much over weapon numbers. The average output is around the same for each class of weapon so the main deciding factor is how comfortable you are with the weapons handling. Generally speaking, thats a great way to balance the game...there are a few exceptions in the load outs though lol
each to their own I guess
I theorycraft over weapons a lot
I enjoy it and I think it yields results
also the numbers just went some way to addressing a newbies misconceoption that the average output is not around the same among the weapons, so eh
practicality matters a lot more in this game never forget
aka bring make machine pistol
Yes use whatever the f you want
We like numbers so we talk numbers
Doesn't mean we always use weapons based on numbers
||Before I raise a bug in the ticketing system, I thought I will share this picture of a double immortal combo||
That bug might be pretty common
True, but no idea how do we replicate it
I've heard doing the level in a particular order will replicate it
Random networking bs might also cause it
Could be latency, ive seen 3-4 grabblers spawn together in D1 since the "fix" but we did have one packet dropping wifi guy from across the globe lol
desync moment
if you or your teammate has huge desync happen when you open a security door
it will cause something like this to happen
you can also cause a double error alarm in B3 overload if you desync at the moment you pick up the cargo
isn't there a specific way to cause two immortals
i could have sworn seeing a method where you can but i dont recall
Idempotent method is too hard for the devs probably.
Not sure if it's intended, but sniper sentry's "additional shots" from biosymbiosis always hit the same target as previous shot. Even if the target is already dead.
Just finished a D1 overload run, we had the host to put in the command, still 2 snatchers per wave.
We had 3 snatchers per waves ?
It was 2 spawning instantly, and 1 more 30 seconds later
are you telling me that should not be the case ?
apparently it should only be 1 snatcher
also i found out that the error shutoff does not turn off snatcher perma alarm
3 snatchers per wave the whole level is pain
3 is surely not intended. I'm not sure that it should be 1, though. Never seen a one-snatcher game.
but i do think 3 snatchers is doable, 4 is really fubar
It was really heavy on ammo consumption, and the game crashed when we killed the last tank of the level. Resulting in nothing, for everyone 😦
unlucky, for me we were doing class 10 chargers also with little ammo, then 3 snatchers come up during the 7th wave and its doomed
I'm sure D1 is a Dev Build.
Between the mess up for overload before the patch, the frame rate and the multiple bugs we encounter in this level only.
Crash on last ennemy kill, Snatcher randomly stopped in an other try, etc..
It isn’t a perma alarm you can kill like 20 groups of them then it stops or something
rlly wtf its not a perma hmmm i guess 20 groups is essentially a perma for the level tho
Also the reason you can’t turn it off it isn’t a error wave
Yeah a tad unless you want to hammer snatchers for 80 mins it is perma
but yea D1 is not tested, cool level still tho
What do you mean by kill 20 group to stop the snatcher alarm?
You can kill them for 2 hours then they will stop also you can die at checkpoints and they will stop on retry
then it also related to client
Yeah idk what causes it might just be spawn magic
D2 pre patch moments
The checkpoint stop happened to us but on the second checkpoint reload, not the first one
D1 Dev build confirmed 
LOL
for me checkpointing just booted everyone cause perma server sync 2 frames a sec shut up door lady pls
i suspected it was cause we left 1 snatcher alive when we scanned
D1 also has debug text that shows up in the middle of the screen during the drop sometimes
It sometimes also has a timer popping during the drop
a 20min timer (around that) blinking for 1 sec
Does anyone know is confirm_timed_connection is a deactivate alarms command
Not useful info for anything but d1 hard mode runs
deactivate alarm also deactivate terminal alarm
do we know if they fix the deactivate alarm command that deactivate all current alarm and not only the one you should deactivate ?
No it is still working
I would say they did since deactivating error alarm of D1 doesn't shutdown the snatcher alarm. But maybe snatcher isn't technically an error alarm
nope
It isn’t technically an error alarm
for the snatchers they used a separate wave event each time
^
which is why it has other issues instead
i heard the snatcher use an event
well
Yeah I guess you can try it by starting the Class X shadow and still go error alarm way, to see if it deactivate the class X x)
Not being actually infinite is an improvement if you ask me



