#gtfo-spoiler-chat
1 messages · Page 311 of 1
maybe
I'm not sure how it compares on ttk on bigs
but then again mg is overtuned right now
ttk is similar or maybe worse cause of how slow hc fires
there aren't much bigs in c2 anyways so idk what the point of specializing for them is
you get multiple bigs per scan, sometimes at the same time
you could use a sniper sentry to remove most of them
um, duo?
okay, if that's what you want to do with your tool slots
what else do you really need?
i'd say the best tools would be burst/snipe or bio/snipe to make use of symbiosis
bio/snipe I could get behind, sure
anyway, I'll go away and think about deagle possibly being overshadowed by mg
god mg is overtuned
on mains I think you're sleeping on hel shotty, but otherwise agreed
on specials I think B is too high for choke and revolver, and I think HAR is A despite the recoil being unpleasant
I get the feeling that choke, deagle, and revolver have been deliberately tuned to fall short of being effective charger waveclear
in an attempt to make chargers actually scary in r7
in r5 and r6 they were kind of a joke, at least when the netcode wasn't making them scary
mostly because hel shotty is very polarizing. Its either insane, ok or absolute dog
Hel revo is pretty much always insane. Dmr and pdw are usually insane or ok
revolver is high due to skill cap
for HAR i honestly just havent played it in a while. But generally id argue that MG being so good makes HAR worse in context
in non-charger situations, only problem I have with revo is the terrible light
choke is the best charger wave clear tho generally rn
THIS
such a dog light
I prefer the deagle here. Partly because I'm usually finding hits on chargers within the 8m, partly because I've had a pellet or two not land with the choke.
But I don't think either is "adequate"
either is fine. Its just not insane
in the sense that where I think that shotgun (sans sway bug...) is perfect at its job, I'm not satisfied in some absolute sense with either deagle or choke in their jobs
I guess that's another thing: I'm not using a shotgun until sway bug is fixed
just because I don't want to "learn" the delay
btw the point i always wanted to make regarding high cal vs choke mod
imagine choke mod getting the extra 2 bullets. The point wouldnt even be close with how much better its other specific stats are overall. Same in reverse, 4 bullet high cal would get outclassed hard.
yes the 2 bullets matter, but with its other stats being worse it usually just is a slightly worse version than choke mod
eh i personally hold S tier to guns that are hilariously op
for choke mod 4 shots per mag seems like nothing, whenever i use it it seems like im always out of shots when it matters
it's a support shotgun
veri nice choke mod
you kinda need a person or two on waveclear to make space for your reloads, but it does really do neat things if you have that buffer
I do think that a 5th shell in the clip would make it just right
i mean we also kinda got spoiled by hel gun and sniper
that's where I find it underwhelming
definitely this
Muh Machine pistol 
Is C3 PE without efficiency boosters doable?
In my overload run,I had to run a supply booster cuz we kept running really low on ammo
every level is doable without boosters
or aim better/count your shots/ use your tools and cfoams/...
We used our tools alot
Bot sure about the aim tho
Not*
Thanks for the feedback regardless
np
why would you play the assault rifle now lol
smg is better in every way
has more ammo higher fire rate and deals more dmg
and less recoil
cause AR doesn't have that big of a damage falloff
and its an all arounder
it always have been
i mean with the buff it recieved i need half a mag to kill a sleeper same with AR
ar 10-15 /30
smg 15-20 /40
litteraly no difference lol
this is how many it takes?
yep
than its a big diffrence
wdym its not
10-15 is alot less than 15-20
cause in the end of the day your not going to always get the 15 shot kill
so in the long run the 10-15 shots wins
lets say AR killed in 13 and smg killed in 15 its still 2 bullet count that can stagger another enemy
or come in handy
its not a big difference now or in normal areas
but in very sticky areas it can mean life or death
Absolutely
where the heck is the memory stick in D2?
In one of the box spaces
and after that you just defend?
You go open the door. After that 3 defend, 1 does objective
if you need over 10 bullets with an AR to kill a striker then idk what to tell you
It does over 2 dmg. Even without headshots and some minor falloff dmg thats 10 bullets max
i dunno from the past 2 weeks the AR just feels very obselete
I did C3 PE with 3 Burst Sentries and Tracker
have the Tracker near the sentries to boost their efficiency
and make a firing line at the Overload terminals
burst sentry gets no benefit from bio
pretty sure all sentries get a benefit
well smg got buffed, pdw is an even stronger smg with thermals and hel revo/dmr exist
check patch notes
ar is just a very average gun
only sniper/shotty
Burst has had the gain before R7
Then they didnt mention the burst for r7, cause I can already confirm from ingame there is one
You can even check this ingame. It doesnt say anything about it and doesnt gain a speedboost in firerate
Drop one, let it fire, then bio track and let it fire
I mean ive heard another person say this
but without a concrete example its moot
make a video and post it here or smth 
if it is like that then everybody would want to see
i find it funny how biotracker symbiosis originally was planned to only work with single ping
Lemme just ping my teammate
sniper sentry: TARGET LOCKED ON
SMG with slightly better AR damage
slightly less headshot dmg though
tbh it feels more like a machine pistol in terms of RoF and accuracy just with added recoil
How tf do you complete C2?
Absolutely insane amount of enemies
That mission has completely demoralised me from even wanting to complete the rundown at all
It feels like such a cheap level in design
What is wrong with C2? what part do you struggle on?
Honestly the entire thing
There are a stupid amount of enemies in every single room
Even in the very first security scan you have to do is a tier 5 with flyers
And giants
Standard GTFO stuff 😅
No but for real
Imo the level is difficult for the wrong reasons
It sounds like you haven't yet found a working strat. It'll be fine. you will get there
It doesnt feel well designed, or intimidating, or tricky to navigate
It's like they just decided that the game is now exclusively a horde shooter
Strangely C2 is one of the more relaxed missions tho with mostly stealth.
Like sure there is the first scan but those are set so .... predictable
And the Error on 3/4 but that's a short part
2 people shoot, 2 people take cells
Every time we have tried to stealth clear the rooms, the enemies are usually clustered in a way where that It's impossible to kill all in a cluster without alerting nearby
We just gave it a go and we got screwed because a kill somehow alerted one across the room and it screamed
Skill issue moment
Nah, it's just a matter of talking a breather and then hopping back in
GTFO has those frustration moments.
Like the start of E1 is seriously bad design. There is nothing wrong with C2 imo
C2 was quite enjoyable
Well yeah we play the game casually, your response is the least helpful you could have said though
I don't consider myself good at all, got to C2 relatively fine but this is the first level thus far ive encountered that i just legitimately cannot pass
Map out the level and strategize
maybe switch to other gear
like switching to knife help with speed clearing
makes stealth a breeze
I think ill just drop it, i don't have the time or patience to play a level 30 times to figure out how to play it properly
you can do many other things to make the level easier
Cheers for the suggestions though
k
class 6 I think
terminal scan, ground scan, up first flight of stairs, then left, then mid floor, then top floor
C2 Is where I draw my little bitch out line unfortunately
Im going to burst something trying to pass it
honestly the first time I tried that scan was as a duo, we put in the command, got overwhelmed on like the fourth scan, and said "this is fucking awesome"
finishing the c2pe duo has been my high point of r7 so far
Honestly running 2 turrets makes the scans a lot easier
Sniper with bio is also really strong
they claimed B2 was harder than B3
hm, maybe if you don't do PE?
Who is they
I mean b2 main only maybe
randoms I played with
Oh
And b3 main only I could see it
b3pe is nasty
Take a breather. you'll be fine
fun at first but mind numbing having to clear the charger room over and over
I love the game but I have never finished a rundown
dreading having to go back to get checkpointless b3pe duo
then I want to mod b3 off of my rundown screen
rip. sucks even more if you got titan spawns in the respawn rooms by extract
gross
lol actually I guess you can just redrop
also I've experienced Hel shotty with bad connection
client*
that shit wasn't hitting anything qwq
oh I learnt today that b3 overload extract wave can spawn big chargers
I admit that bit's funny
I've already taken the belief that all swarms have like small chances to spawn bigger variants
I don't like the extract as a gtfo gameplay scenario, but gotta love the occasional big charger spawn
like r6c2 the 3 hybrids error. rarely it can have 2 hybrids and a titan
you don't clench like that unless it's actually a big charger
😫
it also has an unmistakable roar
mhm
and it's, like, big
I remember defending the error in r6d2 but one wave was charger giants..
I got fucked because I wasn't expecting it
I've run b3pe 3 times and cant say I've seen one spawn
It's rare
Nor am I running it again to see it
It isn't common but spawns like that can happen
I've heard some other people make stuff up like it's based on player count but that's false from what I know
Doesnt suprise me tbf just shocked I haven't seen it
Remember shitting myself on r6d3 when a giant spawned in on the error for the first time
i mean. This has happened to many people before
R2E1, R4B1, R4C3, R5C1 were all levels my group struggled insanely heavily with the first times
But it also served as a massive improvement when we got it down
Obviously (and this isnt meant as a slight) you do need dedication and time for it
we actually „skipped“ r4b1, and r5c1 and did the other levels in the tier first
eval*
I liked r5c1, even as a noob
eval 
maybe especially as a noob
ive seen EVAL the 2nd most out of all levels ever. Only topped by r6a1 lol
r5c1 felt like my first analysis course, straight from rudin's little blue book
i.e. crushing, deliberate
Imagine if any level in r6 or r7 c tier had a scan as ammo burning as r5c1 without ladder foam
before r5c1 gtfo felt like it forgave sloppiness
r7c2 burns ammo, but not quite as much
and then you go into the hub and there's ammo again
r5c1's first S scan burns ammo, with purpose
Dont you have to go through respawn charger rooms to get the codes?
only 1
Okay thank god
Most pubs just spawn block everything anyways
Because that’s as far as I got pretty much
not that hard
Yeah my furthest run ended at the reactor because we failed to find the first code and then one dude split off to keep looking while the others defended
Shit basically collapsed at the same time when both the defending and sneaking faltered
We had a supply booster teammate so ammo wasn’t the most pressing issue
Or you could permafoam the charger zone scan making it a cake walk
Oh that one
Yeah I’ve tried that twice
The first time we just didn’t have enough foam
The second time everyone except me got blown up by a snatcher that felt the need to examine a tripmine
I just don't like how slow pubs do the first bit
My team rushes the class V and blood door to kill tanks
Way more fun
The only thing I know how to get Pablo stuck on are those grate walkways
I’ll probably try once more to complete the level tonight
It’s a good level though
At least in my opinion
End sequence it the other good part
There's a just a lot of cringe "mechanics" people use
Spawn block, permafoam, getting Immortal stuck
It’s unfortunate but they’re effective
I’ve only ever spawnblocked once and that was on D2
While my friends ran to extract I was having a go-around with all the denizens
Was very fun for me but probably boring as shit for them
The ones that spawn in your ass half the time?
Entire ass horde just chilling at your wedding party upstairs
They seem to make shit spawn closer sometimes now
Which is nice so I can't just abuse 2 rooms away all the time
I found it to be cheap
like if they want to do that then sure, it's not a problem to deal with
but eh
I don’t feel it was cheap if you had a mine deployer, but it was annoying how it wasn’t 100% guaranteed that they would spawn in that spot
at least it's not breaking 2-room spawn rule throughout an alarm
We were ready and they spawned close
coughb1
I swear they changed spawn rules in r6
D1 second class X breaks that rule
It feels like it’s purely distance based now
R6D1 had them spawn on the top layer of class VI
I'm not saying "I don't like it because it was hard"
no, r6 obeyed 2-room rule pretty much everywhere
I can only think of one exception
d1 apex scan
R6 used spawn points 3 times iirc, D1 Apex, D2 Sec flyer alarm, and D3 shadow error.
i ran the first time clearing b3 right into a spawn wave on my feet very unfo
oh sure, I guess those count
I think a lot of the flyer spawns in the desert are also spawn points, that's probably why they added that feature to begin with.
Desert is weird, though, so won't count it.
Oh, D1 flyers on bridge is a spawn point.
yeah most flyer spawns are set no two room rule needed
They should really make it so the if they want something like the desert sequence to spawn regular enemies, that where they spawn are just sound barrier rather than doors
100% i dont like the doors i cant get to if they need to be there i just wish they were open doors so i dont get sleeper stacking
Also could fix cheesy permafoam strats for whole zone scans
What is Cfoam made of?
Must be something similar to bullets and explosive powder for tool to work universally like that
I think that's reading into tool refill a bit much.
is there any way in getting through the fog in b3 to extraction solo or is it just impossible?
i tried a few times and it just seems really hard
because you cant really take the fog repellant with you since youll just get instantly killed right?
with or without bots?
without
You could probably carry the fog turbine, doesn't seem like a good idea though
hope for good locker/chest placements, put repellers in each, throw repellers along the patha nd jump between them?
@lavish goblet i can send you the solo vod link in dms
i tried a few times with just trying to remember the pathing to extraction and making a run for it but the wave just catches up with me
I wouldn't bother with the turbine
nah
solo you just got to run
Yeah I would say just run
would be very appreciated!
idk what you would do once you get to extract and the waves catch up to you
And D3 ovl error
i personally dont coutn the flyer ones since their behaviour is completely different anyway
D3 error alarms are true tho. Tho then again they are teasered or talked about and as error alarms give you a unique experience
R7B1 2nd alarm is just straight up KEKW. R6D1 did that a lot better
Technically no, it's just a directional bias.
you can have them spawn 1 room away
But you can have them spawn 1 room away on literally any alarm.
w/ right conditions.
i think usually they just spawn 2 rooms away on the other side for those alarms
yeah you cna technically spawn block every room on the map (LOL)
they just spawn from spawn point even with people off in nomandsland even with you 1 room away from spawn
Spawn points explicitly ignore the usual by-node rules.
As opposed to uplinks, reactors, or FromElevatorDirection waves that follow the rules w/ special conditions.
Hell, even the B1 1-away thing is the same rule set but with modifications.
why am i able to sniper rifle the charger scouts without alerting them from outside the room in the begginging of d2? sometimes the others get alerted sometimes they dont
if you are one room away then as long as you are at least 30m away from a charger scout they won't wake from the noise of your gun. Sometimes they will wake up from the sound of another charger scout dying though if you kill one which is too close to another
i was noticing the sound comes from the point of impact. like for instance if i shoot the wall close to them they'll get alerted. otherwise anywhere else in the room they don't get alerted
same goes for impact when i shoot another charger close to it
Yep. Noise of the gun vs noise of the bullet hitting
hm ok 30 meters
50m is the threshold for alerting enemies but each room away from it subtracts 20m
I've not tested all this firsthand but seen people I trust well enough explaining the same 😄
As far as im aware, gunshots cannot alert an enemy no matter how close you are to them so long as there's 2 doors between you, as in, you can snipe a scout in a room full of enemies but as long as the shot went through 2 open doors then the gunshot will not alert anything in that room
Even if the room the shot went through was absolutely tiny
I mean are there any room layouts where you would be less than 10 metres away from an enemy and also 2 rooms away?
it goes 50m 30m 10m
its impossible to test otherwise
Ah neat
R6 DX is also a great example of that too
Has a 3 scout rooms in a row BUT also a very tiny room before the 3 scout rooms
Was able to snipe Charger Scouts and not wake anything up
10 possibilities:
bump
camp
damp
dump
hemp
jump
lamp
lump
pump
ramp
thanks! it was pump
you'd think 10chambers would be an ass and trigger a class I alarm or something for getting the wrong password 3-5 times in a row
so is c3 just incredibly bugged rn? tried overload and bugged out so had to complete it without overload and from what i heard it's pretty common for checkpoints to bug it to hell. anyone else have this problem?
Corrupted uplinks have a high probability of bricking if you use a CP after starting one.
I think there are both issues related to mid-uplink deaths and post-uplink deaths.
yeah we wiped during one of the uplinks and when going back it said "uplink still in progress" essentially meaning we couldn't go forward with overload
D1 being broken in our favor for once, no enemies spawned anywhere
not even on the alarms
Just peacefull mode I guess
until you find out someone in the team using the no no program

I've known this crew since jr high, no way
We had a host transfer early on due to another bug and now nothing is spawning
Its pretty funny tho
I had a b3 load with basically no fog
there was like a tiny bit of white mist at the lowest parts of the level
the guess was that it had kept the fog from alpha from our last attempt
we were going for the duo, so we decided to restart, because, well, spicy fog kinda is b3
Any tips for D2?
bring sniper
for first split door have one stealth while the other 3 defend
second split do 2 2
have two or three sniper sentries, swapping one for a mine if you want
what the fuck
Why would you do 2/2 for the 2nd split ?
The 2nd split is much easier to deal with than the first one so there is no point in bringing 2 people in there
for the first split you can do 2/2 to clear the first room if there is a scout or tons of enemies
Then 3/1
open mom room instead of dad room :^)
open both
Time for mom and dad to be together again

mom room unironically better for extract 😳
zone we open do not make extract harder or easier
but they do make error alarm spawn either mom or dad
🤓
yea and so dealing with mom is easier than with dad on extract 😳
Why not both ?
On extract they spawn both anyways. no matter what doors are open
that changed
did it?
Ah well guess I got the "hard" version
everyone did before the patch
We got the hard version lol!
Yep
OUR hard version
I mean we can still recreate it. we just have to open one more door now
pMom sleeps in mom room somewhere right?
On extract have one dude go wake her to add spice
she does best d2 clear is to kill everything
5 tanks 3 moms and p mom
letss gOO
yeah that and the force giant spawns it isnt too bad
D2 is such a good level. All these possibilities
you better belive it
if the level isnt hard enough for you Dont worry i got just the solution just bring the cells to extract
Honestly on of the better levels they have made
it is my fav i wish they un nerfed some of the waves rn two sniper sentry and bios can hold everything off pretty much
It’s interesting to say the least
D2 has some specific roles such as Supplier/Retriever/Eradicators
Just used that PDW gun, yea that’s my main now
It’s just a better Maltack X with the movement and reload of the sme
Lol! I’m still conflicted between PDW or Carbine…
And the hip fire feels hit scan
Carbine felt weak to me
But Im sure it’s Level-dependent
nerf sniper sentry 
Wait if you ping one on bio tracker and set down a sniper sentry… scout
Will that work?
buff sniper sentry again 
what do you mean
I don’t think Sniper Sentry can kill scouts…
like use sniper sentry to kill scout
Hear me out tho, what if it aims for the head
it doesnt have the dmg without boosteres
Fuck..
You can go ahead and test that theory
why would sniper sentry not be able to kill scouts
Ok then I’ll still running spear, sniper, and PDW every game
sniper sentry can kill scouts to the head easily lol
it does 40 dmg and scout has 42 health
But will it aim there?
yes a sentry that auto aims at the head cannot kill a normal scout
also it does 48.1 dmg
Consistently?
Or luck
Because if I have that sniper in my own hands “luck” won’t be a factor
the thing is, why do that 
1 scout = bonk or shoot
multiple enemys/scouts = bonk
Simple fact is I don’t like running the sniper, there’s better specialists
sniper is decent. But its only job is to kill giants (and tank) better than any other gun
other guns can kill scouts too
and considering we dont have that many giants ~ its kinda ok
unless you miss
Oo what about that precision rifle I liked that
it can 1 shot scouts to the head yea
YES!
i dont know the range but decently far away
I’m running both the thermal guns because I can’t see in the dark I’m too scawed
30m
But why not bonk them?
Bad at it XD
practice
Besides there’s so many times where there’s only 1 scout in a room
always gonna be bad at it if you never try to improve
Risk
Well at some point you will not be able anymore to shoot the scouts
you gotta risk to practice
go to B1, take some bots, do the first alarm, and boom free scouts
But my aim is already good so why not use it?
So better practice early 😅
what is the practice scout this rundown
i'd say B1
multiple scouts in a room, scouts with boss enemys, scouts with waves and waves of enemys in the room
run into D1 overload and you have two scouts in a crowded room to practice basic situational awareness
might not be the case rn, but may be in the future again
jump into b1 solo (or with some bots), do the class 3, and practice on the scout in 89/90
there, risk gone
d1 overload true
d2 for charger scouts
ohyea TRU
I got halfway through b1 tonight and had the choke shotgun and a spear, yea I failed on the first scout and then succeeded on the next 2
but my frames 😩
oh t already suggested my idea
Simple fact is I’m a stoner looking for an easier way to play the game
Shooting scouts is fun until you open a door and there is 6 in one room 😅
Spike covered enemies are chargers correct?
Yes
Yea fuck R6.9
then you shoot them from father away
you mean R6.5?
What was the last rundown?
I'd love to see you do that in R6D2 (since you couldn't)
Before this
it was R6, R6.5 was the extension
Aaah ok
That explains it
Ok well that squidward family reunion room was ass I never got passed that and never beat the rundown
Father does not approve
That is why: practice to not get stuck next time 🙂
father i wish to kill the scout with my big gun
damn almost did a matchmaking c1 with no checkpoints
Overload in C3 has an extra zone.
What is it?
Also, that's a new tile.
I thought it was the elevator from R6, but it looks new to me.
330?
Yeah.
it has a lot of terminal
Yes
so i think it could have uplink in there as well
Had anyone had uplink back there?
Which one is it ?
Far back, door is really high up.
Not the one on the left?
Then with a huge ladder?
Nope, not the underpass.
It's just a giant staircase back there.
and at the top is a sec door.
Well, two rooms with giant staircases.
Nope in that case no uplink there for me
how many run do you have for c3 overload?
Probably bugged spawn logic, same as "distribute power cells."
3 under my belt.
The third mythical useless zone is now in.
i did 6
pub sometime can't pull a coordination
and last time i played in pub, they didn't know about the double uplink
not a big surprise
i still dont know how to do the log part
only 2
New tile p sick, tho.
And holy is it tall
Starting to wonder if we're going to get a trickle of new refinery tiles (seemingly made by the same person).
welp
For d1 overload
Is doing the class X alarms better than error?
Error better
sentry bug?
i dont even know what it is
But basically place sentry down and it just bugs the ammo to zero and cant shoot
we ended up just having 2 c foams a mine and a Bio
That's not mirrored, that's rotated.
Made a sort of evolution chart of all enemies currently in the game (as of R7). I hope I didn't forget anything.
Charger shooter when
kraken scout when
shadow flying mother tank scout?
Flyer chargers: angry meatball goes YEET
umm
in C3 PE
should I go from overload to secondary
I get the key from secondary
Go finish main and overload then return to secondary scan so I don't have to deal with the shadow waves
it’s a pretty far walk there and back
the amount of additional waves you’ll fight makes it a bad idea
that is probably a very bad idea
plus you’d have to deal with the long ladders in secondary
gl going up and down them with the waves coming in
R7 extension when?
when you solo E1
give it like 3~ months
Why would I solo E1 when I can just get someone else to do it for me
R7 extension when?
give it a couple years
R8 when?
maybe 2025 if we are lucky
Never gtfo ends
flyer queen
yo
I love the log in E1 about dauda doing research on the virus and parasite
it finally answers Dauda's line of "What do you think they did here?"

"This place is BEEEEEEEEEEEG"
yes
Yo, if you're struggling w/ shadow waves you have bigger problems.
Literally like 3 guys and a big shadow every other wave, if that.
That's actually nothing.
One person w/ PDW or precision can deal with small shadows on their own, big shadow is literally just bio tag and spray it down.
Or have someone with a designated role of a Eradicator to kill everything (if possible) including shadows just like D2 was
People hate on the bullpup but honestly it seems fine
Any tips/advice for D1 overload now that it's fixed?
If the host quits the game theres a chance literaly no enemies will spawn
get past the first class x with the snatchers coming, activate the checkpoint side zone, die, respawn at the checkpoint and the snatchers stop coming
Otherwise bring mines, ammo efficent guns, and do the error alarm first then the class x. Is what we had the most sucess with.
Either way feel free to exploit the checkpoint disabling the snatchers
Successed with both class X chargers or mother zone, do feel like class X is more manageable.
yea
what a time
drake, where's the baby?

the ending sequence was just pure confusion
I thought the thing would pop out onto the conveyor belt
but nope
too efficient

anyone have tips on c1?
what part of it?
the class S alarm thing
for that one I would suggest lowering the fog for one
double sentry works nicely, and it's also good to have some people focus smalls and some focus the bigs
you can also change where the enemies come from (stand to the right side of the scan so they all narrow down one kill box (all players) )
close the doors in the previous rooms
cfoam them and mine them
buys you a bunch of time
and i bring 2 burst to put near the scan
snipers of course
true
Aight so, this new rundown is so far my favorite rundown
To be fair I haven’t done many missions
But the Da baby jokes are the best XD
Not to mention we did some stupid shit.. HOW?! XD (friend’s view)
At one point we had FUCKIN 3 OF EM!
It's a checkpoint bug
if you have a lot of desync, recommended to not touch any heavy item
it's depended
Ngl I like the glitch, it forces someone to hold the baby
if you have good enough internet and the host also has amazing internet
It can also happened to the host so...
you won't have that much desync with that combo
it could, but i saw it like
"a million to one"

Terrible internet but usually host
like, everyone said the bug exist with this and that
and i'm here trying to get it
pulling ALL method and can't get the bug to happen
hey for c3
do you need to do the overload during the error alarm 20 minute?
or can we do it after
you have to do it during error alarm
or else you could say, it'll spawn too much and you can't do anything
what do you mean?
if you haven't finished c3 main then you could go play
if you want spoiler, i can spoil
Got it first checkpoint
Like first time resetting
But after I did it had already been decompressed
But during the checkpoint it was in someone’s hand
oh
But it got confused and spawned another since it thought it would be gone
so it's THAT person desync then
Now if someone isn’t holding one of the 2 babies the other person can’t drop it
Oh that explains a lot
it happened when a player in the team desync hard
if that person has a lot of desync then he shouldn't touch any heavy item when playing with the same host
ive played main
i havent done secondary though
or overload
so
the situation is
we got the code for secondary
we havent activated the secondary terminal yet
we're at error alarm checkpoint
so, everytime you use checkpoint
the code will change
so you need to run back and memorize the code
if you waited out the timer you'll get 1 tank
and then the wave will still going
oh fuck
the wave will still going even timer end, the timer's only there for Henrikson to open the extraction door for the player
oh i see
we already unlocked the terminal
we just havent input the command yet
oh shit

and the code change every time you do checkpoint
you can do it
im thinking we can just hole up by a chke point
and melee enemies
then towards last 5-8 minutes
do overload
it just that you need to kill a tank and a pouncer
no it doesnt code is the same for any given seed
they changed that
check #patch-notes
It's harder because you fight more enemies (pretty sure).
Doing Overload faster = less enemies because you can leave on time.
There's resources back there anyway, so it's not a big loss.
nah
You don't have to rush tbh, you can do Overload p slow.
You just want to not run out of ammo.
Tbh, take it slow but loot properly.
If you're not looting, do an uplink.
Not wrong.
Just have to beat the snatcher waves.
The C3 Survive objective is really good tbh.
Actual constant fighting.
vs. CX, where you can take a short nap after every wave.
do you know if this would be for reactor to then
enjoyable rundown
there is no reactor in rundown 7
with checkppoint
but i am asking if you have intel
going help the code gather efforts
well
since terminal code will change after checkpoint
and reactor use the same thing
so the code should also changed as well for reactor
E1, but no CP.
Record low of reactors, ngl.
and surges big sad
the problem was no checkpoint to test, but since it used the same mechanic
you could figure out that the code will change as well
Ngl, wouldn't be that hard to throw together a test level for that.
Can do if people care enough.
Oh no
wtf do I do with three big boys in a line like that
I have a mine deployer
Will that do the job
hel revolv/shotgun angle
Ah, I have the chokemod
Can nail two of them with one hit probably with the chokemod
time to unload in .2 seconds then
Do bullets get the occiput bonus?
they do
Alrighty then
Time to die
jeronimooooo
Ah balls that did not work
rip
That's basically half my shotgun ammo out the window
They didn't walk into the mine
And I almost triggered a scout
it's all down hill from here
C1 23E just cursed, why would you ever go in there
yea
After the ventilation machine thing
There is one last room at the very end of that area
Away from the Battery room
That is just infinitely cursed
it's for people with clear boners 
Sniper turret all the way in the back absolutely shreds bigguns
(Also hogged all the ammo to myself instead of spreading it out to the bots)
you can put it next to you on scan
rear shots x2 or x3 depending
there is a lot of places you can put to optimize it
more damage per shot
there is no back shot multiply
wat
devs already removed that
The wiki... lied to me?
yes
Why would someone do this
was a feature until it was a "bug" that they actually fixed
They probably couldn't figure out how to fix back damage which was bugged for eons and then they just decided it was a bug and completely removed it
This is not the same thing
Even though there was a m*d that fixed it already
Sentry back damage was removed in R6
Actual flanking bonus was fucked in the beginning of R6
It was removed in r6.5 wasn't it
So they fixed it by removing it?
Or did they remove it start of r6 but it was still doing bonus damage so they fixed it 6.5
Yeah
Sentry back damage
It was completely removed at R6 launch, never did bonus damage again
putting sentry at the back of the enemy was a little awkward
that's the stupid thing that exist
shouldve made enemies attack turrets so your forced to protect them
you don't want another payday 2 turret bug
where placing a single sentry on the map can fuck the entire game
bruh moment wtf there were turrets in payday 2
what the did they take up the ammo/medic bag slot
that's a totally different mechanic
you can heal
you can get ammo
or you get a pocket aimbot ai
nice
but well
since we have consumable version of most of the tool
maybe we'll get a mini sentry
or a drone w a gun hehe
actually yeah you're probably right, just somehow had in my mind that burst sentry was broken partially because of back damage bug fix
If you look at the datablocks you can literally see the fields
CameraDamageRayLength": 1.8,
"AttackSphereRadius": 0.3
First is for hitscan, second is for the physical swing
If you were doing everything well and it didn't hit where you aimed, that'd be a bug and I've heard of none
i take it you haven't used bat or knife extensively
If either of you take a video please ping me when you post it I'd be interested to see
@plush basin stormpooper is right, all the hit box fuckery that we experience must be from releasing the hit while the head isnt in the reticle
The stupid thing is, if you're off for just one frame you can miss the hitscan
With moving enemies it happens a lot in practice
So what about a scenario similar to this: "If I am swinging my bat from the right to the left at a sleepers head and my cursor is to the left of its head in the air it won't connect?"
Will it hit the head via the sweeping arc because it doesn't go for the hitscan?
if nothing is in the hit scan then it will hit according to the arc i think
The physical swing basically has a round hitbox attached to the end of the weapon
That sounds kinda janky, likes its evaluating the arc hitbox in retrospect
It'll take the first collision
today i learned
Surely it shouldn't determine if I've hit the hitscan or not until the animation gets there
Which might not be where you expect it to hit at all
Hitscan is always first as I've said
And personally the physical swing is way more unreliable
You might swing downward and hit something as if you were swinging to the right
It doesn't align with logic
I know you've said that but I'm trying to square that with the fact that the bat animation won't get to the hitscan location before the target it would hit with the arc hitbox
I don't understand that statement
damn so instead of trying to do 4D chess trying to figure out how to headshot with the swing arc i really just gotta aim better

also people used to hammer range probably release a bit outside the range the reticle gets smaller especiailly when meleeing something while running
I'll just experiment with it a bit in my own time later
My main concern is with the swing hitbox before it gets to the reticle, and the time at which the game decides if you got your target in the hit scan or not
stormpooper do u know if host/client desync and sniper melee can affect whether something is in the hitscan or not
It sounds to me like there is a weird edge case
people overanalyzing melee when i just simply aim better
"git gud"
i think the game determines whether your target is in the hit scan when you release your M1
The check is clientside, it only matters what you see
But surely if you swing your camera away after that it won't hit?
As for exact timing, it's later than that but again how would i explain it in text
You just posted a video
Where you hit with hitscan
See when it happens? That's when it checked
you mean like look away as you're swinging?
yes
I'm not even thinking about the knife though tbh, the bat seems like it has a much more noticeable arc
But it seems like I'm having trouble describing what I mean so I'll do it later 🙂
You moved the camera right after it hit
He meant moving right as you release as a reply to this
But as i said the check happens later
And it hits exactly when it checks
Yeah, like Storm said
Its a conflict between 2 rules I'm thinking about (if both rules are correct):
- The hitscan is checked first (video proves this)
- There is a hitbox before the animation passes the crosshair (Storm said this was true in the other channel)
and before the animation passes the crosshair also would seem to be before you'd expect the hitscan check
Do you get that marker for back hits too?

Not full back dmg tho iirc
Yes but not the point
and yeah you get those hit markers for back hits
Ye hitscan yadda yadda
The point is 8 lines marker is for any extra damage, starting from R6
is it basically, the hit scan happens when your melee makes contact with the enemy, and how early or late that is can depend on the weapon arc and position of the enemy?
Maybe if your reticle is over a valid enemy hitbox it will prevent the bat from hitting anything on the way there. As soon as the reticle is not over an enemy hitbox it will defer to the swing?
I'm not even sure the hitscan check happens only once but i do think that when it first checks is the earliest moment you can get a hit
I think it depends entirely on the weapon animation
A set point in time
Your physical swing shouldn't be active the frame you release m1
It's hard to judge where your weapon is from first person animations
Especially when fov doesn't affect the weapons as you see them
In terms of first person animations for the hit box. It reminds me of how Left 4 Deads Melee hit boxes are
If you're going to rely on the physical swing then you should go by feel instead of visuals
I will also say. I have hit a low ceiling once with hammer when going for a scout kill once because of the swinging arc
how do I unlock A2
A2 doesnt exist in this rundown
How do we unlock E1?
We finished all A1, B1, C1, D1, D2
Do we have to finish the side missions as well?
every single high completion
All expeditions must be completed (atleast Main/High) to get E1
@turbid cliff @wary olive got some time to mess around and got a clip of this, not sure how this fits in with what we discussed earlier: https://www.youtube.com/watch?v=WkOAdkzG7h0
How much cfoam do you need to freeze a charger scout?
theoretically 4 cfoam blobs
got something comedic there
huh interesting
such an edge case i normally would've never run into it
wondering if this is new in R6
I like E1 but that reactor is absolute hell if you don’t know where the terminals are
Where do I find the cell for the overload sector in C2? I've combed through my terminals and dont see any I can use...
Am I missing a door that isnt locked behind the generator?
Well rather I see a cell in 303 but...I'm not sure how I can get the cell in 303 if the room in 302 is locked behind a generator
you need to use of the cells from the Main portion
Hm. Bummer...
so if u've already put all 6 cells into the gens then you are locked out of the overload
Indeed...
try to check for stuff in terminals before putting cells anywhere for the future 😉
Just used to everything being self contained
Havent ever run into an area that didnt have ever tool I needed in it before. Was a pretty mean left hook imo.
main secondary is not a bad run, on the contrary, very cool level
bummer to have to revisit and do over again for pe but still fun :)
question about c3 pe, do the armored strikers only spawn when carrying the cargo?
it should be B3 PE, and yes
@crisp hatch do you want 100% spoilers on the enemies
Sure, I usually look up some info on what I'm to expect anyways
- Do not engage the Tank/Father in the stealth room. It’s massive. You’ll waste too much ammo.
Do not wake the Mother in the stealth room. You will die. Avoid alerting the children.
-
Chargers are black in colour. Attack from BEHIND with melee strikes.
-
Charger scouts need two perfectly timed melee strikes w hammer / spear or one booster to kill. Or a shotgun or something.
-
Do reduce the Class X alarms. You will hate yourself if you dont.
@crisp hatch
What's the difference between Class X and the other class alarms?
The values indicates how many sets of bioscan
Class X Means 10 Scans. That's a looong scan to do.
- Shadows are visible through Thermal sights or bioscan. Or lights. Shadow alarms / waves come in large numbers. Weak, but hard to see.
Shadows also move slower. Bioscan tags wear off faster on them. Turrets only target them when tagged.
I also don’t exaggerate when I say there are normally lots of shadows in shadow waves.
Shadow giants move fast as fuck for some reason though.
damn, lot of pressure on the bioscanner, and i'm usually the one to do it lol



