#gtfo-spoiler-chat
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it wouldn't care
if anything we are helping him
biomass does not = sleepers
dead sleepers= more biomass
for the hive
cause they can make more stuff with the dead ones
than the alive ones
maybe but again it ran off
Oh. Hm. I was under the assumption it had to dedicate biomass to make a sleeper. Like it takes time and energy like the Khaara from Natural Selection
and we know its always been in the complex
So while a dead sleeper can be remade into something else
unless the hivemind started to evolve
It still takes time and energy
the sleepers are a product of humans meeting the virus
I have a different head cannon though. I like to think of them as white blood cells made by the main biomass
Like they are humans for sure
the tank-mother-prime mother-snatcher-wall sacks are the product of the biomass
But bio engineered to protect the biomass
if it was made from bio mass it would look very very diffrently
than a human
Perhaps! The mothers and fathers and hybrids all look pretty human still.
the mother and the tank have hard skin and have tumors that have to be killed
aka biomass
the hybird is human
Like advanced versions of the skintags we see hanging off shooters
just a big chuncky one
I'm still thinking that Warden is corrupted by the virus at this point.
the tank/mother/snatcher all evolved and came from biomass
I dont trust it.
cause they have bullet proof skin
the hivemind most likely learned that we use guns and bullets
so it made a counter
Aye I can believe that.
the warden is a DI
Oh I thought it was an AI my mistake
it cant get corrupted its not a living being
biocom is an AI
Are they linked at all?
yes
I still think Warden is comprimsed then.
warden decides best course of action
biocom tells the prisoners and micromanages the whole complex
but the thing is
the warden and the biocom are fighting over control
Interesting...
as biocom tried shutting down all main reactors killing the whole power in the complex
Well then perhaps Warden is still on humanities side.
but failed cause warden and some personal stopped it from accesising
But the AI is alien then imo
its not
It got evolved by the virus imo. Just my headcanon
its a red scarlet scenario
the biocom is an AI yes but it doesn't have sentient
it just fallows protocal
but yes the warden and biocom both are overseeded by someone
I like to think the virus was like oil moving through the alien ship and when it came into contact with elements and things on Earth it had unintended side affects. Like they're essential just nano machines made to operate the alien ship and it's cascaded into the AI being taken over by it.
Because humans are essentially just complex machines
So we could be tweaked and adjusted
well from R7E1 we know that the virus can infect anyone
but it needs to be somehow carried for long distances
and it does that by having a parasite to carry it
it inlongs the parasites life time and in return the parasite carries it around
and it can most likely infect anything trough anything with enough time
this info was given to us in a log written by Dauda btw
Hm interesting. They're cool critters for sure!
And creepy...
Hate how peaceful they look when not aggrod
Like they're taking a nice nap
๐คฎ
it doesn't help that nato and America both got crippled in a few years after the virus got out of the complex
I think they pretty much made all the necromorphs atm! Cool and sad. I honestly think the Divider is the only one left? A lof of them kind of got combined into various Sleepers
They could add a barnacle, stationary type grabber mob...but...idk...Snatcher seems to fill that role and it's mobile.
play modded and see all the sleepers the complex has to offer ๐
Haha I saw that mod! Lots of cool variations!
That barnacle thing was done in a modded rundown back in R5 (Afterbirth)
It was one of the most annoying enemies in existence
Afterbirth kekw
Oh snap! It does sound annoying lol. I can only imagine the terror of sneaking through a pack and hearing it too late
It wouldnt mind it on certain levels tbh.
Like as a gimmick
Hi guys, can I try to do the secondary in C3 later on the level or does it need to be done first all the time?
the first stealth mom zone
Thanks
You mean Fun
Am I the only one thats like
Disappointed in the E1 enemy
Like I feel like they shouldve made it a big tank much like the Big mother enemy
Instead itโs just a grey-ish tank without tumours
That and I see how a lot of people donโt like E1 since yk u have one person babysitting for most of the level
that's what immortal enemy do to a mf
deep rock galactic has the same thing
and people don't really like the mission when they get that enemy
Ye Haunted Cave is just a really boring modifier to have on a mission.
literally the same thing we do in E1
get the scout to lure it away and finish the mission

too bad they didn't go with another big vagina fight. hopefully more of those come later
it would be fun to fight two of those bastards at the same time
All my homies hate haunted cave, tied with Low O2 as least favorites
does anyone have a clip of the anti hacker protocol in the r7 evaluation?

How do I find the Depressurizer in b1
When in doubt, use terminal.
B2 dense, the locked 131 door, how unlock with local terminal ๐ maps name is dense, but I feel dense
Find the terminal in Z131, use COMMANDS to find out the designated command.
i just got my first d1 clear and how the fuck did anybody manage to solo that
the last bit with the terminals seems like it would be borderline impossible
they are on vacation

it is summer vacation
so its same as R6, hotfix 2 weeks after release then month of nothing
Just keep reset the terminal sequence until you roll one of the terminal in Z195.
That sounds absolutely miserable
I still feel like play touhou in a class S I is worse.
Also from what I have heard I seem to be one of the only people who genuinely enjoys d1
D1 was cool, tho?
it is now for some game
now they have like a hive mind schedule

I think people were mostly upset that the level was super broken, and still kind of is.
Vacation or no vacation this is always how it goes
3 patches max then gg until next major update
Unless there's some minor hotfixes included (usually before the patches)
๐

I didnt encounter any problematic bugs when playing d1, what parts of it were buggy?
and also that fps drop was insane
had to change 1440p to 1080p just to get some frames
D1 Overload originally didn't have any mechanism to force you to complete the objective before progressing the Main, the amount of Snatchers from Overload is more than it's supposed to be and varies from run to run, the error path's containment scan will randomly complete instantly, there's nothing to prevent you from disabling the waves on the containment scan on the terminal that shuts off the error (same terminal, btw), and checkpoints can make the game real buggy if not soft-lock you.
and the memory leak
I allways have shit frames since I basically play on a potato so I was still able to perform well
Ah that would be quite annoying
the hub zone is the big fps killer
there was no memory leak
And snatchers in D1 can get stuck in the wall so killed you from 100 health.
Also there's still shy boxes in D1.
The secret boxes werent an intended feature??
I'm not talking about surprise, but the box facing towards the wall and can't be open if it's a hacklock.
Ah, well I am glad the surprise box was not a mistake
Also if you put in the baby in wrong order you get soft-locked.
Surprise was a bug.
It's a default text that can occur for bugged containers.
We had a bug like that but were able to just put the baby in after despite not having put the baby in at the start and it still worked for us.
Nooooooooooooooooo!
the terminal in the zone scan side zone 
What are some good strategies for doing overload?
kill snatcher -> do alarm -> repeat
Keep track on the snatcher wave and decide whether to proceed next major event.
What is the timer between spawns like?
4 min
Ah, thats not too bad
That's not too bad when it's not more than 2 snatchers
a month of broken shotguns 
oh well, at least I have deagle
I've started to warm up to choke shotty for c1 duos, thought sway bug wouldn't be as big a deal for it
I was mistaken
I mean have it pre equipped = big pog
losing a shell to sway bug from a 4 shell clip with a 3 second uncancellable reload is heartbreaking 
I was holding error wave on GLPs
needed swap to work
probably should've made ahto hold, I guess
it was really sweet on the S scan though
pure support shotgun
so, so needy with the reloads though
when shit hits the fan you stop having a special
i mean my biggest hurt was hittin a teammate with it on c3 when a snatcher rushed me
lol the worst part of snatcher gameplay is the bit where you keep dealing 60 to teammates
or funniest, take your pick
Sniper melee also applies to snatcher grab desync right?
probably
like, snatcher is around the corner on client, but in your face on host, so it grabs you
that's what I'd expect
Most likely
Yep
had people tell me about this who had bad desync on enemys
was very funny to see their reactions
Sniper melee is weird for me, because Iโve heard so much about it, but even though I always host, none of my friends have ever seen it
probably they're not good enough or observant enough to notice it
or they are just used to it because they never play as host and just think thats normal enemy behavior
Yeah, it's hard to notice.
Especially if you don't know what the actual giant range is.
oh actually now that you say that, I think I ran into it two nights ago
you can dodge the snatcher quite easy with bait and run behind cover
even for sniper melee
They shouldn't be able to bite me around corners, right.
Or stairs?
Like C2 first checkpoint?
I try to camp enemies there, but they keep damaging me through the metal sheet.
you mean the metal catwalk?
Yeah.
giant striker attack range barely changes with sniper melee...
they already have a gigantic range and usually move slowly
its appearant on short range attacks and quick enemys. (this is why specifically chargers (and big chargers) come to mind with their melee attacks from range aswell as tounges from waay further out
Around corners obviously it becomes weird for a lot of enemys (especially hybrids) since clients cant see them but you can as host 
bruh 1 week of not playing.... how do i kill scouts again
hit them
minigun
thanks! what a helping loving community that know what they are doing and mean absolutely well๐
does the tank in E1 ever stop chasing you?
Nope, but there's a way to get rid of it... Temporarily
Actually 2, but one is canon

He's your biggest fan
he loves you so much he'll follow you to other planets
you extract and he gets his own HSU so that he can be deployed with you on the next mission
how hard is d2 compared to d1?
d2 is a 30 minute adventure
(that you can beat in 15 minutes if you are good enough)
interesting
Absolute blast of a level.
Ever had a stalker problem?
not that i know of, though that might just mean they are a good stalker
First time then? This will be a bad stalker.
oh fun
D2 is probably my favorite level so far
what is it like it terms of difficulty compared to past e teirs
easier
why is that?

like what specific level design aspects of r7 e1 make it easier
is there more ammo? are the alarms not as brutal?
Well I can't say much about past E1 levels but R5E1 dropped you in at 100% infection
I think a big part of it might be downtime/stealthing time
its based around actually shooting.
Its considerably short and while it has rng its not as "insta random" as r2e1 for example
theres less stuff you actually have to/want to melee and few actual stress moments compared to r5e1s error alarms, r4e1s tank error, scans and extreme objective and r2e1s ending error sequence
is it still what you would consider to be a propper e teir difficulty?
that's like too subjective man
yea, obviously, but in your subjective oppinion
im just really curious about how the difficulty of this rundown compares to past ones since I joined in r6 and the increased difficulty of r7 is really fun and exciting
it totally depends on playstyle choice
R4 and R5E1 are not comparable
R2E1 is if you either done use the best strat or use it for it and R7E1
Overall id say it still feels like an E tier. Just a bit short, but its unique in its own right
How you feel about overload is how I feel about toxic fog
Same
i personally like overloads and infectous fog 
My most hated mechanic in game period
I like error alarms, just not with chargers
As a "slow and steady" kind of person being pressured into getting shit done ASAP is just urgh
error alarm with chargers you are supposed to shoot 
i dont like being forced with an actual timer
shooting is overrated

Hardest rundowns: 1. R5 2. R4 3. R7 there you go
overloads THE shit you mean
i feel like R2 could be arguable if you dont hammer kite every and anything
for 3rd
I feel like R2 was too early, most people didn't know how to play very well so it felt hard. I know I was 1 of them
i mean, without saying it. That wasnt quite how i experienced it
if you dont kite that rundown (like at most as much as a normal party would do in r7) then it feels a good bunch more challenging
R2 A and B tier were really easy tho. C tier was meh. Then in D tier it ramps up
D2 was great, loved it
the star wars level
i consider r2a1 harder than r7a1
r2b1 hmm... it struggled with mines being ya know. shit. And a pretty big alarm scan for b level standard
b2-4 were all around current B2 level. Id argue B3 rn is the hardest b level out of all 7 in r2 and r7
But I see how you can make a case for it and then R7 would fall in 4th place meaning we still have quite some way to go
C1 post nerf was a joke, pre nerf it was challenging. And C2 imo was pretty challenging
D tier obviously were rly good difficulty wise
man R2D2, such a good level
goated
C1 and C2 were honestly kinda underwhelming. PRE and POST nerf
post nerf c1 was a joke
R2B1 scan sure was a ..... surprise. then again the rest of the level was ... well nothing
c2 felt more like r6c3, just without the tanks
especially if yo dont hammer anything
wasn't C2 the error alarm wave of 4 every 30 sec? With what I know now? Ez
literally just more scouts
i mean look at r7b1 and b2. Not many things that could be argued challenging overall
its b tiers so its expected without PE
Also all of the A1's except for R6A1 were harder than R7A1 ๐
it ampted up no?
Not how I remembered
no it didn't. when you found the last osip/glp it spawned one huge wave of giants when extraction scan appeared
probably that is the thing you remember
but generally yeah. R2 in C tier was easier. (simply due to C2 and C3 having PE this rundown
)
D tiers are arguable (if you shoot and dont aggro melee) and i feel like R2E1 is comparable to R7E1.Tho R2E1 is more insta rng depending
might be.
I actually only played it 1 time. And that was the time i cleared it. We actually wanted to reset due to Desync so we kinda trolled early and still pulled through 
hence not so hard ๐
i mean i also first tried c2pe this rundown with the same party 
but i agree
R2 vs R7
A tier, R2
B tier, even (with B3 being the hardest from r7 imo)
C tier, R7
D tier, even
E tier, Arguably even, possibly R2
(imo=
ok so very close basically.
R7 is thus 3rd or 4th hardest rundown
depending on opinion
R1 is easily the easiest (no debate)
i havent played r3 (no spoilers pls rn(yes i know where we are))
see what you started ? ๐ ๐
and imo r6 had the easiest A1, easiest B tiers, 1 very easy c tier, 2 mid c tier and an actual challenge with c3pe. D tier was decent, D1 aside. (D2 and DX being a bit on the easy side but D3 and D4 being very good)
generally. R6 priority expeditions werent actual in the tier they were shown in
everything else was mostly fine
I would say from easiest to hardest: R1 -> R6 or R3 ->R2 or R7-> R4 -> R5
yes R6C1 would have been perfect B tier and R6D1 a good C tier. R6B1 --> A2 ๐
will have to see how difficult R3 is at some point
later
I think r6 is probably harder than r3?
even back in the r3 days when I was super mega ass R3C1 and R3D1 were the only ones that really gave me trouble
issue is mostly that r6a1,b1,b2, c1 and d1 are very much quite easy
All the levels in R6 were easy besides maybe D3PE
First part of D4 is rough but manageable
can't judge difficulty when the game is broken
if you don't use checkpoints the levels are pretty pog
no
here's the seating bag
Yeah I think r7 is pretty good level wise but its suuuuuuuuuuuuuuuuuuper buggy rn
great decision on the devs part to release it like a week before going on their 4 week summer vacation
I just clench my cheeks and screech harder which increases my focus tenfold and my skill issue is no longer a thing
However that doesnt protect me from sniper melee







Can you do shooting -> reload cancel -> shooting please
yeah, 100% bugged. no way in hell that is intentional
that is actually incredibly quick
0.3 seconds.....
yeah i was wrong it is faster than my guess
R7 has been VERY fulfilling in terms of killing shadows for meโฆ
The thermals are my new favorite
sorry bro i'm too lazy
faster than id guessed
this looks frame perfect good job
but i rly wanna get a frame timer on that ._.
true
๐ฟ
Get off your seatbag....
I'll time the shot to shot
i mean my timing might not be perfectly accurate (as im going off on screen stuff)
but the reload still seems to be around a second and not 0.3 ._.
could believe cancellable at 0.3, but obv. the time until can fire, swap time included, takes longer
(same thing as above)
if im not wrong obviously
But the animation he doesnt skip (where the ammo count isnt reset to 32) already takes up over 0.5 seconds
I don't have a perfect sense of time, quit bullying me ๐ญ
id say 0.8 is arguably the quickest you can do if you dont do a weapon but a shove skip (which is quicker)
i mean neither have i. Im just going off a rough frame counting timer
just play host dumbo
@deft kiln @prisma zodiac its about right your numbers eva, its like 0.5 sec from time of reload start to when it goes to 32/XXX ammo and shot to shot time is a little under a second give or take depending on timing
Considering no sounds yeah
But otherwise. I prefer not to use Thermals. I feel myself building habits using them
honestly, for stuff like fog that you can't see through, i find them extremely helpful. also helps in absolute darkness.
Also amazing for stealthing shadows too
25m close to extraction on E1, then game booted us all out, guess game doesn't wan t us to get shitty mask
Is D1
suppose to spawn 2 snatchers or is it a bug?
no
having player in your team will sometime spawn another snatcher because of desync (small or big)
your teammate can leave and let you finish overload and then rejoin will leave only 1 snatcher
finish overload?
We'll probably never find out what's the intended number of D1 overload.
Unless we could...look into some data block.
do et
maybe new patch soon ๐ค
Ugh
the E1 reactor just starts spawning infinite tanks after a while
disgusting as shit
Huh?
3 tanks ended up spawning
and I can only assume there would have been more
took so long the floaters got stuck outside the map
and these fellow
it is confirmed only 1 snatcher spawn
Oh...ok, I can close my population data block.
hey can anyone help me with how to open the second locked door in d2 AWOL? I got the password out of logs in 212 and input it in the terminal but door was still locked. is there 2 passwords?
Put in the command.
lmao

okay
so input 4 digit password. then input commands to get the unlock phrase. input the unlock phrase and good to go
Yes
No
Maybe
4 letter word -> unlock command, that's it.
You need to know the command tho
Gl
Just wondering in advance in case my team ever attempts it (hopefully not). Would it thus be recommended to solo through the Overload, trigger the Snatcher error and then have your teammates join, or am I misinterpreting that.
ye
right now, don't know why but, if your teammate are a bit desync, it could give you 2 snatcher
Alright cool I'll keep that in mind.
and there is more or 1 of your teammate are REALLY desync then it could give you 3 or 4 snatchers
I bet it's executing the terminal command multiple times.
I would say that might also cause containment scan to break, but it doesn't happen on E1.
Similar thing could happen in R6D1, where the fog would sometimes be delayed based on when the client is learning that the terminal command has been executed and the client executes it on their end.
you can go in solo and do the command on d1 overload
it's always 1 snatcher every time
so it's related to having another player in the team
I know.
I'm saying the command is probably executing multiple times because of some interaction with other players.
Hence the D1 example.
i watched fireblade video when he did d1 overload
It seems like terminal commands try to execute themselves on the client's end, and maybe there's some unintended interaction here that causes waves to double up.
this is before the patch
and he got only 1 snatcher
all of his teammate was in the same region as him
i just don't understood this ^
if i used fireblade as an example
then it should be based on connection issue?
i'm not disagreeing
just adding more to discuss
So it seems like for terminal commands that interact with the level in general, the host tells the client that it needs to execute all of those events on their end.
So, what I'm suggesting is that it's possible that this interaction, combined with latency, might have some kind of unintended consequence. For example, maybe if a client attempts to start spawning waves, that information gets sent back to host, and then the host shuts it down because it sees the wave has already started, but if this is delayed it's possible there's some weird interaction where the host doesn't recognize that it shouldn't be spawning that wave (like some sort of cooldown that passes up).
I'm just spitballing, though.
alright
This would also fit why it's happening on a terminal command specifically, and also not on other terminal commands.
The waves appear to be an event triggered by the command, rather than the usual error wave (which uses WavesOnGotoWin).
question for R7C2 secondary:
got the matter wave, put it into the spinny thingy on Z_289, it takes me to desert camp where I need to download something on the console
it always warps me back to Z_289 before the download finishes, the matter wave disappears from the game, and i can't get back to desert?
Restart from checkpoint
I guess you put in the wrong command
there's only one command tho? the copy_somethingsomething
It's probably the one you enter the first time you go there
Shouldnt there be one more
I'm pretty sure I remember it showing you the command in the objective section
Of your screen
It's timed.
If you take too long it fails.
I'm pretty sure he just typed in the first copy command
I made the same mistake during pe
Checkpoint restart
Is your friend
how long is too long? i get kicked out of desert in about 30 seconds
No idea, haven't failed it, but have heard of other people failing it.
How many scans in are you failing?
none. basically what happens is i go to the terminal, type copy_whatever, and stand in the circle until about 25% which is when i get teleported back to the real world with the matter_wave disappearing from the game
Did you start secondary before or after the gen cluster scan?
Actually, is gen cluster scan still up?
You might be soft-locked. Completing gen cluster scan sends you to alpha 6, which is when you're supposed to do the command.
If you can't get the gen cluster to teleport you, I think you're soft-locked.
so you're supposed to get gen cluster first, then matter_wave?
yes.
i did that first, but it still sent me back before i could complete it
third time's a charm ig, thanks
What's supposed to happen is:
-Gen cluster teleports
-Put command in, starts scan and teleports back.
-Use MWP to teleport again.
-Finish the scan you started w/ the command.
6 fuel cells is pain
Do NOT put in the command again when teleported by mwp.
That's the most common reason you soft-locked yourself in c2 secondary.
Wait
You guys know how there is this super short window where the teamscan is there in c2 secondar but you arent teleporzed yet?
Is it possible to finish the teamscan if all 4 are there and everyone has max bioscan speed boosters? 
And what would happen lol
Huh
I think it would probably fail on the timer?
Also, probably start spawning flyers in the complex.
you can insert matter wave before doing generator scan which will spawn smalls + flyer error during the class 6
and you also have the flyer wave from the class 6
it makes it harder but way more fun
When you were wondering why on earth they'd buff sniper sentry but they actually nerfed it by buffing
Big brain time
When do sentries recognize that enemies died?
sniper sentry running out of ammo on second class x before the 6th scan is done on d1
thank you 10cc
When the bio tag disappears?
@tardy jolt ||thats just the snatcher it runs fast and make little noise to snatch you away from ur teammates||
hmm.. not sure..
I like the snatcher it makes a kinda gloopgloop sound before it taked u away XD
Wait.. are these what Shaeffer was talking about? The thing that took Maddox
probobly

They just stay and drains a couple of health when taking u away and dropping u far away on in the group of enemies.
Unless u kill them
They will stay and say hi everytime 
Oof
But they are hella fast so gudluck killing them

They ainโt hard to 1v1
Stick next to a small corner and bait attacks
Might be hard to judge because of sniper melee though
if it's a 1v1, there's only 4 weapons that are good at it
Find a nice thick pillar and play peek a boo with them
Have there been any โperfect runsโ through a rundown where a group beats every level in sequence without failing once?
i highly fucking doubt it
Lots of high-difficulty levels are so full of bullshit that the only way to beat them is to know what's coming and then prepare based on this meta-knowledge, like putting turrets right way, running in the right direction, yadi yada
Especially once we start talking secondaries and overloads and - God forbid - PE
maybe mains only is possible to beat first try blind, but your team must be absolutely jacked
Professional kiters, AI abusers, reload cancellers who only use the best weapons and so on
And of course it depends on rundown too. I can easily believe that some skilled experienced team could beat R6 blind on first playthrough. Although i have my doubts about D-series, particularly 3 and 4
just realised that d2 is rng for mother or tank spawns ay
i feel like mothers a lot easier
really? i think the opposite
I don't do well with being outnumbered and overwhelmed with a dozen of little parasites who keeps dissapearing from my screen
if you kiting then your doing it wrong kekw
Meanwhile tank is alone, just there and predictable as a rock. Hits hard, but you know...
Which is what often happens when you go in blind, because enemies come from places you don't expect, at times you dont expect, and in compositions you don't expect
Imagine bringine pistol + revolver into a level and being met with a charger error alarm
Special weapon turned into trash just like that
?, if you dont know where the enemies are coming from then thats mostly on you, this is the only rundown that actually throws curve balls at you when it comes to enemy spawns
98% of the time its 2 rooms away rule
as long as you know combat in this game regardeless of the weapons you bring, you have potential to oneshot levels
i brought wackass rifle in e1 and did perfectly fine, is that optimal, no but that doesnt mean i can be useful
you dont need meta in this game
like i bought machine pistol in r5e1 and still manage to protect my friends and all that jazz that where running helgun and such
like i always tell people
theres almost always an ammopack next zone, so shoot away
In r4 we did a speedrun through all levels, we died i think twice on e1 and that was it
dude wtf lol
this sentence is actually very oof
yeah
sorry for not playing the game the intended way
I forgot to say, that if your doing objectives, just assume some bullshit will spawn (like it usually does kekw) always wait for your team before plugging a command or cell
please dictate me how to play the game
kite yo feelings away
i must take damage and make no attempts in dodging tongues
because that's kiting
not very immersive
Best i can do is to try to jump right as they do the attack. Sometimes it works. But other than that...
i also cannot cancel a reload to do other actions
The easiest way to avoid being range-vored is to run behind them
because reload canceling is tumor in this game
The move has insane tracking and is really hard to avoid from the front
Noticed that. I'm still not sure if its like a hitscan or what...
why are you dodging it
no kiting required
are you ai abusing
yes
i thought you're a purist and dictate how players perceive the game
you can abuse the AI by closing a door and cfoaming it
preventing it from getting it to you
and then stick a mine on it for extra exploitation
๐คฏ
if they didn't want you to cheat they'd fix it. W is a W boys
shoot the enemies to prevent them from hurting you
door hack all doors
extra abuse
get fucked
super cheese
I'm lost, where is this going again?...
where memeing
killing enemies is also exploiting the ai
The pistol one shot staggers chargers btw
please be pacifists
stealth all scans or gtfo
dont leave the rundown screen
Don't open the game, easy W
live in a cave
Sell your PC
become a troglodyte
too late for this crew
become ungovernable
Return to monke to prevent enemies from existing
๐ฟ
just the whackest weekend lobbies lmao
What's the overload and hard on c3
normal is singular terminal uplink before 30 minute warden protocol (survive 30 minutes)
overload is two corrupted uplinks (double terminal uplink) within the 20 minutes of the warden protocol
@sinful maple
What is warden protocol
you just have to survive 30 minutes
Alarm I assume?
Oh well what is extreme or the in between
terminal command I think?
I forgor
Ok
it shuts off the lights
can you still do d1 overload after main?
no
has been fixed
No more bulkhead key
so how do you do d1 now ahah
you learn D1
then you play D1 quickly but with snatchers on your ass
1-2 guys push forward to get shit done, 2-3 guys stay behind with turrets and try to gun down the boys
is the overload alert permanent?
like until the very end?
it totally depends on the amount of snatchers you get
or is there a way to turn it off?
1 is easily soloable with a choke mod
2 you probably want 2 players for sure
anything above. GL
no
its "permanent"
does the d2 alarm not end anymore
they put it on the actual terminal now
ic
From what Captain told me last night and how I look at it. I must point out however that I have not attempted this at all, this is simply my observations:
-have the host load into the level and proceed to the Overload and trigger the Snatcher alarm. I haven't checked this myself but I assume either triggering it will open the High door or they'll be another Bulkhead Key in Overload
-have the other players now join in. The reason for this is to prevent the desync and limit the Snatchers to the intended 1 Per 4m(?). Proceed to rush through the Error and S-Scan as fast as possible
-reach the Checkpoint door, get the Checkpoint and die. Restart (hoping there's no Checkpoint fuckery) and the Snatchers apparently stop allowing you to proceed through the level as normal without having to worry about them anymore while presumably still getting the Overload completion
Working as intended then.
can you explain on this further?
wave stops spawning once you enter the request command on checkpoint door terminal
for like 140 sec i think it says
D2 used to turn off waves when opening certain zones (and for most, except the end one, start some new ones to replace it)
but for the final one it's now linked to the terminal
like it tells you
knew the first part, didnt know the second one thats why i wanted to ask
so you need to do the terminal command now to end the waves?
or rather give yourself the pause in them?
yes
So wai
You get to stop it? At least for a while?
Like, to get time to clear the terminals rooms from sleepers?
I recall people mentioning post-patch D2 to not disable the alarm once you input the command
Even temporary
You have around a hundred seconds to resupply yourself
not to clean rooms
In C1 during the GLP hunt, is there a point where the alarm turns off? Or is it constant after that point?
turns off once you get all the glps iirc
ok, thank you
Just make sure you get all 3 In each zone so you don't have to rush back into an older zone on the 3rd door because you forgot one. 
@dreamy tree snatcher head and sides have armor
the back is the best spot to hit on snatcher
So everywhere but the back and stomach?
So you just wait until it opens up then shoot it?
anywhere you can see the weird "tendrils" is a spot to shoot
so if you can see the tendril spots on its back hit that
and you really just need to pump a lot of damage to stagger
they don't quit easily
How many shots with high cal pist?
not sure
With choke and perfect aim its 2-3
so Hi cal is probably 3 ish
if you aim well
Hrmr
It did, thanks
Alright imma try it again
Also for c3 pe
My groul mamaged to get to the overload door
Go through and start doing the verify shit
But like
Is there supposed to be a code or something?
That shows on our hud
Yeah yeah but like the codes are key value pairs right
Like x08 = FORK or something
We only got the x08 bit
The other terminal has LOG files with the code in them
You have to read the file and it then tells you what x08's code is
Ohhhh
Ok
Theres only 2 terminals you nees to care about right?
The verify and the concirm one
yep
Alright imma try again
assuming that the emergency escape protocol activates a constant alarm until evac on C1?
even with perfect aim, you need more than 3
225 hp, choke mod and high cali does 30 dmg
and you can't really get perfect back multi
Yes.
How much do you care about spoilers?
they're talking about staggering, not killing
which is 2 front shots from those weapons
eh
Aware the snatchers show up here.
Anything else we need to know?
We got through the full zone scan but choked on booking it to the exfil.
Basically just the usual generic advice tbh. Once the scan ends and the door unlocks, make sure to clear most of the wave behind you before opening the door considering the next few rooms are full of enemies. This might buy you enough time to loot a bit if you're desperately in need of resources though tbh I'm not sure I recommend it unless really necessary.
If you have deployed sentries make sure to grab them with you and just power through to the secdoor and onwards. Mines/foam, if you have any, can be used on any of the doors you can close to help buy more time (though be aware that it's possible for the wave to spawn ahead, atleast that happened to me when I did it with bots).
alright, we cleared. we had a skill issue lmao

it's disable alarm, it's just the wave are backing up
like reactor wave
Is D1 buged ? we are entering the comand inint_timed_sequence in the main terminal after inserting the neonate and is not recognized as a command
Which machine did you insert the neonate?
did you press tab
yes it actually autocompletes a diferent command
to init_timed_connection
Oh, that's the one.
The objective message is simply incorrect.
try both
we opted to do harakiri and try terminal before neonate
oh, it actually goes first
ahh it was bugged due to host migration, a suicide did the trick
That's the spirit
The overload is honestly pretty good for spending your time in c3
C3 probs my favorite level this rundown.


fuckkk e1
thats garbage
i got to the reactor
and gg
bro
the fuck is that
i guess we back to r4 no checkpoints on reactors hahaha
Spoiler alert, Thor dies in the new movie
As it should be
i mean r5 didnt have checkpoints either
And E1 having no checkpoints is a nice touch 
The ending of C1 is fucking ridiculous it took 60 tries to finally beat it
60 o.O
i feel like that is more on you than the level there
Especially since it sounds like you checkpointed over and over
A bit overkill
thatโs the only reason I have against the cp system
players who arenโt good enough to beat the level can just keep trying until they fluke it
and some of those players go back and replay those levels in lfg and insist on using their bad strats that caused that many wipes in the first place

what my group did when we cleared it was....
Atleast it's better than somehow regressing from bad strats to even worse strats. 
when D2 leader gets mad at me for not helping because im holding 4 bbcs while 3 of them get wiped to 2nd blood door
"we dont need mines guys"

Though I've definitely not had anything as stupid as that, I certainly know that kinda feeling.
next run i swapped to code finder and brought mines and soloed that blood door buy putting down 12 mines and told them we dont need 4 people on that blood door
and hes like "yeah you brought mines thats why"
like bruh
i mean, yes mines are good for the blood doors
But then again. You dont need them ._.
I just solo'd it with a sentry and my sniper while keeping my mates on the defence. It was better that way than splitting forces because I knew they would begin to struggle if I pulled any of them (two players or the bot) off of holding the waves. There's an incredibly convenient piece of cover after all right above the door.
The idea of wiping on that door, let alone with three players, is just.. bruh.

3 player wiping on a blood door lol
Like I can only picture it as them standing next to the door as it opens or something.
yeah i understand someone saying "we dont need mines" if they can comfortably shoot it
._.
Anyone aware of any shenanigans with wave spawns in c3?
doing a duo
when I was in 167a and teammate was in 167c, they spawned in 167b
and when I was in 328e and teammate was in 328c, they spawned in 328b
(we had the door between 328a and 328b closed and mined for the latter one when that spawn happened, teammate was next to door between 328b and 328c and saw them spawn in)
theres a 328 e o.O
isnt it only 4 rooms or am i tripping
I had it happens where enemys spawn of me when im in 167D (so they spawn in B)
Looking at the map there is indeed a 328e.
It usually has 2 BBCs and leads to Z330 but the 2nd terminal never spawned in Z330. Usually you avoid there but sometimes the ammo in Z328 spawned there so you have to go.
Regarding the original problem, isn't error alarm can always spawn in between when teams split two rooms away since R4?
if theres an empty room between players, waves will often spawn there
or on top of players
its been like that since the start of the game
basically, if your team spread out too much, the enemy can spawn on top of you
haven't seen one spawn on top of me yet in this rundown
but 2 room rule?
is the spawn picking a player, trying to spawn 2 rooms away from that player, and then taking spawn blocking into account?
it's picking a random player (1 of 4) and spawn 2 room away
that is the case (or was if anything change)
huh, never noticed that it could do that
it breaks
thats not how the logic works because in that case if you had a linear zone A-B-C-D
someone in A and someone in B should put spawns in C too
but it will NEVER do that
so the picking 1 player is just not true
so the protocol waves are zone locked?
maybe it was based on how many people you're with
i remember testing this
seem like the latter is true
ye, i remember testing this by putting 3/1
3 people in A and 1 people in C
it always spawn on top of the 1 alone teammate
unless there is a datamined data that's disproved that
isnt that 329 e tho?
or is 329 the first overload zone???
329 is the first overload zone indeed
Then you have the blood door
then you have the first uplink in 330 & the 2nd uplink in 331
overload is 4 zones tho?
and 329 is the first uplink (after the blood door). the zone before that should be 328
328 is the first overload zone
the blood door opens to 329
328a and 328b are tiny rooms that serve as passage to the rest of 328
328e is the room with the blood door in it
actually here's the map: https://i.imgur.com/pZnnJgR.jpeg
Guess i have alzheimer
Ok grandpa
๐
It's ok
two bbcs
BBBCs
That could be for the big ones yes ;p
or you could also go "Beautiful Big Chargers"

man, they didn't lie, that snatcher can snatch
snatcher no snatching!
following up on this, I just remembered: during r6c3pe duos, after overload scan, I used to solo hold at bulkhead door while my teammate went for key
which would put us several rooms apart
and the waves would spawn outside bulkhead door, like clockwork
I don't really buy this "the protocol waves have always been able to spawn between players, this is nothing new" line at all
it is nothing new
but it still feels random and like bull
maybe I went in with a random assumption that they were directed spawns because it's a protocol level
but they're not directed at all?
I guess if they're not directed then it kinda makes sense
they were directed
elevator was it's designated spawn point
had it not spawn towards there once
ngl game kinda getting boring
^personal opinion
Sounds more like burnout than the game.
probably
I mean its fair considering it only took 2 years for some variation in combat
Hey all, we're stuck in D1 at the moment. We are at the terminal sequence and when we type the verify command in the first terminal we can't confirm it on the main terminal
What are we doing wrong?
It just won't take the confirm command
Sure you type in the command after it prompts to confirm?
Sometimes if you type before it bugs out a bit
Yes the screen prompt
We tried by staying in the terminal screen or getting out of it
But it does not prompt
HUD should say "Confirm ... on terminal ..." 15 seconds left
Yes, that it does
Then typing CON then hitting TAB doesn't work?
Haven't been hitting tab but I have the whole command written there
And I do it before the timer goes off
Before it goes to 0
hmm
idk
maybe try using the TAB autocomplete, other than that It could be a bug
D1 is the most buggy level this rundown
๐
@pulsar grottook yh it worked
Pressing TAB works
Manually writing it doesn't
xd
If typing it doesnt work. Somewhere in the typing is human error
but ofc tab auto completing is a breeze
so this chat is for talking abt spoilers or isnt?
Is, how come?
Might want to try #gtfo-lore. Both allow spoilers, but lore is more lore-specific while spoiler-chat is more-so for talking about gameplay or other standard talk (like weapon states, game mechanics, strategies, etc.).
I've heard some vague horror stories about c3 pe, what's that about?
Hello, Iโm a bit late to the party but for C1 is there a need to go to zone 23 and de-fog the place?
I know it will help with the S scan in zone 22, but ehhhhh idk if it is worth it triggered all sorts of scouts and monsters
You donโt have to but itโs worth it I would say
We are idiots so we are definitely gonna trigger the whole room ;-;
But okay, thank you for your answer
I mean you donโt gotta do the whole zone once you know where the terminal spawns
Yeee you go left the moment you enter zone 23 right? After the scan
Yeah itโs to the left
You might have to deal with 1 scout but not the other like 2 that spawn in that zone
you don't need to if you're confident enough
zone 12, 20 and 21 has enough resources to make everyone at 100%
unless you trigger every room and use health and ammo
Yes
im confident that if we do trigger em, we will be able to take care of em, but im afraid we would be low on ammo after we are done dealing with em
it's basically go stealth until you reach the alarm with efficient ammo and health
i have a video guide on C1
#guides-and-reviews could check in here
well, if you're afraid of scout, use spear
Bring a melee booster then the scout is no more problem. 50 percent melee booster will easily settle a charger scout. Iโve seen players with more than 100 percent melee booster one shot a giant. I wish I could have those crazy boosters in r5
can you even get 100% melee booster
interesting
What Alteration does B3 Secondary do to the level upon completion of it?
Like for example: C3 Secondary completions makes the rest of the level in darkness as well as spawn shadow waves
Nothing afaik.
That's pretty normal as well.
B3 secondary is just survive, it's hard on it own
the devs can add in like, when you finish extreme, at the end of main, flier spawn
but that's just too chaotic and it's still a B level
overload already put a lot on player
Even in R6, B2 Sec, C3 Sec, D2 Sec, and D3 Sec didn't really influence the Main outside of interactions like opening doors, adding key hunts, and wasting time.
seem like people don't like B3 extreme (include me)
I mean,... That's the definition of a secondary.
B3 Sec is p good, most of the complaints I've heard are related to checkpoint placement and being hard, which I'm down w/.
A mission within a mission. Once it's done - you're back on your path. Overload, as clear by the name, is the one that fucks up the rest of the mission.
for vet, they just run around until they get teleport back
Nevermind, I understand now
This shit is miserable
c3 pe is ok
I know right
^
Lol
Lolโ
most of the element is in there
And as far as I knowโฆ Iโve been requested by you and Hirnu on help for those
Most of the pain I've had in PuGs is just that people are real bad at stealth.
Cuz it requires a decent Biotracker for certain parts of C3
they are scare to hammer charger scout or giant
CScout are super easy to solo w/ foam, tho.
No help needed.
Honestlyโฆ if given enough timeโฆ people can train themselves to become better
until they kept screaming and tell you to stop

after the uplink, i feel like it's easier to clear most of the room
pub has other plan
Or I just scare players to death with my own stealth methods
i was going to solo giant and charger scout
but that's just carrying
i could run off by myself to do extreme and come back to do overload
but that's just pure dick move

Sec is fun.
Most groups want to just do top zone.
So I get the entire bottom floor to myself.
pdw, the personal biotracker
Go in, get it done, get out
Unless they do the delayed secondary "cheese"
Where you activate the scan, but don't touch it until uplink room is clear
well, do the terminal reset after you use checkpoint?
or is it still tell you to scan ignoring the code reset thingy?
nvm
The terminal will ask for the code again, but scan will still be there
oh
1 of a cheese that do nothing...
Well... It does something but not much
only to prevent going back in to the zone that you already clear
Makes clearing the pre-uplink room slightly easier
People become much more scared to do anything in pure darkness
can't tell if its' an actual disadvantage or just psy-ops
It depends a bit on your familiarity with the tile and how well you can cope with low visibility.
It is genuinely very punishing if you never check anything for enemies and just go for kills blind, only to be surprised when the big dude a few feet away decides to glow and gets pissed.
I wish dev can add thermal sight scatter gun in next rundown, that would make everything easier
00:00:00 | Drop
00:09:44 | Zone 162 (Blood door)
00:13:44 | Zone 277 (Secondary start)
00:41:08 | Zone 163 (Terminal Uplink)
00:45:29 | Zone 164 (Stealth)
00:49:24 | Zone 165 (Blood door)
00:59:30 | Zone 166 (Checkpoint)
01:00:24 | Zone 167 (Blood door)
01:18:14 | Zone 328 (Overload start)
01:19:37 | Zone 329 (Blood door)
01:43:23 | Z...
10cc devs added jump scare into the game

I missed really dark levels in R6 (Except D1 shortly and D4 very short) . Darkness is a great feature.
I m glad R7C3 and E1 bring it back
Kind of feels like they go through periods of using a lot of darkness and then not very much. R1 had a lot of dark areas, R2 and R3 were fairly well lit, then R4 and R5 had some really dark areas, etc.
There has always been plenty of dim lighting ofc, but the "pitch black" setting is very on-and-off.
Jesus.
R5A2 after sec
Mhm
I like very dim, but pure darkness is just meh for any extended lengths of time imo


