#gtfo-spoiler-chat
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didn't he like massacre a bunch of people because he thought he was on a mission sent to him by God
or something
Very based
not very inshalla
Oh my word
oh my goodness gracious
...why?
Avoid stumble in the dark
basically you get to do countdown with lights on, but you have to be much faster than you'd need to be otherwise
lights off isn't that big of a hindrance
one thing you could do to test it out, is, once you've cleared the uplink room, do a test run from the uplink room to the secondary terminal and back
No for skilled players indeed
add like 30 seconds to whatever time you get, I guess
weigh up how much you think that time is going to cost you during clearing
maybe it is experience speaking here
but also, maybe learn to use your flashlights in stealth situations
also someone should have bio
tbh I kinda rolled my eyes when secondary had a lights-out attached to it
it's just overdone
lights on until first uplink room clear then darkness. needs a full team scan iirc, so all need to go
lights go out after first uplink if you do high only?
nah, clear first uplink room then go to secodary and give the command
for me the 10min is cutting it real tight if full team had to go all the way back
oh in that sense
if you didn't finish secondary
and some reason, you wipe
using checkpoint will reset the code
the devs added to change that
so people can't cheese reactor code
by simply dying and restart the reactor or terminal related cheese
it was added this run rundown wasn't it
For uplinks it was in R6
yes
But R6D2 terminal's password won't be reseeded, and now R7C3's terminal password will be reseeded.
In patchnote devs did mention reactor code will be reseeded so I guess it's just the same thing with terminal password.
it got reseeded to the same thing
which one
lmao what
you mean the code for the locked terminal?
oh wait
kek
I just enter the command once I've unlocked the terminal ๐คทโโ๏ธ
then go unlock main bulkhead door
I don't see what the big deal is with darkness

pretty sure i wrapped up secondary before the uplink section
but hey after a couple of checkpoints we pulled it off
I saw something I thought I ask. So I saw what seems to be a door glitch, were a door was broken by jumping up and closing it and hitting it in the midair. That stopped sleepers from coming into the room. What is this glitch?
a bug that breaks doors
In C2, is there a way to do overload without being full of fog?
ye
it's basically speedrun but
when you get the 3rd and 4th cell
go do overload
class V and error
go inside and grab cell
There is still fog during the second cell fetch phase. Way more fun doing the class VI and z303 at that point though than during third cell fetch phase.
Also, eight out of ten times I have done overload during the third cell fetch phase the fifth cell inserted into the gen. cluster has lowered the fog. I don't even know what is supposed to be intentional there anymore.
Fog going down at 5/6 is a CP bug.
Checkpoint used -> put in one cell will lower the fog.
That explains why it has only happened in pubs ๐
speaking of c2 i havent pe'd it yet
ok
ok
Tip for D1 class X charger scan -> set mines to trigget the scouts at checkpoint door when chargers are coming the regular waves will replace the charger waves for a solid 3 scans or so and it doesn't cause excess enemies at a time either.
Another tip -> have 1 kiting god running around outside room so you and your buddies can do scan in peace
r7 complete babyyyy
how long does it take you to do the whole rundown?
ur nuts
Anyone knows the issue having a bug that chat wont come up anything?
9 mains ye
ty
kitting with cilent connection 
๐


guys im running b2 and the door to 125 is in lockdown but we cant open it how do we open it
Do the uplink.
Always query your objectives.
yes
Yo, why does C3 have a password locked terminal?
It doesn't look like there's even anything on it?
And it doesn't have any password location settings?
@hexed vapor it tells you where the passwords are found
In datablocks, it doesn't specify a zone, although it spawned in 331 on the vod I saw.
most people find the first half of the password and guess it while also grabbing the bulkhead key
It has a password in Overload.
Seems to default to something.
but it appears to be there by accident.
Was just curious if anyone had unlocked it and checked if it had anything.
Doesn't appear to have anything to it that I can see, though, so I assume it's an oversight.
{
"PlacementWeights": {
"Start": 0.0,
"Middle": 0.0,
"End": 0.0
},
"AreaSeedOffset": 0,
"MarkerSeedOffset": 0,
"LocalLogFiles": [],
"UniqueCommands": [],
"StartingStateData": {
"StartingState": 0,
"UseCustomInfoText": false,
"CustomInfoText": 0,
"KeepShowingLocalLogCount": false,
"AudioEventEnter": 0,
"AudioEventExit": 0,
"PasswordProtected": true,
"PasswordHintText": "Password Required.",
"GeneratePassword": false,
"PasswordPartCount": 1,
"ShowPasswordLength": true,
"ShowPasswordPartPositions": false,
"TerminalZoneSelectionDatas": [
[]
]
}
},
Nothing special, but PasswordProtected is set to true.
W/out anything for TerminalZoneSelectionDatas.
Now that I look at it, actually, they don't even try to spawn an uplink in 330.
Any link to the VOD ?
That's super scuffed.
Unless it's something like R5C3's RESIST PC
I think that'd be visible in datablocks.
If I had to guess, this is either copy-pasted from somewhere or was originally either some kind of puzzle for the objective or a hidden log that was later scrapped, but not properly removed.
Probably
Guess they managed to make stuff work "properly" til C2
then C3 but they forgot to remove it
& the rest below that's glitched
C3 at least gives the illusion of being polished, lmao.
A lot of the scuff is in Overload, and is hard to notice.
No idea there was an unused zone at first, didn't realize uplinks were deleting the survival waves, and had never seen the password terminal until now.
Aren't the uplinks supposed to not spawn anything ?
Along with not altering the survival waves ?
They're not, and don't, but uplinks end all waves when they complete.
So this deletes a lot of the enemies spawned by Main.
This is also why any run that completes an uplink after 7:30 left is super duper chill until extraction.
That means when you clear overload, survival's waves from main stop existing but you get other waves instead ?
hence why you get chargers & giant ?
lol
Is that also why you can also get a snatcher at the very end of the timer but not at ~5 min ?
You get any waves that start after the uplink and chargers spawned by Overload (spawns a bunch of chargers, and then a charger trickle later on).
So, if you're a bit early you still get snatchers
if you're a bit late, snatcher waves get deleted.
So snatchers come from overload, not main ?
Main
I recall having snatchers in the middle of uplinks
well then shouldn't you invert your point ?
?
Other way around.
๐ฉ
If you're early, you get snatchers normally.
are you guys reffering to r7c3?
yes
If you're late, you'll get at least one snatcher but none after that.
It's surprisingly filled with janky mechanics
I don't think that's literally true, but they're probably on the same timer.
Main includes a snatcher wave.
If i am early, the waves from main should be deleted
Since snatchers are from main, shouldn't they be deleted as well ?
If I'm not mistaken, its by Z170 unlocking on Shaeffer's timer, not whether or not you go in the room
No, because they would start after uplink.
If it unlocks, but you dont go in snatchers spawn regardless
You can get near-full waves if you finish uplinks right before the next batch of waves starts.
That means if i time properly, i can delete the next snatcher wave
7:30 is the most critical timer, though.
felt more like 6 min to me
Because that's when the final set of strikers spawn before extract/timer running out.
it's around that time i start getting snatcher and the entirety of china
I thought their cannon name was pouncer, I will say diddler regardless
If you finish an uplink after 7:30, you don't get any more strikers at all.
pouncer is the name from game files
Snatchers don't really matter because it's literally just them.
i see
And if you clear it before 7:30 you get strikers till 7:30
if i'm understanding correctly
Yes. If you finish an uplink before 7:30, the current waves get deleted, but as soon as 7:30 hits it will start the new batch of striker waves.
This is kinda weird tbh
I'd expect waves to have less and less strikers over time
not them to completely wipe out of existence whenever the timer hits 7:30
?
referring to this
unless my stupid ass brain doesn't get it again ๐ณ
What do you think is happening?
From what i'm understanding
From 20:00 to 7:30 you get waves with shadows, strikers & giants
Whenever you clear an uplink, the current (next ?) wave doesn't spawn
Once you clear both uplinks, you get a wave of chargers
What do you think happens from 7:30 to 0:00?
You get a snatcher periodically (the 200s timer mentioned above seems correct to me), and you still have enemies spawning, mostly giants & regular strikers
at 0:00 you get a tank along with other enemies (2 big chargers iirc)
What was your impression of the difference between waves for each time period? The thing you said seemed confusing?
Also, do you mean more and more here? Iow, waves get harder over time?
easier over time
well
no, my bad for not reading the quoted message
What i mean is for the content of the waves to slightly change over time
Like you start with 20 strikers
next wave you get 15 strikers & 5 shadows
then 10/10
then 5/15
then 0/20
etc
Okay, makes sense.
Not for entire waves of strikers to disappear
when i stood defending near the extract zone ( ~ 5 min left ), the waves were lame as hell
What do you mean by disappear? The uplink interaction, or something inherent to the survival?
mostly giants & snatchers but some regular strikers appeared
the thing you mentioned with uplinks
where they delete the current wave
Ah. Well the reason they're confusing is because it's not an intended interaction.
how surprising
I want you to separate survival waves and uplinks in your mind.
okey
So, survival waves are going to be a sequence of wave events, and they'll last for certain periods. So, we might imagine 4 periods that last 5m each. Each period spawns a set amount of enemies in a few waves, with different ratios and such (such as the 20/0 -> 15/5 -> etc. split stuff you were talking about). It'll be constructed so that a new batch of waves starts up as soon as the old batch runs out of enemies, and this creates an experience, for the player, where you're getting constant waves of enemies that adjust in difficulty and composition over time.
Uplinks are going to be things events you do that can spawn waves during them. When you start the uplink, it can start an alarm. When you finish an uplink, it ends the alarm and you go back to business as usual.
And you're telling me the uplink cancel one of these batches ?
Yes.
Also didn't know the uplink would spawn waves
It doesn't in Overload, but it's a general principle.
always thought these were from the batch
okey
So it's close to a deactivate_alarms
The uplink can spawn waves, but it's not told to in Overload so it doesn't. When it ends, as a standard for all uplinks it goes ahead and ends all alarms.
Yes.
What about the waves that keep spawning after the 2 uplinks are done ?
Is it another batch that "appears" ?
That's just waves you get from completing the objective, similar to how an HSU can start an error alarm.
You can spawn pretty much any sort of wave w/ that, and Overload happens to spawn both a limited population wave (w/ a ton of chargers and big chargers) and an error alarm after a long delay.
So i assume the tank is part of overload ?
Negative.
At the end of the timer, Main starts a "final act" which is essentially the usual survival waves but they're all error alarms.
aight
Including a striker wave, big striker wave, and a tank error.
Tank error has a really long timer, though.
So you get both overload's & main's "error alarms" at once at the end of the timer
Unless one overlaps the other
Yep. Overload isn't in any specific order, though, it's a specific amount of time after you complete the final uplink.
Waves are allowed to overlap w/out overriding each other.
You can't cancel a wave with another wave.
Main.
And i assume they also spawn in the final error
Or they spawn slightly before the timer's up
I don't think so actually, I think there's only one Snatcher wave w/ a limited population that starts ~5m remaining iirc.
So this.
It's a really solid set-up if not for uplinks fucking things over.
The waves are from separate sources but any command that end waves end them all
Doesn't make sense to me tbh
I assume there are keywords in the game to describe the source of each wave
So the uplink (and any other "end alarm" command) should be able to stop the waves from the said source given the keywords
That's kind of the problem.
There doesn't seem to be anything keeping track of which waves came from where and which waves should be allowed to be deactivated.
There's just a big list somewhere of all of the waves the game needs to keep track of and they're all treated identically.
...which is also why the deactivate cheese shouldn't be that crazy to fix.
They just need to add a flag to every wave that says whether it can be deactivated or not, and they can even add multiple options to differentiate between different deactivations.
This is weird lol
Although actually, alarm doors do seem to track their corresponding wave.
I have no idea why nothing else does that if it's something they can do already.
Do they ?
On R6D3 you could cancel both the error & the alarm with the same command
The surge error could be cancelled as well
Right, but that doesn't go both ways.
Completing the alarm doesn't shut off the error.
I wouldn't be surprised if 10 Chambers is divided into 2 teams working on the same levels
One that sets the alarms properly
One that doesn't set the alarm shutoffs properly
๐ณ
the first bulkhead key is also random between zone 162 or zone 162

maybe contributes to the issue with overlapping ids
I mean, that shouldn't cause a problem.
Although if it does, then that would mean the double ID is actually a bug with their randomization somewhere.
Isn't that new ?
Seems to be introduced in R7 somehow.
I think it appeared with the last patch ?
Hard to say if that's the case or if it's just that it was noticed after then.
at least that's when i started hearing of it
Although it's definitely not a thing in R1-R6.
Kinda impressive how releasing a rundown/patchnote can completely fuck up something that's completely unrelated to the bugs that have been fixed
Would love to know if any modder can investigate this
Just to laugh a bit
Another 2 hours down the drain
To be fair i did beat the mission... But that 2nd main complete means nothing to me
It doesn't even give you extra boosters or anything
Yeah, but i do that either way
also extra completions are for the fun of it
And there werent many extra artifacts after the fact
or if you speedrun (lol)
Nah, i just want my apparel unlocks
And i'll consider it done
I want to do C2 overload (fuck secondary) and then maybe try to beat C3 PE or someshit, even though overload there is all kinds of headache as well
Then i'll be left with whatever E1 will have to offer and that's it
I don't even care for the mask - it exposes the baldness
But that sci-fi vest and solar panel backpack are not fucking optional
The funny part is: we cleared the overload room
But then one guy had to go, the other guy took his opportunity as well...
And there's no fucking way you can beat that with whatever ammo we had left
There's like some super bullshit alarm on that overload door, correct?
Some class V scan or someshit, with fliers?
class 6
flyers only
under fog
but that's a false issue
Without using disinfect pack, you can overheal yourself & throw fog repellers everywhere
i mean you need to prep right for it with overheal
That + sniper sentry + symbiosis
hmmm
Pretty much 0 issues
Also wdym. C2 secondary is insanely cool and pretty damn quick to do
Cfoam is pretty much worthless for everything past overload right?
you can use it to foam the ground after mother's blood door to block babies but that's it
is mother's spawn random?
Her position
it spawns behind the blood door
cfoam is pretty much worthless outside of easier charger scours and possibly foaming 2nd init sequence (cluster scanj
I have a sucesful complete on c2 secondary
Pretty much exclusive because she was right outside the door
tf
?
And after we realized that with our 1st wipe we just mag dumped her on 2nd
She was literally just right there
he probably means right behind the blood door o.O?
Yes, that
oh
She was right behind it
then random yes
Open the door and just mag dump her ass
i mean she gets spawned in with it
i had her far away once
Unlucky
she tuns towards you anyway if you know how
let her explode it then destroy her
God, so many suboptimal tool loadouts...
Unless someone cheeses she shit of it by constantly changing theirs
There are so many resources you don't need any cheese strat at all
That's not the issue
The issue is that if you bring a tool combo for one section - you're fucked on another
Biotracker: mandatory, for obvious reasons
Cfoam launcher: effectively mandatory for overload unless you want to waste ammo on scout waves
you can bring one tool of each
i don't see the issue
you can run 2 sentries + foam + bio too if you want
The minedeployer is wasted on 5/6 portion of main
Alternatively you can run 3 sniper and bio
But at the same time its super useful against mother
And just get very very good at charger scout synch kills
What, have 2 sniper turretrs shoot down the entire baby wave?
I guess that could work...
they'll waste ammos on them but yeah
What level we talking about for a baby wave?
C2 optional objectives
Ah yes
I just need the Overload completion, but people seem to only do PEs these days
Nobody does 1-2 punches on them for some reason
eh. You can melee them as a team or find the melee syringes in the overload that allow you to 1 tap them
Youโre probably better off with PE anyhow if you ask me
Melee syringes?...
because why not do PE anyhow then
The yellow juice
We need a purple lean syringe
We had 1 cfoam grenade and i specifically saved that for overload
unfortunately there's 3 scouts
i mean not every tool is useful all the time. Mines were rly rly good on r6d3. But for half of it they had no use at all
unrelated statement. but if i could refund the game i honestly would now
Whyโs that?
ive not seen that happen yet
Highy likely that you didnt look perfectly or had serious back luck (stuff can also spawn outside of boxes btw)
i am just done. each day i encounter new more gamebreaking bugs
just dont play then?
Are you hunting for them? Iโve only seen one casually
The objective item you canโt put down
refunding means you get money back because of specific reasons
can always shoot one 
Worst case you shoot one and deal with 1-2 scout waves
I guess thereโs also that bug where doors become absolutely conked out the wheezer
That's actually what we... Sort of?... Ended up doing
Speaking of bugs
i had a very strange one on D2
The sentries wouldn't shoot at all
lmao
Pinged or not pinged enemies
they literally didn't shoot
They werenโt feeling up to it
But yeah. C3 is a good place to practice meleeing charger scouts @half hornet drop in. Get to 1st checkpoint, try meleeing til you get it consistently as a party
Very funny when you have 4 big shadows spawning with the tank ๐ณ
One guy brought choke mod shotgun, so i figured "Alright, he can 1st scout, then we cfoam the 2nd, then he murders the 3rd again"
my D1 just now. 3 snatchers spawn with mine prematurely exploding and game reloading CP so hard everyone in the lobby crashed
I think D2 would be better for that
He failed on oneshoting the first one and same on the 3rd one, but we did manage to survive the waves at least
hmm. Checkpointing is quicker if you fail
C3 lets you solo them
we are talking about as a team here
Ah yes
true
Actually i think that's part of the reason why we got absolutely locked out of PE - just too much ammo wasted on all the goddamn waves
how o.O
Get behind and dont miss a pellet = kill. Else just spam mag for free kill
No idea, he just didn't
Secondary actually gives you more ressources than you need
Just pay a 10 chambers dev 10k to shadow patch the scattergun into this rundown
the moment you are done with overload and you know how to deal with secondary -> PE
He failed shooting the 1st one, we cfoamed the 2nd one and the 3rd one screamed because we failed to melee sync kill a giant charger
yes
2 shots on the back if you fear 1 shot isn't enough
litteraly can one shot charger scout in the front with choke mod
3 front iirc
The other 2 lads were literally first timers of C2
just spam it
So that didn't help either
I'm amazed we managed to clear overload room at all...
Just spam M1 like a baboon
yeah sorry, its what i meant
it'll die by itself
should have specified
2 (no pellets missed)
true
depens how close you are
Remind me
15 meters lol
the falloff of choke mod is around 15m
Both choker and HCP can oneshot C-scout from close range right?
lol
if you are outside that range than youll have missed pellets anyway
in the ass, of course
thats how you like it ๐
choke has decent range. As long as you dont miss pellets it can do it from near double range
Would bringing a sniper for E1 be a bad idea?
absolutly not
not exactly
Just gotta play around it well
pretty greatif you have someone who can aim
Because on the 4th code I always manage to trigger a scout somehow
aka dont take sniper and let your idiot high cal player empty his ammo on tanks for no reason 
I can aim with it decently I think
I used it alot
when the entire team runs high cals
just wake pmom
If thats your problem you should probably take cfoam (or choke mod if you wanna go loud)
Me being swarmed:now this is some real gtfo gaming
I'm starting to realize that i have to fall into my old habits again
just do everything yourself
Every goddamn time
I just want to get carried dammit and use weapons i like
Sigh... Where's that fucking sniper rifle again
I used the sniper throughout most of r7 so I'm accustomed to it
I'll use that next time
Or the choke
Thanks for the info
I wonder if i can do C2 overload with bots only?
They'll be of 4 fucking help to me against chargers, but...
Not too far fetched
Hm. Might try tommorow then.
when do you do overload
after 3rd or 5th cell ?
can just stealth it
- Do 3/4
- Get checkpoint
- Clear overload room (can CP if shit goes bad)
- Do it on 5/6
kill maybe the one in A
I can backstab oneshot chargers with my spear, but big guys are a problem
Players can't sync them and neither do bots
So uh
WTF do i do about them
Well
cofma them as well?...
Not an option
why ?
They'll come for your ass during Class VI fliers alarm
Unless you somehow do it without shooting a single bullet
Bring many mines, set at Giant height, pull room and pray?
just pull
not worth tool wise
pull and let sentry do scan wave
people honestly overrate how good mines are vs bigs quite often
sentry shred everything
What's the best melee weapon for bots?
hammer
Spear for damage, bat for stagger or hammer for both?
Not "stuck" precisely
I'm trying to get all cool apparel unlocks
Current objectives: get C2 Overload and then C3 Secondary / Overload, maybe even PE (although unlikely)
The overload is so stupid
Against me specifically
are you soloing or LFGing ?
My spacial awareness is relatively low, so find that goddamn 2nd terminal is a literal nightmare
LFGing of course
Its a diceroll every time
well if you need help can easily help you out tomorrow
i actually find the uplink part of c3 overload to be very fun and more chill than the main path
tho mostly because it stops waves from spawning
There's definetely a fun element to it
But 2nd terminal is stupid
I would prefer juts having to spend x3 more time on the 1st one
hm?
especially if you do codes alone and 3 guys can def if terminals are next to each other
My team did take a bit longer to master the 2nd terminal schtick
One of my last groups actually almost did it
We even found the 2nd terminal of the 2nd uplink
I mean its a rough intro for double uplinks
But then ammo got oof
c3 do be like that
And the guys ran out of time
i mean that zone has like 5 uses of ammo? Can always ping 
I personally never ran out of ammo on C3 when it came to Overload
Was always HP that was never a given
I cant search for resources during pressure
Maybe ping, but that's it
Someone else has to find it
but nobody else does
offer still stands that if you need help can always hit me up
We'll see. I have a work tomorrow so either it has to be like 10 hours from now and we must beat it in under 2 hours, or 20 hours from now
doesnt have to be tomorrow can be whenever
I actually seen your random LFG messages, but they were full before i realized the opportunity
looks ugly anway
I think the nazi gas mask aesthetic is cool, but the bald head is a killer
Why do i have 3 bishops in my team?...
lol i thought dauda was also white for a second
Hackett didn't quite managed to pull of the look
why is hackett wearing dauda fit
Is there a way to reduce lag when I try to play with asian players(I live in North America)? I used to build a proxy or tunnel when playing terraria or Minecraft, don't know if it can also applies to GTFO?
Holy fuck the end of d2 is fun
c3 ovl is unironically lame because you're given like 5 doors you can mine and then ending uplinks stops a wave
from pew pew bang bang to pew mine pew bang
Does C2 really have to take 2 goddamn hours to beat?...
First bot attempt. Was doing things as fast as i reasonably could. Started ~12:30.
By 13:50 i only opened the overload door after finishing 3/4
Also apparently bots can't do jack shit against chargers. They just got bumrushed immediately. Machine guns don't stun that well, do they?
Should've stuffed my face full of ammo and HCP those bastards...
That being said bots were amazing for everything else. The fact that they never get infected, the fact that they never fail stealth sections were of huge help for the rest of the level.
Also it appears that bots not only ping faster with tracker, but they got like +50% range on it too.
not really
I hate how they just take any resources they want and use it however they want without you having any control over it
i kinda like that unironically
There is some control to it
bruh
They seem to not touch it until you leave like a 4m range around the locker
some
well if you're trying to give resources to bots so you can swap it out for another resource when they're standing like 10m away and you can't get them closer without walking from the locker
it's kinda annoying
A little bit, yeah
You can always sacrifice
just make sure you carry the smallest possible pack
and just leave that for them
playing with people (even if they're "bad") is way better than playing with bots
found a 4 charge medi? swap it for 2 and let them spread it
because then you can at least coordinate and discuss when to use resources and such
I don't know, this was honestly my most smooth C2 attempt yet
C2 Overload* specifically
with 3 other people it'd be smoother
Its not
also biggest downside to bots is that they can't do objective stuff on their own
I had plenty of attempts on C2
The one that won had 1 guy who knew everything
And even then we opted out of overload
Issue with people is that they fail stealth too much
And lose precious HP there
i mean hp doesnt rly matter too much
i think i stay at 20% til we do overload flyer scan usually where we overheal
akshually it's the most important resource of the game ๐ค
O.o?
o.O?
@half hornet c2pe will certainly be a lot smoother with actual people. Especially when you want to pull some of the rooms later on
I read that as "cope"
LMAO COPE
Rare D2 Tank zone seed.
what happen to it to change?
The only part that bots positively suck at was cluster scans
They are so inefficient with them
you need to be near the scan for them to do scan
that's how they program to be
Near player
No particular reason
That occurred on R5B2 ex as well
Then they fixed it to make it consistent
And now it's back ๐ณ
Not really
too bad they don't make this a lot more common
That'd give a bit more replayability
Because it rerolls early in sequence.
sometime, it will lead to "if this rng didn't happen, it would have been easier" situation
that's something idk
The seed being messed up in an early zone means that it messes up everything that generates after it.
so the early room also messed up?
Which is why you see a lot of markers rerolling in tank and birther areas.
Yeah, all of the side zones reroll, presumably because the first hub zone is overcrowded.
ok
i know too many item spawn can also make tile change
^ p sure this is what's happening.
Rare knowledge.
we just monkey the level until the end
i mean its awesome tho
ticks me off when i see people complain about it 
recently someone was mad about the terminals changing making the game pure rng
โBruhโ
i would like rng tile change
Tbf it's pretty annoying before you realize you can hold waves for like 10 minutes per zone.
i mean, the devs can just do that to see the result
let see the community like it or not
I think that should be avoided,. If possible
For higher tier levels the main source of success is meta knowledge - where to go, what do, how to optimise it and yadi yada.
Random terminals throw a big fat wrench in that, especially if is responsible for something important like turning off alarms or something
Of course it scales too. If it just goes from one side of a perfectly open and clear-to-see room, that's within acceptable parameters. If it changes the room completely... Oof.
Tbf it's particularly noticeable on datacenter because datacenter is like 90% markers.
People were joking about it in UMS a while back.
Datacenter tiles are mostly big wireframes.
It's actually happened in R1B2, but it was extremely rare.
I have no idea what was overcrowded enough to just barely cause it, either.
I imagine there must have been some kind of rare invalid spawn.
Happens on D1, too.
youve cleared d2?
Litteraly the onyl thing that changes is what you navigate through
The actual objective doesnt change so the 1 person doing that job can just adapt on the fly
I think because one of the dead end areas on the error path is overcrowded.
we could call extra snatcher for overload a D1 rng
Yes, but the one person who scouts has all the time In the world thanks to the other 3 defending whole sitting on stockpiles of resources.

Playing sniper turret supply line is top kek
Now that's a turret gameplay I can get behind.
One of those days I want them to setup a mission where you run from a horde into a room full of offline turrets and you use a terminal or something to get them online
Imagine we arrive in rooms where the people in the people in the complex held out against sleepers
turned over tables and benches as roadblocks
a ton of ammo
Yep, that's what i want to see too
I'm amazed we haven't seen anything like that yet
Is burst turret still the best turret?
Sniper turret got buffed something nasty this rundown, especially with new biotracker synergy. They mow enemies down like mad.
It fact they buffed it so hard - it broke, and now sniper sentries double tap already dead enemies just to be sure
Twice the murder for twice the ammo price
Hey @broken scarab any news on fixing that or is this a feature now?
First time hearing about it, and people are still on summer holidays, so canโt really give you an answer right now
Summer holidays woooo hooo 
Also tool refilling a sentry that is placed, out of ammo. and having it shoot and waste a round. i accidentally killed myself a couple times like that
No holidays for me tll august 1st ๐
It's easily replicatable. Get Sniper sentry, tag an enemy, observe sniper shoot twice.
I can't tell if it's Only a feature of the Biotracker synergy, or if sufficiently high CPU speed boosters also causes it - but it doesn't happen always when there are multiple enemies to shoot. Only one dude though? It'll pretty reliably waste ammo.
Shotgun sentry too will shoot dead corpses long past their killing shot.
doesnt synergy boost almost every aspect of the turret
Well, except for angle and damage
Effectively, yes. Technically, no.
From what I understand, it reduces the time to lock on to the target and begin shooting. In the case of the shotgun sentry, this is a niche benefit, seeing as it already acquired targets so fast. It is significantly more relevant to the sniper sentry, which used to take a measly 4 goddamned seconds to lock on - but that can get cut all the way down to...1.2/1.5ish I think? Significantly faster. BUT, because it often 1HKOs it's targets, it's actual RoF is governed by how fast it can acquire it's targets.
It also causes the sensor to sweep for targets faster, letting it find new targets to lock on faster, this increases lock on time further for both sentries It does increase RoF for both, but as we already discussed, RoF on the sniper sentry is only relevant against enemies that don't get oneshot by it - and those are exclusively non-little guys which means the RoF buff significantly boosts the shotgun more than it does the sniper, even though the sniper gets a larger reduction, and also reduces the amount of ammunition they both consume by 30/40%.
TLDR: damage against a single target doesn't change much for the sniper, but does for the shotgun - but damage against multiple targets increases dramatically for the sniper, but not for the shotgun. Both use less ammo.
when your bio tracker doesn't mark the enemies and your shotgun sentry is now completely out of ammo
it hurts to have someone who has bio but isn't pro-actively using it
in pugs especially it feels like I have to voice activate a bio ping but then we don't get anymore unless I mention it qwq.
(to be fair I play with newer players often so there's that)
it's fire rate related
does bioscan speed cap?
not as far as I am aware
got to 82% one time
unfortunately we got blown up by a tripmine before we could truly see what it could do
ok we got 150% so just asking
e1
very well
whats behind locked door in eval?
2 rooms with lockers with nothing but glowsticks and an endless wave of only tanks
do you use cheats to open it?
You gotta, yea
Yep.
There's a YouTube video of it.
It literally says something like "unauthorised hack detected" and it sends 5 tanks after you.
A cute little Easter egg.
Anti-hacker protocols activate once you open it
plot twist: it's infinite tanks

Even without cheese E1 is a joke
yes
Flying shadow charger scouts when
Miniture Krakens when
Also make use of Fat meatballs more
would more building-sized, shadow-of-the-colossus-type bosses be a silly idea?
Why no wall of flesh
or the italian special: spaghetti and meatballs
do we know if we are getting a patch before extension or r8
do we know if [insert anything] = no
lol
we don't know, but I'd be surprised if patch work isn't underway when 10cc gets back
Spoiler : you'll be surprised
e.g. the content void leading up to r7
Do you know how long it took for R6 to be released ?
because r7 felt like it was pushed out the door too soon
lol, r7 is way more busted than r6
R6's optimization was garbo
The checkpoints before patch were glitched af
Still glitched but much less than before
R6D1 was undoable with a checkpoint
I stand by r7 being more broken than r6
R6C3 was undoable with a checkpoint
R6C2 was undoable with a checkpoint
The enemies could hit you through walls
I don't know what you mean by "undoable" here
R6D1 : the last terminal would not work after a checkpoint, effectively softlocking the level
R6C3 : using the checkpoint spawned all of the previous waves at once
Along with removing overload's tank waves
using R6C2's checkpoint would cancel the command to reduce the fog height, so the fog would cover the entirety of the map even though that wasn't intended
You had to carry a cargo, deal with a 4-hybrid error wave every 30/40s
Killing a mother that triggered instantly
And killing 3 scouts + several strikers + giants
- carrying a cell
- clearing a blood door
All of this under fog
Only in Extended
Or at least for me
Nah
R6D1 was always optimized like shit
move on to the desert
you lose between 40 & 100 FPS
Oh yeah that one too
DX was the same
The tp areas are always laggy
When the ext came out, all the levels for me were awful in fps
I was stuck at 1 fps for like 15 seconds and then back to 20
And kept falling
epic
And they were fine before
I said it several times before, but i'm more excited about what new bugs the game will bring rather than the content
Cant wait for them to somehow have inmortals health to tank
Some bugs are funny tho ngl
Yeah
like
the sentries who shoot before even moving
or the sentries that don't shoot at all
D2 becoming a mega shitfest because the alarm isn't cancelled anymore
I don't think shotgun sway bug is funny ๐ญ
sniper melee is the thing they were supposed to have forked the codebase to fix
instead we kept sniper melee but got a bunch of regressions
Well
The modders found a supposedly good fix
But that didn't satisfy the devs
Even then nothing forbids them to use it FOR NOW
Doc
that's it
the modders' fix isn't that good
Oh yeah, the returning bugs claiming there's no regression test in 10cc.
Like, it's better than nothing, sure
but it leads to enemies clipping through walls more, hovering over ledges, etc
Pain
worst fate for the game would be sniper melee not being addressed at all, but the devs just taking the modders' hotfix wouldn't be a much better fate
But rather how to fix it without having everything to mess up badly
they do, sadly they only have like 5 programmers and the dinguses dont hire more
Interesting how fxck is censored
that
especially when there are robust industry standard ways of doing PvE netcode that they could be implementing
They censored that now? 
lots of words are censored
its discord censory filter
for bad words
that us bad people use
mean mothafuckas
mean lean machines like us
I get the feeling that the core 10cc team is a bunch of graphics buffs, who took the codebase fork as an opportunity to launch into a whole lot of rendering pipeline work or something, instead of getting more important work done
its a good rundown, sadly bugs and lack of fixes are holding it back
This is an interesting claim.
valve has a paper on this stuff you can go read
but seeing how bugs are still around and that more stuff got broken then fixed with the patch its just....no
but really decent FPS netcode has its roots in, like quake 3
lockstep simulation, AI waypoint data computed on host and communicated to client, rollbacks
what we apparently have is position data communicated to client?
if mccad's explanation of gtfo netcode is accurate, it's pretty gross
I dunno, network was good before r6, i dunno even why they touch it kekw ยฏ_(ใ)_/ยฏ
nobody complained about networking
I believe they changed it to address bad stutter that their approach has, especially on higher pings
and they went and say, "yeah lets fuck the players up a little bit"
the fix they pushed smoothed out movement but introduced sniper melee
I dunno i used to connect to south american friends and still didnt have thos low fps stutters
not FPS stutter
only when the host was beyond unstable i had ever actually encounter
enemy animation stutter
ah
I don't know what to tell you
the underlying fundamentals of gtfo's netcode was always trash
they picked a very poor compromise with the fix that introduced sniper melee
but it never should've been implemented the way it was in the first place
Skimmed Valve's paper, tbf it's a good paper but probably can't call it "industry standard". It's "Valve's standard" because it's bound to Valve's game engine.
The concepts aren't bound to a game engine
and fair re: industry standard, I'm not going to do a survey of FPS netcode to rebut that
I'll back off to "adequate, robust solutions to this problem exist"
I mean tbf what worked for valve might not work for 10cc
(and the knowledge of those solutions is openly available)
if it was as easy as that they woulda fix it by this point
I wouldn't say it's easy
it's a fairly substantial engineering undertaking
and I wouldn't be surprised if they hacked something together during early access, then didn't have the bandwidth to go back to it later
or it's a tech debt situation
It could easily be another "fork the codebase for r8" situation to get done
its like, people doing websites, why hire a developer to do a website if i can use wordpress, but then you realise wordpress doesnt do what you want it to do, so you gonna have to hire a developer to actually program what you want your website to do
i dunno if it makes sense but hopefully it gets my point across kekw
I'm not saying they should've taken an off-the-shelf library from valve
As a small company, I'll simply use Unity's innate or 1st party network library at the start. So yes, it could be a tech debt.
in the previous rundown, they always spawn max cap
and you can kill them up to 8 enemies, to make it not respawn more enemy in alarm
in this rundown, i notice that, you can't even do that
they just respawn really fast and much more
if it was the old networking code, i would say, the enemy is going to struggle even more
i think the devs is just trying to give you the feeling of GTFO more
this sent me down a rabbit hole of finding out what unity actually offers for netcode
UNet is a deprecated package, Netcode for GameObjects appears to be their current offering
the manual explanation of NetworkTransform seems familiar
they have a roadmap also, it has client-side prediction as an "under consideration" feature (i.e. distant future proposed feature that isn't even under development yet)
they have?
Strangely there's also a package manual for a package simply called "Unity Netcode" which has lockstep simulation and appears to describe rollbacks
but by the looks of it it's a dead project?
Netcode.GameObjects is what I'm referring to. I personally wouldn't implement my own netcode under Transport layer when start from scratch as a 10 members company.
under transport layer?
To manipulate TCP/UDP packets, to be specific.
I don't think any of the netcode issues here stem from issues that low in the network stack
Or creating your own trasport layer protocol.
yeah I doubt they'd need to do anything like that
from what I can tell (I have never done anything with unity) the Unity Transport package appears to be separated from the Netcode for GameObjects package
that said, I'm getting this sick feeling that unity encourages representing the logical game state in the unity-supplied ECS
which kinda leads to writing the plumbing for syncing/snapshotting/rollbacking on unity's ontology, bloat and all (which yeah, as a 10 member company I think is likely to be too much)
or leaning on the off-the-shelf solution where unity engineers have figured out how to synchronize unity entities between players robustly
It is done. Jesus Christ, finally.
What a cursed little level.
It's 4 goddamn AM... I'm going to sleep, or i'll be dead in the morning.
๐คจ quad hel shotty PR?
whatever works I guess
๐ค
the loadout is niche, or 4 people taking the loadout at once is niche?
Well if you look at just one character. Their focus is to take out a few in the back, and then try to wipe out a large group thats now on top of you.
As all 4 are using it, it seems to be a deliberate counter to mothers so i would call it niche
that looks like a fun loadout
You shoot at the sacks and then obliterate the babies
having a counter to all the mommies in c3 seems clutch
Dunno how it fairs against literally anything else so it could be a miracle they finished the level
well on some level it's a 4-man, they could bring whatever they like
True
But precision rifle does like -100 damage if you miss the head so you are playing with fire
PR 2-shots littles to the body, doesn't seem that punishing if you miss the head
also the headshot on bigs is not that meaningful for PR
It does? Man my attention span to strikers is tiny
I think it does like 11 damage base?
yeah 11.4
PR is a good anti miniboss rifle
2shots strikers, 3shots shooters
And hel shotgun is a good anti cluster
So it makes sense you'd use it for all the mums on c3
Like come on those giant chargers at the blood door look unstoppable with this weapon combo
to be clear, I do not recall encountering mothers anywhere on c3
more shooting
they cant stealth the chargers
Spoilers your gonna get wrecked
so we already low on ammo
bro that double spawn immortal though (be careful with opening your scan doors) The most horrifying encounter we've ever had
Oh and forgot to mention, they were striking twice as fast... two tongues at a time. Literally steroids, most cursed E1 run we ever had (was not modded in anyway, just extremely glitched)
All modded bugs are actually vanilla bugs
Sniper melee, making it so bots don't take enemy melee damage 
Guys how do we clear the fog
in C1
Terminal in zone 23
Run commands and it will be listed with it
All good, it happens
thank you
D1 is last objective is kinda forgive-ful???
ye
If you fail 3 sequences Iโm pretty sure a birther spawns
did not know that



