#gtfo-spoiler-chat

1 messages ยท Page 316 of 1

west crow
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Jesus ๐Ÿ™

vocal geode
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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

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or something

west crow
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Very based

vocal geode
#

not very inshalla

west crow
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Oh my word

vocal geode
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oh my goodness gracious

last gust
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...why?

covert crane
last gust
#

basically you get to do countdown with lights on, but you have to be much faster than you'd need to be otherwise

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lights off isn't that big of a hindrance

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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

covert crane
last gust
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add like 30 seconds to whatever time you get, I guess

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weigh up how much you think that time is going to cost you during clearing

covert crane
#

Yup. Good idea

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Thanks

last gust
#

but also, maybe learn to use your flashlights in stealth situations

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also someone should have bio

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tbh I kinda rolled my eyes when secondary had a lights-out attached to it

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it's just overdone

royal lichen
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lights on until first uplink room clear then darkness. needs a full team scan iirc, so all need to go

bold widget
royal lichen
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nah, clear first uplink room then go to secodary and give the command

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for me the 10min is cutting it real tight if full team had to go all the way back

bold widget
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oh in that sense

mortal granite
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if you didn't finish secondary

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and some reason, you wipe

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using checkpoint will reset the code

bold widget
#

lol? how's that possible

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thought code is seed determined

mortal granite
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the devs added to change that

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so people can't cheese reactor code

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by simply dying and restart the reactor or terminal related cheese

bold widget
#

it was added this run rundown wasn't it

queen field
#

For uplinks it was in R6

mortal granite
queen field
#

R6D2 had reseeded codes for the uplink

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But there weren't for R6D3's reactor

velvet flower
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But R6D2 terminal's password won't be reseeded, and now R7C3's terminal password will be reseeded.

queen field
#

yup

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no idea why one code wasn't reseeded but the 5 others were

velvet flower
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In patchnote devs did mention reactor code will be reseeded so I guess it's just the same thing with terminal password.

sick hornet
#

it got reseeded to the same thing

mortal granite
#

which one

queen field
bold widget
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oh wait

queen field
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yes

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It wasn't reseeded (or reseeded to the same thing following mac)

bold widget
#

kek

last gust
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then go unlock main bulkhead door

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I don't see what the big deal is with darkness

bold widget
strange junco
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pretty sure i wrapped up secondary before the uplink section

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but hey after a couple of checkpoints we pulled it off

covert crane
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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?

wary olive
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a bug that breaks doors

mossy marsh
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In C2, is there a way to do overload without being full of fog?

mortal granite
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ye

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it's basically speedrun but

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when you get the 3rd and 4th cell

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go do overload

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class V and error

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go inside and grab cell

chilly ivy
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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.

hexed vapor
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Fog going down at 5/6 is a CP bug.

velvet flower
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Checkpoint used -> put in one cell will lower the fog.

chilly ivy
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That explains why it has only happened in pubs ๐Ÿ˜‚

strange junco
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speaking of c2 i havent pe'd it yet

sharp merlin
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ok

paper harness
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ok

echo geyser
#

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.

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Another tip -> have 1 kiting god running around outside room so you and your buddies can do scan in peace

mortal granite
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imagine kiting

plain dew
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r7 complete babyyyy

mortal granite
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how long does it take you to do the whole rundown?

bold widget
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i see no number at evaluation

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๐Ÿ‘€

paper harness
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ur nuts

hard horizon
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Anyone knows the issue having a bug that chat wont come up anything?

radiant coyote
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How do you unlock E1?

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Is it all main objectives?

royal lichen
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9 mains ye

radiant coyote
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ty

cloud ibex
vague mauve
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Striker1 Striker2 Striker2 ๐ŸŒ Striker2 Striker3 Sweating

faint sky
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guys im running b2 and the door to 125 is in lockdown but we cant open it how do we open it

hexed vapor
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Always query your objectives.

obtuse surge
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yes

faint sky
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yea i found it right as u said it

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we forgor abt the objective lol

hexed vapor
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Yo, why does C3 have a password locked terminal?

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It doesn't look like there's even anything on it?

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And it doesn't have any password location settings?

queen field
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which one ?

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I don't remember a password-locked terminal on C3

brave gust
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@hexed vapor it tells you where the passwords are found

hexed vapor
brave gust
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most people find the first half of the password and guess it while also grabbing the bulkhead key

hexed vapor
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No, this is in Overload.

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To be specific.

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Not Secondary.

brave gust
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idk about that one, i aint run into it

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maybe try the password from before?

hexed vapor
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It has a password in Overload.

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Seems to default to something.

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but it appears to be there by accident.

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Was just curious if anyone had unlocked it and checked if it had anything.

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Doesn't appear to have anything to it that I can see, though, so I assume it's an oversight.

brave gust
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probably

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c3 is cursed anyway

hexed vapor
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            {
              "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": [
                  []
                ]
              }
            },
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Nothing special, but PasswordProtected is set to true.

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W/out anything for TerminalZoneSelectionDatas.

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Now that I look at it, actually, they don't even try to spawn an uplink in 330.

hexed vapor
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That's super scuffed.

queen field
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Unless it's something like R5C3's RESIST PC

hexed vapor
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1:00:14

hexed vapor
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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.

queen field
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Probably

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Guess they managed to make stuff work "properly" til C2

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then C3 but they forgot to remove it

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& the rest below that's glitched

hexed vapor
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C3 at least gives the illusion of being polished, lmao.

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A lot of the scuff is in Overload, and is hard to notice.

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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.

queen field
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Aren't the uplinks supposed to not spawn anything ?

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Along with not altering the survival waves ?

hexed vapor
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So this deletes a lot of the enemies spawned by Main.

queen field
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wtf

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I thought they kept spawning from the survival waves

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lol

hexed vapor
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This is also why any run that completes an uplink after 7:30 left is super duper chill until extraction.

queen field
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That means when you clear overload, survival's waves from main stop existing but you get other waves instead ?

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hence why you get chargers & giant ?

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lol

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Is that also why you can also get a snatcher at the very end of the timer but not at ~5 min ?

hexed vapor
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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).

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So, if you're a bit early you still get snatchers

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if you're a bit late, snatcher waves get deleted.

queen field
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So snatchers come from overload, not main ?

hexed vapor
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Main

queen field
#

I recall having snatchers in the middle of uplinks

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well then shouldn't you invert your point ?

hexed vapor
#

?

queen field
#

If i'm late, i should get snatchers

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If i'm not, then the snatchers shouldn't spawn

hexed vapor
#

Other way around.

queen field
#

๐Ÿ˜ฉ

hexed vapor
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If you're early, you get snatchers normally.

hot flame
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are you guys reffering to r7c3?

queen field
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yes

hexed vapor
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If you're late, you'll get at least one snatcher but none after that.

queen field
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It's surprisingly filled with janky mechanics

hot flame
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Snatchers are triggered by z170 unlocking

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~200s intervals

hexed vapor
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I don't think that's literally true, but they're probably on the same timer.

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Main includes a snatcher wave.

queen field
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If i am early, the waves from main should be deleted

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Since snatchers are from main, shouldn't they be deleted as well ?

hot flame
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If I'm not mistaken, its by Z170 unlocking on Shaeffer's timer, not whether or not you go in the room

hexed vapor
hot flame
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If it unlocks, but you dont go in snatchers spawn regardless

hexed vapor
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Uplinks delete existing waves.

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Not future waves.

queen field
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oh ok

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I thought that deleted the whole waves

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make sense then

hexed vapor
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You can get near-full waves if you finish uplinks right before the next batch of waves starts.

queen field
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That means if i time properly, i can delete the next snatcher wave

hot flame
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or, if you want to call them by their real name, diddlers.

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They diddle.

queen field
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Devs call them snatchers ๐Ÿ˜”

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i tend to call them grabber because DRG

hexed vapor
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7:30 is the most critical timer, though.

queen field
#

felt more like 6 min to me

hexed vapor
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Because that's when the final set of strikers spawn before extract/timer running out.

queen field
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it's around that time i start getting snatcher and the entirety of china

hot flame
hexed vapor
#

If you finish an uplink after 7:30, you don't get any more strikers at all.

queen field
#

pouncer is the name from game files

hexed vapor
#

Snatchers don't really matter because it's literally just them.

hot flame
queen field
#

if i'm understanding correctly

hexed vapor
queen field
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This is kinda weird tbh

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I'd expect waves to have less and less strikers over time

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not them to completely wipe out of existence whenever the timer hits 7:30

queen field
#

unless my stupid ass brain doesn't get it again ๐Ÿ˜ณ

hexed vapor
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What do you think is happening?

queen field
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From what i'm understanding

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From 20:00 to 7:30 you get waves with shadows, strikers & giants

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Whenever you clear an uplink, the current (next ?) wave doesn't spawn

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Once you clear both uplinks, you get a wave of chargers

hexed vapor
queen field
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You get a snatcher periodically (the 200s timer mentioned above seems correct to me), and you still have enemies spawning, mostly giants & regular strikers

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at 0:00 you get a tank along with other enemies (2 big chargers iirc)

hexed vapor
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What was your impression of the difference between waves for each time period? The thing you said seemed confusing?

hexed vapor
queen field
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easier over time

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well

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no, my bad for not reading the quoted message

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What i mean is for the content of the waves to slightly change over time

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Like you start with 20 strikers

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next wave you get 15 strikers & 5 shadows

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then 10/10

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then 5/15

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then 0/20

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etc

hexed vapor
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Okay, makes sense.

queen field
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Not for entire waves of strikers to disappear

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when i stood defending near the extract zone ( ~ 5 min left ), the waves were lame as hell

hexed vapor
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What do you mean by disappear? The uplink interaction, or something inherent to the survival?

queen field
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mostly giants & snatchers but some regular strikers appeared

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the thing you mentioned with uplinks

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where they delete the current wave

hexed vapor
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Ah. Well the reason they're confusing is because it's not an intended interaction.

queen field
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how surprising

hexed vapor
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I want you to separate survival waves and uplinks in your mind.

queen field
#

okey

hexed vapor
# queen field 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.

queen field
#

And you're telling me the uplink cancel one of these batches ?

hexed vapor
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Yes.

queen field
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Also didn't know the uplink would spawn waves

hexed vapor
#

It doesn't in Overload, but it's a general principle.

queen field
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always thought these were from the batch

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okey

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So it's close to a deactivate_alarms

hexed vapor
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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.

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Yes.

queen field
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What about the waves that keep spawning after the 2 uplinks are done ?

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Is it another batch that "appears" ?

hexed vapor
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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.

queen field
#

So i assume the tank is part of overload ?

hexed vapor
#

Negative.

queen field
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It's not part of a batch ?

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Unless these batches are smaller in time range

hexed vapor
#

At the end of the timer, Main starts a "final act" which is essentially the usual survival waves but they're all error alarms.

queen field
#

aight

hexed vapor
#

Including a striker wave, big striker wave, and a tank error.

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Tank error has a really long timer, though.

queen field
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So you get both overload's & main's "error alarms" at once at the end of the timer

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Unless one overlaps the other

hexed vapor
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Yep. Overload isn't in any specific order, though, it's a specific amount of time after you complete the final uplink.

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Waves are allowed to overlap w/out overriding each other.

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You can't cancel a wave with another wave.

queen field
#

where do the snatchers come from then ?

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Both of them as well ?

hexed vapor
#

Main.

queen field
#

And i assume they also spawn in the final error

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Or they spawn slightly before the timer's up

hexed vapor
#

I don't think so actually, I think there's only one Snatcher wave w/ a limited population that starts ~5m remaining iirc.

hexed vapor
queen field
#

That's one hell of a mess

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But i get the idea behind these survival waves

hexed vapor
#

It's a really solid set-up if not for uplinks fucking things over.

queen field
#

The waves are from separate sources but any command that end waves end them all

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Doesn't make sense to me tbh

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I assume there are keywords in the game to describe the source of each wave

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So the uplink (and any other "end alarm" command) should be able to stop the waves from the said source given the keywords

hexed vapor
#

There doesn't seem to be anything keeping track of which waves came from where and which waves should be allowed to be deactivated.

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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.

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...which is also why the deactivate cheese shouldn't be that crazy to fix.

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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.

queen field
#

This is weird lol

hexed vapor
#

Although actually, alarm doors do seem to track their corresponding wave.

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I have no idea why nothing else does that if it's something they can do already.

queen field
#

Do they ?

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On R6D3 you could cancel both the error & the alarm with the same command

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The surge error could be cancelled as well

hexed vapor
#

Completing the alarm doesn't shut off the error.

queen field
#

yep

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But if that was an uplink it would

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lmao

hexed vapor
#

Yeah.

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It's p scuffed.

queen field
#

I wouldn't be surprised if 10 Chambers is divided into 2 teams working on the same levels

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One that sets the alarms properly

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One that doesn't set the alarm shutoffs properly

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๐Ÿ˜ณ

obtuse surge
#

the first bulkhead key is also random between zone 162 or zone 162

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maybe contributes to the issue with overlapping ids

hexed vapor
#

I mean, that shouldn't cause a problem.

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Although if it does, then that would mean the double ID is actually a bug with their randomization somewhere.

queen field
#

Isn't that new ?

hexed vapor
#

Seems to be introduced in R7 somehow.

queen field
#

I think it appeared with the last patch ?

hexed vapor
#

Hard to say if that's the case or if it's just that it was noticed after then.

queen field
#

at least that's when i started hearing of it

hexed vapor
#

Although it's definitely not a thing in R1-R6.

queen field
#

Kinda impressive how releasing a rundown/patchnote can completely fuck up something that's completely unrelated to the bugs that have been fixed

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Would love to know if any modder can investigate this

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Just to laugh a bit

half hornet
#

Another 2 hours down the drain

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To be fair i did beat the mission... But that 2nd main complete means nothing to me

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It doesn't even give you extra boosters or anything

prisma zodiac
#

?

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i mean you gain boosters by collecting artifacts

half hornet
#

Yeah, but i do that either way

prisma zodiac
#

also extra completions are for the fun of it

half hornet
#

And there werent many extra artifacts after the fact

prisma zodiac
#

or if you speedrun (lol)

half hornet
#

Nah, i just want my apparel unlocks

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And i'll consider it done

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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

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Then i'll be left with whatever E1 will have to offer and that's it

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I don't even care for the mask - it exposes the baldness

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But that sci-fi vest and solar panel backpack are not fucking optional

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The funny part is: we cleared the overload room

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But then one guy had to go, the other guy took his opportunity as well...

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And there's no fucking way you can beat that with whatever ammo we had left

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There's like some super bullshit alarm on that overload door, correct?

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Some class V scan or someshit, with fliers?

queen field
#

class 6

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flyers only

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under fog

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but that's a false issue

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Without using disinfect pack, you can overheal yourself & throw fog repellers everywhere

prisma zodiac
#

i mean you need to prep right for it with overheal

queen field
#

That + sniper sentry + symbiosis

half hornet
#

hmmm

queen field
#

Pretty much 0 issues

prisma zodiac
#

Also wdym. C2 secondary is insanely cool and pretty damn quick to do

queen field
#

^

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  • free checkpoint
half hornet
#

Cfoam is pretty much worthless for everything past overload right?

queen field
#

you can use it to foam the ground after mother's blood door to block babies but that's it

half hornet
#

is mother's spawn random?

queen field
#

It's not the tool you wanna fill first

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wot

half hornet
#

Her position

queen field
#

it spawns behind the blood door

prisma zodiac
#

cfoam is pretty much worthless outside of easier charger scours and possibly foaming 2nd init sequence (cluster scanj

queen field
#

hmm

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no idea for this one

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i just know she appears the moment you open the door

half hornet
#

I have a sucesful complete on c2 secondary

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Pretty much exclusive because she was right outside the door

queen field
#

tf

prisma zodiac
#

?

half hornet
#

And after we realized that with our 1st wipe we just mag dumped her on 2nd

queen field
#

how can she spawn out of the blood door

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lmao

half hornet
#

She was literally just right there

prisma zodiac
#

he probably means right behind the blood door o.O?

half hornet
#

Yes, that

queen field
#

oh

half hornet
#

She was right behind it

queen field
#

then random yes

half hornet
#

Open the door and just mag dump her ass

prisma zodiac
#

i mean she gets spawned in with it

queen field
#

i had her far away once

half hornet
#

Unlucky

queen field
#

not really

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there is a door you can close behind you

prisma zodiac
#

she tuns towards you anyway if you know how

queen field
#

let her explode it then destroy her

prisma zodiac
#

ye

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also deals with most babies if you mine that

half hornet
#

God, so many suboptimal tool loadouts...

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Unless someone cheeses she shit of it by constantly changing theirs

queen field
#

There are so many resources you don't need any cheese strat at all

half hornet
#

That's not the issue

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The issue is that if you bring a tool combo for one section - you're fucked on another

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Biotracker: mandatory, for obvious reasons

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Cfoam launcher: effectively mandatory for overload unless you want to waste ammo on scout waves

queen field
#

you can bring one tool of each

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i don't see the issue

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you can run 2 sentries + foam + bio too if you want

half hornet
#

The minedeployer is wasted on 5/6 portion of main

fallow wasp
#

Alternatively you can run 3 sniper and bio

half hornet
#

But at the same time its super useful against mother

fallow wasp
#

And just get very very good at charger scout synch kills

half hornet
#

What, have 2 sniper turretrs shoot down the entire baby wave?

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I guess that could work...

queen field
#

they'll waste ammos on them but yeah

fallow wasp
#

What level we talking about for a baby wave?

queen field
#

you won't need the sentries anymore

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C2 ex

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blood door

half hornet
#

C2 optional objectives

fallow wasp
#

Ah yes

half hornet
#

I just need the Overload completion, but people seem to only do PEs these days

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Nobody does 1-2 punches on them for some reason

prisma zodiac
fallow wasp
#

Youโ€™re probably better off with PE anyhow if you ask me

half hornet
#

Melee syringes?...

prisma zodiac
fallow wasp
#

The yellow juice

half hornet
#

Yeah yeah i know.

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There wasn't one

fallow wasp
#

We need a purple lean syringe

half hornet
#

We had 1 cfoam grenade and i specifically saved that for overload

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unfortunately there's 3 scouts

prisma zodiac
bold widget
#

unrelated statement. but if i could refund the game i honestly would now

fallow wasp
#

Whyโ€™s that?

prisma zodiac
# half hornet *There wasn't one*

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)

bold widget
#

i am just done. each day i encounter new more gamebreaking bugs

prisma zodiac
#

just dont play then?

fallow wasp
#

Are you hunting for them? Iโ€™ve only seen one casually

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The objective item you canโ€™t put down

prisma zodiac
#

refunding means you get money back because of specific reasons

prisma zodiac
fallow wasp
#

I guess thereโ€™s also that bug where doors become absolutely conked out the wheezer

half hornet
queen field
#

Speaking of bugs

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i had a very strange one on D2

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The sentries wouldn't shoot at all

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lmao

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Pinged or not pinged enemies

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they literally didn't shoot

fallow wasp
#

They werenโ€™t feeling up to it

prisma zodiac
#

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

queen field
#

Very funny when you have 4 big shadows spawning with the tank ๐Ÿ˜ณ

half hornet
#

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"

bold widget
queen field
half hornet
#

He failed on oneshoting the first one and same on the 3rd one, but we did manage to survive the waves at least

queen field
#

6 scout chargers directly near spawn

#

no enemies

#

well

#

4/5 now

prisma zodiac
fallow wasp
#

C3 lets you solo them

prisma zodiac
fallow wasp
#

Ah yes

queen field
half hornet
#

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

prisma zodiac
half hornet
#

No idea, he just didn't

prisma zodiac
#

Secondary actually gives you more ressources than you need

half hornet
#

Oh wait

#

Let me clear that

fallow wasp
#

Just pay a 10 chambers dev 10k to shadow patch the scattergun into this rundown

prisma zodiac
#

the moment you are done with overload and you know how to deal with secondary -> PE

half hornet
#

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

queen field
#

what weapon ?

#

choke ?

half hornet
#

yes

queen field
#

just spam M1

#

lmao

half hornet
#

Well, can't tell the guy that anymore

#

He was one of the more experienced ones too

queen field
#

2 shots on the back if you fear 1 shot isn't enough

bold widget
#

litteraly can one shot charger scout in the front with choke mod

queen field
#

3 front iirc

half hornet
#

The other 2 lads were literally first timers of C2

bold widget
#

just spam it

half hornet
#

So that didn't help either

queen field
#

well

#

it's not one shot anymore

#

one mag for sure

half hornet
#

I'm amazed we managed to clear overload room at all...

queen field
#

Just spam M1 like a baboon

bold widget
#

yeah sorry, its what i meant

queen field
#

it'll die by itself

bold widget
#

should have specified

prisma zodiac
queen field
#

true

bold widget
half hornet
#

Remind me

prisma zodiac
#

15 meters lol

queen field
#

the falloff of choke mod is around 15m

half hornet
#

Both choker and HCP can oneshot C-scout from close range right?

bold widget
#

lol

prisma zodiac
#

if you are outside that range than youll have missed pellets anyway

half hornet
#

in the ass, of course

queen field
#

I have my own way to kill them anyway

#

aim at their ass

bold widget
prisma zodiac
#

choke has decent range. As long as you dont miss pellets it can do it from near double range

fringe surge
#

Would bringing a sniper for E1 be a bad idea?

bold widget
#

absolutly not

prisma zodiac
#

not exactly
Just gotta play around it well

bold widget
fringe surge
#

Because on the 4th code I always manage to trigger a scout somehow

prisma zodiac
#

aka dont take sniper and let your idiot high cal player empty his ammo on tanks for no reason KEKW

fringe surge
#

I can aim with it decently I think
I used it alot

fringe surge
bold widget
#

just wake pmom

prisma zodiac
bold widget
#

max cap

#

no waves

fringe surge
#

Me being swarmed:now this is some real gtfo gaming

half hornet
#

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

fringe surge
#

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

half hornet
#

I wonder if i can do C2 overload with bots only?

fringe surge
#

I've done C2 pe with bots

#

So

half hornet
#

They'll be of 4 fucking help to me against chargers, but...

fringe surge
#

Not too far fetched

half hornet
#

Hm. Might try tommorow then.

bold widget
#

after 3rd or 5th cell ?

half hornet
#

5th of course

#

3rd is out of the question

bold widget
#

can just stealth it

half hornet
#
  • Do 3/4
  • Get checkpoint
  • Clear overload room (can CP if shit goes bad)
  • Do it on 5/6
bold widget
#

kill maybe the one in A

half hornet
#

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

pulsar grotto
#

Well

half hornet
#

cofma them as well?...

bold widget
#

kill scout and pull

#

or dont kill at all

#

and just get osips

half hornet
#

Not an option

bold widget
#

why ?

half hornet
#

They'll come for your ass during Class VI fliers alarm

#

Unless you somehow do it without shooting a single bullet

bold widget
#

oh

#

youre talking about pre scan

pulsar grotto
#

Bring many mines, set at Giant height, pull room and pray?

bold widget
#

just pull

prisma zodiac
bold widget
#

pull and let sentry do scan wave

prisma zodiac
#

people honestly overrate how good mines are vs bigs quite often

bold widget
#

sentry shred everything

half hornet
#

What's the best melee weapon for bots?

bold widget
#

hammer

half hornet
#

Spear for damage, bat for stagger or hammer for both?

bold widget
#

artek are you stuck on c2 ?

#

or any other level

half hornet
#

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

bold widget
#

are you soloing or LFGing ?

half hornet
#

My spacial awareness is relatively low, so find that goddamn 2nd terminal is a literal nightmare

#

LFGing of course

#

Its a diceroll every time

bold widget
#

well if you need help can easily help you out tomorrow

prisma zodiac
#

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

half hornet
#

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

prisma zodiac
#

hm?

bold widget
pulsar grotto
#

My team did take a bit longer to master the 2nd terminal schtick

half hornet
#

One of my last groups actually almost did it

#

We even found the 2nd terminal of the 2nd uplink

prisma zodiac
#

I mean its a rough intro for double uplinks

half hornet
#

But then ammo got oof

bold widget
#

c3 do be like that

half hornet
#

And the guys ran out of time

prisma zodiac
#

i mean that zone has like 5 uses of ammo? Can always ping ariWiggly

pulsar grotto
#

I personally never ran out of ammo on C3 when it came to Overload

#

Was always HP that was never a given

half hornet
#

I cant search for resources during pressure

#

Maybe ping, but that's it

#

Someone else has to find it

#

but nobody else does

bold widget
#

offer still stands that if you need help can always hit me up

half hornet
#

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

bold widget
#

doesnt have to be tomorrow can be whenever

half hornet
#

I actually seen your random LFG messages, but they were full before i realized the opportunity

bold widget
#

yeah :cccc

#

sorry for that

half hornet
#

i need that sci-fi armor and backpack

#

Don't really care for the mask

#

the baldness

bold widget
#

looks ugly anway

half hornet
#

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?...

bold widget
#

lol i thought dauda was also white for a second

half hornet
#

Hackett didn't quite managed to pull of the look

strange junco
#

why is hackett wearing dauda fit

hard cape
#

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?

hexed elm
#

Holy fuck the end of d2 is fun

fierce laurel
#

one level left

atomic escarp
#

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

half hornet
#

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.

mortal granite
vocal geode
#

I hate how they just take any resources they want and use it however they want without you having any control over it

mortal granite
#

i kinda like that unironically

half hornet
#

There is some control to it

vocal geode
#

bruh

half hornet
#

They seem to not touch it until you leave like a 4m range around the locker

vocal geode
#

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

half hornet
#

A little bit, yeah

#

You can always sacrifice

#

just make sure you carry the smallest possible pack

#

and just leave that for them

vocal geode
#

playing with people (even if they're "bad") is way better than playing with bots

half hornet
#

found a 4 charge medi? swap it for 2 and let them spread it

vocal geode
#

because then you can at least coordinate and discuss when to use resources and such

half hornet
#

I don't know, this was honestly my most smooth C2 attempt yet

#

C2 Overload* specifically

vocal geode
#

with 3 other people it'd be smoother

half hornet
#

Its not

vocal geode
#

also biggest downside to bots is that they can't do objective stuff on their own

half hornet
#

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

prisma zodiac
#

i mean hp doesnt rly matter too much

#

i think i stay at 20% til we do overload flyer scan usually where we overheal

vocal geode
prisma zodiac
#

O.o?

vocal geode
#

o.O?

prisma zodiac
#

@half hornet c2pe will certainly be a lot smoother with actual people. Especially when you want to pull some of the rooms later on

vocal geode
#

LMAO COPE

prisma zodiac
#

c2pe = cope?
ariann13OMEGALUL

#

yeah he will cope when he plays c2pe again

vocal geode
#

b3pe broke me

#

or should I say... bope me

#

that was a very unfunny joke

hexed vapor
#

Rare D2 Tank zone seed.

mortal granite
#

what happen to it to change?

half hornet
#

The only part that bots positively suck at was cluster scans

#

They are so inefficient with them

mortal granite
#

you need to be near the scan for them to do scan

#

that's how they program to be

#

Near player

queen field
#

That occurred on R5B2 ex as well

#

Then they fixed it to make it consistent

#

And now it's back ๐Ÿ˜ณ

mortal granite
#

idk how tank room would change

#

it's not like the room is spammed with resources?

queen field
#

Not really

#

too bad they don't make this a lot more common

#

That'd give a bit more replayability

mortal granite
#

you could do it

#

but

hexed vapor
mortal granite
#

sometime, it will lead to "if this rng didn't happen, it would have been easier" situation

mortal granite
hexed vapor
#

The seed being messed up in an early zone means that it messes up everything that generates after it.

mortal granite
#

so the early room also messed up?

hexed vapor
#

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.

mortal granite
#

ok

hexed vapor
#

Which is also why terminal and generator locations are randomized.

#

Marker bug.

mortal granite
#

i know too many item spawn can also make tile change

hexed vapor
#

^ p sure this is what's happening.

mortal granite
#

ok

#

i totally didn't know that you can turn on light in b3

hexed vapor
#

Rare knowledge.

mortal granite
#

we just monkey the level until the end

prisma zodiac
#

recently someone was mad about the terminals changing making the game pure rng
โ€žBruhโ€œ

mortal granite
#

i would like rng tile change

hexed vapor
mortal granite
#

i mean, the devs can just do that to see the result

#

let see the community like it or not

half hornet
#

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.

hexed vapor
#

Tbf it's particularly noticeable on datacenter because datacenter is like 90% markers.

#

People were joking about it in UMS a while back.

queen field
#

R5B2 ex was datacenter

#

no wonder it happened

hexed vapor
#

Datacenter tiles are mostly big wireframes.

hexed vapor
#

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.

prisma zodiac
hexed vapor
#

I think because one of the dead end areas on the error path is overcrowded.

mortal granite
#

we could call extra snatcher for overload a D1 rng

half hornet
#

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.

mortal granite
half hornet
#

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

prisma zodiac
#

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

half hornet
#

Yep, that's what i want to see too

#

I'm amazed we haven't seen anything like that yet

pastel elbow
#

Is burst turret still the best turret?

queen field
#

Sniper almost always was the best

#

exception for R6

jolly perch
#

not in r1-r2

half hornet
# pastel elbow 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

half hornet
broken scarab
queen field
#

The opposite glitch happens too

#

Sentries placed, but none of them is shooting

cloud ibex
#

Summer holidays woooo hooo WoodsPraise

obtuse dove
#

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

queen field
mild violet
# broken scarab First time hearing about it, and people are still on summer holidays, so canโ€™t r...

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.

strange junco
#

doesnt synergy boost almost every aspect of the turret

half hornet
#

Well, except for angle and damage

mild violet
#

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.

kind swan
#

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)

arctic nexus
#

does bioscan speed cap?

fallow wasp
#

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

arctic nexus
#

ok we got 150% so just asking

fallow wasp
#

wonderful job

#

what level you using that on?

arctic nexus
#

e1

strange junco
#

very well

dusty burrow
#

whats behind locked door in eval?

vocal coral
#

2 rooms with lockers with nothing but glowsticks and an endless wave of only tanks

dusty burrow
#

do you use cheats to open it?

vocal coral
#

You gotta, yea

half hornet
#

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.

kind swan
#

Anti-hacker protocols activate once you open it

solemn wigeon
kind swan
frail elbow
#

Beat e1 last night

#

So much cheese holymoly

queen field
#

Even without cheese E1 is a joke

bold widget
#

yes

kind swan
#

Flying shadow charger scouts when

#

Miniture Krakens when

#

Also make use of Fat meatballs more

atomic escarp
#

would more building-sized, shadow-of-the-colossus-type bosses be a silly idea?

vocal coral
#

Why no wall of flesh

atomic escarp
#

or the italian special: spaghetti and meatballs

bold widget
#

do we know if we are getting a patch before extension or r8

queen field
#

do we know if [insert anything] = no

bold widget
#

lol

last gust
#

we don't know, but I'd be surprised if patch work isn't underway when 10cc gets back

queen field
last gust
#

I wonder how responsive 10cc are to the vet community complaining about things

queen field
#

They aren't

#

This is why there are so many complaints

last gust
#

e.g. the content void leading up to r7

queen field
#

Do you know how long it took for R6 to be released ?

last gust
#

because r7 felt like it was pushed out the door too soon

queen field
#

7 months

#

The easiest and most glitched rundown

last gust
#

lol, r7 is way more busted than r6

queen field
#

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

last gust
#

I stand by r7 being more broken than r6

queen field
#

R6C3 was undoable with a checkpoint

#

R6C2 was undoable with a checkpoint

#

The enemies could hit you through walls

last gust
#

I don't know what you mean by "undoable" here

queen field
#

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

atomic escarp
queen field
#

Nah

#

R6D1 was always optimized like shit

#

move on to the desert

#

you lose between 40 & 100 FPS

atomic escarp
#

Oh yeah that one too

queen field
#

DX was the same

atomic escarp
#

The tp areas are always laggy

queen field
#

Ofc the extended brought a new glitch

#

Where flyers dealt twice as much damage

atomic escarp
#

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

queen field
#

epic

atomic escarp
#

And they were fine before

queen field
#

I said it several times before, but i'm more excited about what new bugs the game will bring rather than the content

nocturne flax
#

Cant wait for them to somehow have inmortals health to tank

atomic escarp
#

Some bugs are funny tho ngl

queen field
#

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

last gust
#

I don't think shotgun sway bug is funny ๐Ÿ˜ญ

queen field
#

**S n i p e r M e l e e **

#

The enemies teleporting with you in E1

last gust
#

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

queen field
#

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

nocturne flax
queen field
#

that's it

last gust
#

the modders' fix isn't that good

velvet flower
#

Oh yeah, the returning bugs claiming there's no regression test in 10cc.

last gust
#

Like, it's better than nothing, sure

#

but it leads to enemies clipping through walls more, hovering over ledges, etc

queen field
#

Epic

#

So that means the devs do not know how to fix it

atomic escarp
last gust
#

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

queen field
#

But rather how to fix it without having everything to mess up badly

nocturne flax
queen field
#

Interesting how fxck is censored

nocturne flax
#

that

last gust
#

especially when there are robust industry standard ways of doing PvE netcode that they could be implementing

nocturne flax
#

and add that to the relax work culture

#

you have to wait till rundown 8n babyy

atomic escarp
nocturne flax
#

lots of words are censored

#

its discord censory filter

#

for bad words

#

that us bad people use

#

mean mothafuckas

#

mean lean machines like us

bold widget
#

real talk how much would you rate this rundown

#

i am genuenly curious

boreal tendon
#

fix sniper melee, remove E1 and it's second best

#

don't do it and it's dumpster

last gust
#

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

nocturne flax
#

its a good rundown, sadly bugs and lack of fixes are holding it back

last gust
#

like, performance has improved, so it's not fruitless

#

It's an okay rundown

velvet flower
bold widget
#

3/5 for me

#

used to be 4

last gust
bold widget
#

but seeing how bugs are still around and that more stuff got broken then fixed with the patch its just....no

last gust
#

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

nocturne flax
#

I dunno, network was good before r6, i dunno even why they touch it kekw ยฏ_(ใƒ„)_/ยฏ

#

nobody complained about networking

last gust
#

I believe they changed it to address bad stutter that their approach has, especially on higher pings

nocturne flax
#

and they went and say, "yeah lets fuck the players up a little bit"

last gust
#

the fix they pushed smoothed out movement but introduced sniper melee

nocturne flax
#

I dunno i used to connect to south american friends and still didnt have thos low fps stutters

last gust
#

not FPS stutter

nocturne flax
#

only when the host was beyond unstable i had ever actually encounter

last gust
#

enemy animation stutter

nocturne flax
#

thats what im refering to

#

they move in low fps

last gust
#

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

velvet flower
#

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.

nocturne flax
#

lemme hit gtfo with the gold source networking fix real quick

last gust
#

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"

nocturne flax
#

I mean tbf what worked for valve might not work for 10cc

last gust
#

(and the knowledge of those solutions is openly available)

nocturne flax
#

if it was as easy as that they woulda fix it by this point

last gust
#

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

nocturne flax
#

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

last gust
#

I'm not saying they should've taken an off-the-shelf library from valve

velvet flower
#

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.

mortal granite
#

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

last gust
#

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)

mortal granite
#

they have?

last gust
#

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?

velvet flower
#

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.

last gust
#

under transport layer?

velvet flower
#

To manipulate TCP/UDP packets, to be specific.

last gust
#

I don't think any of the netcode issues here stem from issues that low in the network stack

velvet flower
#

Or creating your own trasport layer protocol.

last gust
#

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

drifting wave
#

been having a blast in d1 solo

#

its really fun would recommend

half hornet
#

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.

mortal granite
#

now do it again but without checkpoint

last gust
#

whatever works I guess

#

๐Ÿค”

solemn wigeon
#

Its a very niche loadout

last gust
#

the loadout is niche, or 4 people taking the loadout at once is niche?

solemn wigeon
#

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

nocturne flax
#

that looks like a fun loadout

solemn wigeon
#

You shoot at the sacks and then obliterate the babies

last gust
#

having a counter to all the mommies in c3 seems clutch

solemn wigeon
#

Dunno how it fairs against literally anything else so it could be a miracle they finished the level

last gust
#

well on some level it's a 4-man, they could bring whatever they like

solemn wigeon
#

True

#

But precision rifle does like -100 damage if you miss the head so you are playing with fire

last gust
#

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

solemn wigeon
#

It does? Man my attention span to strikers is tiny

last gust
#

I think it does like 11 damage base?

solemn wigeon
#

I must be shooting different ones bc they never die

#

But still

last gust
#

yeah 11.4

solemn wigeon
#

PR is a good anti miniboss rifle

last gust
#

2shots strikers, 3shots shooters

solemn wigeon
#

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

last gust
#

to be clear, I do not recall encountering mothers anywhere on c3

solemn wigeon
#

Ik

#

Hel Shotty + PR looks fun for D2 however

#
  • a lot of mines
obtuse surge
#

FIX THE GAME

#

B3 overload with double spawns

kind swan
#

sounds like

#

more fun

mortal granite
#

more shooting

obtuse surge
#

they cant stealth the chargers

brazen oyster
#

Spoilers your gonna get wrecked

obtuse surge
#

so we already low on ammo

silk cliff
mortal granite
#

it somehow make it an E tier level

silk cliff
#

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)

pulsar shuttle
errant vigil
#

Sniper melee, making it so bots don't take enemy melee damage PirateSimon

hard pollen
#

Guys how do we clear the fog
in C1

last laurel
hard pollen
#

Yeha but

#

like

#

commands for it?

last laurel
#

Run commands and it will be listed with it

hard pollen
#

Let me check

#

Oh

#

I was

#

BLIND

last laurel
#

All good, it happens

hard pollen
#

thank you

mortal granite
#

D1 is last objective is kinda forgive-ful???

fringe surge
#

ye

errant vigil
#

If you fail 3 sequences Iโ€™m pretty sure a birther spawns

fringe surge
#

did not know that