#gtfo-spoiler-chat
1 messages · Page 317 of 1
i've had babies spawn on the first failure
so I guess I should have expected that
Never had more than 1 failure in a run
so would not know
but it's a fun objective
lots of ammo in the side areas so resources isn't too much of a concern
i underestimate the terminal location
i didn't know that it even choose the last terminal on both zone
i know that too
9 terminals

question about E1's 4th code
when the immortal spawns,does he spawn waves on him
failed the third sequence, spawn extra snatcher
teammate have little to no experience against snatcher

just shoot it 
I've heard the punishments for failure are random
it is?
Seems like it with the conflicting reports. I think we failed it twice on the first code across two different runs. First one we just got some junk, but the other one we got a mother which surprised us
😘
No starbucks for you now
I don't even drink covfefe
You'll need to go to the mechanics and get some more cold air fitted
yes
just got a smooth D1 overload clear
wandering around, sometime kill snatcher
should be 15 snatcher before it turn off
sheesh

Idk. The last I cleared D1 after patch ( was awful ) but yeah that final objective area feels way more forgiving than before patch
we unironically clear the snatcher error out
we were waiting at the last area for snatcher, but none of them came
we got 3 out 4 terminal in zone 194
whats b2 secondary objective?
collect four pot noodles GLPs
thank you
slurp
no spoilers wtf
but it's spoiler chat...
Wtf? This is spoiler chat?
Snape kills Dumbledore
Ye, its spoiler chat. He wants to see spoilers
spoiler: your dad comes home with the milk but he leaves saying he finally escaped the gulag but now he need to get that dub
POV your dad comes home but you climbed to the top of the map after getting teleported to alpha one to avoid twenty chargers

@solemn wigeon
is there any upcoming extention?
Maybe.... but even if, it will take a long time Until then
didnt the update come out like a month ago?
i think this is a bug fixing rundown atm
and sync subtitles
@silver flare there are so many Bugs that has to be fixed... but i feel most of them will stay like many Bugs
pretty sure the devs are still on vacation
Why not take hammer/spear and melee them?
you can practice quite well on b1 (if you go in with bots)
Takes like 3 mins at most
id either recommend a tutorial or a simple -> smash head with full charge approach
on head?
Probably too far away, or it got mad before you hit.
weird, a full hammer charge on head should kill the scout
Not immune.
Don't go from behind unless you intend to cause feelers to extend (and you need to wait a second for this animation set).
You want the scout to walk at you.
You're aiming too close to the base of the head, and it's counting as body.
You want the top 2/3rds.
Furthermore, you flick down, which is bad.
Yes, and the equivalent from behind.
The main thing, though, is that you don't want to be hitting the base of the head.
It is, but the damage is redundant on hammer.
Only matters for bat and knife.
And if you want occi I would always sprint check them.
It's way safer.
It's redundant on spear too, but go for it.
any tips for c3 overload? how to manage the waves coming in while clearing the rooms for the terminal bit?
Learn where terminals are so that you can loot all of the ammo. Bio and mines can hold waves so that you can use every single door w/out accidentally spending a mine on only a few enemies (bio keeps track of if a proper wave spawns in).
Does anyone know why the chat is broken in-game lobby MM?
I got frame drop lag spike suddenly
to 0
Hey so on D1 we took the path with the error alarm, got to the terminal and disabled the error.
Then i typed in override security command on that terminal thinking we were done with shooting but it spawned chargers in our faces and we died.
Now i see in a video they never typed that command in and the path to Main still had its alarm removed entirely.
What is the override command on the error terminal even for?
it is for what you think it is for
I don't understand?
And is it supposed to ignore spawn rules?
the override command gets rid of the class 10 shadow, whatever vid you are watching had a bug where they get to skip the alarm
and as far as i can tell the spawns are like that
OK thanks,
While I'm at it, the security lock down doors past the zone with the error terminal, I assume they become available afterwards for resource gathering?
during the scan
I've been through it on the mommy path before, the objectives are phrased very confusingly, I don't see anyone completing this blind without heavy checkpoint use.
Mommy path was raw pain and this charger spawning on top of me thing seems kind of annoying.
for d1?
y u no first do disable class x area scan and immediately deactivate_all_alarms after? :)
<tap forehead meme>
my team first tried D1 with hardly any difficulty
theres not much to the mom portion than just stealth
we just did mom room last night
it was just, chilling and poking baby

we also accidentally kill all the snatcher that spawn, making it spawn literally 0 snatcher when we got to the last objective

In D1 when does the first checkpoint scan door open? The one In the big room with the error and class 10 alarm doors
After you do the Class X or disable the class X by doing the error path
Is there a new type of enemy? I was doing C2 with matchmaking team. And there is a chicken that gave me 100 percent infection. I never saw that before, so this could be an easter egg thing and I somehow triggered it?
chicken that gives you infection?
okay so that is a cheater/summoner
it just the devs testing stuff with enemy and leave it in the game file
It's unfortunate but you're more likely to run into hackers/modders in mm
mm is the perfect place to do so
People modding in official server but it's client sided so no one knows
I called out a guy just a few minutes ago because he was using a Gavel and he left the match 30 seconds later
lol
ping everything mod + unlimited fogs
classic GTFO streamer phrase
how
gavel is different from regular hammer how?
it's the old hammer model
pinging everything is in the game technically but the devs said that's too easy and make it so we can only ping select items
ye
slightly different stats
ping everything help you a lot
you can just ping shadow without bio
ping stuff through a deep fog that you can't see
old hammers have 4 dmg on no-charge swings instead of 3 like the current one
allowing chargeless occiput kills on strikers
so why they delete the gavel. sounds so fun
balance
nerfing etc
Gavel techincally is a cosmetic hammer
but all old hammers were stronger
ye
old was stronger except for stagger
lock breaking as well
need full charge
current one needs at least half charge to be able to break physical locks
okay I see. will recommend devs bring them back
most people want the cosmetics back.
i think the guy just want to old hammer back but didn't know the damage also increase
i doubt the stats will ever come back though
also old hammers don't just cancel when you press shove
what I mean is. you still shoved versus current ones cancelled but you didn't do the actual shove
it just pulls back now
this is one feature I like about the new hammer imo
So the current one is better. I don't have to risk waking them
QoL of the new hammer I like
It's new stagger is arguably op
I think it's pretty stupid
doesn't r6 onward hammer charge faster?
slower isn't it? or is it the same
when I used a cough mod to play some r5, I could've sworn hammer charged slower
soloing giants also seems easier in r6 onwards
it's about the same just a lot more forgiving in R6+
was also under the impression that the max damage of hammer is unchanged, but they tuned min damage down, which removed occi tap
oh, and with r5 hammer there's this weirdness where, depending on what a hammer hit glances off of, when you hold left mouse to charge anouther hit the input gets swallowed
ye
still haven't beat r5 yet. got to try beat them
old rundowns timing with consecutive hammer charges needed actual timing
versus now it's much smoother
far as I'm concerned, it just felt bad
depends. old hammer was nice if you were used to the timing and etc
also because bunny hopping existed
but wasn't an issue, because I was just kinda holding shift + w all the game and getting away with being bad at managing r5 hammer charge
and slowdown going through enemies didn't exist back then
^that too
walks through enemy and just taps his occiput

Ironically My scariest attempt was Syringing and sprint jumping through a Giant and hitting his occi
that could make this rundown so mach easier. they have to bring that feature back
this rundown is already too easy
at least it isn't R6 but eh
I honestly don't think it's meaningfully harder than r6
the only thing I miss about R6
like the easier tiers are harder I guess
scatter gun existed
but I think the C and D tiers in r7, optionals included, are about equivalent to things like r6d3pe, r6c3pe, etc
I liked r6c3pe
oh yeah I liked it. but it feels iffy to me when people say it's hard
I think the r6c3pe duo and the r7c3pe duo are about as hard as each other
though the latter is more annoying because reattempts require you to slog through the melee section
at least R7C3 has a Gimmick at the start
after grinding the c3 duo for some time, I'm really really sick of the gimmick at the start
the fun part to me is learning all the timings and how to divide up the work and manage them
there is a checkpoint before the protocol part, which would've been perfect for learning the level
but checkpoint like 2 times and the level starts to fall apart
1-room spawns, 0-room spawns, non-directed spawns...
C3's gimmick is having a cfoam launcher without having a cfoam launcher
drugs
I also really enjoyed learning the r6c3pe duo, but I didn't have to ride a checkpoint for that one
I remember joining a R6C3PE run mid-game and they were well past the 30min timer and secondary wasn't done yet
I'd kinda just prefer if they had've put the melee gimmick in a different level and let r7c3 be a heavily run-based level where you drop in and familiarize yourself with the schedule
the gimmick's not even a source of difficulty
I've solo knifed the melee section
E1 is very dissapointing, especially with how amazing the start is
Right after the class 5 it just goes downhill
it's amazing until you have to do it 20 more times
I still think its really cool, the reactor is just really boring for everybody but the poor bloke who brought bio tracker
The curse of reactors on E1s
Thats just poor level design
they should make new patterns. Im kinda bored with bio scan and uplinks already
Like if you arent the person doing the stealth it feels like a b teir
The rooms to stealth aren't even that bad
The class 5 with pablo is at least unique in how you have to approach it but I agree
7 rundowns of that
Clearly not going anywhere
last one is the only hard one imo and that's only if you don't spawn block
they are just a branch of payday2 game devs. with that low number of labor we can't expect too much. except for elden ring
That point is true in the case of bugs, but bad level design is still bad level design, and the reactor on e1 isnt that great sadly
it occurred to me recently that 10cc are owned by tencent
who also own a lot of very strong netcode pedigree
LoL, valorant, that studio that the cannon bros (i.e. makers of ggpo) started...
you'd hope that they'd try to share tech and expertise between subsidiaries
With tencent owning gtfo, you can get helgun when you pay 10 dollars. hell rifle when you register as a vip
I used to intern in tencent. it's their company culture to copy and paste
hasn't happened so far
ctrl c + ctrl v
The tencent deal was announced like 1.5 years ago
And low employee thing is a past excuse
it's vacation issue not an employee issue 
my suspicion is that 10cc are putting a lot of their current resources into a new project
(i.e. not gtfo)
which would make sense when you consider that gtfo is a not-very-popular game that has been engineered to kinda be maintainable by a skeleton crew
with low employee there is elden ring
huh
i.e. can't possibly bring in enough money to justify having 50 staff working full time on it, unless it suddenly blows up in popularity
like if Markiplier or other YouTubers start playing it again (which is highly unlikely)
I mean Mark's how I found out about the game even existing
add gambling feature into gtfo and you will see xqc's videos about gtfo
"bro like bro like yo bro like yo"
seeing Markiplier using query/list in another game because of GTFO made me laugh
there is?
I dont remember the name
But the game where you're in a submarine in a Blood ocean
Story wise a Terminal was added to read on the Lore
Iron Lung
Ye
Bad take
Its a source of gigantic (
) difficulty for newer players
Have you seen people struggle with killing bigs in c1?
okay it's a major source of difficulty for less experienced players
but at that point you're talking about two very different games, really
the one that newbies play and the one that experienced players play
and I would've thought when people asked for a more difficult rundown, they would be talking about closer to peak difficulty, things for vets to be challenged by
I don't personally gain much from watching noobs struggle in c1
combat vs awake giants would be a lot easier for new players if the giants actually show up in their real position
B2 uplink?
I don't get what they meant?
Any explaination
never seen before in my case
I mean, that'd be a pretty dramatic shift from the norm.
UPLINK_CONNECT 8.8.8.8 to start.
Terminal will prompt: use Y08 to verify.
Leave terminal you'll see the following on you HUD:
X01:able Y02:acid Z03:aged X04:airy Y05:army Z09:bend Y08:bird
Then you need to input UPLINK_VERIFY BIRD
Repeat last step several times
High difficulty can be fun, as well, even if it's not above and beyond.
I'm not sure what you mean by this
GTFO has never ever been that hard for most of its expeditions, especially anything that isn't an E-tier.
They're not gonna make a rundown that's peak difficulty all the way, and I don't even think that would be very fun.
oh, what I meant wasn't "they should make the entire rundown hard"
quite the opposite
the term "peak difficulty" might've been poorly used by me there
I meant I thought people wanted the harder tiers (D and E in particular) to be harder, at least substantially harder than r6
I mean, I think they did?
And I think D and E-tier in R7 have generally been a disappointment.
And I think D and E-tier in R7 have generally been a disappointment.
I think D-tier is harder, tbf, but not by that much.
I'm not even sure thinking about it strictly in terms of tiers is right
if I pool together the challenging stuff in r7 (b3pe, c2pe, c3pe, d2, e1, arguably d1 overload?) and compare it to a pool of the challenging stuff in r6 (c2ex, c3pe, d2ex, d3pe, d4) I feel like they're of similar difficulty
certainly they're comparable for duos
which I think is part of the problem: 3- and 4-man is kinda cheating in both rundowns
Naw, true duo was kind of cancer for the harder stuff.
It was only fun on levels that were already easy.
each to their own, I had a lot of fun duoing r6
I'm actually having a lot of fun duoing r7 too
like it's kinda gruelling at times, but I still have some game left in r7
feels like the vets 4manned r7 in a week and just... kinda disappeared?
That's basically the expected result for the rundown design.
An argument might be made that R7's maps, especially early ones feel a bit less... "repeatable" than R6 but that may be just me
I had no issue doing R6's C2 like 3-4 times
But no way I'm going to do R7's C2 more than once
P sure sniper melee is a culprit, here. I think there's a lot of people that just want to wait on a fix.
true
Not to mention, E1 isn't particularly grindable when it's a bit of a letdown and super boring.
clear expansion, hibernate, repeat is pretty common in games in general
i enjoyed r6 c2 a decent amount, i literally dont remember r7 c2 tho
I've already PE'd it 4 times
I love r7c2
OH i remember now
I'm not sure if I had less other stuff to do in R6 but I played through the R6 levels a lot more than I have with R7 so far
that ones kinda cool i guess
I know it's a divisive level though
I can only speak for myself but I dont think I'm the only one finding some R7 maps rather grueling to play
I feel like I'm replaying R7 much more than R6 tbh.
It's just part of the levels that make me rethink the whole "sectors" stuff
R6 I think I just hated the PuG experience for w/e reason.
If you can take out a sector 100% and the map feels more or less complete anyway just why add it
They could take out C2 and B3's secondary and put them together forming another map
and the two maps would feel just fine
I guess I just disagree wrt c2
its length feels pretty much fine to me
like I guess it's on the longer end
I just don't have a problem with that
Yeah it's probably just that it doesn't appeal to my tastes I guess
I like the journey, and I think they used that length well
secondary's also a chill wind-down after overload
C2 feels like a stealth skill check for normal dense rooms, scouts, and then giants
thank you
Replayability in GTFO is a bit weird.
Personally, I find that I gravitate towards expeditions that are on the harder end but don't require too much coordination.
(another thing that's great about D2)
Which I think was something I wasn't big on in R6, lots of levels that weren't that hard but if your teammates were just a little too useless it was super frustrating.
Although with a consistent duo partner, you could def replay pretty much anything.
this rundown is actually more enjoyable than r6
r6 in rng wise has almost to none
r7 replayability <<<<<<<<< R6 D3PE

d2 is pretty fun but i end up having to go for code 80% of the time
then it becomes not that fun
although the best part is extraction i guess
i much prefer rogue mom spawns than snatcher though
true i should do that more
does triggering the penalty wave by stepping out of the checkpoint room after you input the terminal command make the extraction waves bigger?
someone told me it does the other day
it's too big
the penalty just make the wave double the amount
you'll be shooting a lot
I don't think it keeps going (probably), but it will make the initial wave really huge.
I think the penalty, if it goes on too long, can also become something of a surge, although don't quote me on it since I haven't checked.
I've just noticed you can get constant enemies w/out wave spawning sounds.