#wiki-chat
1 messages · Page 2 of 1
well i dont hear any other name for em
I call em respawns
cocoons fits at least
Or eggs
and isn't stupid
wiki-chat: why are there so many aliases, no one calls them these things
wiki-chat: this is what I call this thing [5 different things, 4 of which no one uses]
Shadow giant is "shadow giant"
Shadow scout is "shadow scout"
yeah lmao
And then shadow striker outta left field with "Ghost"
Who tf calls Charger Scout "Gramps"
what
why tf
if you asked me what GTFO enemy was called gramps, I’d say Pablo
literally why cscouts
Hybrids: "Cancer"
true
Whuuut
that’s a joke name but a good one
real though
i call them spaghetti a lot tbh
Slendmod when then?
true
i dont pardon u

@sly narwhal I've edited the WeaponsInfo template to split range into falloff start and falloff end, I know that template is your baby so please feel free to have a look over if I've done it correctly
I'm not so familiar with the templates to begin with, and even less familiar with all the fancy stuff going on in that one

wiki page even says "Licker" for scout
I was looking at the wiki at the time I read those out but yes.
yea but shouldn't Licker be an alias for strikers?
Aliases are just common other names
But being it is a wiki
It can be edited often.
In which some aliases just get added even though practically no one calls them those things
Majority of the uncommon aliases are just random things people came up with. Otherwise it's a actually a common name for them
it is, idk who put it for scout too
Can we volunteer to do changes on the wiki
Some of it is a headache
And not fun to realize discrepancies mid mission
do you mean volunteer as in doing it yourself or asking for someone else to do it?
The ladder Ofc
if its the first then feel free if its the second then i guess you can bring it up but the chances of it getting changed are like 50%
What kind of discrepancies?
Like objective stack completion order, I’ve had a few missions where the wiki states to clear Overload objective before the secondary, or vice versa, or that it’ll say to put the bulkhead key for one first but that one won’t have the other bulkhead key for the other objective
what pages did you read that stuff on?
very belated 👍
(gonna take a quick look now, it's probably still intact lol)
looks alright
good shit
The wiki is completely open to volunteer contributions. You don't need permission at all, you can literally just press the edit button and start changing things!
Yippee!! The only other thing I wouldn't mind with it is putting both falloff start and end within the same like minibox (like reserve ammo and bullet cost are), but I couldn't figure out how to do that initially
done
Write a love poem about carbine :^ )?
Type about every run its been used successfully (all)
i think it got fixed cause it looks normal now

how do I go about adding pics to the wiki? I got new pics of the Burst Rifle since the wiki's pics have the old reflex sight facing the wrong way
Burst Rifle pictures are updated
Any chance someone can get better and/or more sounds on the wiki? some were clearly grabbed from recording in-game whereas others were grabbed from the files, and a lot are missing such as the scout noises, snatcher noises, hybrid noises, and the different gun noises. If someone knows how to grab them and can send them to me I can upload them.
there's a guide to datamining sounds in the datamining channel of the gtfo modding discord
Someone wanna add a blurb to the mother and tank that you can’t pen the tumors?
And big mother I guess granted I think that mother and big mother are copied from each other. Maybe those pages could be merged?
The pages on the wiki are freely editable by anyone, you don't even need an account or anything. If you see something that should be added, feel free to add it!
Ok I just didn’t wanna mess the formatting. You think it’s fine for me to try and combine the mother and big mother page? I don’t really see the reason of having 2 pages when they are literally copy pasted off each other
I wouldn't combine the pages, while the content on them at the moment may be mostly copy pasted, they are distinct enemies and there's definitely reason to keep the pages separate
Sounds like someone should go and fill the pages with what makes them different! How the strategies for dealing with them differ!
Yea, them being seperate makes it a bit more unlikely to get spoiled for pmom
they actually used to be combined but we seperated them
cleaned up the giant's page info about the knife, which had some wrong damage numbers
I disagree with a lot of the takes about knife on that page. It is not better to let the knife hit first just so they can feel useful.
If there is knife + three sledgehammers/spears:
- They can already kill by themselves, the knife isn't required, and you might as well optimize their damage by letting them hit occi
If there is knife + 2 sledgehammers/spears:
- If you're going for a stagger chain kill, then the optimal play from the knife player is to stay the hell away so they don't bait a hit while missing a stagger, and let the people with weapons that can actually stagger do the damage.
- If you're going for an instant kill, then this is the only time where letting the knife hit is barely better, as with knife occi + double back hit hammer you can kill, but if you have double spear here you can't even kill with that, so you're immediately losing your instant kill potential. However, at high level you so rarely ever go for instant kills like this. If you keep your movement to a minimum then stagger chaining has the same chance of aggroing other enemies, and if you are in a situation where you can't move at all without risk, then you're probably not even risking killing a giant in the first place.
If there is knife + 1 sledgehammer/spear:
- You are completely reliant on the sledgehammer/spear being able to keep the giant staggered. Aside from maybe getting some extra burst damage with the occi, it's still on the sledgehammer/spear to keep the giant staggered, so it is just as skill intensive as the sledgehammer/spear getting a solo kill. The skill requirement barely changes for the sledgehammer/spear, the knife isn't helping here either (and once again, it's probably a good idea for them to stay away after the first hit, so they don't bait a punch).
Looks like @sly narwhal already updated the wording, I agree with it much more now. Ideally it mentions that sometimes it's good to let the knife hit occi, but it doesn't matter a lot of the time, and may even send the wrong idea other times.
Although I don't know where the 16.5 damage to back comes from. It is 11 (5.5 * 2), the backstabber bonus is broken if that's what you're thinking of
5.5 * 2 back precision * 1.5 knife precision (charged)
You don't get precision if you're not hitting the head
Isn't head 1.5x and back 2x (meaning occiput is 3x)
Hitting back of the head is:
5.5(charged) * 1.5(precision) * 1.5(giant head) * 2(back)
With potential *2(sleeping)
But you lose both precision and the head multi if you're not hitting head
So are you saying that the back weakpoint doesn't count as a weakpoint for the precision multiplier?
correct, precicion multi is not triggered on back alone
And that applies to all weapons?
Correct
yes
I see
Precision is only for heads and tumors
Welp, time to adjust the spear calcs
Aside, do ya'll think that a Melee Strategies PAGE would be more appropriate. (Or perhaps a strategies section on the Melee page?).
The giant kill strategies don't just apply to regular giants but also to shadow giants, and parts of it apply to hybrids/big shooters/big chargers too. So moving it there and then just referencing it from giant/shadow giant etc. might be nice (at the moment, a lot of those pages reference the giant's page).
It could also have charger scout double kill, although tbh that would be fine on the charger scout page too.
Welp, calcs have been fixed
Sounds like a decent idea
(also, on a related note - might be worth merging the legacy melee weapons into a single page, seeing as they were all functionally identical)
As in, just delete the Maul, Gavel etc. pages, and put their content into the Legacy Melee page?
I'd be in favor, it'd finally free up Sledgehammer to be a redirect to the new sledgehammer
Yeah
tbf most of the content across those individual weapon pages are duplicates anyway
It'd be a little bit of work, looking into it now, weapons page and weapons infobox both have all removed weapons, but we could just have Legacy Melee linked in those I guess
(Technically they're in the 'removed weapons' navbox, not the 'weapons' navbox, but then again in a few hours they will (probably) be the only things left in the 'removed weapons' navbox)
Excellent point, we might be able to get rid of the removed weapons navbox entirely at that point
Yes
(tbf I only created it in the first place because I couldn't be arsed to make the weapons navbox have indentation(?) inside it the 'intended' way)
I mean it got a lot of use, definitely worth having for a good long time
The idea with mentioning that the knife can do damage to occi is so it doesn't require the entire team
obv 3 sledges can do it, but if a knife player is next to a giant alongside two sledge players its better to give that info
or if the team doesn't have 3 sledges
The page has been updated with info about those cases
All Weapons#Melee Weapons links now just point to Melee, since the Melee page seems like the hub for melee weapon stuff now
I'm happy to move the giant stuff there soon
would prob be a good idea, last i saw the giant page was very long and repeated stuff in the melee VS stealth killing segments
auto sentry article has been renamed, scattergun is out of the removed weapons navbox (now in the normal weapons navbox)
tools navbox has been updated
don't know any stats yet so stats of all the changed weapons will need to be updated later
Getting the stats now
new cosmetics will be put here in a sec\
HEL Revolver:
- Reload unchanged in datablocks, likely solely a change to animations, and thus a change to reload cancel (will require recording comparisons)
PDW:
- Damage: 2.31 -> 2.15
- Reload unchanged in datablocks.
HEL Gun:
- Charge up: 0.2 -> 0.3
Bullpup:
- Damage: 1.91 -> 2.1
- Reload: 2.4 -> 2.1
HEL Shotgun:
- Unchanged
Precision Rifle:
- Damage: 11.4 -> 13.0
- Clip size: 8 -> 12
Heavy SMG:
- Damage: 2.3 -> 2.45
- Clip size: 25 -> 33
Rifle:
- Falloff start: 25 -> 22
- Falloff end: 100 -> 80
- Clipsize: 16 -> 14
Pistol:
- Damage: 4.39 -> 4.64
- Falloff start: 6 -> 9
SMG:
- Damage: 1.86 -> 1.98
- Clip size: 40 -> 50
High Cal Pistol:
- Damage: 25.1 -> 30.1
- Bullet cost: 7.6 -> 9.0
Auto Sentry:
- Bullet cost: 0.6 -> 0.9
- Piercing: 0 -> 2
Spear:
- Light precision multi: 1.0 -> 1.3
- Charged precision multi: 1.3 -> 1.5
- Light environment multi: 1.0 -> 2.0
- Charged environment multi: 1.0 -> 3.0
- Run while charging but move at 0.75x speed - Normal sprint is ~71% faster than walking. Spear sprint is ~29% faster than walking.
Bat:
- Light stagger multi: 5.0 -> 4.0
- Charged stagger multi: 5.0 -> 6.0
(bonus points if you upload some images of them using the overalls colours, so they'll fit in more with the rest of the apparel images on the wiki 🙏)
what about no dirt mod should i turn it off?
no i have mods
Seeing as the wiki is somewhat legit, would need some non-'no dirt' versions for the wiki
ok ill put dirt on
ty
smh. they better be good
true
i dont wanna wait until r8 for some quality drip
not to mention r8 is the last rundown aware
Oof the hel revolver one....
Hel gun is useless now
The robot leg ones are funny
anything else needed?
so this is how the names will look with my mod
1 sec
that ok?
cause i dont think it will work
We just need to know what each one is called
ok
(the modded red text stuff won't appear on the wiki)
thanks again!
no problem
Smoke viper?
thanks for the reminder
Little disappointing that everything was a reskin, but it make sense
i agree but we did get a few good/funny ones
"legs
I do like the name "Dogjaw"
I can also confirm that scatter gun is UNCHANGED from R6
Anyone checked if Heavy SMG reload animation fixed?
Or are we still magneto?
Unless the reason the extended mag is there so it meets the hand in the animation
it's fixed, the mag was replaced
or well
i guess it doesn't look completely stupid since you don't see the bottom of the mag during the animation
It looks pretty dumb ngl. But it is what it is
Sadly I can't try anything myself until way later today
When you say "unchanged" do you mean the update didn't actually change it?
wtf happened to the heavy smg lol
the reload time is the same from datablocks. But it could be a change to reload animation/reload cancel
Reload cancel might be not as good anymore
It staggers more enemies
While being more ammo efficient
Even then
There's hardly that many areas auto sentry was used before.
Surges might still be one of the times people might use it
Isn't the only one used less the shotgun sentry
The way they nerfed sentries rn just makes people take the safe pick (burst sentry)
Or is there some use for it I don't know of
Burst is too reliable in almost every situation
Shotgun sentry is at least damages enemies. so it's debatable whether it can be usable in specific chokepoints with constant bio scans over auto sentry
Regardless. Both shotgun/Auto sentry just guzzle away your tool resources
Sniper on the other hand is hardly usable in most areas now just due to lock on speed.
(Unless you take sentry cpu speed on top of bio pings)
SPEAR BUFF?!?
you can run and charge
@sly narwhal I believe I've updated all the stats in the stagger/precision/falloff/reload pages, all the best with the rest of the weapon pages themselves
weapon pages are officially done
ur so cool
you too :)
actually real quick just realized there's something I need to do
okay for realsies the weapon stats are now correct on the wiki
Sadly its sprint is slower
i am aware
Magazine fill times during reload were nerfed (a.k.a. reload cancel was nerfed):
HEL Revolver: 0.98s -> 1.27s
PDW: 0.63s -> 0.81s
stupid question: would you mind DMing me a list of all the magazine fill times for all the weapons (or at least where exactly those stats are)? We don't currently have that documented on the wiki, so, y'know, may as well attempt to rectify that
It is documented on the Reload page
The magazine fill times depend on the intricacies of how the reload animations get queued, there might be a way to work them out based on the game files, but in practice they've always just been measured
and the issue with those measures is that (iirc) it doesnt include equip time
HEL Reload time is slightly off on that page btw
which is necessary for comparision in a reload cancel (for backswap, not if its a swap to another thing)
The full reload time is 2.9s
You can skip equip time by ADSing
you cant "skip" it
Only have to wait the base 0.2s
Equip time is basically 0.2s + weapon equip time/2, ADSing skips the weapon dependent part
I know :) see the bugs part of that same page
reload page has been updated with those reload cancel timings
Ah
datablocks still say 2.3 (and the infoboxes on the main pages are based on the datablocks)
I see
Oh, also @sly narwhal bullpup ammo reload time is 2.21s now (for the ammo fill time)
Always has been
Has high caliber been made gooder or worser from this patch
Cause +5 damage is cool but 9 ammo is less good
If you're a fan of consistent resupply amounts, it's a great change (as it now always gets 10 bullets from a resupply - assuming you don't already have more than 15 bullets in capacity)
did the high cal end up with more or less ammo than the first time it was 30dmdg?
also the wiki says it only lost 5 rounds
If you're a fan of satisfying ammo capacities, it's a horrible change (went from 6/30 (nice, divisible) to 6/25 (not divisible))
don't say that they'll take one more round
the only weapon with a satisfying divisible ammo capacity is the scattergun - and the HCP only got that satisfying ammo capacity during ALT://R5 (where the ammo cost was silently reduced from 7.7 to 7.6)
They should just add .3 to it...
.3 is all it would take right? To make it even
Or am I thinking of a diff gun
but that would ruin the satisfyingly consistent 10 bullets per resupply...
updated the high cal's wiki because now it can one hit shooters
it got buffed
just double-checked the datablocks, it has the same ammo capacity (bullet cost & magazine) and damage as it did back then (during R7) - 6 round mag, 30.1 damage, 10 bullet cost. However, it now has an extra 10 metres of range before reaching the end of falloff (was 55, now 65)
So it's the strongest it's ever been?
yes, not that the extra falloff end will really make a difference
It lets me kill scouts from outside of a room
Without alerting anyone
Cause of the doorframe muffling mechanic
HCP falloff still starts at 8m
10 extra meters means it takes longer to drop
But it drops less damage per meter
Meaning it can one shot from farther
Scout has 42 health, 3x damage on head 6x on occiput. High cal does 22 on precision, so 46 or 132 damage when in range.
I looked at the wiki and really don't want to do math, so I'll just go with this
"High cal will probably one shot a scout from no more than 30 meters of distance on occiput, and 15-20 for a head shot"
Should one shot to the head up to 30m and one shot occiput up to 53m
Did people actually reload cancel pdw?
I have never once in my life reload cancelled the pdw
Reload is so short anyways (well havent tried it since patch)
It made it have by far the fastest reload in the game
It was surreal, you basically didnt spend time in it
Yeah, it had an incredibly fast reload cancel
So when Does Heavy Sub Machine Gun get it's "extended mag" portrait?
you can see the little pixel shift where the graphic designer fucked up on the in-game picture
The magazine is actually a different color than the rest of the gun
Though I can't remember if it was always this blue
All mags in the game are blue
I got some new cosmetics during alt rundown 6 that aren't on the Wiki page yet and since they asked to post screenshots here I'll just do that:
Kovac Smoke Viper
Qantex Canvas Gilet
Salvos Underworld
Qantex Dual Sacramento
That gas mask goes hard as fuck but there isn't a palette that matches it
white gold black and red? I guess santonian vestis
aaand uploaded!
thanks for the screenshots :)
Dogjaw Mod Kit 107
Qantex Dual Jungle
HF Nematode
HF Arbustum Mark II
Spartacus MX-2
Nyxos Medlabs Oscar
Tacklebox 003 Ash
Caerulus Grind
Roughneck Robigo
Storax Aranea Mark II
these are already posted here in the channel way up by Lurker. but Wiki itself wasn't updated
I was not previously aware of this mask existing, thanks!
(and tbf these pics are more in line with the existing pics on the wiki)
wiki is now updated 🙏
very cool, ty :)
Ngl I kinda wish they made gun cosmetics. Apparel is cool but you can't actually see anything but your gloves in game.
Gun customisation would be cool...even just color pallete
too much work
Burst Cannon:
- Damage: 19.0 -> 22.0
HEL Shotgun:
- Shot delay: 0.21 -> 0.2625
Machine Pistol:
- Damage: 1.81 -> 1.9
- Damage Falloff End: 45 -> 30
- Shotdelay: 0.05 -> 0.04
HEL Autopistol:
- Damage Falloff Start: 4 -> 5
- Damage Falloff End: 45 -> 55
Sawed-Off Shotgun:
- Damage Falloff Start: 4 -> 6
- Reload Time: 1.8 -> 1.6
HEL AutoSentry:
- Bullet Cost: 0.9 -> 0.7
Hel auto sentry with 751 bullets at 100% 
If it aims at body it could finally be the buff they wanted
i need your help
i forgot how to calc sentry max ammo
pls tell
It was 800 before hel iirc.
800 smth I don't recall exact amount
?
Eva didn't use the number, Eva dropped in and read the sentry readout
THEN WHERE DID YOU GET IT
idk the number for tool, I biotracker
where did this number come from then
For sentry guns:
- starting ammo is: ~351/bulletcost
- max ammo is: ~526/bulletcost
The exact numbers are 100/0.285 and 150/0.285
I don't know how the per refill works, but it normally gives super close to 20%, so the number is probably 30/0.285
ty ty big presh huge w 🇸🇬
wait, if we take shotgun sentry for example, then the max ammo would be 526/2 which is 263, and thats definitely not right, so are there other factors?
nah it's weird, the gun shotguns don't have that extra step
Auto shotgun rip
Hold up
Burst cannon one shots strikers again?
110 damage burst on giants?
burst cannon back to S tier?
Eh I'd say it's definitely much more useable now
Idk about back to it's peak or whatever
No burst cancel is still holding it back from that
ALT R3 (had no burst cancel) was SS tier btw :>
og r4 had burst cancel but that one doesnt matter
Burst cancel is what will make me call it SS
thats on you then
the gun in ALT R3 was hilariously broken
Bots get the SS burst cancel
it and Hel gun were both a step above all other good ones then
What even are the SS and S guns
A tier list would be cool
New Back Multiplier page explaining how back damage works, feedback welcome!
https://gtfo.fandom.com/wiki/Back_Multiplier
Most enemies in GTFO will experience additional damage when targeted from behind. This extra damage is determined by the Back Multiplier.
Some enemies (generally mini-boss or boss level enemies) do not experience extra damage when targeted from behind and thus will never use the Back Multiplier. The enemies exempt include Mothers, Big Mothers, T...
Next come in depth stealth explanations
Next comes client boss tumors, but I want to test one last thing before that
huh, I did not think the hit spot was included
my guess was ray from camera to enemy position
Yeah, it's necessary to explain why you can do the funky back hit on chargers while looking up
That would've made sense too tbh
its definitely hit related, since you can hit a giants arm from no where near parallel to its center while faced the same direction and get full back damage
so mine doesnt work
cool, I didnt think we knew the exact formula either
Yeah I'm just really good at guessing formulas, pretty lucky
That is what said to my math teacher
I got an f
Tbh you can get a math degree
With guessing sorry true
pattern recognition, good guessing, and knowing how to check your answer
Explain it to me in a way that doesn't require thinking
No
draw a line from your camera to where you hit
compare it to the direction the enemy is facing
if its within a certain angle
you get more damage
scaling up as these 2 rays approach eachother
So if I hit an enemy in the back but I'm looking at it's side technically, it does not get as much of a multiplier?
This vaule comes from a vector3so height matters as well
So if I use a melee on the back of a giants head, I won't get full damage cause I have to look up at it. But if I jump and hit it while looking straight ahead I'll get full damage?
is enemy facing direction always level to the floor
so only camera position matters?
Unknown, assumably so, haven't been able to test.
They might look towards the player they're attacking but idk
Yeah the difference is so little won’t matter usually
It is a scaler vaule
I think
It is some werid rotation thing
I think we just never notice it since 82 degrees in either direction is
generally enough to encompass regular gameplay
i really wonder why they went with this system instead of just their actual model backs
it makes more sense this way
its less a back multi and more a
like
is flanking the right word?
its not right
Cause then I could shoot the back half of an arm and get back damage I guess
I think it conveys the point but its still not a great term for it
But with this I have to actually hit the back of its body head on
This is how it is
if it was like, a spine damage multi
if they did make it actual backs i'd hope they restrict it to the actual back of the torso / spinal area
This is because vertical angle matters
it is the angle that matters
Yeah
I dont know how tf we'd test where the enemy camera is
god I hate that, I liked this explanation more until this lmao
XD
It has to be from a point in the sleeper
Maybe nav mesh or something
I don’t think the head matters crab
I think we could settle on it being level to the floor
Hate to say this
for direction
The torso on this one was facing down though
https://cdn.discordapp.com/attachments/1051306850903130194/1155166788401758288/stabby.mp4
were talking about position now
It is definitely not moving it is some set plane value
Either their feet or the middle of their thing
But that isn’t what this is showing
Approx
I feel like it cant be head just from giant enemies becoming super fucked
so navmesh makes sense
and ig we just never reach the 41 degree mark when hitting occi from behind
This was to show that angles verticals one count to back damage
So now you're trying to figure out how the game determines where an enemy is facing
hm, I wonder if I can test this theory
Just get Unity explorer
player camera position is head correct? just to be sure
I think you are a tad in your chest but idk
I could be wrong
oh, yeah that would make sense from hand positions
wait
actually
if I hit something directly above me with a hit that would normally get back damage
it should do regular right?
let me see if I Can test it on a giants arm
ok it did roughly 29 damage
(full sledge hit)
thats what im looking for
(For reference, the giant arm was fully off my screen above me)
Careful, it doesn't depend directly on where the enemy's camera is
Just on which way they're facing
yeah, I was aligned with their direction
a place that would deal full damage if I was standing and aimed level with it
with back damage, does burst cannon one shot(s) giants?
Yes. Very easily.
Yes. With the recent buffs it's almost enough dmg to kill them from the front with one burst
They're left with 10 hp if one bullet hits the head it prob will kill
Nvm you'd need to have multiple hit head
All 5 hitting the head one shots from front but you can't actually land that so just hit torso and finish it with main gun
you can hit all 5 into head on client
burst cannon could always do that in one burst, at least from og r4, can't remember the numbers from og r3
it did even back then
That'd be a huge pain to do though because of recoil and how small head is on giant
It has been done before so it isn't impossible
But not effective really for the average player not being able to actually get it
eh u can always just burst cannon it and shoot it a bit with whatev primary u have
I got news from good players that as client you can kill a giant from front with bc
A burst to the front does 110
Giants have 120
Even if you land a head shot on all 5 you only do like 125
which is a worthless tech anyway
me still one-clipping hybrids with the machine pistol
Real ones can kill enemies without attacking, it's the latest tech
SO TRUE!
finally someone who gets it
pretty sure old BC does 21 per shot
20.1 was the old number.
okay ._.
R3 cannon couldn't one shot strikers to the body
it could, strikers have 20hp
oops, thought they meant alt r3
Tool pack is 105 points
Max tool points — 525
Starting tool points — 350
also your recent updates on wiki are phenomenal
stupid question: any idea what the bullet cost values for the mine deployer are? (not quite sure where to find them myself)
As far as I can tell there is no bullet cost really
It's close enough to 1.5 mines per refill that there isn't much difference
Correct me if I am wrong, but I believe it alternates : 1 tool use gives one mine, then the next gives two mines, and so on
That's correct!
@sly narwhal
Mine deployer starts with 100 "units" of tool, with a maximum capacity of 150 "units" and gets 30 "units" per refill, with a "units per mine" cost of 17.85625
So the maximum capacity is 150/17.85625 = 8.400 (rounds down to 8)
You start with 5.600 mines (rounds down to 5)
Every refill gives you 1.680 mines
So it is actually slightly better than alternating between 1 and 2 per refill
Correct, you can even get 2 mines three times in a row
Notably, the 150 max, 100 starting, 30 per refill numbers are the same for all tools, it's just that there's an extra individual 'cost' for each tool.
Mines use 17.85625, foam uses 2.5 (and thus gets perfect 60 max, 40 starting, 12 per refill) and sentries use 0.285 (and so have 526.3 max, 350.9 starting, 105.3 per refill) - but then sentries also have individual bullet costs applied.
welp, WeaponInfo, mine deployer, and c-foam launcher pages have now been updated
(and the ammo amounts on the sentry pages should now be a bit less inaccurate)
Okay so what does this mean for mine players
When am I supposed to give them tool
So what if they have 6.5 mines
okay yeah I think it is less than equal to 5
For max
oh also if they have 7 mines in reserve, at least 1 deployed undetonated mine, and have used a tool refill pack after deploying that mine, they might want to avoid collecting that mine (as it could waste a partial mine in their reserve)
It means that the choke mod shotgun is technically a burst weapon according to the internal weapon stats thingy inside GTFO itself. But functionally it's just an ordinary single-shot weapon.
a single shot burst gun (a regular gun) specifically labeled as a burst weapon
not strange at all
A little more than that
i personally dislike it cause it has 12 shots and konig has 13
and i would use both to kill giants
but konig does it from farther
honestly i dont get why ppl like it so much
the sniper?
hate it since the ammo was nerfed
miss one shot in a game and any other special is better
this is fair, the ammo is harsh
scattergun has one less bullet though
and way lower effective range
It has 1 more (14 max) and gets 4.7 vs 3.91 per refill lol
ur right im actually out of my mind
i for some reason went "there is nothing in the magazine, it has 12 bullets only"
Scatter trades range and giant killing reliability for potential small clear efficiency, boss killing and a bit more ammo
Also snatcher/bbc combat
nope
so they're just unobtainable but in game?
@sly narwhal As far as I can tell, the mine deployer really uses the 150 point cap thing, not the 8 mines cap. So being at 8 mines doesn't mean you're at 8.0 mines, you could be at 8.4 mines, and when you use one you'd go to 7.4 mines etc. You can tell that this is the case because after capping out on mines, the next refill can give you two mines (so you must be able to have at least 0.38 mines left over).
This would mean you could be at 7.3 mines and be able to pick one back up no problem. But you could also be at 7.5 mines and lose some mine when picking one up.
So I think the only thing you can really say for optimal use is, don't refill unless <=5 mines, don't pick one up unless <= 6 mines
I've hopefully clarified that on the mine's wiki page
Also, I am planning on eventually doing some substantial rewrites to the Bullet Cost page, and since I now know how tools actually work I'll add all that in too
Sometime(TM)
👍
yeah I will admit that my original bullet cost explanation definitely isn't as clear as it probably needs to be 😅
But I really do like your recent work on the various mechanics pages on the wiki
I was more thinking of the table that has the refills from empty, which imo isn't really that useful, better to have something with like refill % or max/min refill %
Understandable tbh
Since I don't imagine anyone is counting how many refills they've had, they just care "If I'm at 65% Revolver, will my refill cap me out or not"
ye
I suppose that primaries are probably easier to summarize (can be boiled down to 'do not resupply if >82%')
But secondaries are where things get Complicated™️
anyone got any thoughts on the minor buffs to the SMGs?
the smol bullet damage buff
I like smgs except I don't actually because they are worse carbines
Carbine needs a need for me to use similar gun types
But otherwise I'm appreciative of the minor buff cause I don't often see smgs
here's a copy/pasteable pastebin of the numbers for that, to save you time (if you haven't already calculated them)
https://pastebin.com/Myp4P5FQ
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
the numbers/percentages are rounded conservatively, so if you use an ammopack at the "Use At" percent, you should never overcap
Well, the increased magazines are more valuable.
but more damage is more damage.
25% more ammo in the magazine is delicious
might give the heavy SMG a whirl
heavy smg has gotten noticeably better
yeah, slight damage increase plus big mag increase seems rad
would be a good back-up for the hel-rifle
Is there an overview of all logs (Alt R1-R7) with positions somewhere?
Only on a expedition basis, no Zones/Area list yet
Does r4d2 have a disinfect station anywhere? What is the terminal command for the disinfect station?
think it doesnt, u can search if there is one by usin the terminal, LIST DISINFECT or DISINFECTION
that way u check if theres disinfection packs, or a station, but for that level i dont think theres neither tho i could b wrong
i know there disinfect packs and the terminal only showed disinfect packs so i guess not
no
it has a turbine
but the secondary is supost to be a race agaisnt the clock to get the turbine
i hate races to get the turbine
just let me use the mf fog clearer why do i get it only after hitting 85% infection due to 4 door scans in 30 ft deep fog
we worked towards 102 to clear without cargo and then planned on retrieving cargo after we clear didn't play out with 95% infected at VII Security Door 99-101 somewhere
@sly narwhal I added stamina costs to the melee weapon template and it looks good but I'm still terrified of the templates so I didn't poke the debug stuff
You have to be very fast and very conservative with what repellers you do get to skip turbine.
tbf the 'debug' stuff is just a table stating what all of the arguments that have been passed to the template were/calculated variables from the Maths™️ at the top of the template.
The main reason it exists in the first place was to facilitate the creation of the Maths™️ of the templates, by spitting out the intermediate values calculated en-route so I could verify that the maths were correct, without those intermediate values being spat out anywhere important in the meantime)
also I've just created [[Template:Nav Mechanics]], to allow for easier navigation between game mechanic pages @indigo quiver
(feel free to tweak it a bit to make it more presentable, currently just adding it to all the mechanics pages)
:o BIG
only slight problem is that, like every other navbox, it's unusable on mobile - because Fandom, for some utterly stupid reason, decided that they would prevent navboxes from loading on mobile devices (on any wiki) and not allow that behaviour to be overridden on their mediawiki instance
also [[Sledgehammer]] now redirects to the real sledgehammer
Massive changes
Whoever updated the "schaeffer" article on the wiki, it is fantastic. If only other older entries like destination and such could get such quality updates.
yeah
Tyvm ^^ I was kinda hoping we will get a more "official name" for Destination before making a proper page but we'll see what R8 brings
I just call it Alpha
The "Giant" renaming was the result of a community poll to determine the most used names for enemies. #community-news message
(Since I don't know who reversed it to Big Striker I thought I'd try to put it here. Guess I could have written that in the talk section of the actual page but w/e ^^)
Big striker is a troglodyte name
Changed the descriptions back but i don't know how to change the pages title
Whoever changed it broke the link to the video at the bottom which I fixed, but the first picture is also messed up
shadow giants are also now 'big shadows'
pleagus
looks like that article has always been called "Big Shadow"
you do that by moving the page
https://www.mediawiki.org/wiki/Help:Moving_a_page
https://community.fandom.com/wiki/Help:Moving_pages
XD
Anywho, RefFoxtrot (no idea who you are, but I know you probably can read this) - good work on archiving the stuff from the Santonian Industries website.
Ah wasnt sure if it was originally shadow giant or not
It is objectively same with big flyer
I totally missed that this channel existed...
And yeah, found a way to semi-automate it. So can keep an eye if anything new is added.
Probably doesn't matter much but. Lugubrious color palette Notes for obtaining it are wrong. at least for after Ext. after ext. the obj for lugubrious turned into 10 main clears
you didn't need to complete A-D and Ext to unlock it
R3B1
sleeping
R3B2, good sir
uhhhh so which one exactly
well just to be safe ima just assume its both
tysm for the info
It's b2
my b, its been a while
Added icons against each apparel palette on the wiki... took 2 nights to devise a process to get correct color data but it's done!
If anyone out there is searching and wants the data, do shout.
hey I don't the wiki mention that the Auto sentry doesn't actually pen, shouldn't that be in there?
It's fixed for the next release 
YAY ty!
@hollow ingot all(most relevant) character voice lines going to be implemented and working correctly??? 🤨🤨
only daudas are bugged
the rest being toned down was a deliberate option
also this is wiki chat
Bishops voice lines for entering a big room have not been added at all since they’ve fully released the game. There’s also voice line relating too certain actions performed by the character. Deploying a sentry gun, killing sleeper during combat and a stealth state, etc. they had them active during pre alpha and early gameplay demos, why not for the full release
They’ve added the voice lines when a horde spawns with R7 and newer lines for ping items but that’s about it
this is unsourced but think the origin from the lines not being on the full release was the devs sayin they didnt added to the inmersion, so they pulled them out
theres some mods that add em all back
if ur interested on those
I’ve tried the mods their fun. There’s one video that has bishop saying his respect line for entering a big room “plenty of scav in this gaf” something like that but sadly I can’t find it and that video also shows the mapper tool in action. Where they say it “won’t add to the immersion” I see laziness. Imo It would totally add to the immersion with the characters saying there respected lines during the situation I.e calling out when they kill a sleeper during stealth or boasting about the sleeper they killed during combat. Etc
not really lazy cause, they were already there it was a choice
also the mapper its a tool that was never added cause at the end it wouldve been useless unless given another function also that trailer is like from
6 years
also this is still wiki chat
Ehh, there’s nothing more to talk about
Bishops are as well
He just yells a lot which it some short fun
Bishop says the opposite during alert phase for yes/no
The alert versions/calm versions of voicelines is just funky for base game in general
very calm during a horde stressed out about one sleeper waking up
Hopefully something fixed for next release
R8 Patch Notes
Sledgehammer
- Light stagger multi: 3 -> 1
- Charged stagger multi: 5 -> 1.3
Knife
- Charged backstab multi: 1 -> 1.7
- Charged sleeper multi: 2 -> 1.5
- Max damage charge time: 0.5 -> 0.6
- Auto attack time: 7 -> 15
Spear
- Light stagger multi: 2 -> 1
- Max damage charge time: 1.7 -> 1.8
Bat
- Light stagger multi: 4 -> 5
- Charged stagger multi: 6 -> 7
Burst Rifle
- Bullet cost: 1.75 -> 1.65
HEL Gun
- Charge time: 0.3 -> 0.2
Burst Cannon
- Bullet cost: 5.1 -> 5.0
- Burst shot count: 5 -> 3
- Recoil min: 0.6 -> 0.4 (ALT://R3 was 0.2)
- Recoil max: 1.2 -> 0.9 (ALT://R3 was 0.4)
Sniper
- Clip size: 3 -> 2
- Bullet cost: 23.0 -> 17.5
- Shot delay: 0.5 -> 1.3
- Hip Fire Spread: 3 -> 13
- Numerous recoil changes
Scattergun
- Damage: 4.01 -> 4.8 (128.32 -> 153.6)
- Bullet cost: 19.15 -> 16.3
Precision Rifle
- Clip size: 12 -> 10
Machine Pistol
- Damage falloff start: 4 -> 5
- Damage falloff end: 30 -> 35
HEL Autopistol
- Damage: 1.01 -> 1.5
- Bullet cost: 0.8 -> 1.0
Sawed-off Shotgun
- Clip size: 3 -> 4
Bullpup
- Damage falloff start: 15 -> 10
- Damage falloff end: 70 -> 65
- Reload time: 2.1 -> 2.3
Sniper Sentry
- Damage falloff start: 20 -> 30
- Shot delay: 3.0 -> 2.6
- Start fire delay: 3.0 -> 2.8
Burst Sentry
- Damage falloff start: 15 -> 10
- Damage falloff end: 80 -> 40
- Bullet cost: 1.95 -> 2.05
HEL Auto Sentry
- Damage: 0.71 -> 0.8
Shotgun Sentry
- Bullet cost: 1.8 -> 1.58
No AR buff
theve gutted the giant killers
literally you dont need another gun
am i blind or no stats on new weapons yet?
scroll up
OH
new wepons
yeah idk
🙏
@sly narwhal If you're happy to add the backstab multi to the MeleeInfo template I'd muchly appreciate it. If not I'm more than happy to figure it out!
I've added the backstab bulti to the knife page itself, but obviously it doesn't show yet
it speeds them up
any idea on what the new cosmetics are?
new bat skin new spear skin 4 returning hammer skins a knife skin
i meant for the player model not the melees
can confirm u can still 1 shot giants in the back
i just tested it
what bout the front
yep
is it me or are the slug shotgun and the short rifle not where you might expect them to be, regarding weapon slots
i thought the slugger was going to be special and the short to be main
short rifle is basically a souped up Rifle (from my limited experience) so special makes sense
oh i'm sure they are balanced for their respective slots
its just based on the weapon descriptions
BACK TO 5 ROUNDS REFILL ON THE SNIPER

is the backstab multiplier a separate thing to the precision multiplier?
Yup!
and is backstab damage mulplicative with precision
I believe so
is it
- A: Stab anywhere in back = base * precision * backstab
or - B: Stab non-head back = base * backstab; Stab occiput = base * precision * backstab
stab back of head -> back multi * backstab multi * precision multi ( * sleeper multi)
stab back non-head -> back multi * backstab multi ( * sleeper multi)
welp, it's implemented.
it shows backstab multipliers (if either are defined as not 1), and the appropriate base/charge*backstab damage.
added a link to that potential page to MeleeInfo
Ended up making the page tonight, just made it a redirect to Melee#Mechanics since there's a paragraph explaining it there and there's not really too much more to go into beyond that.
Did the same for Sleeping Multiplier
In yo mind, gonna have to update the model of sawn-off shotgun if that was the case
would probably look like m202 FLASH barrel
probably same lore explanation as hel revo chambers 7 and 8
true
Anywho, seeing as there are now reskins of melee weapons - I'm thinking of swapping the existing melee pages (Santonian HDH, Mastaba Fixed Blade, MACO Drillhead, Kovac Peacekeeper) with their generic currently-redirect pages (Sledgehammer, Knife, Spear, Bat), making the newly reintroduced old melees redirect to Sledgehammer (as they're now reskins of it), and set up some redirects for the other melee reskins
So just all skins redirect to the main thing
And IDK include an image of the skin on the page
already did that 😅
don't have any images of the knife/bat/spear reskins though
One sec, gonna upload them
Am I wrong or does knife now kill scouts to the front of the head too?
And do like 60? Damage on giant occiput
5.5×1.7×1.5 is 14.025
3x on scout head is 42
IDK where I got 60 from
5.5 * 1.5 * 1.7 * 3 = 42.075 (awake)
5.5 * 1.5 * 1.7 * 1.5 * 3 = 63.1125 (asleep)
Right
Forgot about scouts not being asleep
And sleeping calc in general
Also precision
Or did I?
5.5 * 1.5 * 3 = 24.75 to head in front
that's the 1.5
Can you give me a breakdown on multipliers? I just woke up and I'm too unawake to do math
5.5 (base charge) * 1.5 (charge precision) * 1.7 (charge backstab) * 1.5 (charge asleep) * 3 (giant occiput) = 63.1125 (charged knife on sleeping giant occiput)
I realize now I was adding backstab bonus for scout front of head
So knife still needs scout occi
But thanks
Knife does quite a lot on giants now
actually I realized I looked at the wrong row earlier on (misread asleep multiplier)
So it does less?
63.1125
How much does spear do
Also doesn't it break limbs when hitting the back in one charged attack now
17.5 * 1.5 * 3 = 78.75
(charged) * (charged precision) * (giant occiput)
Real
and it works regardless of whether or not the giant is asleep
Knife is very fast so I think it's a viable alternative
It's gonna be a bit hard to get spear occu alone while it's awake
And if it breaks limbs consistently then it's good for stunning
Sledgehammer still deals 60 damage to giant occiput
Bat still deals 36 damage to giant occiput
I'm just glad knife can function when the enemy is awake better cause of the backstab multi
Did someone just copy/paste pistol dmg onto the double tap pistol?
I hope so. If it legit has as much damage as shelling its NUTSO. Ima test it on the bots rq.
Yeah tested on bots just now. It's doing ~6.125 FF damage per bullet. So around 3.06 per bullet based on shooting a bot.
i wonder what the damage dropoff lookin like
prob p ass
my guess at least
welp, I've updated the page to say 3.0625 damage per shot for the time being, I guess it'll be double-checked once someone with the updated weapon stats logs in.
However, looking at the raw stats as of ALT://R6 - it appears that the burst pistol (which was in the stats back then) was supposed to be 3*4.64 - so, y'know, chances are it might actually be 2*4.64 as of R8
I wouldn't be surprised if those stats were a placeholder from using normal pistol as a base
Burst Pistol: 0.867 sec
Slug Shotgun: 1.117 sec
Bullpup: 2.433 sec (was 2.217s)
Arbalist MG: 2.383 sec (was 1.867s)
Revolver: 0.75 sec (was 0.767s)
Thanks! Dang that slug shotgun reload cancel is nuts
All we need now is the short rifle 🙏
oops, shortbarrel is 1.167 sec
edit: also Rifle (main weapon) was quietly nerfed, reload cancel is 1.467 sec (was 0.817s)
let's gooo indirect revolver buff
the real revolver buff is snapping your wrists 4 times when reloading it
I love wrist pain
wrists are overrated
you guys getting the logs i'm posting in #gtfo-lore ?
update: okay, burst pistol is 3.05 damage per shot
yo i was close with the teamkilling bots
Commendable effort
did u get those numbers urself? If not where from? also i think this should be updated at some point with the newer numbers. it's the only place i know of where those are listed https://gtfo.fandom.com/wiki/Reload
Guns can reload anytime they are not fully loaded, either by pressing R (default key) or by dry-firing a weapon with an empty magazine. However, reloading cannot interrupt burst shots mid-burst, but will buffer and begin reloading the instant the burst is finished.
Fully-automatic guns can instantly resume firing while holding the fire key throu...
It's on the to-do list.
i can do it but idk where you guys are getting the numbers from
the weaponinfo stats are all up-to-date (via datamined stuff)
where are the reload cancel numbers
I think they're calculated manually
petition to call new enemy squigglies?
yes yes yes
Yup, I record 60fps with an input overlay, measure the number of frames from the first frame where I press my reload key to the first frame where the reload counter changes, divide by 60 for the reload cancel time in seconds. i usually post them here https://www.reddit.com/r/GTFO/comments/1350qkc/resource_weapon_data_reloadcancel_times_time_to/ (edit: its updated now)
sick
are the new melees just reskins or do they have stat differences?
with all of the old sledges back, i'm assuming just reskins
reskins :]
Yep just reskins, I like the spear one
You telling me the Machine gun I love. Basically got nerfed
i too, love the spear reskin
wish it was a real stinger
the image in the loadout tab makes it look like it has a needle
the blade is cool too but a needle would be sick
@dusty topaz If you're available to, could you also retime the sniper reload. It's definitely worse
sure, i measured sniper's reload cancel as 2.9 seconds (was 2.45s)
None of the new enemies inside the wiki yet?
correct.
honestly I know even less about it than you lol
😭
in the meantime, your best bet is probably asking in #gtfo-spoiler-chat I guess
The nightmare shooter is technically
question
did the bullpup reload get slower or faster
or is that patchnote just worded incorrectly
slower
so patch notes are just worded incorrectly
I think slower because this is up to date
arbalist reload got nuked
I keep getting people telling me the reload is faster because of how it's worded
it's still faster than it was pre-buff :^)
It’s slower now. They removed the buff and we don’t know why
I know. ' ^ ' (just a side note. I do run a mod allowing me to see weapon stats and etc. but I more wanted confirmation here)
just let's me know patch notes can't be trusted to be accurate/not mention shadow nerfs
If you use the Archive mod, the weapon stats update automatically
😔
yeah I thought they buffed it too
apparently whoever wrote the patch notes doesn't know what speed is
turns out I read it wrong the time and read it as Reload time
instead of reload speed and turned out to be right anyhow
but yeah :/
Short rifle wiki page should mention it's absurdly low delay between shots
Since it mentions it on the choke shotgun
The wiki is open to contributions from anyone, you don't even need an account, feel free to add something on it!
Oh never knew that, thanks
@indigo quiver what am I doing wrong here
NVM
I think I fixed it
Can anyone put images of the new cosmetics?
The wiki is open to contributions from anyone, you don't even need an account, feel free to add any that you've gotten!
New Masks (names in same order as pictures)
SNAPJAW RX-A1 HERUS, STORAX ROCKER N, STORAX TEGU LEGACY, QUANTEX FORGE RED, GUNNAR DUAL VISION ROGUE, GUNNAR TWIN SCEPTER II, ARGON FENRIR LG, GARUGA ALLOY T17
New Torso
QANTEX WINDBEATER (displayed using both overall pallete and blush safeguard pallete)
New Backpack
KITHAULER GALAXY
New Palettes
POISON LIVIDUS, LAST LAZARUS, DECEM, AZUL TINTO
there are no new leg cosmetics
Choke shotgun's delay (or lack thereof) is absurdly lower tbh
.095 seconds is p low
its a fire rate of 25
thats literally the highest firerate tied with machine pistol
but its a semi auto
this is only 20 cause thats as high as my macro goes
im so curious why they made a gun that seems designed around a macro
i mean its not like its good with one
:P
real.
Yes it is
so is a single scatter bullet
and it doesnt cost 15%
wiat sorry
nvmd i cant math rn
I'm confused. A shot delay of 0.095 should be a bit over 10 shots per second
25 shots should be more like a delay of 0.04
I'll grant that the video footage looks like 20 per second though
idk
the fire rate is DEFINITELY 25
(source is game code detecting mod that shows stats for guns)
so idk what the .095 delay is from or if its accurate
fair
they skiped leg day
Here's one with 25 (clicking every millisecond) #gtfo-media message
So real
I always liked the 8 rounds in 6 chambers on hel revo, gave the gun character
just double-checked the raw stats, looks like that is correct.
page has been updated.
Me trying modded rundowns that nerf it to 6 rounds throws me off so hard. But when I use normal revo I'm used to 6 rounds
Have you tried infinite?
Or both y’all can’t do infinite and are capped at a certain number
When Voxy and I tested this we ran infinite and then had to do workarounds with burst firing
Not that it makes much a difference I think, but curious
I should note that short rifle macros benefit most with a 2 round burst
4 to kill sleeper w/ head
So 2 bursts
infinite? what do you mean?
You said you set your macro to 25
I just have my macro set to right click on a consistent sub milisecond repeat
ohh, i had a autoclicker set to left click every 1ms
The wiki is saying that the burst cannon and the double tap rifle has the same flashlight (medium range flashlight #1) , yet they are very different, burst cannon has a lot more range
Burst cannon flashlight looks like the wide range flashlight like the machine guns have
if its inaccurate, then you can change it. the wiki is open to contributions from anyone
burst cannon its the machinegun one, burst rifle i think its the sniper one
u can go ingame with both guns to check
Extended
Machine guns use Wide iirc
:P
hey
uh
the new enemies arent spoilered or hidden in the small enemies link box thingy at the bottom of enemies pages
Should they be?
Fair point...
I guess its a tricky thing beacuse, for new players, the bosses are also somewhat a spoiler...
Maybe we just need spoiler warnings on all enemy pages
wait also you done ||a2 sec|| yet/
Only just started playing 8.0...
Eh. I find the environments far more engaging then the enemy types.
the page on one of the new enemies is just fkn missing data
But yeah -- that's a good point. We list all the epxeditions on 8.0 on the wiki but they're not available from the start...
Hmm
m
I wonder if we can do hidden spoiler text in the nav...


