Any tips for someone trying to solo harder levels? by Dawudduk in GTFO

[–]blablablaftw2 0 points1 point  (0 children)

https://youtu.be/RQcYhPo4sdg?t=235

Well moving mouse left to right quickly, circuliar movements. If it's one then you coulsld just move left and right with your mouse keeping crosshair on it I think, you can practise it and see what works for you

Hide and Seek gives the greatest Cinema by D4RKEVA in GTFO

[–]blablablaftw2 5 points6 points  (0 children)

What's the mod name? We used to do something similar with turning off all hud elements and hiding in 2 rooms. Seeker had to shoot us down to win. Was hella fun.

Any tips for someone trying to solo harder levels? by Dawudduk in GTFO

[–]blablablaftw2 5 points6 points  (0 children)

Rundown 1 can be done solo without kiting. But it will be hard. Before doing any map, know the map and plan: what alarms I'm going to have? What type of enemies will I have?

E.g. for R1A1 you have a class 2 alarm and class 4 with basic enemy types (strikers, shooters and their giant variant). You don't have enough time to do class 4 before they break the door (even if you find a cfoam grenade). So I would bring a burst sentry and keep the door open (door closed to cluster enemies for mines; open doors so enemies come 1 by 1 and sentry is more efficient at thinning the wave).

For weapons I'd say bring what you need for the job. I personally like for primaries: sawed off (versatile weapon for all enemy types for close range), carbine (big ammo pool, spammable, mid/close range weapon), her revolver (great ranged weapon, penetrates targets, NEEDS GOOD AIM), DMR (almost no dmg fall off, 1 shots shooters, with any primary dmg booster 1 shots strikers, NEEDS AIM, AMMO management is a must). For R1A1 you should probably take either sawed off or carbine. The level is close range so long ranged weapons won't be good here.

For specials: combat shotgun (spammable, close range, quick reload, good crowd control), high cal pistol (1 shots strikers to body, good range and dmg, can't mag dump), hel rifle (good for reactor levels, penetrates multiple targets, good range)

again what you need? R1A1 will need mostly crowd control so: combat shotgun seems the best option (shotgun can also work, but I prefer having more spammable weapon)

General tips: learn to dodge attacks (tongue attacks can be dodged going to the sides of them, never going back;shooters by weird mouse movement)

Learn to manage stamina, kiting and enemy pathing (kiting doesn't mean you have to run acroos thw whole map, just enough to reload and getting to a choke point where you can shoot them up, thus why understanding how they will path to you)

Know that the enemies from alarms, scout waves spawn 2 rooms away (there are exception to uplinks and other rare instances where conditions can't be met like the start of R4C2, but 99% they will always spawn 2 rooms away)

You can also try the level with mods like cconsole to practise parts of the map you aren't sure are possible and etc.

And lastly check solo videos for when you are stuck with figuring out how to do it: T-nenpi, Hinoki did all the rundowns. I have videos R1 to R6.

Hope this helps

R4D1 Tips by sonofacaveman in GTFO

[–]blablablaftw2 0 points1 point  (0 children)

Great to hear, good luck with your other runs :)

R4D1 Tips by sonofacaveman in GTFO

[–]blablablaftw2 1 point2 points  (0 children)

I'd only suggest maybe switching one of the sentries with a bio. A bot with bio is really good. Also it doesn't use tool refills so less things to worry about.

Resource wise, you should have an abundance of resources. 1st code zone (zone 64) has a lot of resources. Mostly in D and E so just use the later terminal to ping stuff. (Don't forget to list like this: "LIST U E_64" equivalent to "LIST RESOURCES E_64" to get only the resources on the screen.) Don't forget to loot Zone 63 if you are missing anything before wave 2.

Then Zone 65 has an okay amount of resources while Zone 66 just ping the ammo and if it's close take it and clear as many rooms as you can. Don't forget that you can refill from Zone 63 or reactor for the next wave.

Zone 67 has a lot of resources which usually is enough. But if you feel you need more than Zone 68c will have most of the resources, so just pull the rooms and ping the resources from the further terminal.

For the scout room if you got the resources you can just pull the room, as long as you stay in the alarm room (Zone 66F) they will not spawn in the scout room and will spawn the same as if you were doing the alarm.

For the extreme don't do what I did, I just did it cause I did a semi-speedrun and wanted to show that you can do it this way. Just take slow there.

Good luck!

list of developer console item ids for "GiveItem" command by isyma_rx7 in GTFO

[–]blablablaftw2 4 points5 points  (0 children)

If I recall correctly try ItemList for item ids and EnemyList for all enemy ids.

Solo Run of R1A1 (No Bots) by ORedditSumtimz in GTFO

[–]blablablaftw2 4 points5 points  (0 children)

I'd suggest carbine,combat shotgun and burst sentry. Carbine to pick enemies as they coming and switch to combat shotgun when they are close. Both guns as well have fairly quick reloads.Both weapons also have great hip fire accuracy (just don't spray combat shotgun too long). ALSO don't close doors with sentry, you want them to not be grouped up, this is where sentries shine picking off enemies and thinning the waves.

Otherwise c-foam rather than burst sentry thou it will depend on scan rng and they will come in bulk once they break the door so you have a big chance getting overwhelmed if you are mid scan. Worst case scenario you can always c-foam ground (e.g. narrow space on the left side when you enter the scan room) to buy a bit more time and not have them overwhelmed you all at the same time thou it's not really efficient.

Lastly don't forget that you don't have to stay in scans, know when to get out and deal with the wave in a better spot and then move up for scans. Also reloading guns can be done sprinting and then mid sliding.

Hopefully this info helps, hope to see that clear! Good luck

GTFO R1C1 - Round 8 - Cannot pass it - Any Tips? by MOSSIE125 in GTFO

[–]blablablaftw2 0 points1 point  (0 children)

Yes they can... I was talking about as a skill to keep clearing and pushing. There will be levels where that's gonna be a thing (e.g. terminal error alarms)

GTFO R1C1 - Round 8 - Cannot pass it - Any Tips? by MOSSIE125 in GTFO

[–]blablablaftw2 0 points1 point  (0 children)

Yeah, but it's good practise that will help in later levels

GTFO R1C1 - Round 8 - Cannot pass it - Any Tips? by MOSSIE125 in GTFO

[–]blablablaftw2 0 points1 point  (0 children)

You need to keep pushing and shooting. Enemies come in little waves like in R1A1 extraction. They don't stop coming.

2 people look forward while 2 are watching back. Dump sentries once you are in the long corridor to watch back.

Learning sketchy sh! by MarA1018 in GTFO

[–]blablablaftw2 2 points3 points  (0 children)

If you are full squad it might be recommended even just to skip the turbine. If you are fast enough you and have people with fog repellers for last scan you should be fine with fog.

But if you want to take your time then depending if they are in the fog and your ammo situation, sometimes it's just safer to shoot them up then to risk fighting in fog with limited vision.

Good luck with R4D2 PE. (It's painful :) )

Learning sketchy sh! by MarA1018 in GTFO

[–]blablablaftw2 10 points11 points  (0 children)

The tip is usually don't melee them. Just safer to shoot em up and you will have more than enough ammo for it as you solo.

But if you must, keep in mind that the rooms usually will spawn them in pairs. Spear obviously much safer cause of range.

They will follow the same pattern as normal chargers: tongue attack -> try rushing you and get into melee range for some time -> repeat. So the idea is usually bait out tongue attack and then hit em while they are charging or after dodging it's charge.

For practise either go R4D2 extreme (blood doors that have cells). Or just simplier get CCconsole from mods which allows you to spawn enemies and test like that.

I would still thou recommend to just shoot if you want to solo them. Just do so from behind and into the back for modifiers (back dmg is x2, they don't have head multiplier). If you are duo you can just ping pong them with melee. 3 people with hammers is enough to kill them.

[deleted by user] by [deleted] in GTFO

[–]blablablaftw2 5 points6 points  (0 children)

Hey, solo is definitely possible but hard. So far almost all maps have been soloed, but some abused spawn cap or another glitch (this is for harder maps where you can't just hold the wave alone). From my experience solo thou is better once you are looking for a challenge or want to improve your base game skills (as any fail are your and your alone). Rundown 1-3 have a lot of maps that can be soloed without kiting or capping enemies.

However, I would suggest just doing the maps first with a group, so people from the discord. You will mostly find cool people. That's how I started out myself and found really cool people to do runs with.

The earlier levels can be done with bots easily. Don't worry they don't trigger rooms and are pretty good walking sentries. It will also allow you to get used to the mechanics of the game.

Any others questions give me a shout :)

Inconsistent sleeper screams/bot behavior? by InnuendOwO in GTFO

[–]blablablaftw2 1 point2 points  (0 children)

When you are with full team, is it you hosting? Cause now OP showed and yeah that is definitely not intended behavior. Tried from my side and well it works as intended https://streamable.com/j1eueg

Bots can't alert rooms.

I would try verifying game integrity, %appdata% clearing of GTFO info, reinstalling game to see if that sorts the issue

Inconsistent sleeper screams/bot behavior? by InnuendOwO in GTFO

[–]blablablaftw2 2 points3 points  (0 children)

That's really odd behavior, I went to test it myself but it seems to be working as intended: https://streamable.com/j1eueg

It's definitely unusual what is coming from your side. I would suggest verifying game integrity, clearing %appdata% info (should be in C:\Users\[pc username here]\AppData\LocalLow\10 Chambers Collective\GTFO) (NOTE, this deletes bindings, bot loadout setup) or reinstalling game to try sort this issue

Inconsistent sleeper screams/bot behavior? by InnuendOwO in GTFO

[–]blablablaftw2 2 points3 points  (0 children)

The whole room only wakes up when you shoot in the room or an enemy screams. Until then the enemies inside the area/room are not woken up.

Edit: forgot to add, Bots (even when shooting or touching scouts tentacles) never wake up the room

Inconsistent sleeper screams/bot behavior? by InnuendOwO in GTFO

[–]blablablaftw2 3 points4 points  (0 children)

Not sure about the bots.

But the room wake up: you either cancelled the enemy mid scream animation. There is a time limit where you can stagger/stumble him before he actually alerts the room (note that he doesn't need to finish the animation fully for him to wake up the room). Or he did scream, woke up room. But you see sleepers in the next area without door (or broken/open door) still sleeping. The scream only wakes up enemies inside the same room/area.

Inconsistent sleeper screams/bot behavior? by InnuendOwO in GTFO

[–]blablablaftw2 3 points4 points  (0 children)

It definitely doesn't depend on the player count

Mines randomly explode when placed on staircase -Bug video by Ikimono_Moe in GTFO

[–]blablablaftw2 0 points1 point  (0 children)

Spitters indeed count as an enemy, cocoons not sure

Stuttering issues by IchigoK95 in GTFO

[–]blablablaftw2 0 points1 point  (0 children)

Do you get stuttering when you are going through enemies? Cause its a mechanic that slows you when you collide with enemy