GTFO
happyclan Jan 13, 2024 @ 3:33pm
tips for the final run to the exit?
my crew and i are doing pretty good at completing objectives. but we tend to have trouble on the final run to the exit, especially on low hp.

things we do:
1. plan a route
2. spend the consumables
3. place turrets along the escape route
4. walk the path once to get a feel for ladders and such.

anything else to do beyond that?

do you leave behind downed players?

do you stand your ground and fight?

mad dash or paced "shoot and scoot" tactics?

thanks. this is a fantastic game. we came from R6 extraction and now that feels like checkers compared to this chess game!
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Showing 1-12 of 12 comments
LynxAwakening Jan 13, 2024 @ 5:06pm 
strategic turrets along the escape route and 1 for exit defense is generally what i do (and i've only played with bots) i've left a bot behind and still completed extraction. currently working on r2c2

this game is fun but it desperately needs SOME QoL
bad_metaphor Jan 13, 2024 @ 5:59pm 
"do you stand your ground and fight?" -- If you're dealing with some version of an error alarm after completing the objective, you generally should just book it to extraction. Stay together, have the biotracker person constantly pinging moving enemies, setup sentries at extraction when you get there.

"do you leave behind downed players?" -- This can depend on whether you have a fast extraction scan. But it also depends on whether you have the "leave no one behind..." mentality. If you're by yourself at extraction with 5% ammo and are facing 25+ enemies then yeah, you probably should have revived someone.

If you find that your team has low ammo, low health by the time you start the final objective, then there's probably other problems that your team has experienced prior. For beginners, the game is unforgiving in terms of wasting ammo, shooting every room, waking every scout, bad mine placement, bad turret placement, friendly fire, etc. There's a lot of little mistakes that a team can make that - by themselves - seem harmless but cumulatively those little issues become a big problem later.
Last edited by bad_metaphor; Jan 13, 2024 @ 6:00pm
Strider Jan 13, 2024 @ 11:05pm 
Most levels that have an alarm with extraction, you're just going to get a steady stream of enemies. It's more important to keep moving, and clear the path ahead of you when necessary. Most missions aren't going to spawn enemies in such a manner that sentries along your route will do much to stem the tide. There are always exceptions, but generally you're better off using the sentries to keep pressure off your team for the final extraction scan.

Personally, I'd recommend not leaving people behind. There are going to be times when you have to, but the more people you have for the final extraction scan, the better off you'll be. Generally speaking.
Magos Flibble Jan 14, 2024 @ 3:20am 
Just run. Take too long, you'll spend resources and likely not have enough during the extraction scan.
Last edited by Magos Flibble; Jan 14, 2024 @ 3:20am
Slicer [OSL) Jan 14, 2024 @ 4:37am 
How the Title of the game says, just GTFO!
Kill while moving never stop, turrets at extract, C-Foam boy can buy some time (use on doors or even floor)
happyclan Jan 14, 2024 @ 12:08pm 
thanks guys. we ended up following your tips and beat the mission.

G
T
F
O

is the name of the game!
happyclan Jan 14, 2024 @ 2:02pm 
1 more question. on melee weapon selection, any tips?

one guy likes the knife but i tend more toward the heavy damage one. they both seem to do the same thing to a sleeper in the head so kinda wondering why bother with a heavy melee weapon.
Dj DNA Jan 14, 2024 @ 3:06pm 
Originally posted by happyclan:
1 more question. on melee weapon selection, any tips?

one guy likes the knife but i tend more toward the heavy damage one. they both seem to do the same thing to a sleeper in the head so kinda wondering why bother with a heavy melee weapon.

Hammer is one hit kill on full charge anywhere on the body, not just the head. Then bonk a scout on the head vs knife needing to be the occiput specifically.
Meta seems unchanged at 4 Hammers. case could be made for 2 Hammers/2 bats.

Edit: plus hammer has full sprinting speed just like knife.
Last edited by Dj DNA; Jan 14, 2024 @ 3:07pm
happyclan Jan 14, 2024 @ 10:54pm 
okay so we're playing 2x bots and had some trouble on the 3rd mission with the alamo at the reactor.

what turrets do you guys like? machine gun and pulse seem to eat ammo like popcorn.
DeathRow Jan 15, 2024 @ 6:10am 
Personally I like the burst turret, kinda undecided on the pulse for now
Slicer [OSL) Jan 15, 2024 @ 8:41am 
Prefer like 3 hammers and one guy with a bat since it has great utlity and oneshots locks and has great stagger.
LynxAwakening Jan 15, 2024 @ 3:04pm 
make sure to backtrack and collect extra tool packs to stock in the nearby lockers
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Date Posted: Jan 13, 2024 @ 3:33pm
Posts: 12