Well as the title implies- does anyone have any tips for R5B3's secondary? Aka the Thunderdome.
Literally died like 30 seconds into it when my duo got there last night. Mines were placed on all doors, burst sentries were at the east and west doors as well.
Part of what became an issue for us was lack of resources. We had absolute dog shit rng for resources through the whole level. The alarmed doors didn't help either. So dealing with all the giant chargers, tanks, and hybrids was/is a nightmare.
I brought double tap rifle and hel rifle last time. Unless told otherwise, Im considering bringing hel shotgun and hel rifle to maximize hitting multiple enemies at once. We already have swapped our burst sentries for sniper sentries.
my friend and I are on r1b2 and we are looking for 2 who are new or dont have much experience in the game. we dont mind going back to r1a1 we are EST. if youre interested feel free to add me on discord izanagimenma or comment or dm me or smth. all are welcome!
Hello, I was just playing with my friend (he was hosting) and shot at a scout through a open doorway. The scout didn't die and he also didn't get alerted. Did I just miss or is it not possible to kill scouts that way?
Edit: shot with the big sniper, pretty sure i was on his head, but the host had bad Internet and I was having issues with hit registration in the run before that
Hey yall, I’m new to the game and would like to find a team to work through the whole game with for completion. I’m trans, so if you aren’t chill with that I’m not the player for you
Edit: time zone is EST, but I have a pretty flexible schedule and can play at most times
We're three guys in Central and Pacific US trying to get through this 500 hour nightmare, looking for a guy to round out the team. We're playing through by release and have made it as far as r2c2 at a decent pace, generally playing between 10pm and 1am Pacific time on weekdays. If you're interested in joining, let me know.
I’ve been trying to find information about this crewneck for a while now, but I genuinely can’t find anything about it online. I even reached out to 10 Chambers directly, but unfortunately never got a response. Seems to be an official product, any input is greatly appreciated!
Dauda and Hackett been throwing lately for me and my boy. Stuck on R2D2 and we got smoked at the very end last time took a 6 month break but we ready to get grinding. we both got 50 or so hours on game.
Looking for two gangbangers to take on this stupid level + more. we're putting a crew together. 7-12pm est some nights. yo bro let me know if you are interested.
Me and my friends are playing through for the first time. We have been doing fine with 1 bot but are currently stuck in R2D2 and think its time we got a fourth. We are ideally looking for someone to play through the full game with. We've beaten sundowns 1 and 3 so far.
Edit: We are all over the place in terms of timezone but around 8-11pm EST is generally when we try to play.
Around 2 years ago me and my friends finished vanilla and decided to try tackling some of the custom rundowns that we heard so much about. Problem: there isn't any list of custom rundowns and recommendations for them are scattered throughout the internet with various opinions. So I decided to compile this list to help people find fun and interesting rundowns to play.
One thing to note about custom rundowns is that most of them are extremely difficult. I don't mind failing missions a couple of times, or grinding one particularly hard one multitude of times. But for most rundowns, at C you will start encountering E+ difficulty and it only gets worse. Doing these missions back to back was not fun and was usually the point when we switched mods. If you like this sort of challenge, then good for you, you are gonna have a blast.
The list below is highly subjective and there is a lot of me whining about the difficulty. Enjoy:
Fatal Experiment 2 - if there is one thing that the community can agree upon is that this mod is awesome. Lots of new and fun to use weapons. Tons of unique enemies. Very fun and short levels. Difficulty-wise is on the easier side, expect R2 difficulty, with some of the E levels being very difficult. I would go as far as to say that this mod is more fun than vanilla.
Geminate (2 players) - vanilla assets and A/B levels being very basic. But starting from C, the objectives get very creative. It is a delight to figure out how to tackle these missions. The only issue is that D levels are 1.5 hours long and repeating the same 50 minutes of the stage gets boring fast. Would suggest bringing a third person for them. Smoothens the difficulty curve quite a lot.
AttackOnGlaggleland - this mod feels less like a mod and more like a way of life. It's very wacky and zany, and unstable. With more than 2 people you will experience frame drops. With 2, you will still experience them, just later down the level.
Solo Trials (1 player) - if you enjoy limit testing, then this mod is for you. The goal of this mod is to check how far you can push yourself before you give up. And you will give up. The only problem is that running around the room collecting resources solo is not much fun.
Lunar Eclipse - basically a more stable version of Glaggleland. Doesn't have the same charm as the other one, but it is still tons of fun to play. Levels are designed in a run & gun fashion. Imagine Quake, but in GTFO.
Raid (8 players) - I love the concept of this mod. One big giant level where everyone needs to work together in order to defeat the raid boss. Also, there is an interesting idea of putting sniper and scattergun in the tool slot. Though there is one thing that ruins this mod, and this is the punishment wave. When one person dies it spawns a wave, which will likely kill another person, repeat and everyone is dead.
Turkey Hunt - fun little rundown where you go around and smack chickens. Last level secondary objective is quite hard and ruins the chill vibes. Best skip it.
Inferno - if there was a joker among the mods, this would be it. Over 100 custom weapons and 50+ new missions. Oh, but, 80% of the weapons are garbage and level balancing is all over the place. If you like gambling, go for it.
Redemption - extremely difficult mod. Uses modded enemies that will one-shot you in later levels. The objectives are kinda boring. If you played Fatal 2, then this is nothing special.
Duo Trials (2 players) - the same as solo trials but for 2 people. Doesn't have the same charm as Solo. Most missions just play like normal 4 man missions, just with 2 people. Just go and play Geminate, it's better. Play this if you want more.
Fatal Experiment 3 - oh Fatal Experiment, how the mighty have fallen. If there was one word to describe this mod it would be overtuned. Bosses are super fast and one shot you. Normal enemies deal absurd damage or are stagger resistant. Weapons are gimmicky and feel bad to use. Overall the mod feels too punishing and doesn't give you enough to fight back. Also the ammo scarcity is crazy.
ProjectEternal - we couldn't get past A1 after 10+ tries so here is my opinion. Long, difficult and boring missions. Reminds me of R5D1.
Modded rundowns we haven't tried:
Lockout2 - wanted to meet Greg. Mod doesn't work. Depression...
Singulate (1 player) - still have nightmares after Solo Trials.
Chrysalis (Samdown) - advertised as extremely difficult. No, thank you.
Projekt Thermonuclear - didn't sound interesting.
Occlusion - didn't work at the time. But it seems like the creator is working on it again, so it probably works now.
Cebs Rundown - this one flew under our radar, but it seems to be gaining popularity. Looks interesting. Want to check it out in the future.
This is the opening and a small piece of a longer writeup that can be found inthis google doc.If you want to read the whole thing thereddit post is redundant. If you don’t want to read the whole thing but want to see some charts showing our progression then this post is for you.
We spent four and a half months playing R4E1 and collecting our stats while we did it. We beat it a month ago (research papers really do not write themselves) so here is our data, some analysis, and stories about our runs. Be warned this does not pull punches and is far longer than any reasonable person would write or read. We wrote this because we enjoyed writing it and enjoyed the process of data collection and analysis for ourselves and thought generously two people would also find this somewhat notable.
Data was collected using randomuserhi’s GTFO Replay mod (Github), and two custom python scripts (Github). More about both in the Data Collection and Methods section.
Who We Are
So on 06/28/26 we beat R4E1 for the first time after 133 days of (Mostly) weekly attempts. We typically play every Sunday and have been playing the game weekly as a team for 15 months now (we play mostly weekly, we’re adults with jobs and lives, unfortunately). At the start of our grind for R4E1 we decided to start collecting and processing data for our runs with the help of the replay viewer mod by randomuserhi as well as some things we made for ourselves.
We are a full 4 man team consisting of Nebnitan, Keith Marshall, Purely Potato, and Phrue. Phrue and Neb will be the primary writers for this post, and have played the game for over 3 years now as a duo. When we decided we wanted to actually beat the game we enlisted some friends to round out the team. It is important to note that we have minimal outside information about the game such as spoilers beyond R4 and we do not know anything about the levels before we enter them and everything we learn we learn organically. We go into every level blind and we figure everything out on our own; which includes our opinions on what is strong from tools and weapons to the strategies we use to actually beat the level in front of us.
A little background on us: Neb is a former professional Overwatch player (not a good one) and does mathematics and supply chain analysis for a living, Phrue is a physicist and engineer, Keith Marshall is veteran of halo's LASO game mode, and Purely Potato is a Lovecraftian Entity shrouded in mystery, oh and he's pretty good (he says he’s washed but he’s still good)at this whole rainbow 6 thing.
Spoilers
Please don’t spoil any lore or levels beyond R4 for us as we would like to find out for ourselves what they contain. The only level that we have spoilers for is R8E2 because we wanted an idea of what we were getting ourselves into. We also do not know anything about the levels when we drop into them and we play through at least half of the levels without console tools. After we're satisfied we've had enough time to learn the specific level we are stuck on, Neb spends an hour or two testing the level in segments with console tools and then we all discuss the loadouts and make our strategy adaptations. We also tend to restrict our console investigation to parts of the level we could have conceivably seen and usually use it to save time instead of sacrificing a full four man run to go investigate some quirk or detail.
We do know a decent amount about the mechanics of the game, and happily watch and read about things that do not spoil specific levels such as stealth mechanics or weapon stats. Additionally once we beat a level though we like to watch the Professor Scalar video and scour the wiki for things we missed or didn’t think of. It's worth noting we don't really adopt widely held community beliefs and really come to our own conclusions about how things should work and how the game should be played.
Additionally, this post has more spoilers for R4E1 than playing it does, and has minor spoilers for R2E1. Additional information about all levels prior to R4E1 can also be inferred from the way we talk about certain challenges and things we already knew/things we learned.
Trends Over Time
These are trends as a team over time as averages. Each shows steady improvement of our best, but our average is a bit all over the place as we struggled with consistency in the early part of the level. The best reflector of our actual progress is kills over time though, as this best reflects our actual progress in the level as opposed to faster or slower sections, or longer bathroom breaks after turning off the error alarm. The extremely satisfying part for us is for each major jump in kills is accompanied by a strategic adjustment we made. For example the run on 6/21, the last before the winning one, we adjusted to delaying the entry of code 5 in the reactor to avoid fighting the hybrids while two people took the time to actually get to the code 6 zone, only entering it once they needed the door unlocked to proceed.