Players get to play as a team of prisoners, forced to explore and extract valuable artifacts from a vast underground complex that has been overrun by terrifying creatures. GTFO is a 4 player action/horror cooperative first-person shooter for hardcore gamers looking for a real challenge. Summary: GTFO is a 4 player action/horror cooperative first-person shooter for hardcore gamers looking for a real challenge.Again I understand that R6 is easy relative to earlier rundowns, but honestly feel like it's ragged on a lot by players as like baby-mode when it's honestly harder than rundowns 1 and 2, imo. We definitely weren't as good at the game a couple of years ago which is a fair point, but we'd never see the level past the main room because of accidentally setting off a scout, or poorly stealthing and waking up a hybrid and botching an attempt to hammer it. I still remember my team being stuck on R5C1 from the difficulty spike just from doing A and B tier main objectives. I do wish 10C would finally fix all the checkpoint bugs though. I never felt like brute-forcing through a level with checkpoints because my brain would usually be fried by the time I'd wipe in an expedition. Personally I think the addition of checkpoints is nice for learning level layout and understanding what comes later. I know people can just say "but checkpoints" to invalidate the difficulty of the levels. The class T scan with the chargers is also exceptionally nasty and tests your accuracy as a team and how well you can stagger reloads, so you're not wasting ammo all shooting at the same thing. R6D4: This is a really cool level conceptually and has a brutal surge alarm in the beginning if you don't opt to take multiple c-foam launchers and coat the doors/floor. It's also on the opposite side of the map from extract. The final 15 minutes to do Extreme and find the IDs is stressful and the zone for that is a labyrinth with giants and scouts and fog. This is where when people say R6 was easy I'm like wtf really? You need to understand the level pretty well in order to outrun the fog from Overload and not be completely blind by the time the tank fight happens during one of the last code hunts. This particular level also only has 1 checkpoint, so you have to kind of plan around it (if you plan on using the checkpoint from a potential wipe). Also if you don't know how to deal with mom very well, you'll probably wipe early on, or later if you do the spook zone. This can be rough if you don't set up properly. R6D2 Extreme: I don't know if I just really sucked with my team, but we'd always be tight on resources by the time the uplink started and had to defend from chargers and fight the final tank. Not super miserable, but you need a well-coordinated 4-man imo. It pulls you out of your comfort zone and makes you competent with communication and killing tanks quickly. R6C3 PE: What is this fustercluck? This is a fun level for sure and keeps you moving quickly. Can really chip away your health if you don't place every repeller carefully and take too long on the alarms. Clearing the final zone with the scouts in infectious fog while dealing with 3 hybrids every 45 seconds is rough. R6C2 Extreme: Not the hardest level by any means but the Extreme objective is nasty if you don't have a confident sniper/scattergun dude and can manage time/ammo well. I understand they added checkpoints and resources were made more plentiful, but I still think the later levels were quite brutal. I never understood why a lot of players shrugged it off as easy. It wasn't easy, but was certainly easier compared to the likes of rundowns 4 and 5.
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