Wednesday 5 April 2023

GTFO: ALT R1C2 - Decode

It was really late after winning that last map when we decided to scout this one, and despite DL having connection issues midway we actually won first go! The objective this time is to find 10 decoders and head to the forward exit. This is what we brought:

Me: Hel Revolver/Revolver/Cfoam/Hammer
DL: DMR/Presicion Rifle/Mines/Hammer
Jim: Rifle/Machine Gun/Cfoam/Hammer
[Bot]: DMR/Hel Gun/*Sniper Sentry/Hammer

*Forgot to use - we were sleepy. :P

Chargers, the spiky black strikers, are introduced here and the only thing to remember with them is while they sleep to fully charged stealth strike them at their back - while ensuring your feet are pointing the same way their feet are pointing at. If you "angle" hit their back, but your feet aren't matching directions, you won't get the bonus damage and won't kill it in one hit.

This level is a good test of your stealth skills actually as we snuck past giants we didn't need to kill, silently bopped the regulars guys we did need to kill, and probably most importantly didn't stealth ANY scout. We were too sleepy to attempt, so we'd just clear what we can and DL would snipe them. Lock melters are also handy to get decoders in lock boxes if you don't want to wake the room. Alternatively shooting then shutting a door with minor ice and a mine helps clear "loud" rooms (like a scout in a room with sleeping giants, you need to nail that scout).

We also skipped the first class IV alarm door because we goofed and lost an ice able door (it would have been a tough hold anyway with 4+ entries), instead following the path East and going through all the 0 alarm ones we could find. There is a class IV alarm with a single door at one point, which is an easy hold against chargers if you put a mine facing the iced door and have someone to do c-foam duty.

Eventually you'll reach a crossroads type room and after opening one of the class III on the wings to load up on gear and decoders, we did the Apex class IV alarm next (but not opened the door - don't give enemies more places to spawn from) followed by the other side class III (we needed one more decoder). Icing the doorways just before DL's mines is a good idea to buy time (or you know, bring sentries instead). While the class IIIs were your usual striker / shooter combo the class IV is all chargers. Keeping in mind you can't out run them (unless you parkour) take them down as best as you can while doing circles. C-foam grenades are around to help you out (aim at the floor they will pass through, not at them directly).

Once you have 10 decoders (there are more than 10 available) head to the forward extraction zone which is a fast / no alarm team scan to GTFO. 

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