Typically, Saturday nights are reserved for playing Warframe as a group. This week, everyone was in agreement that we needed a break from that. So instead, we spent the night trying our hand at the first expedition, “The Dig”, in GTFO.
The first few runs did not look promising. Mistimed melee attacks alerting all the enemies in the room. Forgetting to turn off flashlights and alerting everything in the room. Moving too fast, making to much noise, opening lockers at the wrong time. You guessed it: alerting all the enemies in the room. Ammo is very scarce so the less of it that you can use between the alarm doors, which spawn hordes of enemies, the better.
But we found our groove again after three runs or so. The objective of “The Dig” is to find two cargo containers and take them back to the extraction zone. Every time we’ve played, we’ve been consistent in getting the first container and bringing it back. The second container is behind another alarm door. This one spawns fewer enemies and only has one cycle of circles to stand in to disarm instead of 3 cycles. It’s easier mechanically but we also had less ammo for our guns and our turrets going in.
After a few more runs we were able to get the second door open with ammo to spare. We grabbed the cargo and took it back. Which then triggered a scan and another horde. We were expecting this but our ammo reserves were low. We put up a good fight but with 50% of the scan completed, we were all downed.
We did complete “The Dig” around 10pm last night. About 3 hours after our first attempt. We learned a lot last night about appropriate load-outs and using our tools more effectively.
- The Bio Tracker is essential. I had been taking the mine launcher because the few times I had taken the Bio Tracker I didn’t see the use of it. It shows you how many enemies are in the room and will show you the location of moving enemy types like Scouts. But that’s not all. If you hold the left click it will scan and mark all moving targets. Helpful for tracking the movement of scouts and extremely helpful for the alarm hordes. Marking enemies puts a little red triangle on top of their heads making it much easier to hit enemies in dark rooms. Plus, you can mark enemies before they enter the room so the group knows what door their about to break down. This allows for additional set up time.
- C-Foam is not only good for reinforcing doors but if it’s shot on the ground enemies will be stuck for a substantial amount of time. Our newest strategy is to C-foam one or two doors in an alarm room and then c-foam the ground near our turrets.
- Scouts can be killed but you better do it quickly before they start their own alarm and alert everything in the room and beyond. We try to kill as many sleepers in a room with a scout before taking it out because the gunshots will wake them. Sometimes it’s better to wake up a few sleepers than have the Scout set off an alarm. A few well-timed revolver shots from a couple teammates will down it. I’m curious to see how many shots it would take with the sniper. That’s something we’ll try next time we play.
- Communication is key. GTFO will test your group’s communication skills and I’d say we’re getting better at this. We now formulate a plan for each room and the Bio Scanner makes it easier to communicate to the group where enemies are in dark rooms.
Now that “The Dig” is complete we unlocked 4 more expeditions. I’m not sure if we have to complete all of them to unlock the next tier. At least we’ll have some variety now!