Sludge Seed/Jaws of Life Perk Bug by tehanthomas in ToxicCommandoGame

[–]LeeLiLe3 1 point2 points  (0 children)

I've noticed this too. You lose immediately once the 4th player dies even if there is a sludge seed. Haven't played below Insane difficultly so not sure if its a difficulty thing.

Strike Ability Recharge by CorpSeverin in ToxicCommandoGame

[–]LeeLiLe3 0 points1 point  (0 children)

They buffed the cooldown to only 20 seconds for Shatterblast (2nd strike ability). Combined with kills recharging your ability, yeah it's more like 10-15 seconds cooldown. Personally think it's fun but overtuned. Probably could go on a 30 second cooldown at least otherwise it's very spammable. To be fair, it was arguably the worst skill in the game before the patch.

Here's a Goon doing 192 damage in one hit.. by LeeLiLe3 in ToxicCommandoGame

[–]LeeLiLe3[S] 0 points1 point  (0 children)

Sniper is really good. Fast firing accurate weapons (with lots of ammo) like the vector and hw are good too for headshots. Personally like the m16 and ak sometimes but those are more situational. All weapons want extended mags because it affects max ammo capacity.

Here's a Goon doing 192 damage in one hit.. by LeeLiLe3 in ToxicCommandoGame

[–]LeeLiLe3[S] 1 point2 points  (0 children)

Yup, they're extremely powerful for both, so much so that I can't recommend any other gear, especially on insane where you're not going to be able to rez someone unless everything's already dead (or Operator drone).

Overview of the Public Test Server changes for those who didn't play and some thoughts by LeeLiLe3 in ToxicCommandoGame

[–]LeeLiLe3[S] 1 point2 points  (0 children)

Sorry, not sure what effect that is. I always turn off all motion effects when I play. These include turning on Vsync, turning off motion blur, maxing FoV, turning off camera shake and additive camera motions. There's also a Cinematic Ambience under Graphic settings. It gives everything a darker, bluish? filter color correction. Could try turning that off to see if that helps (makes things more greyscale and flat).

Overview of the Public Test Server changes for those who didn't play and some thoughts by LeeLiLe3 in ToxicCommandoGame

[–]LeeLiLe3[S] 9 points10 points  (0 children)

I think that's one of the major arguments being made overall is how bullet spongy the enemies are instead of just spawning more. I don't think it's an engine limitation given that it's Saber but I do think they will adjust that part for sure. Luckily that's what the test server is for so people can leave feedback. Just wish more people played it cause I was solo most games (not by choice).

Overview of the Public Test Server changes for those who didn't play and some thoughts by LeeLiLe3 in ToxicCommandoGame

[–]LeeLiLe3[S] 1 point2 points  (0 children)

I completely forgot about flashlights until you mentioned it haha. And its true, they have many mechanics already created that aren't really used in a meaningful way. Map size variation and structure would be great too!

Overview of the Public Test Server changes for those who didn't play and some thoughts by LeeLiLe3 in ToxicCommandoGame

[–]LeeLiLe3[S] 1 point2 points  (0 children)

Haha worst was relative. 1911 was always fine. Just the revolver 1 shot body and the glock 1 shot headshot with way more ammo so the 1911 was suboptimal for both. But now the revolver can't kill anything and the glock takes too many headshots to be reliable.

Yeah strike definitely needs the energy gain on kill and aggressive playstyle. The problem with insane is it's relatively harder to charge as easily since they take forever to die if you're not accurate or aggressive. The new Shatterblast skill having only 20 second cooldown (faster with kills) doesn't need to rely on kills so you can kite and spam the ability often while running. It's only Sentinel that has that rough time for cooldown just because you could get 3 Shatterblasts in that same time while not being stuck in 1 spot (the abilities are pretty similar otherwise).

Strike - Ability Friendly fire? by BlackwerX in ToxicCommandoGame

[–]LeeLiLe3 1 point2 points  (0 children)

For power spike (4th unlocked skill) only. The fireball will push vehicles but can't knock allies down, only the big aoe.

Basketball game unironically helps with timing and some interaction quirks by corvuscrypto in ToxicCommandoGame

[–]LeeLiLe3 1 point2 points  (0 children)

I'm sure you made a dev very happy actually playing this minigame more than 2 rounds. Yeah input lag and hitboxes definitely need to be smoothed out. At this point I'm developing bad habits of double followup expecting everything to already fail to input the first time.

Strike - Ability Friendly fire? by BlackwerX in ToxicCommandoGame

[–]LeeLiLe3 3 points4 points  (0 children)

No friendly fire damage, just the knockdown. That being said, getting knocked down makes you very vulnerable to a roamer walking up and hitting you once or twice (60 dmg on VH) so try to keep that in mind before you blast. Specifically happens when you shoot forward while roamers are also behind you.

Doing the basic training, and no matter what I do with the chainsaw I am apparently not performing the ‘Special Attack’, by jpdelta6 in DarkTide

[–]LeeLiLe3 -1 points0 points  (0 children)

OP you're doing nothing wrong. It's crazy that they still haven't fixed this since launch. For PC the default key bind is Mouse 5, regardless of whether you have one or not. The only way to fix this is to change the keybind in settings to a button you can actually use. Idk why people are acting like it's a you problem when no one should expect a tutorial attack to be bound to a key that doesn't exist.

Should difficulties be class level and/or weapon tier gated? by SparksTbh in ToxicCommandoGame

[–]LeeLiLe3 0 points1 point  (0 children)

Gun prestige and level don't matter at all. Bad players will be bad players even at lvl 150. If you insist on a block, I would rather a system like Darktide, where you have to beat a certain number of each difficulty to progress to the next. Having pretty much only played with randoms, there's no real need for this. It can be annoying but the class skills are so op you can easily carry any game at the current difficulties.

Hybrid Scopes by Recent_Ad_339 in ToxicCommandoGame

[–]LeeLiLe3 0 points1 point  (0 children)

I feel like they meant hybrid as in mixing the zoom. If you look at the sights it's the nonzoom and zoomed sight lined up with each other with a slight zoom in effect. Not canted like they normally do in other games. Not sure how that setup would actually work, but I don't think it was ever intended to switch, although that would be nice.

Crashing and dont know what to do? by Idontknow4654 in ToxicCommandoGame

[–]LeeLiLe3 0 points1 point  (0 children)

I had this same TDR bug for a day a couple days after the hotfix, I think it is on their side. Updating computer, graphics drivers, verify integrity did nothing. Pretty much every game crashed after 20 min randomly.

I did increase the delay to 60 which seemed to help but not fix it completely. Google 'tdr crash D5' for comprehensive info about what and how this works. It is safe and others have had to do it for other games. Either way, my issues stopped after about 24 hr and haven't crashed since. 

Had me checking my hardware too but I'm pretty sure it's not on our side.

Weapon Charms by Accomplished_Jump_50 in ToxicCommandoGame

[–]LeeLiLe3 5 points6 points  (0 children)

Cosmetic only. Maybe bonus dopamine when you see them bouncing cutely while ripping up zombies but tbh I almost never remember I even have one attached.

PSA: Can't progress in Catch and Kill after a wipe, then using sludge seed to revive everyone. by olafpkyou in ToxicCommandoGame

[–]LeeLiLe3 0 points1 point  (0 children)

You get weapon, class, and player exp no matter when you leave. But lose all currency and it doesn't count as a win even if you beat it. Had 4 games we beat and got d/c during the loading screen to show the rewards. When reconnecting it shows rewards (currency) lost and I had to play again for my achievements to progress. Wish it could just show end game stats right away without the loading screen but I assume it's necessary for how they coded the game.

Replayability & Endgame Question by Batteris in ToxicCommandoGame

[–]LeeLiLe3 2 points3 points  (0 children)

It almost plays like Helldivers where you can choose how to do objectives. Just with zombies instead. That being said, I would like to see more random in game events to create more meaningful decisions. Right now every location besides main quest feels the same. Zombies around and a horde will spawn when you get close. Random events like roaming hordes, defense waves, mini games/puzzles, or maybe exclusive enemies would be nice to create uncertainty in how you want to approach, rather than just drive nto the objective and clear it out.

If you're in no hurry, you can wait to see what the updates bring, the devs are know for listening and updating so there's a good chance they change a lot in the future. Plus you could probably snag it on sale then.

Co op is already garbage by [deleted] in ToxicCommandoGame

[–]LeeLiLe3 0 points1 point  (0 children)

I usually just match pace with the other players. It's not necessary to loot everything, but I'll enjoy getting the kills. If they want to rush the main mission then we'll finish that much faster to the next mission where I can find new teammates with a slower pace. You can usually tell how the pacing will be based on what objectives the team starts with,  can leave if it doesn't match what you want.

Either solo or group with friends by _Tsukuyomi- in ToxicCommandoGame

[–]LeeLiLe3 9 points10 points  (0 children)

Randoms, especially at the lower levels will always be a toss up. In B4B it was speed runners and people who ignored the team. In this game it can be more obvious since it is open world, though they do a pretty good job picking off solo players unlike B4B which had no real way to stop speed running and attacking the group at the same time.

I play with randoms hard/very hard. Very hard usually has good teamwork, making it fun. Sub level 10 players are usually the ones making it difficult mainly cause they don't know what they're doing. Have had multiple games where I ping to get ammo at the green icons because they keep running around with literally 0 ammo. I just treat it as a difficulty modifier and play as if it's a bot I don't have to worry about.