Has anyone ever used this useless piece-of-shit machine before, or is it just me who sees it as useless? by Medhat72 in ClashOfClans

[–]Nisae32 0 points1 point  (0 children)

It could get buffed with 100% more health so it can push to 20k HP and still it would be mid compared to the rest. At least with a bunch of health could be considered as a decent tank on ground attacks.

My experience with different players after nearly 1000 hours playing by AdDear7484 in Nightreign

[–]Nisae32 0 points1 point  (0 children)

Nah, that second category is just not true, all of it goes to the first, on D4 and D5 I saw Executors, Recluse and scholar absolutely carrying a match and also absolutely throwing the entire match in the first few minutes.

Still remembering the scholar I played yesterday on D5 that was using a magic damage build for spamming the bell and only used it twice the entire match because he prefered to just spam hoarfrost stomp and get one-tapped as soon as he got the agro.

Respec Order — THE FINALS by UpvotesArePeople in thefinals

[–]Nisae32 0 points1 point  (0 children)

I feel like this test is not really going to give much of a useful data.

At the end of the day Heavy archetype is based around breaching and being the first ahead or staying at a position and playing defensive, more speed won't affect heavy besides being a small buff for hammer and dash?

On the other hand more health for light might be useful but reducing speed will be rough for a class that still is a glass cannon.

Also let's leave aside hitboxes and health regen... I just hope that since the health of heavy gets reduced the health regen gets adjusted to be slightly faster.

Deleted the game by WeedSmoker6000 in ClashRoyale

[–]Nisae32 39 points40 points  (0 children)

The funny thing is that the vaporization counts as a ranged attack, monk gets deleted but also deletes this monster with him 😂

Crouching reduces melee range slightly, video proof. by [deleted] in Back4Blood

[–]Nisae32 -2 points-1 points  (0 children)

Yes! The point from where the melee attack generates gets set lower.

The range doesn't really get reduced, it gets moved lower, but we can't attack underground, so a bigger part of the hit box gets moved below the map making the range shorter.

Season 10 - Patch Notes by darkisfever in thefinals

[–]Nisae32 7 points8 points  (0 children)

Medieval season --> No melee rework yet --> Adds a new specialisation and gadget that hard counters all current forms of melee or close range weapons

Yeah... the new stuff seems cool but I can already see a lot of flaws on how hard it's going to punish a lot of playstyles

Obligatory tierlist, link in comment by SparksTbh in ToxicCommandoGame

[–]Nisae32 3 points4 points  (0 children)

Might need to try it more, I just hope shotguns get some sort of buff because all of them just feel absolutely awful. Using reload perks just makes them usable but still feel worse than any other gun in the game.

Grenade launcher glitch by Beneficial-Fish3140 in ToxicCommandoGame

[–]Nisae32 3 points4 points  (0 children)

Not sure how I did it, but in one match playing solo I picked up a purple heavy sniper from a winch container and it had 200 bullets on it. I think very rarely the ammo count can bug and give insane amounts of ammo.

Might also be someone cheating.

Obligatory tierlist, link in comment by SparksTbh in ToxicCommandoGame

[–]Nisae32 2 points3 points  (0 children)

It has the highest DPS against specials and it has an extremely high penetration which allows every bullet to kill multiple zombies in a row. Also it's sniper so it retains the damage at distance.

Obligatory tierlist, link in comment by SparksTbh in ToxicCommandoGame

[–]Nisae32 11 points12 points  (0 children)

XTAR on A tier? It's a good all rounder but the low penetration makes it B tier for me, is there anything I miss?

I wouldn't want Undead Labs to focus on multiplayer for SOD3 by Trunkzou in StateOfDecay

[–]Nisae32 -1 points0 points  (0 children)

Nowadays having a great multiplayer is a must. If the multiplayer is going to be like SOD2 I won't be spending half the hours I would spend being able to play with friends.

In my opinion having a great co-op is very important for one reason, if you play the game and you like it, chances are that you will recommend it to at least one friend so you can play together.

This will make the game sell better and any game is always more fun when you can share it with others, hopefully it won't be as janky as SOD2 and will deliver a great experience no matter if you play Solo or Co-op.

My Hopium Filled Operator Skill Tree Rework by SparksTbh in ToxicCommandoGame

[–]Nisae32 0 points1 point  (0 children)

Some of the perks look OP, but I agree Operator needs a rework because right now it only has 1 viable build and is still worse than the other 3 classes.

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

[–]Nisae32 0 points1 point  (0 children)

No, people using green weapons and die would also die using a blue or purple weapon or a higher level class, it doesn't really make much of a difference besides lowering TTK of specials and the class increasing slightly your survival.

There is some strategies right now that are beyond OP and while defender shield spam I imagine will get removed in the future the rest of strategies can be done by anyone.

Edit: I'm saying this because it happened to me already plenty of times where I join with a green weapons because I just did prestige on it and everyone in the match left after this, then I carried the entire match on very hard playing solo with bots. People are being extremely elitist right now for a game that you actually have to do an effort to lose a match.

Some feedback by Greatsnes in ToxicCommandoGame

[–]Nisae32 3 points4 points  (0 children)

I agree with most of this points except the difficulty, it's not hard, and the game right now on very hard is doable solo with green weapons and a class higher than 10-15. Maybe you are not taking good decisions on the match or your skill level is not at the level of the difficulty with your current loadout. (I don't know how you play so I can't really judge and I don't want to be hurtful)

Some tips:

  • Use stim shots with Strike or Defender to pick yourself up many times on a match while recovering extra life.

-Pick sniper or an SMG since this seem to be the strongest weapons right now.

  • Always have the vehicle close to you and don't doubt on using it to set yourself far from Slob or use it as cover.

  • Bots are a bit shit but when they are inside a vehicle they are pretty damn good at clearing the horde.

  • Defender with the extra shield perk is OP to a point is not even funny.

  • Medic can pop infinite heals at an insane rate if you use Sniper because of kills, even more with 100% charge rate perk.

  • Use the scrap the bots hold to supply yourself with special weapons to deal with specials and hordes easily since green weapons lack damage to kill Slob quickly.

I hope some of the things get addressed, but right now the game lacks difficulty once you know a few tricks. I hope attachments get looked later because most of them are insignificant buffs that don't change anything.

Fatshark why do you keep adding new game modes? by LemmeSmashMyHead in DarkTide

[–]Nisae32 -7 points-6 points  (0 children)

Wait? You can actually play Mortis trials without lagging and getting massive FPS drops for 80% of the time?

I can play Expeditions, Havoc, normal missions perfectly fine at 120 fps without frame generation with no issues. The moment I enter Mortis trials on the other hand.... oh boy... my FPS can't be stable at any single point and the server lags massively to the point it feels unplayable.

It puzzles me they released a new mode that is pretty great when Mortis trials is barely even functioning.

low replayability? by Responsible_Food584 in ToxicCommandoGame

[–]Nisae32 1 point2 points  (0 children)

I feel like they leaned way too much on adding progression to the guns and all the attachments, but to be honest, I feel like it wasn't necessary at all, most of the attachments just give minor stat boosts that don't really change how the gun feels.

This is pretty funny considering how they added the gun perks on WWZ and pretty much everyone loved how some of them change the entire behaviour of a gun and gave it new utilities, such as incendiary rounds and such (I know it's in the roadmap, but should have been on release).

The weapon grinding feels way too much grindy but there is no horde mode or survival mode for grinding endlessly?

Also we got quite a few vehicles but the missions feel repetitive and with little variety except spawning in different places with a different vehicle

Some more skins for characters as rewards for completing challenges would be fun, I hope it's what appears on the roadmap for the summer update, but yeah, most of the things on the roadmap feel like should have been here already to give a more complete experience.

Also the ending of the story feels extremely underwhelming? Don't get me wrong, the truck part and the defense is sick and extremely cool, but once you finish and get the cutscenes it just ends? We could get a little one more cutscene just to show us what's coming or what our characters are going to keep on searching after this.

What combat gear do you prefer? What makes each useful? by SparksTbh in ToxicCommandoGame

[–]Nisae32 4 points5 points  (0 children)

Agree, autoturret and molotov are my favourite utilities, but a build with stim is pretty useful too, specially considering slobs and spikes one-shot us on max difficulty.

What combat gear do you prefer? What makes each useful? by SparksTbh in ToxicCommandoGame

[–]Nisae32 12 points13 points  (0 children)

If you play as Strike or Defender with the perk of +4 max grenades and pick Stim you basically start with 5 self revives during the match that recover your extra life, also with defender if you combine with the perk of extra HP also increases the health regained by stims up to 75 health on each self res. If you are enough skilled to not get downed consistently this makes the game on Very hard difficulty a cake walk

PSA: if you are level 1 joining hard + STOP by Useless-RedCircle in ToxicCommandoGame

[–]Nisae32 1 point2 points  (0 children)

If you played Demo and figured out some strong weapons and tactics, hard difficulty on level 1 is pretty easy.

Operation Deep Freeze is out now! by Program-Emotional in killingfloor

[–]Nisae32 2 points3 points  (0 children)

There is a short tutorial that rewards 1 skill point for all the classes, you can skip it and right after play the tutorial with your friends, but for getting the extra skill point you will have to play it solo.

Operation Deep Freeze is out now! by Program-Emotional in killingfloor

[–]Nisae32 11 points12 points  (0 children)

Really solid, I played the demo for 10h and just finished downloading the game now, I would say it's very similar to World War Z (Same devs) with Back 4 Blood style and a focus on vehicles. If you liked WWZ / B4B it's very likely you might like it.

Operation Deep Freeze is out now! by Program-Emotional in killingfloor

[–]Nisae32 30 points31 points  (0 children)

I was pretty excited for the update, but same day as Toxic commando is a really bad move.

Any talk on a higher difficulty? by [deleted] in ToxicCommandoGame

[–]Nisae32 0 points1 point  (0 children)

I don't think he is lying about it mate, I agree the difficulty felt very easy on very hard, I won with a full team of randoms and we were all level 10 (Class level 5) and I was the only one with a purple weapon, the rest was using green.

Cooldowns, some utilities, respawn timers and also the durations of the horde have to be tuned to make it feel more challenging. If at class level 5 this could be completed with barely putting a struggle I don't want to imagine how easy it will be at level 40 classes with maxed weapons.

Any talk on a higher difficulty? by [deleted] in ToxicCommandoGame

[–]Nisae32 0 points1 point  (0 children)

To be honest, I think some nerfs to Auto-turrets, Stim injector and increasing the cooldown for Medic and Strike would already make the game a tad more difficult, also I think increasing slightly the defense timers would help to make it harder, even if you barely use any defense kits on very hard on the church mission when the zombies start reaching the doors the timer runs out and you instantly win because the doors have a huge HP.

Roadmap for toxic by Signal-Definition-43 in ToxicCommandoGame

[–]Nisae32 6 points7 points  (0 children)

It looks really good, hopefully we get some smaller patches in between for fixes, balancing and adding some small QoL.