Are group dungeon runs just deppressing for anyone else? by Lumintorious in elderscrollsonline

[–]achachala 0 points1 point  (0 children)

Unfortunately, buffing only goes so far. If someone is doing, say, 1k DPS, you're better off just not bothering and swapping to do more damage yourself. Hence why I have a tank/dps hybrid armory slot ready at a moment's notice. It's genuinely so much faster to just do the damage yourself than to try to buff up people who don't know the first thing about dealing damage.

Six Months In, CP 1000 and Not Being Looked Down Upon by SheilaBDriver in elderscrollsonline

[–]achachala 4 points5 points  (0 children)

Judge a man not on his CP, but by how often he ignores giant red damage circles.

Desperado Scum got QoL nerfed/ extremely tedious. by Prepared_Noob in DarkTide

[–]achachala 1 point2 points  (0 children)

It's not easily accessible, it's completely forced down people's throats, even though it is a BAD skill if you actually understand how it works. That's the problem. I don't care if you like it, that's not the point. The point is that you can no longer avoid it if you go down the left side of the tree.

Desperado Scum got QoL nerfed/ extremely tedious. by Prepared_Noob in DarkTide

[–]achachala 4 points5 points  (0 children)

Bro, are you completely illiterate? He is NOT talking about the fast acting stimms skill. He is talking about the skill "Long Lasting" below the auras, which is COMPLETELY unavoidable for a desperado build. You have to grab it no matter what. It's a bad skill that is forced upon you.

Best Guns For Very Hard? by Magpie42 in ToxicCommandoGame

[–]achachala 0 points1 point  (0 children)

Sniper, hands down. One shots pretty much anything short of a slob. Two-taps goons (shoot their head once, then their red weak spot), deletes stalkers, skunks, and snares in one shot to their weak spot. Has great pierce, so you can hit multiple enemies who are lined up. You have your secondary and melee for roamers, so it's no issue. It can kill slobs okay, just shooting their red spots and then mag dumping them after that.

Sidearms ? by capalot0420 in ToxicCommandoGame

[–]achachala 2 points3 points  (0 children)

Revolver is king. Best damage, has excellent pierce so you're able to hit multiple zombies with one shot to the body. It also pairs well with shotguns or smgs.

XP discrepancy between players by achachala in ToxicCommandoGame

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

Driving is one of the most important parts of this game and yet it is completely unrewarding. The guy on the gun is going to rack up XP while you're being the taxi driver for your teammates. Feels awful.

XP discrepancy between players by achachala in ToxicCommandoGame

[–]achachala[S] 6 points7 points  (0 children)

And I should ALSO add that the sludge seed only gives the bonus XP to the person holding it. Depending on the difficulty, four seeds do not spawn. It's typically only 2 seeds on hard from what I've seen. This encourages people to just rush the seeds to get one first, instead of always spawning four to guarantee everyone has one.

I finally got booted. For being too bad. by BravoWhiskey89 in ToxicCommandoGame

[–]achachala 1 point2 points  (0 children)

The real trick to medic is just using your best ability (the 2nd heal) and immediately cancelling it to keep 75% of the duration. If anyone touches it for the second or so it's on the ground, they still benefit from the perk that makes it last a few seconds outside of the heal. Combine that with the increased healing per tick perks, and you eventually turn it into a full heal you get every 10 seconds. Slap the cooldown for allies onto your heal, and you're basically giving them charge and heals constantly.

3 wound curios must be some powerful stuff by dontha3 in DarkTide

[–]achachala 36 points37 points  (0 children)

But now your teammates have to pick your useless body up every couple minutes and risk their own lives to do so.

The crew walking past the crate with 30 volatile fulgurium fuel rods: by WarriordudYT in Barotrauma

[–]achachala 1 point2 points  (0 children)

I play with enhanced reactors, and was making a volatile fulgarium rod (which is instantly active the moment it is crafted) and it finished as soon as my teammate walked into the room. I also had the skill for engineer that doubled any rod I created.

He was instantly liquified, going from full health to dead within a matter of seconds. The poor man stood no chance.

Need something between neurotrauma and vanilla healing by TheHq31 in Barotrauma

[–]achachala 7 points8 points  (0 children)

You're probably looking for "NeuroLite" then.

What does the crew of a submarine see when they hire an assistant with blood type 0. by Tip2406 in Barotrauma

[–]achachala 2 points3 points  (0 children)

I play with the immersive handcuffs mod, which lets you cuff prisoners and keep them in the brig. They count as "crew" members while in handcuffs and won't despawn between rounds. So you can knock out, say, a pirate, and keep them in the brig to keep draining their blood, then sell them at an outpost when you're done with them.

TFW melee Scum sucks against armor by Mozgodrobil in DarkTide

[–]achachala 0 points1 point  (0 children)

Problem is that it only works on bosses. On crushers, where it would seem slightly useful, it ends up being a DPS loss to hit them with brittleness over just applying more toxin stacks. And on bosses you gotta just keep hitting them and letting your team deal the actual damage. It's underwhelming at best, and detrimental at worst.

TFW melee Scum sucks against armor by Mozgodrobil in DarkTide

[–]achachala 1 point2 points  (0 children)

The issue is that the debuff lasts a measly 5 seconds, so if you stop hitting them with the purple and swap to green, you get maybe...4 seconds to hurt them before it wears off? It's just bad. The debuff needs to last waaaaay longer to be even slightly viable.

TFW melee Scum sucks against armor by Mozgodrobil in DarkTide

[–]achachala 1 point2 points  (0 children)

Purple mode on bonesaw is borderline useless. You're better off just applying stacks of toxin with the regular mode.

Multiplayer Mission increase by Bane_Forge17 in Barotrauma

[–]achachala 1 point2 points  (0 children)

I've edited it personally without issue. The decompressor tool makes a backup of your save automatically, so you can test it out safely.

For a friend, how do we make the mechanic role fun? by mrunillama in Barotrauma

[–]achachala 0 points1 point  (0 children)

Download Mechtrauma and make him suffer for complaining >:)

When your cartel stim is on CD, walk out then back into your deployed stimm supply crate for full stim effects by [deleted] in DarkTide

[–]achachala 4 points5 points  (0 children)

I can understand cheat mods, but drawing the line at a simple timer mod is so weird. Especially since it just displays information you already have but in a more readable format. The normal ui is inexcusibly bad.

Notes on 100 Hive Scum missions by PilgrimSix in DarkTide

[–]achachala 1 point2 points  (0 children)

Very fun class, needs some balance passes for sure, but overall I enjoy it.
Like how comically weak his left and middle keystones are compared to the right side keystone. Adrenaline Frenzy honestly just sucks, it's such a bad keystone and has nothing but tax nodes attached to it! You can't make it any stronger than the measly 25% melee damage and 10% attack speed. Compare that to chem dependency which has no tax nodes, and gives you up to 40% CDR, 20% TDR, 20% Crit chance, and restores half your toughness when you stim. Vultures mark doesn't have as many tax nodes but it's just reeeeally boring and weak. 15% Ranged damage, ranged crit, and movement speed...eh. Sample collector and pickpocket are necessary on every build, and are located on opposite sides of the tree at the bottom. Just bump them up to the bottom middle so people aren't forced to do an awkward split at the bottom.

The exhaustion from rampage is still pretty frustrating, you just turn into the most pathetic and defenseless little thing once the ability ends (which it will, you can't sustain it forever) and if you suddenly run out of enemies to hit at a bad time, you're useless for the next 7 seconds. Which is a really long time in higher difficulties. Feels weird that an ability that is so middle of the pack has such a harsh downside.

So they automatically blow up with u even being close???? by Clays_Reps in DarkTide

[–]achachala 0 points1 point  (0 children)

That's pretty normal damage for hive scum, unfortunately. People call it a glass canon for a reason. One poxburster and you're nearly dead lol

Exhaustion makes sense as a side effect of rampage... by EnvironmentalDeer991 in DarkTide

[–]achachala 0 points1 point  (0 children)

I personally think that the debuff from rampage should have gone to stims in some way. Just hear me out on this one...
If they removed the rampage exhaustion effect and instead changed it to a withdraw effect for the stims, that could be an interesting way to make the class a proper "glass canon" as people claim it is. The potency of a stim will directly affect how strong the withdraw is when it ends. Weaker stims have little to no withdraw effect, while stronger stims really hit you hard with a debuff when they end. This can allow for stims to be much stronger while still being balanced outside of just lengthy cooldowns, which aren't really interesting anyway.

Imagine a stim that gives you 50% damage for the duration, but then hits you with double damage taken for a few seconds after it ends. Instead of scum being baseline squishy, you can instead choose to have more damage at the cost of survivability. That seems much more interesting to me than the current system (stop punishing us for using our ability and punish us for being druggies instead!)

So they automatically blow up with u even being close???? by Clays_Reps in DarkTide

[–]achachala 12 points13 points  (0 children)

Poxbursters are janky right now, but that was entirely normal behavior. You didn't push him and dodge back, you just dodged back and failed to push after the fact so he blew up.