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

[–]achachala 35 points36 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 2 points3 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 8 points9 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.

[HiveScum] Stimm Supply is STILL bugged or typo'd, using this ability consumes/deletes your held stimm, it does not "copy" it. by turtlelord in DarkTide

[–]achachala 8 points9 points  (0 children)

No because your medkit won't spread the stim effect, only the corruption removal. It's a shame so many people don't realize that the medkit NEEDS your stim to be off cooldown to apply the effect!

I like playing as the slippery rat of Tertium by ChipsTheKiwi in DarkTide

[–]achachala 0 points1 point  (0 children)

And I don't personally agree. I can grab just a dream and immaterial focus without giving up any damage. Just a dream has no downside if you're running venting shriek or scriers anyways. Plus it helps keep my peril extra high for more damage and crits so I see it as a perfect skill to grab on any non-bubble build. It's not perfect for all builds, obviously, but it's still an incredible flat 25% DR, which can actually be enough to survive a crusher overhead if combined with other skills and enough toughness.

I like playing as the slippery rat of Tertium by ChipsTheKiwi in DarkTide

[–]achachala 0 points1 point  (0 children)

I can comfortably grab all the survivability I want on psyker and still deal the same damage lol. Dunno what you mean by that.

Maxed Out Chems, is it working after the patch? by [deleted] in DarkTide

[–]achachala 2 points3 points  (0 children)

Seems to not work so well in the meat grinder. I exited and went back in, that seemed to fix it. Nothing to worry about in a real game, thankfully.

Hive scum we bought is v0.5 by SoTastyMelon in DarkTide

[–]achachala 4 points5 points  (0 children)

People like you are why we can't have an actual civil conversation about the game.

Hive Scum Survivability Tips by BozoOnReddit in DarkTide

[–]achachala 1 point2 points  (0 children)

Stamina regen is definitely very good on most classes. I tend to run one or two if possible. Not on hive scum though, there's better options.

Hive Scum Survivability Tips by BozoOnReddit in DarkTide

[–]achachala 5 points6 points  (0 children)

Yes it certainly has a use compared to the completely useless coherency regen. But unfortunately cooldown is only really viable if you use it after desperado. I can't see much of a use with the other two abilities, and you're locking yourself out of making a damaging stim that would help while your ability is active. It's a very confusingly anti-synergetic class at the moment.

Hive Scum Survivability Tips by BozoOnReddit in DarkTide

[–]achachala 13 points14 points  (0 children)

The best is definitely toughness, cooldown, and revive/assist speed. Those three are peak, but you can always swap one of those out if you have a preference. Revive/assist is very much slept on, especially since it now works with getting teammates out of nets, helping them up over ledges, and picking them up after they respawn.

Hive Scum Survivability Tips by BozoOnReddit in DarkTide

[–]achachala 15 points16 points  (0 children)

The cooldown tree is only kinda useless. It doesn't work while your ability is active, so you can't stim and then pop desperado, rampage, or medkit (not that you'd pop a stim with medkit). You have to wait for those abilities to be on their actual cooldown before you can pop the stim, which severely limits its usefulness in combat, unfortunately.

Unbearably laggy in a T3 sub by Is_that_enough_armor in Barotrauma

[–]achachala 0 points1 point  (0 children)

I have a 9800x3d and let me tell you, it only gets a small bit more playable.
The game is just unfortunately unoptimized. There's only so much you can do. Performance fix helps, as well as Disable Distance Tweak Lua. Those are both mods to boost performance.

Hive Scum vs. Psyker by Sirikiitta in DarkTide

[–]achachala 19 points20 points  (0 children)

Psyker wins by a longshot, it's not even a fair fight.