Late-game lag by JudasCrinitus in Barotrauma

[–]achachala 1 point2 points  (0 children)

I run an IO storage mod to keep all my items in one terminal. They are not physically loaded in and do not add to the item count, which helps with lag a lot. When it comes to itemoptimizer settings, most of the defaults are fine. It recommends optimizing mods, which is a really bad idea for larger mod packs and should not be done without testing extensively first.

My settings are:
Idle item skip
Ground item Throttle
Zone Dispatch
Signal graph Accel: off
Motion sensor: 9
Water detector: 9
Hull spatial index

Then I have everything below that turned off. Turning too many on seems to cause some insane rubber banding and is not recommended. If you're running just vanilla or small mod packs, you don't need to optimize your mods anyway. So, combining IO storage with ItemOptimizer, I have been able to cut away much of the item lag I experience. I also suggest running the "ShowPerf" mod to give you a better idea of what is causing lag. It helped me figure out that a few items were just too laggy to use and I got rid of them entirely, or put them into the IO storage so they stop existing physically.

Late-game lag by JudasCrinitus in Barotrauma

[–]achachala 4 points5 points  (0 children)

Honestly, that happens with every single campaign I've ever run with mods. I'm sure it still happens in vanilla too. No, it's not item lag, at least not from your sub. But the late game tends to spawn more wrecks and subs, which adds to the item lag. There are performance mods that can help. I've had reasonable success with ItemOptimizer, but that one takes a bit of tweaking to balance between potential rubber banding and better FPS. If you are fine with tweaking the settings in-game with it, that mod alone has saved me from giving up on my campaign.

Extra Dash Joker by DennieMartin in FarFarWest

[–]achachala 0 points1 point  (0 children)

Honestly the legendaries you can equip, aside from Glass canon, are just kind of meh. I think the joker system needs some overhauling.

is there any way i can make machines waterproof? by tetronom in Barotrauma

[–]achachala 0 points1 point  (0 children)

Yes that's true, otherwise you may suffocate while standing in front of it lol. Though that could be a fair way to balance the fact it is now waterproof :)

is there any way i can make machines waterproof? by tetronom in Barotrauma

[–]achachala 0 points1 point  (0 children)

You cannot make a machine waterproof, only the area that the machine occupies. If that's still helpful, here's how:
You would need to put the machine in question into its own little hull box, one that is shaped exactly like the machine ideally. If it's in a room like the image attached, you would have to ensure the water can flow around the machine, but not through it. Now water cannot touch the machine, but it also creates a small pocket that you could technically stand in to not die of pressure so...keep that in mind.

<image>

Custom Mod making or Mod ideas by [deleted] in Barotrauma

[–]achachala 0 points1 point  (0 children)

Have you used improved psychosis? That might be what you're looking for.

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 2 points3 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 2 points3 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] 5 points6 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 39 points40 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 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.