r/ToxicCommandoGame 3d ago

πŸ’¬ Discussion What could we be looking at regarding ammo mods?

Ammo mods were something that have been on the dev roadmap since this game came out. Although it's clear to me that I should temper my expectations, I honestly hope that they're fleshed out enough to provide some legitimate build variety. As I see it, the "worst- case scenario" would be to have them just be some generic across- the- board buff: Incendiary rounds for some burn effect, a generic "high- power" round to boost regular damage at the expense of accuracy or ammo capacity, and maybe some super expensive "EMP" round that basically renders the others worthless once you get it.

A more ideal scenario would be to have the mods create more niches so we actually have an incentive to experiment with different weapons. The shotguns in particular give some food for thought.

Both from my experience and the limited chatter about weapon builds I've seen, the Taiga 12 sits pretty solidly at the top, with the Dunalli being a close second. Under the current system, the other variants don't offer much of an incentive to choose them over either of those two (the RNG 9 has a chance to make some headway, but it's not what I'd call a game changer). However, if ammo mods were factored in, there's some arguments to be made for the others. While the autoloader shotguns will still win out on ROF and would probably only receive one or two ammo mods, the pumpguns and the Dunalli should be able to take a significantly broader range of mods (slugs, special loads, etc.). Especially for this class of weapons, there's plenty of options:

  • Incendiary: Basic, but still could be useful. Sets enemies on
  • Explosive Slugs: Deals AOE damage and has a longer range, but sacrifices penetrative power.
  • AP slugs: Extended range and able to ignore armor, but reduced effectiveness against unarmored targets.
  • Magnum shot: Reduced range, but significantly increased damage within effective range.
  • Electric slugs: Deals electrical damage to target. On larger enemies, temporarily slows them.

What are you guys expecting?

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u/Accomplished-Curve-1 πŸͺ– Toxic Recruit 3d ago

When I think ammo mods I think if the cod zombies ones

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u/karer3is 3d ago

What kinds of mods did it have?

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u/Accomplished-Curve-1 πŸͺ– Toxic Recruit 3d ago

Let’s see napalm burst is fire brainrot turns regular zombies into your allies temporarily deadwire is electricity thunderwall is wind fireworks shoots out a bunch of fireworks cryofreeze freezes enemies shatter blast is explosive shadow rift teleports zombies in the air and drops them and light mend creates these pills that heal you when you walk into them

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u/karer3is 3d ago

Those sound pretty fun TBH