Update log
Full John Carpenter's Toxic Commando update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
Hello Commandos!
We're excited to detail the four classes of Toxic Commando in today's blog! Let’s dive in!
First, to clear up a frequent question: the character you choose is independent of the four classes. This means you are free to pick your favorite character and assign them to any class you wish.
You can level up classes all the way to 40. You earn XP for a class by playing missions; harder missions give you more XP. Each class has its own unique Special Ability and skill tree. The skills are separated by tiers, determining their power. Of course, the strongest skills will require progress further in the skill tree, and will necessitate more Skill Points to unlock. On levels 5, 10 and 15, you’ll unlock a new variation for your Special Ability. As mentioned, to unlock a new skill for a class, you’ll need to spend “skill points”. You’ll get some by leveling up your class, but you can also find these special “Sludge Seeds” during a mission, that’s why exploring is important!
For example, here’s the Strike’s skill tree:
The Strike
The Strike is the bane of the zombies. This class is focused on dealing massive damage and rapidly eliminating large groups of enemies with its signature ability, the Fireball. This powerful projectile deals massive AoE damage, and it can be upgraded with the skill points you’ll collect in missions. For example, you can modify the projectile type, increase the size of the AoE explosion, or set enemies on fire.
The Strike class can carry way more ammo and grenades than the others, so go ahead and blast every zombie you spot! Plus, they reload faster and their melee attacks can set enemies on fire with the right perks.
The Medic
The Medic is, as implied, the class that is centered around keeping the squad alive. Its ability, the Healing Aura, restores HP over time to nearby allies. When upgraded, the Healing Aura can become a healing projectile to restore health from afar, or on the contrary you can decide to change it to a short-range healing burst that heals 100% of permanent health to all allies close.
The Medic can pick perks to carry more Medical Gear items than other classes, and have stronger Medkits. You can also pick a skill to self-revive when incapacitated, which can be clutch in tense moments. You can also opt for a more aggressive approach and select a skill that makes your healing ability deal damage to enemies within its radius. In short, the Medic is a key member of any squad!
The Operator
The Swiss Army knife of the squad. The Operator controls an allied drone that can engage in combat and assist in various ways. By progressing in the class’ skill tree, you’ll be able to change the drone’s projectile to incendiary shells, piercing lasers or EMP-charged projectiles that deal AoE damage. In addition to these offensive upgrades, the drone can also be used to help incapacitated allies recover, fix vehicles and generators, and even release the Operator from Revival Pods.
The Operator is also the vehicle specialist, as a lot of its class skills revolve around vehicles. While driving, the Operator’s vehicle takes less damage, reduces its fuel consumption and automatically restores the vehicle's HP (but consumes more gasoline!).
The Defender
The Defender is the tank of the squad: taking the damage to help their allies to survive. Its special skill deploys
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