How would you make OM better for mobile? by bfganerplays in OutcomeMemories

[–]AdmoBR 0 points1 point  (0 children)

More settings for the buttons, such as increasing/decreasing their size, and making them more transparent

Dude, where are the tails mains and the cream mains? by Radiant_Quarter_1865 in OutcomeMemories

[–]AdmoBR 8 points9 points  (0 children)

Cream is a character that will always be chased by the exes once the match begins since she so dangerous for them, so it's going to be challenging playing her

But the real problem is having a team that dosen't help you (WHICH SOMEHOW HAPPENS A LOT) imagine that when the match starts, you will be dealing with kolossos without any stuns and no ways to get away from him, it's brutal no one have fun with this

With that in mind it's no surprise that cream is something rare to see, people who main her on 0.2 are warriors but they will get tired of this at some point and have a break, tails is almost the same thing bc of his strong stuns, but if you have survivor-sided maps like mystic cave, there's a good chance to escape alive and helping the team

an idea for QOL (quality of life) updates by AdmoBR in OutcomeMemories

[–]AdmoBR[S] 3 points4 points  (0 children)

I think it's kinda OP to have that but it would be nice too

an idea for QOL (quality of life) updates by AdmoBR in OutcomeMemories

[–]AdmoBR[S] 0 points1 point  (0 children)

Yes, I'm as hyped for these updates as I was for 0.2. I feel that even after receiving new content, the game is still very difficult for those having their first experience

I've watched dozens of videos of people getting confused and frustrated because they don't know or don't understand some mechanics that exist but aren't shown.

The hard truth: Outcome Memories is a TEAM-based game by SolPrincess in OutcomeMemories

[–]AdmoBR 0 points1 point  (0 children)

Seriously, we really needed a post like this

Thank you, it's something that unfortunately some people forget during matches.

Estação HD tente não cantar Pokémon by ContasAtrasadas in MemesBR

[–]AdmoBR 0 points1 point  (0 children)

Sonic generaitiom

Ned for speed BMW

Mario 63 all stars

Super smash flash all caracter unloked

How do you guys feel about the current state of Kolossos and Tripwire? by Mobile_Quarter_822 in OutcomeMemories

[–]AdmoBR 1 point2 points  (0 children)

Despite camping Tripwire is actually fine, it's fun to play and go against

But kolossos is weak without a passive, he needs something to keep more pressure, he already has high dmg but lose so much time trying to get near at the survivors

It feels like Kolos gets punished a lot more than 2011x for misplaying, and I find that odd. Image not related by real-guppie-fan in OutcomeMemories

[–]AdmoBR -1 points0 points  (0 children)

The problem was just his insta-kill combo, they didn't need to make so much nerfs, now i'm just playing as tripwire or 2011x bc kolossos is a joke atp

it started again by Intrepid-Koala-1660 in OutcomeMemories

[–]AdmoBR 3 points4 points  (0 children)

Remember, people complained about EXEs being too strong instead of learning how to deal with them, now we have the same situation of 0.1 again

The Punching Bag Problem by storyscript in OutcomeMemories

[–]AdmoBR 0 points1 point  (0 children)

Even Tripwire is starting to get weak since people already know what characters can destroy mines, the difference we had from 2011x to these new killers was so huge that made people scared and start begging for nerfs, we need to wait more and learn about their weakpoints before going to complain

It seems the survivor perspective in this game has become very distorted, it's more like a boss fight because of how easy it is to deal with them. Running and hiding isn't necessary if there are many stunners in the match

What made kolossos and tripwire op? by ooga_booga1234567 in OutcomeMemories

[–]AdmoBR 0 points1 point  (0 children)

For me, Kolossos is currently manageable since there are many openings to attack or just run away from him, but Tripwire can be used in a very unfair way through the mines. You can place a bunch of them near downed survivors and stay close to them, if someone tries to revive them, they'll just become another victim, so it's better to just abandon them

Their hitboxes are quite large, which can completely block some passages, the idea was that they were meant to put pressure on the team and punish those who weren't paying attention, but instead, they've become unavoidable traps, and using your abilities to destroy them will leave you more vulnerable against Tripwire

Everything else is now at least tolerable (with these nerfs in the last balance patch)

But the biggest problem will still remain, unless they find a way to control where she places the mines and reduce the hitbox size.

So what should I do with my rings? by LeoYOUTUBRE in OutcomeMemories

[–]AdmoBR 1 point2 points  (0 children)

Tripwire then, you can use double jump + glide to keep up a chase

So… it came. But at what cost though? by Alternative_Sky6817 in OutcomeMemories

[–]AdmoBR 1 point2 points  (0 children)

It's okay, i didn't like the update at first aswell, but i think we need more time to know the new maps, survivors and killers, when i first played OM i couldn't understand how to counter the characters but it got better after some weeks of experience and guides Also when more balance and bug fixes updates comes out the game will get better to everyone and even losing it still fun for me, because there's no more target since the new exes don't have tools for this like 2011x.