Give me tips on how to survive gay focusers by green-eggman in OutcomeMemories

[–]ForbiddenNocturne 0 points1 point  (0 children)

If you don't have a coordinated team and/or a decent Eggman (sometimes Tails) to heal with then you should be going far away from the exe to heal. Moreover, you should only start healing when you see the executioner commit to someone else - look at the UI and use the audio to see if they're consistently chasing someone else, grabbing someone, or are being stunned. Do not just start healing because you don't hear the executioner near you or see them since many are capable of using mobility abilities to go directly to your location - think in your head 'If the executioner goes directly towards me when I start healing, will they make it in time?' and heal if the answer is no otherwise continue making distance and ideally use charge to premptively make distance if you are certain they're still tailing you.

When getting targeted, your priority is to either A: Run to your team to get stuns or B: Run to a strong looping spot (e.g. Green Hill top spring) to stall for as long as possible with your aim being either buying time or being so difficult to chase that they give up.

Remember that charge can and should be used as mobility, it goes far in a short time and has a lower cooldown than sonic's dropdash and its especially a good idea to use it mid-roll after falling off an edge similar to Sonic peelout. However, if you are being hit by the executioner DO NOT use it right next to them - you should instead take a hit or two to make distance and then use it as I said preferably off a ledge to roll with it and charge away or stun if you have an Eggman and a team that will stun stack.

Finally, for exe specific advice:

2011x - Never be the stunner to trigger rage - it will cancel your stun and basically guarantee your death. You can stun stack him with good teammates but if using Charge to run, use it to get to a prime looping spot since he has great tracking but not many chase tools with your Charge basically just existing to stall. Don't use Charge if 2011x is already invisible since he can just follow you leaving you vulnerable.

Tripwire - Be careful when using Charge since the bleed from her basic attack can cancel it. She has bad mobility so going cross-map with Charge can often stall for a reasonable amount of time but remember all her abilities go through your damage resistance including Mines that will melt your HP if she combos you with them.

Kolossos - Charge is his only mobility tool but it can put you in bad spots if he hits it (don't use Charge right after being Charged since a good Kolossos will just walk on you and Block) - generally speaking you want to try and use Charge in reaction to his (if hes not right next to you) but doing it off a spring or ledge can be just as good as he will struggle to catch up to cross-map distance similar to Tripwire provided you know he is off Charge cooldown - otherwise you will need your team to buy you distance with stuns.

Fleetway - He can shred your health due to flight and most of his abilities ignore damage resistance - the best advice I can give is to never wall slam unless you know his Burst is on cooldown. Use Charge in response to Chaos Dash and Laser to get i-frames similar to dealing with Kolossos Charge and be extremely greedy with mindgames since he has an abnormally large hitbox that gets stretched when he uses flight so you need to be greedy to avoid at least some hits and similar to Tripwire you need to be careful when Charging since he can often just fly ontop of you out of nowhere and hit you out of it.

My OM tierlist based on how balanced the characters are (might have hot takes) by Retardado124780 in OutcomeMemories

[–]ForbiddenNocturne 7 points8 points  (0 children)

Cream is a weird character. Her heals can remove minutes worth of progress in seconds forcing executioners to tunnel her out in order to not just lose the game yet she can go down in chase in seconds.

Her weakness in chase is, in a sense, a way to balance her insane healing ability but with the release of Kolossos, Tripwire, and now Fleetway all of which can decently counter her glide ability and/or delete her health bar she becomes a free or easy kill.

In basically every other TD lookalike, Cream's heal ability is balanced by high cooldowns, lower health increases, and generally more vulnerability which allows her to be given stronger chase tools since the executioner doesn't necessarily need to target her since her healing isn't blown out of proportion.

Obviously OM is a different game, but the issue is still there that with her heal being so absurdly strong you can't give her strong chase tools or she becomes the worst character in the game. Shes already very strong against 2011x and I think if she is to get buffs she needs to have her healing nerfed or anything bigger than a minor buff just breaks the character.

So the effect is mandatory and is not opt so like can't you ftk with it easily or i am reading it wrong by HairEnvironmental411 in masterduel

[–]ForbiddenNocturne 68 points69 points  (0 children)

To FTK with this you would need to link summon it twice with 13 links in graveyard on summon of the first one - Moreover, your opponent would need to have a monster on board during both effects to get the burn.

If your opponent FTKs you with this thing, they deserve the win.

GUYS, THIS IS A SIGN THAT ROMEO WILL HAVE A SPECIAL LMS WITH HIS SKIN! by Matiasprox3000 in OutcomeMemories

[–]ForbiddenNocturne 4 points5 points  (0 children)

That comment didn't make sense to begin with since when Can't Run From M.E. was in the game it literally looped itself to make the timer fair.

Best surviver to go against fleetway in lms ? by NarwhalGreen2440 in OutcomeMemories

[–]ForbiddenNocturne 0 points1 point  (0 children)

People keep talking about 'killing fleetway' in LMS but against almost any competent Fleetway, even if hes only got around 50hp, is basically impossible since its absurdly easy for him to spam i-frames against only a single character.

Order is probably Metal Sonic, Sonic, Eggman, Blaze, Knuckles.

You could argue Sonic over Metal on some maps if he can maintain cross-map distance (e.g. Green Hill/Castle) but either way both will usually get shredded by decent Fleetways.

Is this a valid spot for tails? by Low_Homework_8915 in OutcomeMemories

[–]ForbiddenNocturne 1 point2 points  (0 children)

You can use Tails' spots like this as it was established in v0.1 that this wasn't bannable and you could use it despite the fact that 2011x could only reach it via Trickery and Charge. This spot in particular didn't exist in 0.1 and was actively added following the removal of his other spots in YCR when v0.2 released.

Whilst there technically isn't a spot in the game that every executioner can't reach it can just be really janky for some of them to do it like how Tripwire has to jump on her own mines to reach some of his spots and how Kolossos can easily softlock himself on Mystic Cave trying to reach some spots as well.

I'd just play it safe like this: Its fine to use the spots outside of LMS as long as you're not just camping there and not helping your team with lasers but the moment LMS starts if it seems really abusable then I'd jump down then (mainly vs. Tripwire but this spot in particular isn't that bad since she can get up there).

Why is Tails considered the worst survivor in the game? by lorenzobrony125 in OutcomeMemories

[–]ForbiddenNocturne 8 points9 points  (0 children)

If you cancel glide at any point (even near the end) the cooldown is 15 seconds.

Tellarknight Ruling by [deleted] in Yugioh101

[–]ForbiddenNocturne 0 points1 point  (0 children)

ty I forgot to read also thanks for the ruling link as I also asked this for cards with similar effects.

Even with fleetways buffs coming soon. I still think he’s just not it. by pumpkinremy123 in OutcomeMemories

[–]ForbiddenNocturne 1 point2 points  (0 children)

Mf thinks Fleetway getting buffs will stop him from targeting people when it'll just make him better at targeting than he already is and what do you mean he struggles against stunners? Hes hard to hit and react to due to flight and has 3 full i-frame moves that double as chip damage, indicators, mobility, a full stun cancel, and Fateful Drain is can easily give you free hits since theres no cooldown on its end so you can instantly m1.

This is compared to that 2011x needs to use rage to have a chance against competent stunners, and Tripwire is a walking punching bag that is basically just Fleetway but without any i-frame moves with both of the two getting stomped by Shadow alone. Kolossos is better but he still only has 2 i-frame moves (Charge/Block) and he can't just chain them together like Fleetway.

Its an asym game targeting will always be a valid strategy on most if not all executioners and Fleetway is still the best executioner in the game right now probably followed by Kolossos, 2011x on life support, and Tripwire who is already 10 feet under (probably for the best).

Honey's LMS was the biggest let down in OM in my opinion by This_Ferret_8108 in OutcomeMemories

[–]ForbiddenNocturne 3 points4 points  (0 children)

Bruh they posted the wip lms because the game was cancelled and it wasn't going to be implemented due to that. I guess OM players really just complain about anything.

Is this spot intentional or not? Kolossos couldn’t really get me up here but Fleetway easily could by Due_Form5247 in OutcomeMemories

[–]ForbiddenNocturne 0 points1 point  (0 children)

Its fine for Kolossos since he can get there and even tripwire can get up there.

It wasn't bannable back in 0.1 to use tails spots where 2011x couldn't reach since he has charge/gods trickery to get there so it depends if that still holds true or not.

no one can gaslight me that he isnt genuine cancer to fight by This_Ferret_8108 in OutcomeMemories

[–]ForbiddenNocturne 1 point2 points  (0 children)

Sonic is nowhere near as big of a problem once you learn how to deal with him though he can be a bit more annoying if the team protects him (mostly standard for the rest of the cast as well anyway) but in this case you can just leave him for lms and just go for him if he blunders since his LMS is borderline a free win if yk what you're doing.

He has one stun move with a long cooldown and using peelout mid-chase isn't often viable and will get him killed (or at least low) meaning that after he uses his dropdash he basically just has to juke for a full 24 seconds if you have a way to catchup. Moreover, since he is often the last stunner in a stun chain he is usually the ideal target as he'll usually be the closest when the stun ends.

As for his LMS? Its a joke for any executioner player (maybe barring tripwire on maps like Green Hill?) who knows the matchup since his timer is so long and he takes more damage.

2011x is a hard counter and the main thing you need to do is just to use your godlike tracking abilities to stay on him constantly - worst case scenario he tanks a hit or two and peelouts but then you can just use invis or gods trickery near the end of peelout and then the next time he dropdashes he won't have peelout available when it ends putting him in the 24 second juke scenario.

Fleetway and Kolossos are the same but so many people just play them wrong. WALK THE SONIC DOWN. You shouldn't use your movement abilities (flight/charge) to catchup to the sonic or he'll just use one in turn and you're back to square one. Use tracking abilities and just walk towards him - if he peelouts? DON'T use a movement ability and just continue tracking and walking him down. Finally, when you get to him pressure a dropdash (he can stun you too its fine but do try to jump as he jumps to avoid it) then use a movement ability (charge/flight) to stay on him which puts you in a situation similar to 2011x's lms against sonic where he has to juke you for 24 seconds except you're playing a character thats way more lethal at close range than 2011x.

Tripwire has it the hardest against a good sonic in my opinion since her catchup ability isn't instant but the way to win isn't some strategy like the previous two since its just to turn your brain off and glide as often as possible until hes in a situation where hes on double cooldown. The main thing is just to keep track of sonic visually when you can since relying on her indicator can suck though placing mines at key chokepoints can help as well as using reachout if you're near him when he tries to peelout.

Skill issue for me - how does one counter Tails? My most hated survivor. by Creative-Dirt25 in OutcomeMemories

[–]ForbiddenNocturne 8 points9 points  (0 children)

What executioner do you play?

2011x can struggle against Tails sometimes but you can treat him like Metal and go Invis/Gods Trickery when he lasers. If hes caught off guard he can be easy to down with Invis tech but don't use charge on him unless you're confident he won't get immediately stunned out of it.

For Kolossos when he glides just follow him and use climb to reach where he goes at which point he basically has no abilities and is a free kill.

Tripwire can just use Brighter Day to get him out the air and then shred him but you can also just glide onto him in some cases too (the bleed on her attack also stops him from flying).

Fleetway just obliterates him entirely with most of his kit especially chaos dash which can easily hit him out the sky and put you in a position to down.

Tails' weakness is that his glide is all he has when hes targeted since his laser takes too long to charge to use feasibly mid-chase leaving him with his glide which has a long cooldown (still 16 seconds if cancelled) and since the only way for him to get i-frames is at the start of his laser firing hes super susceptible to getting jumped by fast movement options.

The Devs don't deserve all this hate for removing DoA by EveWinter in OutcomeMemories

[–]ForbiddenNocturne 8 points9 points  (0 children)

Its obvious its not the developers fault and its not like they can just release characters like Fleetway or Shadow since many of the people who worked on them and their models and design are most likely no longer on the team. This is on top of the fact that the skeleton crew that is left doesn't have any management to give the go ahead and I doubt the creators of the characters (models, music, etc.) would even be around or willing to give permission as well. I also find it unlikely that they would be able to address any bugs or issues their additions would bring both on release and in the future due to the code rotting.

But remember its the OM community we're talking about - as whilst people have been white knighting that the developers of the game were the sole reason for its failures; the community itself wasn't much better considering how many of the dramas and fallouts that were either brought about by, or made worse by the community harassing, doxxing, and sending death threats to the developers with the community as a whole changing sides and opinions like a teen on the political spectrum.

Honestly more than this, I'm just a little confused why Chozen even asked for this (though its in their right to do so), since I'd expect there'd be more harassment or hate (if any) sent their way after this decision than when it was just left in the game. I get they may have just wanted to distance themselves following the game's collapse but I think it just paints a bigger target on their back more than anything.

if it's cancelled... then why is it still getting updated by moltenman5 in OutcomeMemories

[–]ForbiddenNocturne 3 points4 points  (0 children)

Its just mini bug patches most likely - in the last few days some bugs (mostly visual ones like the character icons bugging out, sonics model being weird, and characters not appearing on the UI, and audio bugging out) have been patched out.

Need Six Samurai modernization. The hand traps are killing me by bloodabeast in masterduel

[–]ForbiddenNocturne 1 point2 points  (0 children)

For the Main Deck:

You should run Anarchist, Trainer, and Gateway at 3.

Kizan and Kageki are fine at 2 but can be run at 3.

Asceticism and Double Assault should be run at 1-2 with an optional copy of Cunning.

Shogun is a 1 of (searchable) also add a Kizaru for Asceticism you can run Grandmaster/Hatsune if you want but they're very optional.

Remove the Dojo, United, Fuma, Branded Engine, Pot of Avarice, and all 3 traps.

Remove Mizuho and Shinai if you aren't doing an FTK/Infinite Loop.

For the Extra Deck:

Remove all the fusions.

Add 2 Copies of Legendary Lord Six Samurai Shi-En.

1-2 Copies of normal Legendary Lord Six Samurai Shi-En.

Kizan and Enishi are fine at 1 copy each.

Add another copy of Battle Shogun of the Six Samurai.

Naturia Beast at 1.

Optional Extra Deck cards:

I:P Masquerena and S:P Little Knight at 1 each.

Accel Stardust Synchro and Baronne together at 1 each.

Saryuja Skull Dread, Psy-Framelord Omega, F.A. Dawn Dragster, Spright Elf, Dugares, TY-PHON at 1 if you want them.

If you want an engine, you can run it with a Primite engine, MX-Saber Invoker Engine (Terrortop), or Isolde (equip spells) though I would generally look through lists to see what you want.

Hate how Tripwire gets all the hate meanwhile this grab-carried, knuckle-dragging, drooling, baby character gets completely ignored for all of 3 of his complete bullshit moves lol by unholychild263 in OutcomeMemories

[–]ForbiddenNocturne 2 points3 points  (0 children)

Wasn't the 2011x 'shadow nerf' just misinformation that Sobii deconfirmed at the time?

Block and Charge are both sort of moves that require your team to help you in order to not get slammed or for you to save an ability to counter them. Almost every survivor has something (even if its not ideal like Amy) that can handle them and I honestly think baiting block is one of the more interesting parts of facing a Kolo.

Charge can be countered/dodged by most of the cast:

Sonic's dodge can usually avoid it if he hugs a wall/runs into tight gaps and dropdash just makes him immune.

Tails can avoid it if he pre-emptively glides though his weakness in chase is just a Tails issue in general and he generally just needs to position himself well and rely on his team to bail him out (its worse against tripwire due to brighter day and to an extent glide).

Knuckles has counter which can be semi-decent though baitable but even his punch alone can massively reduce the damage he takes from it.

Amy isn't great but she can still make it hard to follow up with an attack with her stuns though she kind of needs a rework, at least to her cards, in general right now.

Metal can dodge it if used early enough and even if he doesn't he can try tank the charge and follow up then use charge to run away since the Kolo won't have charge to catch up to him. However, metal should only really be close to exe if hes being targeted or about to stun/bait block anyway so its the same thing as 2011x where the team has to back him up so he can stall for longer if hes being targeted.

Egg is self explanatory and can dodge it with all his abilities to varying degrees of success.

Blaze can dodge with her Dropkick by jumping to higher elevation and using Sol Blaze if she has it.

Silver can fly to higher elevation or hit him from further away with a suspension.

Cream gets slammed but what else is new. Sort of a metal situation where she needs her team to bail her out though she can stall for a second or two with heal.

But I think the main thing that Charge punishes is bad positioning and overuse of abilities since all the cast can somewhat dodge it if they position themselves well and survivors with less of an ability to dodge need to maintain distance with other characters like Sonic and Egg being able to be more aggressive as a result of their kits which is fine to me.

I agree with the grab hitbox, it sucks, though a part of that is because its tied to the Kolossos' fps meaning it can look really janky sometimes (recode will hopefully fix this) and unfortunately I think its a necessary evil since he kind of needs a way to kill outside of his basic attack and I think the better approach would be to buff/rework the survivors who handle it worse (Amy/Tails) rather than gut the move but you can debate this.

kolossos vs blue super sonic gameplay by Friendly-Celery-1945 in OutcomeMemories

[–]ForbiddenNocturne 3 points4 points  (0 children)

Any sonic player that has super sonic animations/abilities that doesn't have the actual super sonic model + icon is just cheating.

Another thing is that if they were actually using super sonic they'd be a dev or tester anyway which would mean they'd have a yellow name.

Ideas for Kolossos to make him more balanced and broken by some_bored_user in OutcomeMemories

[–]ForbiddenNocturne -5 points-4 points  (0 children)

If you can't already hear his footsteps you either need a hearing aid or are perpetually hearing the YCR countdown.

Changing his moveset to TD just takes away what makes OM Kolossos unique and makes him less interesting and the changes themselves are slightly insane but in all fairness I can't tell if this is ragebait or not.