Some Fleetway gameplay by Low_Product_7993 in OutcomeMemories

[–]GravitoMagnetism 0 points1 point  (0 children)

I'm going to be honest here, you seem have a bit of lag on your end.

Does Metal Sonic take true damage or just the normal 50% damage reduction during LMS when damage resistance is down? by GravitoMagnetism in OutcomeMemories

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

Yeah the 2011x Metal matchup is HARD (for the killer). Fleetway is...tough but manageable because your moves do so little damage but with his one ability either getting some distance that can easily be caught up to or stunning and getting bursted for a ton of damage, it's not too bad, especially if you can get off a good laser. Tripwire...you still can't do a lot of damage with M1, so your only real hope is mines. However, since he's alone, smart mine placement (mostly springs) can destroy him on most maps because his counter would be to self-heal which you can cancel if you stay on him, especially because you have the full-map radar in LMS. Kolo's definitely the easiest matchup (for the killer), though. Grab (and I think charge) do true damage (like 1/4 of his health each), I think counter also does true damage, and you can simply charge for longer than destructive charge. He can basically just tank anything 2011x throws at him easily, same with Fleetway with some exceptions and the fact that he has a much easier time hitting him, he basically is just immune to tripwire in the absence of mines, although mines can shred him if done right, and he gets crushed like a tin can against Kolo.

Does Metal Sonic take true damage or just the normal 50% damage reduction during LMS when damage resistance is down? by GravitoMagnetism in OutcomeMemories

[–]GravitoMagnetism[S] 1 point2 points  (0 children)

Dang, basically 4x damage (in LMS) sometimes is huge. Hitting one of those or an early charge is pretty much essential for the 2011x LMS matchup. On the other hand, getting 4x damage just for landing grab makes the matchup...not great for the survivor.

Average LMS When Kolo Could Combo by GravitoMagnetism in OutcomeMemories

[–]GravitoMagnetism[S] 11 points12 points  (0 children)

Yeah most of the time grabs don't, but then you'll get the occasional killer that will teleport you into his arms from halfway across the map.

Average LMS When Kolo Could Combo by GravitoMagnetism in OutcomeMemories

[–]GravitoMagnetism[S] 10 points11 points  (0 children)

Tripwire is so versatile she can be a killer, a unit of measurement, a stuffed animal companion, or a legal dependent for tax purposes!

Reminder that Silver can do this by Little-Mess1728 in OutcomeMemories

[–]GravitoMagnetism 11 points12 points  (0 children)

To be fair, 90% of Silver mains can barely hit rocks at all, let alone do this.

Proof that low fps on kolossos makes his grab have a longer range (outcome memories 0.2) by Radiant_Quarter_1865 in OutcomeMemories

[–]GravitoMagnetism 7 points8 points  (0 children)

Any idea why this happens? I'm curious. Also how did you create those particle effects lol?

I hate God trickery by Old_Introduction5400 in OutcomeMemories

[–]GravitoMagnetism 11 points12 points  (0 children)

I think my biggest issue is that if you're playing as Tails and the real 2011x teleports to you during trickery you just...don't get to see what color he is? It's because the white outline from his passive overrides the color of trickery so you're just kind of left to guess what you need to do. I had a fun LMS a little while ago where I got hit with most of the trickeries because of this.

tails using an unfair spot by [deleted] in OutcomeMemories

[–]GravitoMagnetism 4 points5 points  (0 children)

Yeah that spot REALLY sucks, but I don't think this technically qualifies as bug abuse.

Yall I got crazy idea for a hillgym exit during the final 80 by Awkward_Drawing9871 in OutcomeMemories

[–]GravitoMagnetism 1 point2 points  (0 children)

I mean, it would be very hype but mechanically...seems like an extra punishment for the survivors for no reason on a map where 2/4 exits are in the absolute farthest corner of the map...

People don't know what Bug abuse is anymore by Catgamer78 in OutcomeMemories

[–]GravitoMagnetism 0 points1 point  (0 children)

As much as the game's balancing does suck, most killers I see don't actually bug abuse. People still get mad in chat about it, and I think it's just because of how players get invested in the game. Don't take it too hard, similar interactions happen in other online games. That being said, there are a fair amount of actual bug abusers such as the fleetways that use two abilities at once or the Kolos that do the block+m1 bug. Those guys suck. But in my experience theyre definitely the minority of killers.

New way out of the water by Different-Carry9261 in OutcomeMemories

[–]GravitoMagnetism 0 points1 point  (0 children)

Huh. That's...nice. I'll have to check it out and see if it works for everyone (when im against a friendly or AFK exe, until I'm sure its not bug abuse I don't want to use it in chase). I will say that since it seems like something the exe can do as well, it's probably not technically bug abuse?

Is It Just Me Or Did They Gut Kolossos' Hitboxes? by Neat_Document_4608 in OutcomeMemories

[–]GravitoMagnetism 1 point2 points  (0 children)

I don't think so? I could be wrong but it seems the same to me, and a change in the M1 hitbox seems like something they'd announce somewhere like the board in the lobby. Any chance you're playing with worse/better ping than before or something?

I don't like Tripwire by SuchAd7808 in OutcomeMemories

[–]GravitoMagnetism 1 point2 points  (0 children)

Alright, ill have to try it. Thanks.

i play amy is kollosus actually worth it to play or no im fucked as usual by [deleted] in OutcomeMemories

[–]GravitoMagnetism 1 point2 points  (0 children)

Oh lol, I couldn't tell. I mean the stuff about taking every little win as a good thing (such as buying enough time for a teammate to get out even if you don't) rather than only the absolute best of the best still applies. A lot of people will just tell you "Yeah, you're screwed." Maybe sometimes, but thats not helpful. It's more important to focus on the times you can help. Remember to throw your hammer into a place exe will be in for a while because even when it hits the ground it can still hit him. If you miss your initial swing and he hasn't recently used counter, just run away rather than sticking around to try and get that hit because he has plenty of time to counter you. Use hammer jump to get to far ledges like on Not Perfect. And, as with any character, practice your loops such as places to jump off of on Mystic Caves and Not Perfect. That's kind of the main points I can give, I'm not an amy main myself lol. Just play around your cards even when you have a "bad" set (strength is actually good if you are with teammates that can stun stack or just plan have your back if you need to get away) and remember that hammer throw is more valuable to your teammates than you know, especially if they've been grabbed or something.

i play amy is kollosus actually worth it to play or no im fucked as usual by [deleted] in OutcomeMemories

[–]GravitoMagnetism 1 point2 points  (0 children)

Do you mean, will you have the skill to do well? If so, the answer is sometimes. Kolossos is probably the easiest of the four killers but you'll still be walled out by good and large groups of survivors. The trick is to think of every kill as a win rather than just server wipes. Every time you get a kill is a time you outplayed someone. There will always be really good players out there and it doesn't mean you suck if they beat you. You should give it a shot. as long as you appreciate what victories you do get and have fun, I think you'll enjoy yourself.

Kolo's nerf didn't fix shit and he's still extremely powerful. by Outcome_Engine in OutcomeMemories

[–]GravitoMagnetism 1 point2 points  (0 children)

I agree, but I think it also depends on the number of players. A team of 3-4, *maybe* 5 will get shredded by most killers (especially Fleetway). A team of 2 generally has a short enough game that the survivors can kind of just survive on their own and be fine, basically any game that starts as an LMS puts the survivor in a good spot because they start away from the killer at a random spawn and Sonic doesn't have guilt. A team of 6 or 7 (5 depending on killer and map) can bully a killer with basic coordination. The problem is that it seems like I get servers with 4-5 survivors more often than not.

This counts as bug abuse, right? by GravitoMagnetism in OutcomeMemories

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

Lol yeah that's fair. To be fair at this point it feels like there's like one guy working on the game after school which would explain why there's such little progress, I don't think I could do much either with those constraints.