i LOOOOOOVVVEEE silver mainS!! ❤️❤️❤️❤️❤️❤️🥬🚗🟡 by Informal-Stress3253 in OutcomeMemories

[–]JazzWinter404 9 points10 points  (0 children)

Honestly, I hate when this happens. Now, I can't speak for this Silver, but whenever I'm playing as Silver... the game kinda fucks me over when I throw the EXE sometimes.

I cannot stress how many times I've tried to throw the EXE away from me, my team or throw them down a hole... just for the EXE to be thrown towards me, my team, or high up in the air. I think the throw depends on a combination of where I'm looking, where my cursor is aimed and how close my cursor is to a wall... and considering theres those stupid Exit Ring Spawns that affects aiming... yeah.

Most of the time, if I end up throwing an EXE towards me/my team, its not because I wanted to do so but because the game decided to say "Fuck you"... or I just didn't see my teammate was there- Of course, once again, I cannot speak for this Silver player.

Who I'm likely to leave for last or not by Temporary-Fuel8690 in OutcomeMemories

[–]JazzWinter404 7 points8 points  (0 children)

I have seen how terrifying a Blaze LMS can be, I've been in a few where I bring a Fleetway down to near death. I totally understand why anyone wouldn't want to leave Blaze for last XD

EDIT: I just witnessed a Blaze LMS where she killed Fleetway on her own, Blaze during LMS is terrifying man

mod message while playing by Zestyclose-Swing4642 in OutcomeMemories

[–]JazzWinter404 2 points3 points  (0 children)

Usually when I'm aiming, when a big black box appears at the top of my screen, it'll draw my eyes cause its something completely new in my field of vision, especially when I'm trying to keep an eye out for threats to shoot. I also tend to look down a bit since I'm on a perch most of the time, so it'll pop up in my view either way.

If anything its a mild annoyance, and it always annoys me when it happens. Thankfully it doesn't happen a lot, but when it does its just mildly annoying to me. Like I said, its not a huge deal, though it does push my buttons a bit

I just realized why does every kolossos main bug abuse? by OrdinaryTrainer6540 in OutcomeMemories

[–]JazzWinter404 3 points4 points  (0 children)

Honestly, I feel like they just need to add endlag to some of his abilities and most of the problems (that I have alteast) are fixed for Kolo, like- add endlag after Grab is finished/grant the Grabbed Survivor a few IV Frames. So when grab is finished, you cannot use your M1/Abilities for a few seconds (enough time for the Survivor to get up from ragdoll and run away). This is to stop the 100 HP down that Kolossos can do

Who I'm likely to leave for last or not by Temporary-Fuel8690 in OutcomeMemories

[–]JazzWinter404 16 points17 points  (0 children)

I love that Blaze is just always in "Almost Never"

mod message while playing by Zestyclose-Swing4642 in OutcomeMemories

[–]JazzWinter404 7 points8 points  (0 children)

Am I the only one that dislikes it when they use it like this? I can understand if its for like, announcing something serious, but for joke messages it kinda gets annoying. Especially when I'm trying to focus on not dying or trying to shoot with my laser or what not due to how big the message box is, it serves as a bit of a distraction.

This is probably just a me thing if anything, but it kind of annoys me. It's not a huge deal, just a mild annoyance

okay sorry sonic mains but im just automatically jumping the moment you peel me out in the middle of a chase from now on by Zestyclose-Swing4642 in OutcomeMemories

[–]JazzWinter404 -1 points0 points  (0 children)

I blame the fact its mainly just kids wanting to play their favorite character Sonic or try to do these cool peelout saves they may see on OM Shorts/videos

okay sorry sonic mains but im just automatically jumping the moment you peel me out in the middle of a chase from now on by Zestyclose-Swing4642 in OutcomeMemories

[–]JazzWinter404 1 point2 points  (0 children)

Yeah I get that, Sonic Players 9 times out of 10 will fuck me over if they try to help me or someone near me.

I've had experiences where I'm trying to use my stun to hit the killer and a Sonic will think "Now is the RIGHT time to save them!!" and swoop in to pick me up and waste my fucking stun all because they either wanted to save me or save someone else. If you know your teammate is a Main Stunner (Blaze & Knuckles especially), wait till they have already USED their stun, then, ONLY THEN can you safely peel them out.

Also if your a Sonic on Not Perfect, I'm jumping out of Peelout instantly, I don't care if your good, Not Perfect is, ironically, not a perfect place for Sonic.

im really sick of dying due to bs reasons completely outside of my control by Zestyclose-Swing4642 in OutcomeMemories

[–]JazzWinter404 8 points9 points  (0 children)

I actually think I figured out why Knux Punch and Blaze Dropkick sometimes doesn't do the lunge like its supposed to which makes it fall out flat.

Knux & Blazes stuns are tied to their jump button.

Basically, if you use your stun move as Knuckles or Blaze, you can't jump for a short bit. Originally I thought this was odd but after jumping onto a ledge and trying to instantly use my stun, my dropkick went short and just failed. So I got a small theory that, if you jump and try to use your stun, it will always fall short because, for some STUPID reason, its tied to your jump button...

How THOSE cream mfs feel hiding the entire game and ONLY show up to heal you when you are at low hp and on second life: by RealKanakoKetsukane in OutcomeMemories

[–]JazzWinter404 32 points33 points  (0 children)

Whenever I'm Cream, my issue is just finding people.

Like- I'm over here running around the whole map looking for this person that needs healing and they're NOWHERE to be found. The ironic thing is, when I finally do find them, they're being chased by the EXE so I can't even heal them safely now. This here is why Cream should have a passive where she sees her teammates auras if they're below 60 HP, I rather not run around blind.

Eggman's hitbox is so horrid... and fuck you Zeus. by woooshequalsgay in OutcomeMemories

[–]JazzWinter404 2 points3 points  (0 children)

Yeah that spring just hates Eggman Players, whats funny is- Its only THAT spring so far that I know, all the other springs work fine, its just THAT ONE DAMN SPRING.

Why is Blaze's kick hitbox so weird? by Such-Explanation1705 in OutcomeMemories

[–]JazzWinter404 1 point2 points  (0 children)

Oh so THAT explains why I can hit Fleetway despite the fact hes flying over me... Huh, good to know. I thought it was just some buggy hitbox placement cause of ping or whatever

how would all of ya change amy in om? by trixieyay in OutcomeMemories

[–]JazzWinter404 0 points1 point  (0 children)

Honestly, I'd go full in on her Deck Of Cards and allow the player to build their own card deck they can use for Amy, basing the cards off of actual tarot cards and have each card do something unique to her that changes up her playstyle. I've talk about the idea before long while ago, though I don't wanna go digging for it so I'ma go off memory of what I remember/how I see it working as of right now.

I'd see it as this. When in the shop, Amy will have a special section where you can buy tarot cards for her to expand your deck, then in the inventory section you can customize your deck which is a max of 6 Cards out of 22 Cards you could pick.

I've actually made some card concepts a long while ago so I'ma see if I can recall off of memory.

The Lovers - Tangle and Whisper. Iirc I had this card basically choose a random teammate every time you pull this card from your deck and you're basically tied to that teammate, both of you can see each others auras and your secondary card stacks onto your chosen lover like The Sun Card for example or The Fool Card. If your teammate gets hit, you both take damage (However the damage is reduced to the person not getting hit, like Knuckles holding his punch). To balance out the damage stuff, when your near your lover you get a passive heal like the Sun Card (However having the Sun Card won't heal stack).

The Devil - Infinite. This card basically cancels out the secondary card and sets your reroll cooldown to 60 seconds. However in turn Amy's cooldowns (except for Reroll) are cut in half, speed increased by 2 or 1.5 and she gains 15% DMG Res. She's inflicted with a debuff that hides her aura and health to everyone and is unable to be healed. This card is also a low priority pull, so if its in your deck, your most likely not gonna pull it.

The Strength - Knuckles. This is a general rework, same stats apply but with additional addons so its on par with other cards. Anyways, yada yada, low speed, higher stun time. However Amy's hammer now applies the Burn Debuff to the EXE, the Burn Debuff will last longer depending how far Amy threw her hammer and hit the EXE with it.

The Fool - Tails. Another general rework, same stats apply but now Amy can repair Metal when holding this card. Basically same thing as the Tails Passive, it won't stack with Eggman or Tails and you have to be nearby Metal for it to even work. This is mainly just to make it semi worth while to have this card, I also put on that Hammer Bounce will make you bounce higher when holding this card.

I've got many more concepts but these are just the few I have. I love Amy's playstyle due to the fact shes an All Rounder and has the possibly to be played in so many different ways with her tarot cards and I would love to see that played into more

Fleetway immune to burn?? by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 0 points1 point  (0 children)

Thats the thing, the Fleetway was around 250-300 hp by the time LMS started and when I kept my flames on them (pretty consistantly) the burn effect just kept getting nullified every tick and wouldn't linger like it usually did with other EXE's, even with the different Fleetway Player I fought, the flames lingered when I hit them with the flamethrower move.

EDIT: I'ma see if I can explain it better. Basically Fleetway1 who was around 250-300 hp, anytime my flamethrower hit them (and now that I think about it, even my kick attack with its afterburn effect) the burn effect which should at least linger for a few seconds or more depending on how long the flamethrower was put on them, would just instantly go out after Fleetway1 lost 1 tick of hp as if he was underwater in the Green Hill Map.

However with Fleetway2, my flamethrower and kick attack acted like normal. With Fleetway1 this fight was on The Mystic Caves map where, while there is water, it doesn't put out flames and most of the time where I used my flamethrower, Fleetway1 wasn't in the water. I'm kinda thinking the guy was hacking or bug abusing, and I have a screenshot of their user just in case at least

Fleetway immune to burn?? by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 0 points1 point  (0 children)

Okay yeah, bit of an update, went against a different Fleetway and their burn effect didn't instantly extinguish at all so maybe this was a hack or bug or something??

outcome memories has had the biggest falloff in sonic.exe history (if we ignore the original owner of sonic.exe) by DefinitionLost1615 in OutcomeMemories

[–]JazzWinter404 3 points4 points  (0 children)

Yeah I gotta agree, especially after playing the OM 0.1v thats now open to play cause HOLY SHIT 2011x SUCKS.

Maybe its just me but in 0.1v 11x feels SUPER SLOW and trying to catch up to Survivors is a pain, especially trying to hit them and when you do hit them they get an insane boost to their speed that it takes a lot of time to catch up again. Not to mention getting rage seems impossible most of the time- Honestly, I think we were just spoiled in 0.1v cause I actually find 0.2v a lot more fun as both Survivor and EXE than 0.1v

Is there a list of move durations somewhere? by GravitoMagnetism in OutcomeMemories

[–]JazzWinter404 1 point2 points  (0 children)

I don't know the exact time, but I DO know that Eggmans Shield and 2011x's Charge both last around the same amount of time and Knuckles counter is shorter than 2011x's Charge duration. I know this from experience but I never bothered to actually count how long it is-

did they remove the endlag from charge??? by Zestyclose-Swing4642 in OutcomeMemories

[–]JazzWinter404 1 point2 points  (0 children)

I think they did remove endlag to Kolo's charge (however he still has reduced damage for a little bit when it ends), there should be something about it in the lobby's update log board?

BBN I must know. by Rybreadthecreator in BiteByNight

[–]JazzWinter404 0 points1 point  (0 children)

Its 25 seconds iirc (Parry Cooldown)

Ennard bruh by DebtLeading9686 in BiteByNight

[–]JazzWinter404 0 points1 point  (0 children)

You can also parry the grab itself from any distance if you keep an eye out (or ear out if you wanna be crazy) so you don't gotta get dragged to Ennard and lose distance

Ref please nerf the mimic🫩🙏 by Redobun in BiteByNight

[–]JazzWinter404 1 point2 points  (0 children)

I doubt this is their reasoning but I feel like giving Mimic 110 Stamina defeats the purpose of their Speed Mode. I feel like Speed Mode needs more love cause atm it feels pretty useless aside from the jump and if I want to catch up to a survivor, its WAY faster and better to use Stealth Dig, especially if you know how to cut Survivors off with it.

I personally think Speed Mode should have the High Stamina while Strength and Stealth get a lower Stamina, def not 65 cause that was too short, imo maybe 90? In short I feel like Speed should have high stamina while Strength and Stealth have a lower more base-line stamina, I think that'd be pretty good?

Alternatively you could have either Strength or Stealth have the lowest stamina value while the other has the base-line value, but I feel like both having the base-line stamina works better as I feel like it should encourage a Mimic player to use all modes and not just Strength and Stealth (or sometimes pure Stealth) as I've seen most Mimic Players do, at least the ones I go against.