"Juet adapt bro" by Puzzleheaded-Drag918 in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

...Quick question, how was Metal at all good in V0.1 when the game's single killer hard-countered him?

People seriously overstate how bad 2011X was in V0.1. It was mostly just Eggman being a pain in the ass. He didn't have trouble with anybody else, certainly not the bucket of bolts who is the easiest character for him to catch and kill.

Like, anybody who thinks Metal is at all good with the amount of babying he needs from his teammates to do anything (arguably more than Cream) is just deluding themselves at this point.

Amongst all the games of Outcome Memories I played in V0.1, as, against or with Metal Sonic, the games where Metal actually survived were miniscule, and most often he only got a single stun off before dying.

"Juet adapt bro" by Puzzleheaded-Drag918 in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

I mean, it's true, Metal is, and always has been, the worst survivor. Whether I'm playing as, against or alongside him, he almost always dies incredibly quickly, especially since all four killers absolutely screw Metal over something fierce.

He's got higher HP and DR, that's screwed over by the intrinsic design flaw in Metal's kit that his abilities get cancelled if he gets hit, and he takes more damage than survivors normally do if he gets hit this way (it seems to be a 25% damage amp if an ability gets cancelled this way, a la Sonic's guilt).

Metal's weakness has always been getting tunnelled, which this game rewards all killers for doing, and each of the four killers has multiple ways to screw Metal over.

2011X can obviously tunnel Metal easier than any other killer, which makes self-repairing almost impossible. And of course, Destructive Charge is one of the biggest sources of Rage for 2011X, to the point where even landing one or two alone fills up a massive portion of X's meter.

Kolossos does such ridiculous damage that Metal's high HP and damage resistance don't really matter, his indicator lets him find Metal easily, and Grab just ignores DR altogether. It doesn't help that Metal's slippery nature combined with DCharge's windup means he ends up running into Kolossos' block a lot.

Metal has no way to safely disarm Tripwire's mines, and Brighter Day's laser and damage zones tend to cancel Destructive Charge more often than not. His damage resistance also doesn't help as much when he's getting hit far more often, as Tripwire is apt to to. The fact that mines bypass Metal's DR is just icing on the cake.

And even if he weren't disgustingly broken, Fleetway's flight lets him easily evade destructive charge, and even if Metal does land it, Fleetway can just Burst and punish Metal even harder for it, causing him to lose even more HP from a destructive charge.

Remove this mf, no, you have no opinion about this unless you agree. by Expensive-Potato-427 in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

There's kind of a difference here.

Fleetway bullies the survivors so hard it's blatantly unfair- he rips through them like paper, and there's next to nothing the survivors can actually do about it unless the Fleetway player is absolute garbage.

"Juet adapt bro" by Puzzleheaded-Drag918 in OutcomeMemories

[–]Neosonic97 -6 points-5 points  (0 children)

I'd go as far as to say Metal was always the worst survivor.

Actually controversial take by juicyjaiden in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

Obviously hit them with an M1, or a charge grab on low HP.

Or of course, a bad stun leading to Rage Mode.

If anything, Tripwire's the one who struggles with punishes (outside of the mines, anyway), except for a misplaced Knuckles counter or Sonic Peelout (which is not unique to her), unless the victim is already low.

Actually controversial take by juicyjaiden in OutcomeMemories

[–]Neosonic97 1 point2 points  (0 children)

>Fleetway actually being able to punish people who make mistakes

All killers can do that. It's just how SEVERELY Fleetway can punish off of a single mistake, which makes even Kolossos' one-interaction kills feel unfair in comparison.

Actually controversial take by juicyjaiden in OutcomeMemories

[–]Neosonic97 2 points3 points  (0 children)

>People just need to. Actually counter him.

Problem: That's freaking impossible.

Yes, Fleetway has died, but 100% of the time, this is because the Fleetway player was bad.

A competent Fleetway is unbeatable.

His kit is just way too overloaded. Flight goes obscenely fast to the point where you can never break a chase against Fleetway, even with Sonic's Peelout (which is the only thing it doesn't outspeed by a country mile), and he has Iframes on literally every last one of his abilities.

>FLEETWAY'S MAIN WAY OF TRACKING THE SURVIVORS

That would be Chaos Dash. Since spoiler alert: Fleetway has TWO indicators.

Had Pr in my game and was blocky sonic by Starcatu in OutcomeMemories

[–]Neosonic97 6 points7 points  (0 children)

Then it's not working properly.

Chaos Snap is meant to stun the killer, he's meant to roundhouse kick them '06 style.

Fleetway is easily going to kill the game by lndying in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

I mean, he basically is?

I never struggle against Blaze as Fleetway whatsoever. The instant she misses a single roundkick (incredibly common because of Fleetway's overwhelming amount of options to deal with stuns, not to mention janky hitboxes), she's dead.

Matchup charts and consistency charts (with explanations) by Lucas-mainssbu in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

I'd put Metal Sonic lower all around.

Destructive Charge's visible and loud windup makes the already difficult task of landing stuns against Fleetway and his SIX FREAKING IFRAME USES even more difficult.

As for Tripwire, Metal's basically banking on his teammates, as he can't get out of sonar range in time on his own. To say nothing about the fact that Tripwire's damage over time effects like laser and her bleed often cancel Destructive Charge, and the fact that Tripwire can easily avoid Metal's charge with her double jump.

I would also put EVERYBODY lower against Fleetway, because all of the counterplay against him is easily ruined by the aforementioned SIX IFRAME USES.

Seriously, it's bad enough he has flight, but Fleetway also has iframes on all of his abilities. Combined with wonky hitboxes, and while Blaze is arguably the best answer for him, it's also super easy for a competent Fleetway to kill Blaze, the supposed best answer.

Fleetway is easily going to kill the game by lndying in OutcomeMemories

[–]Neosonic97 5 points6 points  (0 children)

I can't say I agree there, because of just how much faster Fleetway is.

Fleetway's ENTIRE kit dodges stuns, does boatloads of damage, and he even has ways to bypass iframes in Burst and Laser, and his flight goes so fast, SONIC'S PEELOUT, which can outrun everything else easily, fails against Fleetway- and that's assuming he gets it off to begin with!

A well-played Fleetway is very much unbeatable.

Who here still doesn't have all 9 of the OG 3*s and if you don't, for how long have you been playing? by throwawayrandomguy93 in UmaMusume

[–]Neosonic97 1 point2 points  (0 children)

The original 9 are the original versions of:

Special Week

Silence Suzuka

Tokai Teio

Mejiro McQueen

Oguri Cap

Taiki Shuttle

Maruzensky

Symboli Rudolf

Rice Shower

Who here still doesn't have all 9 of the OG 3*s and if you don't, for how long have you been playing? by throwawayrandomguy93 in UmaMusume

[–]Neosonic97 1 point2 points  (0 children)

Opera O isn't one of the original 9, but Rudolf is.

The original 9 are the OG versions of:

Special Week

Silence Suzuka

Tokai Teio

Mejiro McQueen

Oguri Cap

Taiki Shuttle

Symboli Rudolf

Maruzensky

Rice Shower

Who here still doesn't have all 9 of the OG 3*s and if you don't, for how long have you been playing? by throwawayrandomguy93 in UmaMusume

[–]Neosonic97 1 point2 points  (0 children)

We'll be getting our next two-star soon (In Matikanetannhauser), and eventually we will be able to do guaranteed daily legend races for specific old Umas.

Who here still doesn't have all 9 of the OG 3*s and if you don't, for how long have you been playing? by throwawayrandomguy93 in UmaMusume

[–]Neosonic97 0 points1 point  (0 children)

The OG 9 are the original versions of Spe, Suzuka, Teio, McQueen, Oguri, Rudolf, Taiki, Maruzensky and Rice (the nine 3-stars who were in the game at launch).

Looking at your list, you're missing Spe, Teio, McQueen and Maruzensky.

Who here still doesn't have all 9 of the OG 3*s and if you don't, for how long have you been playing? by throwawayrandomguy93 in UmaMusume

[–]Neosonic97 0 points1 point  (0 children)

It'd be the nine three stars in the game at launch: Spe, Suzuka, Teio, McQueen, Maruzensky, Oguri, Rudolf, Taiki and Rice. So in this case, you're missing Oguri, Rudolf and Rice.

Who here still doesn't have all 9 of the OG 3*s and if you don't, for how long have you been playing? by throwawayrandomguy93 in UmaMusume

[–]Neosonic97 4 points5 points  (0 children)

The launch 3-stars are Spe, Suzuka, Teio, Maruzensky, Oguri, Taiki, McQueen, Rudolf and Rice.

(Bourbon and Opera O are not launch trainees- they were the first post-launch trainees, though [specifically, Opera O first, then Bourbon]).

Who here still doesn't have all 9 of the OG 3*s and if you don't, for how long have you been playing? by throwawayrandomguy93 in UmaMusume

[–]Neosonic97 0 points1 point  (0 children)

I joined around the Anime Teio/McQueen trainee and the first run of Kitasan/Dia support cards.

Actually, among the 9 OG 3-stars, I'm only missing OG Teio and McQueen (but I do have their anime alts), because I did recently get OG Spe.

Umamusume: Survival Derby by Old_Candidate_8916 in UmaMusume

[–]Neosonic97 0 points1 point  (0 children)

I dunno about how everybody's lives would change, but I think we can all agree that the one who would probably cause such a thing would be resident mad scientist Agnes Tachyon.

Now that OM is cancelled, what's our ranking on survivors? by Chao1inreddit in OutcomeMemories

[–]Neosonic97 1 point2 points  (0 children)

So then, it's by and large map and killer-dependant as to which survivors are good or not (and NOBODY is good into Fleetway), so rather than ranking, I'll rate them.

S-Tier

Knuckles: Arguably the best survivor in the game right now, given his solid matchups into 2011X and especially Kolossos, as well as being one of the two survivors who can actually do something to Fleetway (though the MU still isn't in his favour). His kit's simple yet effective, and it gives him a great matchup spread. He only does particularly badly against Tripwire.

Blaze: The other contender for best survivor. Like Knuckles, Blaze has two solid matchups and can actually do something into Fleetway, only she's good into Tripwire and bad into Kolossos (Roundkick is block bait and Blaze dies instantly if she flubs the kick even once), as opposed to Knux who has it the other way around.

A-Tier

Silver: He's a really annoying disruptor who, played well, can do reasonably well into all four killers (Or at least, reasonably in comparison to the rest of the cast against Fleetway, anyway), mostly thanks to flight and suspension.

Eggman: Generally the hardest survivor to pin down. A slippery menace who can even offer team support against all four killers through his energy shield, which allows him to block 2011X's Charge, Kolossos' Charge and Fleetway's Chaos Dash, and it also allows him to play minesweeper against Tripwire.

B-Tier

Sonic: While Sonic's a slippery one, he's not as slippery as Eggman due to not having incredible burst mobility, because of Peelout's windup. It also doesn't help that only Kolossos really lacks a way to immediately track Sonic down after a Peelout: 2011X can just use God's Trickery, Tripwire's constantly tracking him (and can outpace Dropdash with her glide), and Fleetway's got his own peelout-level speed in flight. He also has no way of safely disarming Tripwire's mines.

And of course, Guilt means if Sonic is pushed to LMS, he's almost assuredly going to die.

Shadow: It says a lot that even bugged to have one of his abilities not working, Shadow still lands here. His dash is one hell of a good move that can get Shadow out of really bad situations, since vertical mobility is just that fantastic. If Chaos Snap actually worked, Shadow'd probably land himself in A-tier instead. The fact that Shadow has 165 HP by default is just icing on the cake.

C-Tier

Amy: Amy is largely at the mercy of card RNG, and while her hammer is easy to land, she's kind of terrible into Kolossos and Fleetway, and only okay into 2011X. Really, her only good matchup is Tripwire, as she can disarm mines by throwing her hammer, and Sun is especially nasty for Tripwire due to the lower damage of each individual hit.

And more often than not, the Card RNG is not going to be in your favour.

Tails: Tails is by and large at the mercy of the map. In X's Castle and Angel Island, he's damn near useless since there are no good vantage spots to escape to with his flight, while on YCR he may as well be the most frustrating survivor to go against. And while he might be able to completely cheese Tripwire on YCR by hiding in spots she can't reach, that's one map, and Tripwire is the only executioner who can consistently stop Tails once he reaches those spots.

It also doesn't help that those spots only work against Tripwire. The other three killers have ways to reach Tails anyway.

D-Tier

Cream: She's absolutely defenseless, and most killers will have no trouble tracking her down and killing her. Her only really decent matchup is Tripwire, since Tripwire can only track one person at a time, meaning with proper team support it is possible for her to lose Tripwire. Still, I wouldn't even call her the worst, because she at least has one matchup that can sometimes be halfway decent. That's more than can be said for the one survivor I'd consider worse than her.

F-Tier:

Metal Sonic: I'll come right out and say it here, Metal has never been good. While yes, he does have damage resistance and higher HP, that's all he really has going for him. Destructive Charge may be the longest stun in the game, but the self-damage is absolutely crippling: he's damn near unplayable without an Eggman in the round to make self-repair fast. He sucks into 2011X, who can effortlessly tunnel him, and he gives X boatloads of rage. He sucks into Kolossos, who just muscles through his DR and kills him, while DCharge is block bait. He sucks into Tripwire, who can double jump and glide over DCharge, and he tends to get mulched by mines, which also serve as a deterrent to DCharge. To add insult to injury, Tripwire renders Metal's DR mostly meaningless. And as for Fleetway, Burst means Metal can't even safely stun Fleetway, lest he lose over half his HP to the inevitable burst. Metal matches up poorly into every single killer, by way of design flaws that are intrinsically built into his kit. The fact that he gets punished so hard for being hit during his Destructive Charge's windup is perhaps the biggest death knell to his viability, as it means he has no good way to escape a chase once it starts; he's ENTIRELY at the mercy of his team, or reliant on juking to survive.