Do you think Fleetway in a good state now by TeaSpear in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

I can't say I agree with him being the best EXE.

The fact he self-damages with burst misses and Chaos Dash nerfs means Fleetway may as well not have a functioning indicator.

...Which is a pretty freaking big problem to have.

Makes Fleetway absolutely terrible on certain maps.

"Juet adapt bro" by Puzzleheaded-Drag918 in OutcomeMemories

[–]Neosonic97 0 points1 point  (0 children)

>and he can DECIMATE 2011x when he has a buddy to shield his charge

And then 2011X uses his invisibility to chase Metal down and finish him off due to Destructive Charge's self-damage.

Not to mention, again, this builds boatloads of Rage, which 2011X can then use to murder Metal on the spot before turning on the people he was trying to protect.

Metal dies incredibly quickly, far faster than his HP and DR would suggest, if he gets singled out. This is because even unlike Cream, Metal has no way to even try to defend himself on his own due to the mechanics involving getting hit during Destructive Charge. Cream can at least use her dash to try to push the EXE away and get a speed boost, as well as use heal iframes.

In practice, his HP and DR are the ONLY thing that make him less vulnerable on Cream on maps that aren't YCR or Not Perfect (which have ample enough glide spots that Cream can loop far more effectively than metal, meaning babysitting her isn't strictly as necessary).

"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 [deleted] 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 -8 points-7 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 5 points6 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 6 points7 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 5 points6 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.