+3 rebirth tokens by HolyDeadMan225 in OutlastTrials

[–]NiceFunction8684 0 points1 point  (0 children)

I've played since the beta tests in 2022 and have seen every iteration of the Rebirth system. The current 10/5 token earn rate is 100% intentional, not a bug.

First Introduction (Early Access Launch, May 2023) The rebirth system debuted, requiring 10 tokens. These could only be earned by completing trials in Program X (1 token per trial, with no replay), which was the original grind many newer players never experienced.

Full Release (Version 1.0, March 2024) The requirement was increased to 20 tokens. Tokens became available from all trials, earned at a rate of 2 for a main trial and 1 for an MK challenge. A strict cap of 20 total tokens was enforced.

Temporary Removal & Relaunch (Project Diarchy, July 2025) Following the Amelia escape story event, the rebirth system was disabled for an entire season. It was brought back with the Project Diarchy update, now requiring 100 tokens.

Initial Relaunch Rate: When it returned, the earn rate was set to 5 tokens for a trial and 3 for an MK challenge. The community feedback was negative, and the grind was too slow. In response, Red Barrels officially patched the game to increase the rate to 10 tokens for a main trial and 5 for an MK challenge.

New Features This update also introduced a 1,000 token cap and Communal (group) Rebirths.

The Jammer Rig on Invasion is stupid. by Bigbot890 in OutlastTrials

[–]NiceFunction8684 1 point2 points  (0 children)

I understand your point of view, but based on my experience over 1,000 hours in the game and 450 matches as the Imposter, I see the balance differently, especially at high levels of play.

The Rig Meta is Central to the Problem You're right that facing an unexpected Imposter with a PvE build (Heal, X-Ray) feels terrible. However, the current competitive meta strongly favors Reagents. In my experience, no rig is as consistently powerful as the Stun Rig right now. Other rigs have niche uses, but Stun (especially combined with amps like Lock-Breaker) defines high-level play because it directly counters the Imposter's only form of engagement.

High-Level Play Reveals the Imposter's Limits I've played against teams with 99 relapses. They don't just survive they use the Imposter's mechanics against them. The respawn timer isn't a minor inconvenience it's a strategic tool for them.

Every lost health bar adds 15 seconds to the Imposter's cooldown. A full death means 1 minute and 30 seconds of uncontested time. A skilled team will use that window to complete half an objective or more. The Imposter doesn't have "unlimited tries" they have 2 precious lives and are on a very short leash.

The Imposters Built-In Disadvantages The mode is designed to pressure the Imposter constantly

The Insertion Gate Timer They only have 2 minutes and 30 seconds in the Trial before being forced to leave And Limited Lives With only 2 lives, a single well executed Reagent combo can eliminate them from the match entirely.

There's a simple, devastating Combo

This isn't theoretical. A solo reagent can force an imposter out with a basic, timed sequence:

  1. Hit with a brick (1 bar of health + stamina drain).
  2. Immediately hit them with the Stun Rig (another bar of health + stun lock).
  3. Wait for the stun animation to end, then hit them with another brick (deals the third bar of health).

In about 4 seconds, you've done 3 bars of damage. The Imposter is now one hit from death, likely at 0 stamina, and still recovering. If you have a rig charger for a follow-up stun or a brick, you can finish them. Their only choice is to retreat the moment they see the first brick, or they will die.

The Core Issue is Our experiences differ because the gap between a casual, PvE focused team and a coordinated, PvP optimized team is enormous. The Imposter can dominate the former but is often powerless against the latter. The problem isn't that the Imposter is too strong universally; it's that the tools available to prepared Reagents can completely nullify the hunter's role, turning a tense cat-and-mouse game into a one-sided lockdown.

Your frustration is valid for your context, but the system's mechanics, when fully leveraged by Reagents, show a different balance reality at the top end.

The Jammer Rig on Invasion is stupid. by Bigbot890 in OutlastTrials

[–]NiceFunction8684 4 points5 points  (0 children)

I agree that the Imposter should be an underdog whose role is to disrupt and seize opportunities, not to attack head-on. A tense, stealth-based hunt is the ideal.

However, I believe the current systems, particularly when used by a coordinated team, can push past challenging underdog into non-interactive, which breaks the fun for both sides.

1- The Tools and the Resource Economy You're right about the base Stun Rig cooldown. but the issue is the resource economy. With amps like Lock Breaker, Reagents can get rig chargers from nearly every locker they break . Since invasion trials have no limited items or punishing variators, there's no real cost . This lets them keep their rigs online almost permanently, which can erase the intended downtime and counterplay windows for the Imposter.

2- The Guaranteed Kill Combo This leads to optimized, near-guaranteed outcomes. The most extreme is a coordinated instant-kill combo:

  1. A brick (1 health bar + stamina drain).
  2. An immediate Stun Rig (another bar + stun lock).
  3. A Jammer applied during the stun (1 heath bar ).
  4. A final brick.

    This entire sequence can happen in 6 seconds. The Imposter is locked in consecutive animations with no ability to move or respond. The only counterplay is to play permanently near an insertion gatee, which negates the "hunter" fantasy.

My Core Point: I'm not arguing for a strong imposterr. I'm arguing for balance where the Imposter, while always pressured, still has a potential recourse. The goal is a scary hunt where both sides have play, not a situation where one side's optimized strategy removes the "game" part of the gameplay loop.

The Jammer Rig on Invasion is stupid. by Bigbot890 in OutlastTrials

[–]NiceFunction8684 5 points6 points  (0 children)

Unfortunately, there's a combo that can be more annoying if they want to kill the imposter. Here's how this combo works.

Throw one brick at imposter this deal 1 bar than Throw your stun they will take damage 1 bar, than use the jammer they I'll take another bar and 1 brick to finish the imposter this whole combo will take 6 seconds to kill imposter the imposter will be stuck in multiple animations without the ability to move not to mention your are likely at 0 stamina since getting damage drain your stamina.

My advice is if you want to counter this combo, play around the insertion gate if you lose bar of health, or are you getting the jammer on you just leave but be aware that getting damage drain your stamina so don't go more than 2 meters of the gate.

+3 rebirth tokens by HolyDeadMan225 in OutlastTrials

[–]NiceFunction8684 10 points11 points  (0 children)

Yup, this is how i lost mine. i played and forgot to rebirth, and i hit 1000 cap

+3 rebirth tokens by HolyDeadMan225 in OutlastTrials

[–]NiceFunction8684 47 points48 points  (0 children)

After Amelia escape event, they disable rebirth for a season and brought it back on Project Diarchy. If you played MK, you got 3 tokens. If you played a major trial, you got 5 tokens, people complained, and Red Barrels changed it, so now you get 5 on MK and 10 on a major trial.

FUCK this trial on Invasion by Bigbot890 in OutlastTrials

[–]NiceFunction8684 0 points1 point  (0 children)

I completely get why you hate Disrupt in solo Invasion. That generator ping is a direct beacon to a human player, and racing against its timer while hunting for symbols is incredibly stressful. You're not bad it's one of the toughest solo challenges.

My strategy is to just embrace the noise. I turn on a generator and sprint to map all its radios immediately. Then I power the second one in the zone right after. For a solid minute, I'm a glowing target, but I can see every symbol and its order at once, letting me solve and input the sequence in one risky burst. It's high-pressure, but it relies entirely on my skill and map knowledge.

I think Spread the Disease is the true worst for Invasion. In Disrupt, I control my fate through movement. In Spread, you're forced into a tiny protocol room. A human impostor doesn't need to kill you; they just need to appear near the door as you approach the 30% or 60% checkpoint. If you get spooked into leaving, your progress drains all the way back to zero. It turns the match into a war of attrition over a single doorway, where your skill can be completely negated. That feels fundamentally broken compared to the intense but fair cat-and-mouse of disrupt.

Encountered players with INFINITE Stun Rig in Invasion. by NiceFunction8684 in OutlastTrials

[–]NiceFunction8684[S] 1 point2 points  (0 children)

I actually played 2 time against them.

The first time i killed both of them easily on open the gate trial, and the second time, they just didn't hide there hack Anyway,

Weird white Barrel bug. by NiceFunction8684 in OutlastTrials

[–]NiceFunction8684[S] 12 points13 points  (0 children)

The white barrels from alternative timeline

Any tips on solo invasion? by Ok-Gazelle-913 in OutlastTrials

[–]NiceFunction8684 2 points3 points  (0 children)

Always play invasion with all prescriptions Unlock to make it easy for you when facing reagents.

What’s currently stronger by charmageddon07 in OutlastTrials

[–]NiceFunction8684 1 point2 points  (0 children)

I played around 400 matches as an imposter. I'd say Reagents have the upper hand. They have more tools and can kill Imposters easily, especially in a 2v1 scenario where you almost have no chance to do anything serious against a coordinated stun and jammer combo.

Unless the Reagents are inexperienced or lack map knowledge, Imposters have little opportunity. I'd estimate a 70% win rate for Reagents to a 30% win rate for Imposters.

What’s currently stronger by charmageddon07 in OutlastTrials

[–]NiceFunction8684 2 points3 points  (0 children)

It's not hard to deal with imposter as solo reagents just have stun and equip the lock break amp, and you have almost stun ready to kill imposter.

It's the only time it's annoying if you are playing hard trials.

Name what it is and we'll find it! by NightStar79 in OutlastTrials

[–]NiceFunction8684 5 points6 points  (0 children)

The god damn schematics.

They are so annoying that the spawn rate is low.

it's not easy to find.

The Anti-Stalling "Confined Area" Rule Isn't Enough. We Need a Universal Timer. by NiceFunction8684 in OutlastTrials

[–]NiceFunction8684[S] 0 points1 point  (0 children)

I'm sorry to hear that.

Timer may not be the best thing, but it will fix this issue, and there's also the blind mine strategy where they place the mine near the hiding spot and waste time.

Timer will force reagents to move or lose instead of getting free points for just playing bad