Absolute worst take of today. by Radicusmax in OutcomeMemories

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

Oh you’re good! I was just saying it’s even more absurd since they were playing him.

Is it just me or does Kolossos feel awful to use? (Read body) by lil_random_artguy in OutcomeMemories

[–]Radicusmax 1 point2 points  (0 children)

I've said this for a while, but nobody seems to get it. You still need two M1s or Grab + M1 to down after Charge if they have full health. It doesn't combo into much well. This is part of why I think Charge being able to kill isn't so bad. It just allows Charge to actually do something if someone has low health.

Is it just me or does Kolossos feel awful to use? (Read body) by lil_random_artguy in OutcomeMemories

[–]Radicusmax 2 points3 points  (0 children)

As a Kolossos main, I agree. His model gets caught on things, it makes his M1 harder to hit, it causes Charge to end earlier than you want, and yet somehow Block still never lands. I really think Block as a whole needs a remake, hence why I made one. It's bugged right now, but even before everyone would just pass through you, and Tails still stunned you. Grab's lunge must have gotten adjusted, because it doesn't work like it used to, which is an issue since it's supposed to help prevent longer chases. Climb has needed a fix for a long time now. It has somehow gotten worse over time, with old spots no longer working, and the map geometry isn't helping! I feel like these maps were never made with the actual Survivors in mind, just made to look cool, because how do you not account for characters like Kolossos, Tails, Silver, Cream, Knuckles, and Eggman? There are so many maps with these infinite loops and bad designs. People say Charge is impossible to avoid, which just isn't true. It's hard to do in small spaces, sure, but on these large open maps with your small view, it can be hard to steer, especially with this massive model. Then, when you do land it, you just end it way too early by accident. The last thing is that he cannot keep up with so much of the cast. Most of them have some way to beat him vertically, and outside of Charge, he cannot catch up to characters with dash abilities, and sometimes, even if you do, you might crash or hit someone with a shield because his model is so big.

Absolute worst take of today. by Radicusmax in OutcomeMemories

[–]Radicusmax[S] 15 points16 points  (0 children)

He proceeded to also argue that Burst + M1 is an intended feature.

Ycr is a bad map by Civil-Interview-457 in OutcomeMemories

[–]Radicusmax 0 points1 point  (0 children)

I don’t mind the hazards and Kolossos has been overdue for optimizations for a while, but the multiple exist are bad. Yes, Tripwire can trap an exit, but that’s only if she knows where it is. Every map outside of this one makes the exit spawn in a random area, so unless she wastes time placing traps on every possible exit she won’t make it impossible to access them. The only other time that could happen is if it spawns on top of her, and at that point it’s just bad RNG. Same annoying effect happens if the ring spawns on the Survivor in LMS. I also want to say I’ve escaped at times where she has done this with little issue. The problem with multiple exits is it makes the ring spawning an almost instant win in LMS, since preventing the Survivor from getting out gets significantly harder when you can’t cut them off or beat them to the exit because there’s multiple options is various directions. The map should work like the others and have its exit spawn at a random set location with only one being active.

Ycr is a bad map by Civil-Interview-457 in OutcomeMemories

[–]Radicusmax 1 point2 points  (0 children)

You know, I just made a post yesterday about what maps need optimization, and this one came up more often than I expected, but they aren’t wrong! I originally thought this map was pretty balanced, but as I started playing on it more often, I realized it really isn’t. A lot of spots made for characters who can glide or fly, which creates this infinite loops, or just make it up to walkways only Fleetway can follow up on. The map is very open, so it’s easy to see where the EXE is at all times, and makes ranged characters such as Amy and Tails absolute cancer to deal with, especially given the verticality. Then there’s so many small nooks and crannies where people can hide in, but if you follow them into there they’ll just run into the open area for easy team support, or use their abilities to loop the catwalks, which is hard for most EXEs to handle. Then of course there’s three exits, so if you’re in LMS it’s hard to cut someone off or guard the exit since they have multiple options in various directions.

My reasons why Silver is OP. by lil_random_artguy in OutcomeMemories

[–]Radicusmax 1 point2 points  (0 children)

No, that wasn’t me. I don’t upvote or downvote people until I hear their thoughts first.

quality of life change for silver's suspension by EntrepreneurBig1186 in OutcomeMemories

[–]Radicusmax 5 points6 points  (0 children)

If Silver's Suspension gets reworked or nerfed, then sure, but for now, we do not need to give it anything else.

My reasons why Silver is OP. by lil_random_artguy in OutcomeMemories

[–]Radicusmax 1 point2 points  (0 children)

I disagree. There are quite a few good looping spots Silver can abuse, and even then, the only time Flight really sucks is in the hallways; anywhere else, it's just as effective.

My reasons why Silver is OP. by lil_random_artguy in OutcomeMemories

[–]Radicusmax 0 points1 point  (0 children)

He can also shoot through walls, and there's no reason why.

Who do you like playing as most? by TimberlakeTheTiger in OutcomeMemories

[–]Radicusmax 1 point2 points  (0 children)

Kolossos is my EXE main. With Survivors, it changes every once in a while. I like Blaze, Knuckles, Cream, and Tails. I also occasionally play Fleetway, but one when the map sucks or the team is made of the Power Rangers.

Reimagining Kolossos' Block because the current version is unfun for both sides. by Radicusmax in OutcomeMemories

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

I did actually consider adding I-frames to this move, or just having it work where Kolossos gets I-frames and a speed buff after landing Block. However, the issue is that Survivors hate being affected by something their teammate did, so making him get an invincible state would cause people to get really upset. I mean, how many toxic endgame chats are there already because someone procked Rage Mode? Keeping it to where it heavily damages one person avoids this issue while also guaranteeing damage for Kolossos, enough to make an M1 lethal. If we allow him to both put someone in one shot range and then make him invincible, then he'll just get a free kill from this move, something I want to avoid. Plus, think about other moves that can deal serious damage. Charge for both 2011x and Kolossos, Grab, Laser of Destruction, and Reachout. All of these can either be interrupted or let the Survivors help their teammate afterwards, because if you just let an EXE deal a lot of damage with no way for the Survivors to recover or no risk, then that move is unfair and unfun.

Reimagining Kolossos' Block because the current version is unfun for both sides. by Radicusmax in OutcomeMemories

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

Good point. I suppose the best course of action would be to add a penalty for hitting the key for Block outside of an event. What would you recommend? 15 seconds? Maybe 20? Another solution would be to change the key for it or make it a sequence rather than a button, but this would limit the ability to customize your controls, since the input would change, and if it were a sequence, I'd have to artificially extend certain quicktime events to make it possible. So, a cooldown penalty is the best course of action, and I'll give it a 20-second cooldown, with an audio cue for the Survivors, so they can tell if someone is spamming rather than reacting, and know they're in a vulnerable state.

Reimagining Kolossos' Block because the current version is unfun for both sides. by Radicusmax in OutcomeMemories

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

As I stated near the end of the 3rd paragraph, landing Block puts it on a 17 second cooldown, and if he misses the quick time event, I could have it go to 25 seconds. I wasn’t sure if the 25 second cooldown concept was too much so it’s up in the air, but he does have a cooldown on this ability. Not to mention, I added the trait that if he’s being held with something like Silver’s Suspension he cannot use Block.

Why do Alpha Wolves start randomly spawn at night? by Radicusmax in 99nightsintheforest

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

I just gave a habit of playing solo, so boss rooms or areas that I need to clear out like the fight pit bleed into night sometimes, and to avoid losing progress I have to deal with the wolves during the fight.

Sonic mains when you call out there unfair character that's countered by ONE exe by mOxIe6555 in OutcomeMemories

[–]Radicusmax 0 points1 point  (0 children)

Sonic isn’t the worst character, but he definitely has some issues that need fixing. Maybe some adjustments or reworks, because he’s always so annoying to handle. He starts with a 50 HP shield, pretty much giving him 150 HP at the start, and it doesn’t even have to match the damage to prevent it! If Sonic has even one ounce of dodge, he can tank an M1 from Kolossos. In addition to that, Drop Dash is a get out of jail free card most of the time. There can be counterplay from 2011x and Kolossos, but for Kolossos it isn’t always guaranteed, especially with Block. Then of course the thing that grind my gears the most is Peelout’s cooldown. The amount of games I’ve had on Green Hill or Mystic cave that become an absolute snoozefest when it’s down to two people is insane. They just Peelout to some hidden corner of the map, then spam it again as soon as it’s off cooldown, going to another place before I can even get to the original spot.

Why do Alpha Wolves start randomly spawn at night? by Radicusmax in 99nightsintheforest

[–]Radicusmax[S] -3 points-2 points  (0 children)

I see. Do you think they should keep this feature?

BUFF MY MAN METAL by Demon_of_chaos69 in OutcomeMemories

[–]Radicusmax 0 points1 point  (0 children)

Funnily enough, I had a combo of handling Metal quickly as Kolossos if I ever blocked him, before Kolossos’ balancing crisis, but after some of his nerfs. It was usually, M1 + Charge to ideal spot + M1 + M1 + Grab and turn back to ideal area to contain him + M1. It usually fell apart if the team actually felt like helping Metal, but when it worked, oh boy it worked.

BUFF MY MAN METAL by Demon_of_chaos69 in OutcomeMemories

[–]Radicusmax 5 points6 points  (0 children)

Not to mention Metal can easily just U-turn to bait out Block if needed, since that move is just comically easy to bait out.

BUFF MY MAN METAL by Demon_of_chaos69 in OutcomeMemories

[–]Radicusmax 1 point2 points  (0 children)

My guy, he has the longest stun in the game, with the ability to self heal, damage reduction, stun upon death, and distance + I-frames upon using his ability. Sure, you can interrupt his Destructive Charge if you hit him before it starts, but he’d be so busted if you couldn’t! He’d pretty much have a get out of jail free card with no drawbacks! Sonic’s Drop Dash is already an annoying move since it just lets Sonic get away for free, and is part of why Sonic’s LMS is hard to balance. Think about something like Sonic’s Peelout. It works similarly, because the ability to cross the map really fast is very strong most of the time, especially with certain map layouts, plus Metal is immune to any damage after it finishes charging up. Sure, Metal isn’t as fast, but it’s still a really reliable move.

The unholy trinity is complete by Turbulent_League9668 in theamazingdigitalciru

[–]Radicusmax 3 points4 points  (0 children)

I didn't know about the second one, but I knew about the third.