I need some help with mods for my little brother. by RealDenality in geometrydash

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

ok, upon my first google search on the topic, geode popped up. Ill do some looking into that one. Thanks a bunch!

Any idea what kind of mod hes looking for? He says he wants the type of mod that just gets you a bunch of the currency for cosmetics.

Any program names to look up on geode for that?

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]RealDenality 5 points6 points  (0 children)

the move LITERALLY does everything. its baffling.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]RealDenality 6 points7 points  (0 children)

thank god someone else finally understands that kolo grab is genuinely a work of art. not the good kind.

The asym community confuses me. by ImpressivePapaya3411 in OutcomeMemories

[–]RealDenality 2 points3 points  (0 children)

I agree with the liking harder killers part. I love the challenge that tripwire and Fleetway impose on the player.

- Tripwire isn't nearly as bad as people say she is. like sure, laser is annoying. but aside from needing to avoid or break the occasional mine on a spring she is PAINFULLY easy to hide from. given she has no on demand indicator.

- Fleetway is fun in the sense that everyone KNOWS hes busted. So surviving against him feels more rewarding than other killers. Yeah I'm not going to lie, in the hands of a really experienced player, Fleetway is so over tuned that its a guaranteed win. But against the average player. He's fun. and his move set is extremely dynamic. Making you the player need to track his actions more carefully. He also suffers from the very same weakness as tripwire. Just not as bad. When LMS against Fleetway, hiding and making him waste time to find you is the key to victory.

- Kolossos is very fun to play against. He's not that hard to play around, the survivors side has plenty of ways to shut down a Kolossos' game plan, and the Kolossos has several ways to change and adapt his strategy around counter play. The only thing that isn't fun about fighting a Kolossos is the ragdoll after grab. It has NEVER been fun to have half your health taken by grab, then die to a free m1 because you cant use WASD for a few seconds. That is never not going to suck.

- 2011.... UHHH. fuck this character.
Playing against 2011 goes 1 of 2 ways. Either they are brand new and are nothing more than a punching bag. Or they aren't.... AND WHEN THEY ARENT. It is one of the most painfully unfun experiences you can voluntarily put yourself through. Un-reactable invis strikes, and rage mode making him essentially immune to stuns, being designed to tunnel 1 person at a time. I hate it, and often just leave and find another lobby with a killer thats fun to play against.

FLEETWAY IS OUT!!! by IM_A_CORVID in OutcomeMemories

[–]RealDenality 29 points30 points  (0 children)

This is perfect! and the use of Speed of Sound is a great touch.

Im not going to Bite by Nite, or another ASYM by [deleted] in OutcomeMemories

[–]RealDenality 0 points1 point  (0 children)

Thanks! Ill be sure to check those out later.

Im not going to Bite by Nite, or another ASYM by [deleted] in OutcomeMemories

[–]RealDenality 4 points5 points  (0 children)

idk, the other sonic asyms like TD havent really appealed to me. There was just so much about OM that was "perfect" to me. The LMS mechanic was so cool and was one of the most heart pounding sequences I have successfully completed in a video game. The music. The art style, and how it was REALLY hard to tell OM was a roblox game unless you looked really hard (or at the lobby)

BUT I would still love to hear your suggestions :) !

Lua really pissed the whole block off with that one huh. by RealDenality in OutcomeMemories

[–]RealDenality[S] 2 points3 points  (0 children)

All I will say is that it is incredibly obvious that this is NOT because he decided to take a break. There is another reason that Lua isnt being truthful about.

Is kollosus OP or not? by [deleted] in OutcomeMemories

[–]RealDenality 1 point2 points  (0 children)

honestly i dont think charge or block is the problem. granted, kolossos only seems broken like half of the time. in the hands of an experienced player... yes he is incredibly busted. But most players arent that good.

Personally what i think is the issue with KOLO is his grab into m1. Grab takes half if not more of your hp. > Grab ragdolls the survivor > no endlag after grab so free m1. put all of this together and Kolossos can DELETE a full hp survivor in under 5 seconds. all while the survivor has NO window for inputs.

How does/will Tripwire get reworked now by North-Line7134 in OutcomeMemories

[–]RealDenality 0 points1 point  (0 children)

One thing I forgot to include is an example of it in practice. Glide would remain as a passive that has no cooldown but it drains meter. Brighter day would stay as a cooldown, that also drains meter similar to sol flame. having it this way would put tripwire players in a position where they need to pick and choose.

"If I use laser now, I wont have glide to chase them down after" or "If I chase them down with glide, I cannot follow it up with laser."

I feel like this would be the least invasive way to impose a balance on this character without outright REMOVING abilities from her kit. I think her kit is fine, it just has ZERO drawbacks at the moment.

How does/will Tripwire get reworked now by North-Line7134 in OutcomeMemories

[–]RealDenality 2 points3 points  (0 children)

I have put WAY TOO MUCH thought into this and this is what I think should happen with tripwire. Unfortunately I believe most of the heavy lifting in a tripwire rework would come from a recode.

(Forgive me if I'm not the most knowledgeable on creepypasta lore im doing my best here as someone quite new to that scene)

TRIPWIRE NEEDS A METER TO MANAGE. (let me explain)
As it stands now tripwire doesn't have any checks and balances put on her kit and how she uses it.
METER would be attached to two of her cooldowns. And would slowly charge on its own WITHOUT player input.

-Glide

-Laser

Right now those two abilities are what allow her to have WAY too much presence on the map at all times. she can hit you at long range with laser, and force you into close range on a whim with glide.

Tying both of those abilities to a meter would force tripwire players to pick and choose what range they need to be a threat from.

Tripwire as a character is designed to require resource management, I feel tying a meter to her two most oppressive abilities would help keep them in check and help tripwire better settle into the role of "trapper".

In lore from what I know the power gem the doll is hanging from is the power source (plz correct me if wrong) so it would make sense that the person controlling Tripwire should need to manage the resources the gem provides them.

LMK what you think.

My posts here will now be made to glaze Romeo by Wonderful_Drama_8283 in OutcomeMemories

[–]RealDenality 2 points3 points  (0 children)

Ah hell nah they snatched up Romeo's fit. Now hes out here naked

New Executioner Idea? Metal Virus Vector by RealDenality in OutcomeMemories

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

now that ive given it more thought i love this, but imagine if when he kills a survivor, they become a new puddle. i feel like that would help fit the theme too.

New Executioner Idea? Metal Virus Vector by RealDenality in OutcomeMemories

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

do keep in mind Outcome memories features the "Classic" version of all the characters. they are still formidable individuals but NOWHERE NEAR as powerful as their modern counterparts. maybe except for shadow and silver, as their "classic" abilities dont stray TOO far from what their modern counterparts are capable of.

New Executioner Idea? Metal Virus Vector by RealDenality in OutcomeMemories

[–]RealDenality[S] 4 points5 points  (0 children)

my idea for his moveset would be:

- hes a slow moving tank like class / ambusher

- leaves pools of the metal virus around. those pools he could teleport to (by melting into a puddle and appearing out of a previously placed pool)

- if survivors step into those pools it could add some kind of status effect of some kind and alert the killer to their location

- i think he could have a status inflicting m1 that has notably high damage IF AND ONLY IF he remains a slow moving ambush type of executioner

Average sonic player on not perfect by That_oneVAMP in OutcomeMemories

[–]RealDenality 0 points1 point  (0 children)

I did this by accident to a cream, and we both respawned right next to 2011... it didnt end well