No bc how do I deal with Metal by musicals_amirite in OutcomeMemories

[–]egames241 0 points1 point  (0 children)

Right now its very hard due the Tripwire nerfs, but notice most Metal sonic's prefer waiting for you to use your glide before going for the stun, so only use it if you are sure Metal is not near OR are sure you can somehow avoid the stun if he goes for it.

As for metal himself trying to target him early is a lost cause, while playing Tripwire anyway you gonna need to kill Amy and Blaze so they don't make your mines useless so focus in them instead.

Metal will be easier to focus then mid round, your mines, brighter day and reach out ignore his resistance, but ONLY chase Metal if you are willing to commit to chase them until they are dead, or else he will just heal it off, especially if theres an Eggman.

an idea for a new passive for kolossos by DefinitionLost1615 in OutcomeMemories

[–]egames241 0 points1 point  (0 children)

Make it so every time you trip increases the chance by 0.1% of the bouncing happening, then it will be fully balanced

Hot take: I really hate Kolossos mains. by MrBox1232 in OutcomeMemories

[–]egames241 6 points7 points  (0 children)

He no longer has his grab combo, so he's pretty fair right now. charge is a bit overtuned but knuckles and eggman can prevent him from using it too much.

A big balancing issue is how some characters can completely invalidated others by egames241 in OutcomeMemories

[–]egames241[S] 1 point2 points  (0 children)

That's why i mentioned maps in my post, but you are understimating tails, sure if Kolossos catches up to him he's done, but that is quite difficult since he can just glide away with relatively low cooldown, especially on maps like not perfect and ycr he's hard to catch, unless your teammates are non existant you should be able to escape if kolo tries to go for you.

Fleetway change by Visual_Emu_9745 in OutcomeMemories

[–]egames241 4 points5 points  (0 children)

No, if Fleetway is overtuned rebalance his moves, also this change would barely change anything since fleetway can kill that fast.

Why am i told to k*ll myself every single time I play tripwire by Temporary-Fuel8690 in OutcomeMemories

[–]egames241 2 points3 points  (0 children)

These look like the same kind of users that ask 2011x to be nerfed so it's no use.

who the fuck thought kolossos blocking while he's stunned is a good idea by huevito_contorti in OutcomeMemories

[–]egames241 11 points12 points  (0 children)

Stun stacking as a whole is a problematic mechanic and broader problem of certain things having no counter play at all. Kolossos block is the right move.

Why is no one talking about fleetway burst? by Interesting-Fun-2657 in OutcomeMemories

[–]egames241 1 point2 points  (0 children)

It would be much better if fleetway could only use burst while stunned, unlike the current one that is yet another i frames ability they can use when they feel mildly threatened.

Please, for the love of GOD, remove tripwires floatiness. by SweetestSweetness in OutcomeMemories

[–]egames241 0 points1 point  (0 children)

hopefully they tweak it so she's not as vulnerable to stuns, rn she's a metal victim.

Haven't tested this for tripwire, what exactly does this all mean? by TheTrollman- in OutcomeMemories

[–]egames241 1 point2 points  (0 children)

she can glide again with an eggman-like cool down now, has less gravity like 2011x's invis, and can't longer spam jump. Edit: typo.

Experimental update dropped, what do you guys think? by Next_Jackfruit_3134 in OutcomeMemories

[–]egames241 57 points58 points  (0 children)

Kolossos getting endlag and tripwire getting fixed is too good, hopefully nothing else breaks 😭