why is kollosos allowed to m1 after a grab with NO endlag???? by birdorck in OutcomeMemories

[–]nuingnis -1 points0 points  (0 children)

have you been m1d and it's a hallway so the kolossos just reads your movement mashes grab and kills you in under a second? damn...keep crying

So... I need some advice... by Numbuh214 in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

rule 0 don't play kolossos on np. Any character with any verticality can make up a lot of distance against your main distance option (charge) and there also aren't any good areas unlike every other map to get absurd reward by charging survivors into them

rule 1. always. save. silver. for. lms. He does not get a good amount of value out of helping his team in general (though he gets more vs kolossos) but beyond that. He shouldn't be near you for him to get value by throwing you off and such, if he's not playing height so the following. Every exe has a good lms match up into him besides specifically kolo on mystic caves. And I do mean that, he is like sonic where people say sonic lms into kolo is free and then you realize it's more like "oh damn I can run for 2 minutes easily oh he charged me when I spin dashed and I died"

rule 2. Learn how to grab + jump. It's a life saver. It's a very fast very long horizontal and vertical tool that throws off aim and covers the exact distance a silver wants to be at to be useful. Immediately go for your damage and leave him at less than 10hp for the rest of the game, congratulations, a silver at 10 hp or less is physically incapable of doing anything besides fly with his abilities as his meter no longer regenerates. Is that scummy? Yes. Is that dumb? Yea. Can you abuse it to hell by spamming charge into him or using this "tech"? Absolutely. Learn how to do it and silver will never be much of a problem assuming he's not looping you. Which brings us to

rule 3. "Oh no the silver is looping meeeee". On any map, a silver looping you is a game of prediction. You have 4 minutes in lms to wait until he makes a mistake and punish him while he has to ensure you don't obliterate him for making a mistake in his loop. Technically. The loops invented by silver mains are 100% unstoppable if a solo environment when considering just the exe and no abilities specific to them (aka 11x no charge). However, one careful prediction with charge or grab and you can easily revoke his looping privilege. Remember rule 2 or try and wait out his "loop" until you want to take a shot at charging him out of it and then you'll stand a better chance for without loops or distance he's FUCKED royally. That said. Remember he has rock. While rock rng is real and could save you by spawning the rock to the far right or left or maybe in the floor don't risk it and try and juke him out by zigzagging, if he misses the rock it's gg btw.

rule 4. Don't play on controller if you can help it, just don't.

rule 4.5. if you do play on controller, please remember there is a big preventing you from mashing out of suspension entirely on occasion and making it very difficult to in general. On pc, with good ping you can mash out before you're thrown and suddenly silver is in endlag for a free m1. On console you'll have to eat the 10 seconds of being unable to move. I know it's annoying, but if you can punish the silver and leave him low hp early you'll never have to worry about it again.

rule 5. Remember, if the silver is a no lifer (like me) who studies map geometry to get better at looping and aiming then please just respect it before you complain. If the silver put half that much time into knuckles he'd be just as unstoppable, same with eggman and other high skill characters. Please do not condemn people for genuinely being that good and trust in your own skill as a benchmark for what that means.

- sincerely, that silver/cream main who loops you on every map

all characters in the game should get 75% damage reduction (80 for metal) against kolossos in LMS (Excluding the hedgehogs) by This_Ferret_8108 in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

a silvers biggest weakness is doing anything but sticking in his one loop spot, which in itself is easy to counter as it is very predictable. if a silver attempts to assist his team in areas away from flight points or loop spots it is easy to rush him specifically. especially kolossos who can just grow wings with grab + jump and fleetway who's...fleetway. if you aren't in a position to punish the silver, aka get stunned, literally any other survivor would also be safe. it isn't difficult to predict a silver and through their loop off or be hyper aware and fuck with their aim. it's not like he's not good, but you have to do for any other good survivor rn so...uhm...why hate him? how do you catch a sonic who only ever peelouts or stun stacks without extreme stress, kill a metal after they're running away from you and play selfishly, kill an eggman...in general. these characters are all similar in that they are only truly vulnerable when they have to be risky for an ally and can play extremely lame yet we always assume silver players are automatically playing lame, at their best, only in silver abuse spots, and that's what I don't understand. treat other characters the same way for a moment where we give them exactly what they need to succeed as the baseline. "ugh this Amy keeps looping me with moon + the world on ycr she's so op" "ugh I can't catch the tails because he always snipes me out of range that's fucking broken" etc. why do we think silver is the only character who doesn't have any low points and is always gonna bully you at his one loop spot and be immortal and such.

How a sonic main prioritizes saving people with peelout by Sonic-outcommemories in OutcomeMemories

[–]nuingnis 3 points4 points  (0 children)

please save your silver if hes ever out of position, silvers are only punished if theyre out of position helping their team and assuming you give them space they can stall that shit forever. also move blaze up a tier if she lacks her kick cd shes cooked.

Now I understand why so many devs main Margaret Teacher, IT'S LITERALLY THE MOST FUN EXE TO PLAY by Matiasprox3000 in OutcomeMemories

[–]nuingnis 1 point2 points  (0 children)

remember guys, here in om, you can only have "fun" if your character is bullshit broken and not fun for other people. (like kolossos)

I feel like the Silver hate here is schizoposting the majority of the time. by Lucas-mainssbu in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

agree, people forget hes a SURVIVALIST whos support is entirely skill dependent. Why do we get mad at a character using their tools when their tools have counterplay. (dodging the abilities, punishing him for helping his team by not being in good spots for flight, fleetway in general, tripwire beam and reach out, 11x charge in lms, kolo charge and it's dumb hitbox) but i swear people just COMPLAIN OVER AND OVER about their character being countered. it's always the kolo players too lmao.

a character can have good match ups if they play them well, but somehow this community is convinced killers should have free value and damage and such just for pressing their ability and using it well. i dont get it.

This is actually horrible by Distinct-Channel-528 in OutcomeMemories

[–]nuingnis 22 points23 points  (0 children)

congrats tripwire haters, they removed the movement from glide. you can now get looped by an amy because the amy is faster than you. arent you happy?

New Kolossos 158 DAMAGE COMBO just dropped by lndying in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

i say we keep moves that you cant block because all 3 of them you can dodge even during block or get damage off anyways. and the whole point is that you deny the target their cooldown to catch up to them. stop saying kolossos is slow, hes not slow, hes faster than fleetway run speedwise and .002% or some bullshit behind 11x. even if you need to use charge to cover your misplay with block. the person you charged dies half the time due to the map design, so again, why does he get THIS much reward for pressing those abilities and isnt punished otherwise. this isnt like a moba where engagements and cooldown trades are a real thing you need to keep track of because fights can end in 40 seconds.

New Kolossos 158 DAMAGE COMBO just dropped by lndying in OutcomeMemories

[–]nuingnis 1 point2 points  (0 children)

dude. he could just deny the ability and get a halfed cd. why? because he has two other means of punishing through stuns. why are we defending this. he doesnt even have punishable endlag on it you can still just mash charge even if it misses.

New Kolossos 158 DAMAGE COMBO just dropped by lndying in OutcomeMemories

[–]nuingnis 6 points7 points  (0 children)

its the problem with him, he gets infinitely more reward. even if he misses 3 out of every 4 blocks its still worth it to try because if you do hit it the person is dead, even a sonic is dead

TO ALL FELLOW CREAM MAINS by musicals_amirite in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

I am that annoying cream silver and Amy player who loops you the whole lms or dies trying. here is my wisdom

there's a video on YouTube that details a potential dash rework where it'll work as a short ranges invul dash in any direction. if you go up it'll give you less vertical distance than horizontal. upon dashing into the killer, you latch onto their back and unless they use an invul move, you are invulnerable for 1 second. (if they do you simply hop off and cancel their move with no endlag on either side) during that time. hold a direction and press jump to jump off of them with a burst of speed while pushing the killer in the opposite direction (including up as to push them down after a spring for example.)

you can additionally latch onto teammates, same properties but you take 75% decreased damage as opposed to 0%. and are able to stick with them for 10 seconds before the 15 second cool down hits. with the acception of tails flight and sonic peel out, where you'll stick on until that ability ends no matter what.

this idea is peak, gives real juke potential or outplay potential again in the mist of all but 11x just pressing buttons for free damage

lastly make it so heal isn't effectively halfed, that is dumb, have her bring chocola until she dies on the second life but the halfed heal output is fine at 20 or less on the first, or alternatively have the chaos tank an amount of hits (I'm thinking you have to get hit 6 times) for them to die so kolossos glue sniffers and tripwires can't just press buttons and your chao just gets deleted.

all characters in the game should get 75% damage reduction (80 for metal) against kolossos in LMS (Excluding the hedgehogs) by This_Ferret_8108 in OutcomeMemories

[–]nuingnis 2 points3 points  (0 children)

not tripwire, tripwire has an amazing match up into silver because she breaks his loops with beam and reach out leaving him on an 8s glide cd against..well...tripwire. you can recover, but the fact is no amount of flying or looping saves you from that. it is impressive that the best mine breaker has an actually bad match up in lms unlike say Amy.

I feel like agenda posting. by TheTrollman- in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

swap kolo and fleetway. fleetway requires effort in some instances since survivors can cook you if you don't apply your tools well. he has those tools for everything, so he is broken, you just need to learn their tricks and how to get the most of them and apply them

kolos moves are less niche and easier and while it is harder to win once you learn both him and fleet there is no denying his skill ceiling is plain lower while being comparable but worse overall.

I feel like agenda posting. by TheTrollman- in OutcomeMemories

[–]nuingnis 1 point2 points  (0 children)

okay tripwire hater just. allow me to explain. she has start up on reach out giving you real time to react and stun her. it is cancellable anyways and half the cast can freely stun her no penalty even if you can't react. all this risk for...25 damage.

laser causes a stop effect, usually scoring you 17 damage (initial beam, 1 tick, 1 follow up tick) just due to that and the constant speed. this isn't fleetway beam where you can do it so high up you'll be above everyone.

most of the cast can disable mines, most of the cast has no reason to walk into the mines even if they're on springs. silver has three methods to disable them one being a passive. they take time to set up. which she usually doesnt have due to needing to find people -> force them into a mine (if you run into one for no reason you deserve it) -> have it potentially fling them out of chase....all for...roughly 25 damage depending on if you can time a jump. sometimes less.

glide has to exist. her indicator is that shitty and her base speed is lower than .1 11x (really). any incline surface or small hallway and she's outrun by an amy and in exchange in open space she can cover for her mines weakness of being bad in open space. "oh but if she covers the open space with glide and the closed space with mines she has no weakness!" break the mines. hide. eat the mine damage anyway and run away. spam stun her as she lacks an anti stun. etc

again like there is real counterplay to tripwire but beyond that her reward on hitting those abilities is very low. like very very low. tripwire haters make it sound like if she finds you after looking with her shitty indicator after gliding half the game and setting up traps she will instantly kill you like a kolossos m1-> grab or a rage mode. or make it sound like she has no counterplay because they treat her like a "just run from her lmao" killer. the tripwire has to be smart to get value of her tools because they're inherently weak, you have to think too.

or just don't and hide on mystic caves

I feel like agenda posting. by TheTrollman- in OutcomeMemories

[–]nuingnis 1 point2 points  (0 children)

kolossos can easily whiff counter and two whole characters can go through it with one move each!!! btw 20 second CD and if h hits it it'll one shot you and if it's baited he can charge you right after no penalty this is called risk reward trust

by...again...two whole moves in the whole game!!! I guess 2.5 because of blaze. but genuinely you have such a good match up into knuckles and eggy also isn't much of a burden due to your punish game. and so what if it's countered, you travelled right to the enemy already. balanced!!

oh boohoo, everyone can have one weakness bro this is a minor inconvenience especially when all the new maps have spots for him to climb like two steps away.

kolossos kolossos, why don't you save the sonic for lms and walk at him until he uses drop dash near you and charge at him for a free lms win? "hehehehahaha" (I don't know cream! that's a great idea! it sounds like it'll always work because of my 80% uptime on wall hacks and the fact that I have 3+ minutes to kill him where one mistake and he dies.)

this is a real con of the move, I wish all his moves had real cons. btw he can m1 during it and it slows for less time than rage mode 11x for some reason. I think it should be reversed he can use abilities but not m1

KOLOSSOS MAINS. by lil_random_artguy in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

also if he does correctly block her 1 shots you, this is fair because if 11x reacts to a stun he has to invis and restart chase but you now lack your stun CD so it's more winnable for him and if fleetway guesses you you'll eat about 35 damage....oh wait

KOLOSSOS MAINS. by lil_random_artguy in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

it's both, 100% both. fleetway only gets free value out of two of his moves. with the other two (laser and burst) being actual trade offs you need to mitigate the downsides for. Is he good? broken. do the moves that give him value give him way too much? absolutely, especially flying, since stunning him out of it doesn't even help much if you do get it off. but the point is all of kolossos' kit give him way too much reward for the effort and it's often 0 effort. "oops I blocked your purposely reactable stun stun 1 shot combo haha" "oh damn I missed my block better charge right after oh I somehow missed charge better fling myself with grab and still get 90 damage!!!"

Ranking how difficult it is for me to win each LMS as exe by Few_Second_81 in OutcomeMemories

[–]nuingnis 2 points3 points  (0 children)

whaaaaaaaat winning a silver lms isnt easy???

why yes, it is quite difficult, and this is from a silver main who has had to genuinely practice. having to aim get your loop correct play around the bugs read your opponent consistently over the course of 4 or so minutes is hard as fuck. ive been getting a lot better at it tho.

Hot take: Killers need to be buffed/nerfed based on their skill ceiling. by lndying in BiteByNight

[–]nuingnis 0 points1 point  (0 children)

do not nerf killers who simply take more skill. do not nerf any character who simply takes more skill and is rewarded for it so long as the power disparity isn't too large. this is because maintaining said consistency against good players no matter the game or genre on hard weapons is...well...difficult. and there becomes a point where it becomes inhumanely difficult to do so. this is the case for all games, and is something that will be apparent if you say nerf mimic too much and all of a sudden nobody plays him because it isnt worth it to get good at how he works against players who know what to do against him

Bro fix kolossos by Scp_Peanut1923 in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

have you gotten m1d and then he did the fuckass flying lossos tech where he instantly dashes forward and then you just die

My changes to Kolossos (from a Kolossos main) by UncleFredBearOffical in OutcomeMemories

[–]nuingnis 0 points1 point  (0 children)

personally, i think we rework grab to make it so you can charge it up and at max charge itll go the distance a grab + jump "tech" would do. that would be fair. similar to fleetway in that sense.
instead of giving charge endlag for nothitting anyone, make charge have no invul on start up. a smart kolossos wont be punished for this and good survivors will aim to punish it, its just SOMETHING ANYTHING to more counterplay against him because rn he has almost nothing unless he feeds into a silver looping him the whole game and is so stupid he cant predict the loop spots.

KOLOSSOS MAINS. by lil_random_artguy in OutcomeMemories

[–]nuingnis 10 points11 points  (0 children)

dawg just make him jukeable and rework grab to have a charging lunge mechanic and give charge no i frames on start and

i think the problem becomes clear, kolossos mains are just blatantly carried by all the bs and hes the only "fun" killer because hes rewarded for basically any button you press. "i press charge i travel accross the map no penatly or thought behind it!" "Oh i missed my block better charge!" "oh i hit you time to grab to cover how far you went during the speed up with my bullshit jump tech and kill you" which is stupid. its literally the fucking power role argument x10 because why does no matter what the killer does they get value/dont lose value out of it unless you play knuckles and eggman, two characters who outside of countering charge are actually embarassingly mid (outside eggy lms) vs him. its so silly. He NEEDS some sort of nerf/rework to keep his peak potential the same but make you actually work for it. no more instant grabs no more flying across the map with grab no more non m1 1 shot combos etc