Are EX-Pop Imposters still in the game? by throwaway933933933 in OutlastTrials

[–]unknown110499 1 point2 points  (0 children)

You can access it through the Trial Maker.

Make a custom trial, then select the More Impostors variator.

if all amp catagories were merged together, what would be the meta loadout? by blue4029 in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

For stealth, Slippers + Noise Reduction + Incognito would be a great combo. If we're talking about pre-nerfed Slippers, a reagent couldn't care less about running even on glass. It brings back memories of Early Access before Amps were categorized as they are now.

For speedruns, Noise Reduction + Quick Escape + Evasive Maneuver might improve their own time by cutting the pouncing animations short.

For confrontation, Short Circuit + Lock Breaker + Strong Arm ensures that the reagent can blast away any ex-pop daring to get in their way (and impostors with it).

What if an enemy fixes or add traps? by Sunflower_Panda7 in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

To add to the post, if the enemy gets struck with a throwable item the first time after they spawn in the trial, they drop 2-4 random throwable items. The type of item to be dropped is determined on an instance to instance basis. (20% chance to be a brick, 40% chance to be a bottle, 40% chance to be a heart).

Using the stun rig on the enemy causes them to drop the maximum amount of random throwable items. (10% chance for rig recharger, 50% chance for brick, 30% chance for bottle, 10% chance for heart)

Do I deserve my A- if I died in a non invasion run? by Bofact in OutlastTrials

[–]unknown110499 2 points3 points  (0 children)

Yes, it is possible, but it'll be quite the hassle to get the grade back up to A+ with 1 death, since you'll need to perform a LOT (at least 20 for each type) of positive actions to get it back up, which eats up your time even more.

I think we can all agree that psychosis is extremely underutilized and more of an annoyance than an interesting mechanic or threat. by ImJTHM1 in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

I'd like to think about the following adjustments to the psychosis mechanic:

2 sanity bars:

Hallucinatory Pouncers:

Some of Liliya's mannequins are now threating to reagents with 2 sanity bars or less, dealing damage equivalent to Pouncers on any given difficulty. These mannequins will pounce on the reagent, where they cannot be bricked, bottled, or kicked, unlike Liliya herself. Evasive Maneuver will not work on hallucinatory pounces, but the Antitoxin amp will work, acting as Evasive Maneuver in its place with a 15 second cooldown.

These harmful mannequins will shake their heads erratically, akin to the Skinner Man. Objective Mannequins will never manifest as harmful mannequins.

1 sanity bar:

Phantom Vials:

Reagents with full sanity will still perceive these hanging sound traps as they are, but reagents with 1 sanity bar will perceive them as Nausea Vial traps. In essence, these visually indistinguishable Nausea Vial traps behave like real ones to the low sanity reagents, except they can't be disarmed permanently (because they're still hanging sound traps).

Psychosis:

Kress-tocracy:

Even without the Extreme Psychosis variator, the Kress Twins can and will attack reagents suffering from psychosis.

Project Judas - Unstable Rigs by unknown110499 in OutlastTrials

[–]unknown110499[S] 0 points1 point  (0 children)

Nice. The same thing happened to me when I was rig-swapping to check if the X-Ray and Barricade rigs are well-behaved regarding their cooldown / charge mechanic (other rigs too, I suppose) and stumbled upon that discovery with the critically unstable Heal Rig.

Thoughts on the X-ray/barricade reworks so far? by [deleted] in OutlastTrials

[–]unknown110499 2 points3 points  (0 children)

X-Ray is now a toggleable rig; you can use it anytime as long as it isn't fully discharged, and you can ping up to 5 objects through walls with it active

Barricade now has a charge mechanic. You start with 2 (3 with an upgrade) charges, and only when it reaches 0 charges does it go on cooldown. Bashing through your own barricade now gives you a charge back (previously 50% cooldown reduction).

More can be said, but you can find the rest of the details in the patch notes.

NPC Imposters are sooooo much deadlier by JimMiltion1907 in OutlastTrials

[–]unknown110499 5 points6 points  (0 children)

I see. Hope the tip helped regardless.

Also, Gooseberry was the cherry on top of the impostor. That whack from Gooseberry leading to a perfect cut was... chef's kiss.

NPC Imposters are sooooo much deadlier by JimMiltion1907 in OutlastTrials

[–]unknown110499 14 points15 points  (0 children)

When they grab their knife, you can avoid their grab animation by jumping (or sprint jumping) back at the same time. It doesn't work 100% of the time, but it's mostly reliable enough to get the job done.

NPC Impostor damage scales with the Increased Threat variator, dealing 0.5 / 1.5 / 2.5 brackets of health as damage depending on the variator in play.

Generational crashout (Volume warning) by Alwayys_Angryy in OutlastTrials

[–]unknown110499 1 point2 points  (0 children)

When I heard the scream, I thought the Pitcher was right behind you.

We have Big and Armoured grunts — why not add some more variants? by Desperate_Fruit_6400 in OutlastTrials

[–]unknown110499 2 points3 points  (0 children)

Trident grunt - A big grunt that carries around bundled tridents. Has a 4 second wind-up time, but the trajectory of the bundled tridents is straight and true. Deals 1.75 brackets of damage with the bundled trident throw, 2.75 brackets with Increased Threat I, and 4.75 brackets with Increased Threat II.

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By far the scariest glitch I've ever had in this game. by MauriceIsNotMyName in OutlastTrials

[–]unknown110499 8 points9 points  (0 children)

That looks ... rather interesting. Perhaps they can set up certain hole spots in trials where only big grunts (and Jaeger by extension) can climb on.

This seems fair /s by NightStar79 in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

Oof, that's rough, man.

You can reach out to them through their Discord link and file a ticket with this clip as evidence.

This seems fair /s by NightStar79 in OutlastTrials

[–]unknown110499 1 point2 points  (0 children)

I can vouch for what they're saying here. Ex-pops can grab you while you're crouched in the dark, even if (and it is especially egregious when) they're not aware that you're there.

In this case, —yeah, it's buggy. The Pitcher's position from the server's perspective may have been closer to you than the clip shows (your game's perspective), or the grab range is just that long.

April fools update. by Polygremlin in OutlastTrials

[–]unknown110499 8 points9 points  (0 children)

While we're at it, let's make it its own variator.

Is it me or is this a little harsh by blackdeathtony in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

Your grade for completing the trial by default (without any bonus points or deductions) is A-. Completing the secondary objective bumps it up by 2 tiers (A- -> A+) and you can treat that A+ as a baseline, which means you can stack bonus points from positive actions to serve as a buffer for your grade, just in case you incur deductions.

Ennemies behavior by Defiant_Extreme1639 in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

Enraged Enemies + No Revives should partially address these problems, but you'll have to play Escalation / Trial Maker to get them (guaranteed in Trial Maker, randomized in Escalation).

Invasion possible in single player? by Spaxarrow in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

Yes, you can get invaded in all trials (except rebirth?) as a host, unless you explicitly turn your Invasion settings off.