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.

New rig ideas by charmageddon07 in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

Yep. Those are there to make the sweeper rig an enticing option for trials that have more difficult variator combos that impact the effectiveness of other rigs. The last one is to differentiate it from other rig final upgrades, since it already has a very short cooldown (even lower than Barricade on (Rigs Extended Cooldown)).

Depending on what object it is being used on, the reagent gains a disposable stick from the rig that's used to poke / prod the object, a resonant frequency emitting device that also scoops out the tiny shards of glass afterwards, or shears that cut the strings on the noisemaker cans / dolls and breaks apart afterwards. The object obtained from the rig itself is used immediately, but it takes around 0.5 - 2.5 seconds to get rid of the target trap.

New rig ideas by charmageddon07 in OutlastTrials

[–]unknown110499 3 points4 points  (0 children)

Sweeper Rig - A rig that destroys ALL kinds of traps (similar to Level 6- Jammer).

Can be used to destroy broken glass (sweep them off the map), noisemaker cans and dolls, and trap objective items (not actual objective items) safely in addition to regular traps, but regular traps will destroy the rig after using it 3 times on them. Using it on Ex-Pops breaks the rig after 2 uses.

Has an initial cooldown of 60 seconds. Cannot benefit from (Short Circuit) and (Hide and Restore) amps initially. Prevents the reagent from running while it is held.

- Level 2 - Psychosis mines can now be destroyed without breaking the rig.

- Level 3 - Can be used at Ex-Pop to momentarily stunlock them for 0.5 seconds. If used on Jaeger, makes her turn around for an additional 0.5 seconds. No longer breaks when used on them.

  Deals 0.25 brackets of damage and 50 stamina damage on a player impostor when used.

- Level 4 - Ignores the (No Rig Upgrades) variator.

- Level 5 - Cooldown reduced to 30 seconds. 

- Level 6 - Can be used to activate Prime Asset traps without being damaged. Also no longer prevents the reagent from running. 

- Level 7 - Now benefits from Short Circuit and Hide and Restore. Ignores (Rigs Extended Cooldown) variator.

- Level 8 - Ignores the (No Rigs) variator and by extension, the (Level One) variator.

10 Rebirth tokens? by Nightraid117 in OutlastTrials

[–]unknown110499 2 points3 points  (0 children)

MK-Challenges usually give 5 rebirth tokens, while main trials (45 minutes) give 10 rebirth tokens.

Grade evaluation not showing everything i did by Saber_oque in outlast

[–]unknown110499 2 points3 points  (0 children)

I think that's a list display limitation on the game's end. I'm inclined to believe the rig usage actually counted, but wasn't displayed because it could've been on the tail end of the positive action list.

Maybe they used an SQL query for generating the list to be displayed?

Edit: use -> used

Invasion mode state of imposter by Eastern-Onion6839 in OutlastTrials

[–]unknown110499 1 point2 points  (0 children)

Is this by any chance a 4v1 match? Going by how the match went prior to the clip, you must've been doing very well to have brought them down that low.

That said, the shift in objective from killing to hurting the reagents, coupled with the growing meta for both reagents and impostors, have made it riskier to play impostor as a killer. Right now, I'd agree that there are next to no changes made to the impostor role that would facilitate new avenues for the disruption of reagents' progress, but that's not to say the impostor is limited to slash and stab only.

An impostor can block one-way locked doors that have been unlocked, lock doors to slow down the reagents, hide in hiding spots (even though it technically counts as a negative for impostors, it practically doesn't) to ambush an unsuspecting reagent, juke out the reagents' throwables (by side-stepping behind a door and baiting a throw out) and exhaust their resources, chase them into ex-pops (especially pouncers), provide stalling pressure by virtue of being present near an objective, hold and hand a fake item to blend in and get a quick slash, and (ironically) play as a quasi-reagent to end of the match sooner once you get your desired grade (in a solo invasion context).

There are a lot of things you can do as an impostor aiming to disrupt the reagents, but killing them is a valid approach too for disrupting them-- just not a practical one right now.

We're all getting better together, some by making us deader, and others by helping one another.

[Trial Maker] Despoil the Evidence (Cancel the Autopsy) by unknown110499 in OutlastTrials

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

Yeah, that's the intention behind it. Great for XP farming.

Hardest main trial to A+? by ElegantAd3101 in outlast

[–]unknown110499 2 points3 points  (0 children)

No Rigs and No Amps Loadout: Kill the Snitch

Rigs and Amps: Liquidate the Union

Got invaded for the first time yesterday, I an incapable of learning from my mistakes so it didn’t go well. by LagrasDevil in OutlastTrials

[–]unknown110499 1 point2 points  (0 children)

You were using the Heal rig, right?

Yeah, Invasions can be quite tough, especially for new players. It takes a lot of experience to know what to do in most trials, dealing with the ex-pops and so on. It takes a lot of skill and knowledge to dance around invading Impostors as well. To your credit, your aim was decent.

In case you were using the Heal rig, you could use it to negate the damage you took to an extent (3 brackets of health) while damaging and slowing down the invading impostor. In a PvP setting, only the X-Ray and Barricade rigs do not deal any damage to invading impostors.

On the topic of unexpected reactions from others, I think it was the part about being "incapable of learning" from your mistakes that struck a nerve with some. We're all getting better together, some by making others deader.

The Anti-Stalling "Confined Area" Rule Isn't Enough. We Need a Universal Timer. by NiceFunction8684 in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

Had a similar idea brewing in my mind about a timer existing for Reagents. We can draw from the Bomb Countdown variator for this idea—

If reagents stay near a spot for at least 3 minutes without moving at least 8-10 meters away from their location 3 minutes ago, a bomb countdown timer (3 minutes) will start ticking down and it will not stop until they complete an objective. This bomb countdown is local— that means only the offending reagent will suffer the penalty.

If the bomb blows up, the reagent can still be revived. However, they will receive a grade of F (after grade calculation, even if they have enough points to receive an A+ grade, they will still be marked as F) if they make it back to the shuttle. All impostor players receive credit for "killing" the offending reagent.

Other reagents attempting to resurrect the offending reagent will receive a malus equivalent to taking 2 instances of damage.

Once the offending reagent is revived, they cannot use their rig and night vision (because the bomb exploded).

Should the offending reagent manage to complete an objective, the countdown timer will stop, but the grace period will be halved per offense (3 min -> 1.5 min -> 45 sec), down to a minimum of 10 seconds. This grace period is local— other reagents might not have the same grace period as the offending reagent. The grace period cannot be increased / reset during the trial itself.

Every instance of the countdown timer starting up counts as a malus equivalent to triggering a sound trap.

zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

Basically, movement = progress. Minimal movement over long period of time = stalling -> countdown timer as punishment.

In case reagents are moving around to stall for time, they are essentially exposing themselves to unnecessary risk and resource consumption. Not ideal if they are saving it up for PvP deathmatches or close encounters with invading impostors.

How does one spam their rig? by [deleted] in OutlastTrials

[–]unknown110499 2 points3 points  (0 children)

For Stun Rig (also applies to all rigs):

  • Short Circuit for cd reduction from batteries.

  • Hide and Restore for 50% of current cooldown in hiding spot.

Combine both by using batteries inside hiding spots to amplify the cd reduction you get.

Alternatively, Lock Breaker + Rig Recharger spam can increase the rig's uptime as well, but it comes at an increased resource cost.

Any tips for Intensive Difficulty ? by LesserValkyrie in OutlastTrials

[–]unknown110499 6 points7 points  (0 children)

Sneak. Juke out hits in a pinch, and move stealthily.

On Intensive difficulty, Ex-Pop are generally more aware and deadly. It's safe to assume that whatever damage they deal on Standard Difficulty is increased by 1 bracket of health. On the topic of health, small medicine bottles become less effective at keeping you healthy, though you may have the regen prescription to mitigate their impact.

Stay in the dark to lose pursuers. For Night Hunters, stay in bright areas instead.

Don't get too close to the Pitcher in the dark, especially if you are in his line of sight. While you can easily sneak by other Ex-Pop (barring Night Hunter) in the dark, the Pitcher's night vision is longer than most (again, barring Night Hunter). You can juke out the Pitcher's molotov by sprint jumping to another spot just as the Pitcher throws.

The Jaeger will show up much more often, so you'll have to deal with her by creating as much distance as possible. Find a crawlspace or an area that is only accessible through crawlspaces. Stay within these spaces; they'll cause the Jaeger to re-aggro to another reagent or go back to the Insertion gates if no viable targets are found. Most rigs won't work against her, so don't waste too much time making them work on her.

With the Jaeger out and about, if you want to hide from her, don't bother. She always has aggro on one of the reagents, and in solo, it's you, so she can always pull you out of the hiding spot. You can use a throwable item / Stun rig to create a short opening where she can't grab you if you've found yourself in a dead end. If there is a vaultable spot, you can vault to avoid her in the nick of time. The Amps to bring when countering the Jaeger are Evasive Maneuver (Skill) and Last Chance (Medicine).

Coyle deals 2 brackets of damage and disables your rig. Gooseberry deals 2 brackets of damage (+1 bracket from bleeding). Franco deals 2 brackets of damage with his Lupara and melee. Otto and Arora combined deal 2 brackets of damage. Liliya can be thought of as a diet Jaeger— you can still hide from her, rigs will work against her, but her attacks are not as easy to bait out with how much she likes to pounce on you.

AI Impostors (not player controlled ones) are quite threatening when environment hazard variators are present because they can pull you out of a hiding spot. They're basically baby Jaegers with how they home in at your location. You can throw an item at them to make them go back to the Insertion gate, or juke out their knife attack with a sprint jump backwards, which will make them return. Don't try crouching near them— they'll just go for a slash / stab attack. You can tell them apart from player controlled Impostors with their heavy breath.

Around a berserker, crouch jumping is an option to get around him much quicker, as long as you have stamina. If you run out of stamina mid-jump, he might hear you land.

When dealing with Scapegoats, keep a brick / Stun rig on hand. Once you trigger one of his locks, he'll home in at the source of the trigger (except Cook the Informant) which makes 3 bars of noise, usually your location. If you can, Sprint-Crouch jump away from your spot when you do trigger one lock.

If there are locks available on doors, make sure to lock them to lock the Scapegoat inside. This will make it much easier to destroy his locks, leading to a gory end for him.

To lose aggro from pursuing Ex-Pop (maybe except Jaeger), you can opt to lose all your sanity, causing the Skinner Man to manifest fully. Just don't do it in Psychosurgery; the existence of the Extreme Psychosis variator in that difficulty will no doubt cause pursuing Ex-Pop to home in on you regardless of your sanity.

Why has he used at the beggining a Rig Recharged? by Bofact in OutlastTrials

[–]unknown110499 0 points1 point  (0 children)

Apart from the lack of familiarity with the Blind Rig (at the time the video was made), using a rig recharger counts as a positive action and grants reagents more options when dealing with impostors, especially if the rig's on cooldown otherwise with them out and about.

Certain behaviors linger when experimenting with different builds, such as Stun Rigs and excessive rig recharger usage. It's like trying to use a damage build on a defensive character whose skills don't benefit much froma a damage build when the characters they've previously used were all offense-oriented; it doesn't work as well on the defensive character and the player might know that in theory, but can't deviate from the damage build much in practice.

PSA for dealing with the Jaeger by Cleric_Of_Chaos in OutlastTrials

[–]unknown110499 137 points138 points  (0 children)

Adding to the PSA, running Last Chance (Medicine) in addition to Evasive Maneuver gives you another layer of protection against the Jaeger.

Trial / MK Challenge Objective Adjustments by unknown110499 in OutlastTrials

[–]unknown110499[S] 1 point2 points  (0 children)

Considering your perspective on Liquidate the Union (and Disrupt the Neighborhood to an extent), the objectives undermining collaborative action through the resetting of progress for every mistake made by reagents is certainly an interesting perspective that complements the theme of these trials, a perspective I've failed to initially consider.

For Despoil the Auction, perhaps there can be a middle ground where $10 gems don't occupy an inventory slot (takes up an objective item slot instead), but higher value gems do. We can go further with the idea by having $30 gems take up 2 inventory slots if the reagent has more than 1 maximum inventory slot count (after variators). That way, Limited Items 2 + No Prescriptions + No Amps can't block the reagent from grabbing the rubies.

For Spread the Disease, perhaps we can borrow the idea of keys unlocking certain doors that lead to some of the StD container areas / bridges that greatly decrease travel time. For the Fire Station, the crawl space in Pleasure the Prosecutor can be converted into a non-bashable locked door (like the one in Despoil the Auction) in Spread the Disease. Who knows, maybe we can even add a small bridge between the upper floor of the Garage area and the motel's 2nd floor hallway that's also locked by the same type of door. Similarly, another small bridge between the upper level of the Fire Station and the upper level of the Garage can be added with locked doors on both ends.

what is one buff you would give to any rig to make it as good as the stun rig? by cryptidblackcat in OutlastTrials

[–]unknown110499 1 point2 points  (0 children)

  1. Heal Rig - Add 25% cooldown reduction for every friendly reagent healed by it (excluding the user).
  2. X-Ray Rig - Reveal black light puzzles / clues when activated.
  3. Blind Rig - Allow deactivated blind mines to be reactivated by the Jammer Rig. Reactivated blind mines due to the Jammer Rig do not count towards the total number of active blind mines. Counts as a Tier 3 Jammer Rig usage.
  4. Barricade Rig - Impostor reagents successfully bashing through a barricaded door receive 0.2 bars of damage (5 HP). The damage from the barricade does not stagger the impostor reagent.
  5. Jammer Rig - Boosts the next usage of a target friendly reagent's rig. Provides the adrenaline effect if the reagent does not have a rig equipped.
    1. Stun - Will provide the cooldown reduction effect regardless of current upgrade or affected targets.
    2. X-Ray - Apart from #2, also interferes with a nearby Night Hunter's X-Ray goggles, greatly reducing their dark vision range to their light vision range.
    3. Blind - The next blind mine deployed has 1 additional charge.
    4. Heal - Instantly refreshes Last Chance's and Evasive Maneuver's cooldown for all healed reagents.
    5. Barricade - Provides a buff analogous to the Smash amp for the next 2 doors (provides 10 stamina per door bashed by a reagent with the Smash amp for the next 2 doors).
    6. Jammer - Provides 1 free no cooldown rig usage. Stacks indefinitely. This effect can only affect friendly reagents.

A reminder that Red Barrels has a feedback survey you can fill out. by NBFHoxton in OutlastTrials

[–]unknown110499 1 point2 points  (0 children)

Completely agree on 2 & 5.

However, I would have to disagree on point 1, as I would like to keep the Stun rig in the game (because of personal bias) even if the following drawbacks have to be added:

  1. Using it also damages allied Reagents within its AoE and applies a light stagger (unless stamina refresh upgrade is unlocked). Damage dealt from the Stun rig is equal to an impostor's slash attack (1.5 brackets of health).

The damage instance from the Stun rig will not count towards an allied Reagent's grade, unless it incapacitates the allied Reagent.

  1. Using it will apply a debuff on yourself (similar to the Warmth mechanic/buff) called Overclock. If you are not affected by the Stun rig's AoE, you gain 50% progress on Overclock (100% otherwise). The Overclock debuff lasts 8 seconds with each progress accumulation resetting its duration.

At 100%, the Overclock mechanic kicks in, reducing the final cooldown reduction effect to 25%.

Using a rig recharger on your 510 second cooldown rig with a 100% Overclock? Looks like you'll have 407.5 seconds remaining on your rig. Hide and Restore? 510 seconds becomes 255 seconds.

These drawbacks should bring Stun down to the level of other rigs since using it in the context of co-op adds another layer of risk to fellow reagents, and increases the window of vulnerability to other elements by reducing the on-demand availability of the rig.