How Do Yall Play Fleetway??

How Do Yall Play Fleetway??

Almost every time I hear discussion about Fleetway, it's about how he's too broken for survivors to deal with. Alright, I can understand that, I've had my fair share of vs Fleetway bs too. But then I hear people who don't play Fleetway on purpose and all they say is "yeah I don't play Fleetway the game is too easy and boring and I stomp the lobby every time" and it's like huhhh??? What kind of lobbies are yall getting???? I'm wondering if I'm just bad because I'm getting packed up by 5 players lobbies and it's always frustrating because it just feels like there's nothing I can do. I try to chase Metal? He takes about 2 years to kill. God forbid there's an Eggman in the lobby. Try to kill Amy? One escape from chase and she's already healed above kill threshold. Try to chase Eggman? Jetpack Boost forces me to burn flight to catch up, and it's not like I can use Chaos Dash because he'll just pop shield. Try to chase Knuckles? He can just hold punch with little to nothing I can do about it. It's like I can really i-frame the punch either because A. I use Chaos Dash and he counters | B. I use Laser of Destruction, he cancels the punch, runs away, and it's off cd by the time I catch back up to him | C. I use Fateful Drain and he just moves out of the way because it's piss easy to avoid. | or D. I use Burst and leave myself open to Metal and Tails stuns. AND Knuckle's stun too because he'll get it back after I use Burst. OR he'll punch me during Burst ANYWAY and I'm still stunned after using the move.

Overall, I hear everyone who plays Fleetway on here talking about how "he's literally just a free win" and I'm wondering if I just have a skill issue. If you have any advice on how to do better as Fleet it'd be greatly appreciated.

u/Neat_Document_4608 — 8 hours ago
▲ 31 r/creepypasta+2 crossposts

UnownKing Pencil Drawing

Sorry for low quality my phone camera is kinda mid. Anyway he's a drawing of the UnownKing! I think it's pokemon related enough I think. Any tips on where I could've done better?

u/Neat_Document_4608 — 1 day ago

Any Tips for Insomnia?????

I want to play Monochrome but this song is insanely difficult for me to complete. I'm not great at the game, so it's hard for me to constantly keep my accuracy above 90%. I tried turning off mechanics so I could turn them back on in Freeplay when I replay Monochrome, but the game just crashes when I beat Insomnia. Is this literally just a skill issue cause imo the mechanic is kinda ass. Any tips?

u/Neat_Document_4608 — 5 days ago

Artful Mains Genuinely Trying To Convince Me That Artful Is The Worst Killer In The Game

Artful mains trying to convince me that the character who can wall off half the map and create a scenario where I run left and die or run right and survive 7 seconds longer and then also die without any way for me to escape unless my team bands together like the goddamn Avengers is the worst killer in the game.

u/Neat_Document_4608 — 15 days ago

Genuinely More Survivor Sided Than The Actual OM

It's arguably even more survivor sided than base OM, which is honestly an achievement. A bunch of survivors are BUFFED in this game. Sonic stuns longer, Amy stuns longer, Tails' regular cannon charges faster, Metal takes less damage from charge. And the new survivors they added only add to the problem.

Ray has a free on-demand glide whenever he so pleases. If you see him standing on a high elevation it's basically just not worth chasing because he can glide to the other side of any map not named X's Castle or Angel Island.

Mighty is carried by his throw ALONE. It's basically like Silver's suspension except the Mighty has to get in contact and you can't break out of it. You can't really challenge it either. You can catch every Charge move in the game, and you can basically end chases by just hiding around a corner and throwing the exe because they didn't expect you to be there. And also a passive hammer drop stun that has minimal consequences for missing??? Protect is fine it leaves you vulnerable.

Fang isn't as egregious but he's still a pain. You can jump over his big ass bullets which is nice but it can be hard to tell when he actually shoots them because the devs of this game don't bother giving any of their new survivors an indication of what they're doing. And his Bounce, while not as horrible to fight as every other form of vertical movement in the game, still makes it so that the only viable killers to play on any map that isn't X's Castle is Furnace and Fleetway (not that there's a high chance you win as killer anyway).

Shadow is also here, practically unchanged, with his whole slew of issues from the original OM.

Hitboxes feel a lot worse in this game as it's hard to tell how close you need to be to hit them. They're obviously smaller, which wouldn't be THAT much of an issue if survivors in this game weren't also noticeably faster.

I appreciate this game for what it's trying to do, though. Add characters the original OM didn't add mechanics like Clashing (which is often a detriment to the killer even if they win) and the Tails Rework (which I think wasn't done great in this game either but that's besides the point) so people can have that experience but it just feels so obviously balanced in favor of the survivors it's not even funny.

u/Neat_Document_4608 — 15 days ago
▲ 208 r/Kirby

Thoughts on the Nightmare Collection Redesigns?

Kirby - Kibbly

Sir Kibble - Chival Lad

Chef Kawasaki - Cook Caliente

Waddle Doo - Tumble Boo

Bonkers - Bruiser

Chilly - Freezy

Wheelie - Drifter

These are some designs for the upcoming game Nightmare Collection which I am highly anticipated for. What are yall's thoughts on the designs.

u/Neat_Document_4608 — 24 days ago

Artful Is The LEAST Fun Killer To Go Against

I'm not sure if he's the BEST killer. I don't particularly care if he is. But he's by far the least fun to fight. He has so many walls and maps are so small that he can not only section off one area, but divide the ENTIRE map into sections that he can freely roam. If it was just the walls it wouldn't be that bad, but the Music Boxes are so potent that they serve as soft area denial all in themselves. The health of Walls and music boxes are so high and the frequency in which Artful can replace makes it practically worthless to try and use an ability to whittle them down. Worst case scenario for Artful the wall breaks mid-chase and lets the survivor escape the deadzone they were trapped in into another deadzone. I'm not sure if he's the best, but he's by far the least fun to fight because he has no counterplay other than hoping he plays bad.

u/Neat_Document_4608 — 1 month ago

Trying To Get Water Into A Fluid Tank

I'm trying to make the water flow into the the Drain, through the Mechanical Pumps, and into the Fluid Tank. I can manually put water into the Drain and it will go into the Fluid Tank, but the flowing water won't go into the Drain itself. I've tried the same setup with Basins instead of Drains but that didn't work either. Is there any way to fix this?

u/Neat_Document_4608 — 1 month ago

Thoughts on Nightmare Collection?

Mostly an excuse to expose more people to this but I also wanna hear general opinions on it

u/Neat_Document_4608 — 2 months ago

Genuinely How Do Yall Enjoy This Game

I'm sorry but I just can't see the hype behind this game. It's insufferable at worst and boring at best, I don't think I've ever really had a single "fun" round in this game.

The Killers feel so weak to play as and against, that I've literally, and I'm not exaggerating, never seen an exe get more than two kills in a match. I play Vortex, and this has got to be one of the most annoying killers to play as. The m1 hitbox for this guy is so strict, it's literally only on his forearms for like half a second. Combine the abysmally small hitbox with ping, and the fact that he lunges if you hold it makes it a miracle anybody could ever do damage outside of jump. His burrow is fine I guess, though the spring limitation makes it piss easy to avoid most of the time. Also Outburst genuinely feels useless it does basically nothing for you because nothing that fundamentally makes vortex weak gets changed at all.

Even besides Vortex specifically, playing killer I swear is one game mechanic away from aa bullet hell. Mistime one ability and get hit by a stray survivor, now your only catchup tool is gone. Survivor gameplay is great, but only because it's at expense of the killer. God forbid you start a chase with ANYBODY in the game EVER at ANY point in time with one of your abilities on cooldown, because god knows most of them have some sort of chase ender that just puts all 12 inches up yours if you don't play around them perfectly.

Oh my god Frisk. From my experience, Frisk is one of THE most insufferable survivors I've EVER had the displeasure of even TRYING to play killer in the same round with. They get an on-demand nigh instant (0.5s windup) that gives you a speed boost, heals you, and everyone around you. First of all, this is already a crazy move to give to a support character because of its self-sustainability alone. It's on a 32 second cooldown which allows it to be used fairly consistently throughout the entire round. Then there's pull. Oh my god the fuck-you-chase-end-inator. The little leech can just sit on any elevated surface (and if they have half a braincell not next to a spring) and just pull survivors from anywhere with seemingly no range??? This is made ever more egregious by the fact that each map is the size of a comedically large object that I would compare it to in order to emphasize their size. Just used like the one good catchup tool you had to chase a survivor? Too bad frisk just grappled them half-way across the map without you being able to do anything about it. Go to where they were pulled. Wrong! Sea Tea! Now they BOTH healed and they BOTH made stupid distance. and ACT. Oh my god ACT. ACT is fine for the most part, I just wish it had a longer cooldown. Or if it had windup. Or Endlag. And like, none of frisk's moves have any of that. Even if, by some miracle, you manage to get to lms, the devs just decided to give them a map wide grapple. ON A TWENTY FIVE. SECOND. COOLDOWN. There's so much more I don't like about Frisk from a Killer perspective but I just genuinely don't know how to word it.

The maps. The maps are also another reason why I dislike this game so much. They are so unnecessarily big that it becomes a problem. Survivors almost ALWAYS have somewhere to run to, meaning exes are always stuck playing catchup the whole match. Springs are also a big annoyance because they take away from the already lacking amount of skill expression. Those short little springs that give you a small boost to get onto an elevated surface aren't the issue, but those springs that send you super high into the air to get onto higher platforms. Survivors have such high air control that they don't need to commit to using them, and it causes this stupid ass mindgame that boils down to rock paper scissors. "oh they just used the spring. are they gonna land on the platform? are they gonna go in the opposite direction. are they gonna pretend to land on it, just to switch last second? are they gonna land on it, and then jump right off after?" and so many more questions that can genuinely cost you chases if you don't answer correctly. I feel bad because almost every map looks amazing and you can tell a lot of effort went into adding details and creating an immersive environment. You don't get to see any of it though, because everybody can just stay in the same section the whole round because they aren't pressured to move because the killers are DOGSHIT.

I really wanted to like this game, I really do. But every match is so mindnumbing it's hard to find any fun with it. Getting picked as exe feels like being a pinata. Sure, the majority of people playing are having fun and getting candy, but your the one being beat with bats while your tied upside down from the legs with a ball gag. Is this a skill issue? Does anyone have any advice to help mitigate these problems? I do still want to try and give this game another chance, but so far, I'm just not seeing it.

u/Neat_Document_4608 — 2 months ago

I Don't Really Play Darkest Hours

I tried giving it a chance but it just gets really boring really fast I heard they dropped a new update and I haven't tried it but I found it more entertaining to just go into spectate mode and watch the entities kill people. From the amount I have played here's what I've come up with.

u/Neat_Document_4608 — 2 months ago

Characters' General Performance on Every Map

This isn't based on LMS this is just how useful of a character someone is in a general round. I can answer any questions on how I ranked these guys, so feel free to ask away.

u/Neat_Document_4608 — 2 months ago

Y'all Got Any Good EXE Games?

I played an Ordinary Sonic Fangame and I liked it a lot because it had actual platforming and gameplay. I heard there might've been drama with the developers, so I don't think it's getting updated any time soon. Do you know any games that would be in a similar vein to this? Moreso gameplay focused than horror or story focused.

u/Neat_Document_4608 — 3 months ago

I Hate Discussions About Fleetway

I swear it's so annoying talking about him. There's never any nuance whenever you bring him up. People just say "he has 4 i-frame moves and flight you're trash if you lose" without any deeper thinking. They just say "i-frames" like you just press the button and win the whole match with your hands tied your eyes blindfolded and your mouth gagged as if it means anything. They have specific use cases, and they can't just be thrown out there for whatever.

Going up against Blaze and Knuckles is annoying because they have such fast stuns that I have to be locked entirely on them to not get hit, which leads me to getting hit by other people in the server. I can't just use Chaos Dash whenever because there goes one of my only mobility tools, or if I'm chasing an Eggman or Knuckles it just gets shut down entirely. Flight, while good for dodging SOME stuns, regens so slowly you should rarely ever use it for anything other than mobility. You can never confidently use Laser of Destruction if there's a Tails in the lobby. Fateful Drain is bad in larger lobbies because it leaves you wide open and shows everyonr directly where you're going.

I'm not saying these moves aren't useful or don't have their strengths, but it pisses me off any time Fleetway is even mentioned this is brought up like they're some infallible insta win buttons. You can't even consider playing Fleetway or else people will actively insult you. Hell, people get pissed at you for even playing 3/4 playable killers.

This is all to say, I hate how discussion of Fleetway is generally handled in the OM community. It's always conducted without context or nuance, and it almost never tries to look at it from the perspective of the killer themselves. This mostly applies to all killers that aren't 2011x actually, but I feel it's most prevalent in Fleetway and Kolossos. I would love to discuss about Fleetway 's balancing, play style, moveset, etc., but I don't think I'll be able to until after he gets gutted into the ground.

u/Neat_Document_4608 — 3 months ago

I Think There's A Fundamental Misunderstanding About Kolossos

Holy crap Kolossos from Outcome Memories

I don't think Kolossos is supposed to be the "slow brute" archetype some people make him out to be. He can't really be slow, not in a game like OM, or else he'd be dogwalked all game. So, what is he then? I think he's supposed to have high damage to make up for his low mobility. You might think, "oh but charge moves at mach 4 how is that low mobility", but after he uses charge he doesn't have any other options. He has Climb, but that is extremely map dependent and doesn't work as a consistent tool. So, after using Charge, he has to make the absolute best of the distance he made using it, or else he butchers chase. Using Charge on a Sonic that has Dropdash or a Metal Sonic who has Destructive Charge often leads to them getting away if you don't position yourself right. Even characters like Tails can fly away if you don't position properly. That's why he's so strong in close range scenarios, because he only has one way of consistently getting into them. That's why characters like Knuckles, Eggman, and Silver shut down Kolossos so hard sometimes, because they deny the one mobility tool of an already low mobility character. I'm not saying he's balanced, in fact I think he's quite weak against a coordinated team, but the reason he dominates in a 1v1 scenario is because he has to burn his only mobility option to get there (if you're not alone already). You get a survivor into a corner with Charge just for them to get immediately peeled out by Sonic, and you'll see what I mean.

reddit.com
u/Neat_Document_4608 — 3 months ago
▲ 20 r/PC2LikeGameConcepts+1 crossposts

Phasmophobia-Inspired Asym

I've had this idea for a phasmophobia inspired asym for the longest time, and I just wanted to get it out before I forget. The whole game would be a lot more similar to Phasmophobia itself instead of other asyms, as the game is kind of built around the mystery of the killer. You don't who the killer is upon starting the game, so you have to use environmental clues and hints from the killer's moveset to properly deduce who they are. After doing so, you can then perform a specific action in order to get rid of the killer. Some of them share similar methods, but a lot differentiate from each other whether it be banishing, pacifying, or just exterminating the ghost as a whole.

Each ghost is able to share similar clues, so it's not immediately obvious what the ghost is, but they can utilize them in different ways. A Banshee and a Wraith may both cause ghost orbs, but the banshee might use it as a means of teleportation, while the wraith may collect them to gain a meter of sorts.

Since the whole thing is about deduction, the giant hulking Oni may seem like it'd be obvious to pick up on. Well, there are two states a Ghost can be in when in a round: A Tangible and Intangible state. When a ghost is Intangible, they gain a boost in movement speed, access to ability variations, and the environmental cues they emit are heavily exacerbated. Despite this buff, they're damage is pitiful, if not absent entirely, and the extra environmental cues they emit may lead the survivors to sleuthing out who you are playing as faster. This makes use of a meter, and once the meter has run out, you are forced to become Tangible for a variable amount of time. Your Tangible form makes you completely visible, and you gain access to more offensive abilities. It's best used to kill off single survivors, as they won't be able to tell the tale of who the killer is if you kill them before they rat. Some Ghosts use their tangibility differently, with some meters even working inversely, encouraging you to stay Tangible. While it can vary, this mostly depends on one of the two classes a ghost can fall into.

Geists and Ghouls

Geists (as seen in the Poltergeist and Banshee to a lesser extent) thrive off of making use of their Intangible forms. Other ghosts may be able to pick up and throw objects while Intangible, but the Poltergeist receives buffs and bonuses from doing so, such as increased damage or an extension of your Intangibility meter. Ghouls are Ghosts that greatly benefit from primarily being Tangible, and their meters are flipped to encourage such play. The Oni is the provided example of a Ghoul, as it doesn't take long to figure out who they are. However, they provide heavy damage and great AOE with their Tangible attacks, so they're encouraged to use it as much as possible. They may have limited movesets while Intangible, but can control the whole flow of a match while Tangible. The Banshee, the hypothetical starter killer, would still be a Geist, but not have as many downsides to being Tangible. They would be able to provide solid setup while Intangible, and do a pretty good job at killing people while Tangible. They're don't gain the extreme disadvantages from being Tangible, but they also don't have extreme advantages while Intangible, providing a way for players to get accustomed to playing both sides of the coin.

Now, it's a lot easier to tell who the Ghost is if they're a Ghoul, so that's why their completion objectives are made harder. A Geist can be hard to identify, but once done, can be banished effectively simply by cleansing a key item or performing a ritual in a certain room. Ghouls have much harder objectives to complete, such as needing to get its health low enough to banish it or having to exterminate it outright.

If the number of people required to bring down the Ghost is too low, than an LMS (Last Men Standing if there's more than one) will initiate. The Ghost will have 60-90 seconds to kill every remaining person, and the survivors will have to survive until the backup truck arrives. During this LMS, survivors will be forced inside the areas where the ghost can attack them (usually inside the perimeter of the house) and cannot leave. Some abilities could be slightly modified to do better in a chase life or death scenario, but it's generally an uphill battle against the Ghost.

Overall, this is a game about deduction where a team has to work together to figure out who the killer is and complete the corresponding objective to win the game. The Ghost has to make good use of their Tangibility meter as to not give away too many clues about their identities, all while taking out survivors one by one. Geists excel at setup and payoff, while Ghouls do great at chasing down survivors directly. Also no stamina because I hate stamina in asyms.

Questions, thoughts, criticisms? I'd like to hear it all, if you have any!

u/Neat_Document_4608 — 3 months ago