r/OutcomeMemories

Image 1 — Survivor verticality may be the satan of survivor balancing, but their strength is accompanied by maps rewarding this playstyle and is an equally big problem
Image 2 — Survivor verticality may be the satan of survivor balancing, but their strength is accompanied by maps rewarding this playstyle and is an equally big problem

Survivor verticality may be the satan of survivor balancing, but their strength is accompanied by maps rewarding this playstyle and is an equally big problem

because i believe it’ll be controversial, to clarify, i believe not perfect isn’t sparse enough with the places survivors can loop and get free distance at, making too many survivors too good on this map. people often don’t complain because this is an amazing map for fleetway and tripwire due to the small map size and lack of cover letting their crowd control shine in return.

mystic caverns IS verticality fuck that map. EVERY survivor with some form of vertical mobility heavily benefits to the killer’s disadvantage, to an even higher extent than not perfect. not perfect atleast somewhat makes up for it by being small. mystic is not.

green hill has the lake, broken bridge, and the cliff near the killer spawns in the back (that one’s hard to explain). especially bad for kolo and trippy due to map geometry and being extremely wide and open.

The point i’m trying to make here is that:

  1. quickfire survivor vertical mobility options, if they must stay, should NEVER guarantee EXE giving up chase entirely. every spot that can be abused should be backed up with a soft-counter the killer can use. inconvenient, the survivor will still gain distance, but you should never have to take a long detour just to reach a survivor who got there in a matter of seconds.

  2. survivor verticality in general should be much more sparse and i don’t believe it should EVER be a passive. passives are meant to be quirky little exclusive gimmicks that may aid a survivor in a special way from a small to medium extent. your abilities should be the driving force to end chase. not your passive.

i want to clarify im not specifically talking about silver and eggman, though those were the two i had in mind, this also heavily applies to tails’ flight with its short ass cooldown, cream’s glide, and even KNUCKLES’ glide, though rarely oppressive, def can be in the right spot

if you’re going to give a survivor verticality, make it a seperate ability and give it a meaty cooldown. change maps to have killers like 11x, trippy, and sometimes kolo have a chance at catching up by making the spots more recoverable from and could even maybe have a soft-countering crutch spot for the killers, though i don’t know how that would work

i didn’t plan this out much so lmk what you think of my shit takes

u/Puzzleheaded-One42 — 3 hours ago

The issue with Clashing mechanics

I see a lot of people asking for clashing in the game, like 2011 against Metal Sonic. But I have some issues with this being WILDLY survivor sided, and for some reason nobody speaks about it.

In a clash, both a survivor and killer use an ability and collide, starting a minigame. Whoever wins the minigame gets some sort of bonus. The idea is good, but I don't see how it'd be able to be implemented at all.

Let's say 2011 is chasing Amy, right about to take her down, so they charge to confirm the kill. And suddenly, metal sonic interrupts them. Charge is supposed to have IFRAMES but... it's a clash. They both take 7s to clash and 2011 wins, but in the end Cream already healed Amy near to full and they just wasted 7s of the clock with Charge on cd. Even if you win the clash you lose time and the survivor you were chasing.

I do think it can work, it'll just be really hard to do. Heres my personal opinion on how Clashes should work so the game doesn't become even more survivor sided.
• During the clash, the timer stops, including survivor cooldowns.
• The killer gets their cooldown 67% refunded, 100% if they win the clash.
• Every completed minigame the killer gets 1.2 points, and the survivor gets 1 point. The one with the most points at the end of the minigame wins. If there's a tie, the killer wins.
• Clashes end early if the killer gets 2.5x the survivor's points, If not the clash lasts 5s max.
• All healing while the clash is going on is halved.

Of course, different killers and survivor clashes might have slightly different mechanics, but this is how I think it should work in general. What's everyone's opinions?

u/Adorable_Recipe8085 — 6 hours ago

Small tip for Mid - Average tripwire mains like me: ALWAYS block those 2 spots in ycr where eggman can loop you for eternity

If eggman uses those loops, he gets punished. And if he uses shield, theres a backup mine and he wastes resources.

Love for yall!

u/Radiant_Quarter_1865 — 4 hours ago

Well, that's one way to end an LMS

A great showcase of OM, between getting stuck on the ledge at the start, the charge getting stuck in midair, the insant I frame parry of the grab, and the ending. If nothing else, it's certainly entertaining.

u/GravitoMagnetism — 12 hours ago

Question On characters

this is not targeted at these devs or games just a picture for refernce but it has nothing to do with it or them

But Serious question Why Do Sonic Asym games tend to Have the same roster every time like Which let me make this clear is not a bad thing but every Sonic ASYM game has the same starting roster which can get a bit boring when almost every other sonic plays like he would in any other asym game

Like sonic stunner staller almost always
or Knuckles Stunner
Eggman Survivor
cream Healer

And it just stay the same in every Sonic asym game the only thing chaning is just the way they are played but thats it also with that why just why Can't we get a new starting roster thats not

Sonic
eggman
cream
knuckles
amy

u/King_Kiraka — 8 hours ago

Silver LMS of doom and despair for Kolossos 💔 (OM: Recreation)

Easiest LMS I've ever had in any version of OM and I don't main Silver + decided to mess around during the Final 80. Delete Green Hill V2.

u/Sagehawk_45 — 5 hours ago

Trying to pick up Tails and Fleetway makes it miserable.

Like dude I fully understand and agree the game is survivor sided but genuinely in pubs what the FUCK am I meant to do?

People talk about how Fleetway ‘counters’ Silver when in truth it’s only from Fleetway being able to comfortably keep up with Silver.

I’ll tell you who’s REALLY COUNTERED FROM FLEETWAY. THATS RIGHT! TAILS!

Tails gets so hard slam dunked by him it’s ridiculous as heres what happens.

You land one snipe from afar. That’s good! Just how you planned. Now unlike the other killers who when they chase you down you can (usually) be safe in the air and reposition to your team. Right?

Well NOT WITH FLEETWAY! No SIREE! You’re gonna get M1’D MID AIR BECAUSE WHY THE HELL NOT!?!

Okay then when he’s out of flight meter?

It’s a passive so goodluck trying to BUT EVEN IF SO!

Chaos dash counters flight too! Laser takes you out of the air aswell! Burst gives I frames and can at close range not only bypass the stun but ALSO gives crazy damage potential by ALSO raffling you ontop of the already large amount of burst damage!

And if even when you are landing your stun well your 45 second cooldown is going to be your best friend since Fleetway has more I frames than fingers! YAY!

u/lil_random_artguy — 10 hours ago

how come people just seem allergic to sticking together against fleetway?

like it seems every game i play in people just run off for corners of the map in some feeble attempt to hide from him and it almost always results in them isolating themselves and becoming an easy kill

reddit.com
u/No_Job_4817 — 6 hours ago

Imagine Kolossos existed in real life and your job is to get him a job, where would you get him into?

u/egames241 — 14 hours ago