The Outlast Trials

The Outlast Trials

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white.space Jul 26, 2024 @ 7:49pm
Amps and Prescriptions
I feel like a lot of Amps are nice and convenient upgrades but too irrelevant to actually take up an entire Amp space. They'd be better suited for Prescriptions, permanent upgrades that you can purchase with tokens. Meanwhile some Prescriptions are so powerful that it seems almost OP for them not to take up an Amp space. For example:

Lock Breaker: Throw a brick to break open locked containers.
This is great for when you find a locked container and actually need a health/ tool item. But lockpicks are scattered all around the map, if you pay attention you won't really need to use a brick to open them - only in a few tense situations. I don't think it's worth at all to dedicate an Amp slot to that rare hypothetical scenario, especially if it means not being able to use a more convenient Amp (such as Slippers).

Antitoxin: Regain full sanity after some time, and psychosis will last half as long.
I hate the migraine/ insanity effect that constantly happens whenever you are under a mild psychosis. But this Amp only removes it after a certain amount of time, and at that point you'll have found an antidote yourself. Again, nice and convenient thing in a few scenarios. But this will never be triggered in the majority of trials one plays so it'd be better to have this be a Prescription instead.

Self Defense Technique: You can use a bottle or brick from your inventory to quickly escape a pouncer's grasp.
This turns basically every encounter with a pouncer into a minor inconvenience. By the time you hit level 20 you're gonna be able to avoid most of them successfully and this Prescription turns this already rare late-game encounter into a mere jumpscare without any repercussions, at this point you might as well remove them completely. This would be better suited as an Amp imo.

Battery Extension: Night vision battery life extended.
Apart from this making no sense logic wise this almost completely removes the need for batteries. I genuinely can't remember the last time I've picked up a battery for outside of Escalation or XP-Missions. This also would make a great Amp imo.

Finally, I think the game might benefit from an additional fourth joker Amp slot? Where you can add one additional Amp from any category on top of the base three ones. Maybe you'd have to unlock it via tokens or level cap first, but I think this would allow for more combinations and dynamic playstyles.
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Showing 1-5 of 5 comments
ShockedHearts Jul 26, 2024 @ 8:51pm 
no because if amps were made into prescriptions everyone would be EXTREMELY overpowered and it would defeat the purpose of builds and team balance.

some amps ARE useful in certain trials or in certain playstyles like stealthy.

Im a runner who goes in loud so certain amps are useless to ME but it doesnt make them bad. and the suggestion to allow us to use even more amps at once will make already overpowered players godlike.

overall I think this isnt a very good suggestion, you are essentially asking for the game to be made way easier, and its already a really easy game even on psychosurgery.
Last edited by ShockedHearts; Jul 26, 2024 @ 9:27pm
Alsl Jul 26, 2024 @ 9:25pm 
bereš to ze špatného konce protože než se dopracuješ do úrovně že ty jako pokročilý uživatel tyhle věci nevyužiješ.... nováček se bez nic neobejde.Třeba technika Last change je ve vyšší obtížnosti taky nepoužitelná protože pokud dostaneš od MPC hit a to bere 3 častí života a jsou tam naráz 2 až 3 MPC u sebe ofering ti napíše hned že se aktivoval ale protože v té době si tě podává MPC tak nefunguje , takže by ve vyšší obtížnosti by měl byt zamčen je naprosto k ničemu a takových věci je tam více..a protože mám odehráno 2x více hodin než ty lépe to mohu porovnat
Last edited by Alsl; Jul 26, 2024 @ 9:27pm
Similistorm Jul 27, 2024 @ 9:14am 
Batteries are useless ? Believe me dude,you're gonna use so many batteries in escalation...
As for lock breaker,recycle,etc these amp may see useless but actually escalation is a good training ground to make you learn to play differently. I was only using noise reduction,smash and boosted before. Many escalation runs made me completely change gamestyle,I learned to use many amps in many different ways and I think that's great because it prevents the game from becoming boring.
You learn :
-how to not rely on sleepers for example,which doesn't work on "enraged/don't make noise" cuz enemies can hear even when you walk on glass.
- you learn how to use cacophony to your advantage,strong arm,
- stuff like hide and restore become way more useful,etc
you learn how to use each amps in a different way and i think that's where they shine. because in the end,if beside the god tier amps (sleeper,noise red,smash,boosted) you can't use any of them,then I'm sorry but you're probably not as good of a player as you think. Psychosurgery difficulty won't leave you a single chance if the strat is "run and throw".
Alsl Jul 27, 2024 @ 9:50am 
hra je aktuálně vybalancovaná velmi dobře ..a jak někdo píše je potřeba změnit si taktiku hrání ,,to že ty tyhle věci nevyužiješ neznamená to že jsou tam zbytečně... naopak v teamu když někdo má nižší úroveň a ty vyšší ..věci které se tobě zdáli zbytečné on velmi dobře využije
Kane Jul 28, 2024 @ 3:34am 
I believe Antitoxin is a pretty good AMP, it cut off the psychosis duration by half. And refill your sanity to remove the super annoying illusion effect, you say might find an antidote in the meanwhile, but that's just in easy modes where items are spread all over the places and out of locked boxes. Although i don't know how long is "some time" it says, cuz i tested it once and deliberately stepped on a trap at the start, that match lasted 5 mins and my sanity wasn't even refilled, not sure if that was a bug of that AMP in the early days of its release or the refill timer is very long.
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Date Posted: Jul 26, 2024 @ 7:49pm
Posts: 5