The Outlast Trials

The Outlast Trials

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Rabby Jun 19, 2023 @ 11:43am
Amps, The Good, The Bad, "Devs forgot these ones since early development"
To those who have the attention span of a monkey on ADHD;
Slippers: Was the BEST amp in the game, now just unnecessary
Hide and Breathe: Absolutely the worst amp in the game
Cacophony: You don't need bricks to make noise, bottles already perform good enough

Double Doses: Very situational, good however waste of amp slot (should have been Rx perk)
Hide and Heal: Second worst amp, you DON'T wanna hide and always be on the move.
Strong Arm: The enemies will need lobotomy surgery after this.

Noise reduction: Currently the best amp in the game.
Quick Escape: You cannot run out of stamina after getting Rx 2 perks, if you do and the enemy is licking your booty, you messed up big time prior to chase begun.
Antitoxin: This amp should have been on the second amp slot that you unlock. People who are new to the game will want to avoid psychosis as it is too dangerous. Veterans will actively want to be in psychosis, it brings too much benefits of just being able to run through anything without penalty.

Ok now for those who don't wanna read the text below, just read the one above as it is the shortened version. Let me begin my ted talk.

Slippers: Was truly the best amp in the game hands down as it negated an entire game element as well as was the best choice if you wanted to get A+ on the programs.
The current version after the nerf on the other hand is a let down of an amp. Most people who used this amp, used it for negating the minus points you get from stepping on shard of glass. Since it no longer negates it when running, this amp is practically useless now.

Buff this amp (I beg you) to negate shard of glass reducing score points. Keep the noise that happens when you run. It will make it a very good amp without making it overpowered.

Hide and Breathe: The dev who made this was either testing game elements to see if it was working or not and just forgot this thing existed OR was in some serious delusional drugs that this perk could be a thing. Both options look horrible.

I will just say this: No matter what situation you are in, be it with horrible stamina modifiers that may or may not come in future which limits running, be it having low health with 10 enemies being around you, you will NEVER want to hide in the first place. Hiding is a waste of time, go crouch in a dark corner instead and you will have the ability to move around as well as being hidden at the same time (FYI, for night vision enemy, its reverse. Hiding in light will be your go to choice, if he is in a chase go to light spots and he will get blinded and can only navigate by hearing). IF dark places are not a option, close a door behind your enemy. That will give you more than enough time to do anything.

Hiding is a waste, it also decreases your score. Not even worth considering. This amp needs a massive upgrade. I will also say: If somehow this perk comes in handy, hiding for 3 SECONDS TO RECOVER YOUR STAMINA, is not a good selling point.

Good luck hiding in front of an enemy btw.

Cacophony: Making bottles make more sound is meh, making bricks make more noise is... Who the hell designed this perk? Bricks BARELY make noise and they don't exist to make noise to begin with. They are designed to be thrown at enemies.
You can already guess this just by how loud bottle is and how bricks have multiple uses.
Bottles for noise, bricks for self defense.
For reference, you DON'T wanna throw away your multiple use self defense tool like bottles. This perk should have made bottles more noisy but increased the amount of time bricks can be used.

Lets just say we ignore bricks and just focus on bottle noise... Not worth an amp slot to make more noise to distract a moronic giant.

Double Doses: Now this will be a unpopular opinion but I personally find this amp quite useful IF I know my team is rarted and I'm the only capable player. Which somehow does happen a lot considering I see many people get railed every 30 seconds and end up going down.
If you are making use out of this amp, simple to say, your teammates are absolute garbage that should not be playing Program X or Program Omega. A death may occur, which is normal. It may be bad luck. However if it happens multiple times in a match your teammates needs to be sent back to hospital for how much brain rot they have.

The main selling point of this amp in my opinion is the fact that you don't have to go to
another syringe location to revive 2 dead teammates. What would have taken you 3 minutes to revive, go to a syringe box, go back and revive now takes 10 seconds of you reviving both your teammates.

It's not that good, but decent if your team is falling apart like flies. This amp should be buffed so that you revive teammates with additional health bar. Both syringe revive and normal one. This way it has a use of being team medic in case someone goes down while drastically not effecting high end content considering enemies hit 2 health bars minimum with modifiers.

Hide and Heal: For the last time, you DON'T wanna hide, pointless. You are only going to heal 24% of your hp "faster" at MOST anyway (maybe 24.99% if you can somehow get it right). That is "faster" AT MOST. Absolutely useless perk. Still somehow more useful than Hide and breathe but not even by a small margin.

I will just say this: If this amp actually got you to heal 1 more bar of health with a very long cooldown. I would say this amp would be one of the top ones. That tiny buff of just giving 1 health bar would make this a worthy amp. Alas...

**Pending** Can you heal/negate damage in stay together while being away from teammates by hiding? Theoretically from my findings no. But if someone wants to test it out...

Strong Arm: There is literally nothing to say about this amp. Its mandatory because of how bad the other amps are. Giving brain damage to regular enemies (Not including giants and prime assets) makes me feel powerful.
Especially when I get to beat the hell out of the gas guy with my 3 times use brick over and over since my inventory is filled with 4 bricks with 4 more lying on the ground.

The only amp that is closest thing we will get to "Can we kill enemies".

Noise reduction: I'm afraid of talking about this amp considering it will get nerfed and become extremely bad. This is currently the BEST amp in the game considering enemies lose you on plain sight since you don't make running noises but make walking noises, be it running or walking.
If you don't believe me, run this amp and just start running around. Enemies will lose you nearly instantly compared to not having this amp.

Before I say anything more, there is no middle ground for this amp. Nerf it and it will become dog poo, keep it and its too overpowered. Why? The current noise system in the game doesn't allow the middle ground.

Quick Escape: If you ran out of stamina, you did a oopsie, end of story. By the time you got this amp is when you should have the Rx 2 perks unlocked. Running out of stamina is done not by game limiting you but you being stupid. Simply not worth taking damage just to get a bit of Oomph in stamina. Go to a dark place, close a door, etc, you have multiple ways of losing an enemy.
I wish this thing gave "Temporary health" after getting hit so players would be more ballsy about their plan. It would be more than just you getting more stamina, it would also be "I can take 1 more hit".

Antitoxin: Ok the final amp and probably the most controversial one too. I will cut it short: Newer players panic too much, psychosis only makes that panic worse. If a new player has this amp, its great. It ends psychosis quicker as well as provides passive sanity heal. Very good, considering they will trigger half the psychosis traps.

This is wholly different compared to someone who played this game a lot and knows the ins and outs. Psychosis makes you "IMMUNE" against every enemy but the skin man. What do I mean? Enemies literally cannot detect you. They cannot see you, hear you or even interact with you. You can run straight into them and they will ignore you. This is because it would be extremely hard to both stay away from normal enemies and skin man at the same time. Maybe in the future this changes with modifiers but currently it is what it is.

So what does being immune do exactly? Well... lets say we are playing kill the snitch main trial. Are there too many enemies blocking you from pushing snitch? Grab adrenaline, get psychosis and you are basically pushing the snitch for free without any dangers.
This means that psychosis have positive effects. Those who know how to use psychosis will also get easy way out. Such as: Is the "Deadly" prime asset blocking you from doing anything? Get psychosis and run through them. Things like this makes antitoxin something that hinders you instead of helping you at high end plays.


So what to make out of all this?
Simple! You have a build that you can make now.
Grab Strong Arm, Noise reduction and whatever the hell you want as your third amp considering others don't provide any use.

You heard it right, as of currently there are only 2 "useful" powerful amps. The rest are just amps, with neither powerful and/or useful attached to their name, with 2 out of 9 of them in specific serving no purpose.

Tl;dr
The good: Noise reduction, Strong arm
The bad: Slippers, Cacophony, Double Doses, Quick Escape, Antitoxin
Just remove these and it would make the game better: Hide and Breathe, Hide and Heal
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Showing 1-4 of 4 comments
kettlecorrosive Jun 19, 2023 @ 2:14pm 
Responding to this just makes me anxious cause so much of it is directly related to stuff I've complained about lol
Psychosis being too forgiving, stamina being a non-issue, weird hang-ups about the gd glass on the floor, and of course Rx's optimizing out gameplay variety. Quite a few people take for granted stuff I'm eager to see RB make big changes to.
Blaze Shadowflame Jun 19, 2023 @ 2:52pm 
What makes you think hiding reduces score? Last I checked it increased score in the same way as throwing bricks at an ex-pops face.
Rabby Jun 19, 2023 @ 4:16pm 
Originally posted by Blaze Shadowflame:
What makes you think hiding reduces score? Last I checked it increased score in the same way as throwing bricks at an ex-pops face.
Yes you are right, after you mentioned it I had gone and checked apparently its positive points and not negatives my bad.

Tho hiding still sucks considering its still a waste of time that has a chance to backfire.
Littlepage Jun 19, 2023 @ 5:29pm 
They should make it that you take less damage when caught hiding. You should not lose as much health when caught hiding as you do running next to an enemy.
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Showing 1-4 of 4 comments
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Date Posted: Jun 19, 2023 @ 11:43am
Posts: 4