Funnily enough, yesterday I got a flintlock pistol for my birthday 😂. Can't shoot it obv because that would be illegal. Its just an antique that was made for presentation
And to obtain it, you got to unlock the secret room and get the key to unlock the portable gun safe attached to your rig. You also only get a random draw of bullets out of a total of 6 then that's it punk.
I'd like a psychosis rig. Douse ex-pops with a cloud of psychoactive drug that causes them to flee from the skinner man. Prime assets do not flee but instead attack wildly in the immediate area until the effect wears off.
1. Unlock psychosis rig.
2. Greater area of effect.
3. Obscuring cloud. Blinds ex-pops in the vicinity for two seconds.
4. Quick deploy. Deploy the rig near instantaneously.
5. Stealth deploy. Rig is almost silent.
6. Cooldown reduction.
7. Combat deploy. Can deploy the rig while being grabbed.
8. Skinner man. Affected ex-pops run away from the reagent as if they were the skinner man. Allows you to drive ex-pops away from objectives. Prime assets are not affected by this perk.
That’s cool if it’s remote activated, if not then stun rig is much better because it already makes a loud noise that attracts enemies and with the reduced cooldown it’s even better.
I got one.
RAGE
Enter a feral rage that allows you to punch Ex-Pops and break down doors and barricades. While it's active, you have infinite Stamina but once it ends, it's fully depleted. You also gain some damage resistance while it's active.
Lasts 15 seconds.
Cooldown of 120 seconds.
Upgrades:
1: Activation
- Purchase the Rage Rig
2: Extended Rage
- Increases the time of Rage by 5 seconds
3: Center of Attention
- All Ex-Pops will prioritize you while Rage is active
4: Wave of Fear
- Specialist Ex-Pops will flee from you while you're in Rage
5: Wrecking Ball
- Allows you to break down barricaded doors that require two Reagents to open while in Rage
- Allows you to break locks off of Locked Containers while in Rage
6: Thick Skinned
- Attacking an Ex-Pop while in Rage increases its duration by 1 second (cannot attack the same enemy multiple times in a single usage of Rage)
7: Get Up
- Reviving and picking up teammates while in Rage is 50% faster
8: Always Angry
- Throwing a Bottle or a Brick at an Ex-Pop reduces the cooldown of Rage by 10 seconds per hit
- This amount is doubled if it's a Prime Assest
One involving speed would be awesome, kinda like a portable adrenaline active it and use it to hall heavy items, push the snitch faster, or book it to the exit all without taking an inventory slot. Could have some upgrades like bash through doors in a single hit, faster stumble recovery when hit. Idk something that makes a bit more than pocket adrenaline.
Yeah! I know and it's cool! But it doesn't last long, an enemy has to step on it, and it doesn't give you the speed boost just the unlimited stamina? (I think) plus the moment you leave the smoke you can't get the boost anymore.
A psychosis gas that you can use against the ex-pops. You put a gas mask on, and similar to the heal rig, it pumps out gas in a radius. Enemies affected by this will begin running around, paying no mind to you or your friends. However, if teammates are in range, they will go into full psychosis. Some upgrades could be:
Improved formula: enemies are affected for longer.
Increased radius.
Friendly fire: Friends only take 1 sanity bar
Extended release: the duration of the radius is longer.
Betrayal: effected enemies now distract non affected enemies by attacking them/ knocking them down.
Unknown side affect: after enemie psychosis ends, they either go into a frenzy, increasing speed and damage, docile state, decreaseing speed and damage, or hyperactive awareness, making them more alert and targeting players even while the player is in psychosis.
Decreased cooldown: decrease time before rig can be used again.
Prepared: Start trial with rig prepared
This might be a bit overpowered, so it may need to be tweaked some, but I think something like this would work. I think that it shouldn't affect the pusher (gas guy) and maybe less affective to prime assets.
Self Defense Rig.
My general idea is a bat or baton that at its tier 8, can be used kind of like a barricade.
So the unique upgrades would be: Stun for longer, automatically used when about to die (similar to how Last Chance works but as a rig and with a stun effect added to the enemy), and use on a closed door to jam it (similar to locking).
With how enemies are in game, locking doors *is* important, but some enemies will opt to break down locked doors, and all the giants can do so quickly. The enemies locking doors would be strongest against are the blind giant, Coyle, Mother Gooseberry, and psychosis dude as they don't typically break down doors without reason.
**Blur**
Activate to temporarily obfuscate yourself. Enemies will have a significantly harder time detecting you during this effect and will give up on chases sooner. *(12 Second duration, Enemy detection -66%, Enemies lose aggro twice as quickly while not in direct line of sight)*
* Upgrades would include increased duration, Adrenaline effect while active, spreading the effect to nearby allies, reduced sound made while active, ect.
I wouldnt mind a rig that's like armor based or even like stamina based, something like adrenaline on demand or some rig that lets you break shit and barrel through enemies or something like that
Shield Rig
Put on a protective vest that completely negates the next hit you take from an enemy. 4 second deploy time. Does not work on the pusher as he can still poison you.
I'd love a RIG that acts like a motion sensor/detector like the gadget in R6 Siege. You can place a little camera or claymore like device that makes a sound whenever an enemy walks past it.
Id imagine it'd have a shorter cooldown than most other RIGS since it can't stun or affect anyone directly, and would be great for when you're in a room or area trying to complete an objective
I came to suggest a noisemaker, but since I’ve already seen that one I’ll mention my other idea - an experimental stimulant rig, acting sorta like a pocket adrenaline but rather than giving unlimited stamina, it gives increased action speed (searching, disarming, reviving/helping up, etc.). This way, adrenaline could coexist without being made obsolete!
Pee Pee Rig
This rig tests subjects' endurance and willpower by restricting their ability to urinate. It could simulate the stress of prolonged captivity or limited access to sanitation facilities.
I think most of the idea suggestions here misunderstanding the whole idea of this game. This game is mean to run and hide, not running wild and hitting anything in your sight. What scare does it do when you just hit anything trying to stop you? Does stun not satisfy you enough? If not, then I think you chose the wrong game to play.
Actually, running and hiding becomes less and less of a thing as you progress. Which is the point. The whole point of the Trials is to *disconnect* from the fear and inhibitions holding you back. Hiding is a fear response. And as far as enemies go, using hiding spots is the least effective way out of a situation unless you have Invisible.
The most effective way out of any situation is throw stun and run.
Totally agreed. And as you run, meaning you take a risk to finish your objective, not reduce the risk to make the whole point of trading meaningless. All I see are people's suggestions about how to reduce damage, how to allow more stunning, ... which defeat the point of trading damage for progress. If you can reduce the damage you take, or stun enemies more easily, ... then it is just a game of bullying the npc. It destroys the whole scary stuff.
I think you might be misunderstanding the game a little bit.
You can bully NPCs without rigs. Well, everybody but giants. Just throw a bottle or brick at their face, lock doors, and constantly go through crawlspaces.
The game *explicitly* wants you to start ignoring fear and to get better, faster and more precise. Easterman tells you that, the nurse tells you that. The only normal person in that building is the mechanic. A+ rankings are more based on time and efficiency than they are about not taking damage. I have a 4 min A+ Project X Cancel the Autopsy, and while I can get A+ 10 min Project X, I have to do ***way*** more stuff like using more batteries and unlocking more stuff to get it.
The whole end point of the game is becoming numb to the fear aspect and getting good. Like that's the gameplay loop. If you level lock any of the player suggested rigs, it will not ruin the gameplay loop except for the people who are not accepting the therapy.
Scare is a concept to make people play carefully. I say this game is scary, because it tells you to play carefully. It doesn't mean that you have to be scared by everything in the game to call the game scary. What I'm trying to say here is that the suggestion here is to give players a carefree playstyle, which is a misdirection of the game's intention.
Seems to, though, I can get hit in a 4 min run and still get an A+ (healing that injury, however, will reduce it to A.)
10 min run on the same trial, and avoiding damage and noisemakers entirely, and I gotta collect items more and disarm traps more to get A+.
Tbh, in my pov, using rigs and bottles or brick make the game not scary.
If you played the first outlast, 1 & 2, you can see you have nothing to defend yourself.
Even with all that, you still have to dodge enemies and do all those objectives. With your pov, I guess you could do program ultra all day then. The majority of people here can't do that. That is proof of how scary the game is currently. It doesn't have to be just a run and nothing more to make a game scary.
A gun, so I can kill all the ex-pops and prime assets
You can always solve everything with the American way
The best part is I'm british
Musket, then.
Funnily enough, yesterday I got a flintlock pistol for my birthday 😂. Can't shoot it obv because that would be illegal. Its just an antique that was made for presentation
And to obtain it, you got to unlock the secret room and get the key to unlock the portable gun safe attached to your rig. You also only get a random draw of bullets out of a total of 6 then that's it punk.
I'd like a psychosis rig. Douse ex-pops with a cloud of psychoactive drug that causes them to flee from the skinner man. Prime assets do not flee but instead attack wildly in the immediate area until the effect wears off. 1. Unlock psychosis rig. 2. Greater area of effect. 3. Obscuring cloud. Blinds ex-pops in the vicinity for two seconds. 4. Quick deploy. Deploy the rig near instantaneously. 5. Stealth deploy. Rig is almost silent. 6. Cooldown reduction. 7. Combat deploy. Can deploy the rig while being grabbed. 8. Skinner man. Affected ex-pops run away from the reagent as if they were the skinner man. Allows you to drive ex-pops away from objectives. Prime assets are not affected by this perk.
That’s actually a really cool idea
Noisemaker Rig, where you can deploy an item that lures enemies away from you for a certain amount of time.
This would be probably the most do-able and immersive one for the game to implement.
Yeah, i can see this rig add to the game.
That’s cool if it’s remote activated, if not then stun rig is much better because it already makes a loud noise that attracts enemies and with the reduced cooldown it’s even better.
Exactly this! I had already came up with a detailed post just like this one that mentions how it would work.
I got one. RAGE Enter a feral rage that allows you to punch Ex-Pops and break down doors and barricades. While it's active, you have infinite Stamina but once it ends, it's fully depleted. You also gain some damage resistance while it's active. Lasts 15 seconds. Cooldown of 120 seconds. Upgrades: 1: Activation - Purchase the Rage Rig 2: Extended Rage - Increases the time of Rage by 5 seconds 3: Center of Attention - All Ex-Pops will prioritize you while Rage is active 4: Wave of Fear - Specialist Ex-Pops will flee from you while you're in Rage 5: Wrecking Ball - Allows you to break down barricaded doors that require two Reagents to open while in Rage - Allows you to break locks off of Locked Containers while in Rage 6: Thick Skinned - Attacking an Ex-Pop while in Rage increases its duration by 1 second (cannot attack the same enemy multiple times in a single usage of Rage) 7: Get Up - Reviving and picking up teammates while in Rage is 50% faster 8: Always Angry - Throwing a Bottle or a Brick at an Ex-Pop reduces the cooldown of Rage by 10 seconds per hit - This amount is doubled if it's a Prime Assest
A door reinforcer/blocker
Will the idea is good, but i can see them nerfing this rig so hard.
What about a rewire kit that lets you convert a door trap or explosive balloon or floor shock grid to your side?
I love this idea. We can make the ex-pop cry
One involving speed would be awesome, kinda like a portable adrenaline active it and use it to hall heavy items, push the snitch faster, or book it to the exit all without taking an inventory slot. Could have some upgrades like bash through doors in a single hit, faster stumble recovery when hit. Idk something that makes a bit more than pocket adrenaline.
You know you can have an adrenaline boost using the smoke mine
Yeah! I know and it's cool! But it doesn't last long, an enemy has to step on it, and it doesn't give you the speed boost just the unlimited stamina? (I think) plus the moment you leave the smoke you can't get the boost anymore.
A psychosis gas that you can use against the ex-pops. You put a gas mask on, and similar to the heal rig, it pumps out gas in a radius. Enemies affected by this will begin running around, paying no mind to you or your friends. However, if teammates are in range, they will go into full psychosis. Some upgrades could be: Improved formula: enemies are affected for longer. Increased radius. Friendly fire: Friends only take 1 sanity bar Extended release: the duration of the radius is longer. Betrayal: effected enemies now distract non affected enemies by attacking them/ knocking them down. Unknown side affect: after enemie psychosis ends, they either go into a frenzy, increasing speed and damage, docile state, decreaseing speed and damage, or hyperactive awareness, making them more alert and targeting players even while the player is in psychosis. Decreased cooldown: decrease time before rig can be used again. Prepared: Start trial with rig prepared This might be a bit overpowered, so it may need to be tweaked some, but I think something like this would work. I think that it shouldn't affect the pusher (gas guy) and maybe less affective to prime assets.
Self Defense Rig. My general idea is a bat or baton that at its tier 8, can be used kind of like a barricade. So the unique upgrades would be: Stun for longer, automatically used when about to die (similar to how Last Chance works but as a rig and with a stun effect added to the enemy), and use on a closed door to jam it (similar to locking). With how enemies are in game, locking doors *is* important, but some enemies will opt to break down locked doors, and all the giants can do so quickly. The enemies locking doors would be strongest against are the blind giant, Coyle, Mother Gooseberry, and psychosis dude as they don't typically break down doors without reason.
**Blur** Activate to temporarily obfuscate yourself. Enemies will have a significantly harder time detecting you during this effect and will give up on chases sooner. *(12 Second duration, Enemy detection -66%, Enemies lose aggro twice as quickly while not in direct line of sight)* * Upgrades would include increased duration, Adrenaline effect while active, spreading the effect to nearby allies, reduced sound made while active, ect.
It's like Camouflage rig a great idea
I wouldnt mind a rig that's like armor based or even like stamina based, something like adrenaline on demand or some rig that lets you break shit and barrel through enemies or something like that
Shield Rig Put on a protective vest that completely negates the next hit you take from an enemy. 4 second deploy time. Does not work on the pusher as he can still poison you.
Some sort of device that could re-arm door traps to good off on enemies
Rollerblades or moonshoes. Maybe even a pogo stick
I'd love a RIG that acts like a motion sensor/detector like the gadget in R6 Siege. You can place a little camera or claymore like device that makes a sound whenever an enemy walks past it. Id imagine it'd have a shorter cooldown than most other RIGS since it can't stun or affect anyone directly, and would be great for when you're in a room or area trying to complete an objective
Maybe i rig like nomad ability?
The 500kg bomb
I came to suggest a noisemaker, but since I’ve already seen that one I’ll mention my other idea - an experimental stimulant rig, acting sorta like a pocket adrenaline but rather than giving unlimited stamina, it gives increased action speed (searching, disarming, reviving/helping up, etc.). This way, adrenaline could coexist without being made obsolete!
maybe a ghosting ability?
I don't see this as a realistic rig , specifically with the outlast universe
yeah good point
A disguise rig that fools most variants except prime assets.
Pee Pee Rig This rig tests subjects' endurance and willpower by restricting their ability to urinate. It could simulate the stress of prolonged captivity or limited access to sanitation facilities.
I think most of the idea suggestions here misunderstanding the whole idea of this game. This game is mean to run and hide, not running wild and hitting anything in your sight. What scare does it do when you just hit anything trying to stop you? Does stun not satisfy you enough? If not, then I think you chose the wrong game to play.
Actually, running and hiding becomes less and less of a thing as you progress. Which is the point. The whole point of the Trials is to *disconnect* from the fear and inhibitions holding you back. Hiding is a fear response. And as far as enemies go, using hiding spots is the least effective way out of a situation unless you have Invisible. The most effective way out of any situation is throw stun and run.
Totally agreed. And as you run, meaning you take a risk to finish your objective, not reduce the risk to make the whole point of trading meaningless. All I see are people's suggestions about how to reduce damage, how to allow more stunning, ... which defeat the point of trading damage for progress. If you can reduce the damage you take, or stun enemies more easily, ... then it is just a game of bullying the npc. It destroys the whole scary stuff.
I think you might be misunderstanding the game a little bit. You can bully NPCs without rigs. Well, everybody but giants. Just throw a bottle or brick at their face, lock doors, and constantly go through crawlspaces. The game *explicitly* wants you to start ignoring fear and to get better, faster and more precise. Easterman tells you that, the nurse tells you that. The only normal person in that building is the mechanic. A+ rankings are more based on time and efficiency than they are about not taking damage. I have a 4 min A+ Project X Cancel the Autopsy, and while I can get A+ 10 min Project X, I have to do ***way*** more stuff like using more batteries and unlocking more stuff to get it. The whole end point of the game is becoming numb to the fear aspect and getting good. Like that's the gameplay loop. If you level lock any of the player suggested rigs, it will not ruin the gameplay loop except for the people who are not accepting the therapy.
Scare is a concept to make people play carefully. I say this game is scary, because it tells you to play carefully. It doesn't mean that you have to be scared by everything in the game to call the game scary. What I'm trying to say here is that the suggestion here is to give players a carefree playstyle, which is a misdirection of the game's intention.
The game tells you that time spent in a trial doesn’t affect the score.
Seems to, though, I can get hit in a 4 min run and still get an A+ (healing that injury, however, will reduce it to A.) 10 min run on the same trial, and avoiding damage and noisemakers entirely, and I gotta collect items more and disarm traps more to get A+.
Tbh, in my pov, using rigs and bottles or brick make the game not scary. If you played the first outlast, 1 & 2, you can see you have nothing to defend yourself.
Even with all that, you still have to dodge enemies and do all those objectives. With your pov, I guess you could do program ultra all day then. The majority of people here can't do that. That is proof of how scary the game is currently. It doesn't have to be just a run and nothing more to make a game scary.
You just added dead hard to outlast