This Court is to determine whether you should use a lifecycle or a knockout Manager for managing knockouts. You as the Jury will decide in the poll below which should be used!
For the K.O. Manager
Memory - The memory for the K.O. Manager is only 10 compared to the lifecycle’s 50.
Blocks - The K.O. Manager has 5 unique blocks you can use, whereas the lifecycle has no block capability.
Functions - The K.O. Manager has a built in item granter and can manage sentries whereas the lifecycle can not.
Activation - The K.O. Manager can be activated and deactivated on a certain channel whereas the lifecycle can not.
For the Lifecycle
Function - The main reason why this is even a debate, is because the lifecycle has the ability to check if someone knocks another player out. Not just if you get knocked out.
It’s a lot easier to understand if you are a new player. (I ran out of good things for this device)
I think it’s allowed. (I can’t see why not - it’s about devices, and it’s helpful because it tells people the benefits of both and helps them decide which to use.)
True, but when I need to grant a player an item when they eliminate another player or Sentry, there is no way to do that on the K.O. Manager. There is some stuff that needs to be fixed with K.O.s, and if it was added to where the K.O. Manager had capability to check if you knocked out another player, I would use it more.
it wasn’t supposed to be a PSA I just haven’t bothered to remove yet, I’ll do that now as this isn’t meant to be one.
EDIT: I just realized this wasnt my post, I got confused and thought it was a quote, not a link.
Me personally, I don’t think this is needed. You can just use a lifecycle for less complicated things, and to deactivate it, you just use a trigger. I only use KO’s for blocks.
Knockout manager for when player knocks out and lifecycle for when player is knocked out. Since you only said managing knockouts it doesn’t specify so yeah. But usually Knockout Manager over lifecycle. Both have their advantages and cons.