They Added Ammo to ULTRAKILL
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- Опубликовано: 28 сен 2024
- Here is the mod (UKAmmoMod) that adds ammo pickups to ultrakill
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The problem with limited ammo in ultrakill is that ultrakill's gameplay is designed around interaction between your different guns, so running out of ammo doesn't mean "now I have to try out this fun new option", it means "now these 3 fun options are inaccessible and I'm forced to play a less engaging game"
And that’s why even tho people say not to shit on Mayo, he deserves every bit of it for being as dense of a mf as he is
Exactly!!!
Watching this, yeah, that's the case. The thing with Doom Eternal's limited ammo was that each weapon got a specific job attached to it, but they don't actually synergize, effectively making it a more "Situational" thing, while Ultrakill is meant to synergize between weapons, like railgun on coins. Both are fun in their own right to me, but this is an issue when the concepts overlap and don't work.
Funnily enough, The nail minigun used to not have an ammo count
@@StellaHamms plus doom eternal has a more on-demand ammo refill mechanic, being the chainsaw, that is supposed to factor into your dance as essentially a tempo setter.
It would take more than one change to UK to get the same thing.
A big agree to the point at the end. I’d also like to add what Hakita said when asked why Ultrakill doesn’t have ammo: “imagine if Dante had durability in his sword, it would discourage people from playing stylishly and make them wanna play efficiently.”
At the end of the day Ultrakill is more Character-action game than FPS, hence why it doesn’t need an ammo system.
Anyways, cool mod (very well made, big props to whoever made it!) and cool vid!
i am impressed how well this plays this deserves to be a bonus mode in the game honestly , and about dantes sword having durability i feel that hakita should have brought a better examble cause in the devil may cry games you still mostly play efficiently in high level play its just that the style meter is an extra thing to keep in mind while playing if you care about getting S ranks and funnily enought in dmc5 when you play as dante you pretty much want to spam the moves that raise the style meter as fast as possible because off the SSSS ability which allows you to stay in Sin devil trigger for a few seconds if you have an triple S and if you see stylish play like donguri or some people like him you see that when they do their crazy combos the style meter barelly goes up which isnt a bad thing but i feel like my point is that ammo could work in ultrakill if hakita wanted that but its just not his vision which is the thing under the mayo didnt understand he did have a point in the end but he was too focused on the game and not the devs vision which i understand since he covers most off the time AAA games , in the end i am pretty sure all the issues people like under the mayo see in the game will be fixed when modes like brutal and ultrakill must die are released
@@heliax9924 okay, then how about this
If nero didn't have exceed, devil breakers, buster, or any other combos than the basic one. that's not fun, now is it?
@@jacksonlideen891 yes obviously it wouldnt be fun and if dantes sword had durability then devil may cry would be a completly different genre maybe i didnt make something clear
Besides, the pistol using ammo is lore breaking.
@@Matt-td8xw same with shotgun. Hakita dedicated weapons' lore to give a reason behind infinite bullet.
It would be cool to have ironsights on every gun, reloads and skins you get by buying lootboxes which are NFTs
agreed
you forgot a sprint button, hitscan enemies and regenerating health :)
@@saffronst3612 Don’t forget a jump cooldown
- UnderTheMayo
redditor comment
This mod really shows that Ultrakill wasn't made with limited ammo in mind. It's most likely possible to design levels around the ammo mechanics, but that would be a different game at that point.
The gameplay would be very slow.
@@aeroscantsee1665 not really
@@dkskcjfjswwwwwws413 yes yes, will be way slower than the current gameplay.
@@aeroscantsee1665 you can do it right, this mod doesnt
@@dkskcjfjswwwwwws413 maybe if you overhaul the entire game. and tell me, how will you do the ammo system right in a game that is designed around unlimited ammo? Without doing massive changes?
adding ammo in Ultrakill is like adding reloading in Doom
doom 3
i dont think adding reloading in doom is bad, its more to removing alt fires in doom
@@TheCapitalWanderer every game before 2016:
brutal doom
It's like adding random damage numbers in Blood
Or like adding splash damage that goes through walls in Blood
Or like adding demoted bullet sponge boss 7 times after you've fought him in Blood (oh wait, the first Blood did that as well)
Or like adding three types of small, interface-screwing enemies fat you need to soak use button to shake off in Blood
Basically, it's like making Blood 2
I think the key point is just that Ultrakill focuses on **rewarding** the player for playing well rather than punishing them for playing poorly. There are already tons of mechanical incentives to play the game in a stylish, unique way.
It punishes you for not playing well by not giving you the dopamine rush
@@thediam0nddrag0n78exactly. it doesn't punish you by killing you, it punishes you by being boring
The punishment for playing poorly is not being able to progress. You don't make it past Gabriel by playing badly.
@@bensmith8682 assists exist
That exists? I thought the major asist thingy was just for nothing@@фдф
He’s obviously done with Ultrakill, but it’s still very baffling how Mayo just played the game once and acted like he knew how to design the game better. To this day, he’s never gone for P ranks, he’s never even acknowledged them.
U can't reason with a guy who's full of shit in his head.
I’ve started to notice a lot of these “based” Doom centric RUclipsrs have an overwhelming superiority complex and don’t even give other games a chance.
@@proofostrich9061 superiority complex is the exact phrase I would use to describe the way Mayo thinks he understands game design lol
@@henrynelson9301 I think it’s because of back when the game journalist stuff was happening with Doom Eternal, and after a lot of them (rightfully) defended Doom Eternal, him and the other Doom Eternal content creators were like “Look how smart I am compared to all these OTHER people. Doom Eternal must be the ONLY viable video game ever created,” and then it just got worse from there.
@@proofostrich9061 yep
this will revolutionize the mayo% speedrun category
the reason that the ammo mod clashes with ultrakill's gameplay is because utm undeniably had doom eternal in mind when suggesting ammo. and i don't blame him. ultrakill and doom eternal in concept seem like very similar games, and the idea of having ammo counts to incentivize players to use other weapons is a good idea. on paper. in execution it just takes away some of the fun factors. you summed it up well at the end of the vid anyway.
Yeah, it is not like - just add ammo and that's it. The way you refill the ammo matters. Tie it only to a parry and every player will sit and wait for a projectile (amount of ammo from kills will not be enough). Maybe raise the ammo efficiency the higher your rank is, kind of a chance to not lose bullet on a shot peaked with the unlimited ammo. And add ammo drops from bosses on a certain percentages, so you can sustain yourself both on bosses and in the crowd without parrying. But ammo efficiency will not be obvious for a player, yeah. And the start of the game would be a different story (probably a sad story), when you don't have all guns and you can't get high ranks. It will probably require some rebalancing (or a constant parries) (or pickups maybe).
the thing is, in DOOM, you have a zillon weapons that do stuff on its own, in ultrakill, you have like 5 weapons that can interact with eachother in increidibly creative ways
@kindertak i'm not saying it should be in Ultrakill) It is more like an answer to the hypothetical question: if you had a task to implement ammo management in Ultrakill, how would you do it?
@@evgeniymeteliza8506 That's the thing, Ultrakill is NO WAY a game designed for ammo, if every room only had enemies maybe, but in boss scenarios it completely falls off, best I can imagine is that when you heal off blood by attacking enemies close, you also regenerate ammo, which getting close to enemies should not be a problem since the whiplash was added
@@evgeniymeteliza8506The answer is simply you don't, that's it. There is no hypothetical question of adding ammo in ultrakill, none. End of argument.
"Good thing you guys aren't design the game because it would be shit"
-Hakita
Just image someone creates mod for DOOM ETERNAL that adds style-meter but makes ammo infinite
Hmm my mayo has spoiled
OverTheMayo
@@doggobind OverAKetchup (replace bad condiment with good)
could work tbh, i've heard someone in the doom community that eternal always has that sandbox problems
i'm one of the small few who disliked eternal and a mod like that might make me love it lol
This mod shows you how ammo turns the gameplay from just be stylish to unload all you weapons, parry and unload all Your weapons again
Oh boy, my favorite part of doom eternal is when an Arachnotron, mancubus, or revenant shows up and I have absolutely no ammo on my assault rifle or balista because I used it all to speed kill an earlier cyberdemon forcing me to run around until I find a weak enemy that I can chainsaw or wait for my weapon to cool down, I can't wait to experience this again in Ultrakill!
Oh boy oh gee this is gonna be a good ultrakill
*beatboxing starts*
You have a shotgun with 3 or 5 grenades that do that job better and easier, or you can use the BROKEN shield from the chaingun to aproach them and do a bloodpunch, the heat mod from the plasma rifle dont waste ammo if its charged and break weakpoints too.
Or just abuse the power of the ice granade + default granades, with enough firepower you dont need to break the weakpoints, and if you have a rocket launcher with ammo, you can use the lock-on mod to destroy mancubus in just 2 burst of rockets.
I dont use the BFG because its a bit boring, it kill things too much fast and hard, but its an option too.
Anyway, if you chainsaw regularly, you have infinite ammo.
so, shotgun, plasma rifle, ssg and rocket launcher don't exist?
@@Canalbiruta yeah I'm w/ u, ammo in ultrakill isn't a bad idea because the ammo system in doom sucks, it doesn't; it's a bad idea because the games are designed very differently.
When I first played this mod, I was surprised at how fun it was! It definitively shouldn't be something in the game directly, but as a challenge mod, it's extremely fun
(Also don't wanna flex but I made most textures for that mod)
How to make Ultrakill from fast shooter game to Avarage shooter game
1. Add in accuracy can be effect by movement
2. Add optic
3. Add ammo to every single thing even a freaking *ching ching*
Dont forget about the obligatory ultimates, health regeneration and Inspect animations.
I think it's a headache beacuse in doom you see bullets lying around and not thinking about it too much, but here is a different case. And I don't think it's possible to make bullets lying around will fit in ultrakill without ruining the view
Ultrakill ammo but it stays lore accurate
Pistol: 999999
Shotgun: Inf
Nailgun: 100/Inf
Railcannon: Inf
Rocket Launcher: Inf
i think it's funny how the pistol, the weapon in most fps games that has infinite ammo, has the LEAST (canon) ammo out of the weapons. very silly indeed, hue hue ha he har har
I decided to do some math and it says that it'd take weeks of constant firing for the revolver to run out of ammo and using 3 weeks as a benchmark, 3 weeks is 1,814,400 seconds, and the revolver has half a second between each shot, meaning if the revolver lasts 3 weeks of constant firing before needing a reload, it has 907,200 rounds.
I think the big issue with the ammo idea is that you generally need a lot of shots in most arena's and there's quite a few situations where parrying would be kinda hard especially for new players. Doom Eternal has to continually spawn fodder enemies to provide ammo but that wouldn't work in ultrakill
also, having played eternal(on hurt me plenty, idk if it's worse on higher difficulties) I never really felt pressured by the limited ammo outside a few situations and it was more the fun of bursting down demons causing me to swap so in my personal experience the ammo constraints don't really mean anything
Ammo its not a big deal in higher dificulties, but the ammo limitation helps a lot in the rhythm of the game, when you get use to it you know how much combos you can make between chainsaw uses.
I use the chainsaw when i finish a battle or when i start a battle, when you shoot the last bullet from any weapon you can ear a sound efect, and that means that i need to use the chainsaw again, the meathook from the SSG its the best to get a free imp to use the chainsaw in.
And i start to use the chainsaw moments as a relief moment, again that helps with the rhythm of the gameplay, and helps me to dont get overwhelmed.
But IMO DoomE and Ultrakill are different games, with different gameplay designs, i play both but i like doom more, i imagine bc i played doom more but i still like Ultrakill, and i think ammo in ultrakill will dosent work.
6:13 caught trying to pary with knucle blaster 💀💀💀
6:13 Silly caught trying to parry with the KNUCKLEBLASTER
Joke aside, this mod is pretty impressive, jesus ultrakill has the power to be the next doom wad mods
me watching as Ultrakill gets a sonic fangame made from it:
@@axain7784SRB3
This is actually a really good way to incentivize parrying. I spent a lot of time playing without parrying because i just couldn't get get timing right on most attacks and didn't bother since i was doing well enough.
This mod just needs a few tweaks like sound ques when you are low on ammo on soecific ammos so they dont mess your combo up.
I feel like if ammo regenerated on its own and did it faster the higher your style meter was it could work in theory
So you would still be playing stylishly and be encouraged to do so
Hard damage has the function of going away faster the higher your style meter
"Man, it's a good thing you guys aren't designing ULTRAKILL or it would suck"
-Hakita
You forgot the expired condiment favorite, infinite ammo from the style meter
stupid as hell. i love it!
This actually is a fun way to add more challenge. We should get like official modding support for the game, maybe a mods tab to manage everything more easily. This way if you got a problem with the game, you can just fix it with mods
Youre mom
@@ChefShrimpy. your mother :) vs you're mother :(
"Scientists did this to test whether they could and not if they should" the mod
someone once said that your style is your ammo, encouraging you to switch weapons not because the weapon you're using is out of bullets, but because the weapon you're using is boring now
If Mayo ever comes back to play this mod, I bet he’ll say that he hates it and he would change it lol
What I _would_ love is a mod that lets you use V1's right hand as a Feedbacker that you can click to punch with by selecting it with 0, so that
A. if you still switch arms like a chump instead of assigning them to separate keys, like me, you can use the Knuckleblaster and the Feedbacker at the same time
B. You have twice the number of fists to punch with
that's what i loved about Ultrakill, is how open the game is, you want to play the game only using shotgun? go right ahead, you suck at parrying? go right ahead, you can still beat the game, and for P ranking all you need to do is sometimes switch to the pistol or therailcannon and that's it, and for hardcore gamers they can master it while also making fun for casual gmaers
With all honesty, i only have enough courage to try getting high style points because the game has inf ammo. This is my nightmare fuel.
And then he says "that's not my point"
Also the attractor already has ammo
The mod would work better if it was "charge based", where it would refill over time, including while the weapon is away.
So, like with the nail gun?
thats basically infinite ammo
Nailgun, sawblade, and railcannon : baby i'm not even here. I'm just an illusion.
and you make it recharge faster by playing stylishly? somone make this mod! this sounds fun!
@@TheCapitalWanderer no, because you can't infinitelt shot the rail gun the same way you do the pistol
6:13 SILLYAW CAUGHT TRYING TO PARRY WITH THE KNUCKLEBLASTER
2:13 ok
2:26 Failed to parry (Filth)
2:28 Failed to parry (Cerb ball)
2:36 Failed to parry (Filth)
3:16 Failed to parry (Schism)
3:17 Failed to parry (Schism)
3:26 Failed to parry (Schism)
3:32 ok
4:42 Failed to parry (Hideous bass)
4:46 Missed parry opportunity (Hideous bass)
5:39 ok
2:51 Could've parried the strays/schims
4:41 could've parried the claw-hook
This concept was done justice in this mod, but ultrakill as a whole just functions properly with infinite ammo. if ammo was limited, that would affect enemy spawns, level design, all that. but at that point, you arent playing ultrakill anymore
hakita was right, if we designed ultrakill it would suck
06:11 sillyaw spotted trying to parry with a knuckleblaster
Knowing undertheMayo opinion on paring he probably would have added added something like the Chainsaw from doom eternal for extra ammo with the paring
But I say I like how it is now
2:55 Wow, this piece of gameplay feels so similar to Doom Eternal
5:00 we are completely out of bullets
That 1 bullet: cough hello
It's just unbalanced and dumb. What happens if you ran out of ammo? Isn't that dumb to make ammo everywhere? Yeah that's what I fought. To keep the same way with ammo but little bit different. If the gun's style goes to dull, it stops working. (Doesn't work with hands or one gun.)
gotta love how one simple guy managed to piss off an entire community.
Doktor skipper moment
No life, doom fanatic, game 'reviewer', whining about mechanics/things that are not doom, lolcow VS the most weakest ultrakill enjoyer.
I would give it way more ammo, like,
80 for pistol
40 for shotgun
375 for Nailgun
20 for Rocket launcher
Under the Mayo would skip his parents funeral because “there’s no incentive”
should probably be an optional challenge if it were to be officially added ingame, but one weapon would have to be infinite in order to not be reduced into punching enemies
it may make the game difficult in some sections; it's like getting another set of mind since you're no longer blessed with infinite ammo
Are we all just going to ignore how bro tried to parry with the knuckleblaster
It literally says on the revolver description that the gun runs on a small amount of metal and could get relaoded for hours of usage using small pieces of metal
Just like Hakita say "you just don't have ammo because you wouldn't play efficiently instead doing cool stuff"
It's not that I don't ENJOY parrying. It's just that I'm moving so fast that I never get a chance to parry, so when I actually need to do so, I'm out of practice.
NAW JIT REALLY TRIED TO PARRY WITH THE KNUCKLE BLASTER, fish react the guy below me
I think one of the big issues is the early game where you are limited to shotgun and pistol, which means you don’t have many options to use when you run out of ammo, forcing you to play at a skill level that is too high for early levels.
style literally heals you, think ammo is a dumb idea even from seeing the game (does not seem to fit me, but looks fun)
If only this mod had a mechanic that when you push the f key or whatever when looking at an enemy you would get all your ammo back but there a recharge for it so you can't use it all the time... oh wait that's just Doom.
6:!2 SILLYYAW caught trying to PARRY with the KNUCKEBLASTER
this made me realize why using only the pistol is called "mayo"...
Disgrace. Humiliation. Unseemly and unwelcome at the feet of the council. Impossible. Unspeakable. Heresy. Heresy.
Bro this feels like doom eternal
I don’t like drama or cringey situations and what not, yet I always come back to them anyway.
i think reducing damage for most used weapons would be a better system to stop people from just spamming a single weapon. you have to switch it up a little somehow
IS THAT THE ALT MARKSMAN... PREBUFF
ultrakill but you have to pay 25 cents every marksman coin you throw
I don’t think mayo realizes that ultrakill doesn’t have a chainsaw
the style meter already rewards heavily the use of weapon combos and weapon switching and the way the weapon cooldowns work already requires you to use all your weapons to be maximally efficient so yeah
YOU DINT GOTA DO EM LIKE THAT 💀
I don’t think ammo suits ultrakill since you are meant to have freedom to do whatever you want to have fun
Finally this game is actually good now because I'm forced to use other weapons besides the piercer revolver this should be official!
Can't tell if this is satire or not
I just realized the ammo pieces look like in doom eternal
i agree mayo's idea, but ultrakill's freshness system is a thing already and just like Hakita said it won't able to make combo's if ammos are limited
i miss you sillyaw i looved watching your videos every single time they were always super funny and i mis your content
Honestly it would probably work as a setting you can change to make the game harder if it was more refined
Nothing permanent just like a setting you can turn on and off in the terminal
As hakita said "imagine if dantes sword has durability it would cause you to play Effictently"
boss killed, got 1 shotgun shell
This mod is very lore innaccurate: the terminals explain that revolver ammo is effectively infinite and it would take WEEKS of non stop shooting for it to run out and even then it can be easily refilled by scraping off some metallic dust from the gun
God I hate lore fanatics
@@randompurpleslime8963read up
This mode should be required for mayo%
Classic game journalist moment
Another thing adding ammo would change are the boss fights. Those longer and fast paced one on one duels would only suffer if you had to worry about players running out of ammo. Missing shots now would have way more consequences too.
Unlike DOOM, ULTRAKILL was not made with limited ammo in mind.
You can see that the ammo mod colors its inspired in doom eternal making you see how this tow big games are the best of the world
As someone with a bad habit of sticking to one gun all the time, I kinda like this idea. Now, obviously it has problems, as shown in the video, and the game was designed around infinite ammo, but honestly I think it'd be cool if the devs added limited ammo as an optional mechanic that players can toggle for an extra challenge.
ultrakill with limited ammo is basically doom eternal but with a style ranking system
Next their going to give Dante's weapons in DMC durability
Style meter tie in makes this literally what mayo said.
but also what if ammo refilled when you healed via melee risk vs reward maybe idk.
Over the entire fight with Hideous Mass I was practically yelling on the inside "Parry the orbs please for the love of god"
I get it, you just wanted to try out the mod, but when parrying refuels your weapons... xD
there should be an ATM at the start that v1 gets the coins from there
the ammo is the style meter for me
IMO, I feel like ammo could be something included only for something like a "New Game Plus" For Ultrakill so New players could get the hang of the game at first, And then once they decide a that they should play the game again but in new game plus, They would already have a hold of Ultrakill and know how to play it, ( Most likely ) And ammo is just something more to Challenge the Player, Though I def Agree with Sillyaw here because of the mods mechanics of how you cant do a Piercer Charge or Shotgun core Eject if you have less then a certain amount of shots, Instead I would personally make it to where You have more ammo in each gun, And like what Sillyaw said at the end, The gun's alt-fire would deal less damage but would only disable your alt-fire at 1 shot. That's just me, But This is still a good mod.
eh i could see it working. give about 5x total ammo for every weapon but make pickups restore less. you have enough to do cool things but expelling it all over the place willy nilly without restocking.
but yeah for the most part bad idea was bad.
the thing about this is:
For worse players, this makes the game harder, but in the worst possible way ultrakill can be made harder - limiting your moveset. Limiting ultrakill moveset is the stupidest thing you could ever do, the game is simply less fun.
For better players, this literally lowers the skill ceiling of the game that is partially good for its insanely high skill ceiling
I did thought about the idea and I think it can an extra difficulty layer and be coherent with the game if you have way more ammo per weapons (the max amount seems pretty low compared to how much you need) but these could work more like stamina bars.
Each has its own stamina bar and, when not using it, it regenerates automatically overtime.
But again, I don’t think it should a overall part of the game but a new mechanics introduced in harder difficulties.
Instead of just having tankier and angrier enemies, you’ll get auto regenerating ammo management.
Also, I’ll add, I don’t personally like the “charged shots cost more” concept.
What’s the point of charging shots anymore ?
It works better with Doom because, from my knowledge, you don’t have any special interactions between your weapons or any combo combinations.
It’s much more focused around situation adaptability and immersion.
Your weapons are meant to deal in specific contexts.
It’s forward, you have a shotgun, use it as a shotgun.
You can blow up the shotgun’s grenage with your sniper, but your sniper does more damage than the grenade anyway and it’s not that flashy either.
You died, you spent to much time trying to look.
damn they turned it into doom eternal
mayo after realizing not all fast paced bullet hell shooter games need to be like doom
"trying to convince players to use different weapon types instead of relying on the style meter" meanwhile me trying to P rank levels: **switching between weapons at the speed of light**
Guy played ultrakill: ultrakill is ultrakill
Guy not played ultrakill: ultrakill is doom eternal
Under the mayo: I want to turn ultrakill into doom eternal
would be funny if this was added as an easter egg
10/10 Is finally DOOM Eternal
At this point, if limited ammo was added and parrying gave you all the ammo…
What’s the point of having a damn ammo system?
Just give em infinite ammo
why does the pistol have ammo if it shoots lasers and its the starter weapon