Here's how I see it, Blue Nailgun: good, consistent mid-range damage on primary fire, but generally underwhelming compared to the saw launcher. Magnets are a lot more useful than a lot of people realize, nail traps are really good against cerberus if you set them up beforehand and use the overheat Nailgun. You can stick problem enemies like sentries to walls or even to other enemies. Magnets with the rocket launcher are also really helpful because of the homing ability. Blue Sawlauncher: great primary fire, great against groups of small enemies especially in small rooms where they can bounce a lot, not as good as the nailgun against larger enemies but can make up for it. Saw traps cover a much larger area and are good for any grounded enemy, making them generally more versatile. Alt fire is the exact same as the nailgun. Green nailgun: Okay primary fire, less accurate and doesn't last as long as the blue Nailgun. Overheat fire is really good point-blank damage if you need to heal fast. Good for setting Insurrectionists on fire or putting a lot of nails in a boss for extra Railcannon damage. Green Sawlauncher: Least effective primary fire, but you won't really be using it for primary fire anyways. Alt fire is situational as it depends a lot on the level, can be amazing to shred enemies in tight spaces, but is pretty bad in big rooms or rooms without ceilings. Alt fire can be used very quickly which is nice for setting traps. I personally use Blue Sawlauncher and Green Nailgun as I find they work well no matter what level they're used. Sometimes I'll use Green Sawlauncher because it works so well in tight levels. Unlike the revolver there is no wrong way to use the Nailgun, the default and alternate work similarly in either slot. In general I find that the nailgun is a lot more effective than people think, but I hope that the red Nailgun good enough and unique enough to make people use it more often.
This feels more like an ULTRAKILL addict still high on copious amounts of dopamine attempting to explain why they like the game than a proper video essay, which I honestly don't mind.
I love how you tried to defend the drill by using it on a mindflayer and on bosses while punching those bosses inmediately after, sending the drill into the air.
Someday I want to reach a level of skill that will allow me to actually use the screwdriver optimally. I want to stick it on an enemy, let it drain half their health while I blast the other half of the room, then come back and smack it into another enemy to get way more damage potential, rinse repeat. I think the screwdriver could use a buff, but not in the obvious way of higher dps or lasting longer, that would just make it even more of a crutch to inexperienced players. (Thank you Screwdriver, for carrying me through Gabriel 1. o7) I'd be interested in it getting a much higher damage stack for consecutive hits, to further encourage more creative uses of it. And perhaps more interactions with things like magnets or shockwaves are necessary to really expand it into the area of Tech.
@@clockwork_mindit needs to last shorter with the same max dmg imo since it is not optimal for most bosses in its current state unless you mean just blood and would force newer players to use it optimally, making it better for new and old players
Green nailgun is cool. By quickswaping it with blue one, you can get infinite alt fire, which is very useful if you use railcoining a lot (+CONDUCTOR bonus can do a lot of damage)
When I first played Ultrakill, I was fresh of DOOM and I enjoyed it. Then I realised I could punch bullets. After that, it clicked and my god, the amount of freedom in this game is insane. I'm still learning new mechanics I never even thought of.
I think you need to play with the nailgun more, because it is FAR from a paperweight. There are so many things you can do with it to pump out absurd amounts of damage. I play with the sawblade launcher for the blue variant and just normal overheat for green. You get all these benefits with that: -Saw traps are death incarnate -Magnets make nails and rockets home in on targets -Nails stuck in targets deal additional damage per nail by exploding briefly after the target is hit with the electric railcannon -The overheat can absolutely melt anything, and don't forget that firing with the blue variant WILL STILL CHARGE THE OVERHEAT!! You only need to fire ONE saw with the blue variant to have a fully charged overheat, and mid-burst you can also quickly swap back to the sawblade launcher right before the overheat bar runs out then swap back to REFILL the heat bar and keep that major damage burst going for a good 5 or more seconds longer if you're good enough -Nails stuck in smaller enemies will cause those enemies to be attracted to magnets - EXTREMELY helpful for Streetcleaners
S.R.S cannon is pretty good against Cerberus because you can two shot one if you hit your cannonball, whiplash it back, and then parry it back. It’s a really easy way to deal with one quickly
Random tip but at 0:25 if you are specifically falling, you don't need to stop the rocket. Just use the whiplash and you will mount the rocket after firing it.
Would like to point out that baller variant of rocket launcher is really good at instaballin cerberi. Simply full charge a ball. Ball it towards cerby boi and whiplash the ball and feedback it directly to the cerbs face. The most cool way to kill cerberus
I think the reason the guns in Ultrakill feel so good is because they compliment each other so damn well. Every gun is useful, and it's fun chaining them together in different scenarios! Anyways, I still think you should start a podcast lol
Really frickin awesome video mate! Kinda got confused on the title since only CSGO is ever really brought up, but good showcase of the most fun weapons in gaming!
The nailgun/sawblade is good, the magnet is very good paierd with sawblades and freezeframe, the overheat sawblade can be used to destroy bosses and deals insane amounts of damage against cerberus, virtues and malicious faces, shotgun_punching/rocket swapping is very good when daling against cerberi and swordsmachine,and rockets can destroy any husk if you use the whipsplash and then fire a rocket, srs canon can deal great fast damage to anything or deal quick explosive damage Overall yes the revolvers and shotguns are the best weapons, but the other 3 fill their niches very well and are pretyy balanced
That's intriguing, because TF2 also delved onto the 1-tap mechanics of guns as opposed to the typical rapid-fire weapons (which is why automatic guns are rarely used or made in TF2) A factor for this was satisfaction and the risk-reward playstyle of dealing either big damage or no damage for players possible coincidence or an inspiration, maybe?
I disagree on this take because "automatic guns are rarely used or made in TF2" is false, there is minigun, pistol, flamethrower, etc, sure their amount is less than the one-taps but they are still currently used a lot and are rapid-fire and deal a lot of damage in specific range. And one-tap mechanic doesn't immediately give instant satisfaction (and so are rapid-fires, they doesn't immediately unsatisfying to use/fight against because they have high attack speed and lack of trickshots such as the minigun, sentry guns, etc.), sure air-shot, double-donks, other trickshot are pure dopamine because of this mechanic but unviable weapon such as : Pomson 6000 isn't fair to fight as/against compared to 5 other engineer weapons due to class specific charge reduction, slow projectile speed, and even you managed to hit despite the slow projectile speed, you only deal up to 72 damage which when hit twice is not enough to kill medic, demoman, pyro (with 100% health) compared to other primaries with exception of rescue ranger but killing enemies isn't rescue ranger's purpose, being able to repair your building and make your sentry god mode (with the wrangler and on defend) is. The sniper rifles, while satisfying to play with, it is sometimes not when play against even the one-tap mechanic and the high skill requirement to be effective compared to other class's primary weapon. This is probably due to sniper camping, can still beating you up even at close range which is suppose to be his weakness, tf2's hitreg's questionable way dealing shots by laggy player, etc. So Valve forgot to put the (actually useful) reward for hitting shot with pomson 6000 , and the risk in sniper rifles of dying due to constant missing shots doesn't mean instant death in long range, unless against other sniper or other class that do (mini-) critical damage. So TF2's weapons isn't perfect now until the janitor in Valve Headquarter decide to start to release balance patch and make all weapon balanced if not at least fun to use as/against and possibly make tf2's player count blow up again.
@@michaeljonathan9715 Remember that weapons you meant in TF2 are still close range weapons. You are actually risking a lot if you wanna be effective. You can't just snipe peoples from far away with ease
Rocket jumping is great actually, you just can't treat it like rocket jumping from other games, it's not a vertical tool, it's a horizontal tool, aim backwards at the ground, shoot and jump to get what is basically free movement No damage. No stamina lost. Negligible cooldown that'll finish before the boost ends
Good video overall but i heavily disagree with you on the rocket launcher, air shots deal like 7 damage and considering how fast you can pull it out and shoot it is devastating on airborne targets. Also the cannonball shreds cerbs and stuns insurrs for a rather long time. And rocket jumping is actually insane in this game for horizontal movement, slide jumping and shooting a rocket at your feet sends you flying
I know this is an ultrakill video, but i need someone's opinion on this. I don't want to be myself anymore, i want to be a lady, i wanna be taller, i want to wake up one day and be prettier. Sorry for the random rant, i've been feeling shitty lately and i just want someone to talk to
I partially disagree with your opinion on the rocket launcher, I believe that it's good for immediate burst damage without having to commit too much since you can just weave it into your basic pistol/shotgun combos for a quick burst of damage. The srs cannon is also amazing for quickly dealing with cerbs (although I admit the whiplash hitbox for it is pretty inconsistent) with it's instakill potential.
I've been paying attention to you ultrakill miniseries. I find it Very entertaining and Engaging as an overview of the Game. Also My dude, it's Very hard to find people like you... I mean... You DON'T PLAY Valorant and Fornite? Finally someone with a good taste of shooters, like DRG and Ultrakill, lmao
There are some small inconsistencies in the video that I thought would be worth mentioning. First of all is the lack of definition to what makes a good arsenal. Ultrakill’s weapons are meant as tools to doing cool things in game and do not function the same as the weapons in most games. This is also what brings us to my second point, which is the comparison between cs:go and Ultrakill. Ultrakill is a singleplayer sandbox, cs:go is a competetive multiplayer game. The reason for cs:go’s lack of diverse arsenal is because the main point of the game is not mastering the guns, it is mastering the maps and skills of the player. Third is the incomplete showing of various strategies: let me explain. In Ultrakill, the main way to kill is through explosives, as they offer high AoE damage. Things like the orbital strike cannon and parrying projectiles to kill enemies (though it is a great way to restore health) are almost never used in a cybergrind run or standard map. Ultrakill is at its best when the map confines you to using certain strategies, like with sand making you only able to heal through parrying and the first part of 5-2 which makes you avoid using explosives as there is a high chance you’ll hit yourself.
The pistol can do absurd amounts of damage when used right, such as slabcoining, deadcoining and coinpunching, as well as using the red pistol to instakill maurices Also the rocket can be extremely powerful when in the right hands such as airshots, fups and rocket stacking (using whiplash to get a bunch of rockets on one whip and then you’d pull them all at once to make a very big boom)
Even the most useless gun in this game (the drill) has its uses. For one, its great for new players that don't know more advanced tech. For two, it can be viable if for some reason you can't railcoin. And for three, the obvious one, mindflayers. Yes, there are quicker ways to kill them, but especially in cases where you can't be as meticulous like the cyber grind, the drill is easily the best way to quickly neutralize them while doing plenty of damage. And this is the WORST WEAPON IN THE GAME. Hakita should teach a class or something
I feel like while ULTRAKILL has very very very good weapon design for the game that it is, comparing it to multiplayer games (especially the tactical ones) is a bit of a flawed argument. If the coin gun was in TF2, COD, or TF|2, it would be the most unfun thing ever.
Weapons being overpowered while not being too strong due to the nature of the game does not mean good game design. Sure it might feel good if you practice it, even if it does in every game but that's not what makes weapons executed as best as possible. It's about the diversity, balance and having a good role. It already lacks in diversity a little, yes 2-3 variants per weapons, which I would say do fall off a little since generally they are all the samy functionwise and differ only by "satisfying result" which isn't all weapons are about. I can go see a movie if I ONLY seek enemies dying quickly and effectively and nothing else. Which brings balance, both among weapons and how they impact difficulty. I give it you have very equal options, but the designed power creep is whacky and never clicked for me, regardless if it's not specific to ultrakill. Adding weird synergies you have to learn yourself and make the game basically really easier if you just grind mastering combos might take away from the flow of the game than give. Ultrakill weapons feel good, but that does not just mean it mastered them. There needs to be a balance between the two
I really like the variaty of ultrakill because I heavily dislike when games like COD does something like: You have a automatic rifle wich has 30 bullets and does 21 damage, and then you have an automatic rifle with 30 bullets that does 17 damage but its slightly faster, and then a automatic rifle that does 10 damage but has 35 bullets, and then there Is an automatic rifle that does 50 damage and has 70 bullets but you have to pay to get it
take a floating head or statue man and screwdiver them they become a beacon of hp and you can kill everything else ez well its raining blood + anyboss/ chunky enemy gets a big ass chunk of hp of it and you can play offensively with it
If you want to obey the style meter efficiently, only a few weapons and variant are usefull. While you have many options to use them, they are not all versatile in every situation. The game feels like it forces you down a path of "fun" rather than occuring naturally due to specific gradings. Probably one of most overrated games on steam in my opinion. I prefer dusk.
For some reason those purple drones dont dodge rocket launcher, and because of the explosion, if they are next to eachother rocket launcher can easily destroy all drones in one shot without risking to get kamikazed.
Ok, Nailcannon slander is uncalled for. Magnets make your overheat home on target, and your rockets as well. I repeat: MAGNETS! Legalized aim cheat!
b-but le overheat saw 🥺
Here's how I see it,
Blue Nailgun: good, consistent mid-range damage on primary fire, but generally underwhelming compared to the saw launcher. Magnets are a lot more useful than a lot of people realize, nail traps are really good against cerberus if you set them up beforehand and use the overheat Nailgun. You can stick problem enemies like sentries to walls or even to other enemies. Magnets with the rocket launcher are also really helpful because of the homing ability.
Blue Sawlauncher: great primary fire, great against groups of small enemies especially in small rooms where they can bounce a lot, not as good as the nailgun against larger enemies but can make up for it. Saw traps cover a much larger area and are good for any grounded enemy, making them generally more versatile. Alt fire is the exact same as the nailgun.
Green nailgun: Okay primary fire, less accurate and doesn't last as long as the blue Nailgun. Overheat fire is really good point-blank damage if you need to heal fast. Good for setting Insurrectionists on fire or putting a lot of nails in a boss for extra Railcannon damage.
Green Sawlauncher: Least effective primary fire, but you won't really be using it for primary fire anyways. Alt fire is situational as it depends a lot on the level, can be amazing to shred enemies in tight spaces, but is pretty bad in big rooms or rooms without ceilings. Alt fire can be used very quickly which is nice for setting traps.
I personally use Blue Sawlauncher and Green Nailgun as I find they work well no matter what level they're used. Sometimes I'll use Green Sawlauncher because it works so well in tight levels. Unlike the revolver there is no wrong way to use the Nailgun, the default and alternate work similarly in either slot. In general I find that the nailgun is a lot more effective than people think, but I hope that the red Nailgun good enough and unique enough to make people use it more often.
"Legalized aim cheat"
Coins:
my setup is just regular sawgun+overheat nail gun, sawgun for crowd control, overheat nail gun for decimating bosses from range with a magnet.
Yeah I actually found it to be pretty useful after going through an entire run using only the nailgun
This feels more like an ULTRAKILL addict still high on copious amounts of dopamine attempting to explain why they like the game than a proper video essay, which I honestly don't mind.
Stole the thoughts outta my mind
Literally me playing the campaign pre 7-1 release when I can
Fr
I love how you tried to defend the drill by using it on a mindflayer and on bosses while punching those bosses inmediately after, sending the drill into the air.
I literally just came to the comments section to say STOP PUNCHING THE GODDAMN DRILL
Someday I want to reach a level of skill that will allow me to actually use the screwdriver optimally. I want to stick it on an enemy, let it drain half their health while I blast the other half of the room, then come back and smack it into another enemy to get way more damage potential, rinse repeat.
I think the screwdriver could use a buff, but not in the obvious way of higher dps or lasting longer, that would just make it even more of a crutch to inexperienced players. (Thank you Screwdriver, for carrying me through Gabriel 1. o7) I'd be interested in it getting a much higher damage stack for consecutive hits, to further encourage more creative uses of it. And perhaps more interactions with things like magnets or shockwaves are necessary to really expand it into the area of Tech.
@@clockwork_mindit needs to last shorter with the same max dmg imo since it is not optimal for most bosses in its current state unless you mean just blood and would force newer players to use it optimally, making it better for new and old players
thankfully it's buffed now so
@@abrupta not really imo
Green nailgun is cool. By quickswaping it with blue one, you can get infinite alt fire, which is very useful if you use railcoining a lot (+CONDUCTOR bonus can do a lot of damage)
How do you get conductor?
@@NotMadA47.1 put a lot of nails in an enemy, shoot the enemy with electric railcannon
When I first played Ultrakill, I was fresh of DOOM and I enjoyed it. Then I realised I could punch bullets. After that, it clicked and my god, the amount of freedom in this game is insane. I'm still learning new mechanics I never even thought of.
I think you need to play with the nailgun more, because it is FAR from a paperweight. There are so many things you can do with it to pump out absurd amounts of damage. I play with the sawblade launcher for the blue variant and just normal overheat for green. You get all these benefits with that:
-Saw traps are death incarnate
-Magnets make nails and rockets home in on targets
-Nails stuck in targets deal additional damage per nail by exploding briefly after the target is hit with the electric railcannon
-The overheat can absolutely melt anything, and don't forget that firing with the blue variant WILL STILL CHARGE THE OVERHEAT!! You only need to fire ONE saw with the blue variant to have a fully charged overheat, and mid-burst you can also quickly swap back to the sawblade launcher right before the overheat bar runs out then swap back to REFILL the heat bar and keep that major damage burst going for a good 5 or more seconds longer if you're good enough
-Nails stuck in smaller enemies will cause those enemies to be attracted to magnets - EXTREMELY helpful for Streetcleaners
I love how with ultrakill you need a spreadsheet to understand anything happening
S.R.S cannon is pretty good against Cerberus because you can two shot one if you hit your cannonball, whiplash it back, and then parry it back. It’s a really easy way to deal with one quickly
I usually do this up close to not have to whiplash it. Works just as well!
+DUNKED
i saw "how ultrakill mastered the___" and instinctively clicked on it so i hope it's good
Edit: it was ultraballin'
i hope so too
How Ultrakill mastered the baiting
Ultrakill and its weapons are whacko, but paired with your arms and movement, it becomes absoloutly destructive
Random tip but at 0:25 if you are specifically falling, you don't need to stop the rocket. Just use the whiplash and you will mount the rocket after firing it.
The thumbnail is clearly misinformation. The game is called "ULTRAKILL", not "The Best".
high explosives make everything better
Even religions
Class boring? High explosives
Neighbours annoying you? High explosives
Need to make dinner? High explosives
High explosives make everything better
Good vid
Although I was expecting dwarf mention from the thumbnail, but let me right that here
*breathes in*
ROCK AND STONE BROTHERS
DID I HEAR A ROCK AND STONE!!???⛏️
ROCK AND STONE OR YOU AINT COMIN’ HOME
*FREE CRACK*
ROCK AND STONE BROTHA
WHEN YOU ROCK AND STONE, YOU’RE NEVER ALONE
minecraft has about 4 distinct weapons and is a whole ass other genre why is this in the thumbnail
shhh no one needs to know
@@TheMediocriteafully enchanted sharpness 5 netherite sword, sharpness 5 axe or THE COINS
@@sleeper6548 I would sacrifice newborns for THE COINS
@@TheMediocritea I'll abandon my percs if it means I get THE COINS
Spare change af:
Would like to point out that baller variant of rocket launcher is really good at instaballin cerberi. Simply full charge a ball. Ball it towards cerby boi and whiplash the ball and feedback it directly to the cerbs face. The most cool way to kill cerberus
I think the reason the guns in Ultrakill feel so good is because they compliment each other so damn well. Every gun is useful, and it's fun chaining them together in different scenarios! Anyways, I still think you should start a podcast lol
Really frickin awesome video mate! Kinda got confused on the title since only CSGO is ever really brought up, but good showcase of the most fun weapons in gaming!
The nailgun/sawblade is good, the magnet is very good paierd with sawblades and freezeframe, the overheat sawblade can be used to destroy bosses and deals insane amounts of damage against cerberus, virtues and malicious faces, shotgun_punching/rocket swapping is very good when daling against cerberi and swordsmachine,and rockets can destroy any husk if you use the whipsplash and then fire a rocket, srs canon can deal great fast damage to anything or deal quick explosive damage
Overall yes the revolvers and shotguns are the best weapons, but the other 3 fill their niches very well and are pretyy balanced
Haven't seen the video yet but i know it's gonna be good.
Update: it was good.
Ultrakill is slowly becoming the Mona Lisa of gaming.
That's intriguing, because TF2 also delved onto the 1-tap mechanics of guns as opposed to the typical rapid-fire weapons (which is why automatic guns are rarely used or made in TF2) A factor for this was satisfaction and the risk-reward playstyle of dealing either big damage or no damage for players
possible coincidence or an inspiration, maybe?
I disagree on this take because "automatic guns are rarely used or made in TF2" is false, there is minigun, pistol, flamethrower, etc, sure their amount is less than the one-taps but they are still currently used a lot and are rapid-fire and deal a lot of damage in specific range. And one-tap mechanic doesn't immediately give instant satisfaction (and so are rapid-fires, they doesn't immediately unsatisfying to use/fight against because they have high attack speed and lack of trickshots such as the minigun, sentry guns, etc.), sure air-shot, double-donks, other trickshot are pure dopamine because of this mechanic but unviable weapon such as :
Pomson 6000 isn't fair to fight as/against compared to 5 other engineer weapons due to class specific charge reduction, slow projectile speed, and even you managed to hit despite the slow projectile speed, you only deal up to 72 damage which when hit twice is not enough to kill medic, demoman, pyro (with 100% health) compared to other primaries with exception of rescue ranger but killing enemies isn't rescue ranger's purpose, being able to repair your building and make your sentry god mode (with the wrangler and on defend) is.
The sniper rifles, while satisfying to play with, it is sometimes not when play against even the one-tap mechanic and the high skill requirement to be effective compared to other class's primary weapon. This is probably due to sniper camping, can still beating you up even at close range which is suppose to be his weakness, tf2's hitreg's questionable way dealing shots by laggy player, etc.
So Valve forgot to put the (actually useful) reward for hitting shot with pomson 6000 , and the risk in sniper rifles of dying due to constant missing shots doesn't mean instant death in long range, unless against other sniper or other class that do (mini-) critical damage. So TF2's weapons isn't perfect now until the janitor in Valve Headquarter decide to start to release balance patch and make all weapon balanced if not at least fun to use as/against and possibly make tf2's player count blow up again.
@@michaeljonathan9715 Remember that weapons you meant in TF2 are still close range weapons. You are actually risking a lot if you wanna be effective. You can't just snipe peoples from far away with ease
fun fact: there is a lore reason to why there is no ammo in ultrakill
Wait until he makes a 1 hour video called 'How Ultrakill Mastered The First Person Shooter"
me after all of my favorite games are mentioned in one video (ultrakill, drg, and tf2)
yeah you get a sub just for culture
Rocket jumping is great actually, you just can't treat it like rocket jumping from other games, it's not a vertical tool, it's a horizontal tool, aim backwards at the ground, shoot and jump to get what is basically free movement
No damage.
No stamina lost.
Negligible cooldown that'll finish before the boost ends
Good video overall but i heavily disagree with you on the rocket launcher, air shots deal like 7 damage and considering how fast you can pull it out and shoot it is devastating on airborne targets. Also the cannonball shreds cerbs and stuns insurrs for a rather long time. And rocket jumping is actually insane in this game for horizontal movement, slide jumping and shooting a rocket at your feet sends you flying
yeah he mentioned how rocket jumping was ass in this game but he was just doing it wrong
yep, came here to say this lol
theres also the saw gun
halfway through the video im 50% sure this guy is at least gay
I searched The best and I can’t find the game
Try looking harder
I know this is an ultrakill video, but i need someone's opinion on this. I don't want to be myself anymore, i want to be a lady, i wanna be taller, i want to wake up one day and be prettier. Sorry for the random rant, i've been feeling shitty lately and i just want someone to talk to
I am a Knuckleduster supremacist and I will die this way
You *REALLY* need a job...
Respects to Ultrakill but the gravity gun from half life 2 still can't be beaten in my opinion
like i said, very underrated channel. (0 views goddamn)
I still really need to play this gsme, every video you upload makes me want it more
I was sceptical at first but it's probably the most consumer friendly, well designed and batshit crazy fps ever. It's fun concentrated
@@ReinoiroThe only fps, besides used deluxe Doom Eternal worth buying.
This shit is crack transformed into software
Next video: how Ultrakill mastered everything
How ultrakill fixed my marriage
Ultrakill is legit like mechanically the most flawless game i ever played
What else would you expect from Devil May Quake?
Ok but can we talk about the stray's corpse making a swastikas' in the beginning
listen man i love ultrakill but its not that deep stop acting like its the perfect game
as a nailcannon fan, this was straight up just uncalled for
Why is minecraft in the thumbnail????
I partially disagree with your opinion on the rocket launcher, I believe that it's good for immediate burst damage without having to commit too much since you can just weave it into your basic pistol/shotgun combos for a quick burst of damage. The srs cannon is also amazing for quickly dealing with cerbs (although I admit the whiplash hitbox for it is pretty inconsistent) with it's instakill potential.
I've been paying attention to you ultrakill miniseries. I find it Very entertaining and Engaging as an overview of the Game.
Also My dude, it's Very hard to find people like you...
I mean... You DON'T PLAY Valorant and Fornite? Finally someone with a good taste of shooters, like DRG and Ultrakill, lmao
they're just so smooth and swanky
There are some small inconsistencies in the video that I thought would be worth mentioning.
First of all is the lack of definition to what makes a good arsenal. Ultrakill’s weapons are meant as tools to doing cool things in game and do not function the same as the weapons in most games.
This is also what brings us to my second point, which is the comparison between cs:go and Ultrakill. Ultrakill is a singleplayer sandbox, cs:go is a competetive multiplayer game. The reason for cs:go’s lack of diverse arsenal is because the main point of the game is not mastering the guns, it is mastering the maps and skills of the player.
Third is the incomplete showing of various strategies: let me explain. In Ultrakill, the main way to kill is through explosives, as they offer high AoE damage. Things like the orbital strike cannon and parrying projectiles to kill enemies (though it is a great way to restore health) are almost never used in a cybergrind run or standard map.
Ultrakill is at its best when the map confines you to using certain strategies, like with sand making you only able to heal through parrying and the first part of 5-2 which makes you avoid using explosives as there is a high chance you’ll hit yourself.
Just subscribed
The pistol can do absurd amounts of damage when used right, such as slabcoining, deadcoining and coinpunching, as well as using the red pistol to instakill maurices
Also the rocket can be extremely powerful when in the right hands such as airshots, fups and rocket stacking (using whiplash to get a bunch of rockets on one whip and then you’d pull them all at once to make a very big boom)
3:10 , chill out stolas
Even the most useless gun in this game (the drill) has its uses. For one, its great for new players that don't know more advanced tech. For two, it can be viable if for some reason you can't railcoin. And for three, the obvious one, mindflayers. Yes, there are quicker ways to kill them, but especially in cases where you can't be as meticulous like the cyber grind, the drill is easily the best way to quickly neutralize them while doing plenty of damage.
And this is the WORST WEAPON IN THE GAME. Hakita should teach a class or something
I feel like while ULTRAKILL has very very very good weapon design for the game that it is, comparing it to multiplayer games (especially the tactical ones) is a bit of a flawed argument. If the coin gun was in TF2, COD, or TF|2, it would be the most unfun thing ever.
The Overheat Nailgun has GODLY damage and it deletes Maurices.
And think this was made BEFORES THE WEAPON UPDATE
... And he is still right
Weapons being overpowered while not being too strong due to the nature of the game does not mean good game design. Sure it might feel good if you practice it, even if it does in every game but that's not what makes weapons executed as best as possible. It's about the diversity, balance and having a good role. It already lacks in diversity a little, yes 2-3 variants per weapons, which I would say do fall off a little since generally they are all the samy functionwise and differ only by "satisfying result" which isn't all weapons are about. I can go see a movie if I ONLY seek enemies dying quickly and effectively and nothing else. Which brings balance, both among weapons and how they impact difficulty. I give it you have very equal options, but the designed power creep is whacky and never clicked for me, regardless if it's not specific to ultrakill.
Adding weird synergies you have to learn yourself and make the game basically really easier if you just grind mastering combos might take away from the flow of the game than give.
Ultrakill weapons feel good, but that does not just mean it mastered them. There needs to be a balance between the two
I really like the variaty of ultrakill because I heavily dislike when games like COD does something like: You have a automatic rifle wich has 30 bullets and does 21 damage, and then you have an automatic rifle with 30 bullets that does 17 damage but its slightly faster, and then a automatic rifle that does 10 damage but has 35 bullets, and then there Is an automatic rifle that does 50 damage and has 70 bullets but you have to pay to get it
for the algorithm
Cause most noble
Love the Calamity music in an Ultrakill video. Based
Love this video, the jokes are funny and this is entertaining to watch
should show this to my newbie friends
take a floating head or statue man and screwdiver them they become a beacon of hp and you can kill everything else ez well its raining blood + anyboss/ chunky enemy gets a big ass chunk of hp of it and you can play offensively with it
At this point ultrakill will always be underrated. It's so good thag all the other shooter games are now copies of ultrakill.
Maurice gun
Tell me something better than a flamethrower and a great tactics of w+ m1
What did i learned from this video: you like men, and that you like ULTRAKILL
Rick May...
Bro has never used Devil Sword Dante
How do you play the game without blood particles?
lmao ur so funn
Talking trash about the nail gun bro clearly doesn’t play the game.
look, cool and all, but how you gonna make a thumbnail like that and NOT include terraria?
rocket launcher causes red explosions if it gets frozen for a couple seconds and hits something
rockets auto track to nagnets
gun
erm actually when fighting minos or sisyphus just rail coin them for insane dmg
literally nobody uses nailguns when you get into greed
like no one. somethings you said here just arent true
new shit just drpped
Idk why but you sound like an AI voice
Did I just hear the crabulon theme on an ultrakill video????
slide shoot a rocket on the ground and jump, thats an ultrakill rocket jump
tf2 is much better
yeah it's good, but not ULTRAKILL status
I have 1000 hours in tf2. It's funny as hell, but it's not better
Well atleast for me
It's always a good day when I see a new mediocritea video
everythings nice but u didnt mention the 2 shot cereberus with the srs cannon
all this variety and i always go back to punching shotgun bullets
show this to underthemayo i beg
ok i love ultrakill and all but some people i feel like are just glazing it too much atp
Just wait until the alt shotgun,railgun,and rocket launcher
Remember those weapons can kill angels and prime souls
Knuckle duster is a double barrel shotgun put in your fist
Ultrakill is still in development so it can only go up from here
my guy is killing it with the videos
thanks :D
Srs cannon can be used to instakill cerb with a party btw
rocket launcher ass nailgun best ong
Plays without gore. Fake fan
2:47 nah blud is clappin sysiphus cheeks damn
this guy is just too good damn man.
If you want to obey the style meter efficiently, only a few weapons and variant are usefull. While you have many options to use them, they are not all versatile in every situation. The game feels like it forces you down a path of "fun" rather than occuring naturally due to specific gradings. Probably one of most overrated games on steam in my opinion. I prefer dusk.
The ULTRAKILL fans about to flood this comment with replies about how the whole point of the game is being able to play however you want:
Titanfall…
1:40 I know someone who would want that
evil under the mayo be like :
For some reason those purple drones dont dodge rocket launcher, and because of the explosion, if they are next to eachother rocket launcher can easily destroy all drones in one shot without risking to get kamikazed.
All weapons are the best! :D
No ammo no reloding only balling
The rocket launcher dissing saddens me T~T you can basically instakill a Cerberus with the S.R.S Cannonball and its really good for crowd control
tried it out and works actually really well, sorry for spreading slander :(
@@TheMediocritea all good lmao (you can also quick kill hideous mass with Cannonball > Parry Cannonball > Railgun into its chest)