ULTRAKILL has changed forever...

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  • čas přidán 29. 06. 2024
  • Hydraxous Boss Rush Mod - thunderstore.io/c/ultrakill/p...
    Ultrakill has a problem… - • ULTRAKILL has a proble...
    P-2 Thoughts - • My thoughts on P-2... ...
    Pre-nerf sharpshooter footage from ‪@thegoodgeneral1174‬ (w/ permission)
    .....
    TWITCH ➤ bit.ly/3uZ5DnW
    VOD CHANNEL ➤ bit.ly/3MlGDNC
    CLIPS CHANNEL ➤ bit.ly/3xto9Vh
    DISCORD ➤ bit.ly/4aeiQeT
    TWITTER ➤ / dumpstermanttv
    …..
    Intro: (00:00)
    P-2 and the difficulty 'problem': (2:04)
    New Weapons: (09:58)
    Conclusion: (20:06)
    #DumpsterMan #Ultrakill #videoessay
  • Hry

Komentáře • 394

  • @rapture_bishop
    @rapture_bishop Před rokem +736

    I like how right after this video Hakita teased 7-1 that [spoilers] the sharpshooter revolver would definitely flourish in

    • @rin0847
      @rin0847 Před rokem +43

      ah yes the -Calm- violence white room

    • @sleeper6548
      @sleeper6548 Před rokem +38

      Am not gonna sugar coat it
      2 > hold right click > 4 > left click

    • @kakirin
      @kakirin Před rokem +10

      I'll try to remember this as I'm violently shitting my pants 🥲

    • @not-him-I-swear
      @not-him-I-swear Před 11 měsíci

      @@kakirintaking a shit on violence difficulty 🚽

    • @TheManDude
      @TheManDude Před 10 měsíci +6

      @@kakirinOh you WILL shit your pants based on the new Mannequin teaser.

  • @dramiir
    @dramiir Před rokem +176

    I feel like the higher difficulties of ULTRAKILL will act similarly to how DMC handles it (especially with the ULTRAKILL MUST DIE difficulty being a direct reference to the Dante Must Die difficulty), meaning that Brutal and UKMD would likely add new enemy placements to each level, making it feel unique, and likely working in radiant enemies somehow

    • @DumpsterManTV
      @DumpsterManTV  Před rokem +46

      Hakita has talked about 'encore levels' having alternate layouts, so I have been assuming those will still be different things than Brutal and UKMD, but who knows? I personally like that approach and think it could work really well.

    • @tehuselessguig3138
      @tehuselessguig3138 Před 11 měsíci +4

      perhaps radiance as some sort of DT for enemies like in DMD?

    • @vivil2533
      @vivil2533 Před 11 měsíci +5

      @@DumpsterManTV For some reason the phrase "Encore Level" makes me think of the "Lap 2" mechanic from Pizza Tower.
      I don't think it'll work like that, but it might be cool if the Encore is a portal at the end of the level that teleports you back to the start, with new, harder combat encounters in the level, and no checkpoints, so it's like a cocky victory lap, much like "Lap 2"

    • @CuppaJoe313
      @CuppaJoe313 Před 10 měsíci +3

      @@vivil2533 MAMMA MIA ONLY A MINUTE-A LEFT AND I STILL HAVEN'T-A FOUND THE LAST-A TOPPING!

    • @petrikhorr
      @petrikhorr Před 5 měsíci +1

      i know it was a long time ago, but in the developer commentary stream hakita mentioned "needing all the tools available" (full release) for the higher difficulties.

  • @Towniehh
    @Towniehh Před rokem +731

    Glad to see the Screwdriver is finally getting the love that it deserves, thank you Hakita for making P-2 practically impossible without it
    -The N1 Screwdriver Fan

    • @leviathan67
      @leviathan67 Před rokem +18

      what does screwdriver do to help with p2? genuiinely asking because i forcebruted P rank in standard but i cant get it in violent yet

    • @WtfGadiel
      @WtfGadiel Před rokem +58

      @@leviathan67 mainly Sisyphus prime, but also helps in the weezer room and the dual insurrectionist encounter, idk i dont use the screwdriver

    • @cow12344
      @cow12344 Před rokem +38

      @@leviathan67t’s supposed to keep the mindflayer that follows you into the blue skull room out of the fight I think

    • @Towniehh
      @Towniehh Před rokem +7

      @@cow12344 It sadly doesn't work on virtued or sanded enemies but what i used it for was in the double mindflayer room to be able to parry the projectiles into them easier, and also on sisyphus because it's just free damage and health with no prep

    • @thepandrbr
      @thepandrbr Před rokem

      @@Towniehh you think making it work in sanded enemies would be too op?

  • @lowellrindler9454
    @lowellrindler9454 Před rokem +205

    with the sharpshooter i always keep an eye out for parallel walls, cause if you’re willing to line everything up for a moment you get a beam of pain that handles single targets and crowds alike. also getting street cleaner tank shots is sweet

    • @jefferywoods1051
      @jefferywoods1051 Před rokem +5

      Whenever you do that, if you throw coins into it it'll last longer and do more damage.

    • @nevinmyers1245
      @nevinmyers1245 Před rokem +1

      I know in theory parallel walls are great for the sharpshooter, but because it targets weakpoints often when I try to use it like that it gets knocked off course. To get it to work properly not only would I have to line it up with the two walls, but also the weakpoint of whatever enemy I'm shooting. Its damage potential is really high but it feels so finicky to get it to work.

    • @gabrielhenson5751
      @gabrielhenson5751 Před rokem +1

      @@nevinmyers1245 whenever there is a ceiling I jump over the enemy and fire down into them so it ricochets back up into the enemy and off the ceiling back down into their head.

    • @nevinmyers1245
      @nevinmyers1245 Před rokem +1

      @@gabrielhenson5751 And that works great, but it's still annoying that it's the only consistent way to do it

  • @largeoctahedron
    @largeoctahedron Před rokem +75

    Your point about the radiance difficulty increase being counterproductive to Ultrakill’s difficulty philosophy was really well made. Imo the biggest issue with radiance scaling is the health. I’ve always found that a big part of the fun of Ultrakill is finding, understanding, and executing combos - for example, I know I can always kill a malicious face with a shotgun swap and red arm punch, or I can always kill a cerb with a SRS cannon shot and cannonball parry, no matter what difficulty I’m playing on. It adds a feeling of mastery for the player when you see an enemy and know exactly what to do. Removing that element by increasing the health changes the way you play the game.

    • @DumpsterManTV
      @DumpsterManTV  Před rokem +12

      Well said. I think it's a fun tool to kinda of... Ideate what higher difficulties might look like, but it misses it's mark more often than not. I'm sure Hakita is considering that though when it comes to balancing, raw stat increases definitely don't seem like the way forward.

    • @vivil2533
      @vivil2533 Před 11 měsíci +5

      It's interesting because in Devil May Cry people have actually modded the game to give enemies more health, since that allows for more stylish combos, It shows the unique differences of a style based shooter vs a style based hack n' slash.

    • @themindfulmoron3790
      @themindfulmoron3790 Před 10 měsíci +7

      @@DumpsterManTV I think it's also worth keeping in mind that radiance, as it might appear in new content, will likely be relegated to specific enemies in arenas, the same way sanded enemies and idols work. We'll likely see only a few radiant enemies among much larger rooms of enemies at a time. I highly doubt Hakita would just use it as a global buff to enemies in future content.

    • @DumpsterManTV
      @DumpsterManTV  Před 10 měsíci +5

      @@themindfulmoron3790 I think radiance is not intended to be used in balancing difficulty for main levels, Hakita has even said as much, it's possible he changes his mind but I wouldn't assume as much unless he says so directly. I'm more talking about higher difficulties being stat tweaks, a lot of people think it's a good idea but I'd push back on that based on the way that playing the game with radiance fundamentally changes how you have to play the game (IMO) in a bad way, so giving Brutal and UKMD similar treatments doesn't seem like it's in the spirit of how Ultrakill has approached balancing so far.

    • @fluffy_knight
      @fluffy_knight Před 5 měsíci +1

      The good thing is that the high HP was used (as of current ) only in the 2 Big Cerberi on the roof of 7-1. I like how it the Higher HP was actually excused, since we had the 2 big bois.

  • @thegoodgeneral1174
    @thegoodgeneral1174 Před rokem +622

    There is a part of me that wishes that the Alternate Sharpshooter had a shorter cooldown than it currently has (maybe lower it by 1 or 2 seconds) to compensate for the single shot, because other than me preferring having two slab shots on swapping between the revolvers there isn't really any reason to choose the Alternate over the Standard variant as it's just inferior in every single way except the number of bounces, which is only one more than the standard.

    • @ultrafun2227
      @ultrafun2227 Před rokem +14

      Slab red revolver also creates bigger explosions

    • @Evie1273
      @Evie1273 Před rokem +29

      personally having a second slab is enough as i dont use it alot so its generally always available to use

    • @thegoodgeneral1174
      @thegoodgeneral1174 Před rokem +3

      @@ultrafun2227 they seem the same size.

    • @ultrafun2227
      @ultrafun2227 Před rokem +14

      ​@@thegoodgeneral1174 my bad, slab sharpshooter's explosion deals more damage on the same radius (according to wiki)

    • @Evie1273
      @Evie1273 Před rokem +4

      @@ultrafun2227 i just tested and it just the same damage

  • @xann2681
    @xann2681 Před rokem +222

    8:05 they will definitely not be pumping stat values, the difficulties that we already have dont do that
    16:50 another thing about the ricochet revolver is that new players ADORE it, i've seen them almost never put it down throught the whole game, some even using it in boss fights, they love doing tricks with it
    19:50 i think that at one point, it should be the player's option to decide which combination of weapons they like the most and not norm to use them all, it makes it so the player has freedom and be able to pick their preferred weapons from many options

    • @DumpsterManTV
      @DumpsterManTV  Před rokem +42

      We are in agreement on that first point, that's basically exactly what I'm saying albeit in a different way at that timestamp.

    • @xann2681
      @xann2681 Před rokem +9

      @@DumpsterManTV yee, just reassuring

    • @SenyiKimmo
      @SenyiKimmo Před rokem +14

      the only thing confirmed stat-wise is that boss fights on higher difficulties will have increased HP, which is honestly good because let's be real every boss is getting instantly deleted on violent rn

    • @viviolet7
      @viviolet7 Před rokem +5

      can confirm as a relatively bad player im in love with the sharpshooter

    • @Nonam1400
      @Nonam1400 Před rokem +7

      I think the reason the sharpshooter is great for new players is that it allows you to pull off cool stunts without technical complexity. So many tricks in the game involve juggling two weapons or multiple mechanics but hitting a sick ricochet with the sharpshooter is as simple as holding down the right mouse button

  • @good-sofa
    @good-sofa Před rokem +81

    Came for ULTRAKILL, stayed for you, Man

  • @mrgaminduck5544
    @mrgaminduck5544 Před rokem +102

    Personally I love the SRS cannon, while it's limited by uses I think it can act as a niche mini nuke. Allowing you to not have to use a nuke and use your railcannon while also doing decent damage to a strong enemy. Would a nuke be better, probably. But is is fun, yes.

    • @OptimalLeisure
      @OptimalLeisure Před rokem +26

      Plus, that feeling when you fire out a boulder and then manage to both grab it from a bounce and parry it back for a fat hit during the middle of a chaotic fight is unmatched in terms of satisfaction-inducing gameplay in ULTRAKILL.

    • @denizmergen418
      @denizmergen418 Před rokem +4

      I wanted a way to quickly kill cerburus for so long it is awsome

    • @Storse
      @Storse Před rokem +7

      Srs cannon 1 shotting cerbs is so fun to do. It's huge burst damage too

    • @Bon_fyre
      @Bon_fyre Před rokem +3

      It’s like the loose cannon from tf2, a bit tricky to set up and use but when you hit an enemy with a cannon ball and parry it back to them it’s a good burst of damage like the double donk in tf2 (sorry if there are too many tf2 analogies here I just get reminded of it often)

  • @Andery
    @Andery Před rokem +16

    ULTRAKILL has really changed me a lot as a person. From being a game that the youtuber FUNKe talked about and i thought sounded cool, to becoming one of my favorite games of all time and has kickstarted my interest in making videos. If it wasn't for ULTRAKILL, i may have never found a style of video making i feel comfortable making. And the sheer size of this community is just insane. I barely knew anything about ULTRAKILL when it just came into early access. Now i basically know everything, i've p-ranked every level on standard including p-2 (which was genuinely the hardest challenge i've done in my life) and i'm thinking about doing violent. And yet, i still struggle with the game, because i take lengthy breaks and still don't understand a lot of advanced mechanics. And with the 7-1 teaser, I'm keeping my standards low, so i can be even more impressed on the sheer talent put into this game.

  • @shausadams9734
    @shausadams9734 Před rokem +14

    I feel that after this game is complete, there might be a pretty decent modding community especially since we’re getting a level making system. I’m really excited to see how this game and its community develops!

  • @tripodman322
    @tripodman322 Před rokem +3

    7:58 middle finger jumpscare

  • @CorvodaPop
    @CorvodaPop Před 11 měsíci +5

    One thing I've always praised ultrakill for was it's accessibility to anyone of any skill level and I feel like that needs to be mentioned more. With the introduction of the Sharpshooter, I see new players almost straight up ignore the Marksman, and I genuinely think that's a good thing.
    The Marksman is a great weapon and a near necessity for high skill play, but for the average player playing the game for the first time on Standard or Lenient difficulty, learning to aim it can a real pain. You can beat this game with any combination of weapons. Nobody NEEDS to use every single one. Sure they help, but you don't need too, and I find it way more fun watching people pick favorites than seeing people in twitch chats telling other people "you need to learn how to use X".

  • @greenapplegreenapple8040

    SRS cannon is actually pretty great at dealing with some of the mid-tier enemies that didn't really have a reliable instakill solution in the past, namely cerbs and sentries. For cerbs you could do a 2-coin railcoin combo or a sawtrap, but that's a lot of resources to commit to one enemy that's a mid-priority kill at best. Being able to ultraball a cerb and get on with your day is a really nice tool to have in your back pocket. As for sentries, we now have a good instakill combo at range and up close, which is especially useful in the P-2 flayer room. All of its capabilities make me think it can be summed up as, "I really want to use the railcannon here, but I really don't want to commit the railcannon's cool down to this" which is a genuinely nice middleground for those situations in which, yeah, railcannon would get the job done optimally, but you'd be screwed for the next part. Again, double mindflayer room: Letting that sentry live is a horrible idea, but not having a railcannon charge for the virtues is arguably worse.

  • @MidnightLilac556
    @MidnightLilac556 Před rokem +6

    Seeing how much Ultrakill has changed since I started playing pre-greed has been something else. This game went from another retro shooter in my backlog to quite possibly my favorite game ever made. Seeing others experience that same feeling I felt figuring out that coins can bounce rail shots or that I can punch my shells has been wonderful. I cannot wait to see what this game's got in store for it's finale.

  • @Dastankbeets9486
    @Dastankbeets9486 Před rokem +5

    Just the one option I think would make three variants way easier to swap between would be for the Q key to cycle through variants in the other direction, eg selecting the revolver with 1 and then pulling out the red variant with Q, that way every single weapon is available through two button presses and you don’t have to cycle through or keep track of too many of them.

  • @teiull9388
    @teiull9388 Před rokem +5

    the SRS has a amazing interaction agaist sentries, not only can it stun them but it can also instakill them due to the 2 damage buff(this is in fact imo the best opener for double flayer room in P-2), it can also instakill virtues at point blank with a minimum charge shot+parry serving as a safer more situational overpump, this means it has niches agaist 3 enemies and a amazing combo agaist 1 combined with the infinite pierce of punching it aftera bounce which might serve a lot of purpose in later updates I think its in a good place, I always hated the long cooldown but now I realise the long cooldown barely matters because the weapon is supposed to function as a absolute counter in specific conditions, both in the main campain and in cybergrind you rarely have a period longer then 8 seconds between said enemies,if you are going at a P ranking speed.

  • @SupremeDalek225
    @SupremeDalek225 Před rokem +7

    Honestly I like the idea of the sharpshooter and SRS (and possibly whatever weapons we get next) being niche because, yes, there are weapons that can do the job of both of them well already but that's where having them becomes good. You could use the SRS specifically for Cerberus and kill them quickly but then you saved your railcannon for either the next Cerberus or another tougher enemy in the arena. Or the sharpshooter giving yet another way to instakill Maurice without having to waste coins and not having to be good at knowing the timing while also giving a new utility that is not only unique specifically to that weapon but also gives yet another tool to cause red explosions, saving even more resources on other weapons. I think besides the gold arm I'd prefer our last few weapons to be niche because it makes your arsenal feel interesting with a mix of 'weapons that are solid against everything' and 'weapons that can specifically melt certain enemies' so you can manage resources differently because of it.

    • @themindfulmoron3790
      @themindfulmoron3790 Před 10 měsíci +1

      They're also neat for casual players who don't necessarily seek out a lot of the highly specific techniques and prefer to just experiment. I've enjoyed just using the sharpshooter and SRS for pure, non-optimal fun. I enjoy stagger setups with the microwave beam in Doom Eternal for the same reason, even though lock-on rockets and other stalls and combos can do the job faster, at the cost of being harder to learn and master.

  • @sircombat3259
    @sircombat3259 Před rokem +3

    I think it really shows how amazing the level design for this game flourishes in terms of weapon interaction, parts of the levels have enclosed spaces, open areas, anything in between, and all the weapons are perfect for any situation no matter what their uses are. me seeing that really makes me awe this game even more! Ultrakill is still a beautiful game even with how worrying the future for this game might be. I’m sure Hakita has his head over his shoulders on this game and knows how to amaze his audience

  • @Dont_Twist_It
    @Dont_Twist_It Před rokem

    Dude I remember when you had 100 subscribers. and that ultrakill video made me subscribe so fast.

  • @bims_der
    @bims_der Před rokem +3

    The ALT red revolver is personally my favorite weopon because you can just get SO much value out of it.The damage is just amazing.

  • @nutybuyjazz
    @nutybuyjazz Před rokem

    I love that you posted this an hour before the violence level one trailer dropped. Absolutely great video, also my opinion on srs is that it's very situational but there's nothing better than destroying a cerb with a cannon then shooting it in the middle of gameplay.

  • @mr.jeffinizor2713
    @mr.jeffinizor2713 Před rokem +1

    yknow about the SRS cannon part, i think this general niche can be applied to the rocket launchers in general, its a really fun type of subclass that splits the player into 3 different playstyles when using it that i want to see on more weapons, people who just want general damage, people who want mobility, and people who want to have style, its a huge balance of when do you want to direct hit an enemy, when do you want to use rockets to fly around and when do you want to gain style and extra oomph by airshotting enemies, i used to think the launcher was pretty useless until i learned about its niche really and the srs cannon really takes it to another level by providing a 4th niche aswell

  • @DullahanKai
    @DullahanKai Před rokem +2

    Watching this video release right around the time Hakita releases Garden of Forking Paths teasers is very cool.

  • @mannerlyMediator
    @mannerlyMediator Před rokem +10

    I think it could be fun for the higher difficulties if each boss-type enemy was given an extra phase / healthbar, which would let them tank more damage and give a spot for them to switch up their moveset / dialogue. Im also including prelude bosses in this, like cerberus and maurice

  • @dogf421
    @dogf421 Před 5 měsíci

    i love the srs because i havent gotten used to the blue launcher and its nice to have a funny cannon ball to bonk things with every once in a while

  • @D3ltus
    @D3ltus Před rokem

    I love using the red revolver in long corridors it's pretty good at clearing them, it's also nice to have a third revolver for 2 alternate shots every jugle

  • @lucaswickmansound
    @lucaswickmansound Před rokem +3

    I absolutely love the Slab Sharpshooter, being able to fire down a hallway and instakill many enemies in a single shot is great. The only thing I wish is the cooldown was just ever so slightly shorter, even a second would make a big difference

  • @arrowtongue
    @arrowtongue Před rokem +4

    The problem with the CG now is that like you said with Radiance in general, and it just becomes forceRadiance by only wave 60, I know Hakita has said many times how we should trust his implementation of it because it won't be like that, but he just completely forgot the community about mid-high level CG and how unbelievably unfun it is now that it's just a stat boosted nightmare.

  • @mustard8148
    @mustard8148 Před rokem +2

    I kinda really felt the whole weapon thing. Because as i played through the game i was like " damn is there gonna be like.. a cap on these or am i just gonna be running 24 different weapons? Like id that just gonna be a thing i have to do or else im not gonna be able to beat the levels easily". And as someone who already has the cannon disabled because i use weapon+alt scroll wheel and i couldnt railcoin (hakita weapon order customization when) (hakita why the f*ck did u put the cannon Inbetween pistol railgun)I always kinda felt having tons of relevant alts would be kinda impossible without seriously declining the games funfactor. So im kinda liking the more recent approach of hey some of this stuff is gonna be less relevant than railcoin, marksman, peircer, shotgun pretty much redefining the meta once unlock them. I also think itd be cool for weapon alts to turn into more of a "these do similar things in different ways" so players will choose 1 and no matter what they choose theyll still have alot of interesting tech and diff strategies you could do. Though im not sure how ud get players to do that withoyt them just complaining that one does the other thing. Unless u did alt-cap which people would also complain about

    • @sleeper6548
      @sleeper6548 Před rokem

      You can customize the weapon order through the terminal

    • @mustard8148
      @mustard8148 Před rokem +1

      @@sleeper6548 no you cant. you can change alternate weapons order within a specific weapon category, as well as switch which keybinds the weapons are on. but you cant change the weapon scroll order

  • @Storse
    @Storse Před rokem

    I love srs cannon a lot, its so fun to go point blank and punch it into thr enemy right as it hits them to get the huge damage that you get if you bounce it off an enemy first

  • @icicleditor
    @icicleditor Před rokem +1

    One thing that has made the Alt Sharpshooter really quite beautiful in my eyes is its specific interaction post-patch with coins, where it gains bounces instead of damage, allowing one to drain an entire coin reserve to deal massive damage to a single target, and just two coins to delete a cerb. It is... very difficult though, as you have to be really careful to time those coins so you don't accidentally deadcoin or bounce with two coins, and position yourself right above an enemy so the ground bounce targets onto the coin.

    • @icicleditor
      @icicleditor Před 6 měsíci

      But also the regular sharpshooter has three charges and each one's damage is like a slabshot so I've changed my mind i think

  • @youtubeher026
    @youtubeher026 Před rokem +8

    For new weapons I honestly don’t care about damage. For the srs cannon, the cannon ball is so much fun to use and juggle that I use it just for the satisfaction. Same with the revolver. Just seeing it spin around and seeing the shot ricochet is all I really need.

  • @sillypilly1111
    @sillypilly1111 Před rokem

    great video and much love

  • @Zachabruh
    @Zachabruh Před rokem +1

    I hope all the new red weapons will have the potential to make red explosions to keep with the theme so far with red variants.

  • @GottaDieFast
    @GottaDieFast Před rokem +2

    i think the arm is the only weapon with 4 variants due to one of them , the whiplash being a mobility item and not combat like knuckle or feedback.

  • @weirdalexander8193
    @weirdalexander8193 Před 11 měsíci

    Ideas for the in development weapons:
    Red shotgun: Dragon breath rounds. Because hell can never have too much fire.
    Alt shotgun: classic double barrel. Massive damage, massive spread, massive recharge time. Best used point blank on something beefy. Shot punch is relatively unchanged damage wise, but explosions are still cool. Blue version ejects contact explosives, green version overcharge is now hold to charge (making this gun even more high risk high reward), and red just has a freaking under barrel flamethrower.
    Red nail gun: Tesla beam. Simply homes onto the enemy you point it at, unless there are stakes in the area, in which case it takes the scenic route, if you catch my cold ;-) Alt version has more power, which also overclocks the stakes. This boosts the inevitable blast while shortening the timer, as opposed to most weapons just setting them off prematurely. Not a direct upgrade though, as clicking the alt fire once burns through the entire battery in one uncontrollable beam, instead of the standard’s “fires while holding the button with some charge”.
    Red rocket launcher (lol): they already have a black hole cannon in the museum, no notes needed.
    Alt rocket launcher: massive laser cannon. Trades explosions for slightly faster fire rate and piercing shots. Blue version is a lock on burst of mini rockets (stored around the main barrel), also replacing the rocket ride with the mother of all blast jumps. Green swaps the cannon ball with a skewer (stored in hammer space, idk) that not only turns rows of grunts into ground beef, but can pin larger enemies to the wall for a couple of seconds. It’s also a massive nail mine, because of course it is. The red version takes away the orb’s blackhole quality in exchange for latching tendrils of lightning to anything hostile. Who doesn’t love a bootleg B.F.G.? Lastly, the gold arm. I think it should be a reward for clearing the whole game, more status than anything, so it should just have all of the previous three rolled into it; tap to parry, hold to blast, grapple is now shiny. However, you can get it early by cashing in a ludicrous amount of points. By “it”, I mean a bootleg that just makes V1 stand there gawking at it. Oh, and since the original arm is best implemented as a toggle (why swap to something with the same effects?), the ripoff also being one would trick the bamboozled into playing a level with quite the “hand”icap. They’ll realize the consequences of their actions shortly after they get fragged mid stare-at-the-sparklie.

  • @solararmor3961
    @solararmor3961 Před 9 měsíci

    I need that Gabe looking at you in a microwave cybergrind backround in my life

  • @dogf421
    @dogf421 Před 5 měsíci

    radiance is cool how it naturally appears in the cybergrind, it doesn't effect everything (at least not right away, idk if everything becomes radiant when you push it far enough) but it gives enemies a kind of "elevated status" that spices things up a bit, because you have to change up your strategy slightly against them (a combo that instakills a normal enemy my not kill a radiant one) and having most enemies stay normal makes those enemies feel stronger, rather than you just feeling weaker

  • @ObsidianHunter99
    @ObsidianHunter99 Před rokem

    Unfortunately I had a broken arm when the red revolver first dropped so I didn't get to do the crazy instakill stuff but I think it's definitely found its place in my arsenal as the Maurice deleter 💀

  • @ilikemaccaroni28
    @ilikemaccaroni28 Před rokem

    I didn't realize the sharpshooter was so useful. I'll definitely be using it more often!

  • @UltimateSty
    @UltimateSty Před rokem

    In terms of new weapon variations i think shotgun could have a slug shot that when shot becomes very fast and could drag light enemies into others.
    The nailgun i think could be 5 or 3 electric charged spikes that when shot chain electricity between them but when an enemy is shot with a Railcannon it bounces between them specifically while dragging all into the center for an explosion.
    Although that's all the thoughts i have about variations

  • @dr.derpington
    @dr.derpington Před rokem +2

    At some point theres gonna be a untrakill must die, p-3, radiance, hitless speedrun. It will happen and I can't wait to see whoever does it. Cause god knows it won't be me.

  • @tik2368
    @tik2368 Před rokem +1

    I managed to get my P rank with the pre patch sharpshooter slab variant, it was great for setups with the 4 cerberi and bouncing between a flat wall to force an enemy through it and take a bunch of damage. After the patch I feel the slab variant has become unfortunately completely useless as its cooldowns are simply too long vs the standard for less general flexibility in how you can use it. I think that both variants still lack a good niche outside of shooting projectiles for explosions and occasionally bouncing through and back an enemy. Its probably for the best that the yellow weapon variants were seemingly scrapped as though the sharpshooter still has value enough to keep it I definitely could see someone wanting to only have 2 colors because of how simple it is to flip back and forth. This was a good vid that touched on some good issues, I really hope that the difficulty starts to scale less on requiring people to do super complex stuff like nukes, but rather learn good positioning or in sisyphus' case, learning patterns and parrying to keep moving. I'm probably not the best at the game but after p ranking every level on violent it is a little difficult to see how you could get more difficult without losing the fun of it, so I hope the final difficulties have an interesting mechanics shift or at least wouldn't be required for 100% achievements.

  • @TheFuzzyOcelot
    @TheFuzzyOcelot Před rokem +1

    I use alt sharpshooter since the damage output it can do, while not pre-nerf levels of boss instakilling, is still on "one-shot a miniboss" tier if you calculate the bounces correctly (which is to say, place yourself between two walls). It may not be as "efficient" as the regular variation but goddamn is it satisfying to have another way to melt a dude for looking at me wrong.

  • @sunbreakerqueenofbronze621

    It’s crazy that Hakita commented on your video!

  • @Bit5K
    @Bit5K Před rokem +1

    How he didn't mention sharpshooter copter is a crime

  • @IneedYoutube
    @IneedYoutube Před 4 měsíci

    A fun idea for red/variant nailgun
    Canibal nailgun, you hold down alt fire button and use up to 25% of your HP to shoot a giant nail that does 10dmg (same as railgun), dosent pierce enemies or cause hard damage, it has a 10 second cooldown. Would be great for big enemies while also being punishing if missused

  • @fireburst6868
    @fireburst6868 Před 4 měsíci

    You fr got me to try a spare change% ill be sending the compensation bill soon

  • @daktotathecolossus7404
    @daktotathecolossus7404 Před rokem +1

    Srs certainly is a good tool imo. With one of the previous patches you can instantly hit a enemy and punch it up close for maximum damage without having to grapple it. It deals a large amount of damage and using this method basically is instant to use. It can also one shot a bunch of problematic enemies including virtues, sentries, and cerberi. Also its nice for mindflayer one shots

  • @krio3060
    @krio3060 Před rokem +1

    I honestly hope there is not a level that needs all prime sanctums P-Rank since i dont really feel like i can spend so much time learning P-2 without burning out or just giving up

  • @HoloTheDrunk
    @HoloTheDrunk Před rokem

    As someone who basically only plays Cybergrind and will probably cry if I try to P-rank P-2, I've been enjoying the new weapons a *lot*. They seem like small additions but they mix up the way I play and position myself all the time, which has been amazing.

  • @zentuckyfriedckn2587
    @zentuckyfriedckn2587 Před rokem +7

    I liked what you had to say in this video. As for the variant bloat you mentioned, I don’t think all variants are meant to be used at the same time. We already see this with the nail gun vs saw launcher. I find myself equipping variants I enjoy and for certain levels. Except the screwdriver. I only use it when I’m bad against a new boss and need free health.

    • @DumpsterManTV
      @DumpsterManTV  Před rokem +1

      I think you're mixing up variants and alternates, I do think variants are meant to all be equipped at once, you don't *have to*, sure, but I think that's the how they will or at least should be balanced.

    • @zentuckyfriedckn2587
      @zentuckyfriedckn2587 Před rokem

      @@DumpsterManTV I do agree that is how the current roster is. Maybe these last few variants will follow the example of the S.R.S. Cannon and be situationally good

  • @Kevin80237
    @Kevin80237 Před 4 měsíci

    Im so excited that brutal is coming along with 7-S soon(hopefully (maybe(perhaps)))

  • @bananapeel908
    @bananapeel908 Před rokem

    man i really hope someone makes a mod where the red pistol variant is as busted as it was when it was released because i just wanna play around with it

  • @itsalez1435
    @itsalez1435 Před rokem +1

    I managed to get 3 whole cycles of the boss rush mod on violent

  • @dexterity494
    @dexterity494 Před rokem

    I think it'd be nice if the sharpshooter gave a bonus for enemies pierced. For instance if you hit one enemy with multiple bounces you get a decent amount of damage, but if you pierce three enemies and then it bounces, that's a larger damage bonus.

  • @taterthedunce
    @taterthedunce Před rokem +1

    things i got from this video:
    -Hakita should re-add the busted sharpshooter as a cheat
    -uhh
    -that's it.

  • @the_composer_man_from_PT_mods.

    When i was using the sharp shooter in 4-3 a shot in the dark, i used saws and the sharpshooter in that 4 campfire spawn room since its so closed in and so many enemies, i just managed to demolish most enemies with inky those 2 easily

  • @Plaga_4.0
    @Plaga_4.0 Před rokem +2

    I've been playing ULTRAKILL since a little before the soul survivor update, and man this game has grown so much! Hakita absolutely destroyed Steam with this incredible game, i remembrer when we where thinking that before the P Door there was another gun, or something like that, now ULTRAKILL is one of my favorite games, just at the side of Subnautica, i am really Pumped to see what's next to this incredible game.
    Sorry about any spelling mistakes inglish is not my first language

  • @DamageMaximo
    @DamageMaximo Před rokem

    I use the S.R.S Rocket Launcher a lot :( not only on cerberuses and inssurrectionists, but every enemy, it's really useful, satisfying and fun

  • @gratefulcranegames
    @gratefulcranegames Před rokem +3

    That new revolver is probably the best new feature by far, close quarters, fast, and satisfying. Helps bring the game back to its original speed after Wrath slowed gameplay.

    • @nevinmyers1245
      @nevinmyers1245 Před rokem

      How did wrath slow it down? Rocket launcher?

    • @gratefulcranegames
      @gratefulcranegames Před rokem

      @@nevinmyers1245 That, idols, sentries, and rigid level design
      Guess the Ferryman was amazing but I’ll always remember Greed and Heresy more, and I’m sure I’m not alone.

    • @nevinmyers1245
      @nevinmyers1245 Před rokem

      @@gratefulcranegames I think the tradeoff with those features was worth it(slower gameplay but more strategic thinking needed), but yeah I do agree that wrath is the least memorable level of act 2

  • @MinecraftTestSquad
    @MinecraftTestSquad Před rokem +1

    Didn't even realize sharpshooter got nerfed that hard. I used it day 1 of release, quickly realized how broken it was and thought for sure it would be nerfed, and in the meantime I unequipped it and haven't been using it since (it was only fun for 10 minutes until I got tired of demolishing things). I'm probably alright with adding it back at this point, it seems fair.

  • @IRequireMedicalAssistance
    @IRequireMedicalAssistance Před 9 měsíci

    I think radiance would be cool if it had almost like a shiny does in Pokémon, it’s random and rare and it could range from a filth to a boss

  • @Vampire_EGirl
    @Vampire_EGirl Před rokem

    this is unrelated but i love your revolver’s custom colour

  • @theknight4610
    @theknight4610 Před rokem

    The dance you do with sisyphus in phase 2 reminds me of the hollow knight nkg fight and I fucking love that.

  • @princefoxv
    @princefoxv Před 11 měsíci

    I didnt even know the Cerberus took extra dmg from the cannonball, I just like getting that cannonball + quickdraw explosion, plus I just think its funny killing someone with it and seeing that they got cannonballed

  • @Noobiis
    @Noobiis Před rokem

    I dont even play ultrakill anymore but DAMN these vids are addictive af

  • @joelsandwich4239
    @joelsandwich4239 Před rokem

    I’m very curious what the remaining weapons and yellow arm will be
    I wonder what niche the new arm will fill since we have 2 combat arms and a movement one already
    Maybe something that stuns/shocks enemies or a version of devil trigger?

  • @raptorpeep2622
    @raptorpeep2622 Před rokem +2

    i feel like there being a lot of weapon variants is nice, I don think the variants should all be something you have active, some people will prefer some variants over others and reactivate the rest and I like that picking and choosing

  • @Pancake_Bunny1
    @Pancake_Bunny1 Před 8 měsíci

    if you shoot the rsr cannon at full power, wait for it to get in the middle of the enemy, then red railcannon it, itl do quite alot of damage if you do it right

  • @Your_little_friend4945
    @Your_little_friend4945 Před 8 měsíci

    I like the sharpshooter, I even complete the entire 1st act at P-rank with it, using only this, red arm+hook.
    It's very fun

  • @jimboanimations4041
    @jimboanimations4041 Před rokem +1

    The new Cybergrind update shows that Ultrakill is bound to keep even the most veteran players challenged. I got every level of the game P-ranked on Violent, and I can still barely get past round 30. It makes me ready to see what we still have yet to see with ACT 3, especially its bosses.
    I hope Brutal and UKMD makes the Leviathan feel on par with the other fights at that point in the game.

  • @youtubeher026
    @youtubeher026 Před rokem

    5:45 Sisyphus kinda reminded me of bloodborne. I constantly parried bosses in bloodborne and Sisyphus itched that part of me too

    • @Reinoiro
      @Reinoiro Před rokem

      In general primes have a somewhat similar gameplay loop to bloodborne with the dodges, bigger damage windows, and fishing for parries. Not exactly the same, but close enough for an FPS compared to a 3d action

  • @FishSnackems
    @FishSnackems Před rokem

    Man this makes me realize how little I think about my weapon usage, I just think "shotgun for close anything else for other"

  • @CreatorofSecks
    @CreatorofSecks Před rokem

    I enjoy the SRS Cannon, I like to use it when I want to preserve my railcannon, yet still want to deal massive damage to a single target. I periodically whip it out to get some extra damage in when fighting mindflayers or as a way to get sentries off my ass.

  • @ceoofonionincorperated418

    I like new weapons being niche, it's hard swapping between 3 variants of something

  • @carbonmosa8641
    @carbonmosa8641 Před rokem

    Honestly it's crazy to see the juggling act with ultrakills weapons. As a more casual player I feel like I have a hard time incorporating the rocket launcher into my gameplay loop, and honestly I feel like another set of variants for the weapons would just be overkill at that point.

  • @lordkaos31
    @lordkaos31 Před 6 měsíci +1

    I don't think Hakita really thought things through when he decided each weapon would have 3 variants and an alternate. For a fast paced game like ultrakill having alot of weapons is important and really fun but this is a bit much. Even now I still barely use the rocket launcher it has its uses in speedrunning and cybergrind but for someone like me who just doesn't really care about cybergrind or speedrunning I don't find it very useful especially the blue variant. Its beginning to feel less like I'm using everything in my vast arsenal and more like I'm juggling 30 different weapons at the same time I cant even imagine what the game will look like for new players when it releases having effectively 14 different weapons by the time you beat v2 for the first time. You watch a new player go through the game they struggle just to use 2 maybe 3 weapons at the same time and definitely don't use them in tandem with each other. At this point the learning curve is becoming exponentially steeper with every weapon variant released I think doom eternal would be a good example of how the game needs to balance its new weapons from here being useful in niche scenarios while leaving you with that base arsenal that your constantly swapping around thus making the arsenal functionally smaller/remain how it is rite now but still allowing it to feel gigantic and with more niche use cases it would make learning the weapons much easier for new players. Ideally you could have them utilize tech as part of their niche to make players naturally find out the game capabilities without having to watch CZcams videos. I mean I'm just gonna say it if I never watched videos on ultrakill I wouldn't even know you could do projectile boosts or surf your rockets and I don't think your average player is gonna try and punch their bullets to make them faster.

  • @ultimate3000
    @ultimate3000 Před rokem

    14:30 crazy because when I first played I abused the hell out of this revolver. I was bad at using coins (I can use them now) and this weapon was so good

  • @mrdeadmemes
    @mrdeadmemes Před rokem

    i get where youre coming from with the sharpshooter, but in my experience it's felt really clunky to switch between. i like to ricochet the piercer charge shot off of coins a lot, and to do so as fast as before it got added i either have to move the marksman into slot 1 or unequip the sharpshooter entirely

  • @webraven406
    @webraven406 Před 10 měsíci

    I think that if the final boss of the main story was on par with Minos prime that would be pretty fair

  • @Unfiltered_Raven
    @Unfiltered_Raven Před rokem

    I think sharpshooter in its current form is my second favorite pistol. It is good in hallways so idk the balance didnt like cripple the weapon. But yeah the srs cannon is a nice when facing like multiple boss type targets.

  • @valenaerza7154
    @valenaerza7154 Před rokem +1

    I find it a bit cumbersome to swap between 3 weapons variants. I also found the rocket launcher to have a bit more value in Cybergrind than missions to where i de-equip it now.

    • @cy-bernet-ix
      @cy-bernet-ix Před rokem

      agreed on both fronts.swappinf between three weapons is a bit of a pain. i also find myself using Rocket Launchers in Cybergrind way more than i did in missions, as in "sometimes" rather than "never." ive found them VERY useful for dealing leagues of damage to hordes of fodder enemies

  • @sinmumgaming3370
    @sinmumgaming3370 Před rokem +2

    Tbh screwdriver can be underrated. There are plenty of ways to utilize it even if it dosent quite compare to other options. I think the main critique I heard for it was dmg which I guess is fair in most situations. I however, find myself using red malicious railcannon LESS then screwdriver. Also, To get a little more value from the sharpshooter when Im in cybergrind and the shots can't just bounce off walls I shoot at enemies feet so that I bounces back up at them.

    • @CommissarChaotic
      @CommissarChaotic Před rokem

      in cybergrind i slam storage, stabilise myself so i only fall precisely on a spot where a lot of enemies should be gathered, then spinshoot the red revolver then toss coins quickly, and if there is no other way for the red revolver shot to go anywhere else other than up, it will hit the coin, and keep bouncing up and down, or at least look like that

    • @Reinoiro
      @Reinoiro Před rokem

      Screwdriver is actually a good option against bosses and big enemies when you aren't in position to setup. It can also be bounced to keep up damage against slow targets that are easy to line up and it is an excellent healing source because the amount of blood it releases makes you outheal the enemy you are fighting. I get why it would be so often overlooked but i think it has niche uses that are very helpful in a pinch

  • @tirtoil955
    @tirtoil955 Před rokem

    One of my favourite things to do with the sharpshooter is fire it dead on between two walls and basically turn it into an insta-kill laser beam for everything in front and behind me-

  • @theamazinglordmilo9608

    somehow, somewhere, someday, someone will do ultrakill must die + radiant on + P-rank + fist only + p3.
    and that person will be a psychopath

  • @apogeecreativitee7596

    I wish the slab sharp shooter did more damage when spun up, it just feel so weak compared to the non-slab. I only ever use it for the fact that i'll have two slab revolvers, which is kind of a sad reason to use it

  • @FrumpDump
    @FrumpDump Před rokem

    I thought sysiphus on day 1 was fair because it made you use a mix of sliding and dashing to conserve stamina

  • @Westaxle
    @Westaxle Před rokem +5

    P-1 any% and P% are now patchlocked behind the broken sharpshooter patch. I don't mind any% as much because it was patchlocked behind sawcon patch, but I had recently unpatchlocked P%. The main thing that made it so busted for speedrunning is the fact that some runners cooked up some insanely broken flesh prison kills within like an hour of that patch's existence. I like the state it's in now, maybe it's up for debate whether or not it still needs some tweaking but it doesn't seem like a straight up upgrade for the piercer now and has it's own specific uses and I'm enjoying it where it is now, but the P-1 stuff really is unfortunate, I went a month before some people forced me to submit my sharpshooter runs to P% but at least the age of sawcon is gone and dead.

  • @The_protein_Titin
    @The_protein_Titin Před rokem

    I feel like Hakita will introduce the harder difficulties in the act 3 update so that he could make all of the enemy health updates for the difficulties at the same time.

    • @vivil2533
      @vivil2533 Před 11 měsíci

      I think he's holding out until all weapons are developed. it could be difficult to make a balanced super hard difficulty without knowing the players full potential...
      which is why he'll probably make the Ultra Kill Must Die difficulty after watching how the best players use the tools he gave them, and more specifically what those players struggle with.
      Thats probably why Mind flayers are so prevalent in P2, Hakita knows we fear them!

  • @nerdcuddles7731
    @nerdcuddles7731 Před rokem +1

    I think the auto-aim on the red revolver should be tweaked, I would rather have a richochet preview than auto aim strong enough to mess me up

  • @soymilkcoffee621
    @soymilkcoffee621 Před rokem

    Slab Sharpshooter is one of my favorite weapons, it always finds a way to make something explode when I'm in the Cyber Grind, and recently I discovered a quick kill for the Cerberus that I use as an alternate for railcoining their ass. Just charge my Sharpshooter, whiplash to get on top of them and shoot down, then throw a coin to bounce the shot two times more and then finish it off with the shotgun :P

  • @electrifiedbathbomb7383

    Though i might get some smoke for this i do think a weapon cap would kinda help the game a bit in the weapon management department
    Since by the time the game is truly out there would be like 15 weapons/variants and 4 arms which is way too much to handle
    A suggestion I would like is having each one flesh out and being able to combo with others whilst kinda limiting to maybe 2 variants per weapon. That way each weapon would get a chance to shine and your roster wouldnt be so clustered
    Though i know that yes the unequip button does exist. Forcing the player a bit would help
    Note:I completely forgot about weapon variations while making this (not the colors, i mean like the slab and saws)

  • @hughmann981
    @hughmann981 Před rokem +1

    What the hell will p-3 have for a surprise? V2? Something wicked?

  • @brycenpaschal8493
    @brycenpaschal8493 Před rokem

    I’m far from an og player but I found the sharpshooter extremely useful and its one of my favorites even in the state it is now

  • @Shad0TheChad0
    @Shad0TheChad0 Před rokem

    dont forget that hakita droped a teaser like less than an hour after this video

    • @DumpsterManTV
      @DumpsterManTV  Před rokem +1

      Forget what? It looked cool but hardly showed anything, I have next to nothing to say about that until I can get my hands on it. Not to mention some people avoid spoilers for new content and I don't wanna be the one to spoil it.

    • @sleeper6548
      @sleeper6548 Před rokem

      ​@@DumpsterManTV at some placed (like the alpha switch) the walls showed optical illusions(the alpha switch looked like it was on a pillar but in reality, it was just a carve) this maybe a minor thing, but I have a feeling that we are gonna see some non-Euclidean geometry soon

  • @kazakhstanobamarunesports1350

    one thing i honestly dont really like about radiance is how it breaks the timings

  • @t--w5203
    @t--w5203 Před 11 měsíci

    The sharpshooter is by far my favorite gun in the game and I use all 3 alts in at least one in almost every room

  • @Mennenth
    @Mennenth Před rokem

    If there were 3 variants for each weapon AND and alternate for each, thats 30 total weapons, pick up to 15 to have equipped.
    Thats a lot, and for sure there would come a point where loads of things would just be a straight upgrade most of the time.
    I'm slowly coming around to the idea of that being okay though. The alts need to be unlocked via an in game challenge/task thing, so imo it is fine if they are a bit stronger. pre-nerf sharpshooter was a bit much though, and post nerf normal sharpshooter definitely has its use.
    So, bring it on imo.
    Would be hell on Hakita though, so...