Whiplash: Great mobility option, easy travel to a heavy enemy if you want to shotgun them or to use them as a grappling hook, or you can just yank a fodder enemy up in the air to either pulverize their vessels for blood or just to launch them off into the abyss. (As someone who has the Supreme style rank or higher 80% of the time, I found those who complained about the nerf whiny pissbabies)
Pump Shotgun: Pump it 2 times, then slide/grapple into an enemy for easy heals and moderately big damage. You can also overpump it for a quick movement boost, massive burst damage or as an alternative to rocket riding to get back on stage.
Feedbacker: While parrying is hard, you'll get a FULL HEAL when you succeed, so it essentially makes the Mindflayer Balls free healing station. Also necessary to perform ProBoosts or Fistful of Dollars.
S.R.S. Cannon: Almost the same case as the Alt. Piercer, except you can make it explode (good for Insurrectionists) or reel it in wiith the Whiplash and punch it for a second round of pain for the enemies. No coin synergy tho.
Sharpshooter (Alternate): The main way you're gonna use this is you'll shoot a wall, then pray it hits the guy you got your sights on. Unreliable, but occasionally it can go nuts and wreck shit.
Freezeframe Rocket: Allows for rocket riding, which is a semi-reliable way fo getting back on stage. That's literally the only use it has. You can't rocket swap because Hakita said so, and its ability is quite akward to use in combat.
Screwdriver Railcannon: While even the weapons in the tier above have some kind of use, the same cannot be said for this one: the only truly useless weapon in the Cyber Grind. It deals mediocre-at-best damage, does it overtime, and consumes a railcannon charge for it. Sure, you can punch the screw between 2 dudes, but unless you have 2 Cerberi at hand I don't think that's gonna do much. The one thing it might do for you is make healing off of enemies like the Insurrectionist, Mindflayer (which no longer teleports when screwed) and Ferryman a bit easier, but that's not gonna help much in the increasingly violent later waves of the Cyber Grind.
Nah i think regular sharpshooter is better compared to alternate, at max it has 3 hitscans, only one less compared to the alternate, and it has 3 charges, meaning 3x the chance for it to bounce off a wall perfectly and wreck shit
The alternate piercer can't headshot. A charge shot from the default piercer does more damage on a headshot than the alternate can do at all, alongside the faster recharge time. Of course, a third of the enemies in the game don't have heads, but the ones that do are a direct upgrade if you use it's 'GODLIKE synergy with coins', as that always makes it headshot.
Ultrakill is a first-person shooter published by New Blood Interactive. This FPS hopes to combine fast-paced combat combined with ultra-violent carnage, which gives a nod to its inspiration from the retro-style first-person shooters such as Quake and Doom. Its retro graphics also add to this nostalgia players face while taking on a variety of enemies as they descend further into Hell.
In a hope to survive the brutality of the levels that rival Dante's Layers of Hell, players have a wide variety of weapons they can use that range from six different categories, from revolvers to even their bare hands. With so many to choose from, it is difficult to decide which ones are best for a rampage.
As the green variant of the shotgun, players can purchase this version of the weapon at the shop for 12,500p once they have first picked up the Core Eject Shotgun first. This double barrel pump action shotgun may not look like much at first but in this brutal first-person shooter, shotguns are by far one of the best weapons to equip due to how quickly they can down an enemy.
Players can hit a target for a decent amount of damage or pump the shotgun, which decreases the accuracy of the hit while increasing the damage substantially. This lack of accuracy isn't something players will regret as they will mainly be hitting from up close while using the Pump Charge in the first place.
As a machine gun that is possibly the fastest gun in the game, the Attractor Nailgun will be unlocked by players quickly. As the blue variant of the Nailgun, a player will find this weapon when completing the level "Heart of The Sunrise."
The great thing about this weapon is not only the amount of damage it can cause if all silver nails are to hit but the alternate fire choice of shooting a nail magnet allows for some entertaining tactics. Firing a nail magnet on the ground will make all shot nails orbit its location, allowing the player to set up nail traps that hurt the enemy for a significant amount of damage.
Guns aside, even just a well-upgraded fist can make for a great weapon while trying to complete levels in Ultrakill. Unlike the other weapons mentioned on the list so far, a player will need to defeat a boss before they unlock the red variant of the arm. This means defeating V2 during the "Clair De Lune" level.
This arm is incredibly powerful as it hits enemies hard. This not only deals immense damage but can also push back enemies that are getting too close, however, players can't parry with this arm so they better prepare to take some hits.
Players may have to wait a little longer for this gun, but that doesn't stop it from being by far one of the best railcannons available. After unlocking the Electric Railcannon during the "Death At 20,000 Volts" level, players can purchase the red variant for 100,000p at the store.
A single beam from this weapon causes a large explosion that demolishes all enemies in its path, however, it does have a 16-second cooldown which may put some players off using it, especially considering how fast-paced the combat is.
After unlocking the Attractor Nailgun players will be able to purchase the green variant of the gun from the store for 25,000p. Compared to other purchased guns on the list, this is by far one of the cheapest available.
While the Attractor Nailgun was fast, the Overheat Nailgun is even faster as its alternate fire mode allows the player to shoot even more nails in a quick burst. However, this can be very dangerous as it does mean the weapon uses up one of its heat sinks making the weapon take longer to recharge.
It is surprising to see that even though the Piercer Revolver is the first gun players will unlock during Ultrakill, it still somehow manages to be one of the best guns available in the entire game. Although it doesn't do as much damage as the other weapons or fires as fast as them either, the alternate fire mode for this revolver allows it to excel thoroughly.
The Piercer Revolver can be charged to fire a three-beam shot that can pierce through multiple enemies causing a lot of damage to countless foes in a room. This means players can line up shots to make the best combos and earn themselves a decent amount of style.
As the first shotgun players will unlock, the Core Eject Shotgun can be obtained after defeating the boss' Swordmachine's first phase during the level "Double Down." After getting their hands on this weapon many players will feel unstoppable, and it's true.
As the name Core Eject suggests, the shotgun can be used as it should to hit foes up close with a decent amount of damage. Players also have the choice to quickly remove the core from the shotgun and throw it at their opponent to use as a grenade.
Players tend to forget that their most useful weapon is their own bare hands, and this is no different for Ultrakill. Feedbacker is available to players from the very second the game is started, its damage is by far the worse only doing one hit a swing, but that isn't why this blue variant of the arm is so useful.
Parrying is a vital mechanic when attempting to survive against foes. Feedbacker allows the player to punch back at the enemy, sending whatever projectile they attempted to send the player's way straight back at them with increased damage.
Maximize destruction with the Electric Railcannon. As mentioned this gun can be unlocked during the level "Death At 20,000 Volts," and since then players will have a weapon that is sure to disintegrate all of their foes.
Similar to the tactics of the Piercer Revolver, the beam that is shot from the Electric Railcannon can pierce through all the enemies in its path. This once again makes this Railcannon a brilliant option for lining up enemies and shooting through all of them for brutal and swift kills.
Out of all the weapons available to players in Ultrakill, the Marksman Revolver is not only one of the most interesting weapons available but also one of the best that requires a decent amount of skill to use. This Revolver can be purchased from the store for 7,500p after unlocking the Piercer Revolver during the first level of the game.
It does a similar amount of damage to the blue variant, however, its alternate firing option allows the player to toss a coin into the air. If they are able to successfully shoot the coin while it is airborne, the coin will automatically hit an enemy in one of the weak spots, allowing the player to commit even more damage.
The first major boss fight of the game has a disappointing score. There is a nice rumbling ambient buildup leading up to it, but the music during the fight itself is a bombastic intro set on a roughly 30 second loop. It sounds cool the first time, but it gets old very fast.
The best quality of this track is the layering of synths that ease you into the digital lust realm of Layer 2. The first thirty seconds or so of the song meshes well with the gritty dystopian cityscape. After that though, the music becomes pretty forgettable, as you move on to something a little more intense.
This level adapts the melodies of Bridgeburner and gives them a stronger backbone. The music feels sleazy, as a realm of lust should be, but again, compared to most of the music in this game, it becomes fairly forgettable.
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