ULTRAKILL
Fluxxation Aug 24, 2022 @ 7:17pm
Let’s be honest..
Sawblade launcher needs a nerf.

I’d like to hear someone try and explain it being balanced. I can cheese virtually the whole game with it. The only balanced feature being the cooldown. It’s supposedly not good against aerial enemies, but who says magnets are a necessity, not to mention I can turn that drone into a blender and then punch it at another 3 drones, slaughtering all of them.
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Showing 1-15 of 23 comments
Hook Master Aug 24, 2022 @ 7:52pm 
Contrasting the nailgun, it sucks ass against malicious faces and any flying enemies
Sawblade really only feels super duper powerful in closed spaces (which is what it's supposed to do) since the blades bounce, more so for the green variant (which is so specific it's hardly ever used)
Sawblade is balanced by being more about piercing than direct damage, min maxing it's ability to cut through hordes while dealing pitiful direct damage, the exact opposite of the nailgun.
Turning an enemy into a walking blender is part of that, perhaps the only thing needing tuning is the ability for sawtraps to annihilate walking bosses like the ferryman, but most bosses are flying or too big anyway.
You can't make a slow firing alternative to a MINIGUN without making it do big damage
Last edited by Hook Master; Aug 24, 2022 @ 7:52pm
Ixacu Aug 24, 2022 @ 10:42pm 
Originally posted by StaticSpark:
Contrasting the nailgun, it sucks ass against malicious faces and any flying enemies
Sawblade really only feels super duper powerful in closed spaces (which is what it's supposed to do) since the blades bounce, more so for the green variant (which is so specific it's hardly ever used)
Sawblade is balanced by being more about piercing than direct damage, min maxing it's ability to cut through hordes while dealing pitiful direct damage, the exact opposite of the nailgun.
Turning an enemy into a walking blender is part of that, perhaps the only thing needing tuning is the ability for sawtraps to annihilate walking bosses like the ferryman, but most bosses are flying or too big anyway.
You can't make a slow firing alternative to a MINIGUN without making it do big damage
wait theres a green variant of the sawblade????
im actually being serious i did not know this
Teriven verien Aug 24, 2022 @ 11:12pm 
Originally posted by Mithrix:
Sawblade launcher needs a nerf.

I’d like to hear someone try and explain it being balanced. I can cheese virtually the whole game with it. The only balanced feature being the cooldown. It’s supposedly not good against aerial enemies, but who says magnets are a necessity, not to mention I can turn that drone into a blender and then punch it at another 3 drones, slaughtering all of them.

ok lets play a game of how many ways can i delete the weakest enemy in the game that are simpler than what you mentioned with the sawblade.

1. shoot it twice with the pistold
2. shoot it once with piercer (community calls it slab)
3. shoot a coin (double kill if you time it right)
4. point blank with a shotty (<---don't do this)
5. hit them with a core launch
6. punch a shotty bullet into a group
7, nuke them all by shooting the core
8. nuke them with the red varient of the railgun
9. ....just shoot them with the rocket launcher

all of these are better and easier than what you said and the ladder bunch can kill WAY more than 3
brennekefan Aug 25, 2022 @ 12:36am 
The Sawblade Launcher would be more balanced if the Saws caused self-damage, so you would need to be careful where you shoot them or place Sawtraps. As it is now, you can create a death trap, run right through it, and any rush-based enemy like Streetcleaners cannot do anything about it. (Of course the Nailtraps are safe too - which is another matter - but Sawtraps stick out more because they take more space and kill easier)

On the other hand, I would like the Projectile-Boosted Saws to turn explosive. Considering that they are bigger projectiles than the Shotgun pellets and that it takes more effort to boost them via Feedbacker punch, it would only more make sense for the Projectile-Boosted Saws to explode on impact as well.
Last edited by brennekefan; Aug 25, 2022 @ 12:40am
Royal Mummy Aug 25, 2022 @ 5:41am 
the sawblade sucks i might actually use it if the normal saws could one shot pepsimen but it's super weak and feels weak
kanyedrpepper Oct 30, 2022 @ 5:04pm 
the fact you gain like 3 levels up on the style meter i aggre
Last edited by kanyedrpepper; Oct 30, 2022 @ 5:05pm
salty red Oct 30, 2022 @ 7:09pm 
Eh, I can’t see my self not useing them, there dps is way better than the alternative, even against single enemy’s.
wordless_birds Oct 30, 2022 @ 8:16pm 
no the nail gun is only good for 1 target damage or other things but the saw blade is amazing for like room clearing better taps and more.So i think having the saw blade being good don't mean that it's need to be Nerf.
Herr Sten Oct 31, 2022 @ 12:40am 
Are you guys using saws WITHOUT magnets???
ALLRIOT Oct 31, 2022 @ 3:58am 
Originally posted by StaticSpark:
Contrasting the nailgun, it sucks ass against malicious faces and any flying enemies
Sawblade really only feels super duper powerful in closed spaces (which is what it's supposed to do) since the blades bounce, more so for the green variant (which is so specific it's hardly ever used)
Sawblade is balanced by being more about piercing than direct damage, min maxing it's ability to cut through hordes while dealing pitiful direct damage, the exact opposite of the nailgun.
Turning an enemy into a walking blender is part of that, perhaps the only thing needing tuning is the ability for sawtraps to annihilate walking bosses like the ferryman, but most bosses are flying or too big anyway.
You can't make a slow firing alternative to a MINIGUN without making it do big damage
um acshually malicious nutsack no fli
ALLRIOT Oct 31, 2022 @ 3:59am 
Originally posted by brennekefan:
The Sawblade Launcher would be more balanced if the Saws caused self-damage, so you would need to be careful where you shoot them or place Sawtraps. As it is now, you can create a death trap, run right through it, and any rush-based enemy like Streetcleaners cannot do anything about it. (Of course the Nailtraps are safe too - which is another matter - but Sawtraps stick out more because they take more space and kill easier)

On the other hand, I would like the Projectile-Boosted Saws to turn explosive. Considering that they are bigger projectiles than the Shotgun pellets and that it takes more effort to boost them via Feedbacker punch, it would only more make sense for the Projectile-Boosted Saws to explode on impact as well.
no
salmonhead Oct 31, 2022 @ 4:05pm 
Originally posted by brennekefan:
The Sawblade Launcher would be more balanced if the Saws caused self-damage, so you would need to be careful where you shoot them or place Sawtraps. As it is now, you can create a death trap, run right through it, and any rush-based enemy like Streetcleaners cannot do anything about it. (Of course the Nailtraps are safe too - which is another matter - but Sawtraps stick out more because they take more space and kill easier)

On the other hand, I would like the Projectile-Boosted Saws to turn explosive. Considering that they are bigger projectiles than the Shotgun pellets and that it takes more effort to boost them via Feedbacker punch, it would only more make sense for the Projectile-Boosted Saws to explode on impact as well.
That would probably kill all use for it. Taking damage for a weapon that you already cannot use much because of the limited ammo would cause everyone to abandon its upsides and go back to the nailgun
salmonhead Oct 31, 2022 @ 4:09pm 
Originally posted by StaticSpark:
Contrasting the nailgun, it sucks ass against malicious faces and any flying enemies
Sawblade really only feels super duper powerful in closed spaces (which is what it's supposed to do) since the blades bounce, more so for the green variant (which is so specific it's hardly ever used)
Sawblade is balanced by being more about piercing than direct damage, min maxing it's ability to cut through hordes while dealing pitiful direct damage, the exact opposite of the nailgun.
Turning an enemy into a walking blender is part of that, perhaps the only thing needing tuning is the ability for sawtraps to annihilate walking bosses like the ferryman, but most bosses are flying or too big anyway.
You can't make a slow firing alternative to a MINIGUN without making it do big damage
That's not that much of an issue since you can just shotgun swap to kill malicious faces and other flying enemies. Along with that, you can just have one nailgun variant be the sawblade launcher and the other be the normal nailgun.
Last edited by salmonhead; Oct 31, 2022 @ 4:09pm
brennekefan Nov 1, 2022 @ 2:26am 
Originally posted by absolute fool:
Originally posted by brennekefan:
The Sawblade Launcher would be more balanced if the Saws caused self-damage, so you would need to be careful where you shoot them or place Sawtraps. As it is now, you can create a death trap, run right through it, and any rush-based enemy like Streetcleaners cannot do anything about it. (Of course the Nailtraps are safe too - which is another matter - but Sawtraps stick out more because they take more space and kill easier)

On the other hand, I would like the Projectile-Boosted Saws to turn explosive. Considering that they are bigger projectiles than the Shotgun pellets and that it takes more effort to boost them via Feedbacker punch, it would only more make sense for the Projectile-Boosted Saws to explode on impact as well.
That would probably kill all use for it. Taking damage for a weapon that you already cannot use much because of the limited ammo would cause everyone to abandon its upsides and go back to the nailgun
No, it would still have plenty of use as long as you would maintain basic safety measures. All the self-damaging Saws would change is that you would need to be mindful where to fire the Saws - they are not that unpredictable and avoiding them is easy already (just do not run into your own Sawtraps, or simply not fire the non-magneted Saws at the same floor as you are). As it is, the Sawtraps are appallingly easy to abuse when compared to Nailtraps, while other crowd control measures like Core Eject or Overpump retain the self-harm risk.
Last edited by brennekefan; Nov 1, 2022 @ 2:28am
ALLRIOT Nov 1, 2022 @ 4:08am 
Originally posted by brennekefan:
Originally posted by absolute fool:
That would probably kill all use for it. Taking damage for a weapon that you already cannot use much because of the limited ammo would cause everyone to abandon its upsides and go back to the nailgun
No, it would still have plenty of use as long as you would maintain basic safety measures. All the self-damaging Saws would change is that you would need to be mindful where to fire the Saws - they are not that unpredictable and avoiding them is easy already (just do not run into your own Sawtraps, or simply not fire the non-magneted Saws at the same floor as you are). As it is, the Sawtraps are appallingly easy to abuse when compared to Nailtraps, while other crowd control measures like Core Eject or Overpump retain the self-harm risk.
bro but you dont spam 10 core ejects out at the same time.
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Date Posted: Aug 24, 2022 @ 7:17pm
Posts: 23