Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It might be pretty rapid fire, but PBoost only yields so much explosive damage per shot.
There are faster tools.
Whip target + Rocket is more damage and area, direct shots frags light explosive resistant foes.
Core Nukes deal even greater damage, vaporise soldiers over their explosive resist, but the set up is a tad clunky to juggle till honed.
people are unironically saying that the rocket launcher, the best thing to ever happen to ultrakill, is redundant because of projectile boosting. it should get nerfed into the ground.
- you can't parry anything else while you're spending your melees on projectile boosts, whereas rockets allow free usage of melee;
- it is increasingly difficult to projectile boost while moving at extreme speeds, whereas you can fire a rocket at any speed;
- optimal projectile boost spam requires you to be pressing multiple buttons in sync which makes it proportionally harder to perform more complex movement, whereas rockets just need to be fired
proboost might have briefly stopped time for stiuational awareness, more damage output in terms of game-time, and also explode regardless of a direct hit, but it's deceptively simple in relation to optimal movement and now that we have more enemies that are resistant to getting instagibbed by it it's really not that overpowered outside of style gain.
Trust that green/red rockets will bring more to the table to differentiate rockets from proboost, which is important in a game already heavily defined by its tech; if nothing else, rockets will probably have swap spam of their own which will even out game-time DPS.
Projectile Boosting had been in the game for much longer than the Rocket Launcher, and Hakita would remove it long before that if he wanted to, but instead he decided that this parry bug should remain a feature.
Projectile Boosting is not even overpowered itself. It has a lesser base damage potential than the Rockets (to not mention the airshots), smaller area of effect, and its practical rate of fire is limited by the parry cooldown. Nerfing it anymore is not needed when the Rocket Launcher can deliver bigger amounts of damage easily.
Let me bring up a crazy idea, This is completely ridiculous, But here i go:
If people like thing, and thing not op, maybe leave thing in game
I know, Crazy idea, Would never work
-This doesn't make any sense, your speed has no influence on the projectiles fired by the shotgun
-Irrelevant, play long enough and this doesn't even become an issue. I myself find it easier to land proboosts while moving quickly because not only is the projectile faster, it doesn't require a direct hit.
"It's such a good thing that you are not the ones designing ultrakill or else it would suck"
-Hakita
- i mean yeah, maybe i should've specified projectile parries since shotgun parries overlapping with shotgun proboost is self explanatory
- It is because shotgun projectiles have a fixed speed that the window for proboost tightens at high speed, especially when moving toward or perpendicular to what you're aiming at. To see this for yourself, try doing a slam storage slide, a core nuke jump, or most comfortably, just go to the sandbox and noclip around with dash held down. It is still possible to proboost but the timing is much tighter and even random due to spread, so for consistency, your muscle memory has to be developed accordingly.
- It's something that sufficient skill can ignore but is still worth noting, especially because this game's playerbase ranges from pianists to struggling to clear a level at all. The rockets are slightly slower, but not meaningfully so against slow/large enemies like Schisms, Cerberus, Sisypheans, etc.
I agree that rockets were a pretty dry addition for players like us that already have copious experience, but the crux of the post you're criticizing was that rockets have greater ease of use and will be further defined by future variants. If it ends up being a weapon that can be swap-fired like shotguns can, the rift in their performance will close.
also remember that Act II is Act II of a three act game, that we only have the standard and easy difficulties, and that we are massively over-experienced for what the final game's skill curve will expect, especially with each level set up to foster experimentation and learning. In the perspective of the meta yeah rockets are nothing special outside of riding but try to take the perspective of someone running through the game and still figuring all this stuff out and rockets sure are comfy
plus free nukes off of whiplash on ground fodder, whoopee
but the blast radius needs to be reduced significantly