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It's deeply saddening for me, Ultrakill is one of the best FPS games I've ever played, and I see no reason why MP shouldn't be done. Is it hard to do? Sure is, but many other, even smaller and with smaller budget games have them. It shouldn't be impossible to do.
>hitstop
<disable it on MP
>muh no balance
<♥♥♥♥ it bro it'd be fun
Oh, and the day one nerfed whiplash. Like, was the problem this bad that you need to outright PUNISH players if they even accidentally grappled onto ANY enemy while not being good enough? Coulda kinda go without it and take another route, but oh well. As long as Hakita is pleased, I guess. And yes, I'm very much aware that there was a hotfix that added in an assist for the old whip.
as for my dislike, i'm not sure. if i had to pick something, i feel like the rocket launcher is just not meshing well with the other weapons. it feels more like "use this for mobility and to ♥♥♥♥ up soldiers" except shooting core eject works better for soldiers than it.
2) Mindflayers
3) There's a really weird bug that occasionally locks up my mouse and keyboard on starting a level to where I can't move or look beyond walking in a circle and staring straight up. I guess it wouldn't be so bad if I didn't have to restart my computer to fix it every time. ;c
Using minibosses for boss fights only is also a big waste of potential imo, as they probably have some of the best designed AI in the game. I'm glad that Swordsmachines made an appearance as a standard enemy in Heresy, and I hope we see them more along with Hideous Masses, Insurrectionists, and Ferrymen in Act 3. They're a ton of fun to fight in Cybergrind.
That's all I really have to criticize. The style meter used to be very flawed, but the most recent update improved it a lot with the weapon freshness and hard damage changes. And the enemies have gotten much better with Act 2, Sentries in particular are one of my new favorites.
2. fps issues at 4-2 and 5-2 (the whole map Is rendered)
3. The new sentry is just annoying nothing great, nothing terrible, its just meh
4. The wrath bosses are just the most boring, ferryman is just swordsmachine2 And the leviathan feels like i am playing cuphead, heresy Is just generic hell no. 243
5. Absurdly slow development
leviathan has the worst design in the game so far(doesn't mean its bad theres concept art for it and theres this piece of it in an angle and it does the design some justice) mf got a literal ASS FACE,
not enough water in the sandbox
(next up is a bunch of nitpicks and ♥♥♥♥),
why are there 2 dark rooms in sandbox?
the spawner arm should be activated when you enter the sandbox instead of pressing "p"
spawner arm looks kinda unfinished,
maybe add a "training dummy" of sorts? like it has customisable hp and hitbox?
Mindflayers are damage sponges. They would be enough of attention sinks already with a Cerberus-level health. Their beam attack not allowing any counter option is boring, whereas the Malicious Face beam has two.
Screwdriver is underpowered. The Drill Reset changed little. Ironically, the gun is also the hardest Railcannon to land a shot with, for the practically lowest damage potential. It would be nice if it eventually received the Nailgun rebalance treatment.
Most of all however, I think that parrying could be better implemented. There are no clearly defined rules for the parriable/unparriable attacks. With the earlier enemies, it felt more natural, Swordsmachine having all melee attacks parriable or Streetcleaner flamethrower being a special ranged attack that ignores parrying. However, the recent enemies such as the Ferryman seem to have most of their melee attacks unparriable only in order to avoid making parrying the optimal approach against them. That is despite the unparriable melee attacks in question not differing in any special way from the others, all being physicals of similar strength. That is made even more apparent by Leviathan, whose melee attacks cannot be parried , but Corpse Minos' punch could be. That and the Feedbacker "fatigue" mechanic (how does a combat robot have its arm become tired after three regular punches, by the way?) are apparently bandaids against making parrying overpowered. Lastly, the most worrying issue with parrying is the same attacks becoming unparriable on difficulty change, what for the moment is only true of Violent Minos Prime. I think this is not a good way to increase difficulty - to remove the player's ability to counter the very same attack with no real justification about it. Instead of that, I think that making the said attacks harder to parry in general (or just on the higher difficulties) by giving them smaller parry windows would achieve the same effect without making the balancing feel arbitrary (if most parries would be similarly difficult as deflecting Cerberus orbs, that could be enough to balance them out). And if the parries cannot be feasibly made more strict, lessening their rewards (damage and healing) would still be preferable to the current measures.
EDIT: Over a month later, I only just found that the Leviathan's lunge attack is parriable, despite featuring the blue flash "no go" signal. While the fact that the parry is available after all is good, the misinformation involving the presence of blue flash is of course an error in the boss design.
Then the experienced playerbase begins to get annoyed with the lack of challenge, but when it's balanced towards them the newer playerbase is alienated.
If it was going to take this long to release the final product, even just the main 3 acts regardless of prime sanctums or secret missions, it shouldn't have been put out so early
We're now 2 years deep into early access with maybe 1/2 of the game's content and no end in sight.
I'm not advocating crunch, but if the last update had entire music tracks being finished hours before release even when it's the first major content update in over a year? Something's up.
the game is not even finished anything might change and there will be 2 more weapon variants for the rocket launcher, the time freeze variant is situational and very good for movement stacking rockets in bosses is pretty nice also rockets are attractive to magnets which make the whole mod even better.
sandbox map is the exact copy of gm_construct from garry's mod changing it will ruin the whole existing of it.
just this game in particular
And Hakita has multiple people working on the game, it's is not just him in the slightest
There's more than just his name in the credits