ULTRAKILL
Jazzwozza Feb 14, 2021 @ 12:36pm
Questions about the weapons
SPOILERS FOR THE UNLOCKABLE WEAPONS/UPGRADES

Just beat 3-2 and I have to say, this game is an absolute gem.

Whoever coined it "DOOM Eternal on a budget" is doing ULTRAKILL a huge disservice. It is so distinct from DOOM and has so many unique mechanics and quirks that really seperate it. They are in my opinion, far more creative than the things you see in Eternal (projectile reflecting and coin tossing alone is more interesting than 90% of the upgrades you can get in eternal). Props to Hakita, I'm so excited to see what's next.

That being said, do some people feel like some of the weapons become obsolete, or work weirdly? I'm still relatively new to the game, so if I'm misusing them let me know.

- Does the coin upgrade (such a neat idea btw) stack damage when you throw multiple out? I've tried it on some bosses and felt that throwing the coins one by one was more effective for dealing damage, and that throwing the coins consecutively is too slow to bother chaining them. If there was a damage boost for multiple ricochets, it didn't feel large enough.

- What are the main use cases of the shotgun? The core eject seems to be the only worthwhile move. I only ever used the pump charge for regaining some health from bosses, but even then it felt like the nailgun and the railcannon were leagues better for single target damage, and going in to heal doesn't happen very often for the quicker moving enemies/bosses. After unlocking all the weapons, I can probably count the amount of times I used the standard primary shotgun fire on one hand, I'm not really sure what to use it for. Maybe a slug shotgun variant will come out later?

- Love the nailgun, awesome gun. The plant attractor magnet -> overheat combo feels so good.

- With the railcannon, what's the main reason for the Malicious (red/explosive) version? The eject core with the shotgun seems way more efficient for groups as enemies don't usually have enough health to warrant using the cannon. If miniboss enemies are close enough, it feels like the electric version and explosive version do the same thing, but the electric one is more consistent to fire. Also, does the Screwdriver version deal ridiculously more damage to bosses? Or am I just wrong.

The arms are great, I love how useful each one is and how quick it is to swap between them. Makes them a joy to use in combat.

Let me know your thoughts and if I've been using all of these weapons wrong. I'm going to need to get better when the new difficulties roll around!
< >
Showing 1-10 of 10 comments
Fedora01 Feb 14, 2021 @ 1:07pm 
-I believe so, someone else can probably expand further on this.

-You can swap between the shotgun variants quickly for massive damage output, you can also parry the shotgun pellets for an explosion.

-If used right you can use Magnet + Overload + shotgun swapping to delete certain bosses and enemies.

-Malicious is the "♥♥♥♥ everything in that general area" weapon, massive damage in a larger area than Core Eject or shotgun parries. It's the same attack as what the Malicious Face uses.
Jazzwozza Feb 14, 2021 @ 1:36pm 
Originally posted by Fedora01:
-I believe so, someone else can probably expand further on this.

-You can swap between the shotgun variants quickly for massive damage output, you can also parry the shotgun pellets for an explosion.

-If used right you can use Magnet + Overload + shotgun swapping to delete certain bosses and enemies.

-Malicious is the "♥♥♥♥ everything in that general area" weapon, massive damage in a larger area than Core Eject or shotgun parries. It's the same attack as what the Malicious Face uses.

Thank you! Sounds to me like I should try out shotgun swapping and parrying.
Real Human Bean Feb 14, 2021 @ 9:04pm 
Originally posted by Jazzwozza:
- What are the main use cases of the shotgun? The core eject seems to be the only worthwhile move. I only ever used the pump charge for regaining some health from bosses, but even then it felt like the nailgun and the railcannon were leagues better for single target damage, and going in to heal doesn't happen very often for the quicker moving enemies/bosses. After unlocking all the weapons, I can probably count the amount of times I used the standard primary shotgun fire on one hand, I'm not really sure what to use it for. Maybe a slug shotgun variant will come out later?
Pump shot can ♥♥♥♥♥♥♥ obliterate tanky enemies in an instant. For example the weird head guys can be taken out in a few seconds if you pump 3 times, jump right into their face, and blast them x3 times. I've also found it to be very effective on Streetcleaners. Also, racking it 4 times makes for a great room clear/♥♥♥♥♥♥♥ MASSIVE damage one enemies (Good example being 3-1, use it on both the Cerberus guards, run up and use your preferred weapon to get your health back. Also, if for whatever reason (Like falling off map in Cybergrind) Core eject makes a great way to get back onto the ground. Also, pump shot is just satisfying as ♥♥♥♥ to use.
Real Human Bean Feb 14, 2021 @ 9:09pm 
Originally posted by Jazzwozza:
Also, does the Screwdriver version deal ridiculously more damage to bosses? Or am I just wrong.
I think Screwdriver is better for dealing damage to a single enemy, but if i'm correct, zappy mode is best for that. Screwdriver can be best utilized against a single enemy to get a lot of health back and deal a lot of damage up close to an enemy. Like in the Gabriel fight, if hes pressuring you too much, use the Screwdriver on him, run up to him, get shotgun and blast him the ♥♥♥♥ away (don't do the shotgun part if he has the virgil circle swords around him)
Real Human Bean Feb 14, 2021 @ 9:11pm 
Originally posted by Jazzwozza:
- Does the coin upgrade (such a neat idea btw) stack damage when you throw multiple out? I've tried it on some bosses and felt that throwing the coins one by one was more effective for dealing damage, and that throwing the coins consecutively is too slow to bother chaining them. If there was a damage boost for multiple ricochets, it didn't feel large enough.
If I'm correct, yes, but I'm not so sure its large. I remember seeing a video where a guy used the spawning arm to spawn duel wield power up's (before they got patched out, as they were meant for the next Act update) to spawn a bunch of the power ups to and coin tossed like 100 times and shot it to insta-kill Gaberial

TL;DR, I'm pretty sure, but it's probably not that large a difference.
Pool-Pooper Pete Feb 17, 2021 @ 9:05am 
The Malicious Railcannon mode is good not so much for the damage it does, but because of the really large radius. Because it's so strong and so large, you can use it to clear out the room of weaker enemies, allowing you to more easily focus on larger enemies, kind of like the BFG in Doom Eternal. This is especially true in the Cyber Grind, where enemies really start to pile onto you later on, and you're stuck in a very limited space. Also yeah, the screwdriver does a lot more damage to bosses than the electric shot.
Venc Ganence Feb 18, 2021 @ 2:35pm 
"DOOM Eternal on a Budget" is from Game Spot or IGN, one of the two.


- There is a damage boost per coin, as well as style multiplier. It's hard to set up consecutive ricochets, so I often go with one coin as well.


- You... missed almost everything the shotgun can do. Rocket jumping, room deleting, hotswapping, projectile boosting.

You can parry your own pellets. As they leave the barrel. It does what parrying always does: makes them explode on contact. Core Eject does the same damage in the same radius, but with charge up time, projectile, and arc.

Over pumping Pump Charge creates an even bigger explosion for even bigger damage, to the point it deletes trash packs. And you can use it without taking self damage, if you recall another mechanic you have...

Swapping after firing skips the pumping animation, increasing your fire rate and therefore DPS. It's a more stylish alternative to the nailgun.

Core Eject and Pump Charge self damage cause knockback. Like, a lot. Rocket jump.


- The nailgun's powerful, but it doesn't flow well with the rest of the kit. Yeah, you can shoot out the attractor rods with hitscan attacks; yeah, you can electrify perforated enemies with the railcannon, but that's it for combos. The spool up time makes it unusable for hot swap play, so you have to commit to it. That reason alone is why many skilled players seldom use the nailgun.


- By themselves, the Screwdriver deals the most damage, then Electric, then Malicious. Comboed with other guns, Electric deals more damage than Screwdriver and Malicious has explosions. Malicious is pretty much the same as an over pump but at range. It's safer and easier to use, and as a result comes with a cooldown. Screwdriver still has it's use in healing: it causes the target to sprinkle blood at an increased radius, so you get both constant and easier healing. Both Electric and Malicious are hitscan; the coin ricochets hitscan attacks.
Blattdorf Feb 18, 2021 @ 2:54pm 
If you throw a coin above yourself and then another behind an enemy, you could time the ricochet so the projectile travels multiple times through an enemy.

An option to throw all the coins at once would be neat.
IG-0401 Mar 7, 2021 @ 12:57pm 
Doom eternal and Ultrakill have different budgets, but they are equal in fun.
Durendal.exe Mar 9, 2021 @ 1:08pm 
re; coins
Every time a raytrace hits a coin, it adds one basic pistol shot worth of damage to the chain. So yes, hitting them one at a time does more damage. (1+1x4 vs 1+4) that said, after they're in the air long enough, the coins will split when struck, so it's possible with enough height to setup a single shot to hit 5 targets, but I'm not clear how the damage adding stacks onto the split coins in the sequence. Only the basic pistol will cause splits, but any raytrace will bounce and get the bonus damage.

I think the other weapons have largely been covered by other posters. I'll add my two cents about the malicious railgun, in that its use-case is pinpoint crowd control on short notice. It goes where you point it in a split-second, without having to get a core grenade, or yourself, to the detonation point, and sometimes quick-reaction is more important than conserving the railgun shot.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Feb 14, 2021 @ 12:36pm
Posts: 10