ULTRAKILL
Frost May 6, 2022 @ 7:48pm
Red Revolver Variant Idea
TL;DR: Shoots spikes and an explosive dart, pairs well with magnets.

General idea is to deal the same damage as other revolvers, and interact with coins the same (hit scan). “Spikes” count as X number of nails (4?) in regards to magnetism and conductor interaction. Idea being you could actively use traps, place a saw ring in a strategic position so that you can pull multiple stationary enemies in with the revolver while on the move (schism, drone, stray) probably need a score incentive to warrant the time to do so (being hit scan and counting as multiple nails would make it faster and cleaner than using the nail gun directly at range).

Alternate fire would shoot a “blood-bore” (or any other name) projectile, let's say same speed, trajectory Etc, of the screwdriver. Would burrow into target and over its fuse time (2.5~ seconds?) deal damage to the enemy (would nearly kill a soldier) then explode, explosion radius and damage would be based on enemy max HP, topping out at a core snipe radius and damage (no burn, probably), fall off and damage could be rebalanced; MF, Cerberus and mindflayers would be maxed radius and damage (I leave the rate of health scaling to someone else). Big idea would be to magnetize a cerb/face, plink a few enemies (street cleaners, schisms, drones, soldiers) then fire the bore into the cerb/face or magnetize, bore, plink. Killing the lot that's been stapled on ( 1-3 red skull room, 3 street cleaners and a Cerberus for example).

Alternate: Alt fire unchanged, idea would be the same damage as other revolver primaries but, the “Spikes” would count as more nails (8?). Enemies that can't be pulled would be slowed while in the magnets radius and upon leaving the radius the “spike” would rip through the target straight to the magnet, piercing any enemies in the way dealing the same amount of damage as the primary shot to the target and any enemies it pierces (wouldn't break the magnet it gets pulled too, or, it could for balance).Idea would be that it COULD slow boss movements but not by much and obviously no for long (would only cause 1 attack from Pinos’ 4 hit from hitting properly, at expense of a magnet, no slow nor "rip" if target has magnet in them).

Lastly the new variant shall be called: The Impalher.

Lore wise the alt fire uses blood as the catalyst for the explosion, in terms of projectile design, it could resemble a large, gritty, industrialized syringe that makes a guttural suction noise intermixed with the enemies making grunts of pain before it explodes. Could even add a fun little effect,if the enemy shot doesn't have enough health to survive till the explosion, like down-scaling the limb. The alt wouldn't explode if the enemy dies before the fuse hits zero, it'd also break on contact with anything that isn't an enemy that bleeds (surfaces and sanded enemy's).

I don't expect this to even be considered but if it gives hakita even a little inspiration for a future weapon then I'm happy.
Last edited by Frost; May 6, 2022 @ 8:36pm
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Showing 1-4 of 4 comments
brennekefan May 9, 2022 @ 3:29am 
The blood-catalyst injector is something that I have thought about for a long time as a weapon concept. It would fit Ultrakill perfectly, considering how central blood is to the gameplay. I concluded that a blood-reactive Shotgun variant would be the most preferable implementation, because Ultrakill Shotguns are projectile weapons. The blood-exploding Revolver like the one you suggested is another viable idea, trading the advantage of multiple projectiles for a hitscan attack. I am going to post my own blood-themed gun concept in a separate thread.

As for those "macro" Nails or "spikes", I believe that a proper Red Nailgun would be a better slot for them. This way, these projectiles could shine more as a whole weapon is designed around them, and they could include more special traits, such as a significant knockback force. I posted a similar idea in this thread (back when the Alternate Nailgun has not existed yet): https://steamcommunity.com/app/1229490/discussions/0/3059616584914036940/
Last edited by brennekefan; May 9, 2022 @ 4:15am
Frost May 9, 2022 @ 8:41am 
Originally posted by brennekefan:
The blood-exploding Revolver like the one you suggested is another viable idea, trading the advantage of multiple projectiles for a hitscan attack.
I went the revolver route over nailgun or shotgun so that it would bypass magnetism from active magnets. As for the injector, it'd be at home on any of the mentioned weapons.

Having read your suggestion, I feel like the injector alt fire, and large nail mechanics you mentioned (knock back and carrying enemy's and so on) being on an alternate shotgun may work. Essential giving range and precision for single targets over fodder, while still retaining some crowd control ability. In addition to adding interplay with the nailguns. From what I hear the last nailgun will be added in the wrath update, and based of the fact that weapons in the same variant all have near identical primary fires, I don't think it will have a super different mechanic to its primary fire. But with the alternate nailgun out, shotguns are the last bet.

Edit: Read new discussion after responding mb
Last edited by Frost; May 9, 2022 @ 8:53am
The red varient is dual wield
brennekefan Jun 15, 2022 @ 7:00am 
Not anymore. That one was scrapped pre-release. The Red Revolver slot remains free as of pre-Wrath.
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Date Posted: May 6, 2022 @ 7:48pm
Posts: 4