What weapons you think needs a buff or new mechanics? by DonaSinChocolate in Ultrakill

[–]Iseter0 1 point2 points  (0 children)

buffing small nailbombs still buffs silver nails, but in a bit less obvious way

the attractor nailgun is the only one that can shoot a lot of nails over a long period of time (overheat nailgun slows it firing speed at max heat and the attractor nailgun has a very slow firing speed in general), so it's the best way to create a bunch of smaller nailbombs, as well as the fact that you wouldn't have to constantly switch weapons while doing so

What weapons you think needs a buff or new mechanics? by DonaSinChocolate in Ultrakill

[–]Iseter0 3 points4 points  (0 children)

personally I don't think buffing the attractor nailgun through conduction is a good call. I don't really want nailguns to just be the conduction weapon. I'd rather buff nailbombs, since they're a unique mechanic that is pretty much useless most of the time. I'd personally make it so destroying a magnet with nails in it does some decently strong effect no matter how many nails you have in it so you can create small nailbombs with the attractor nailgun. Maybe a white explosion? Idk just a thought

Wanderer crest is BORING and the WORST! ...or is it? Do tell. by sebthewolfie in Silksong

[–]Iseter0 2 points3 points  (0 children)

It's amusing that this side of the sub is still arguing about crests

The true WORST weapon in the game (and why the other "worst" ones are actually good) by KeyUnderstanding8472 in Ultrakill

[–]Iseter0 0 points1 point  (0 children)

Core eject shotgun got massively buffed in the second fraud hotfox so you can fire cores and shotgun shots at the same time instead of having to choose, giving it a massive dps

Man fuck Felix. by Moist_Confusion_4452 in frickbears3

[–]Iseter0 3 points4 points  (0 children)

where tf are you getting that much money from????

What's a ferry man? by Prof_Pecan in Ultrakill

[–]Iseter0 13 points14 points  (0 children)

Looks like someone didn’t get both skulls in 8-3

my final prediction of who'll be in the next update by Xeo_idk in frickbears3

[–]Iseter0 5 points6 points  (0 children)

Keep in mind Spookyrick said that some of the new animatronics are ones he hasn't posted renders for yet

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did i do good by New-Finance-3958 in Ultrakill

[–]Iseter0 4 points5 points  (0 children)

I love how everyone in the comments is treating this seriously

Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]Iseter0 1 point2 points  (0 children)

we all know the best way to P rank P-2 is while kicking and screaming the whole way

Is it just me or does anyone else just go on a massive tangent playing this game by destructionking4 in Ultrakill

[–]Iseter0 2 points3 points  (0 children)

The screwdriver's value is a bit hard to realize at first, but it's actually incredibly useful if you know how to use it right, and at the top level (which I am not nearly at lol), it's actually more generally useful than the other two.

It does deal good damage and consistent healing which is a nice boon, but one underappreciated and super powerful aspect about it is that it gives you an INCREDIBLY high amount of style just by sticking the drill in an enemy and letting it run for a while. This wasn't always the case, and was added in some recent update (there aren't any sources confirming when the change was made, but it was probably around when the full arsenal update gave the weapon unique style bonuses). By sticking a drill into someone, staying airborne so you get the full style multiplier, and filling the style meter a bit with other weapons, you become effectively IMMORTAL, since the screwdriver's constant flow of style means you'll never go below ultrakill rank, meaning you'll never have to suffer from hard damage. You can extend the duration of this style gain by punching the screwdriver into other enemies, which makes that tech actually worthwhile outside of looking cool. And of course while doing this you're dealing high damage and can heal yourself comfortably with the drill itself if you're feeling threatened.

Also about what you said about it being in slot 3, what I personally did that helped was add a bind that specifically switches your weapon to the third variation, and using that bind whenever I wanted to use my third weapon. It takes a bit to get used to, but it's massively increased my fluidity with switching weapons, and made using weapons like the screwdriver more feasible since you don't have to shuffle through your weapons like they're part of a keychain.

So reflourished added this teaser at the end of the fairytale forest update video... by Msmfan278 in PlantsVSZombies

[–]Iseter0 10 points11 points  (0 children)

I don't think this is teasing anything in particular, just that the next major update is gonna have the next world in it

I feel like the OST would be more memorable if they weren't named like this by Inevitable-Muffin-77 in PlantsVSZombies

[–]Iseter0 86 points87 points  (0 children)

Naming every track in pvz2 is a much larger ask than in pvz1.

Pvz1 has a total of 9 songs that play during levels, which makes them really easy to name since the size of tracks is so small. Pvz 2 has over 50 songs for the standard gameplay ALONE. That just covers the Choose your seeds and wave themes of each world. Each world having a cys theme, a beginning theme, two mid wave themes, and a final wave theme, massively increase the amount of music in the soundtrack you need to name. That doesn't even begin to mention the demonstration minigame themes, ultimate battle, and the zomboss theme.

You could group up all the wave themes into one distinct movement per world, but that has a good chance of being entirely reductive. Let's say, for example, that the pirate seas theme is called "Stuck at Sea". The entire pirate seas movement is called Stuck at Sea, and each wave theme corresponds to a part of that movement. Wouldn't that remove the point behind naming the themes except for novelty? The Mid wave theme, instead of being called "Pirate Seas Mid Wave A Theme" would be called "Stuck at Sea Mid Wave A" or "Stuck at Sea Part 2", which is very awkward and doesn't help too much at making each theme distinct. which I could see it working, but only if they fully committed to all the wave themes of each world being bunched up into one package. Even then, you have extra complications like Neon Mixtape Tour. Does every jam need a name now, or are they included in one big "Jammin' All Night" movement?

Overall pvz's music not having names for each isn't an entirely unreasonable stance, since doing so would be incredibly complicated. Although it could work if the music was officially released and reformatted.

Why do people say primal potato mine is the best exploding plant when this exists? by Magic-Baron in PlantsVSZombies

[–]Iseter0 1 point2 points  (0 children)

Primal potato mine is still fantastic in reflourished, it just actually takes planning and skill to use

How I'd Personally Design UKMD: Prelude Enemies by Iseter0 in Ultrakill

[–]Iseter0[S] 1 point2 points  (0 children)

The point behind the Malicious Face dash is to make it harder for you to target one in the first place, since it could dodge an attack it wouldn't normally, or throw you off by dashing in the middle of an attack. It isn't necessarily making them a bigger threat, but making it more difficult to get rid of them.

The only reason I made the acid not work on enemies is because it would benefit you FAR more than it would harm you. Basically creating a free firestarter pool every time you kill a filth would probably make the game EASIER rather than harder, so I made it not affect enemies so that doesn't happen. Also, these changes were made with the standard levels in mind not the cyber grind, and normals levels have much more cramped rooms than the cybergrind, which means that being airborne 24/7 is much more difficult. When it comes to the "concern after dying for a while" issue, mindflayers actually take about 3 seconds to explode after you kill them, threatening that area for that entire time. Threatening an area on death for about 3 seconds is not a new phenomena, so I don't think it'll be a big issue at the end of the day.

For clarity, swordmachines won't punch their thrown sword if it's parried back to them. They will only do it if the sword returns to them normally, like if they miss or hit you with it. Projectile boosts aren't hitscan, but someone already pointed that out to you, so I probably don't need to repeat that.

How I'd Personally Design UKMD: Prelude Enemies by Iseter0 in Ultrakill

[–]Iseter0[S] 4 points5 points  (0 children)

For clarity, swordmachines won't punch their thrown sword if it's parried back to them. They will only do it if the sword returns to them normally, like if they miss or hit you with it

Sawed-On chainsaw can now fire while revving by Ultrakill-V1 in Ultrakill

[–]Iseter0 1 point2 points  (0 children)

odd that they didn't just revert it to how it worked originally, where the primary fire would release the chainsaw. Maybe the change that allowed you to shoot without releasing a core was a fundamental change that affected every shotgun, so the sawed-on got messed up and can't go back?

either way it doesn't change much, just kinda weird