• She/They - Plural

Depressed bitch with a soda addiction-
mmmmmm can't get enough of the fizzy drinks

posts from @FakeVin tagged #ultrakill

also:

So, Violence dropped some time ago and these motherfuckers came with it, bitches were so bad that they had to be nerfed like 4 days in and still pose a VERY big threat. So its my duty to tell y'all how to deal with these assholes so well that they'll be seen as filth afterwards.

First off, HOW DO THEY WORK?

These bitchasses wield 25 health, don't like moving towards you, and have 3 attacks they can use, 2 at far range, and 1 at close range.
Their main attack is firing a rocket that tracks your predicted position and deals 35 damage, on top of that, if not hit by it, the guttertank will freeze it and explode it themselves, dealing the same amount of damage, these rockets CAN be affected by the freezeframe, more on that later.
They also can lay down a landmine instead which acts like the mines seen in 7-2, they are immune to the explosions UNLESS you parry the mine at them in which it'll deal damage AND grant you the "+ LANDYOURS" style bonus.
Their final attack is preformed at close range when V1 approaches them as you would everything else. This attack is them throwing a really fast punch that deals 35 damage, can't be parried, has deceptively far range, and will send you FLYING. This punch is also prepared whenever you whiplash at it. However, if you are able to dash away from the punch, thanks to the nerf they had, will trip and fall, dealing a small amount of damage to them and can be parried to deal even more damage from it.

So, how do you go about RENDING THEM APART?

First things first, the freezeframe rocket launcher is a VERY powerful tool against them, shutting down their rockets with its alt fire and allowing you to ride them, instakilling them and giving you the "+ ROUND TRIP" style bonus if you land on it, you can also shoot the rockets to grant red explosions in the case of other enemies present.
The attractor nailgun or sawblade launcher is also great for them, as the magnets are good at hindering their rockets if the freezeframe is out of commission and the primary fires are also good at dealing damage at a range regardless of them being nails or saws.
The guttertank's landmines are also good at dealing with them, as parrying one at them can deal some good damage and grant some additional style.
Baiting punches is also a good way to deal with them, as the trip can open up a window to deal your up close damage with a parry to add just that additional damage, the guttertank will also grant the "+ SLIPPED" style bonus if it dies to being tripped
Do NOT expect the guttertanks to kill themselves, as they are immune to all self damage {HOWEVER, if you magnet a guttertank, and freeze the rocket, they'll come back at them dealing a rocket's base damage as if V1 had fired it, thanks @Seele 👍}, however, the explosion based attacks they possess are good at offshooting the damage to other enemies
Don't rely on the whiplash to get in, as the guttertank will prep a punch just for you doing that, making dodging said punch WAY harder to dodge
Otherwise, use most of your long range damage options {Like coins or railcannon charges} to deal with them as their ranged attacks {mainly rockets} are quite easy to deal with once you learn how to dodge the rockets well, in the case of multiple guttertanks, consider the freezeframe's alt fire to give time to do your damage

Hopefully this helps somewhat with the guttertanks, since even after the nerfs, they are not easy to deal with, especially in the cybergrind, and worse, 7-2's final room. Any comments featuring additional tips or feedback will be wonderful as I can adapt them to this guide to really make it the ULTIMATE guide on them.

{Since there are multiple "gutter" type enemies, and you're struggling on the gutterMEN instead of/as well as the gutterTANKS how about you check this guide written up by @therealphun (It is REALLY helpful)}



FakeVin
@FakeVin

The Screwdriver, the green variant of the railcannon, a weapon contextualized as the hard hitting but cooldown having weapon in Ultrakill's small but diverse weapon cast, setting the standard pretty high for this alt in particular.

The Screwdriver itself fires a drill projectile when fully charged that deals 3 damage on impact and 7.25 more damage over the course of 7.5 seconds, dealing 10.25 damage overall, {the most single target damage a railcannon can get compared to Electric's 8 and Malicious' 8.25 max} in those 7.5 seconds that the drill sticks to an enemy {Killing an enemy before duration is up gives a one second grace period}, the blood healing radius increases allowing extra distance while getting the benefits of healing.

Alt fire like every other railcannon serves as a scope of sorts zooming in allowing for more precise shots, useless in a game like Ultrakill however this was intentional due to Hakita not wanting people to bother him about the absence of an alt fire despite the railcannon's design to only have a primary fire.

You can also punch the drill whenever it's in an enemy to add an additional 4 damage to the punched enemy and sending the drill flying in the direction punched with ZERO vertical dropoff, it can be moved from enemy to enemy which resets the drill timer allowing for the DOT and healing effects to last longer, an unique interaction this has is with Maruices, as their corpse still allows for drill punching despite any other enemy corpse not allowing this.

The drill won't produce a blood fountain on sanded or blessed enemies however they will stick on, still dealing damage to sanded enemies {not blessed ones though, blessed enemies are invincible} and still allow for drill punching helping increase lifespan.

The drill also has a few interactions with certain enemies, most notably against Mindflayers, shutting off their ability to teleport as long as the drill is on them. Other interactions include slowing down V2 and attracting the aesthetic lighting in both 5-2 and 5-4, allowing for bursts of 30 damage, albeit this is realistically only viable for Leviathan

With all the "what it does" out of the way, let's get to the main question-

WHY DOES IT SUCK AND WHY IS IT GOOD THE WAY IT IS?

For why it sucks, it's the DOT effect, in the 7.5{+} seconds that the drill is up there is a LOT more you can do with your time and most importantly, a railcannon charge. Railcoining with the Electric or core nuking with the Malicious are way more damaging uses of a charge, leaving the Screwdriver without anything to add immediate damage. The few uses it does have like the healing radius and Mindflayer teleport stunning can also be nullified by simply dealing damage, Mindflayers having an instakill tech with the Malicious & the lack of taking damage because everything dies so fast nullifies the Screwdriver's uses even more creating this weapon that has the cost of a railcannon charge, a valuable resource of the likes of coins, yet is still outclassed by so many other options.

However, I think it's good the way it is, it may be outclassed horribly yes, but typically it takes a high skill to get stuff like railcoining down in an environment like Ultrakill's. So a weapon where the main benefit is to be low-mid skill friendly is a really good addition to the weapon roster. The DOT allows for more focus on dodging things, the blood radius buff allows for healing from further distances not to mention it being active for 7.5 seconds makes it REALLY good for faster bosses where blood is hard to come by like Gabriel and the prime souls {although do mind parrying the close up attacks causes accidental drill punches} or attaching to a tanky enemy in a room that demands constant movement as a portable blood fountain. On top of that, the unique effects makes some of the toughest things easier to deal with, such as Mindflayers being unable to teleport or V2 becoming slower, allowing for more ease in besting them.

TL:DR, the Screwdriver is horrible in higher level play due to being outclassed, but is a beginner friendly weapon that helps newer players out a LOT. Which I believe to be why it's good the way it is.


FakeVin
@FakeVin

Well turns out Violence made this weapon better since a drill punch deals the remaining DoT damage plus the 4 you get normally for punching it {for a total of 14.25 damage at an INSTANT}, so for small single targets like Gabriel or Minos Prime, this has potential to outshine the Electric in that regard {although larger targets like Sisyphus Prime will still prefer railcoining for max damage, altho the Screwdriver is FAR easier to do in the heat of combat}

With this buff in mind, the Screwdriver has promoted itself from "purely support" to "support + VERY HIGH single target damage" with a few situational uses in higher levels in play. However, the Screwdriver at its core is still a very beginner friendly weapon built around its support features, it just now has a less support orientated use for people who still want to use this thing as a damaging weapon without dealing with the DoT



The Screwdriver, the green variant of the railcannon, a weapon contextualized as the hard hitting but cooldown having weapon in Ultrakill's small but diverse weapon cast, setting the standard pretty high for this alt in particular.

The Screwdriver itself fires a drill projectile when fully charged that deals 3 damage on impact and 7.25 more damage over the course of 7.5 seconds, dealing 10.25 damage overall, {the most single target damage a railcannon can get compared to Electric's 8 and Malicious' 8.25 max} in those 7.5 seconds that the drill sticks to an enemy {Killing an enemy before duration is up gives a one second grace period}, the blood healing radius increases allowing extra distance while getting the benefits of healing.

Alt fire like every other railcannon serves as a scope of sorts zooming in allowing for more precise shots, useless in a game like Ultrakill however this was intentional due to Hakita not wanting people to bother him about the absence of an alt fire despite the railcannon's design to only have a primary fire.

You can also punch the drill whenever it's in an enemy to add an additional 4 damage to the punched enemy and sending the drill flying in the direction punched with ZERO vertical dropoff, it can be moved from enemy to enemy which resets the drill timer allowing for the DOT and healing effects to last longer, an unique interaction this has is with Maruices, as their corpse still allows for drill punching despite any other enemy corpse not allowing this.

The drill won't produce a blood fountain on sanded or blessed enemies however they will stick on, still dealing damage to sanded enemies {not blessed ones though, blessed enemies are invincible} and still allow for drill punching helping increase lifespan.

The drill also has a few interactions with certain enemies, most notably against Mindflayers, shutting off their ability to teleport as long as the drill is on them. Other interactions include slowing down V2 and attracting the aesthetic lighting in both 5-2 and 5-4, allowing for bursts of 30 damage, albeit this is realistically only viable for Leviathan

With all the "what it does" out of the way, let's get to the main question-

WHY DOES IT SUCK AND WHY IS IT GOOD THE WAY IT IS?

For why it sucks, it's the DOT effect, in the 7.5{+} seconds that the drill is up there is a LOT more you can do with your time and most importantly, a railcannon charge. Railcoining with the Electric or core nuking with the Malicious are way more damaging uses of a charge, leaving the Screwdriver without anything to add immediate damage. The few uses it does have like the healing radius and Mindflayer teleport stunning can also be nullified by simply dealing damage, Mindflayers having an instakill tech with the Malicious & the lack of taking damage because everything dies so fast nullifies the Screwdriver's uses even more creating this weapon that has the cost of a railcannon charge, a valuable resource of the likes of coins, yet is still outclassed by so many other options.

However, I think it's good the way it is, it may be outclassed horribly yes, but typically it takes a high skill to get stuff like railcoining down in an environment like Ultrakill's. So a weapon where the main benefit is to be low-mid skill friendly is a really good addition to the weapon roster. The DOT allows for more focus on dodging things, the blood radius buff allows for healing from further distances not to mention it being active for 7.5 seconds makes it REALLY good for faster bosses where blood is hard to come by like Gabriel and the prime souls {although do mind parrying the close up attacks causes accidental drill punches} or attaching to a tanky enemy in a room that demands constant movement as a portable blood fountain. On top of that, the unique effects makes some of the toughest things easier to deal with, such as Mindflayers being unable to teleport or V2 becoming slower, allowing for more ease in besting them.

TL:DR, the Screwdriver is horrible in higher level play due to being outclassed, but is a beginner friendly weapon that helps newer players out a LOT. Which I believe to be why it's good the way it is.