You know, I met so many people who just insulted or disliked the screw for being "useless out of the 3 railcannons" or who have said it is only for newer players who struggle with with the game and need to heal more easily but this video is everything I love about the screwcannon and more, I REALLY hope this video gives a new perspective to those who never tried to give the weapon a proper chance.
i mean i guess? but screw punch combos just dont click with me no matter how much i try so i would rather make it easier for me to nuke or railcoin as, all the things i could use the screw for can be done just about as well with another method
Whether it's the better option or not is up for debate@@Zyodl But what IS good about it is that on a repeat playthrough of the game, it's that thing you can try your hand at again. Who knows, maybe we'll fool around in P-3 with Screwdriver combos someday!
It’s a genuinely one free railcannon shot for everytime you parry it into another enemy. But you still need to be cautious of where you’re gonna parry it.
dude, the screwdriver is probably THE most underappreciated weapon in ultrakill. while it isnt the best, it's really good for sticky situations and other stuff. (probably the sharpshooter revolver too but im still experimenting with that weapon lol)
The sharpshooter is GREAT. It can also kill the malicious face in one hit (by shooting the first bullet in its burst attack, therefore reflecting the rest of the burst back into it), as well it can ultra coins like the blue railcannon or charged pistol
dude it’s kinda insane how consistently based you are. from chargeback god to parry master, it’s honestly no surprise you’re a screwdriver enjoyer as well lmao as a side note i love all the references made in this video!
You didn't talk about sharpshooter kill for malicious face. It gives more style than feedback when even a single enemy gets hit with the red explosion. And in my opinion is more badass.
Based opinion, drill has and always will be my favourite as its extra heal range and constant damage over time can really save you in some dangerous situations.
I can honestly see both sides of the screwdriver debate here; When you’re learning the game and getting used to your arsenal, the green rail cannon can be easily overused as a “crutch”, a set of training wheels that can hinder one’s improvement in the long run. However, once you reach a spot where you’re comfortable with your arsenal and playing mindfully, adding the screwdriver back into your repertoire can be massively rewarding.
Same for me. Do you also use it for sentries or groups of tankier enemies like Cerberi (such as at the start of P-2) or to quickly do half of the health of a mindflayer, or are those cases just me?
professional basement dweller here: assuming i didn't misunderstand anything, this brings up 2 big issues the main issue is that ultrakill resources are all time based, while using a driver on multiple enemies might not take away resources, it does take away time in which you could be using those resources. something like doing a nuke on a group or a railcoin on a tankier enemy, then cycling between saws, cannonball punches, and the like will likely deal more damage in less time than screwcycling, and by the time youve wasted your last resource your first one will have already recharged. its why most high level play like speedruning doesn't use it at all (except for panopticon in p2 runs due to its unique properties and resistances) second issue is its close range, this is only really and issue in super high waves of cybergrind where entire armies are assaulting the player, thus staying offstage with rocket riding is the recommended tactic, and so nukes once again overshadow their green sibling
Honestly, I’d like to say that both of these problems are solved through just playing the game as if punching the drill is another part of your combos, rather than the main source of damage. At its most “optimal” usage, solely focusing on punching the drill is a habit that players will grow out of, much like how whiplash + overpumping is spammed less once a player has more experience using the tech. Either way, this video’s main purpose is to merely introduce and showcase how much *fun* of a railcannon the Screwdriver is, whether the viewer watching has played ULTRAKILL or not; the clips I chose to use are specifically meant to showcase that enjoyment, so I understand why it may seem like I’m displaying the two issues you mentioned here. I’m happy to admit that I’m not the best player in the world or anything, but I certainly feel that the Screwdriver really assisted me in reaching wave 58 on the Violent difficulty, both from an “objective effectiveness” and “subjective enjoyment” standpoint. At the end of the day, so long as both non-ULTRAKILL players and hundreds-hours veterans alike can takeaway the fact that such a unique railcannon like the Screwdriver successfully manages to be very helpful whilst *also* being a joy to use, this video served its purpose!
@@EreNyn3 in that case it makes sense, while niche in optimal uses it does seem to be very fun, and this video has gotten me to try experimenting some stuff with it. hopefully hakita has more buffs planned for it tho lol
ooh, i’m gonna have to agree with eren’s points on this one. but also imo, i think the issues you mentioned are even more moot when considering ultrakill as a game you play to just have fun with casually (which is something like roughly 90% of the playerbase if you were to apply a bell-curve distribution here as an estimate) vs your unpaid part-time job (that smaller minority of hardcore ultrakillers). first and foremost, since eren did say that he’s targeting a more general audience… when looking at things from that perspective: he did a great job of making the screwdriver seem like a ton of fun to use, and i think that’s the most important thing that this video does successfully. i mean, just look at the overwhelming support for the screwdriver in the rest of the comments section!
@@sasudesuyo true, this is purely from an "adrenaline junky 5000 hours insane play" viewpoint, cant say it didn't save my ass a lot when starting out (gabe 1 you son of a bitch)
I'm glad more people are talking about the drill. It instantly became my favorite weapon, and still is. But I did not see too many people talking about it.
I saw the "deal remaining damage" in the patch notes and knew about the punching into different enemies, but seeing the wackamole shenanigans really opened my eyes to how COOL that change was! Screwdriver is GOATED now lol
Little most of the Ultrakill player know, the green railcannon is the best "Boss/annoying enemies Cheeser" whenever they're in the difficult situation and in dire need of more health.
15.25 damage is cool because it oneshot sentries, malicious faces, and virtues (radiant!). but get this: it twoshots cerberus, guttermen, guttertanks, swordsmachines, MINDFLAYERS, AND FERRYMEN
Yo I used to be in the 'Green rail is for beginners) team, but now that you mention the damage is done instantly, I gotta try this out in the Cybergrind!
dawg i literally re-equipted this weapon and now unequipt the other 2 railcannons bc im trying to learn how to use it, and its been fun asf oneshotting cerbs, maruices, and anything else it hits
Great video! Screwdriver are really really underappreciated, while it may looks unpractical in some way because you have a lot of other faster options other than the Screwdriver, it definitely looks fucking sick once you play around with it
unrelated fun fact: you can oneshot a maurice by punching its projectile back at it with good timing, with a similar effect to the mindflayer oneshot still doesn't compare to THE DRILL
One thing i gotta say about the screw after its buff, is that it can now one shot radiant virtues, which are easily one of the most threatening enemies that you can encounter in normal gameplay (which for now is just in high waves in the cybergrind) which has caused me to favor equipping it over the electric rail
while I still prefer shotgun swap + knuckleblaster for maurices, screwdriver is my go to for massive damage against mindflayers in cybergrind because of how hard it is to set up an instant kill against their orb attack while you're constantly moving. Also I can't stress enough how much it needed that damage dislodge boost, it makes the weapon really shine now and is actually a good alternative to the other railcannons. I just wish the hitbox it has after you launch it out was a little more generous when hitting enemies. Maybe make it have around the same hitbox as the whiplash but that generous of one.
Wow, this weapon concept seems pretty cool, however I do think that if it were implemented into the game, Sharpshooter would be better in almost all scenarios.
Every smaller enemy can be killed with either nukes or coins, guttermen, Gittertanks, swords machines and sysiphean insurrectionists can get massive damage or get instakilled with a full set of saws and magnets, a hideous mass can get killed with saws or get instakilled with a coin, a cannonball and a blue Railcannon, a Cerberus dies with a cannonball punch, a Mindflayer dies by reflecting her shots with a knuckleblaster and the malicious face dies with 2-3 shotgun swaps or the explosion of hitting his shots with the red piercer. The chance of an enemy being behind another enemy is as low as my IQ and I just can't find a good use for it if there are better ways. Nice video tho
I had no idea it would reset the timer every time it latches onto a new enemy so it went from training wheels for bosses to a way to chain big enemy kills together and get a lot of blood
Not to mention that this thing is just a life-saver for P-Ranking boss levels. Doesn't matter which boss, if your low on HP, stick this in them and you still deal good damage while getting your HP back and get time for more style points because it's damage over time instead of the immediate chunk.
Whilst it can be useful, it must be taken into account that it is still niche. If there are virtues in a cyber grind wave at all, then it becomes near impossible to parry and nuking/using the electric is indeed better. And for maurices, there is always the strat of sharpshooter instakill. But lets take into account the actual levels for a sec, and... yeah its great! When the level is designed to be navigatable its easy to parry from one enemy to another, especially in rooms like the final 6-1 room, the final 7-2 room, the final 7-4 room, the list goes on.
There is only one problem for someone that is a big of a tryhard as me, I wanna do this in CG but I have to turn blood off to get to higher waves and theres no visual way for me to confirm if its made it to an enemy or not because it moves so fast and the sound cuts off after a small distance. I just want an update to allow the drill to have its own setting to show blood even with blood off or have its own animation when blood is off. The screw isn't useless I just need visualsssssss
that is not V2's Voice💀 I remember V2's voice being Something from Microsoft because it's "a later model" than V1 who uses Software Automatic Voice, basically an IBM
Check out the lovely mod called ULTRATWEAKER. It adds a ton of QoL features to the game, from tuning the hitstop length to forcing the weapon panel onto your HUD (that’s how I keep the railcannon charge looking like that).