It's kinda funny how the new weapons were at first generally viewed as niche and/or useless when the update first came out, when in actuality they are absolutely busted.
Still waiting for someone to share an actual good use for the firestarter. I wouldn't be too surprised if there is one but i did take some time to test new stuff in the sandbox and it doesn't seem to do much.
Ngl I actually find it pretty difficult trying to keep it on more mobile opponents or opponents that throw you around (i.e. Ceberi, Guttertanks, Insurrectionists and Mindflayers, etc) Hakita probably considered that sort of risk/reward when designing the distance limit when dealing with heavier/more threatening enemies with it
2:34 While the damage might be in need of a nerf, this isn't actually a bug! From what I'm able to tell, it goes like this: Any form of electric charge causes the magnets to gather and release the charge, zapping everything around it. This includes other magnets. Since this bonus zap doesn't destroy the magnets, the electric burst does a chain of zaps, with each one refreshing the other magnets. Basically, it goes in a circle forever. This also doesn't have to be done with that specific setup either. My go-to for clearing the first four cerbs in P-2 is to hit them all with nails so they conduct, throwing down 3 magnets all in the center of the room, and then zapping one cerb with the blue railcanon. The feedback loop of zaps still occurs, despite the magnets all being in one spot.
The reason the discharge happens faster with the sawblade variant is because enemy’s with the wire that are hit with daw blades decrease the charge ing time. This is better for a quick burst on higher health enemy’s like the p-2 weezer room since you can’t discharge quickly with a fotter enemy.
You can set up a sawcon with magnets and then hit an enemy with the jumpstart, when they get in the saw circle, or if you set it up in their spawn location, all the saws will make the jumpstart blow pretty much immediately.
For the dual Insurrectionist fight, you can also set up an oil puddle and light it beforehand, dealing even MORE damage and activating their fire weakness.
The saw blade has some uses too! If you shoot what you’re attached to, it creates a shock on each hit. It also reduces the time it takes for the shock to go off. You almost found my silly (somewhat broken) tech I found a couple days ago. Calling it the superconductor. I posted a video demonstrating it, and I’m going to post the full breakdown soon. (Not that anyone will ever see it)
Wonder if Hakita will add a pre-patch mode or someone makes a pre patch mod combining all the OP editions of the variants (Freezeframe Ultra nuke, sharpshooter prison one shot, this jumpstart)
I love that the nail gun is actually better then the sawblade since we already use sawblade for the first 2 variants and I really didn’t want it to be the same this time as well
I was playing Ultrakill again, stats wiped and everything. I used the Jumpstart nail gun at the 0-5 fight. Fastest ULTRAKILL rank I've ever gotten. I swear, it *jumpstarted* my rank from D to ULTRAKILL. 8800 style points total, I remember.
a thing about the sawblade launcher: if a saw hits an an enemy with a cable attached, the charge time is reduced. This can lead to crazy fast discharges against single targets.
@@kingcalibur413 YES IT DOES! And its completely broken, both amazing crowd control with nails and good single target dmg with saws and you can use them both at the same time by just having the red variant regular and the blue saws
something you forgot, when an enemy is attached to the wire, a smaller burst of damage will be sent to them each time a saw hits them. pretty sure, each small burst can also cause conductor, but I'm not sure
Note about the alternate jumpstart: You do not have to use specifically the Alternate Jumpstart for the sawblades to work, any alternate nailgun's saws will reduce the charge time. However, unlike nails, saws do not cause more damage.
You may have forgotten about the fact that sawblades significantly reduce the charge up time when they hit an enemy with the wire in it. Making it better for single targets.
I like to keep the setup of blue saws, red saws and green nails in that order, you can absolutely shred as you first ahoot out the nails, then attach the outlet and then spam the overheat, also you can kill a full health maurice with a single overheat
If you kill something that's in water with jumpstart, everything in the water gets damaged, that also goes for the electric Railcannon. If you go to 5-1 and kill the Virtue with Jumpstart in the first room, everything in the first room gets killed, however, you take 50 hard damage
You can combo Sawblade with Nailgun Kickstart Essentially, you can start zapping, shoot a heap of nails in and then swap to sawblades to rapidly zap them quicker if you need them zapped faster. You could also probably combine this with magnets too for maximum crowd killing speed
Bro this is probably the new fastest way to kill V2. I did a setup using the green nail gun and the blue and red sawblade and I instantly killed him as soon as he spawned
Even better, if you attach nails to 3 enemies and then hit the railcannon, you can get a conductor loop that keeps going until one of the nailed enemies is dead, which will also fry any other enemy with less hp
I was always hesitant to use the Jumpstart because I'm usually very defensively mobile in my playstyle, but using it on weaker enemies seems like a solid strategy
Thing to note, jumpstart seemingly creates extra arcs of electricity when attached enemy is hit by saeblades, and that makes hideo kojimbos kills so much faster in my experience
I actually found a tech that can oneshot an infinite amount of enemies: you attach as many magnets as you want (you can test in sandbox with unlimited ammo) shoot the jumpstart's cable, and shoot the electric railcannon at the same time the electricity releases. It's too OP
Oh i'm stupid its not the same with only 3 magnets that you get without the infinite ammo cheat, I thought it was so powerful with just 3 magnets. But still, the more magnets you add, the more damage it is.
In Brutal it feels like blue/green sawblade + red nailgun is the most versatile given that the regular/overheat nailgun is outclassed by other techniques when it comes to quick single target killing
what i've been doing is use red nailgun to attach and then put a few nails in the enemy then swap to blue sawblade launcher to bring down the timer and maybe put down a magnet.
It seems like the nailgun provides extreme, heavy-duty clearing of fodder enemies and superheavy enemies, while the sawblade is used moreso for burst damage in combos since it takes around 1.5 seconds to deal its damage, which is kind of nuts
Really find my know what to do with this variant but playing brutal P-2 opened my freaking eyes opening the final room before Sisyphus with magnets on swordsmachine, railcannon, and additional rockets for more conduction and then unfreezing the rockets made for a hell of a combo and now I need more
As I expected the Jumpstart Saw is not as powerful as Jumpstart Nail And yet I still used it frequently _and even allowed to avoid near-death experiences_ in my Brutal run with the worse of the weapons
You forgot to add that the Railcannon instantly fills up the charge if you hit the enemy with the cord attatched, regardless og you killing it, making it so you dont have to wait the 5s for it to fill up
Really hope it doesnt get nerfed, it's super fun to use :( but yeah it's probably too overpowered lol i can always just absolutely decimate cybergrind by shooting down a maurice or virtue with it
Yes, i see. It's strange that he hasn't changed the number of enemies that come under the influence of discharge, cause it kills entire arena, as it's shown in my intro
i think sawblade launcher is the same time that it takes to discharge, but each saw decreases discharge time by 1 second if it hits. just firing it does nothing.
i think sawblade launcher deals extra damage with saws to the enemy you attached to with jumpstart which should be tested more but it has greater damage against single enemy if used correctly while nailgun nails don't deal as much damage afailk
Of course, you forgot to mention that it has a limited range, and getting too far snaps the cord. Even though it may be obvious to most and probably hard to do accidentally, minus shockwaves being shockwaves, well.
Does the alt jumpstart still conduct with nails from other variants? I feel like that synergy would be diabolical for if you usually hook stronger enemies bc of the shorter charge time combined with still having nail conductivity. Though even if it doesn’t, magnets are def still great
I've been able to get some insane damage using the jumpstart and I don't know how. I have a few replays demonstrating it if you would like me to show you