5:10 90% of the time the ragdoll just flies off into the void after the guttertank dies. They fail as absolutely everything that defines an enemy in this game. Cybergrind would actually get harder if they were removed from it.
the players that cried about the guttertank being broken are the same ones that spend more time in the discord backseating people than playing the game
yeah i was able to file my taxes, apply for a home loan, setup a 401k, pay my bills, build a shelf, make dinner, spend some time farming in borderlands 2, clean my restroom, watch a couple lets plays, go to bed with a refreshing 8 hours of sleep, wake up, shower, make breakfast, get on my pc, and then parry him @@warmchoccy
Glud, I had a dream that there was a version of you called Red Glud. Much like an rpg enemy recolor, he was faster, stronger, and more intelligent, but he did not have your soul. Good video!
There’s also the fact that Guttertanks seem to ALWAYS try melee when you’re in range in my experience. After you parry a Gutterman’s melee after breaking it’s shield, it will try shooting at you for a bit even at point blank before trying melee again. The Guttertanks however will gladly put themselves in the same punching bag loop that they put casual players like me in pre nerf. I myself am a fan of the nerf overall but the parry window is still comically lenient. It’s like it turns the tables entirely from how it was before.
To all the players being little bitch babies about the guttertank nerf, just know the pre nerf guttertank will be in both brutal and ukmd, as stated by Hakita in the dev livestream, timestamp 5:18:40
@@KindaHekku we know brutal is being worked on right now, since on the ultrakill twitter they put out a tweet of filths that jump and those will be in brutal
Rise and shine, Mister Freeman. Rise and... shine. Not that I... wish to imply you have been sleeping on the job. No one is more deserving of a rest... and all the effort in the world would have gone to waste until... well, let's just say your hour has... come again. The right man in the wrong place can make all the difference in the world. So, wake up, Mister Freeman. Wake up and... smell the ashes...
I have to admit I felt adequetly challenged by act 2. Act 3 is kicking my ass, so it's nice to have at least have a decent grasp of what I'm up against
for an easier way to get the +ROUND TRIP style bonus, hold W instead of orienting the rocket. it will make you go through a round trip onto the guttertank's ass, hence + *ROUND* TRIP
Damn, never saw so many angry people throwing a hiss over this kind of stuff. Punch combos will return with Brutal dif., no need to worry over it. Except if you aren't ready for any other VERY HARD dif. category changes and just want Tank's punch combos back for other dif. categories I didn't know how interactive landmines are. I still think they are a bit out of place, but they are pretty cool
imo guttermen are higher on the priority list than guttertanks for me now, i am very afraid that if i leave that mf shooting for 20 seconds he'll be installing the aimbot and decimating me
Day 1 violence, i was really confused about why people found guttertanks so OP. After trying to P rank 7-2 i kind of found out why (although it's mostly because of my stupid wasd layout)
i keep saying Guttertanks are boring to fight against, and the more i learn about the nerfing(s) they suffered, the more i blame the ones who cried about GTs being too hard. Now i'm sad i didn't play Violence before they nerfed GTs.
Tbh they were always boring. Idk, they're just not engaging to fight in the same way that Minos Prime or Swordsmachine are. Mannequins are easily the best new enemy.
@@glompert7390 i prefer Guttermen personally, but Mannequins are great too. These are very entertaining to fight again. i can't say the same about Guttertanks. Ps. And again, they aren't entertaining 'cause they're hard, 'cause they aren't. Except for the first impression, once you get their mechanics, they became absurdly easy and boring.
honestly pre-nerf guttertanks weren't even that difficult to begin with it's just that it was best to let them put their mines and just use it as a free health pack and just dash towards them when they melee you but now they're a walking health pack that spawns more health packs
the main issue people had with these is their placement in relation to level checkpoints honestly its a new enemy, youre gonna die to it a few times till you figure it out, and its punch was powerful but easilly dodgeable with a shorter hit range than their swing, just repeatedly dying to it without knowing what was happening was making people quite angry honestly a shame about the nerf, as funny as it is, without it their not nearly as scary of an enemy and pose hardly any threat
before the guttertank got nerfed i really was like "ah yes a new enemy it's pretty nice fighting against him sad they aren't parriable but that's fine" and now they have an attack that has a parry window of 2 years