![]() Alien Geometries: The layers of Hell are weird, which becomes more obvious at the end of Act I onwards.With how fast-paced Ultrakill's combat is, this relegates its role to dealing a one-time hefty blow to certain enemies or as a panic button. Alpha Strike: The Railcannon does significant damage, but it's limited by a 16 second reload. ![]() Aggressive Play Incentive: A healing mechanic rewards the player for being close to enemies when they get killed or damaged.Combine this with slam storage and you can skip entire levels in seconds, such as 2-1. You can even use the Malicious Railcannon instead of the revolver to create the largest, most powerful explosion possible in the game and go further still, which has been dubbed an ULTRABOOST by the community. All you need to do is eject the core behind you and then shoot it with the revolver being sniped will increase the power of the explosion making it blow you even further away, and it means you don't need a surface to get an explosive boost. One trick commonly used in speedruns involves the core eject shotgun's Secondary Fire.If you jump again as soon as you land, V1 will leap ridiculously high, which is useful to skip massive parts of levels with open roofs but if you slide and then jump, you can transfer that vertical velocity forward and blitz through entire sections. It's an Ascended Glitch that involves cancelling a ground slam with a wall jump, which lets you 'store' the velocity of the slam until you land. If that's still not enough speed, there's also slam storage.Instead of a dash, you can instead shoot your rocket launcher at your feet to get a boost forward, or use any other explosion. You can then carry that momentum into a slide and jump to start slidehopping around the level. ![]()
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