• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

P&A Update(& maybe other stuffs) - Full Arsenal V1

So uh, full arsenal update dropped for ULTRAKILL about a few weeks ago already that added the remaining missing weapons(and the last alt weapon), and I kinda noticed V1's profile hasn't been updated in regards to that yet(and also apparently the Sawblade launcher isn't there on the profile either dahell). Also this thread is for if any of the new weapons grant any new Powers & Abilities(hopefully I didn't waste my time writing all this)

Now, the new weapons are as follows

Sawed-on Shotgun - Shotgun but with a chainsaw, can be launched for some ranged damage along with either being able to be punched by the feedbacker(or Jackhammer) to keep it out. The chainsaw also be detached from the shotgun with the Knuckleblaster while launched to fly around like a sawblade.
Jumpstart Nailgun - Nailgun with the ability to attach a power cable onto enemies and load them with electricity. Its firerate also increases when a power cable is attached, along with the fact that once it reaches max charge it electrocutes the enemy(and it also chains over to others nearby with a slight delay) with damage based on how many nails are in the enemy with the cable. The conductor electricity can also be extended with the Attractor variant's magnets & for some reason it can bounce off coins. tl;dr copper wire wrapped rock
Firestarter Rocket Launcher - Rocket Launcher but with freedom, or in other words you can now spray the floor & enemies with gasoline. It also is able to be slid on for better movement, and is able to cause the rocket launcher rockets to explode without hitting an enemy(this also sets the gasoline ablaze). It also can set enemies on fire that normally can't be.

Jackhammer - The Alt Shotgun weapon. Instead of firing heat pellets everywhere it serves as a pseudo melee weapon. Its damage instead is dependent on how fast V1 is moving, it will also launch V1 away from whatever hit it depending on the power of the hit(it also can parry melee attacks like the normal shotgun, and break idols despite not being a melee). As for the variants, the Core Eject Jackhammer now fires its core instantly(and shares V1's velocity), the Pump Charge Jackhammer instead increases the pressure within the Jackhammer, the first 2 charges mimicking that of the Knuckleblaster shockwave, and the overpump instead creating a red damage that apparently self damages V1 for less than a normal overpump. The Sawed-on Jackhammer doesn't differentiate much other than the fact the chainsaw launch is slightly delayed.
Another detail is that the Jackhammer when it hits a core or rocket, it turns it into a hitscan explosion instead.

Also some extra details(things to probably add to V1's weaknesses section) - Electric railcannon now actually damages V1 if the beam is shot at water V1 is standing in(also applies to Jumpstart Discharge I think), & upon landing a red hit with the Jackhammer, all equipped jackhammers go on cooldown for 7 seconds.
 
Last edited:
Should the jackhammer get a "higher with the jackhammer" in the profile? Thing is explicitly a melee upgrade compared to feedbacker and knuckleblaster
 
Also I should probably now mention about how to handle determining V1โ€™s loadout for VS threads in terms of the alternate weapons(V1 canโ€™t have the normal & alt weapon at the same time)
 
It's not really a punch, and none of the other weapons get noted as being way higher in damage output (because then it'd just be... literally everything besides the feedbacker)
possible AP output it could have(though it probably wouldnโ€™t be possible)
You'd need a feat for this.
and also I should ask about any new Powers & Abilities the new weapons would offer
The Red Rocket Launcher would have Organic Manipulation (Weird name in this sense, but that does cover oil since that's a heavily processed dinosaur at the end of the day), otherwise everything else is already covered
 
One could list as a note that Alternate and normal weapons are mutually exclusive
 
It's not really a punch, and none of the other weapons get noted as being way higher in damage output (because then it'd just be... literally everything besides the feedbacker)
Its still a melee attack that V1 can tank the recoil/reactionary force tho. Its launched flying back, yes, but still not damaged
 
Back
Top