Nailgun

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The Nailgun is the third base weapon in ULTRAKILL, found laid down next to a bush in either 1-1: HEART OF THE SUNRISE or 1-2: THE BURNING WORLD if the player did not pick it up in the prior level.

Appearance

The Nailguns feature a large handle connecting to a large frame with two drums and gun barrels attached along with an underbarrel attachment. A display on the frame shows variant-related information.

Attractor

The neon-blue display shows the amount of remaining nails and magnets as a number and a set of up to 3 icons respectively.

Overheat

The neon-green display shows two heat sink icons at the bottom and the heat meter on top. Once both heat sinks are used up, the display goes dark completely save for a grey meter as the nailgun recharges.

Jumpstart

The neon-red display shows a meter in the center reporting the enemy's distance, a body of text on top reporting the nailgun's status, an additional charge meter that will appear at the bottom upon successful altfire connection, a red cross that will flash when the wire is at risk of disconnecting and a loading animation after the discharge.

Overview

The default key for switching to a Nailgun is 3.

The Nailguns fires nails at a rapid pace with mild inaccuracy while holding down primary fire. The nails will fall off at longer ranges, however, making it only effective at close-medium range.

Targets with nails embedded in them become more magnetic to the Attractor's magnets and have their nails explode when hit with electric attacks, dealing an extra 0.0(6) damage for each nail that are embedded in them up to a maximum of 6 damage at 90 nails while granting you the +CONDUCTOR style bonus.

Variants

ATTRACTOR NAILGUN
Attractor Nailgun
Attractor Nailgun
Icon silvernail.png Primary Fire
Damage 0.205 (Icon projectile.png, Icon nail.png, Icon silver.png)
Cooldown 0.04s (Firerate)
0.2 (x100) (Ammo)
Icon magnet.png Alternate Fire
Duration 12s (x3) (Icon projectile.png, Icon magnet.png)
Cooldown 0.35s
Damage Modifiers
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
150%

Soldier Soldier:
150%

Stalker Stalker:
150%

Malicious Face Malicious Face:
150%

­ ­/ Gabriel Gabriel:
125%

Virtue Virtue:
125%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Terminal Info
Alt fire to shoot a magnet that pulls all nearby nails towards it.

Magnets stick to surfaces and enemies and can be broken with hitscan weapons.
Obtained in
1-1: HEART OF THE SUNRISE, 1-2: THE BURNING WORLD

Primary Fire

The Attractor Nailgun's primary fire launches small silver nails in a tighter spread that deal 0.205 damage each, have additional advantageous damage modifiers against weaker husks, and embed themselves in enemies or gibs on hit.

However, it possesses a hard ammo cap of 100, with each nail regenerating rapidly over time while the gun is not being fired. Each nail fired will fully heat up all Nailgun variants, indicated by the orange glow being emitted from the barrels of the weapon.

Alternate Fire

The Attractor Nailgun's alternate fire holds and launches up to three magnet projectiles that will pull in all nails, sawblades, rockets, and the chainsaw from the Sawed-On Shotgun towards them. Upon making contact with surfaces or enemies, magnets will embed themselves into them. Magnets can fly for up to five seconds before expiring, though once they successfully embedded in a target, they will remain in place for twelve seconds before expiring. Magnets will expire early when shot by hitscan.

Nails, Sawed-On's tethered chainsaw and rockets are pulled directly towards the magnet itself (the latter immediately pointing towards the magnet when frozen) while sawblades and the chainsaw (when disconnected from the tether) will orbit around the magnet in a horizontal ring. The sawblades have a wide orbit, while the chainsaw circles much closer to the magnet. However, magnets each can only pull up to a certain amount of nails and saws at once before they break. Magnets have a capacity of 75 nails before exploding prematurely. Attractor variant sawblades take up 5 nails of space, Overheat and Jumpstart variant sawblades take up 2.5, while Overheat charged sawblades and chainsaws take up 15. When multiple magnets are present, they will all exert their own magnetic force on the nails and saws at the same time. When enemies are killed by nails or saws being affected by a magnet's pull, the player will receive the +ATTRAPTOR style bonus, or +BIPOLAR if they are being pulled by two or more magnets at the same time. These bonuses are not granted when killing enemies with a magnet attached to them. Additionally, the chainsaw will grant the +UNCHAINEDSAW bonus, but not +KILL.

When a magnet expires, everything being held by it will be launched outwards. Nails in particular will become part of a 'nailbomb' after the expiration, where each enemy can only be damaged by one of the nails, but each nail has its damage multiplied by the amount of nails in the nailbomb divided by two. Individual nails are considered to be removed from the nailbomb and no longer count in the nailbomb damage formula after they come into contact with an enemy, gibs/corpses, and any part of the environment.

The +NAILBOMBED style bonus and its gray +NAILBOMBED variant is granted by killing and hitting an enemy with a nail that has escaped the pull of a magnet respectively. Note that the style bonuses are not exclusive to the actual nailbomb mechanic; the nailbomb requires the magnet holding the nails to expire in order to occur whereas the bonuses can also occur in situations where the nails are able to fly fast enough that the magnet isn't able to properly the pull nails back in.

Rockets will home in on magnets if they were fired after the magnets were launched, with rockets from the player additionally only locking on to magnets attached to enemies, while rockets fired by the Guttertank Guttertank will only lock-on after being frozen once by the Freezeframe Rocket Launcher Freezeframe Rocket Launcher. Magnets attached to enemies will break after they are hit three times by a rocket, though airshots and freezecharged rockets will count as two hits. Rockets can only be affected by the pull of the closest magnet to them.

Certain enemies with nails embedded inside of them can be forcefully pulled by magnets, including all light and medium enemies (excluding bosses and Virtues Virtues), and Guttermen Guttermen. Grounded enemies have to be pushed into the air in order to be affected by the pulling effect. The more nails are embedded in the enemy, the more powerful the pulling effect is. If enemies take fatal fall damage as they are being pulled by magnets, the +CATAPULTED style bonus will be granted.

Stalkers Stalkers will have their sand explosion's radius reduced for each magnet embedded in them. In 5-2: WAVES OF THE STARLESS SEA and 5-4: LEVIATHAN, attaching magnets to an enemy will cause lightning to target and eventually strike the enemy.

Techniques

See also: Nailgun/Advanced#Techniques
Magnet Missile
By breaking an active magnet nearby that is currently holding nails and or sawblades and then firing a new magnet at the same time, the fired magnet will pick up all of the projectiles being held by the last magnet and carry it along its flight trajectory. This can be used to deliver magnet-based traps prepared beforehand into position to strike enemies if they do not spawn close enough to any available surfaces.

Catapulting
Enemies vulnerable to being pulled by magnets can have their velocity massively accelerated as they travel to the magnet. This can be used to instantly kill enemies that are able to die from fall damage by accelerating them to terminal velocity without requiring much vertical force. Efficiency of this technique can be increased by embedding more nails in the targets or using more magnets.

While certain magnet setups can allow for multiple separate catapults, the most simple and consistent method is to launch the nailed targets up into the air or force them off a ledge before directly firing magnets into the ground. Named after the style bonus granted by killing enemies with this method.

OVERHEAT NAILGUN
Overheat Nailgun
Overheat Nailgun
Icon nail.png Primary Fire
Damage 0.185 (Icon projectile.png, Icon nail.png)
Cooldown 0.04 - 0.08s
Icon overheatnail.png Alternate Fire
Damage 0.185 (Icon projectile.png, Icon nail.png, Icon fire.png)
Duration 0 - 1s
Cooldown 8s
Damage Modifiers
Malicious Face Malicious Face:
150%

­ ­/ Gabriel Gabriel:
125%

Virtue Virtue:
125%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Terminal Info
Alt fire while shooting to overheat for a quick burst of damage at the cost of a heatsink.

Heatsinks recharge while not firing.
Obtained in
Terminal Shop
(25,000P)

Primary Fire

The Overheat Nailgun's primary fire launches small nails in a wider spread that deal 0.185 damage each and embed themselves in enemies or gibs on hit.

There is no hard ammo cap on this variant. However, firing speed and accuracy will decrease as heat builds up, eventually slowing down to half of the original firerate. Each nail fired will gradually heat up all Nailgun variants, as indicated by the orange glow being emitted from the barrels of the weapon.

Alternate Fire

The Overheat Nailgun's alternate fire holds up to two heatsinks. When the Nailgun reaches a sufficient amount of heat, using the alternate fire will consume one heatsink and begin unleashing a volley of hot nails with a very wide spread that can set flammable enemies on fire, rapidly draining the heat from the Overheat Nailgun. When the gun completely runs out of heat, the volley will cease. Use of the primary fire is disabled during the heatsink burst.

Each heatsink takes eight seconds to recharge and the recharge is paused while the primary fire is being used. When there are no heatsinks available, the primary fire of the Overheat will take a massive penalty to its firerate and heat will not be able to be raised.

Techniques

See also: Nailgun/Advanced#Techniques
Overheat Storage
Switching weapons during the heatsink burst will completely pause both the volley and the heat drain, allowing the current heat of the Overheat Nailgun to be stored until it is switched back to. By reheating it using fire from a different Nailgun variant, the burst can continue firing using the now refilled heat meter. This can be chained indefinitely so long as the Overheat Nailgun is not held out long enough for the heat meter to be fully drained, and has the additional benefit of allowing the consumed heatsink to recharge as the primary fire of the Overheat is not used at all during the process.

This technique will not work if the last heatsink is used for the process, as having no heatsinks available will also disable the ability to heat the Overheat Nailgun, even when firing from other variants.

JUMPSTART NAILGUN
Jumpstart Nailgun
Jumpstart Nailgun
Icon nail.png Primary Fire
Damage 0.185 (Icon projectile.png, Icon nail.png)
Cooldown 0.04 - 0.08s
File:Icon electriccable.png Alternate Fire
Damage 10 + (0.06*nails in enemy)(Icon electric.png, Icon nail.png
Duration 5s
Cooldown 5s
Damage Modifiers
Malicious Face Malicious Face:
150%

­ ­/ Gabriel Gabriel:
125%

Virtue Virtue:
125%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Terminal Info
Alt fire to fire an slow charging cable that charges a powerful electric shock.

The cable persists while switching weapons
Obtained in
Terminal Shop
(35,000P)

Primary Fire

The Jumpstart Nailgun's primary fire launches small nails in a wide spread that deal 0.185 damage each, and embed themselves in enemies or gibs on hit.

However, it can increase its speed by 50% by attaching its cable to an enemy.

When the cable is connected, each nail fired will fully heat up all Nailgun variants, indicated by the orange glow being emitted from the barrels of the weapon. When the cable is not connected, the fired nails will heat the other variants to 20% heat.

Alternate Fire

Pressing alt-fire while pointing the crosshair to an enemy that is within range will shoot out a cable that embeds itself in the enemy. This will not damage the enemy directly yet, but will double the fire rate. The cable persists when changing weapons.

Over the course of 5 seconds, the cable's electrical attack will charge up. You must stay close to an enemy and make sure no walls are blocking the cable during this period to maintain connection. The Nailgun will warn you if the cable is at risk of disconnecting, giving you 1 second to reposition before disconnecting. Disconnecting will not trigger any cooldown.

After 5 seconds or upon the connected enemy's death, the cable will send an electric jolt to the enemy, dealing 10 damage. Targets with nails embedded in them become more electric to the cable, dealing +CONDUCTOR damage to the opponent and spreading to all non-flying opponents nearby. Existing nails within said opponent will also blast out and into nearby opponents. If an enemy survives the jolt and is light enough, it will be launched high into the air.

Magnets, coins and frozen rockets act as nodes for the electric jolt to spread further. The magnet will break after conducting 3 jolts.

After a successful discharge, the alt-fire will enter a cooldown period of 5 seconds.

The cable will also overcharge trams, speeding them up.


Strategy

See also: Nailgun/Advanced#Strategy

The Nailgun's high raw damage output and somewhat controlled spread means that it can provide high sustained DPS even outside of close-range. This is helped by its advantageous damage modifiers against enemies such as Malicious Faces Malicious Faces or Virtues Virtues, which can both fly and are more difficult to reach without mobility tools like the Whiplash Whiplash.

Despite its automatic nature, the Nailgun, just like the other weapons, can be used well in bursts in-between swapping to other weapons in situations like closing in gaps or picking off low health enemies where mid-ranged explosives like Projectile Boosts and rockets would deal self-damage while trying to approach or have to face against possible explosive resistances. Using the Nailgun economically alongside other weapons can also help overcome the firing restrictions that come with both variants, such as ammo and heat.

Nails have limited piercing power, only being able to hit a single enemy or even gibs before getting lodged in them. This makes it a suboptimal option for crowd control outside of extremely low health enemies like Filth Filth. Despite that, silver nails, with their damage bonuses against fodder husks, are well suited to eliminating clumps of such enemies.

Attaching a magnet onto an enemy with the Attractor Nailgun before unloading nails on them is easy and can help improve the accuracy of one's nails thanks to the homing effect. However, the limited pulling range and tendency to overshoot out of that range when pulling nails flying at high speeds prevent magnets from extending

Media

Generic HUD icon

Terminal Entry

DATA:

A combination of parts from an industrial nailgun and an old bullet gun. Most likely engineered by a machine that was built for construction work, as all machines, even those not built for war, had to learn to fend for themselves after the extinction of mankind.

Bullet guns were largely abandoned after the invention of infinite ammunition systems such as electric weapons and heat weapons, largely due to how much cheaper not having to buy ammunition for large-scale armies becomes overtime.

Although the original ammunition system made it useless and largely abandoned, this gun was still excellently designed and built, so with some retrofitting of parts from an industrial nailgun, it has become a rapid-fire projectile weapon with practically infinite metal ammunition.

As is to be expected from an improvised weapon though, its design is far from perfect. As the nail regeneration system was not designed to work at such a high rate, it's liable to overheat if a hard rate limit isn't set on it, though some variants have instead opted for built-in heatsinks.

STRATEGY:
- Due to the nature of its limited ammunition, the nailgun is best used in short bursts rather than extended periods of time.

- The Magnet variation's magnets will also affect the nails from other nailgun variations, allowing the bypassing of otherwise limiting factors such as the burst from the Overheat variation having poor accuracy.

- Some enemies, such as Malicious Faces, are generally weak to nails, and in particular the higher quality nails from the hard-limited Magnet variation will decimate most weak foes.

ADVANCED STRATEGY:
- Nails become embedded in enemies, causing some special effects. Electric weapons will receive a damage boost from hitting an enemy that has nails in it, and with enough nails, light enemies become magnetized and pulled by the Magnet variation's magnets, allowing for easy temporary disabling of durable light enemies.

- The speed of the barrels' spin carries over between variations, meaning shooting even once with the Magnet variation gives maximum heat for the Overheat variation, allowing for an instant full overheat burst.

Trivia

TBA

Weapons
Variant 1 Variant 2 Variant 3 Variant 4
Arms Feedbacker Feedbacker Knuckleblaster Knuckleblaster Whiplash Whiplash FistIcon4.png ???
Slot 1 Standard Revolvers
Alternate Revolvers
Standard Piercer Standard Piercer
Alternate Piercer Alternate Piercer
Standard Marksman Standard Marksman
Alternate Marksman Alternate Marksman
Standard Sharpshooter Standard Sharpshooter
Alternate Sharpshooter Alternate Sharpshooter
Slot 2 Standard Shotguns
Alternate Shotguns
Standard Core Eject Standard Core Eject
Alternate Core Eject Alternate Core Eject
Standard Pump Charge Standard Pump Charge
Alternate Pump Charge Alternate Pump Charge
Standard Sawed-On Standard Sawed-On
Alternate Sawed-On Alternate Sawed-On
Slot 3 Standard Nailguns
Alternate Nailguns
Standard Attractor Standard Attractor
Alternate Attractor Alternate Attractor
Standard Overheat Standard Overheat
Alternate Overheat Alternate Overheat
Standard JumpStart Standard JumpStart
Alternate JumpStart Alternate JumpStart
Slot 4 Railcannons Electric Electric Screwdriver Screwdriver Malicious Malicious
Slot 5 Rocket Launchers Freezeframe Freezeframe S.R.S. Cannon S.R.S. Cannon Firestarter Firestarter
Slot 6 Spawner Arms Move Move Alter Alter Destroy Destroy Prop Prop
Washing Tools Washer Washer Vacuum Vacuum
Unordered Variants
Miscellaneous Fishing Rod Fishing Rod Black Hole Cannon Black Hole Cannon Beamcutter Beamcutter