"Buff the damage ever so slightly" What? No! Reduce that cooldown! I'd say halving it is fair. It sounds a little drastic, but I think 4 seconds is just short enough for it to not be just "a situationally cool weapon that lets you sometimes kill funny guys"
Yeah I agree. If the damage were buffed it would become more like a weaker railcannon that I can't see the meter for. If the cooldown were reduced to like 5 or 6 seconds, I'd actually think to use it more often.
It can also be used to instakill hms from a distance by doing the combo then using a slab shot plus railcannon or by shooting the cannon then immediately shooting a slab shot then shoot the falling ball with a railcannon
No matter its effectiveness, I will always be happy that Hakita has finally allowed us to use CBT in our favourite Super Murder game. We love Cannon Ball Tech!!!!!!!
I learned that the srs canon is really good against Hideous Mass´. If you shot the ball against a weakpoint and instantly railgun the ball (and the weakpoint), it is basiclly onehit
I would say that "charging" the ball to go faster and further like with core eject needs to be changed, since most new players (logically) will asume that the more you charge rock, the harder it hits when its absolutely not the case. Maybe unstead of what we have now alt fire instantly launches a pretty fast rock and takes away like a half of that clock UI, so you affectively you have 2 rock "charges". You can fire SRS and every 4 seconds fire a rock, or put it away, use another weapon, and come back to it to fire 2 rocks unstead of 1 like a lot of us do right now.
This is a great idea actually. Personally, this, and making it so that the cannonball interacts with the malicious rail cannon would SERIOUSLY make this thing worth using. As of now, it’s kinda situational but still good occasionally. Also fix the whiplash hitboxes Hakita
but charging it more DOES do more damage? The wiki says so and you can even see it ingame if you spawn 2 enemies with health bars in sandbox and shoot one with an uncharged and one with a charged shot.
Im sure theres other reasons this is a good idea but “new players are confused by it” isnt exactly the strongest reason, since the terminal literally states it only increases distance, and weve had a mechanic that only increases distance before like the core eject. Also like, a bajillion other mechanics in the game which may confuse new players and those dont deserve to get removed. Id rather a better hitbox and breaking mechanics and less cooldown
@@nucleus691 theres is damage reduction if you shoot the rock with less then a quarter of that clock UI, everything above and projectile boost will do same dmg, imo its dumb to reduce dmg at >0.25 charge and then not change it with 0.25-1 and boost, considering how quickly the max dmg gets reached, this mechanic is neglectable in gameplay (at least for my cybergrind runs).
I MISSED SOME TECH! You can use the ball to one shot the hideous mass by shooting its weakspot and then shooting the rail cannon at the ball and the mass at the same time! (Thank you guys for bringing it to my attention) You can also combine double coin combo with the boulder to get mindflayers down to one shot health! However, this combo isn't very easy to perform.
Fun fact, you can perfectly time the SRS canonball to slam a malicious face in the face, and then have the malicious face fire its charge beam into the ball and detonate it.
Because I keep seeing people say this: *the Cannonball should NOT create a Malicious Nuke.* There's no way Hakita forgot about this interaction, he made the cannonball not nuke for a reason. If it could, it would be the final nail in Core Eject's coffin, making it fully obsolete and outclassed by other weapons, and not even worth equipping for anything but shotgun swapping (which even that is only temporarily true until we have the red shotgun). Hakita has made it clear that he wants to avoid weapons encroaching on each others' niches, which is why gold weapons were cut from the roadmap. Core Nukes should be unique and special to Core Eject, the Cannonball has other things going for it. Slightly related because people keep saying this too: what would even be the point of freezing the cannonball? Really slow snipes? In the time it takes to fire the Cannon and swap to the Freezeframe, you could have just swapped to the Revolver or Railcannon. Would you make frozen cannonballs ridable? Because they would either function as inferior rockets when un-parried, or absolutely busted to ride post-parry, since they have no gravity. Could you steer a ridden cannonball? It has no propulsion, no back-end pushing it like rockets do, so it wouldn't really make any sense to ride it in the first place, much less steer it. I feel like people keep saying "make it freezable" just for the satisfaction of having one more potential interaction between weapons, regardless of if it would actually be any good. They just want Hakita to pour a ton of work into melding the rocket code and the cannonball code in a way they're probably not remotely built to do, just so they can have a new interaction that's less practical than the Screwdriver.
One thing I'd like to note is that the explosion from sniping this thing lasts a really, really long time. Like, longer than a nuke. That can fuck you over if you shoot it, snipe it, then accidentally walk into the lingering explosion, but that also means that instakilling mindflayers is really, REALLY easy with it.
I still prefer to use it in cyber grind, since I only really use rocket riding for recovering from the edge of the stage, and the chunk damage I can deal against a big enemy is still useful. As for using the rocket riding to extend airtime, Ultrakill is a quake-like. There are PLENTY of ways to go up.
If anything, the variant means that now you can swap rocket launchers and keep style. Not sure how helpful that is in Cybergrind but as someone who uses it quite a lot in main game, it's a godsend.
My main problem with the SRS (and by extension the Screwdriver) is that there aren't as many interactions with other weapons. After looking at some other comments, and brainstorming a bit, I think I got some good ideas: -The SRS cannonball can be frozen by the Freezeframe variant, during which it acts like a temporary grapple point, similar to other grapple points in other levels (causes no hard damage). The cannonball can be parried to unfreeze and launch it. -If the cannonball is shot with the Screwdriver variant of the Railcannon, it will drill into the cannonball, rapidly firing low damage shrapnel in the general direction of nearby enemies (think a weaker, slower version of the normal attractor nailgun). If an enemy is stuck with a magnet, a drilled cannonball will prioritize them over other enemies. It will continue to fire for 5 seconds, before the cannonball breaks. A enemy hit by the cannonball or it's shockwave with also get stuck with shrapnel. -If a drilled cannonball is parried into an enemy, it will break, dealing initial damage, and depositing the drill into them. This drill acts the same as a normal Screwdriver shot. The screwdriver can be parried back into a cannonball from an enemy, if one is available. -The shrapnel from a drilled cannonball acts identical to the nailgun's nails (shrapnel is attracted to magnets, enemies that are stuck with them are attracted to magnets, and a damage bonus and the +CONDUCTOR style bonus when hit with the Railcannon). These are just some basic ideas, they're probably not balanced, but I think they would give some neat uses to the SRS and Screwdriver for more skilled players.
The cannonball has a weird thing about its explosion: it lasts longer than normal explosions. I find that the longer explosion time is very handy when doing the mind-flayer instakill.
What if the SRS cannon could stun airborne enemies? Could allow for some unique animations for the malicious face trying to get back up after being hit.
Half the cooldown, add nuke functionality (maybe when shot w/malicious beam after whiplash into parry), maybe buff damage when parried out when launched (thereby adding the depth of pierce or single target damage), and maybe a cool interaction between core eject and cannonball such as the cannon ball shattering into shrapnel when they collide.
I would personally like it if they made the reload longer but replaced the regular rockets with its cannonballs. It would become something similar to the loose cannon from tf2 *and* will become different enough from the regular rocket launcher and would prove a decent sidegrade compared to the freezeframe
I'd actually argue that the SRS is perfectly balanced as it is now. Working similarly to the railcannon, it shows up, deals a ton of damage and then disappears. Notable interactions that make this weapon good: One shot sentry One shot cerb One shot virtue All of which are interactions the blue railcannon has (with 1-2 added coins for the cerberus and sentry) It is important to note that despite doing more damage than the railcannon, this requires you to be point blank with the enemy, the combo being to shoot the cannonball, bouncing off the enemy and at the same time punching the cannonball, dealing both hits of damage and also the damage bonus of punching the cannonball after it bounces off an enemy. Edit: It is likely that this tech was not widespread at the time of the release of the SRS, nor was the damage and utility buff in place, this is a comment written with hindsight.
Cool opinion I hope that all of us to indeed care tho for sure we all love you and you’re most welcome we’re happy to watch it fully and yeah you’ve been busy so yeah cool anyways imo the weapon I don’t use it
Small special note about the S.R.S. cannon explosion that it makes when it's hit with a hit-scan weapon: iirc it's explosion lingers the longest out of any other explosion, which means that it can be ran into on accident, either yourself or an enemy. Prob one reason that it doesn't have the red nuke explosion as well.
The point of the cannon ball shockwave is for you to be able to send enemies into the air from afar as getting close to the ground in the Cybergrind at 50 waves+ is really risky so it isn't something you always want to do. Also ground slamming uses stamina and that isn't something you can always afford to lose. Now you might be saying "Why don't you purposely miss and shoot them at their feet with the primary fire and send them up that way?" Because the shockwave always sends enemies into the air at uneven vertical heights which can make the enemies not close enough to each other for the red explosion to kill all of them and what's worst, it always sends enemies away from the shockwave which can lose you even more kills with the red explosion but, the cannonball shockwave doesn't send enemies away from the shockwave meaning enemies are closer to together for the explosion and also sends every enemy in the radiance to the same vertical height so they're even closer together meaning fatter, juicier, higher number fireworks. Take it from someone who is top 40 on the leader board, it is not bad. td:lr Touching the ground for a ground pound isn't always worth it and the cannon ball shockwave keeps enemies closer together for bigger fireworks.
I saw some other videos where people shoot it out during a railcoin combo because the railcannon can hit it and trigger a red explosion. serves it's purpose as a quickswap burst damage tool
It was fun and good as you can snipe it and has a fairly big radius, using blue rail does more damage than red rail as it doesn’t make a red explosion. Part of me kinda wish it was a beggar’s bazooka. I think you should just have it on because hehe funny rock.
I just wish the charge up time was less, so it would be more of the occasional quick damage combo weapon, like a more versatile railgun. Regardless, Ultraballin' is fun
i think they should treat the cooldown the same way they treat the freezeframe’s cooldown; instead of disabling the weapon altogether, you can only charge it up as much as you’ve recovered. i think that would let the weapon be used more, would give the projectile boost more usecases and would allow for more interactions between other weapons rather than just having a resource to use every 8 seconds like a mini railcannon
Useful buff it could get: Make firing it into a malicious face "stun" the malicious face: The maurice will fall to the ground much as if it had been killed, before floating back up and resuming life. This allows you to take a malicious face out of combat for a while, while also mauriceing anything below it, while also giving you an anti-fodder explosion in that area. Also make it red explode if you combo it with malicious rail or core eject pls.
If you whiplash it a bunch then use V2's arm to punch it as it comes to you and let it explode afterwards it'll make the ball go faster behind you which can instakill even Gabe. You can also use railgun to nuke but it has to be railgun, the blue one, which can instakill a cerb, so in some situations it's useful to get rid of a cerb and do a lot of damage to whatever is around it. Edit: I just realized that just punching it is enough, I think it builds damage the more you whiplash it but I gotta test that first. Edit2: If somehow you manage to juggle a cannonball for 8 seconds you can stack a 2nd one on it whiplashing both of them, this goes on forever, I don't think it's very useful but it's possible, and I also stand corrected by myself on my first quote since the instakill to Gabe is only possible using this tech.
When you shoot the cannon with the malicious railcannon, believe it or not, does 2 explosions. The original cannonball explosion along with the default malicious explosion. This does *significant* damage to enemies besides the fact that there are better options.
Personally I've always liked the S.R.S cannon mainly not just because I'm a serious sam fan but also because unlike freeze frame it actually has some use for offense. The recent cybergrind update improved it a bit IMO by increasing its damage when punching it after it bounces off an enemy from 5 to 7, can kill a cerberus on violent with a single cannonball if you can hit it and whiplash it back into it. dislodging sentrys is also nice even if I don't see myself using it all that much I can appreciate more options for countering certain enemies rather then sticking to a single strategy as it helps to keep gameplay fresh.
in addition to the usual reducing cooldown and increasing damage people are mentioning, i think it'd be amazing if you could maybe slow the ball's movement with the freezeframe's alt (not entirely halt it, that's probably too OP), attach a magnet to the ball, put sawblades in orbit around that magnet, and create a giant stone ball of saws and death that can wreck ass if dribbled with the whiplash.
you can instakill cerberus, sentries and virtues and its way easier to do if you whiplash to them then shoot the back and immediately parry it after instead of the whole shooting it super far at the enemy then whiplashing the ball towards you and then finally parrying the ball at the enemy
i find it sometimes useful against sentries, shoot, boulder shockwave launchse the sentry up and then conect an airshot which kills it. it's a bit slow tho
the SRS acts basically as a 2nd railcannon and you complain? I find it quite useful basically having two railcannons that I can use in quick succession. You could: Launch a cannonball at a moving enemy, once ball is behind enemy use the railcannon to shoot through the enemy, hit the ball and basically do 2x damage
Maybe hakita should add like a canon ball damage when it hits the ground and smashes (additional damage from ball pieces) cuz now it just wanishes. Dont know tho.
Agreed, but I think a better buff would be reducing the cooldown. Right now it's really situational, having the cooldown be somewhere around the same length as the core eject would be much better. (also gimme that cybergrind background)
On the virtue note, tho, there's a way faster way to take care of them. I think it's one of, if not the most underrated abilities in the game. The shotgun overpump. God, I love the shotgun overpump
I agreed with this video when it released, but trying out the technique where you cannonball at close range, let it hit the enemy and punch it right after, almost at the same time, it's actually pretty insane damage, it's more than any single railcannon shot but with a lower cooldown. Sure it's close range, but it's a fast way to deal huge damage and literally instakill a cerberus. Immensely powerful weapon if you know how to do that. Cooldown is quite low for 12 fucking damage
That Wrath Cybergrind is awesome. Any tips on how to get custom skyboxes like that, and potentially for other levels too? I tried my hand on making a custom skybox but i cant seem to figure out how to get the images to not be warped. And I'm having trouble finding already made skyboxes shared by others too
as someone who barely plays this game, the cooldown feels awful even to me but I think it should get some more funny interactions to make it worth that one-time use it would be cool if, similar to the the core eject->malicious nuke if you shot a giant iron ball with an electric rail cannon you'd see some fireworks what if hitting a pincushioned enemy with the ball knocked all the nails out of them like a nailbomb? and if they had a magnet the nails would reattach for more damage?
Just decrease the cooldown to something like 4 seconds and it would be fine. Better yet, have it ramp up in speed AND damage when you charge it, with longer charges also increasing cooldown time.
A better way to use it on the weird mass is to hit the tail and then shoot it instead of whiplashing it and pro-boosting it back At least it's easier for me to pull off
Everyone sleeps on the stun varients, green railcannon stops mindflayers and SRS stops insurrectionists, they have value in being able to lock down high value targets in order to focus on other threats, the main downside being their cooldowns, honestly both srs and green railcanon could totally recieve cooldown buffs and they would be much more used (And sadly green railcanon being potentially infinite by punch switching it isn't enough for most players since it's too much to ask of a player to try to do)
"Not as useless as the green railgun" Bruh that railgun gives damage to heavy bosses, a constant source of healing, can be parried into other bosses, stops mindflayer teleports, and I believe at one point even magnetizes for nailgun combos...
it's "parry onto other bosses" mechanic nearly has no use, it doesnt synergize with the nailgun, only thing you got correct is the stopping mindflayers from teleporting and a constant healing source.
Drill lets me do some funny amounts of damage while using nearly every other weapon and once (By the end I have around 4000000000000000000000000000000000000000000000000 style points)
Fact 1 (edited): Parrying the cannonball does add extra damage. Changed in the new cybergrind update. Fact 2: If you hit an insurrectionist with a cannonball right before he hits the ground, he will be stunned for longer.
i know its been buffed since this guide came out but jesus this is a really hot take like, there is a primary fire, and also you wont be holding this out for the entire game so an 8 second cooldown really is not that bad idk maybe im not looking at this from the same standpoint but this just seems like a really innacurate take and a harsh one at that
yeah also im 90% sure the primary fire is litterally exactly the same as with the freezeframe so thats why he didnt mention it, and yeah i think its for of a thing to throw in for the stlye, when cybergrind hits you with those 20 cerbs and you gotta mow through em
The SRS lol. I meant that it might be easier to launch the SRS rock before the attack then snipe it after its the same height as the mind flayer because the rock bounces up when you launch it. Anyways I tested it and its harder to do then just firing a rocket at it
dash in the air -> aim directly down -> shoot rocket -> whiplash very shortly after requires vertical clearance but hey, cybergrind is basically the only time you’ll need to use it badly
SRS is double as effective on cerberus since they cant cope that youre out ballin them
Hiting cerb, grappling and then parrying the ball back into them is what me and my mates refer to as the ULTRABALLIN' tech
nice correct you’re
it's good against the three ball-related enemies
@@Red_Biker_Dude sisyphean insurrectionist weilds a malicious face, and by god does he ball with it
@@Red_Biker_Dudeprob maurice cus you can ball with them
"Buff the damage ever so slightly"
What? No! Reduce that cooldown! I'd say halving it is fair. It sounds a little drastic, but I think 4 seconds is just short enough for it to not be just "a situationally cool weapon that lets you sometimes kill funny guys"
Yeah with the cooldown it has now it’s basically another rail cannon which isn’t great
Yeah I agree. If the damage were buffed it would become more like a weaker railcannon that I can't see the meter for. If the cooldown were reduced to like 5 or 6 seconds, I'd actually think to use it more often.
Put it at 6 seconds, so it's bascially another slab piercer charge shot.
Dont do anything, its not designed to be efficient its designed to be STYLISH
@@Combinehl2real Then why not use something else for style
Aha. Counter point tho.
It’s a lot of fun to use.
That + the fact you can officially ball on Gabriel
@@dachigobeja8490 he finally do be ballin tho
Well I didn’t have fun:(
@@dachigobeja8490*cereal* the machine will never be ballin'
Arguably the most important factor. We already have a bunch of really practical weapons, so why not have some more niche but fun options?
It can also be used to instakill hms from a distance by doing the combo then using a slab shot plus railcannon or by shooting the cannon then immediately shooting a slab shot then shoot the falling ball with a railcannon
What
Coin coin railcannon
requires railcannon which is on cooldown most of the time soo...
Just do le funny saw blade circle + screwdriver + shotgun swap combo. It's funnier that way.
what is a hm
No matter its effectiveness, I will always be happy that Hakita has finally allowed us to use CBT in our favourite Super Murder game.
We love Cannon Ball Tech!!!!!!!
Cannon Ball Torture?
Cerberus Balling Technique
alright, ill be the one to say it.
CO-
make this weapon good
-reduce cooldown
-make it interactable with railcannons
-fix hitbox issues
-allow it to be frozen by freezeframe rocket launcher
Allowing it to be frozen is the coolest suggestion I've heard so far
What if when you freeze it you can stand on it and run on it to increase its speed and damage-
-make it also knock sentries out of aiming
@@star-aether like a cartoon? yes please
@@likehowdudehelp EXACTLY
I learned that the srs canon is really good against Hideous Mass´.
If you shot the ball against a weakpoint and instantly railgun the ball (and the weakpoint), it is basiclly onehit
i mean just railcoin it at that point
@@justsomecommentchannel8602 railcoining takes much longer
@@jamieultra_hd6194 like 3 seconds? Compared to when a sawblade trap can kill it easily
@@Popcorn_Pillow Idk how you kill a hideous mass with sawblades but if you can do it good for you
@@jamieultra_hd6194 just shoot a magnet anywhere on (the front of) it's body, shoot saws, and it dies in like 5-16 seconds
I would say that "charging" the ball to go faster and further like with core eject needs to be changed, since most new players (logically) will asume that the more you charge rock, the harder it hits when its absolutely not the case.
Maybe unstead of what we have now alt fire instantly launches a pretty fast rock and takes away like a half of that clock UI, so you affectively you have 2 rock "charges". You can fire SRS and every 4 seconds fire a rock, or put it away, use another weapon, and come back to it to fire 2 rocks unstead of 1 like a lot of us do right now.
This is a great idea actually. Personally, this, and making it so that the cannonball interacts with the malicious rail cannon would SERIOUSLY make this thing worth using. As of now, it’s kinda situational but still good occasionally.
Also fix the whiplash hitboxes Hakita
but charging it more DOES do more damage? The wiki says so and you can even see it ingame if you spawn 2 enemies with health bars in sandbox and shoot one with an uncharged and one with a charged shot.
Im sure theres other reasons this is a good idea but “new players are confused by it” isnt exactly the strongest reason, since the terminal literally states it only increases distance, and weve had a mechanic that only increases distance before like the core eject. Also like, a bajillion other mechanics in the game which may confuse new players and those dont deserve to get removed. Id rather a better hitbox and breaking mechanics and less cooldown
@@nucleus691 theres is damage reduction if you shoot the rock with less then a quarter of that clock UI, everything above and projectile boost will do same dmg, imo its dumb to reduce dmg at >0.25 charge and then not change it with 0.25-1 and boost, considering how quickly the max dmg gets reached, this mechanic is neglectable in gameplay (at least for my cybergrind runs).
This idea is brilliant, it gets rid of the 2 worst aspects of the rocket launcher to make its downtime smaller.
I MISSED SOME TECH! You can use the ball to one shot the hideous mass by shooting its weakspot and then shooting the rail cannon at the ball and the mass at the same time! (Thank you guys for bringing it to my attention)
You can also combine double coin combo with the boulder to get mindflayers down to one shot health! However, this combo isn't very easy to perform.
you can also nuke it for a bigger explosion than a normal core nuke
@@Darkishappy_2872 Excuse me?
Fun fact, you can perfectly time the SRS canonball to slam a malicious face in the face, and then have the malicious face fire its charge beam into the ball and detonate it.
Because I keep seeing people say this: *the Cannonball should NOT create a Malicious Nuke.*
There's no way Hakita forgot about this interaction, he made the cannonball not nuke for a reason. If it could, it would be the final nail in Core Eject's coffin, making it fully obsolete and outclassed by other weapons, and not even worth equipping for anything but shotgun swapping (which even that is only temporarily true until we have the red shotgun). Hakita has made it clear that he wants to avoid weapons encroaching on each others' niches, which is why gold weapons were cut from the roadmap.
Core Nukes should be unique and special to Core Eject, the Cannonball has other things going for it.
Slightly related because people keep saying this too: what would even be the point of freezing the cannonball? Really slow snipes? In the time it takes to fire the Cannon and swap to the Freezeframe, you could have just swapped to the Revolver or Railcannon. Would you make frozen cannonballs ridable? Because they would either function as inferior rockets when un-parried, or absolutely busted to ride post-parry, since they have no gravity. Could you steer a ridden cannonball? It has no propulsion, no back-end pushing it like rockets do, so it wouldn't really make any sense to ride it in the first place, much less steer it.
I feel like people keep saying "make it freezable" just for the satisfaction of having one more potential interaction between weapons, regardless of if it would actually be any good. They just want Hakita to pour a ton of work into melding the rocket code and the cannonball code in a way they're probably not remotely built to do, just so they can have a new interaction that's less practical than the Screwdriver.
One thing I'd like to note is that the explosion from sniping this thing lasts a really, really long time. Like, longer than a nuke. That can fuck you over if you shoot it, snipe it, then accidentally walk into the lingering explosion, but that also means that instakilling mindflayers is really, REALLY easy with it.
I still prefer to use it in cyber grind, since I only really use rocket riding for recovering from the edge of the stage, and the chunk damage I can deal against a big enemy is still useful. As for using the rocket riding to extend airtime, Ultrakill is a quake-like. There are PLENTY of ways to go up.
If anything, the variant means that now you can swap rocket launchers and keep style. Not sure how helpful that is in Cybergrind but as someone who uses it quite a lot in main game, it's a godsend.
I seriously want that cybergrind skybox, 5-2 always was the best level for me tbh, not only its fun but also looks super nice
My main problem with the SRS (and by extension the Screwdriver) is that there aren't as many interactions with other weapons. After looking at some other comments, and brainstorming a bit, I think I got some good ideas:
-The SRS cannonball can be frozen by the Freezeframe variant, during which it acts like a temporary grapple point, similar to other grapple points in other levels (causes no hard damage). The cannonball can be parried to unfreeze and launch it.
-If the cannonball is shot with the Screwdriver variant of the Railcannon, it will drill into the cannonball, rapidly firing low damage shrapnel in the general direction of nearby enemies (think a weaker, slower version of the normal attractor nailgun). If an enemy is stuck with a magnet, a drilled cannonball will prioritize them over other enemies. It will continue to fire for 5 seconds, before the cannonball breaks. A enemy hit by the cannonball or it's shockwave with also get stuck with shrapnel.
-If a drilled cannonball is parried into an enemy, it will break, dealing initial damage, and depositing the drill into them. This drill acts the same as a normal Screwdriver shot. The screwdriver can be parried back into a cannonball from an enemy, if one is available.
-The shrapnel from a drilled cannonball acts identical to the nailgun's nails (shrapnel is attracted to magnets, enemies that are stuck with them are attracted to magnets, and a damage bonus and the +CONDUCTOR style bonus when hit with the Railcannon).
These are just some basic ideas, they're probably not balanced, but I think they would give some neat uses to the SRS and Screwdriver for more skilled players.
The cannonball has a weird thing about its explosion: it lasts longer than normal explosions.
I find that the longer explosion time is very handy when doing the mind-flayer instakill.
Virgin: NOO the S.R.S. cannon is not that good, it has some underwhealming features!!
Chad: Hihi, Serious Sam
What if the SRS cannon could stun airborne enemies? Could allow for some unique animations for the malicious face trying to get back up after being hit.
Half the cooldown, add nuke functionality (maybe when shot w/malicious beam after whiplash into parry), maybe buff damage when parried out when launched (thereby adding the depth of pierce or single target damage), and maybe a cool interaction between core eject and cannonball such as the cannon ball shattering into shrapnel when they collide.
I would personally like it if they made the reload longer but replaced the regular rockets with its cannonballs. It would become something similar to the loose cannon from tf2 *and* will become different enough from the regular rocket launcher and would prove a decent sidegrade compared to the freezeframe
then it'd be more of an alternative rl rather than a variant
I kinda want the beggars bazooka with a 3 rocket charge and if that’s not enough than make it shoot passively or something idk
I'd actually argue that the SRS is perfectly balanced as it is now. Working similarly to the railcannon, it shows up, deals a ton of damage and then disappears.
Notable interactions that make this weapon good:
One shot sentry
One shot cerb
One shot virtue
All of which are interactions the blue railcannon has (with 1-2 added coins for the cerberus and sentry)
It is important to note that despite doing more damage than the railcannon, this requires you to be point blank with the enemy, the combo being to shoot the cannonball, bouncing off the enemy and at the same time punching the cannonball, dealing both hits of damage and also the damage bonus of punching the cannonball after it bounces off an enemy.
Edit: It is likely that this tech was not widespread at the time of the release of the SRS, nor was the damage and utility buff in place, this is a comment written with hindsight.
Cool opinion I hope that all of us to indeed care tho for sure we all love you and you’re most welcome we’re happy to watch it fully and yeah you’ve been busy so yeah cool anyways imo the weapon I don’t use it
Small special note about the S.R.S. cannon explosion that it makes when it's hit with a hit-scan weapon: iirc it's explosion lingers the longest out of any other explosion, which means that it can be ran into on accident, either yourself or an enemy. Prob one reason that it doesn't have the red nuke explosion as well.
Main game player here who barely plays cybergrind, never used it , it's less important than getting used to railcoining.
The point of the cannon ball shockwave is for you to be able to send enemies into the air from afar as getting close to the ground in the Cybergrind at 50 waves+ is really risky so it isn't something you always want to do. Also ground slamming uses stamina and that isn't something you can always afford to lose.
Now you might be saying "Why don't you purposely miss and shoot them at their feet with the primary fire and send them up that way?" Because the shockwave always sends enemies into the air at uneven vertical heights which can make the enemies not close enough to each other for the red explosion to kill all of them and what's worst, it always sends enemies away from the shockwave which can lose you even more kills with the red explosion but, the cannonball shockwave doesn't send enemies away from the shockwave meaning enemies are closer to together for the explosion and also sends every enemy in the radiance to the same vertical height so they're even closer together meaning fatter, juicier, higher number fireworks.
Take it from someone who is top 40 on the leader board, it is not bad.
td:lr Touching the ground for a ground pound isn't always worth it and the cannon ball shockwave keeps enemies closer together for bigger fireworks.
I saw some other videos where people shoot it out during a railcoin combo because the railcannon can hit it and trigger a red explosion.
serves it's purpose as a quickswap burst damage tool
"Which is faster than the methods typically used to take out Virtues" Consider the following: grapple + overpump shotgun > dash + shoot
Also great for Mindflayers when they can't teleport (in the middle of an attack)
Double hit can be used to skip Minos Prime's phase 1 lol
It was fun and good as you can snipe it and has a fairly big radius, using blue rail does more damage than red rail as it doesn’t make a red explosion.
Part of me kinda wish it was a beggar’s bazooka. I think you should just have it on because hehe funny rock.
thing is the beggar's bazooka already exists in the form of a shotgun (pump charge)
@@epicKerBallze i kinda like the "shoot more rounds" and not "shoot stronger". Its just a personal preference honestly
I just wish the charge up time was less, so it would be more of the occasional quick damage combo weapon, like a more versatile railgun. Regardless, Ultraballin' is fun
i think they should treat the cooldown the same way they treat the freezeframe’s cooldown; instead of disabling the weapon altogether, you can only charge it up as much as you’ve recovered. i think that would let the weapon be used more, would give the projectile boost more usecases and would allow for more interactions between other weapons rather than just having a resource to use every 8 seconds like a mini railcannon
Useful buff it could get: Make firing it into a malicious face "stun" the malicious face: The maurice will fall to the ground much as if it had been killed, before floating back up and resuming life. This allows you to take a malicious face out of combat for a while, while also mauriceing anything below it, while also giving you an anti-fodder explosion in that area.
Also make it red explode if you combo it with malicious rail or core eject pls.
If you whiplash it a bunch then use V2's arm to punch it as it comes to you and let it explode afterwards it'll make the ball go faster behind you which can instakill even Gabe.
You can also use railgun to nuke but it has to be railgun, the blue one, which can instakill a cerb, so in some situations it's useful to get rid of a cerb and do a lot of damage to whatever is around it.
Edit: I just realized that just punching it is enough, I think it builds damage the more you whiplash it but I gotta test that first.
Edit2: If somehow you manage to juggle a cannonball for 8 seconds you can stack a 2nd one on it whiplashing both of them, this goes on forever, I don't think it's very useful but it's possible, and I also stand corrected by myself on my first quote since the instakill to Gabe is only possible using this tech.
When you shoot the cannon with the malicious railcannon, believe it or not, does 2 explosions. The original cannonball explosion along with the default malicious explosion.
This does *significant* damage to enemies besides the fact that there are better options.
"like the green railcannon"
The boss rush in my pocket:
I'd say make the shockwave larger and be able to knock up medium enemies such as swordsmachines (albeit with half the force)
Idea. Cannon ball interacts with projectiles to become an active lingering hitbox and is wobbled.
As a tip for cerb munching, try combining shotgun swaps with the red arm, they’re gone in like 2 seconds
Personally I've always liked the S.R.S cannon mainly not just because I'm a serious sam fan but also because unlike freeze frame it actually has some use for offense. The recent cybergrind update improved it a bit IMO by increasing its damage when punching it after it bounces off an enemy from 5 to 7, can kill a cerberus on violent with a single cannonball if you can hit it and whiplash it back into it. dislodging sentrys is also nice even if I don't see myself using it all that much I can appreciate more options for countering certain enemies rather then sticking to a single strategy as it helps to keep gameplay fresh.
in addition to the usual reducing cooldown and increasing damage people are mentioning, i think it'd be amazing if you could maybe slow the ball's movement with the freezeframe's alt (not entirely halt it, that's probably too OP), attach a magnet to the ball, put sawblades in orbit around that magnet, and create a giant stone ball of saws and death that can wreck ass if dribbled with the whiplash.
I think it’s pretty good actually (I like being able to remotely slam and grab a ball and punch because it’s fun idk)
With this new weapon, V1 can finally compete with cerberus in the UBA (ultrakill ballin’ association)
you can instakill cerberus, sentries and virtues and its way easier to do if you whiplash to them then shoot the back and immediately parry it after instead of the whole shooting it super far at the enemy then whiplashing the ball towards you and then finally parrying the ball at the enemy
Bro when i first saw the title without the thumbnail. I dead ass thought it said "Is the IRS good?"💀
I find it to be a funky crowd control if you shoot it and is a powerful explosive
i find it sometimes useful against sentries, shoot, boulder shockwave launchse the sentry up and then conect an airshot which kills it. it's a bit slow tho
Ngl I like that the S.R.S can slightly compete with the normal railcannon damage (7) and the SRS being (5)
the SRS acts basically as a 2nd railcannon and you complain? I find it quite useful basically having two railcannons that I can use in quick succession.
You could: Launch a cannonball at a moving enemy, once ball is behind enemy use the railcannon to shoot through the enemy, hit the ball and basically do 2x damage
I wish they either reduced the cooldown or increased the amount of enemies it can stun, like mindflayers and sentries
so we are not going to talk how he edited edp as a reaction I respect it
I may be late. And theres no way i know who EDP is or what hes done. 😉 But god damn am i surprised youre the only one pointing this out lmao 😂
Maybe hakita should add like a canon ball damage when it hits the ground and smashes (additional damage from ball pieces) cuz now it just wanishes. Dont know tho.
Agreed, but I think a better buff would be reducing the cooldown. Right now it's really situational, having the cooldown be somewhere around the same length as the core eject would be much better.
(also gimme that cybergrind background)
a really good way to use it is to hit the ball with the railgun and hit the enemy at the same time
On the virtue note, tho, there's a way faster way to take care of them. I think it's one of, if not the most underrated abilities in the game. The shotgun overpump. God, I love the shotgun overpump
it just needs some tweaks i think its fun to use
max charge + blue rail nearly instakills hms and mfs by the way
I think it would be interesting if as you parry it multiple times, the damage it does increases
I agreed with this video when it released, but trying out the technique where you cannonball at close range, let it hit the enemy and punch it right after, almost at the same time, it's actually pretty insane damage, it's more than any single railcannon shot but with a lower cooldown. Sure it's close range, but it's a fast way to deal huge damage and literally instakill a cerberus.
Immensely powerful weapon if you know how to do that. Cooldown is quite low for 12 fucking damage
ye it got buffed (i think) and now you can just use the ball on a cerb, grapple it, and punch it back for an easy 1 shot
My dream buffs
.25 damage increase
.5 Knockback increase
2-second cooldown reduction
Better Nuke combo
imagine using demoman footage and not using the double donk sound
That Wrath Cybergrind is awesome. Any tips on how to get custom skyboxes like that, and potentially for other levels too?
I tried my hand on making a custom skybox but i cant seem to figure out how to get the images to not be warped. And I'm having trouble finding already made skyboxes shared by others too
Dudeee, that waves of the starless sea background is amazing! Where did you get it?
We be double donking in ultrakill now
i just use it as a quick burst of damage (don’t use it on maurice when he’s low he’ll disappear and u won’t get the free maurice points)
as someone who barely plays this game, the cooldown feels awful even to me
but I think it should get some more funny interactions to make it worth that one-time use
it would be cool if, similar to the the core eject->malicious nuke
if you shot a giant iron ball with an electric rail cannon you'd see some fireworks
what if hitting a pincushioned enemy with the ball knocked all the nails out of them like a nailbomb?
and if they had a magnet the nails would reattach for more damage?
yeah so about that grappleing the ball, so it can be used to do the equivalent to deadcoining soooo
"I think its safe to say"
"This thing is *MID* "
My man chose the most unsafe word to say the safest of things
Just decrease the cooldown to something like 4 seconds and it would be fine. Better yet, have it ramp up in speed AND damage when you charge it, with longer charges also increasing cooldown time.
summarization: jack of all trades master of none.
A better way to use it on the weird mass is to hit the tail and then shoot it instead of whiplashing it and pro-boosting it back
At least it's easier for me to pull off
Wait, how did you make the cybergrind into 5-2, that looks awesome!
It'd be cool if it could stun more enemies, like sm.
Everyone sleeps on the stun varients, green railcannon stops mindflayers and SRS stops insurrectionists, they have value in being able to lock down high value targets in order to focus on other threats, the main downside being their cooldowns, honestly both srs and green railcanon could totally recieve cooldown buffs and they would be much more used
(And sadly green railcanon being potentially infinite by punch switching it isn't enough for most players since it's too much to ask of a player to try to do)
And would you look at that! An S.R.S. damage and utility buff. WHat's your opinion on its effectiveness now?
It’s better overall and a lot more consistent. Still won’t be a huge staple weapon or anything but making use of it is more optimal than not
attempting to dodge an insurrectionist in cybergrind in the late 30s to 40s is pretty difficult so i like to ball
Its not about the Good, its about the Cool... If i can do Cool tricks with it. Its Good
Just generally, the ball is a big cunk of damage
I think it would be an A tier if you could make mini nukes with it
DASH JUMP TO IT srs cannonball then as soon as the ball hits you should be next to the enemy then immediatly parry
you can perma stun the insurrectionist if you hit it right before it lands while in its ground slam attack
This weapon was designed to obliterate demons from this earth
Personally I rate weapons based off how fun they are instead of how good they are, which makes this is the best weapon in the game.
i just use it cause it's fun ngl
What is that skybox in the Cybergrind and how can I also use it?
why you do my boy green railcannon like that 😭😭😭😭😭😭
"Not as useless as the green railgun"
Bruh that railgun gives damage to heavy bosses, a constant source of healing, can be parried into other bosses, stops mindflayer teleports, and I believe at one point even magnetizes for nailgun combos...
it's "parry onto other bosses" mechanic nearly has no use, it doesnt synergize with the nailgun, only thing you got correct is the stopping mindflayers from teleporting and a constant healing source.
could you show how to set up the new updated version of custom arms mod that have keybindings now cuz they dont work for me
I’d say. Let it double donk
Use it with the electric railcannon
Drill lets me do some funny amounts of damage while using nearly every other weapon and once (By the end I have around 4000000000000000000000000000000000000000000000000 style points)
i only really use it against cerbs personally
Fact 1 (edited): Parrying the cannonball does add extra damage. Changed in the new cybergrind update.
Fact 2: If you hit an insurrectionist with a cannonball right before he hits the ground, he will be stunned for longer.
lol rip, cg update made fact 1 incorrect
that's the thing, it's not just about the usefulness. It's about the fun and style of it.
(except the screwdickver I hate that weapon)
i know its been buffed since this guide came out but jesus this is a really hot take
like, there is a primary fire, and also you wont be holding this out for the entire game so an 8 second cooldown really is not that bad
idk maybe im not looking at this from the same standpoint but this just seems like a really innacurate take and a harsh one at that
yeah also im 90% sure the primary fire is litterally exactly the same as with the freezeframe so thats why he didnt mention it, and yeah i think its for of a thing to throw in for the stlye, when cybergrind hits you with those 20 cerbs and you gotta mow through em
dude missed the cannon ball + parry into railcannon to instakill mindflayers
If this is real, that changes everything lol
idk what combo this is you'll need to be more specific. maybe it's just not on violent difficulty?
he means used the mindfayer instakill by exploding the rock. The timing might be easier to handle with rock but I dun't know
@@cooly6539 which rock lol?
The SRS lol. I meant that it might be easier to launch the SRS rock before the attack then snipe it after its the same height as the mind flayer because the rock bounces up when you launch it. Anyways I tested it and its harder to do then just firing a rocket at it
I don't really care how good it is. It's a ton of fun to use. I actually honestly prefer it over the Freezeframe.
Am I crazy for not using the freezeframe and only using the srs
rocket rides.
dash in the air -> aim directly down -> shoot rocket -> whiplash very shortly after
requires vertical clearance but hey, cybergrind is basically the only time you’ll need to use it badly
@Skeleblood Gimme dat wrath cybergrind skybox
Yo can i get that 5-2 cg background?
"Easy enemies like Insurectionist" man how bad at this game am I?