Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

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Machine Refuelled
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Mods: Character
File Size
Posted
Updated
9.493 MB
13 Aug, 2023 @ 1:12pm
9 Aug @ 3:35am
37 Change Notes ( view )

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Machine Refuelled

In 1 collection by Vermilingus
Mod Sync for my friends
106 items
Description
MACHINE: REFUELLED

Note: we're aware that this is essentially a completely different character, so for the sake of legacy https://steamproxy.com/sharedfiles/filedetails/?id=3515816395 here's an old branch. It'll get done bugfixes and stuff but the main branch is this one

Machine Refuelled is a total rework of Machine aiming at striking a better compromise between my mechanical perfectionist lunatic ramblings and, uh, being a YOMI character? That, like, sane people can play?

MANKIND IS DEAD:

The Machine is a tricky character with three distinct weapons who flows between them with grace, style and large amounts of blood.
- The Revolver is a mobile, tricky weapon based around ricocheting bullets off coins to create pressure
- The Shotgun is a close range, high damage stance for close range, high damage combo potential
- The Nailgun has multi-hitting moves to generate lots of Blood and magnets to create strange, tricky projectile setups

BLOOD IS FUEL:

Machine has 3 subsystems which control a lot of its playstyle.
Blood: All of Machine's moves generate Blood on hit. This Blood gives you meter when you pick it up. Machine's meter gain without this is abysmal, so be sure to fuel up!
Stamina: Instead of the normal Air Option pips, the Machine has Stamina. This Stamina is used for Air Options, like anyone else, but also for Encores - powerful modifiers that let you seamlessly flow from one weapon into a move from another.
Style: Using varied moves without getting hit increases Machine's Style, which in turn provides a damage multiplier.

HELL IS FULL: MOVESET BREAKDOWN

UNIVERSAL OPTIONS:

MOVEMENT:
BOOST DASH: A short dash that resets momentum with a brief window of invincibility.
POWER SLAM: Slams to the ground, dealing damage to anyone unfortunate enough to be below.

NORMALS:
FEEDBACKER: Machine's jab.
BELLA DONNA: A quick lash with the whip which can be aimed in 5 different directions.
CLAIR DE SOLEIL: A rising kick that takes Machine to the air.
CLAIR DE LUNE: A falling kick which slams opponents to the ground.
DUST IN THE WIND: A short thrusting punch with heavy knockback, great for bouncing opponents off of walls to "Loop" the "Dust"

SPECIALS:
LIKE A MOTH: A drawing whip strike that pulls opponents towards you.
WHIPLASH: Launch out a grappling hook, pulling yourself to whatever it strikes. Floors, enemies, your own projectiles. *Anything*
KNUCKLE BLASTER: Machine's core Guard Break move. Launch a large blast of air either forwards or down from the Knuckle Blaster arm, sending opponents flying.
SMOOTH CRIMINAL: Lunge towards opponents to ask them if they're okay.

SUPERS:
ROCKET MAN (LEVEL 1): Fire a rocket which can be attracted to magnets, launch yourself, launch opponents, frozen in time or even be ridden on!
LAST RIDE OF THE DAY: A special that's only available when near a launched rocket. Lets you ride it and hurl yourself towards opponents.
CRUSH (LEVEL 2): Launches a large cannonball that can be redirected by attacks
WE DIDN'T START THE FIRE (LEVEL 1): Launches a glob of oil which can be ignited by explosive attacks.

DEFENSE:
FEEDBACK: Punch people's projectiles and send a hurtling explosive one of your own back in response.

REVOLVER:

NORMALS:
THE UNFORGIVEN: A low stomp that keeps people grounded and keeps them in range.
NOVEMBER RAIN: A multi-hitting barrage of bullets from above.
INTO THE FIRE: A long reaching low gap closer.
RUN RUNAWAY: Throw out a blast while leaping backwards away from danger.

SPECIALS:
MARKSMAN: Fires one of three bullets - The quick Marksman shot, the powerhouse Piercer or the tricky Sharpshooter. Pick a different one to suit the occasion!
MONEY FOR NOTHING: Throws out a coin. Coins can be punched, parried, redirected, have bullets bounced off them. It's a lot. Experiment! You can carry 4 coins at once.

SUPERS:
MAKE IT HAIL (LEVEL 1): If you got 'em, spend 'em! Throw your entire stash of coins at once.
ELECTRIC AVENUE (LEVEL 2): Pull out the Electric Railcannon for a powerful blast with massive hitstun that can be bounced off of coins.

SHOTGUN:

NORMALS:
DESERT ROSE: Best used with a healthy shout, lunge forward to sting your opponents with a thrust from the Shotgun's barrel.
♥♥♥♥♥♥♥♥ THE SUN: From the air, blast your opponents down with a huge shotgun blast.
LIGHT UP THE NIGHT: Pluck your opponents out of the air with a large blast
EMBER: A low chainsaw sweep to catch close range opponents.
SLEDGEHAMMER: A guard-breaking swing from the Jackhammer to send foes skyward.
GET OFF OF MY CLOUD: Fed up off people hogging your air space? Bring them down a kilometer or two.

SPECIALS:
HAMMER TO FALL: Plummet to earth to Bring those Bandits into hefty hitstun.
SENT TO DESTROY: Launch a volatile core which can be detonated by your other attacks (or on contact)

SUPERS:
HELLWALKER (LEVEL 1): Throw out a multihitting tethered chainsaw which you can redirect at will for extended pressure and combos.
A TOWN CALLED MALICE (LEVEL 2): Launch the Malicious Rail for a hard hitting explosive beam attack
HARDER BETTER FASTER STRONGER (LEVEL 3): Grapple yourself towards the opponent and follow up with a huge Jackhammer hit for absolutely absurd knockback.


NAILGUN:

NORMALS:
Bed of Roses: Dash forward alongside a bed of nails.
40 to 1: Send out a barrage of nails from a safe distance.
Raining Blood: Send a down-angled burst of nails to hold down an opponent. Has some healthy blockstun
Heavy Day: If your opponent is a bit too close for your liking, clock them with the Nailgun for a rising strike.

SPECIALS:
STAKES AND TORCHES: Thrust a magnet into the opponent's chest, causing projectiles to be drawn to them.
COME BACK TO ME: Launch a projectile-attracting magnet.
DANGER!: Launch an electrified tether, which attaches to opponents, detonating if they stay in range.
LET IT RIP: Throw out a large, multihitting sawblade. Best used with a magnet to create strange, arcing danger zones.

SUPERS:
ERASER (LEVEL 1): Launch out a spread multiple large nails which will all attract to magnets. Use this to create a "Nail Bomb" of sorts on a stationary magnet.
HEAVEN PIERCE HER (LEVEL 3): Launch your Screwdriver Railgun at opponents, embedding into them and creating a persistent fountain of blood and damage.
Popular Discussions View All (9)
11
7 May, 2024 @ 11:47am
(Hopefully) Constructive Criticism and feedback
Mdbgamer
1
22 Jul @ 3:54am
Special interactions?
A Random Gamer
1
25 Jan, 2024 @ 11:50am
Ideas
celticjamz
335 Comments
Shen 12 hours ago 
"MACHINE!"
"CREATURE OF STEEL!"
"CHILD OF MAN" 🗣🔥🔥
Vermilingus  [author] 12 Aug @ 12:40am 
I don't normally like to just go "you're wrong" at points of critique @DMMM but there's a couple of things on your wishlist that are already there or I would like to address.

Firstly, you say "Make it so you can hustle to change weapons". You already can.
Secondly you say "Make it so you can slide towards the enemy". You already can, just not while dashing away from them.

As for "Make it easier to use rockets and lazer (I assume you mean Railgun" I made each variant a super for one of the three weapons to help with the absurd "bunch of buttons" character that the issue already has.

As for the movement stuff, Slamming already preserves momentum going into a jump or slide and bhopping doesn't exist in Ultrakill. A lot of the other movement tech doesn't really have much use or place in Ultrakill, like Slam Storage against a wall, so it's not really worth the dev time for me as a solo person making all of this to add really niche stuff that won't get used.
DMMM 11 Aug @ 10:03am 
my final rate for this mod as a ultrakill lover is a 6/10 cause its so good but it fells like there is a lot of room for improvement and i pray that this mod is kept in work
DMMM 11 Aug @ 10:02am 
also just kinda confusing you can use the marksman but the main mechanic that is the coins is just open to use. whats the actual use for it if the cons you can just use them
DMMM 11 Aug @ 9:56am 
make is so you can hustle to swap weapons and easier to use the variants to the rocket launcher and the lazer plus add the bhop mechanic and a way to do the store downslam tech plus being able to slide towards the enemy and also to go from slide to standing still easier, besides that this is the best mod i have seen on this game congrats and keep the good work
bitjoke 11 Aug @ 5:36am 
i have zero clue on how to swap weapons, can anyone help?
Vermilingus  [author] 9 Aug @ 1:23pm 
That's a new one lmao, I'll take a look but it doesn't seem that way on my build. I'll see if I can repro in any way
Pequod 9 Aug @ 12:02pm 
Using the slide almost always sends him into the opposite direction, I don't know if this is intended, you cant flip the move either
Vermilingus  [author] 9 Aug @ 11:40am 
Oh that's an oversight on the codex bit lmao, whoops - good catch

As for the prediction error, I'll take a look
RoyalFoolEXE 9 Aug @ 8:22am 
two things, one, PLEASE mention somewhere in the codex that hustle allows the change of stances, also the feedbacker sometimes says you still get damaged in predections