Lonely_Dolphin
Lord of the Squids
- Joined
- Aug 5, 2015
- Messages
- 1,192
- NNID
- Einsam_Delphin
A good try Nintendo, but the only great things about this weapon remain it's sub n special.
That's not true. With this update, the H-3 now has the second best range, the second shortest ttk and the highest accuracy of all shooters in the game. Yes its fire rate remains bad but it's necessary to balance the weapon, otherwise it'd simply be too powerful and render the L-3 completely obsolete.A good try Nintendo, but the only great things about this weapon remain it's sub n special.
Exactly how much range it'll have now is not yet known, but regardless that's the only real thing that's changed. Ttk and accuracy (if we discount the burst mechanic throwing off aim) are good sure, but that firerate n burst mechanic cripple it in practice. Getting 3 consecutive hits with any shooter is unlikely, and that's the case two fold with this weapon since there are periords where you can't even shoot, and just missing one shot means the ttk really shoots up due to the delay between burst. Yeah I'm probably being too hard on this weapon. Guess I'm just disappointed that the Dolphin brand didn't make my favorite weapons. :LThat's not true. With this update, the H-3 now has the second best range, the second shortest ttk and the highest accuracy of all shooters in the game. Yes its fire rate remains bad but it's necessary to balance the weapon, otherwise it'd simply be too powerful and render the L-3 completely obsolete.
This weapon will always remain hard to use but people always confuse accessibility and viability.
The Amount of range increase is actually known. It said specifically that it was a 15% increase. The effective distance of this weapon is currently 2.9 lines. This x1.15 gives us about 3.3 lines of effective distance. Oh would you look at that, it now has the exact same effective distance as the .96 gal, splattershot pro, and dual squelcher. In essence, they cemented it into the second highest range tier of shooters.Exactly how much range it'll have now is not yet known, but regardless that's the only real thing that's changed. Ttk and accuracy (if we discount the burst mechanic throwing off aim) are good sure, but that firerate n burst mechanic cripple it in practice. Getting 3 consecutive hits with any shooter is unlikely, and that's the case two fold with this weapon since there are periords where you can't even shoot, and just missing one shot means the ttk really shoots up due to the delay between burst. Yeah I'm probably being too hard on this weapon. Guess I'm just disappointed that the Dolphin brand didn't make my favorite weapons. :L
Well that doesn't change my post. :PThe Amount of range increase is actually known. It said specifically that it was a 15% increase. The effective distance of this weapon is currently 2.9 lines. This x1.15 gives us about 3.3 lines of effective distance. Oh would you look at that, it now has the exact same effective distance as the .96 gal, splattershot pro, and dual squelcher. In essence, they cemented it into the second highest range tier of shooters.
I will for sure give bomb range up a go. Your description sounds really similar to how/what I would use for the custom range blaster. Do you strafe less because it kills in a single burst? So more re positioning between shots (like the range blaster)? I found the movement speed fairly necessary with the L3.l'm using:
-bomb range up main with two ink recovery up subs
-ink recovery up main with two swim speed up subs
-swim speed up main with one ink recovery sub (l have to improve these shoes)
Bomb range up is useful to give you some breathing space against these pesky chargers and generally makes suction bombs even more useful than what they already are as a zoning tool. Ink recovery allows you to throw bombs in rapid successions and swim speed can be used to move away from your opponent and reposition yourself if you missed a one kill burst.
l don't think ink saver main is needed because another strong points of the weapon IMO is its excellent ink consumption especially compared to similar guns like the Pro or the .96 and run speed up doesn't seem very useful either as you really don't want to get into strafing duels against Tentateks/N-zaps/L-3s.
Yeah, l take one shot and dive into my ink. If it hits then obviously that's good, if the guy is still alive l try to swim away to maintain that optimal range or flank.I will for sure give bomb range up a go. Your description sounds really similar to how/what I would use for the custom range blaster. Do you strafe less because it kills in a single burst? So more re positioning between shots (like the range blaster)? I found the movement speed fairly necessary with the L3.
And Splattershots *cough* *cough*as you really don't want to get into strafing duels against Tentateks/N-zaps/L-3s.
@HappyBear801, Just replying here first to let you know I did see your message in the H-3D thread.So, please leave your thoughts and analysis on the new H-3 Nozzlenose.
Unless by "max range" you mean the range at which the shot begins to drop to the floor (which decreases the damage and works the same on all shooters anyways) the H-3 Nozzlenose should always require only 3 shots to splat o_ODoesn't OHKO at max range (probably does with enough damage up, but just want to point that out to prospective H-3 users) although I reckon most people shouldn't be attempting to play right at the max range of the H-3.
Yup, that is what I meant by max range. The 2.2.0 buff basically made the old max range 3HKO range now.Unless by "max range" you mean the range at which the shot begins to drop to the floor (which decreases the damage and works the same on all shooters anyways) the H-3 Nozzlenose should always require only 3 shots to splat o_O
The thing is that no shooter (or Splatling) splats in the same number of hits once the shot begins falling, so it's not exclusive to this weapon alone; even Judd tells you that. I'm not even sure how much Damage Ups are required to keep the shots to splat due to how much the damage is decreased (or if it's even possible to return in back to normal), but I can't really test it since I don't have any gear with full Damage Ups anyways :(Yup, that is what I meant by max range. The 2.2.0 buff basically made the old max range 3HKO range now.
Also, I mentioned it because even on the 3x Defense Up dummy in the test area, you can still 3HKO within your range. So I felt it's important to mention the caveat that H-3 doesn't get a 3HKO at max range, lest you have people hearing hit-counters more than 3 times and scratching their heads (I know I have).
Whilst it's not exclusive, you need to remember the raw damage of 3 shots from a H-3 exceeds 100 (123 with my gear). So unless everyone is so clued in to know that max range decreases it below 100 (82 with the same gear) for whatever reason, I think it's something worth pointing out.The thing is that no shooter (or Splatling) splats in the same number of hits once the shot begins falling, so it's not exclusive to this weapon alone; even Judd tells you that. I'm not even sure how much Damage Ups are required to keep the shots to splat due to how much the damage is decreased (or if it's even possible to return in back to normal), but I can't really test it since I don't have any gear with full Damage Ups anyways :(
I wouldn't say that it's weakness are the straight lines (which it makes remarkably well compared to most long range shooters), but the long delay that keeps it from inking constantly. I have no problems inking with a Heavy Splatling because it allows me to make straight lines very quickly, which with some straffing lets me make squares (Geometry ftw!)There are obvious advantages to that if you can catch someone by surprise, but if it's not doing that, it tends to cover ground like a Charger, and straight lines aren't so great when you're on the defensive.