Dynamo Roller - For the love of Callie, what did they do to this weapon? I know it was strong in Splatoon 1, but they might as well have broken its knees with a baseball bat in part 2! A slight damage increase and a slight increase to effective range would be a good start for this king of a bygone era.
Dynamo would still be pretty bad even with a buff like that. The thing that sucks about dynamo now is that it doesn't cover as nearly as good as it used to, and the new sub and special on it are rather situational. Sprinklers are pretty much always useful to have to keep map control going in one area, however a mine just isn't the same. A mine needs you to grab the map control in order to use it (which the dynamo can't do as well anymore), and setting a mine doesn't guarantee you for making it useful. It's only if your opponent steps on it where it'll do you some good. Echolocator, sure a very powerful special, was great pretty much every time you popped it. Free markers on the enemy team for 8 seconds, what a deal. Then you get stingray in splat 2, which has potential. But it requires much better positioning and mindfulness than echolocator ever did.
The only weapons I would buff after that:
E-Liter
Reasoning: The weapon is honestly a joke when not played on it's previous home, Moray Towers. And even then, it just doesn't have enough range to justify having to wait so long anymore, as the splatterscope barely gets outranged by it, with a much faster charge. And it doesn't help that the E-Liter lost a great kit as well, further nerfing the weapon into oblivion.
Carbon Roller:
Reasoning: To those who say this weapon is inconsistent, I'd say you're wrong. Because this weapon is extremely consistent at getting two hit kills, which ultimately ruins the carbon roller. There's no reason to be running this especially with the splat roller running around with it's much more reliable one shot potential, and much better kits. This is a similar case to the E-liter, having a great kit and main weapon in splat 1, where the devs ultimately took away in splat 2. However, I feel like if they just give the carbon it's old horizontal flick back, and it actually kills up close, carbon can actually be a threat again.
Splash-o-matic:
Reasoning: It just feels so weak to compete with weapons in a similar category of short range shooters, like the .52 gal, the N-Zap, and the ever meta splattershot. Sure, while the weapon isn't meant to be a mid range slayer weapon like the .52 or splattershot, it surely should have some support capabilities right? Unfortunately, no. The only thing the weapon has going for it is the great accuracy when on the ground. Which is great for fighting. Oh wait, the weapon is a 4 shot. Nevermind. You're not going to win many engagements if the enemy have a weapon that out damage you at the same or even greater ranges.
Well, let's see if this weapon can support, and with it's abysmal spread (Since there's no rng in the shots), the weapon isn't that good for paint coverage. Maybe it's kit is really good? Not really, after the inkjet nerf and having toxic mist cost 70% of your tank, the weapon still requires a high skill floor to be successful. Maybe it's speed is better than the N-Zap and that's why you would use it. Try again. The N-Zap has faster strafing speed when firing, and with 1.4.0, it will have the same swim speed. So why even bother using the splash o matic, the skill floor is too high (especially on a weapon class where the skill floors are relatively low) for most people to be interested, the weapon's stats are pathetic, and it doesn't help a team much better than any of the much easier to use alternatives.
Also did you know that this weapon got
NERFED going into splatoon 2? Yes I typed that correctly :
N-E-R-F-E-D
On what aspect you may ask, ink consumption. From 0.7 -> 0.8 ink per shot. You know what other weapon has 0.8 ink per shot?
THE N-ZAP
They need to honestly call the splash o matic a poor man's N-Zap.