TechGuy456
Inkster Jr.
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It's no secret that .52 is almost universally hated by anyone that goes against it. However, it does more than just be a really good weapon. It fundamentally breaks everything in Splatoon 3. However, we need to first consider what makes it so good, before we understand why it doesn't fit.
1. It's a shooter
Being a shooter means it is going to be more flexible than other classes. It's mobility is its call, like most shooters.
2. Its damage is amazing
.52 does 52 damage, and with a middling fire rate, makes it one of the fastest TtKs without having a one shot. This combined with it being a shooter allows to take fights easily.
3. Its range is really good for a shooter
According to Inkpedia, it has a range value of 55, barely outdoing Splattershot's middling 50. This allows it to outrange most of the other short range weapons, taking them out before they even have a chance to fire.
4. Its kits.
At least one of .52's kits has some form of protection in each of the games. S1 had Wall Wail. S3 had Wall Wail 5.1. S2 had K52, which allowed it to survive longer than ever with an HP special and a wall.
So why does all of this break S3's design philosophy? The answer is simple: it is a selfish weapon in a team based game. Most weapons play off of each other to capitalize on each other's strengths to push and make plays. .52 says screw all that, and makes plays on its own. Take a team with a pencil, shot, .52, and range blaster for example. Pencil gets cooler, which allows the range blaster to push up and control area, which lines up the shot to get Zooka and kill everyone. However, .52 can just steamroll through because it can protect itself, with already good mobility and TtK. So while the other three get to control more area, the .52 can control a tiny area because of its survivability and damage. And if it gets in a pinch, it can throw a wall and a wail in order to push the enemies back. Any other weapon in that situation would certainly die. While .52 can also die in that situation, it has a higher chance to survive. .52 can benefit from team plays, but much less so than the others. It doesn't need the blaster's AoE because it can threaten others with its damage and wall. It doesn't need the shot because it can kill and paint perfectly fine on its own. And it doesn't need the Pencil because it has decent range, with a wall to protect itself, and has good mobility as is. It can do everything all at once, and it doesn't even rely on gear in order to function well. Someone can literally run Tenacity, Respawn Punisher, and Drop Roller on a .52 and they would still manage to do really well with it. Meanwhile shot, while still being mostly not gear dependent, can benefit a lot from things like Swim Speed, Comeback, LDE, Opening Gambit, or SCU. Nothing of .52 requires to think about team or builds.
In short, .52 breaks the core philosophy of S3 because of it being so selfish against everything else which rely on others somewhat. It is mini tank, bulldozing through its competition and cooperating far less than its peers in the same class. And it needs a healthier approach to the weapon, as .52 Deco this game isn't doing it any favors with Screen being a fundamentally broken special.
1. It's a shooter
Being a shooter means it is going to be more flexible than other classes. It's mobility is its call, like most shooters.
2. Its damage is amazing
.52 does 52 damage, and with a middling fire rate, makes it one of the fastest TtKs without having a one shot. This combined with it being a shooter allows to take fights easily.
3. Its range is really good for a shooter
According to Inkpedia, it has a range value of 55, barely outdoing Splattershot's middling 50. This allows it to outrange most of the other short range weapons, taking them out before they even have a chance to fire.
4. Its kits.
At least one of .52's kits has some form of protection in each of the games. S1 had Wall Wail. S3 had Wall Wail 5.1. S2 had K52, which allowed it to survive longer than ever with an HP special and a wall.
So why does all of this break S3's design philosophy? The answer is simple: it is a selfish weapon in a team based game. Most weapons play off of each other to capitalize on each other's strengths to push and make plays. .52 says screw all that, and makes plays on its own. Take a team with a pencil, shot, .52, and range blaster for example. Pencil gets cooler, which allows the range blaster to push up and control area, which lines up the shot to get Zooka and kill everyone. However, .52 can just steamroll through because it can protect itself, with already good mobility and TtK. So while the other three get to control more area, the .52 can control a tiny area because of its survivability and damage. And if it gets in a pinch, it can throw a wall and a wail in order to push the enemies back. Any other weapon in that situation would certainly die. While .52 can also die in that situation, it has a higher chance to survive. .52 can benefit from team plays, but much less so than the others. It doesn't need the blaster's AoE because it can threaten others with its damage and wall. It doesn't need the shot because it can kill and paint perfectly fine on its own. And it doesn't need the Pencil because it has decent range, with a wall to protect itself, and has good mobility as is. It can do everything all at once, and it doesn't even rely on gear in order to function well. Someone can literally run Tenacity, Respawn Punisher, and Drop Roller on a .52 and they would still manage to do really well with it. Meanwhile shot, while still being mostly not gear dependent, can benefit a lot from things like Swim Speed, Comeback, LDE, Opening Gambit, or SCU. Nothing of .52 requires to think about team or builds.
In short, .52 breaks the core philosophy of S3 because of it being so selfish against everything else which rely on others somewhat. It is mini tank, bulldozing through its competition and cooperating far less than its peers in the same class. And it needs a healthier approach to the weapon, as .52 Deco this game isn't doing it any favors with Screen being a fundamentally broken special.