Smarty1two
Senior Squid
So, there are a lot of little tweaks and changes that have taken place in Splatoon 2, but the one that's currently annoying me the most would be the small but possibly most devastating alteration, is the change they've done to the blaster. Now at first, I didn't notice it (in fact I just thought that my aim was crap) but it turns out that with the blaster if you jump and shoot your accuracy decreases. To explain it in another way, with the roller when you jump this activates the longer flat reticle and this change is shown as your reticle changes from a wide one to a long and skinny one (quite fitting). How this relates to the blaster is that when you jump the reticle also changes and goes from a very accurate shot to a wider more inaccurate shot.
This change is big because it changes the way blasters have to be used in order for them to be effective and also makes it harder for movement options. In the first game, the blaster was great because you were able to keep the momentum from jumping and shooting. This gave the blaster a quite refined and usable mode of movement as it allowed you to engage your opponents while still being able to move. Now in the first game, this could be abused by adding swim speed and damage up to give you a bigger blast radius and faster swim speed but as most of us already know with Splatoon 2 is that there is no damage up so this aspect cannot be abused.
How splatoon 2 wants people to use the blaster is to swim, shoot (not jump) and then swim and repeat. This kills the whole momentum aspect that made the blaster great in the first place. Splatoon 2 reinforces the way it wants you to use the blaster by punishing you when you decide to jump and shoot by making your shots more inaccurate. There is a ray of sunshine to this matter though, as I've experimented there is a way to kind predict/control where your shot is going to land after jumping. Basically, if you're moving the camera to the left and you jump + shoot then your shot would be on the left side of the reticle and the faster/more dramatic your movement is the more off centre the shot will be.
In conclusion, if you want to be an effective blaster user you will have to suck up the new changes and readjust to account for your shots not landing 50% of the time.
This change is big because it changes the way blasters have to be used in order for them to be effective and also makes it harder for movement options. In the first game, the blaster was great because you were able to keep the momentum from jumping and shooting. This gave the blaster a quite refined and usable mode of movement as it allowed you to engage your opponents while still being able to move. Now in the first game, this could be abused by adding swim speed and damage up to give you a bigger blast radius and faster swim speed but as most of us already know with Splatoon 2 is that there is no damage up so this aspect cannot be abused.
How splatoon 2 wants people to use the blaster is to swim, shoot (not jump) and then swim and repeat. This kills the whole momentum aspect that made the blaster great in the first place. Splatoon 2 reinforces the way it wants you to use the blaster by punishing you when you decide to jump and shoot by making your shots more inaccurate. There is a ray of sunshine to this matter though, as I've experimented there is a way to kind predict/control where your shot is going to land after jumping. Basically, if you're moving the camera to the left and you jump + shoot then your shot would be on the left side of the reticle and the faster/more dramatic your movement is the more off centre the shot will be.
In conclusion, if you want to be an effective blaster user you will have to suck up the new changes and readjust to account for your shots not landing 50% of the time.