Splash
Full Squid
- Joined
- Jan 18, 2017
- Messages
- 46
- Location
- Ontario, Canada
- NNID
- ChameoFive
- Switch Friend Code
- SW-3931-9636-2696
With the hype of Spla2n's release coming out this summer, the Global Testfire coming up not long after the release of the Switch and with all new specials replacing the current specials of Splatoon for Spla2n, what do you think were some of the best and worst specials in the original Splatoon? I know everyone's opinion will likely differ in some way or another, but alot of people also share the same general consensus in terms of what specials were good and what ones could use some improvements. As for what my opinion is:
1. Bomb Rush: How could this not be #1, like seriously? Being able to throw a finite number of whatever bomb type your bomb rush allots for 6 seconds (longer with Special Duration Up equipped) will never not be a dull moment. And really all 4 of the bomb rushes are optimal in there own way, the Seeker Bomb Rush probably being the worst of the bunch since they can only move in a straight line, unless they lock onto another squid, and aren't used to ink much turf either, plus it also only exists on the Carbon Roller Deco, and I'm not much of a fan of rollers. Not much of a fan of the Burst Bomb Rush either since they don't splat in one bomb, but it makes up for it with being able to throw a maximum of 16 Burst Bombs, opposed to the 12 Suction and Splat Bombs, and 11 Seekers. As for Suction and Splat Bomb Rush, they are equal in my opinion. Suction can be used to splat a specific area more easily and Splat Bombs roll after throwing them, and are easy to corner and sneak attack other squids with. Only way you can suck with this special is if you are in close ranged combat or within sight of an E-liter or Charger. Bomb Range Up and this is a devastating combo and a force to reckon with!
2. Echolocator: Any special that can alert the position of my enemies and also give me an automatic reload is a beautiful thing to behold. I feel this special is very underappreciated since it's mostly used on long ranged weapons to help snipe off foes better. Just because this special doesn't grant immunity or any sort of weapon to splat squids more proficiently doesn't make it a bad sub. This sub is entirely meant for support, which shows since it reveals the location of all enemy squids to your team for 9 seconds. The ability Cold Blooded cuts this time limit in half however, which hinders it's effectiveness in a big way, but not many items carry Cold Blooded so it evens out. Still, that instant reload more than makes up for it.
3. Bubbler: Granting immunity for yourself, pretty awesome. Now being able to give immunity to your whole team, that's going the extra mile my friends! The Bubbler is a generic special in design. Using it forms a bubble around you granting you immunity from enemy fire for a short amount of time. Using it around an ally however, also gives them a bubble as well. Sounds great. Get surrounded? Bubbler. Going in for an ambush with your allies? Bubbler. Here's the kicker though: the Bubbler has terrible knockback on it, and getting shot by enemy fire can make firing yourself very difficult due to the knockback throwing off your accuracy. Not only that, but the duration for the Bubbler is rather short, at just 4.5 seconds, the third shortest special duration in the game, so your gonna want alot of special duration up to make this more of a viable special. I am terrible at using this special, which is why I call it the "Shame Bubble" because I usually wind up using this as a retreat option rather than being aggressive with it, and no one is ever around me when I use it. Regardless of that, the Bubbler still has many positives to it, I'm just not that great with it, but I won't let my inability to use it properly affect my opinion on it. It's powerful in the right hands.
4. Inkstrike: A special that's entirely meant for inking turf, this one is kinda middle of the road for me. It really only seems to be useful in Splat Zones and Turf Wars mostly, and even for Turf Wars, it still is an inconsequential special to have most of time, since it's only like a 4% difference. But it has other properties as well, like being useful to lure out enemies in hiding, keeping the other held back by firing it at their base for a brief period of time and scaring off a camping E-Liter or Charger from their sniping position. Again, not much in the way of splatting opponents, since launch has a two second delay, the radius of where is it gonna be launched is revealed beforehand and your a sitting duck trying to select where you launch it as well, but that's par for the course really with that kind of weapon. You get the occasional splat with the Inkstrike, I know I've been splatted by it many times before, but yeah, if your gonna use it, it's strength lies in turning the tide of a Splat Zone to be in your favor. A one-trick pony for sure, but at least it gets the job done.
5. Kraken: Alright, unpopular opinion time! Not a fan of these last three specials, at all! Kraken, for what it is named after, kinda comes off as a disappointment honestly. Yes, it's a one-hit kill. Yes, it's benefited from having Swim Speed Up and Comeback. Yes, enemy ink doesn't hinder its movement. And yes, you are invulnerable in this mode. But I have a lot of gripes with it, like I did Bubbler. Had to debate which I prefer, and I think Bubbler edges out Kraken for one reason. There are some stages that Kraken is just terrible for because much like the squid forms, Krakens can fall through grates. Stages like Hammerhead and Mahi-Mahi, not optimal for Kraken. So many Krakens have I seen fall into the water on Mahi-Mahi and it's funny to me every time I see it. This also doesn't help with the fact that Kraken also has knockback to it, so there are times you just straight up waste it because of enemy ink knocking you back before you can get close to them and then paying the price by being ambushed after the special ends. Seriously, for something named after a legendary sea monster, the fact that knockback screws over Kraken users so much, it's staggering. I know it would be busted otherwise, and honestly I don't see anyway else you could get around this either. I know I'll get alot of flak for putting Kraken this low, but it's also out of spite. I hate seeing Kraken users in Tower Control because the second someone gets their special, they go on top of the tower and Kraken, knowing you can't do anything about. Worse, the duration for Kraken is 5 seconds, longer with Special Duration Up, so for that amount of time, the tower is in the Kraken control and the rest of the team can jump to the Kraken's position. Mind you, this can be done with the Bubbler, but your likely to get knocked off the tower more likely than not, so Bubbler is kind of a gamble. Sad thing is, every time I try to do this, I always lose control and plummet anyways. I don't know, maybe I just suck with the Kraken, but for some reason, it just never stuck with me personally. As for when I going up against a team of rollers or brushes however, then Kraken would be #3 on this list, but sadly we don't all live in a perfect world.
6. Inkzooka: Now for a weapon I wish I didn't have to put up with having. And it's the special for my favourite weapon too, the Sploosh-O-Matic 7! Really not a fan of this one because it too has knockback, but in a worst way than the prior because it's the weapon's recoil that's the cause for alarm here. I've killed myself so many times with this stupid weapon because of knockback launching me off an edge. Seriously, using this on Moray or Mahi-Mahi or Triggerfish is asking for trouble if you use it too close to an edge! Not only that, but it has limited range, just shorter than the E-Liter, and it also has terrible ink coverage in terms of width, worse than the Rainmaker, and so splats would have to be direct hits to actually work. On the plus side, you can use your Sub Weapon still in this mode, but it consumes your 6 second time limit to fire off the Inkzooka and firing the Inkzooka still has between a .5 and a .9 second recoil to it as it stands. You want to make every shot with this count, cause it's also the most costly special, taking 220p of ink coverage to fill up. Also, activate this when your back is against a wall because last thing you want is to be ambushed with such a cumbersome weapon in hand. Honestly, the negative out-weight the good here, in a big way!
7. Killer Wail: There is kind of a reason this weapon is the cheapest to obtain. It just straight up isn't good. It seems to be more used to pressure then anything else really because the blast radius for it is pretty minuscule and while it seemingly has infinite range, your a sitting duck using it, and it's duration is rather short, so it can't even be used to stall somebody from advancing onto a specific objective or point for very long either. Actually, I think I already said the best three things I can about it. It's cheap, has infinite range and can be used to pressure, but even then that last statement is also achieved by using say an Inkzooka or Inkstrike, so can't even give it that really. I guess you could use it to camp the other teams spawn point, but that also doesn't work because your immune on spawn. Honestly though, it could be much worse. It could be the Sting Ray. That thing looks like absolute trash!
Now that's my opinion, but lemme me know what all of yours are:
1. Bomb Rush: How could this not be #1, like seriously? Being able to throw a finite number of whatever bomb type your bomb rush allots for 6 seconds (longer with Special Duration Up equipped) will never not be a dull moment. And really all 4 of the bomb rushes are optimal in there own way, the Seeker Bomb Rush probably being the worst of the bunch since they can only move in a straight line, unless they lock onto another squid, and aren't used to ink much turf either, plus it also only exists on the Carbon Roller Deco, and I'm not much of a fan of rollers. Not much of a fan of the Burst Bomb Rush either since they don't splat in one bomb, but it makes up for it with being able to throw a maximum of 16 Burst Bombs, opposed to the 12 Suction and Splat Bombs, and 11 Seekers. As for Suction and Splat Bomb Rush, they are equal in my opinion. Suction can be used to splat a specific area more easily and Splat Bombs roll after throwing them, and are easy to corner and sneak attack other squids with. Only way you can suck with this special is if you are in close ranged combat or within sight of an E-liter or Charger. Bomb Range Up and this is a devastating combo and a force to reckon with!
2. Echolocator: Any special that can alert the position of my enemies and also give me an automatic reload is a beautiful thing to behold. I feel this special is very underappreciated since it's mostly used on long ranged weapons to help snipe off foes better. Just because this special doesn't grant immunity or any sort of weapon to splat squids more proficiently doesn't make it a bad sub. This sub is entirely meant for support, which shows since it reveals the location of all enemy squids to your team for 9 seconds. The ability Cold Blooded cuts this time limit in half however, which hinders it's effectiveness in a big way, but not many items carry Cold Blooded so it evens out. Still, that instant reload more than makes up for it.
3. Bubbler: Granting immunity for yourself, pretty awesome. Now being able to give immunity to your whole team, that's going the extra mile my friends! The Bubbler is a generic special in design. Using it forms a bubble around you granting you immunity from enemy fire for a short amount of time. Using it around an ally however, also gives them a bubble as well. Sounds great. Get surrounded? Bubbler. Going in for an ambush with your allies? Bubbler. Here's the kicker though: the Bubbler has terrible knockback on it, and getting shot by enemy fire can make firing yourself very difficult due to the knockback throwing off your accuracy. Not only that, but the duration for the Bubbler is rather short, at just 4.5 seconds, the third shortest special duration in the game, so your gonna want alot of special duration up to make this more of a viable special. I am terrible at using this special, which is why I call it the "Shame Bubble" because I usually wind up using this as a retreat option rather than being aggressive with it, and no one is ever around me when I use it. Regardless of that, the Bubbler still has many positives to it, I'm just not that great with it, but I won't let my inability to use it properly affect my opinion on it. It's powerful in the right hands.
4. Inkstrike: A special that's entirely meant for inking turf, this one is kinda middle of the road for me. It really only seems to be useful in Splat Zones and Turf Wars mostly, and even for Turf Wars, it still is an inconsequential special to have most of time, since it's only like a 4% difference. But it has other properties as well, like being useful to lure out enemies in hiding, keeping the other held back by firing it at their base for a brief period of time and scaring off a camping E-Liter or Charger from their sniping position. Again, not much in the way of splatting opponents, since launch has a two second delay, the radius of where is it gonna be launched is revealed beforehand and your a sitting duck trying to select where you launch it as well, but that's par for the course really with that kind of weapon. You get the occasional splat with the Inkstrike, I know I've been splatted by it many times before, but yeah, if your gonna use it, it's strength lies in turning the tide of a Splat Zone to be in your favor. A one-trick pony for sure, but at least it gets the job done.
5. Kraken: Alright, unpopular opinion time! Not a fan of these last three specials, at all! Kraken, for what it is named after, kinda comes off as a disappointment honestly. Yes, it's a one-hit kill. Yes, it's benefited from having Swim Speed Up and Comeback. Yes, enemy ink doesn't hinder its movement. And yes, you are invulnerable in this mode. But I have a lot of gripes with it, like I did Bubbler. Had to debate which I prefer, and I think Bubbler edges out Kraken for one reason. There are some stages that Kraken is just terrible for because much like the squid forms, Krakens can fall through grates. Stages like Hammerhead and Mahi-Mahi, not optimal for Kraken. So many Krakens have I seen fall into the water on Mahi-Mahi and it's funny to me every time I see it. This also doesn't help with the fact that Kraken also has knockback to it, so there are times you just straight up waste it because of enemy ink knocking you back before you can get close to them and then paying the price by being ambushed after the special ends. Seriously, for something named after a legendary sea monster, the fact that knockback screws over Kraken users so much, it's staggering. I know it would be busted otherwise, and honestly I don't see anyway else you could get around this either. I know I'll get alot of flak for putting Kraken this low, but it's also out of spite. I hate seeing Kraken users in Tower Control because the second someone gets their special, they go on top of the tower and Kraken, knowing you can't do anything about. Worse, the duration for Kraken is 5 seconds, longer with Special Duration Up, so for that amount of time, the tower is in the Kraken control and the rest of the team can jump to the Kraken's position. Mind you, this can be done with the Bubbler, but your likely to get knocked off the tower more likely than not, so Bubbler is kind of a gamble. Sad thing is, every time I try to do this, I always lose control and plummet anyways. I don't know, maybe I just suck with the Kraken, but for some reason, it just never stuck with me personally. As for when I going up against a team of rollers or brushes however, then Kraken would be #3 on this list, but sadly we don't all live in a perfect world.
6. Inkzooka: Now for a weapon I wish I didn't have to put up with having. And it's the special for my favourite weapon too, the Sploosh-O-Matic 7! Really not a fan of this one because it too has knockback, but in a worst way than the prior because it's the weapon's recoil that's the cause for alarm here. I've killed myself so many times with this stupid weapon because of knockback launching me off an edge. Seriously, using this on Moray or Mahi-Mahi or Triggerfish is asking for trouble if you use it too close to an edge! Not only that, but it has limited range, just shorter than the E-Liter, and it also has terrible ink coverage in terms of width, worse than the Rainmaker, and so splats would have to be direct hits to actually work. On the plus side, you can use your Sub Weapon still in this mode, but it consumes your 6 second time limit to fire off the Inkzooka and firing the Inkzooka still has between a .5 and a .9 second recoil to it as it stands. You want to make every shot with this count, cause it's also the most costly special, taking 220p of ink coverage to fill up. Also, activate this when your back is against a wall because last thing you want is to be ambushed with such a cumbersome weapon in hand. Honestly, the negative out-weight the good here, in a big way!
7. Killer Wail: There is kind of a reason this weapon is the cheapest to obtain. It just straight up isn't good. It seems to be more used to pressure then anything else really because the blast radius for it is pretty minuscule and while it seemingly has infinite range, your a sitting duck using it, and it's duration is rather short, so it can't even be used to stall somebody from advancing onto a specific objective or point for very long either. Actually, I think I already said the best three things I can about it. It's cheap, has infinite range and can be used to pressure, but even then that last statement is also achieved by using say an Inkzooka or Inkstrike, so can't even give it that really. I guess you could use it to camp the other teams spawn point, but that also doesn't work because your immune on spawn. Honestly though, it could be much worse. It could be the Sting Ray. That thing looks like absolute trash!
Now that's my opinion, but lemme me know what all of yours are:
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