Nitro Rocket
Inkling
Line Marker, despite the many buffs it has gotten, is still one of the worst subs in the game. While I wouldn't say it is unusable, there is a few other buffs I would want, plus new mechanical traits that I think would help make the sub more useful.
For the buffs, I would:
- Decrease the hitbox for terrain
- Increase the hitbox for players and objects
- Increase object damage
Currently, the detection for the "line" that puts a tracking marker on opponents is larger than the detection for dealing damage. Unless someone is passing through the trail after the marker has been thrown, the damage hitbox and tracking hitbox should be the same. Decreasing the hitbox for terrain will make it easier to throw over ledges at a low angle without it bouncing off of the corner.
Line Marker also has no object damage multiplier (3 markers to shred a sprinkler/Beakon). Spending 40% of your ink tank to get so little value doesn't make sense. I would increase this by at least 3 times; now you can break Sprinklers and Beakons from a distance, use them against Splash Wall weapons and help break specials from across the map.
To really make it better, I think a few new properties could enhance its effectiveness.
These being:
- Continue traveling after hitting an opponent
- Create a paint droplet at users feet when thrown (similar to Torpedo)
- Create and explosion at every point of impact
The paint droplet is just so that the Line Marker can be thrown forward while letting you move afterwards. Currently, hitting an opponent stops the Line Marker, which usually means that you can only hit one enemy at a time, so I would want that changed.
To give it a small bit of AOE, and to make it easier to hit opponents against a wall and/or around a corner, I would make the current size paint splatter the Line Marker creates when hitting terrain into a radial explosion for every time that it bounces. This means that you no longer need pin-point accuracy to get value from the Line Marker, simply hitting the terrain next to them will at least do damage. Since hitting a Line Marker direct already puts the paint splatter at their feet, hitting a Line Marker direct will create a small explosion around them that can hit other nearby enemies. Hitting an explosion and a direct could lead to very threatening damage, and with multiple explosions, potentially kill all on its own. I'm not sure how the damage of the sub overall would work, but I would want the explosions to be doing at least 30-35 damage.
Let me know what you think of this idea.
For the buffs, I would:
- Decrease the hitbox for terrain
- Increase the hitbox for players and objects
- Increase object damage
Currently, the detection for the "line" that puts a tracking marker on opponents is larger than the detection for dealing damage. Unless someone is passing through the trail after the marker has been thrown, the damage hitbox and tracking hitbox should be the same. Decreasing the hitbox for terrain will make it easier to throw over ledges at a low angle without it bouncing off of the corner.
Line Marker also has no object damage multiplier (3 markers to shred a sprinkler/Beakon). Spending 40% of your ink tank to get so little value doesn't make sense. I would increase this by at least 3 times; now you can break Sprinklers and Beakons from a distance, use them against Splash Wall weapons and help break specials from across the map.
To really make it better, I think a few new properties could enhance its effectiveness.
These being:
- Continue traveling after hitting an opponent
- Create a paint droplet at users feet when thrown (similar to Torpedo)
- Create and explosion at every point of impact
The paint droplet is just so that the Line Marker can be thrown forward while letting you move afterwards. Currently, hitting an opponent stops the Line Marker, which usually means that you can only hit one enemy at a time, so I would want that changed.
To give it a small bit of AOE, and to make it easier to hit opponents against a wall and/or around a corner, I would make the current size paint splatter the Line Marker creates when hitting terrain into a radial explosion for every time that it bounces. This means that you no longer need pin-point accuracy to get value from the Line Marker, simply hitting the terrain next to them will at least do damage. Since hitting a Line Marker direct already puts the paint splatter at their feet, hitting a Line Marker direct will create a small explosion around them that can hit other nearby enemies. Hitting an explosion and a direct could lead to very threatening damage, and with multiple explosions, potentially kill all on its own. I'm not sure how the damage of the sub overall would work, but I would want the explosions to be doing at least 30-35 damage.
Let me know what you think of this idea.