I don't think sharking is inherently an issue since using it is very high risk high reward, and if it were an issue you'd see way more Point Sensor since it's extremely spammable and hard counters the strategy. Even if it were more important though I still think approaching the argument where two of your three bullet points are about how it does against sharking is a bit extreme and ignores a lot about how specials should be designed.
All there is to Echolocator is marking four people and refilling your Ink Tank. That's it. When I played Splatoon 1 as a kid I never liked this special because it was super underwhelming. I don't remember how Point Sensors were then off the top of my head but big draw of using it can fairly easily be done with a few Point Sensors nowadays. It won't always, but even when you can't mark all four players you're consistently able to get fairly close to that, or at least close enough to the point where you'd never bother with Echolocator if it were introduced to Splatoon 3. Point Sensor isn't even that great right now.
well uh
i thoroughly disagree with this
sharking is absolutely the opposite of high risk if you know what you're doing
also point sensor is not even close to the same as echo. echo is a global, guaranteed marking. you know where everyone is, simultaneously
i guess this is only broken in coordinated high level play where people actually know how to avoid line of sight and obvious sharking positions and play around the map dynamically but info is kinda everything in this game when you know what you're doing so i just
i don't agree that it's underwhelming lol, it's one of the most broken things of all time
does it have to be combined with specials that actually let you accomplish stuff sometimes? yes. but it's still super valuable
comparing it to point sensor is totally invalid because it'd take 4 billion years to mark all 4 players with point sensor in a retake situation, and theres a good chance you'd get caught off-guard while trying to do it, and
MOST of all
what makes point sensor garbage is that you sacrifice a real bomb that can actually displace and paint and kill etc. etc.
this point doesn't apply to specials, because specials are valuable in that they provide unique utility
also lmao there are definitely people complaining about cooler
my main issue with the special is that when you have small amounts of nintendo™ lag and bullets in this game don't slow players, it leads to some incredibly dissatisfying interactions where you lost to an ice skater or whatever. there's no counterplay because they can chase you faster than you can run, can superjump out on reaction to you turning on them, and even if you trade it's ALWAYS in their favor
the point of cooler—and armor, and echo—in practice, is that it's a form of insurance -- insurance that you can make the play that you want to make with less risk, insurance that you won't waste your special, etc.
but i think insurance based on INFO (i.e. through perfect info from echo) allows for far more interesting and dynamic play from both sides than insurance based on effectively brute force guessing (cooler) or meatshielding (armor)