isaac4
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 800
- Pronouns
- He/Him
I've been playing Slosher for a good while and I've been thinking a lot about how dull using Tri-Strike can feel. It's definitely not a bad special and learning how to throw them in specific ways to have them all land around the same time is fun but having a main and sub that wants to push ahead with a special that works best when you're backed away doesn't feel great. So I thought of a few ideas ideas on how the special could feel better and work with frontline weapons without making it too strong or taking away what works well for other weapons like Z+F Charger.
The first and most obvious change would be to let you swim during the special. Being able to swim with Zooka makes it so much more fun than it would have been if the special forced you to walk and that would apply to Tri-Strike as well. My main concern with that though is that Tri-Strike can be thrown extremely far, being in it's range for less than a second can kill you, and it goes through walls and ceilings. Slightly decreasing swim speed when you have the special active and reducing some of it's range since you're able to reposition now with it now should help deal with that.
I also want to let the strikes paint the floor of where they land. It wouldn't be anything big, maybe the same amount of paint from an Angle Shooter but since the special is on a good amount of weapons that fight up close such as Ttek, Slosher, and Neo Splash, I want the option to trap an opponent who's closer to you and force them to paint their feet to get safe. I don't think it would make it too good either since the time to detonate is the same and unless it's your last strike, you can't hurt them with your main weapon after. I also thought about making the strikes deal 30 damage if you make direct contact with them when they land to give more of a reason to back off and have the special be more useful in team fights but that might be way too much for a special that focuses on displacement.
My final change would be to make strikes weaker when going through walls and ceilings. They would still damage you but wouldn't instantly kill like they do normally. I think just being able to swim and reposition should make up for that since you'll have more areas to throw them in making it less predictable where they'll be for the enemy team.
That's it for the most part. I was also thinking of making the special meter deplete faster so you can't just stall tower easily but I think I've changed enough as is. I definitely want to know if these changes would be good or bad for Triple-Inkstrike and what could work better instead. This is my first time doing something like this for any special so there's a chance my ideas don't work well with all the weapons the it's is on or the maps themselves.
The first and most obvious change would be to let you swim during the special. Being able to swim with Zooka makes it so much more fun than it would have been if the special forced you to walk and that would apply to Tri-Strike as well. My main concern with that though is that Tri-Strike can be thrown extremely far, being in it's range for less than a second can kill you, and it goes through walls and ceilings. Slightly decreasing swim speed when you have the special active and reducing some of it's range since you're able to reposition now with it now should help deal with that.
I also want to let the strikes paint the floor of where they land. It wouldn't be anything big, maybe the same amount of paint from an Angle Shooter but since the special is on a good amount of weapons that fight up close such as Ttek, Slosher, and Neo Splash, I want the option to trap an opponent who's closer to you and force them to paint their feet to get safe. I don't think it would make it too good either since the time to detonate is the same and unless it's your last strike, you can't hurt them with your main weapon after. I also thought about making the strikes deal 30 damage if you make direct contact with them when they land to give more of a reason to back off and have the special be more useful in team fights but that might be way too much for a special that focuses on displacement.
My final change would be to make strikes weaker when going through walls and ceilings. They would still damage you but wouldn't instantly kill like they do normally. I think just being able to swim and reposition should make up for that since you'll have more areas to throw them in making it less predictable where they'll be for the enemy team.
That's it for the most part. I was also thinking of making the special meter deplete faster so you can't just stall tower easily but I think I've changed enough as is. I definitely want to know if these changes would be good or bad for Triple-Inkstrike and what could work better instead. This is my first time doing something like this for any special so there's a chance my ideas don't work well with all the weapons the it's is on or the maps themselves.