- Joined
- Jun 23, 2016
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- 630
- NNID
- sintiss0421
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- SW-3785-4018-5310
Yeah, Dapples scare the crap out of me. Definitely the best of the duelies (although Squelchies come close) and basically an Aerospray that can actually function as a weapon.Clash doesn't need a nerf in the slightest.
The weapon finally got good, and it has a niche of being a fast paced blaster. However, as a blaster main myself, I hate this thing. The weapon just doesn't feel like a blaster to me, as directs are purely optional on this blaster. Which (as a range/rapid main) just doesn't make any sense to me. However, I think it has the niche of fighting short range shooters rather well, as it outranges them and can dance around them with indirects.
And the blast radius is very forgiving on this blaster, making it only a matter of dodging the opponent's attacks rather than trying to aim. And missing a shot doesn't matter when you're spitting a shot out every 1/5th of a second. Which is much faster than other blasters.
However, this comes at a cost. It only deals 30 damage with an indirect, and only 60 damage with a direct. Making it's time to kill extremely slow if the user only goes for indirects. Making it a 4 shot taking just over a second.
"Just over a second? @ThatOneGuy, that's not slow at all"
Oh, but it is rather slow in this game. Compared to weapons like the N-Zap firing 12 shots a second, or the .52 with 6 shots a second, allowing them to kill you 3 times over before the clash with indirects could kill you once. Even ranged weapons, like the Splattershot pro kill faster. And even weaker weapons, like the inkbrush kill faster. Making the Clash Blaster a slow kill when only indirects are used.
Not to mention the sloshing machine does whatever this weapon does (frontline, blaster like stingray) with more damage and range. All it takes is some aim and it doesn't have as much mobility.
"But with the clash blaster's stingray, it becomes a tower control beast"
But can it get that stingray fast / consistently without sacrificing it's build to special saver / comeback / tenacity / or special charge? Usually, no, since the painting is rather poor compared to other stingray weapons like the .52 deco and the jet squelcher (which aren't the best painters in the first place).
Also, the curling bomb + tentamissle kit is not scary at all. It still has the same problems as the first kit, and you don't even have a stingray to be a threat on tower and rainmaker. Instead you have inconsistent tentamissles. Not much of a threat, especially when the tentamissles need to get back to do damage, and the clash needs to go upfront to do damage.
With it's weaknesses of below average range, slow time to kill, and poor painting, the indirect size and fire rate is fine. The Clash has finally seen some success, and it shouldn't be nerfed as soon as it finds a niche.
But for weapons that seem to have taken the meta, slosher deco and heavy splatling seem like the most notable weapons to mention (along with vanilla blaster).
I'm not going to talk about vanilla blaster just because I'm sick and tired of discussing it.
In short, just a forgiving weapon with a panic button and a nice combo. Extremely one dimensional, with it's indirect + splashdown combo and with less endlag to be a nice close range killer. It's main weakness is paint, so nerfing the points to special will do a lot of damage to this weapon.
Slosher Deco, outside of zones and clam blitz, isn't that scary of a weapon. But in zones / clams it's a very good weapon.
It's still rather slow, and the time to kill is rather slow as well. Baller is not much of a threat in rainmaker and tower control, like it is on Zones or Clam Blitz. As for the main weapon, the slosher cannot break a rainmaker shield fast with just sloshes, and sloshing over the tower spire breaks the slosh, which sucks.
While being slow, and having a slow time to kill, Baller allows it to start pushes in clam blitz and instant captures on the zone. Along with it's respectable range and ability to kill over ledges, makes it a respectable slayer weapon with some paint to boot. Making it a solid addition to any team in those two modes. And thanks to sprinkler, the slosher doesn't need to be watching the zone in order to paint it. Not to mention it's amazing matchup against the vanilla blaster, outranging it, and having baller to tank hits and combo off of.
Slosher Deco needs to be careful of the heavy splatling before it starts getting comfortable. As a heavy can take the baller away, and toast it from far away. And it paints better as well. The slosher deco is a solid weapon, but it's not on the levels of broken.
Heavy Splatling has finally seen some use in the current meta, I'm surprised it took this long.
The main reason why heavy splatling is so popular is because it's one of the only weapons in the game with range and consistent paint. Plus with it's fast time to kill, and DPS when charged, it makes it a reliable defending weapon that can guard many objectives. Along with both of the specials it can have, stingray and bubbles, it can defend pushes extremely well. Denying towers and rainmakers with stingray, and making pushes with bubbles on zones and clams.
Chargers, jet squelchers, the hydra splatling and the squeezer are the only main weapons that get close to the heavy splatling's range, but they can't offer nearly as much paint to compensate. Making the heavy one the only hardcore painting anchor in the game, with it's ability to confront opponents and cover the map quickly. And it's two specials make it a defensive beast in this metagame.
However, there are some other weapons that I think people are sleeping on right now.
The Dapple Dualies are painting monsters. Both kits allow for fast paint and fast specials that help paint the map further. Not to mention the vanilla's beacons and the blue kit's toxic mist to further aid allies.
But besides being support weapons, the dapple dualies are incredibly mobile, in the light weight class, and having some of the best DPS after a dodge roll, allowing you to shred opponents who get close.
The only weakness these things have is their pitiful range. However, their dodge rolls and light mobility help them maneuver to enemies quicker, and allow for quick escapes if the dualies can't fight the threat immediately.
Reliable range, paint, killing power, and supportive special all rolled into one? (without any shot deviation or rng) Impossible, you say. However, the H-3 D exists. With it's good range, killing power, and paint, it can be one of the best defensive weapons to put onto your team. As it's potential for a 3 shot one combo kill is incredibly nice. And having a ranged weapon that can put out ink armor reliably is nice.
Suction Bomb and Armor really help on defense, particularly on clam blitz and tower control, since you can close off chokepoints / potential objective paths with the suction bombs, and have your team prepared for a push in any mode with the ink armor.
The only problem is that it's rather unreliable. As the weapon is extremely good on paper, the amount of endlag after a miss completely jinxes it from becoming popular. And it's rather unforgiving to a player who misses frequently. But to a seasoned player, the H-3 D is a wonderful weapon that has a high skill floor and ceiling. Making it a wonderful time investment to those who put their best effort into it.