Splashdown doesn't really protect the user, like at all. In fact its biggest weakness is that it has a long startup that leaves you completely vulnerable and you don't even have armor like with Booyah.I'm no main, but I can already see why the new kit was developed that way. For Splat Zones, with walls to pressure backline with an otherwise slow dps weapon, and Splashdown, to protect yourself when there's no high ground to paint a zone. For Rainmaker, walls for absolute area interdiction when taking a novel position that could otherwise leave you exposed, and Splashdown as a can opener or just supplemental protection when taking a novel position
Still beats anything else an Explosher has for personal protection. Splashdown cancels are still a thing, but Triple cancels are rareSplashdown doesn't really protect the user, like at all. In fact its biggest weakness is that it has a long startup that leaves you completely vulnerable and you don't even have armor like with Booyah.
I think the point that I'm trying to make is that while they could very well have had that mindset when giving it splashdown, in practice it's not gonna work out very well. On another note, thinking about the theory you presented in another thread, do you believe that vanilla explosher is strongest in tower control and clam blitz? because in my experience, splat zones is its single strongest mode by far.Still beats anything else an Explosher has for personal protection. Splashdown cancels are still a thing, but Triple cancels are rare
What does the current kit offer the Explosher main to Splat Zones? As long as the Explosher is the single biggest zone painter on the field, what does it need Point Sensor for enemy highlighting? We know they all out to get you, so what you need is some manner of self protection. Do you need Ink Storm to paint zones from a distance? You, big ol' Explosher? You need it to threaten the backline, but a good charger is such an issue, you want a subweapon that deals with the problem over an expensive special.I think the point that I'm trying to make is that while they could very well have had that mindset when giving it splashdown, in practice it's not gonna work out very well. On another note, thinking about the theory you presented in another thread, do you believe that vanilla explosher is strongest in tower control and clam blitz? because in my experience, splat zones is its single strongest mode by far.
Sensor helps you land shots without line of sight. And more importantly, it supports your teammates. Explo has a hard time killing targets on its own, it wants to play for assists. You're sitting back in a comfortable position to tag anything you see, deal chip damage, and expect followup support. Since you're playing extra passive on Zones anyway, letting Explo also play this utility role works for it.What does the current kit offer the Explosher main to Splat Zones? As long as the Explosher is the single biggest zone painter on the field, what does it need Point Sensor for enemy highlighting? We know they all out to get you, so what you need is some manner of self protection. Do you need Ink Storm to paint zones from a distance? You, big ol' Explosher? You need it to threaten the backline, but a good charger is such an issue, you want a subweapon that deals with the problem over an expensive special.
Yea this right here i agree with lol if ur playing explo right then youre never supposed to be close enough to use splashdown or wall.... ig you could throw walls at teammates in front of you???? Splashdown is just a big wtf on a backliner theres a reason vhydra is a meme in splat2What is the purpose of a Wall on a weapon that can already attack from behind cover? You simply do not need it. Just use the existing map geometry that does not cost your precious ink tank.
What is Splashdown doing on a weapon that never wants to be close enough to use it? Don't say panic button, if that is the only utility you ever get out of your special that is just not enough. Maybe once or twice a match you'll pop it and at best you'll get a trade.
Sensor helps you land shots without line of sight. And more importantly, it supports your teammates. Explo has a hard time killing targets on its own, it wants to play for assists. You're sitting back in a comfortable position to tag anything you see, deal chip damage, and expect followup support. Since you're playing extra passive on Zones anyway, letting Explo also play this utility role works for it.
Storm is a fire-and-forget special that instantly refills ink and lets you get right back to pressing the ZR button. That's really important on a weapon as ink-hungry as Explo. Its chip damage combos well with the main weapon, making opponents vulnerable to 90 damage directs. And it also, y'know, paints the zone.
vExplo isn't a top tier kit, the individual pieces still need buffing, but they do have synergy together. cExplo is one big antisynergy.
There is no mapmode where I would ever choose cExplo over this. Trying to call this a Zones kit is genuinely baffling to me, vExplo is already a Zones weapon and then you should just play a different main weapon entirely on other modes.
You don't always have the map to help you. You also occasionally want to push ahead and attack the enemy backline, not unlike a Splat Charger with wall going forwards. Except Explosher is even slower and needs the help even more.What is the purpose of a Wall on a weapon that can already attack from behind cover? You simply do not need it. Just use the existing map geometry that does not cost your precious ink tank.
That's what the wall is for. So you don't get sniped.Yyyeah an explo will just get insta-snapped by a charger or splatling, its not a winnable 1v1. Exploshers strength is painting and providing aoe