Sorcerer
Senior Squid
- Joined
- Jan 30, 2024
- Messages
- 63
- NNID
- JiveSoulBro
Having missed out on a prediction does not deny that the best use of multiple kits for a weapon is to properly address the objectives of various game modes. Even if you don't see C.Explosher as a Splat Zones, I'm sure you can see its use to prevent overextending in Rainmaker, with Splashdown as a can opener. Or in Tower Control, with Splashdown as insurance when riding the tower and wall to act as ad hoc protection while attacking with the group. In Clam Blitz, you are the most vulnerable player and the one most likely to play as clam bank.I'm pretty sure your entire "kits for modes" thing has already been completely debunked, right? How'd your 52 Gal Deco prediction go? A splash wall is not stopping people from entering the zone, and placing one costs so much that it reduces your ability to output paint on the zone. The point that explo needs to push to with a wall to fight an enemy backliner is wayy farther than it wants to be and means you're giving up positional advantage and risking death. You're also not outputting zone paint. In a neutral scenario, which is when you'd want someone dealing with an enemy backliner most the time, you are supposed to be in a safe position. If you're up with wall you risk going down and losing neutral. You also are not giving your teammates paint control to make advantages with. Also, rain would be more helpful for breaking the line and more helpful for dealing with the enemy backliner. You are making fundamental misunderstandings with the role of the weapon and what it wants.
Anything is smarter than saying that the kit is worthless.