Algae
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So I've heard some ideas for loosening the kit system in future Splatoon games, either via mix-or-matching from a few choices, or letting you use any combination from the whole lists of sub/special weapons (at least in Private Battles). Problem with the latter: not only will some subs always fit a higher number of main weapons than others will, but some are straight-up more powerful at meeting certain expectations, nearly outclassing many others outright. For example, who wouldn't find Burst Bomb stronger than anything else for most weapons in the games' current condition? And Splat Bomb would almost break Tetra Dualies and .52 Gal, but that's not much of a topic for this post.
I'll list the sub weapons many people find overtuned, and my own ideas for 'em. Lemme know what y'all think of such.
Burst Bomb
Apart from the traits of a lethal bomb, Burst Bomb nearly has it all. Need paint to move? It works (less so if you have a swift Stringer to burst-fire with). Need damage comboes or a range extension? It works at mid-range (less so if your main weapon has worse zone control than Octobrush's). Need to halt someone's movement? It works (with less displacement than Splat Bomb, but an Explosher does the job better, frame data aside). Other than that, it's only Hydra that I hear is too startup-oriented to use Burst Bomb often (making better use of non-fighting subs). I like Burst Bomb's importance to Carbon Roller, but I feel like its sheer combo utility would diminish the uniqueness of some other weapons, mainly Brellas.
As for nerfing this thing, a small reduction to the painting radius (perhaps with the 35-damage/explosion sweetspot, like they were both reduced a bit at Splat 3's release?) would be cool, since seeing its sheer size on a wall is awkward (you can jump above the bottom of a wall anyway). For the first and last ability I mentioned, though, a reduction in Burst Bomb's range (probably to the upper end of Slosher range) is the more important action to take, partly since the bomb doesn't look like it'd have the inertia to fly the same distance as Splat Bomb.
Splat Bomb
I would slightly reduce this thing's lethal radius. Seems simple, but as for another matter, this weapon can roll on the ground and its 1-second fuse time starts when it touches the ground. Thus, its time staying near one point in space before it explodes can easily be reduced, so a small buffer of time after throwing the bomb before the fuse time can advance would be useful, specifically. Something unique to this weapon and its derivates is that its fuse time pauses if it falls off a ledge. The latter nerf I mentioned will actually mitigate this, too.
Fizzy Bomb
Ah, yes, a smaller Curling Bomb trail combined with bomb hitboxes that can linger at a contested area. Fizzy Bomb is quite versatile, similarly to Torpedo, yet its trail always has the two subs' long range, even uncharged. This combined with the slight notches formed in less-charged trails makes this seem like a more difficult Curling Bomb that virtually outclasses it if the skill floor is met. My remedy of choice for this is for the bomb's range to depend on the number of charges: the nerfed Burst Bomb's for none, Splat Bomb's for one, and Torpedo's as usual for two.
Suction Bomb
This sub is admittedly similar to Splat Bomb in its ability to displace opponents with a single explosion. While it's ability to stick to walls is sometimes used for sneak attacks, its more prominent niche over Splat Bomb is "bomb on side of Tower pole, stream of gunfire on other side, boom, tower reclaimed". To make this thing weaker overall, I would slightly increase both its 2-second fuse time and its lethal radius. First, its slowness would be somewhat mitigated by its explosion increasing the displacement size more (it already has more than Splat Bomb but ya get the point). Second, any enemy near the bomb would have a tad more time to act before the area becomes inaccessible. The bomb will also paint more of an area, another small help to weapons with questionable paint.
Splash Wall
Shoutout to OnePotWonder for making some clear ideas on making this sub healthier for the game. It's too difficult for those without lethal bombs to break, so its max HP shall go from 800 to 500, but its base duration will take some more time. The other suggestion is to not have its throwing distance to suddenly take space so far up like it does for the .52 Gal. The only weapon where Splash Wall's throwing distance interests me at all is the Glooga Dualies, which can move right behind a thrown Wall with one dodge roll (thus also being protected at the front from bombs, whereas "showering" at the center makes one vulnerable to bombs). I would definitely reduce the throwing distance, at LEAST to make dodge-rolling after walking backwards put a Glooga user right behind the wall's center. Lastly, there's no reason not to have a throwing distance indicator like for other sub weapons, and maybe let you throw it at your feet if it makes the sub's use more interesting (it can be bounced off a vertical surface onto the tower already, though).
I'll list the sub weapons many people find overtuned, and my own ideas for 'em. Lemme know what y'all think of such.
Burst Bomb
Apart from the traits of a lethal bomb, Burst Bomb nearly has it all. Need paint to move? It works (less so if you have a swift Stringer to burst-fire with). Need damage comboes or a range extension? It works at mid-range (less so if your main weapon has worse zone control than Octobrush's). Need to halt someone's movement? It works (with less displacement than Splat Bomb, but an Explosher does the job better, frame data aside). Other than that, it's only Hydra that I hear is too startup-oriented to use Burst Bomb often (making better use of non-fighting subs). I like Burst Bomb's importance to Carbon Roller, but I feel like its sheer combo utility would diminish the uniqueness of some other weapons, mainly Brellas.
As for nerfing this thing, a small reduction to the painting radius (perhaps with the 35-damage/explosion sweetspot, like they were both reduced a bit at Splat 3's release?) would be cool, since seeing its sheer size on a wall is awkward (you can jump above the bottom of a wall anyway). For the first and last ability I mentioned, though, a reduction in Burst Bomb's range (probably to the upper end of Slosher range) is the more important action to take, partly since the bomb doesn't look like it'd have the inertia to fly the same distance as Splat Bomb.
Splat Bomb
I would slightly reduce this thing's lethal radius. Seems simple, but as for another matter, this weapon can roll on the ground and its 1-second fuse time starts when it touches the ground. Thus, its time staying near one point in space before it explodes can easily be reduced, so a small buffer of time after throwing the bomb before the fuse time can advance would be useful, specifically. Something unique to this weapon and its derivates is that its fuse time pauses if it falls off a ledge. The latter nerf I mentioned will actually mitigate this, too.
Fizzy Bomb
Ah, yes, a smaller Curling Bomb trail combined with bomb hitboxes that can linger at a contested area. Fizzy Bomb is quite versatile, similarly to Torpedo, yet its trail always has the two subs' long range, even uncharged. This combined with the slight notches formed in less-charged trails makes this seem like a more difficult Curling Bomb that virtually outclasses it if the skill floor is met. My remedy of choice for this is for the bomb's range to depend on the number of charges: the nerfed Burst Bomb's for none, Splat Bomb's for one, and Torpedo's as usual for two.
Suction Bomb
This sub is admittedly similar to Splat Bomb in its ability to displace opponents with a single explosion. While it's ability to stick to walls is sometimes used for sneak attacks, its more prominent niche over Splat Bomb is "bomb on side of Tower pole, stream of gunfire on other side, boom, tower reclaimed". To make this thing weaker overall, I would slightly increase both its 2-second fuse time and its lethal radius. First, its slowness would be somewhat mitigated by its explosion increasing the displacement size more (it already has more than Splat Bomb but ya get the point). Second, any enemy near the bomb would have a tad more time to act before the area becomes inaccessible. The bomb will also paint more of an area, another small help to weapons with questionable paint.
Splash Wall
Shoutout to OnePotWonder for making some clear ideas on making this sub healthier for the game. It's too difficult for those without lethal bombs to break, so its max HP shall go from 800 to 500, but its base duration will take some more time. The other suggestion is to not have its throwing distance to suddenly take space so far up like it does for the .52 Gal. The only weapon where Splash Wall's throwing distance interests me at all is the Glooga Dualies, which can move right behind a thrown Wall with one dodge roll (thus also being protected at the front from bombs, whereas "showering" at the center makes one vulnerable to bombs). I would definitely reduce the throwing distance, at LEAST to make dodge-rolling after walking backwards put a Glooga user right behind the wall's center. Lastly, there's no reason not to have a throwing distance indicator like for other sub weapons, and maybe let you throw it at your feet if it makes the sub's use more interesting (it can be bounced off a vertical surface onto the tower already, though).