OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 977
- Location
- Canada
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
Goo Tuber is a very unusual weapon. Most obviously is the fact that it's the only charger with dual-ring charge, and the only charger to deal lethal damage with a partial charge. Then there's also its improved charge hold, which can maintain partial charges and last up to five seconds. All of this compensates for its absolutely abysmal stats, taking 10 frames longer to charge than Splat Charger only to have 80% of its range, and taking 5 frames longer to reach lethal damage than Squiffer only to have none of its mid-charge mobility.
Goo Tuber is bottom tier for a reason. It's often considered a worse Squiffer, since its full charges are so pathetically weak that they're virtually never worth using. It tries to be a jack of all trades charger, but it's only a jack of one trade, and Squiffer is better at that trade. So you might say I'm jacking up Goo Tuber with the following change:
Goo Tuber
In doing research for another post (fixing backline chargers' overbearing pressure with damage falloff) I learned that a few chargers gain a range boost upon fully completing their charge, those being the scoped chargers and Goo Tuber. For whatever reason, the scoped chargers get more of a boost than Goo Tuber. I decided to rather violently correct that by quintupling Goo Tuber's boost.
Increasing its range by an entire line when fully charged should more than fix the issue of Goo Tuber's full charges not being worth using. Its recent charge time buff has been partly reverted to compensate for its improved range (with all of the weapon's charge time values now being lovely round numbers; it reaching lethal damage with exactly 2/3 of a charge and having uniform damage scaling throughout).
Thanks for reading this post, and feel free to share any feedback you might have.
Have a wonderful rest of your day.
Goo Tuber is bottom tier for a reason. It's often considered a worse Squiffer, since its full charges are so pathetically weak that they're virtually never worth using. It tries to be a jack of all trades charger, but it's only a jack of one trade, and Squiffer is better at that trade. So you might say I'm jacking up Goo Tuber with the following change:
Goo Tuber
Full charge range boost increased by 400%
This increases the weapon's maximum range by 19%
Charge time increased from 71 to 75 frames (first ring unchanged)
In doing research for another post (fixing backline chargers' overbearing pressure with damage falloff) I learned that a few chargers gain a range boost upon fully completing their charge, those being the scoped chargers and Goo Tuber. For whatever reason, the scoped chargers get more of a boost than Goo Tuber. I decided to rather violently correct that by quintupling Goo Tuber's boost.
Increasing its range by an entire line when fully charged should more than fix the issue of Goo Tuber's full charges not being worth using. Its recent charge time buff has been partly reverted to compensate for its improved range (with all of the weapon's charge time values now being lovely round numbers; it reaching lethal damage with exactly 2/3 of a charge and having uniform damage scaling throughout).
Thanks for reading this post, and feel free to share any feedback you might have.
Have a wonderful rest of your day.
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