OnePotWonder
Inkling Fleet Admiral
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- Jan 31, 2024
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- He/Him
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Shooters are a mixed bag when it comes to weapon class balance. Highly overpowered and pathetically weak weapons stand side by side in the shooter weapon roster. The class is so unapologetically simple that it's able to have the most diverse array of weapons in the game, however in doing so it has the highest margin for error, and error it indeed has.
This thread will cover some ideas I have for fixing the shooter class, from toning down the overpowered aspects of dominant meta shooters to raising up the bottom-tier shooters by realizing their untapped potential. Without further ado, sit back and enjoy!
Shooters will be covered in the order they are unlocked.
Splattershot Jr.
Ink tank capacity decreased from 110% → 100%
Now has a consistent 12% chance to shoot toward the outer reticle
Damage per shot increased from 28 → 30
Splattershot Jr. is the perfect starter weapon, with a heavy focus on inking turf and being mechanically unchallenging. It larger ink tank gimmick only really helps the weapon spam more bombs, and for the most part makes it more annoying. Splattershot Nova's gimmick of having no accuracy falloff would suit it much better, and 30 damage compensates for its significant nerf.
Splattershot
Ink consumption increased from 0.92% → 1.2% per shot
Splattershot is a generalist weapon that's good at virtually everything, and could use a tone-back. Ink efficiency is the best target, not only reducing the weapon's uptime slightly, but also making it harder for the weapon to take advantage of its bombs. The lesser ink efficiency nerfs I would give to other meta shooters would be healthy for the same reason.
Aerospray
Accuracy falloff now scales exponentially, starting at a 3% → 1% accuracy decrease per shot, and adding 0.5% with each shot
Initial chance to shoot wide decreased from 6% → 1%
Aerospray is one of the weakest shooters, outclassed by several other support shooters, with its main competition being Splattershot Jr.. The cleverest way to set it apart from Jr., if you ask me, is to give it the opposite of its gimmick; high initial accuracy with fast falloff scaling. This buff would make Aerospray much more capable at fighting and (with the right kit) give it reason to be used over Jr..
N-ZAP
Damage per shot decreased from 30 → 26
Ink consumption increased from 0.8% → 0.9% per shot
N-ZAP received many buffs during peak Snipewriter meta in an attempt to make it a contender with the pencil. Now that it can produce more of its special than Snipewriter, it feels a bit overtuned. The main is supposed to be a support/skirmisher hybrid with its high paint output and strafe speed, so damage is a good target for nerfs; making it slightly worse at fighting than other support shooters.
Splattershot Nova
Accuracy while grounded is now unerring
Splattershot Nova is the weakest shooter in terms of main weapons. Its slow time to splat is compounded by its accuracy issues. As such, I simply removed its accuracy issues. With unerring accuracy, Nova would be encouraged to take more fights and not have to rely on its special weapon to get splats; a huge and necessary improvement.
Sploosh-o-matic and Splattershot Pro
No changes
Not only are these two shooters the only ones unlocked at the same level, they're also the only ones that need no main weapon changes. Splattershot Pro's main issue comes from it being outclassed by Squeezer, which will be addressed later, while Sploosh-o-matic's best kit is mediocre. These two weapons are both in unpleasant spots, but main weapon buffs aren't the solutions to fixing them.
.52 Gal
Fire rate decreased from 6.66 → 6 shots per second
Ink consumption increased from 1.3% → 1.9% per shot
Of all the shooters on this list, .52 Gal is the biggest target for nerfs thanks to its complete lack of vulnerabilities and its obscene time to splat. A one frame nerf to its fire rate puts it more in line with the other shooters, and the particularly harsh ink efficiency nerf takes the edge off of its overbearing map presence by reducing its uptime.
L-3 Nozzlenose
Accuracy while mid-air is now unerring
The first of the semi-automatics, L-3 Nozzlenose was robbed of nearly everything it was worth in the transition from Splatoon 2 to Splatoon 3; its lost its one-burst splat with Main Power Up, and its Burst Bomb + Inkjet kit. While it will never fully return to its former glory, perfect mid-air accuracy is as close as it's going to get to fair compensation.
Jet Squelcher
End lag increased by 1 frame
Ink consumption increased from 1.6% → 1.7% per shot
The only "weak" shooter on the list to receive nerfs, Jet Squelcher is a terror appropriately handicapped by its kits. Its time to splat is ridiculous for how much range it has, but it doesn't hold a candle to its mobility, which is what I'm targeting with its nerf. With it being a bit slower, Jet should be a bit easier to pin down with flank attacks, or if it pushes too far forward.
Splash-o-matic
Ink consumption increased from 0.8% → 0.9% per shot
Splash-o-matic is very close to needing zero nerfs, but its Neo kit spams a few too many bombs, and its main competitor N-ZAP was nerfed in the exact same way. Splash is for the most part a very well-designed shooter, but it isn't completely without its issues; a slight tone back to its ink efficiency would be all it needs to be practically perfect.
.96 Gal
Damage per shot increased from 62 → 68
Almost every weapon that ran Main Power Up in Splatoon 2 has received some form of compensation buff in Splatoon 3, save for the .96 Gal. This is its compensation buff; a bit more damage on its shots to let it combo with weapons that deal 35 damage.
Squeezer
Maximum tap fire rate decreased from 7.5 → 6.66 shots per second
Tap fire damage increased from 38 → 42
The changes to Squeezer remain my favorite; it gets a marginally longer time to splat at a distance such that it no longer hard outclasses Splattershot Pro, its mashing requirement is made a bit softer, and to compensate it gains the ability to combo its first shot with two shots of its painting mode fire. Squeezer trades overbearing long-range kill power for more flexibility. Pretty perfect, if I say so myself.
H-3 Nozzlenose
Burst cooldown decreased from 20 → 18 frames
Ink consumption decreased from 6.75% → 5.7% per burst
H-3 Nozzlenose, the final and most difficult of all the shooters, and for whatever reason, also one of the weakest. Well, not anymore. Its ink efficiency nerf from the end of Splatoon 2 would be mostly reverted, and its burst fire rate would be increased along with its end lag being decreased. We need more good Tacticooler options? There you go.
If you made it all the way to the end of this post (again), thank you for taking the time to read it!
Feel free to discuss these changes. By which I mean please do; I wholeheartedly encourage it, and I spent a lot of time on this.
And, as always, have a wonderful day.
This thread will cover some ideas I have for fixing the shooter class, from toning down the overpowered aspects of dominant meta shooters to raising up the bottom-tier shooters by realizing their untapped potential. Without further ado, sit back and enjoy!
Shooters will be covered in the order they are unlocked.
Splattershot Jr.
Ink tank capacity decreased from 110% → 100%
Now has a consistent 12% chance to shoot toward the outer reticle
Damage per shot increased from 28 → 30
Splattershot Jr. is the perfect starter weapon, with a heavy focus on inking turf and being mechanically unchallenging. It larger ink tank gimmick only really helps the weapon spam more bombs, and for the most part makes it more annoying. Splattershot Nova's gimmick of having no accuracy falloff would suit it much better, and 30 damage compensates for its significant nerf.
Splattershot
Ink consumption increased from 0.92% → 1.2% per shot
Splattershot is a generalist weapon that's good at virtually everything, and could use a tone-back. Ink efficiency is the best target, not only reducing the weapon's uptime slightly, but also making it harder for the weapon to take advantage of its bombs. The lesser ink efficiency nerfs I would give to other meta shooters would be healthy for the same reason.
Aerospray
Accuracy falloff now scales exponentially, starting at a 3% → 1% accuracy decrease per shot, and adding 0.5% with each shot
Initial chance to shoot wide decreased from 6% → 1%
Aerospray is one of the weakest shooters, outclassed by several other support shooters, with its main competition being Splattershot Jr.. The cleverest way to set it apart from Jr., if you ask me, is to give it the opposite of its gimmick; high initial accuracy with fast falloff scaling. This buff would make Aerospray much more capable at fighting and (with the right kit) give it reason to be used over Jr..
N-ZAP
Damage per shot decreased from 30 → 26
Ink consumption increased from 0.8% → 0.9% per shot
N-ZAP received many buffs during peak Snipewriter meta in an attempt to make it a contender with the pencil. Now that it can produce more of its special than Snipewriter, it feels a bit overtuned. The main is supposed to be a support/skirmisher hybrid with its high paint output and strafe speed, so damage is a good target for nerfs; making it slightly worse at fighting than other support shooters.
Splattershot Nova
Accuracy while grounded is now unerring
Splattershot Nova is the weakest shooter in terms of main weapons. Its slow time to splat is compounded by its accuracy issues. As such, I simply removed its accuracy issues. With unerring accuracy, Nova would be encouraged to take more fights and not have to rely on its special weapon to get splats; a huge and necessary improvement.
Sploosh-o-matic and Splattershot Pro
No changes
Not only are these two shooters the only ones unlocked at the same level, they're also the only ones that need no main weapon changes. Splattershot Pro's main issue comes from it being outclassed by Squeezer, which will be addressed later, while Sploosh-o-matic's best kit is mediocre. These two weapons are both in unpleasant spots, but main weapon buffs aren't the solutions to fixing them.
.52 Gal
Fire rate decreased from 6.66 → 6 shots per second
Ink consumption increased from 1.3% → 1.9% per shot
Of all the shooters on this list, .52 Gal is the biggest target for nerfs thanks to its complete lack of vulnerabilities and its obscene time to splat. A one frame nerf to its fire rate puts it more in line with the other shooters, and the particularly harsh ink efficiency nerf takes the edge off of its overbearing map presence by reducing its uptime.
L-3 Nozzlenose
Accuracy while mid-air is now unerring
The first of the semi-automatics, L-3 Nozzlenose was robbed of nearly everything it was worth in the transition from Splatoon 2 to Splatoon 3; its lost its one-burst splat with Main Power Up, and its Burst Bomb + Inkjet kit. While it will never fully return to its former glory, perfect mid-air accuracy is as close as it's going to get to fair compensation.
Jet Squelcher
End lag increased by 1 frame
Ink consumption increased from 1.6% → 1.7% per shot
The only "weak" shooter on the list to receive nerfs, Jet Squelcher is a terror appropriately handicapped by its kits. Its time to splat is ridiculous for how much range it has, but it doesn't hold a candle to its mobility, which is what I'm targeting with its nerf. With it being a bit slower, Jet should be a bit easier to pin down with flank attacks, or if it pushes too far forward.
Splash-o-matic
Ink consumption increased from 0.8% → 0.9% per shot
Splash-o-matic is very close to needing zero nerfs, but its Neo kit spams a few too many bombs, and its main competitor N-ZAP was nerfed in the exact same way. Splash is for the most part a very well-designed shooter, but it isn't completely without its issues; a slight tone back to its ink efficiency would be all it needs to be practically perfect.
.96 Gal
Damage per shot increased from 62 → 68
Almost every weapon that ran Main Power Up in Splatoon 2 has received some form of compensation buff in Splatoon 3, save for the .96 Gal. This is its compensation buff; a bit more damage on its shots to let it combo with weapons that deal 35 damage.
Squeezer
Maximum tap fire rate decreased from 7.5 → 6.66 shots per second
Tap fire damage increased from 38 → 42
The changes to Squeezer remain my favorite; it gets a marginally longer time to splat at a distance such that it no longer hard outclasses Splattershot Pro, its mashing requirement is made a bit softer, and to compensate it gains the ability to combo its first shot with two shots of its painting mode fire. Squeezer trades overbearing long-range kill power for more flexibility. Pretty perfect, if I say so myself.
H-3 Nozzlenose
Burst cooldown decreased from 20 → 18 frames
Ink consumption decreased from 6.75% → 5.7% per burst
H-3 Nozzlenose, the final and most difficult of all the shooters, and for whatever reason, also one of the weakest. Well, not anymore. Its ink efficiency nerf from the end of Splatoon 2 would be mostly reverted, and its burst fire rate would be increased along with its end lag being decreased. We need more good Tacticooler options? There you go.
If you made it all the way to the end of this post (again), thank you for taking the time to read it!
Feel free to discuss these changes. By which I mean please do; I wholeheartedly encourage it, and I spent a lot of time on this.
And, as always, have a wonderful day.
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