OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 936
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
There are five sub weapons in Splatoon that are often considered weaker than other options, usually outclassed by at least one other sub on every main weapon to exist in the game. These five are, in descending order of power, Point Sensor, Ink Mine, Sprinkler, Toxic Mist, and Angle Shooter. The low power levels of these subs handicap a lot of really fun kits, like vanilla Splattershot Pro, Slosher Deco, Light Tetra Dualies, and Splatana Stamper Nouveau. These subs need buffs to compete with even heavily nerfed bombs. Here's my take on what those buffs should be:
Point Sensor
Point Sensor is already a decent sub weapon in Splatoon 3's current meta due to the prevalence of powerful, aggressive weapons on the shorter side of range. Said weapons are greatly hindered by direct location, which Point Sensor has in spades. A small ink cost decrease would do a lot to make the sub more reasonable in contrast to options like bombs, especially the similarly priced Burst Bomb.
Ink Mine
Ink Mine is the next closest sub to being viable over other options on the right weapons. The primary utility of the mines, other than as a warning for enemies entering a certain area of the map, is as a pre-set combo sub able to deal 35 damage as consistently as a Torpedo. The problem with Ink Mine is that it doesn't have enough strengths to offset its extreme range weakness. Ink Mines cannot be used to poke enemies, as part of the core identity of the sub. The ability to deal the same maximum damage as Torpedo and Burst Bomb would drastically improve its combo potential on most of the weapons that currently have the sub.
Buffing Ink Mines' damage to over 50 does come with the small "issue" of two overlapping mines being lethal if they both deal their direct damage. Increasing the mines' detonation time helps to counteract this without nullifying it, but is also a significant nerf in its own right. As such, extra compensation would be added in the form of an ink cost decrease.
Credit to @youre_a_squib_now for inspiring this counterbalance.
Sprinkler
I like giving Sprinkler fun changes that give it more utility, since most other buffs only make it better at painting. The first change seems a bit arbitrary at first, but it actually buffs the consistency of the sub's paint in high power mode by doubling the number of directions in which it fires, leaving no gaps between droplets. Being able to hit an enemy with a Sprinkler is not only hilarious but also gives the sub a lot more utility on weapons like .96 Gal and S-BLAST '92 as a weird combo tool. This change also makes it so objects like Splash Walls, Big Bubblers, and the Rainmaker barrier no longer delete thrown Sprinklers.
The rest is all quality of life, improving Sprinklers' utility as distractions or long-term painters. The only meaningful QoL buff is the sub painting the user's feet, since it no longer has to be thrown directly downward to function as an escape tool for weapons like Dynamo Roller.
Toxic Mist
In order for a sub weapon to be good, it must paint, deal damage, or do something else really well like locate opponents or improve a player's movement. Toxic Mist does none of these things. I am making it do one of these things. With the ability to deal damage at a rate of 20 DPS, any enemies that enter the mist or get trapped by it become a lot more vulnerable to many weapons, especially those that have Toxic Mist in their kits. Despite the fact that it would have significantly less of an impact on the movement of enemies, this buffed Toxic Mist would block off space way better with the threat of its damage. Even if it doesn't, it will actually weaken enemies in a meaningful way.
Angle Shooter
Last, but certainly not least, Angle Shooter. If you haven't seen my latest post in General Discussion, this sub was very clearly originally designed and balanced around its trail dealing damage to enemies. As such, that buff alone massively improves the sub on most of the main weapons it's on, giving them the slightest amount of damage they need to splat with one fewer shot. The direct damage buff is there 90% because its current 40 damage is a huge pet peeve of mine (no other sub or special deals 40 damage why can't it just be 45?) but it would also be nice for Bloblobber against Sub Resistance Up users, and Big Swig Roller Express. The object damage buff is my own idea, largely spawned from "why can't this thing one-shot a Sprinkler? Why can't this thing two-shot a Sprinkler???" Being able to snipe objects at a distance with this sub would be immensely satisfying.
Feel free to share your own ideas below if you have different ones.
Thanks for reading, and have a wonderful day!
Point Sensor
Ink cost reduced from 45% to 40%
Point Sensor is already a decent sub weapon in Splatoon 3's current meta due to the prevalence of powerful, aggressive weapons on the shorter side of range. Said weapons are greatly hindered by direct location, which Point Sensor has in spades. A small ink cost decrease would do a lot to make the sub more reasonable in contrast to options like bombs, especially the similarly priced Burst Bomb.
Ink Mine
Close explosion damage increased from 45 to 60
Ink cost reduced from 60% to 55%
Detonation time increased by 0.5 of a second
Ink Mine is the next closest sub to being viable over other options on the right weapons. The primary utility of the mines, other than as a warning for enemies entering a certain area of the map, is as a pre-set combo sub able to deal 35 damage as consistently as a Torpedo. The problem with Ink Mine is that it doesn't have enough strengths to offset its extreme range weakness. Ink Mines cannot be used to poke enemies, as part of the core identity of the sub. The ability to deal the same maximum damage as Torpedo and Burst Bomb would drastically improve its combo potential on most of the weapons that currently have the sub.
Buffing Ink Mines' damage to over 50 does come with the small "issue" of two overlapping mines being lethal if they both deal their direct damage. Increasing the mines' detonation time helps to counteract this without nullifying it, but is also a significant nerf in its own right. As such, extra compensation would be added in the form of an ink cost decrease.
Credit to @youre_a_squib_now for inspiring this counterbalance.
Sprinkler
Rotation speed in high power reduced from 33 to 24 degrees per frame
Hitting an enemy or object directly with a Sprinkler deals 45 damage
The sub will bounce off of enemies or objects hit and act normally upon landing
Medium power duration increased from 15 to 18 seconds
Displays an HUD pop-up similar to Ink Mine's when broken
Inks the ground beneath the user's feet when thrown
I like giving Sprinkler fun changes that give it more utility, since most other buffs only make it better at painting. The first change seems a bit arbitrary at first, but it actually buffs the consistency of the sub's paint in high power mode by doubling the number of directions in which it fires, leaving no gaps between droplets. Being able to hit an enemy with a Sprinkler is not only hilarious but also gives the sub a lot more utility on weapons like .96 Gal and S-BLAST '92 as a weird combo tool. This change also makes it so objects like Splash Walls, Big Bubblers, and the Rainmaker barrier no longer delete thrown Sprinklers.
The rest is all quality of life, improving Sprinklers' utility as distractions or long-term painters. The only meaningful QoL buff is the sub painting the user's feet, since it no longer has to be thrown directly downward to function as an escape tool for weapons like Dynamo Roller.
Toxic Mist
Slow decreased to a constant 15% speed reduction
Ink drain replaced with ink recovery denial
Deals 0.33 damage per frame (20 DPS)
In order for a sub weapon to be good, it must paint, deal damage, or do something else really well like locate opponents or improve a player's movement. Toxic Mist does none of these things. I am making it do one of these things. With the ability to deal damage at a rate of 20 DPS, any enemies that enter the mist or get trapped by it become a lot more vulnerable to many weapons, especially those that have Toxic Mist in their kits. Despite the fact that it would have significantly less of an impact on the movement of enemies, this buffed Toxic Mist would block off space way better with the threat of its damage. Even if it doesn't, it will actually weaken enemies in a meaningful way.
Angle Shooter
Direct damage increased from 40 to 45
Trail damage increased from 0 to 20
Damage dealt to objects tripled
Last, but certainly not least, Angle Shooter. If you haven't seen my latest post in General Discussion, this sub was very clearly originally designed and balanced around its trail dealing damage to enemies. As such, that buff alone massively improves the sub on most of the main weapons it's on, giving them the slightest amount of damage they need to splat with one fewer shot. The direct damage buff is there 90% because its current 40 damage is a huge pet peeve of mine (no other sub or special deals 40 damage why can't it just be 45?) but it would also be nice for Bloblobber against Sub Resistance Up users, and Big Swig Roller Express. The object damage buff is my own idea, largely spawned from "why can't this thing one-shot a Sprinkler? Why can't this thing two-shot a Sprinkler???" Being able to snipe objects at a distance with this sub would be immensely satisfying.
Feel free to share your own ideas below if you have different ones.
Thanks for reading, and have a wonderful day!
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