Egregore
Splash Wall of China
Firstly, let's look at the .52 Gal and what it's capable of.
Sub Weapon:
Special:
We have a relatively long ranged weapon with high damage and lower rate of fire (but faster than the Blasters). Typically, the .52 Gal kills in 2 hits, granted your opponents don't have Defense Up. That means less time having to focus enemies on a tower.
It is also equipped with the Killer Wail. Unlike in Splat Zones, the Killer Wail is a pretty incredible special this time around. It can extend a push by a few seconds since the tower is on a rail, and considering most of your enemies are attacking from in front of you it normally leads into a kill or two.
Okay, so, it's a high damage weapon with good range, and a special that works well in Tower Control, but how is it broken, exactly?
I actually refrained from posting this for a while to avoid an influx of this weapon (and to take advantage of how underused it appears to be), but I really don't plan on playing much ranked since I'm maxed out anyways.
Well, the only thing left to discuss is the Splash Wall. It occurred to me being that Splash Wall negates all enemy fire, and has a hitbox, that it is perfectly suited for this game type.
The tower is on a rail, so obviously you already know its course. Placing a Splash Wall in front or behind of the tower, depending if it is under enemy control or your own, will do three things: 1.) force opponents off the tower, 2.) kill opponents on the tower, 3.) negate incoming ink (including Inkzooka).
This is. . .pretty significant. I can't tell you how many times my team has pulled a lead, and with Splash Wall behind the tower, that it became impossible for the enemy team to make any progress because of this.
It's crazy because the .52 Gal is both offensively and defensively powerful in the game type.
Feel free to give it a shot. You won't be disappointed!
Discuss?
Sub Weapon:
Special:
We have a relatively long ranged weapon with high damage and lower rate of fire (but faster than the Blasters). Typically, the .52 Gal kills in 2 hits, granted your opponents don't have Defense Up. That means less time having to focus enemies on a tower.
It is also equipped with the Killer Wail. Unlike in Splat Zones, the Killer Wail is a pretty incredible special this time around. It can extend a push by a few seconds since the tower is on a rail, and considering most of your enemies are attacking from in front of you it normally leads into a kill or two.
Okay, so, it's a high damage weapon with good range, and a special that works well in Tower Control, but how is it broken, exactly?
I actually refrained from posting this for a while to avoid an influx of this weapon (and to take advantage of how underused it appears to be), but I really don't plan on playing much ranked since I'm maxed out anyways.
Well, the only thing left to discuss is the Splash Wall. It occurred to me being that Splash Wall negates all enemy fire, and has a hitbox, that it is perfectly suited for this game type.
The tower is on a rail, so obviously you already know its course. Placing a Splash Wall in front or behind of the tower, depending if it is under enemy control or your own, will do three things: 1.) force opponents off the tower, 2.) kill opponents on the tower, 3.) negate incoming ink (including Inkzooka).
This is. . .pretty significant. I can't tell you how many times my team has pulled a lead, and with Splash Wall behind the tower, that it became impossible for the enemy team to make any progress because of this.
It's crazy because the .52 Gal is both offensively and defensively powerful in the game type.
Feel free to give it a shot. You won't be disappointed!
Discuss?