OnePotWonder
Inkling Fleet Admiral
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- Jan 31, 2024
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I thought I was forgetting something. More than happy to nerf Wall alongside these changes, I do agree it's as bad as lethal bombs, but I think Splat Bomb is still worse.Hard objection to the lethal bombs not being lethal. Rolling it is actually imo a really cool part of the sub, and I should mention there are two massive issues from removing lethal radius. First off, nothing can reasonably poke anymore to be worth 70% of the ink tank which removes a LOT of the threat of weapons that NEED it to retake. Secondly, with the much smaller damage values, wall becomes busted af until I find the damage multipliers. And I’ll argue wall will be more problematic than splat bomb
My overarching argument is that is doesn't make any sense for only four sub weapons to be able to splat an enemy outright, and even less sense for two of them to be good at it.It feels like this is the basis of your entire argument, but... no, not really. It's designed to move people. Maybe against dynamo or something it could be unfair, but other than that, even slower weapons can squid roll the bomb.
It's a full second, not half of one, and making them leave the radius quickly is the whole point. There's also another point I'll get to later.
I personally have jumped into a splat bomb too many times with a squiffer, but a longer explosion time wouldn't fix that.
The thing about slower weapons is that you usually can't roll the splat bomb straight at them. With the exception of dynamo, they all like playing from further back and usually from high ground, so they have the whole time while the splat bomb is traveling through the air plus another second to move out of the way. As an e-liter, splat bombs by themselves rarely do anything more than take my laser off the map for a second or two, which is completely fair for 70% of the ink tank. If I could just tank a splat bomb to the face, I would get to not care, and that takes away a whole lot of the utility of splat bomb.
I highly doubt they would still be as good as you think, because they already require follow-up. Faster weapons that play from closer ranges can move out of the way or squid roll the bomb pretty easily, but it stops their ability to move forward and leaves them more vulnerable to the opponent who threw the bomb, and slower weapons that play from further back get more time to react, while still being forced to have less of an impact on the game temporarily. That's what makes it so well designed. As I've mentioned before, really the only major exception to this is dynamo, which is the slowest weapon in the game but still plays from relatively far forward.
Plus, this change would actually make slower weapons even more worse than faster weapons against splat bomb, because the faster weapons could just tank the 70 damage, paint their feet, and run, but the slower weapons would be stuck in ink with not very much health left, making them very easy to finish off.
Fizzy bomb should keep its damage numbers for the same reason as splat bomb, especially since getting all 3 explosions requires you to stand there charging it, giving even more time to react.
Burst bomb is already very ink hungry for what it does, especially since it already got a 5% consumption nerf.
Torpedo can be annoying for slower weapons, but it already takes a while to land, and the rolled mode is basically splat bomb with the nerf you wanted.
These subs are all stronger than utility subs, but I don't see any reason to nerf them instead of buffing the utility subs more.
As much as I'm in favor of this, it's not really something we can do.
Yes, you can parry an explosion with Squid Roll, but at that point you would also have been able to move out of the way.
A rolled Splat Bomb explodes roughly half a second after it stops moving, which is what I'm basing that time off of.
Tanking a non-lethal Splat Bomb as an E-liter would still be detrimental. You'd be left on 30 HP, your feet would be painted, basically any attack would be enough to splat you. It still seems fairer than the bomb splatting or moving you outright with zero effort, if a bit lopsided in favour of the bomb receiver.
You bring up a fair point here, but I have a counter proposal for later. Bombs forcing backlines to move isn't exactly justification for them being able to get splats on their own, but there's a way to have the cake and eat it too, I think.
Your next point entirely assumes that players are able to react to the bomb in time, playing in the correct position. Assuming players are positioned well, Splat Bomb is a fair sub. When a player is disorganized, lethal bombs are overpowered. It's fine to give these subs a negative effect that forces enemies to move, I'll go so far as to say it's healthy, but lethal damage is not it.
Here's what I think; bombs doing lethal damage is not okay, but at the same time they should be able to move people, and they should be impartial to weapons that get caught in their close radii. So, make bombs do 70 damage maximum, and make them stun enemies for one or two seconds if they get hit. It's as good as lethal damage in most cases, but not if it's just a stray bomb that just happens to catch a player off-guard.
That way, nothing else needs to be nerfed.
I'm happy to discuss this, but I should warn you beforehand that there's basically nothing you can say to change my mind on this matter. I've died to Splat Bombs too many times for me to have any sympathy for the sub.
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