youre_a_squib_now
Inkling Fleet Admiral
@OnePotWonder brought up some interesting sub weapon changes here. I don't agree with all of them, but they're all worthy of consideration I think. Here are my thoughts.
It following you out of the cloud would also not feel great to fight, since there's basically nothing you can do until it wears off. Similar problem to S1 disruptor. If it lasts a second or less I don't think this would be a problem though.
I'd have to play around with it in recon, but I think a slight radius buff would be more helpful for it. It would have a similar effect (instead of sticking to you when you leave, it just takes longer to leave) and would also be harder to ignore (because it's more likely to be in the way of where you're trying to go).
Actually, this plus increasing the hitbox size (of the direct, not the explosion) would probably give this a decent amount of combat utility, which would be really nice.
Piercing seems a bit weird to me, since dart is the cheapest sub in the game and is meant to be a weaker sub that can be used more often. Piercing is the opposite of that. Right now the only things in the entire game that pierce are fully charged charger shots and maybe the rainmaker, which are some of the slowest and most powerful shots in the game.
I don't think it would be broken or anything (I actually think it wouldn't make that much of a difference) but it feels very counterintuitive, and I don't think counterintuitive things are great things to add.
Yes. This is good in so many ways. I don't know about severely, but a 5 or 10% paint radius nerf would still make it noticeably worse. (This would reduce the actual amount of paint by 9.75% or 19%.)Okay, hear me out: Reducing the paint radius of every single bomb. Severely. This will make sprinkler much better by comparison.
This would help trap people that you throw it directly onto, but nerfing the radius means that it's easier to ignore otherwise.Also an old idea for Toxic Mist; reducing the size of the cloud but making it linger on opponents who leave it for a few seconds. A sort of hybrid between current Toxic Mist and Disruptor.
It following you out of the cloud would also not feel great to fight, since there's basically nothing you can do until it wears off. Similar problem to S1 disruptor. If it lasts a second or less I don't think this would be a problem though.
I'd have to play around with it in recon, but I think a slight radius buff would be more helpful for it. It would have a similar effect (instead of sticking to you when you leave, it just takes longer to leave) and would also be harder to ignore (because it's more likely to be in the way of where you're trying to go).
What curling really needs is an ink consumption buff, but we already gave it that, and this would be funny. I don't see any reason not to.For Curling Bomb, 45 contact damage. The curling combos would go crazy.
Actually, this plus increasing the hitbox size (of the direct, not the explosion) would probably give this a decent amount of combat utility, which would be really nice.
These are pretty uncontroversial, I think.Lastly, Angle Shooter. First and foremost, a longer tripwire duration. Longer tracking duration on a direct hit and 45 damage would be nice buffs.
The problem is that dart doesn't do anything that other subs don't do, except for combos outside of burst range. Giving it more movement utility than it already has is... nice, I guess? But we already have curling and fizzy. The tripwire would make it unique if there was any incentive to not cross it, but rn there just isn't very much of one. Tripwire damage would give it great utility as well as separate it from other subs.As for reworking it, I don't actually agree with the trail doing damage. I think it makes more sense for the trail to paint a narrow line on the floor below it. Also having the sub pierce opponents.
Piercing seems a bit weird to me, since dart is the cheapest sub in the game and is meant to be a weaker sub that can be used more often. Piercing is the opposite of that. Right now the only things in the entire game that pierce are fully charged charger shots and maybe the rainmaker, which are some of the slowest and most powerful shots in the game.
I don't think it would be broken or anything (I actually think it wouldn't make that much of a difference) but it feels very counterintuitive, and I don't think counterintuitive things are great things to add.