QuagSass
Inkling Commander
I have done science!!!!
Following the new patch, I heard whispers and murmurs on the Splatling server on whether or not the Heavy Splatling can get special in one charge now. The answer is not quite. It's just a couple bullets off. But that's only if you don't have your Sprinkler helping you.
Either way, this made me think: "What if the Heavy Splatling never ran out of ink?"
So I started to mess around with Special Charge Up. For this experiment I tested 3 different vHeavy sets.
My usual, which has 0 SCU, one that was otherwise identical but now had 2 subs of SCU (common for vHeavy) and one set that had 1 main of SCU (this would be the easiest for me to make)
I played 5 games of Rainmaker, Splat Zones and Tower Control with each gear set, for a total of 45 games. The goal was to see how many Wave Breakers I would get with each set. Now this was a pathetically small sample size, which did end up skewing the special output on some modes, but ah well.
This isn't meant to be a super in-depth and scientifically sound experiment.
Now in Rainmaker the Wave outputs were as follows:
No SCU = 3-7, average of 4
2s SCU = 4-7, average of 4
1m SCU = 4-8, average of 6
Rainmaker probably had the most pretty results. Basically every single match lasted all the way until the end of time and were very back and forth. The most ideal kinds of matches for this kinda experiment.
The reason I tested on Rainmaker was because of the RM shield pop, which would steal a lot of paint from Heavy. I predicted that this mode would have the lowest special output. Which would really put the idea of a never-ending ink tank to the test.
In Splat Zones the Wave outputs were as follows:
No SCU = 2-7, average of 5
2s SCU = 2-8, average of 5.4
1m SCU = 2-7, average of 3.4
Zones was a victim of many knockouts, which really bumped down the Wave output. I chose Zones as one of the modes to test because I thought that having to fight over the Zone would lead to a pretty high Wave output initially, but then plateau out once Heavy would get into an advantageous position, leading to a very balanced special output.
In a way I was right, but I didn't account for the fact that Zones can be very knockout heavy. Oops.
Fun fact, both the Zones games and the RM games were on Shipshape and Marlin. The TC games weren't, but if they were this would've been very science of me.
In Tower Control the Wave outputs were as follows:
No SCU = 0-7, average of 5
2s SCU = 6-9, average of 7.4
1m SCU = 2-8, average of 5.4
TC with no SCU and with 1m SCU were also victims of many knockouts, which once again really skewed the output results. But the high averages really highlight the reason I chose to test TC. The passive special charge means there's a lot of Wave Breakers being popped. The other reason I wanted to test TC was because that's the main mode I use vHeavy in. If there's one mode where I need the endless ink tank Heavy to work, it's this one. And boy! Did it work! One of my most favorite TC strats with vHeavy is popping both Sprinkler and Wave on the tower while I sit on it for a makeshift Splash Wall. And with SCU I could have that all the time. It's great.
Now what changes did I end up making to my gear, if any?
While playing with 0 SCU, I would run into moments where I had no ink a handful of times. But with just 2 subs of SCU, whenever I would run out of ink I'd have Wave Breaker ready every single time. I can think of only one moment where I ran out of ink, but didn't have Wave, but even then it was only a couple uncharged bullets away.
With 1 main of SCU I'd get Wave after every single charge every single time, pretty much.
But seeing as I did all of this in order to spam vHeavy and not Wave Breaker, I decided to go with 2 subs of SCU.
Old set left, new set right
View attachment 14241
The new set also includes the replacement of Swim Speed Up main with Ink Resist Up. Which was something I'd been meaning to do anyways.
Following the new patch, I heard whispers and murmurs on the Splatling server on whether or not the Heavy Splatling can get special in one charge now. The answer is not quite. It's just a couple bullets off. But that's only if you don't have your Sprinkler helping you.
Either way, this made me think: "What if the Heavy Splatling never ran out of ink?"
So I started to mess around with Special Charge Up. For this experiment I tested 3 different vHeavy sets.
My usual, which has 0 SCU, one that was otherwise identical but now had 2 subs of SCU (common for vHeavy) and one set that had 1 main of SCU (this would be the easiest for me to make)
I played 5 games of Rainmaker, Splat Zones and Tower Control with each gear set, for a total of 45 games. The goal was to see how many Wave Breakers I would get with each set. Now this was a pathetically small sample size, which did end up skewing the special output on some modes, but ah well.
This isn't meant to be a super in-depth and scientifically sound experiment.
Now in Rainmaker the Wave outputs were as follows:
No SCU = 3-7, average of 4
2s SCU = 4-7, average of 4
1m SCU = 4-8, average of 6
Rainmaker probably had the most pretty results. Basically every single match lasted all the way until the end of time and were very back and forth. The most ideal kinds of matches for this kinda experiment.
The reason I tested on Rainmaker was because of the RM shield pop, which would steal a lot of paint from Heavy. I predicted that this mode would have the lowest special output. Which would really put the idea of a never-ending ink tank to the test.
In Splat Zones the Wave outputs were as follows:
No SCU = 2-7, average of 5
2s SCU = 2-8, average of 5.4
1m SCU = 2-7, average of 3.4
Zones was a victim of many knockouts, which really bumped down the Wave output. I chose Zones as one of the modes to test because I thought that having to fight over the Zone would lead to a pretty high Wave output initially, but then plateau out once Heavy would get into an advantageous position, leading to a very balanced special output.
In a way I was right, but I didn't account for the fact that Zones can be very knockout heavy. Oops.
Fun fact, both the Zones games and the RM games were on Shipshape and Marlin. The TC games weren't, but if they were this would've been very science of me.
In Tower Control the Wave outputs were as follows:
No SCU = 0-7, average of 5
2s SCU = 6-9, average of 7.4
1m SCU = 2-8, average of 5.4
TC with no SCU and with 1m SCU were also victims of many knockouts, which once again really skewed the output results. But the high averages really highlight the reason I chose to test TC. The passive special charge means there's a lot of Wave Breakers being popped. The other reason I wanted to test TC was because that's the main mode I use vHeavy in. If there's one mode where I need the endless ink tank Heavy to work, it's this one. And boy! Did it work! One of my most favorite TC strats with vHeavy is popping both Sprinkler and Wave on the tower while I sit on it for a makeshift Splash Wall. And with SCU I could have that all the time. It's great.
Now what changes did I end up making to my gear, if any?
While playing with 0 SCU, I would run into moments where I had no ink a handful of times. But with just 2 subs of SCU, whenever I would run out of ink I'd have Wave Breaker ready every single time. I can think of only one moment where I ran out of ink, but didn't have Wave, but even then it was only a couple uncharged bullets away.
With 1 main of SCU I'd get Wave after every single charge every single time, pretty much.
But seeing as I did all of this in order to spam vHeavy and not Wave Breaker, I decided to go with 2 subs of SCU.
Old set left, new set right
View attachment 14241
The new set also includes the replacement of Swim Speed Up main with Ink Resist Up. Which was something I'd been meaning to do anyways.
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