youre_a_squib_now
Inkling Fleet Admiral
I think most of us are aware of the disparity in strength between bombs and other subs; in the past, I have advocated for buffing utility subs to the level of bombs, but more main-focused metas are generally much more well-liked, and so nerfing bombs seems more appealing, or at least some of both.
Here's how I would nerf splat bomb: entirely remove the indirect radius of splat bomb. Or at least make it barely bigger than the direct radius; it's currently almost double.
It only takes a second to explode, including the time it's rolling, and the weapon it's thrown at might be in an animation at the time, but the direct radius is small enough that it's almost always possible to move out of the way or at the very least squid roll it. (I play s-blast, which is on the worse end in terms of endlag (especially for aggressive weapons) and even so, my deaths to splat bomb are almost always a skill issue. I try to squid roll when I don't have enough speed instead of just sub strafing; as a result, I end up flopping around in the air like an idiot and dying to a bomb I could have easily survived.) The problem is that even after successfully moving out of the way, you still get hit by the indirect. You know how I said that even given endlag and the fast fuse time, the direct radius is almost always avoidable? Now double that radius. Not so avoidable. You're forced to either take damage and risk being comboed (or just die because you were already hit with 70), or squid roll and lock yourself out of using your main weapon for a short time as well as committing to whatever direction you squid rolled in. And this is after you already moved out of the way of the direct radius. It's completely unfair, especially for slower weapons. The point of splat bomb is to block a certain path, displacing or trapping an opponent. It does that job well, as it should. What it *doesn't* need is to combo on top of that.
Suction bomb is much slower, especially because it can't be rolled, so it should be larger and exert stronger control; this justifies having an indirect radius. However, its current indirect radius is even more extreme than splat bomb's. Reducing it by 15% to 25% should make it reasonable to avoid.
Thrown torpedo is also slow, so if it explodes on you, you've already failed, and as a result you've been hit with 60 damage and your feet have been painted. And since you got hit in the first place, you're probably on a slower weapons. If you manage to move in spite of that, you shouldn't be punished again by being hit with more damage and having your feet painted over again by the pellets. I would lower the pellet damage to 6 so you only die to the same combos after getting hit by two. Also, they should have a slightly smaller radius, but more importantly, they should land much sooner, so that there's less of a chance of the pellets hitting you after you successfully move in spite of failing to shoot the torpedo.
Autobomb is even slower than those two, and the target controls when it explodes. The second one alone means an indirect radius is fine, even though it's still almost as large as splat bomb's. I think it only needs reduced by 5% or 10%.
Here's how I would nerf splat bomb: entirely remove the indirect radius of splat bomb. Or at least make it barely bigger than the direct radius; it's currently almost double.
It only takes a second to explode, including the time it's rolling, and the weapon it's thrown at might be in an animation at the time, but the direct radius is small enough that it's almost always possible to move out of the way or at the very least squid roll it. (I play s-blast, which is on the worse end in terms of endlag (especially for aggressive weapons) and even so, my deaths to splat bomb are almost always a skill issue. I try to squid roll when I don't have enough speed instead of just sub strafing; as a result, I end up flopping around in the air like an idiot and dying to a bomb I could have easily survived.) The problem is that even after successfully moving out of the way, you still get hit by the indirect. You know how I said that even given endlag and the fast fuse time, the direct radius is almost always avoidable? Now double that radius. Not so avoidable. You're forced to either take damage and risk being comboed (or just die because you were already hit with 70), or squid roll and lock yourself out of using your main weapon for a short time as well as committing to whatever direction you squid rolled in. And this is after you already moved out of the way of the direct radius. It's completely unfair, especially for slower weapons. The point of splat bomb is to block a certain path, displacing or trapping an opponent. It does that job well, as it should. What it *doesn't* need is to combo on top of that.
Suction bomb is much slower, especially because it can't be rolled, so it should be larger and exert stronger control; this justifies having an indirect radius. However, its current indirect radius is even more extreme than splat bomb's. Reducing it by 15% to 25% should make it reasonable to avoid.
Thrown torpedo is also slow, so if it explodes on you, you've already failed, and as a result you've been hit with 60 damage and your feet have been painted. And since you got hit in the first place, you're probably on a slower weapons. If you manage to move in spite of that, you shouldn't be punished again by being hit with more damage and having your feet painted over again by the pellets. I would lower the pellet damage to 6 so you only die to the same combos after getting hit by two. Also, they should have a slightly smaller radius, but more importantly, they should land much sooner, so that there's less of a chance of the pellets hitting you after you successfully move in spite of failing to shoot the torpedo.
Autobomb is even slower than those two, and the target controls when it explodes. The second one alone means an indirect radius is fine, even though it's still almost as large as splat bomb's. I think it only needs reduced by 5% or 10%.