OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 677
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- Marooner’s Bay
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- He/Him
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- SW-2068-8904-6306
I have attempted to simplify this thread as much as physically possible.
The reason I want to nerf shooters out of the meta is incredibly simple; shooters are the easiest class in the game by design, and shooters are the most prominent special spammers among all of the weapon classes. The first of these is good, it makes sense to have a class for beginners. The second point is unavoidable due to how shooters operate. In any case, both points combined make shooters a class that should not be strong.
I originally intended to make an additional point about shooters' shot RNG and how they're seemingly balanced around the assumption that they will miss shots while fighting. After looking into the four points that make up a shooter's accuracy, however, I decided it was infinitely easier to stay out of any accuracy changes for the most part. They are a problem, but fixing them is not in my power.
Shooters will be covered in the order they are unlocked.
Splattershot Jr.
Fire rate decreased from 12 → 10 shots per second
Ink tank capacity reduced from 110% → 100%
Now has a consistent 12% chance to shoot toward the outer reticle.
Splattershot Jr. is an excellent starter weapon that the developers should never have tried to make competitively viable. I would replace its extremely irritating larger ink tank gimmick with Splattershot Nova's lack of accuracy falloff, which suits the weapon far better.
Splattershot
Fire rate decreased from 10 → 7.5 shots per second
Splattershot is a generalist weapon, and would accordingly get a generalist nerf; two extra frames between shots rather than one. It's fine to have a weapon be a jack of all trades, but it has to be a master of none in order for that to work. I would decrease its time to splat and special output to get rid of its most prominent strengths.
Aerospray
Fire rate decreased from 15 → 12 shots per second
Accuracy falloff now scales exponentially, starting at a 3% → 1% accuracy decrease per shot, and adding 0.5% with each shot.
Initial chance to shoot wide decreased from 6% → 1%
I feel like the cleverest way to make Aerospray stand out from Splattershot Jr. would be to give it the opposite of its new gimmick; good initial accuracy with much more drastic scaling. This would make Aerospray much better as a fighter-painter hybrid to compensate for the greater impact of its fire rate nerf, what with it being a five-shot splat.
N-ZAP
Fire rate decreased from 12 → 10 shots per second
Damage decreased from 30 → 26
Nintendo has made N-ZAP far too good at fighting. The weapon is supposed to be a support-skirmisher hybrid with its high strafe speed. I would nerf its damage to streamline it further into this playstyle. It shouldn't be able to combo with 70 damage weapons anyway, the only reason they gave it that buff was to help it compete with Snipewriter during peak midline meta. It doesn't need it anymore.
Splattershot Nova
Accuracy while grounded is now unerring
Splattershot Nova; the only shooter that's only getting buffs. It having perfect accuracy would encourage it to spend more time fighting and less time farming its special, which alone makes it far healthier. It still has a significantly slower time to splat than the other support shooters, so it shouldn't be overbearingly good, but it being better than other, shorter-range options is a win my eyes.
Sploosh-o-Matic
Fire rate decreased from 12 → 10 shots per second
Not much to say about the Sploosh-o-Matic, since it generally ends up sharking more than farming special. I still think it would need the fire rate nerf to stay in line with the others, but nothing extra on top of it.
Splattershot Pro
Fire rate decreased from 7.5 → 6 shots per second
Movement speed while firing increased from 0.055 → 0.068 units per frame
Droplet size increased by 10%
The Splattershot Pro is essentially just a long Splattershot, and would be altered accordingly. A whole two-frame fire rate nerf for this weapon is pretty drastic, but also necessary to differentiate it from the Splattershot; I would counter-buff it by letting it paint more per shot to help alleviate the fire rate paint nerf, as well let it as strafe faster.
.52 Gal
Fire rate decreased from 6.66 → 5 shots per second
Ink consumption per shot increased from 1.3% → 1.9%
.52 Gal, the bane of everyone's existence. I would kneecap it with 3 extra frames between shots and much worse ink efficiency. It most certainly wouldn't be completely dead after these nerfs, but it would definitely struggle a lot more, as it should.
L-3 Nozzlenose
Interval between burst shots increased from 4 → 5 frames
Accuracy while mid-air is now unerring
The first of the semi-autos; the L-3 Nozzlenose. I don't actually have any issues with the semi-automatics being good since they require a lot more skill than standard shooters, but they still need to be kept in line with the others. A tiny fire rate nerf for uniformity with the full autos, compensated by a sizable mobile accuracy buff.
Jet Squelcher
Fire rate decreased from 7.5 → 6 shots per second
Initial shot velocity decreased from 3.36 → 3.28 units per frame
Jet Squelcher is the most prominent case of a weapon that should not be good. It's a backline with higher mobility and a faster time to splat than any other at the cost of having... less burst damage? That and 90% of the time it only exists to paint at a distance and spam its special. A decent fire rate and range nerf would put the weapon in a spot where it could finally get real kits without it ruining the game.
Splash-o-Matic
Fire rate decreased from 12 → 10 shots per second
Splash is possibly the simplest item on the list, already being better than most shooters due to its perfect accuracy and short range weakness. The fire rate nerf is all it would need, nothing extra on top of it.
.96 Gal
Fire rate decreased from 5 → 4.28 shots per second
Compared to .52 Gal, .96 Gal is a pretty decent weapon design-wise. A two-frame fire rate nerf for it would be fairly reasonable and keep it in line with the other nerfed shooters. Mostly, though, I gave .52 Gal its old fire rate, so the weapon needed to be significantly slower to not outright outclass it.
Squeezer
Maximum tap fire rate decreased from 7.5 → 6 shots per second
Tap fire damage increased from 38 → 41
Squeezer is possibly my favorite rework out of any weapon I'm covering here. Decreasing its tap fire rate to match Splattershot Pro is necessary, and it also makes Squeezer's mashing requirement less strict. The counter-buff to Squeezer would make up for its slower time to splat at a distance by making it stronger in close combat; one tap shot would combo with two spray shots to splat.
H-3 Nozzlenose
Interval between burst shots increased from 5 → 6 frames
Delay between bursts decreased from 20 → 16 frames
Ink consumption per burst decreased from 6.75% → 5.4%
H-3 Nozzlenose is the best-designed shooter, hands down, no contest. Its difficulty rivals Squeezer, yet it's a mid-range support painter, in line with the identity of the rest of the class. The increased interval between its shots has in this case been balanced by an even stronger fire rate buff, as well as its ink efficiency nerf from the end of Splatoon 2 being reverted. We need more Tacticooler options? There you go.
ADDENDUM: Splash Wall
HP decreased from 800 → 600
Now placed directly in front of the user like a Squid Beakon
Ink cost decreased from 60% → 55%
One extra "splat you" to .52 Gal and vanilla Squeezer; Splash Wall is not only weaker, it no longer takes any space. To compensate for the HP, the sub would be made slightly cheaper, which should be a welcome change for weapons like Custom Explosher. The sub that erects a wall of ink to block enemy fire would finally be a better defensive tool than an offensive one. Not like that's only logical.
If you made it all the way to the end, thank you for taking the time to read all of this! It was a lot of time and effort.
Feel free to share any opinions you might have on the matter. I've been craving discussion lately, and this is probably the hottest thing I've ever posted in my time on these forums. Any feedback is encouraged.
As always, to all of you, have a wonderful day.
The reason I want to nerf shooters out of the meta is incredibly simple; shooters are the easiest class in the game by design, and shooters are the most prominent special spammers among all of the weapon classes. The first of these is good, it makes sense to have a class for beginners. The second point is unavoidable due to how shooters operate. In any case, both points combined make shooters a class that should not be strong.
I originally intended to make an additional point about shooters' shot RNG and how they're seemingly balanced around the assumption that they will miss shots while fighting. After looking into the four points that make up a shooter's accuracy, however, I decided it was infinitely easier to stay out of any accuracy changes for the most part. They are a problem, but fixing them is not in my power.
Shooters will be covered in the order they are unlocked.
Splattershot Jr.
Fire rate decreased from 12 → 10 shots per second
Ink tank capacity reduced from 110% → 100%
Now has a consistent 12% chance to shoot toward the outer reticle.
Splattershot Jr. is an excellent starter weapon that the developers should never have tried to make competitively viable. I would replace its extremely irritating larger ink tank gimmick with Splattershot Nova's lack of accuracy falloff, which suits the weapon far better.
Splattershot
Fire rate decreased from 10 → 7.5 shots per second
Splattershot is a generalist weapon, and would accordingly get a generalist nerf; two extra frames between shots rather than one. It's fine to have a weapon be a jack of all trades, but it has to be a master of none in order for that to work. I would decrease its time to splat and special output to get rid of its most prominent strengths.
Aerospray
Fire rate decreased from 15 → 12 shots per second
Accuracy falloff now scales exponentially, starting at a 3% → 1% accuracy decrease per shot, and adding 0.5% with each shot.
Initial chance to shoot wide decreased from 6% → 1%
I feel like the cleverest way to make Aerospray stand out from Splattershot Jr. would be to give it the opposite of its new gimmick; good initial accuracy with much more drastic scaling. This would make Aerospray much better as a fighter-painter hybrid to compensate for the greater impact of its fire rate nerf, what with it being a five-shot splat.
N-ZAP
Fire rate decreased from 12 → 10 shots per second
Damage decreased from 30 → 26
Nintendo has made N-ZAP far too good at fighting. The weapon is supposed to be a support-skirmisher hybrid with its high strafe speed. I would nerf its damage to streamline it further into this playstyle. It shouldn't be able to combo with 70 damage weapons anyway, the only reason they gave it that buff was to help it compete with Snipewriter during peak midline meta. It doesn't need it anymore.
Splattershot Nova
Accuracy while grounded is now unerring
Splattershot Nova; the only shooter that's only getting buffs. It having perfect accuracy would encourage it to spend more time fighting and less time farming its special, which alone makes it far healthier. It still has a significantly slower time to splat than the other support shooters, so it shouldn't be overbearingly good, but it being better than other, shorter-range options is a win my eyes.
Sploosh-o-Matic
Fire rate decreased from 12 → 10 shots per second
Not much to say about the Sploosh-o-Matic, since it generally ends up sharking more than farming special. I still think it would need the fire rate nerf to stay in line with the others, but nothing extra on top of it.
Splattershot Pro
Fire rate decreased from 7.5 → 6 shots per second
Movement speed while firing increased from 0.055 → 0.068 units per frame
Droplet size increased by 10%
The Splattershot Pro is essentially just a long Splattershot, and would be altered accordingly. A whole two-frame fire rate nerf for this weapon is pretty drastic, but also necessary to differentiate it from the Splattershot; I would counter-buff it by letting it paint more per shot to help alleviate the fire rate paint nerf, as well let it as strafe faster.
.52 Gal
Fire rate decreased from 6.66 → 5 shots per second
Ink consumption per shot increased from 1.3% → 1.9%
.52 Gal, the bane of everyone's existence. I would kneecap it with 3 extra frames between shots and much worse ink efficiency. It most certainly wouldn't be completely dead after these nerfs, but it would definitely struggle a lot more, as it should.
L-3 Nozzlenose
Interval between burst shots increased from 4 → 5 frames
Accuracy while mid-air is now unerring
The first of the semi-autos; the L-3 Nozzlenose. I don't actually have any issues with the semi-automatics being good since they require a lot more skill than standard shooters, but they still need to be kept in line with the others. A tiny fire rate nerf for uniformity with the full autos, compensated by a sizable mobile accuracy buff.
Jet Squelcher
Fire rate decreased from 7.5 → 6 shots per second
Initial shot velocity decreased from 3.36 → 3.28 units per frame
Effective range decreased from 20.1 → 19.7 units
Jet Squelcher is the most prominent case of a weapon that should not be good. It's a backline with higher mobility and a faster time to splat than any other at the cost of having... less burst damage? That and 90% of the time it only exists to paint at a distance and spam its special. A decent fire rate and range nerf would put the weapon in a spot where it could finally get real kits without it ruining the game.
Splash-o-Matic
Fire rate decreased from 12 → 10 shots per second
Splash is possibly the simplest item on the list, already being better than most shooters due to its perfect accuracy and short range weakness. The fire rate nerf is all it would need, nothing extra on top of it.
.96 Gal
Fire rate decreased from 5 → 4.28 shots per second
Compared to .52 Gal, .96 Gal is a pretty decent weapon design-wise. A two-frame fire rate nerf for it would be fairly reasonable and keep it in line with the other nerfed shooters. Mostly, though, I gave .52 Gal its old fire rate, so the weapon needed to be significantly slower to not outright outclass it.
Squeezer
Maximum tap fire rate decreased from 7.5 → 6 shots per second
Tap fire damage increased from 38 → 41
Squeezer is possibly my favorite rework out of any weapon I'm covering here. Decreasing its tap fire rate to match Splattershot Pro is necessary, and it also makes Squeezer's mashing requirement less strict. The counter-buff to Squeezer would make up for its slower time to splat at a distance by making it stronger in close combat; one tap shot would combo with two spray shots to splat.
H-3 Nozzlenose
Interval between burst shots increased from 5 → 6 frames
Delay between bursts decreased from 20 → 16 frames
Ink consumption per burst decreased from 6.75% → 5.4%
H-3 Nozzlenose is the best-designed shooter, hands down, no contest. Its difficulty rivals Squeezer, yet it's a mid-range support painter, in line with the identity of the rest of the class. The increased interval between its shots has in this case been balanced by an even stronger fire rate buff, as well as its ink efficiency nerf from the end of Splatoon 2 being reverted. We need more Tacticooler options? There you go.
ADDENDUM: Splash Wall
HP decreased from 800 → 600
Now placed directly in front of the user like a Squid Beakon
Ink cost decreased from 60% → 55%
One extra "splat you" to .52 Gal and vanilla Squeezer; Splash Wall is not only weaker, it no longer takes any space. To compensate for the HP, the sub would be made slightly cheaper, which should be a welcome change for weapons like Custom Explosher. The sub that erects a wall of ink to block enemy fire would finally be a better defensive tool than an offensive one. Not like that's only logical.
If you made it all the way to the end, thank you for taking the time to read all of this! It was a lot of time and effort.
Feel free to share any opinions you might have on the matter. I've been craving discussion lately, and this is probably the hottest thing I've ever posted in my time on these forums. Any feedback is encouraged.
As always, to all of you, have a wonderful day.
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