Sorcerer
Senior Squid
- Joined
- Jan 30, 2024
- Messages
- 63
- NNID
- JiveSoulBro
As you've heard me say countless times, I believe the choice of kits were designed by Nintendo to give any main of a weapon options for the four different Anarchy modes. Here's my justification for each Fresh Season kit
C.Explosher: RM - CB. Splash Walls to protect against overextending, as defensive options against rainmaker/clam rushes, more defense in the way of splashdown.
Fresh Squiffer: SZ-CB. More offensive options for regular killing of turf support units, dedicated zone painters and clam collectors. Prevent snowball effects through regular offense, other kit dies control of the singular objective.
Foil Flingza: SZ-CB. For the immediate displacement of long range units that can either convert the zones from afar or ensure space control in clam Blitz. Screen provides control of the immediate area, like a basket line or any other forward position.
52 Gal Deco: RM-CB. This one is kicking my butt because I've hated playing v52 Gal in TC. There's a lot of pushing options here to advance Rainmaker or see if the dunking podium is safe. Here, Screen is deliberately for holding forward ground.
C.E-liter: TC-RM. I thought that was Heavy Splatling's deal. In any case, Squid Beakon so as to return to your previous position if forced to SJ back, Kraken to defend yourself even more while others scramble on the singular objective. Why not CB? Because CB emphasizes stage control (Mines + WB) over singular objective defense.
Dread D: SZ-CB. Speaking of stage control, this seems to be the deal here. Dread is good at fighting, good at painting; add WB to see if you can't ping someone and hit them with the double slosh. Vanilla kit is apparently for pushing.
Nautilus 79: TC-CB. Nautilus has poor synergy with the expensive Suction Bombs, but it relies on them to punish hard defenses as found in TC and CB. Splashdown protects from counter offensives if caught off guard breaking defenses.
Deco Glooga: SZ-TC or SZ-CB. Another kick in the butt because it shares the kit with Sloshing Machine. I don't see two weapons with the same kit having the same picks. I'm leaning SZ-CB, as NeoMachine has always been great for TC. Poke with Sensors so as to conserve ink and scare others from advancing into your turf. Identify and eliminate troublesome turf support units so as to gain advantage, leaving wall for objective pushing.
How do I come with these conclusions? I map out the preferred modes of EVERY weapon into two picks, and check for patterns. Like no two primary kit with the same special having the same picks, or the picks of weapon kits sharing the same subweapon not repeating more than twice. This leads to assumptions that lead to mistakes, but I recheck my previous notes and find myself wiser for the experience. I'm writing weapon guides on gamefaqs, and this Fresh Season will have me rewrite four of the guides.
C.Explosher: RM - CB. Splash Walls to protect against overextending, as defensive options against rainmaker/clam rushes, more defense in the way of splashdown.
Fresh Squiffer: SZ-CB. More offensive options for regular killing of turf support units, dedicated zone painters and clam collectors. Prevent snowball effects through regular offense, other kit dies control of the singular objective.
Foil Flingza: SZ-CB. For the immediate displacement of long range units that can either convert the zones from afar or ensure space control in clam Blitz. Screen provides control of the immediate area, like a basket line or any other forward position.
52 Gal Deco: RM-CB. This one is kicking my butt because I've hated playing v52 Gal in TC. There's a lot of pushing options here to advance Rainmaker or see if the dunking podium is safe. Here, Screen is deliberately for holding forward ground.
C.E-liter: TC-RM. I thought that was Heavy Splatling's deal. In any case, Squid Beakon so as to return to your previous position if forced to SJ back, Kraken to defend yourself even more while others scramble on the singular objective. Why not CB? Because CB emphasizes stage control (Mines + WB) over singular objective defense.
Dread D: SZ-CB. Speaking of stage control, this seems to be the deal here. Dread is good at fighting, good at painting; add WB to see if you can't ping someone and hit them with the double slosh. Vanilla kit is apparently for pushing.
Nautilus 79: TC-CB. Nautilus has poor synergy with the expensive Suction Bombs, but it relies on them to punish hard defenses as found in TC and CB. Splashdown protects from counter offensives if caught off guard breaking defenses.
Deco Glooga: SZ-TC or SZ-CB. Another kick in the butt because it shares the kit with Sloshing Machine. I don't see two weapons with the same kit having the same picks. I'm leaning SZ-CB, as NeoMachine has always been great for TC. Poke with Sensors so as to conserve ink and scare others from advancing into your turf. Identify and eliminate troublesome turf support units so as to gain advantage, leaving wall for objective pushing.
How do I come with these conclusions? I map out the preferred modes of EVERY weapon into two picks, and check for patterns. Like no two primary kit with the same special having the same picks, or the picks of weapon kits sharing the same subweapon not repeating more than twice. This leads to assumptions that lead to mistakes, but I recheck my previous notes and find myself wiser for the experience. I'm writing weapon guides on gamefaqs, and this Fresh Season will have me rewrite four of the guides.