OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 891
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
I've been trying to figure out this special for a while. I love the idea of a special that makes use of the Spawner drones introduced in Splatoon 3, but trying to combine it with other special concepts just wasn't working. Anything I tried just felt like a cheap knockoff of Inkjet. The solution was staring me in the face the whole time, but I only saw it recently: Don't combine it with another special; make it its own thing.
Allow me to introduce the brand new special...
Re-Spawner
When activated, the special user Super Jumps straight upward, where they're caught by their Spawner drone. While the special is active, the user rides atop the drone and has full access to their main weapon, letting them rain down attacks on opponents. The drone can be steered through the air slightly slower than an Inkjet. It hovers above the ground at current Inkjet's boost height, and reacts identically to elevation changes.
While riding the Spawner drone, the user can press ZL to trigger a Squid Spawn, letting them aim their landing from the drone's immediate position. They are automatically fired out of the drone after three seconds if they don't confirm a landing before then. Upon landing, the special user gains 100 HP of spawn armor for three seconds. The user can return to the drone's last position by using the Turf Map to Super Jump to it, and it replaces spawn as the user's "down" hotkey while the special is active.
For the ten-second duration of the special, the user has an unlimited ink tank, but no access to their sub weapon. Once the special's duration runs out, the user recalls to where they activated it, whether riding the drone or after using the Squid Spawn.
This special turns out to be perfectly designed to work with the user's main weapon. The issue with a special like, say, Zipcaster, is that the weapon it's on has to have a specific range value to work well with the special; mid-range in the case of Zipcaster. Re-Spawner has two distinct phases that make it useful for both sniper and fighter weapons; the former can enjoy the mobile perch atop the drone, the latter can enjoy the positioning utility of its Squid Spawn. A few can enjoy both! Getting the example kits out of the way:
Squeezer
Autobomb + Re-Spawner
Goo Tuber
Fizzy Bomb + Re-Spawner
Tri-Slosher
Burst Bomb + Re-Spawner
Tri-Stringer
Toxic Mist + Re-Spawner
Of course, being a recall special that gives the user access to their main weapon, this special treads heavily on the toes of Zipcaster. My solution to this is to combine it with a Zipcaster rework I've been refining in my head. Zipcaster has received many changes over Splatoon 3's lifespan, and they all have the same goal in mind; making the special more independent to make up for the weaker main weapons it's paired with. I plan to take this to the extreme. There won't be any redundancy between Zipcaster and Re-Spawner if only one of them gives the user their main weapon.
Zipcaster
The user's main weapon is replaced by an ink net attack during the special. Pressing ZR consumes about 20% the special's duration to launch a ball of ink that unfolds into a small web-shaped net (about 2/3 of a training room line in diameter). This net inks the ground where it lands and lingers there for up to three seconds, reducing enemy movement in its area by 50%. The net deals 60 damage if it hits an enemy directly. There is a 20 frame delay after throwing a net before another can be thrown.
This net attack leans into the identity Zipcaster has been building for itself over the course of the game's balance history: Diving into opponents to scatter them and potentially get a combo splat. The net limits enemies' movement to create easier targets, and can deal valuable chip damage; plus, it pays homage to now-replaced Inkjet through its similar projectile physics, and generally synergizes well with the special's movement.
Thanks for reading through all of this. I know people tend to have opinions on Zipcaster, so feedback is as necessary as ever.
Also feedback on the drone special would be nice if you want to share your thoughts on that, too.
Other than that, have a wonderful day!
Allow me to introduce the brand new special...
Re-Spawner
When activated, the special user Super Jumps straight upward, where they're caught by their Spawner drone. While the special is active, the user rides atop the drone and has full access to their main weapon, letting them rain down attacks on opponents. The drone can be steered through the air slightly slower than an Inkjet. It hovers above the ground at current Inkjet's boost height, and reacts identically to elevation changes.
While riding the Spawner drone, the user can press ZL to trigger a Squid Spawn, letting them aim their landing from the drone's immediate position. They are automatically fired out of the drone after three seconds if they don't confirm a landing before then. Upon landing, the special user gains 100 HP of spawn armor for three seconds. The user can return to the drone's last position by using the Turf Map to Super Jump to it, and it replaces spawn as the user's "down" hotkey while the special is active.
For the ten-second duration of the special, the user has an unlimited ink tank, but no access to their sub weapon. Once the special's duration runs out, the user recalls to where they activated it, whether riding the drone or after using the Squid Spawn.
This special turns out to be perfectly designed to work with the user's main weapon. The issue with a special like, say, Zipcaster, is that the weapon it's on has to have a specific range value to work well with the special; mid-range in the case of Zipcaster. Re-Spawner has two distinct phases that make it useful for both sniper and fighter weapons; the former can enjoy the mobile perch atop the drone, the latter can enjoy the positioning utility of its Squid Spawn. A few can enjoy both! Getting the example kits out of the way:
Squeezer
Autobomb + Re-Spawner
Goo Tuber
Fizzy Bomb + Re-Spawner
Tri-Slosher
Burst Bomb + Re-Spawner
Tri-Stringer
Toxic Mist + Re-Spawner
Of course, being a recall special that gives the user access to their main weapon, this special treads heavily on the toes of Zipcaster. My solution to this is to combine it with a Zipcaster rework I've been refining in my head. Zipcaster has received many changes over Splatoon 3's lifespan, and they all have the same goal in mind; making the special more independent to make up for the weaker main weapons it's paired with. I plan to take this to the extreme. There won't be any redundancy between Zipcaster and Re-Spawner if only one of them gives the user their main weapon.
Zipcaster
The user's main weapon is replaced by an ink net attack during the special. Pressing ZR consumes about 20% the special's duration to launch a ball of ink that unfolds into a small web-shaped net (about 2/3 of a training room line in diameter). This net inks the ground where it lands and lingers there for up to three seconds, reducing enemy movement in its area by 50%. The net deals 60 damage if it hits an enemy directly. There is a 20 frame delay after throwing a net before another can be thrown.
This net attack leans into the identity Zipcaster has been building for itself over the course of the game's balance history: Diving into opponents to scatter them and potentially get a combo splat. The net limits enemies' movement to create easier targets, and can deal valuable chip damage; plus, it pays homage to now-replaced Inkjet through its similar projectile physics, and generally synergizes well with the special's movement.
Thanks for reading through all of this. I know people tend to have opinions on Zipcaster, so feedback is as necessary as ever.
Also feedback on the drone special would be nice if you want to share your thoughts on that, too.
Other than that, have a wonderful day!