OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 881
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
I had an idea for a new sub weapon the other day, and I'm curious to see what you all think of it.
Clam Trap
Ink Cost: 65%
Appearance: The Clam Trap resembles a hunting trap, with wavy edges rather than the spiked teeth typical of the object. It's a metallic shade of the user's ink color and has a white, spherical sensor in the middle of its jaws that resembles a pearl. Its jaws are closed shut by default, but are for the most part open while the sub is in use. Generally, it resembles a clam.
Usage: The Clam Trap has a throwing range of approximately 1.5 training room lines, and upon landing on a valid surface, the trap will open and become armed after approximately half of a second. It only covers a small area, with a diameter of about half of a training room line, but if an enemy player or object enters its space it will instantly snap shut, dealing 220 damage to whatever triggered it.
The sub weapon creates a puddle of ink where it lands, and will partly submerge in friendly ink such that only its edges and pearl sensor are visible. The sub weapon lasts until broken; if a player places down a second Clam Trap, the first instantly breaks, and the sub can be broken by weapons, with it having 300 HP. Bombs do not instantly detonate on contact with a Clam trap.
I feel like this sub weapon could be particularly useful on aggressive weapons that like to set up engagements beforehand, serving as a more aggressive version of Ink Mine. Since it has no way of dealing chip damage, I figure it would work best on weapons that don't rely on it too heavily from their sub weapon. Here are a few example kits I came up with:
Sploosh-o-matic
Clam Trap + Triple Splashdown
Dynamo Roller
Clam Trap + Booyah Bomb
Blaster
Clam Trap + Inkjet
Wellstring V
Clam Trap + Ink Storm
Let me know what you think of this! And thank you for reading it.
As always, have a wonderful day.
Clam Trap
Ink Cost: 65%
Appearance: The Clam Trap resembles a hunting trap, with wavy edges rather than the spiked teeth typical of the object. It's a metallic shade of the user's ink color and has a white, spherical sensor in the middle of its jaws that resembles a pearl. Its jaws are closed shut by default, but are for the most part open while the sub is in use. Generally, it resembles a clam.
Usage: The Clam Trap has a throwing range of approximately 1.5 training room lines, and upon landing on a valid surface, the trap will open and become armed after approximately half of a second. It only covers a small area, with a diameter of about half of a training room line, but if an enemy player or object enters its space it will instantly snap shut, dealing 220 damage to whatever triggered it.
The sub weapon creates a puddle of ink where it lands, and will partly submerge in friendly ink such that only its edges and pearl sensor are visible. The sub weapon lasts until broken; if a player places down a second Clam Trap, the first instantly breaks, and the sub can be broken by weapons, with it having 300 HP. Bombs do not instantly detonate on contact with a Clam trap.
I feel like this sub weapon could be particularly useful on aggressive weapons that like to set up engagements beforehand, serving as a more aggressive version of Ink Mine. Since it has no way of dealing chip damage, I figure it would work best on weapons that don't rely on it too heavily from their sub weapon. Here are a few example kits I came up with:
Sploosh-o-matic
Clam Trap + Triple Splashdown
Dynamo Roller
Clam Trap + Booyah Bomb
Blaster
Clam Trap + Inkjet
Wellstring V
Clam Trap + Ink Storm
Let me know what you think of this! And thank you for reading it.
As always, have a wonderful day.
Last edited: