ReedRGale
Inkling Commander
Hello! I've been playing the Bamboozler for ages, that is, since release on S1 and I want to agree with you. It's a great weapon.I practiced the heck out of that weapon in Splatoon 1. Here's what I think.
The Bamboozler has two distinct strengths going for it. The speed of its charge and the fact that it always fires at maximum range whether or not it's fully charged. That makes the playstyle for this weapon unusually aggressive for a Charger. It also allows for a slightly greater margin for error because you will be firing so quickly. This weapon is best described as ranged aggression. The key point to take away there is "ranged." You want to abuse your range because, like other Chargers, this weapon isn't great up close. You need to stay at a range to be effective. If you've been practicing the Rapid Blasters this shouldn't be an issue. Just keep practicing with the weapon's effective range. It does have better range than the Squiffer so use that to your advantage!
Now it's time to go over the weapons weaknesses. I've already mentioned that the weapon does not excel at close range, but I wouldn't be doing an analysis justice unless I mentioned the Bamboozler shaped elephant in the room. It's damage. Unlike other Chargers, the Bamboozler's maximum damage at a full charge is 80. This means that in order to secure the kill you need to either hit twice or have an assist. This wasn't a huge issue in OG Splatoon because you could stack to get each individual shot's damage to 99.9 potentially. This makes it so the weapon is essentially a one shot kill so long as your enemy did so much as step in your ink for a split second. Without to fall back on, the weapon takes a lot more skill to use. This could, of course, be mitigated with the right kit. Unfortunately the kit we have in Splatoon 2 so far isn't that great with the main weapon. It comes with Curling Bombs and Tenta Missiles. Individually, these are both great! Curling Bombs ink a lot of turf while forging paths for you or your teammates to follow while Tenta Missiles track and force your enemies to make a move or perish in the ensuing missile onslaught. Problem being these things don't work so great with the Bamboozler. Curling Bombs don't offer much help in emergency close range attacks and you certainly don't want to be getting too close to an enemy carrying a good close range weapon like, for instance, the Sploosh or a Roller. Tenta Missiles offer a form of tracking and another ranged attack, but again this does not offer any sort of help in close ranged situations where you will be struggling. This forces the weapon, which I already mentioned acts rather aggressively, into a more supporting role. Forging paths for teammates with the Curling Bombs, helping them track enemies with the Tenta Missiles, and using the main weapon as more of a distraction for the enemy.
In summation, this is a weapon I am comfortable calling an attack/support weapon. It has plenty of strengths going for it, but the weaknesses are a bit much for that to compensate for in my opinion. I don't see this becoming meta, but I could be wrong about that. What I would like to see is one of the other Bamboozler variants rocking some kit combination of Burst Bomb/Toxic Mist and Baller(even with the upcoming nerfs it's getting hit with)/Ink Armor. Those combinations of sub/special would make full use of the Bamboozler's strengths while compensating for its weaknesses! I guess only time will tell whether or not we get the Bamboozler dream.
While technically this weapon has a really fast TTK and obnoxious range, as you've stated, I rarely see those traits put to good use. Maybe you're different. Maybe you can aim. But even if you can't, the oddball weapon we're describing can be put to good use for so many other purposes.
But before I rant, I want to say that in theory, you're argument for Attacker is sound.
Let's assume you can always land those charge-taps, yeah? Disregard the difficulty and say you're the aiming god with the best reaction speed in the world. Cool.
Let's also say that you abuse your range to the fullest. You turn around corners when you have to, but for the most part, you find ways to make it so that the opponent is within your line of sights before they can start firing more than two shots at you.
You really are an Attacker because nothing should ever get close enough to kill you before they enter your highly extended frontline/threat-range. You should be able to find openings in between charger shots and weave in to murk them. Other weapons bow before you. You'll kill the whole team should they have the audacity to leave spawn.
Okay. Power-fantasy over. Let's take away those assumptions.
You're not that good. Maybe one day you will be. But I've accepted I'm never going to be that good. Let's be fair. Rounding corners? Standing on the frontline? Dancing in front of the enemy while you fumble two or three shots? You're putting yourself at undo risk attempting to lead the way seeking kills.
If you're good enough, go for it. Even I have a dream I will one day kill the enemy team single-handedly and never let them come back. But while I get there, I want to to win games. And now to my main point: the Bamboozler has a versatile kit at its disposal. It's more of a Supportive weapon than an Attacker and more of a Tactical weapon than a Supportive one.
So going down the list: I the Bamboozler fits a Controller a lot better than one might think. Its inking potential is amazing when there are long strips of open land to cover. Since you charge so quickly, once you get the rhythm down, you can cover huge amounts of turf, quickly, over barriers, from a safe distance.
Did I safe distance? I mean like a million miles away. You never want to be near the enemy if you can help it. I run Superjump Up so I can leave immediately and my fingers are always itchy to disappear if things are going south. I am not god-attacker. I don't try to be. I don't have to be.
Which brings me to the Supportive playstyle which I adapted when I started. When you're not busy inking an area and taking it back after a heavy firefight, laying down a supportive battlefield ink where your allies are fighting--that is, shooting above them--can give your team an edge in a skirmish.
Chargers will note that aiming around allies that are constantly moving is a gamble. Those playing as Defenders could lose their fear-factor, waste their shots and their precious time charging.
On the other hand, aiming above allies never misses and it's always helpful. Your enemies, unbeknownst to them, are fighting an unseen foe.
Your friendo has an out if they give up. Something they may have not noticed until it would have been too late. Ah! But it turns out they can squid away because there's a nice trail behind them. Now who left that?
But you want to help more? Let's say you get close enough, shooting over your Attacker and then ink the enemy's feet. Ever found you suddenly can't move in the middle firefight? You can make that happen. Make that happen. Let your Attacker have the glory. Just know you made it possible.
And maybe they fell in battle. Well. Suddenly you're an Attacker with a clear line of fire. If not? A curling bomb'll usually bounce around and cause the enemy undue stress, potentially flushing them out.
But I'm not done making a case for the Supportive playstyle. Let's look at your sub and special.
Curling bomb, yeah? Missles, yeah? @Dark Sage Walker is right. You're defenseless close range. These are terrible subs for people walking up to kill you. So uh. Stand behind people and use your subs. Run away if enemies are closing in. The living squid threatens longer. Don't try to play your weaknesses.
Hitting through allies is hard.
Aiming up inclines is hard.
But you still want to pressure and aide people, right? Walking up that ramp or getting side by side to your Attacker will likely get your defenseless buttock splatted.
No need to worry about a thing though. Just slide a curling bomb toward the firefight and make make it bounce. Make it bounce a lot. What you lose in inking, you gain in threat. People will jump away at the potential of instant death. That can put them in the sights of an Attacker or Defender waiting for an opportunity on your team. Often this is a much better option, even if it doesn't kill your opponent directly. Suck it up and know that the kill counts your allies get are as much their skill as yours.
If you're playing things right, you should be quite a ways back on the opponent. That means that your missile reticle is in a great location to threaten everyone. You're probably not going to kill them but hey? Time it right and your allies will.
Don't see everyone on the map? I personally like to jump back all the way to spawn then fire off when everyone's in position. It's a great time to take in the landscape and change your plans if need be.
Do note, you're not doing this to get kills--I doubt the missiles are ever about that--but to disrupt formations. A charger will have to move and stop threatening. A Carrier will have to abandon a safe position. Attackers will scurry in a less safe movement pattern. Use that. Let your allies use that. Scramble things up.
Wait until your allies are ready to take the zone. Ready to kill the RM. Ready to assault the tower. The added havoc you provide would be much better than trying to tapshot a heavily defended RM or shoot around the pole. Make them dance. Flush 'em out.
Remember, this mostly works because you're forever away from the front line. No need to retreat as far back as I would. You should already be at the right distance to fire off.
And of course, at the end of the day you're a charger. Defend. If all else fails, fall back, take the high ground and be what I never could be: a terror. Come out of a high perch or hiding spot and lovetap someone to death; it's really fast when you get it right.
Hold a position. Let people superjump back to you. You should be behind the current objective at all times, so ping them to let them know that jumping at the objective probably isn't a great plan when you're such a nicer option.
And finally... a Carrier. There comes a time in every weapon's life when you have to suck it up. You're the only one on the team and the only one alive because you were just barely in range. You need some points. Make the judgement call and kill yourself for that brief moment of value.
Carrier is probably the Bamboozler's weakest role as you really don't have many options. On a Tower, unless you already control all the ground, you're not that terrifying. Your sub is terrible for holding it. Your special is worse-so.
As a RM you're just as bad as anyone else--all are the same under the golden fishie.
However, you can typically recognize that if you're going on the objective, it's for some last-ditch few points. Maybe you're just a few off from turning an offensive game into a defensive one [you're only about one or two points off swinging the advantage your way]. Maybe it's the last few seconds of the game.
Know when to consign yourself to death. Dash madly into the enemy team with the RM. Dance stupidly around the pole. Shoot as much as you can at the zone. Sometimes they don't expect it. Most of the time, it'll grant you just a few more points. Hold things a few more seconds. Those can make a difference.
My point is, as a Bamboozler, you never don't have something to do. There's always a role you can take. Pay attention to your team and the map and you can always find something to do. Sometimes you're going to be more of a Support because that's what's needed; I know I usually am. Sometimes, you'll need to Defend and be a jumppoint. Sometimes you'll need to be an Attacker... even if that's impossible except in the grandest of dreams. And sometimes you'll need to die for a few more points.
I hope this strengthens the case for Bamboozler as more of a Tactical weapon than anything else. And, at the very least, more a Supportive weapon, rather than an Attacking one: this announcement brought to you from your resident Bamboozler who can't aim to save his life.
Join me next time when I make the argument for why @Vitezen is right about this being more about psychological profiles--or as I would put it, judgement calls--but that this is still a very, very useful thread.
Note: Apologies for using white whenever refering to tactical decisions. I'm sorry Squidboards Light users. But I wanted to keep in theme with OP.
EDIT: Just read ahead to @Award 's post. Aha. Glad someone else agrees.
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