OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 788
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
Variable shot spread, A.K.A. shot RNG. Most people consider it a necessary evil, a requirement for balancing weapons like shooters and ensuring that they can't fight at peak capacity for an extended period of time. The problem is that it doesn't work. It doesn't matter if a shooter loses their accuracy because they can reset it with half a second in swim form. Shot spread does nothing to limit a shooter's ability to paint for an extended period of time; in fact, it only makes a weapon better at covering more turf. Simply put, shot spread doesn't do its job.
And of course, this wouldn't be a OnePotWonder thread without a spicy, avant-garde solution.
Shot spread will be completely removed with the changes, affecting four weapon classes; shooters, dualies, splatlings, and blasters.
Blasters are the simplest class to counter-balance since their spread only applies in mid-air. Blasters' blast radii would all be decreased by 25% in mid-air, giving them the one-shot precision they want at the cost of ledge-poking ability. It's a win-win for everyone.
S-BLAST is a tricky case due to its relationship with jumping and RNG. A 10% nerf to its short-range blast radius should compensate for its perfect short-range accuracy, and it would obviously have the same blast radius jumping with its long-range mode. As much as I could nerf its short-range direct shot, I will always advocate for smaller AoE over less powerful directs.
Splatlings are arguably simpler; I would argue they don't need counter-balancing. Shot spread barely affects most splatlings and the class as a whole could use an overarching buff of this sort. If need be, a few splatlings could have their firing durations slightly decreased, but I can't think of any that would need it off the top of my head.
Then we have shooters and dualies. I have a brand new idea to balance out these classes, limiting their uptime and paint power without any impact on their fighting ability, when they're played well. Allow me to introduce: Shot rounds.
Shooters and dualies will have to recharge for around half a second after firing a set number of shots, called a round. A shot round can be reset in much the same way shot RNG is reset; by entering swim form, which recovers one shot per frame, or using a dodge roll for dualies to recover all shots. The idea is to limit shooters' and dualies' sustained firepower outside of fights without annihilating their ink efficiency. Statistics are as follows:
Sploosh-o-matic
Shots per round: 20
Reload time: 40 frames
Splattershot Jr.
Shots per round: 20
Reload time: 15 frames
Splash-o-matic
Shots per round: Unlimited
Aerospray
Shots per round: 30
Reload time: 60 frames
Splattershot
Shots per round: 15
Reload time: 30 frames
.52 Gal
Shots per round: 5
Reload time: 20 frames
N-ZAP
Shots per round: 20
Reload time: 30 frames
Splattershot Pro
Shots per round: 15
Reload time: 30 frames
.96 Gal
Shots per round: 5
Reload time: 30 frames
Jet Squelcher
Shots per round: 15
Reload time: 30 frames
Splattershot Nova
Shots per round: Unlimited
Squeezer (Painting Mode)
Shots per round: 15
Reload time: 30 frames
Dapple Dualies
Shots per round: 16
Reload time: 30 frames
Splat Dualies
Shots per round: 20
Reload time: 30 frames
Glooga Dualies
Shots per round: 16 (10 in turret mode)
Reload time: 30 frames
Dualie Squelchers
Shots per round: 20
Reload time: 20 frames
Tetra Dualies
Shots per round: 20
Reload time: 30 frames
Douser Dualies FF
Shots per round: 20
Reload time: 30 frames
That should be all of them. Feel free to suggest alternatives below if you think anything is too harsh, but I remind you in advance that these are all fairly easy to reset and come with the bonus of perfect accuracy. Helpful feedback is always appreciated.
Thank you for reading this post (and hopefully sharing your thoughts). Have a wonderful day.
And of course, this wouldn't be a OnePotWonder thread without a spicy, avant-garde solution.
Shot spread will be completely removed with the changes, affecting four weapon classes; shooters, dualies, splatlings, and blasters.
Blasters are the simplest class to counter-balance since their spread only applies in mid-air. Blasters' blast radii would all be decreased by 25% in mid-air, giving them the one-shot precision they want at the cost of ledge-poking ability. It's a win-win for everyone.
S-BLAST is a tricky case due to its relationship with jumping and RNG. A 10% nerf to its short-range blast radius should compensate for its perfect short-range accuracy, and it would obviously have the same blast radius jumping with its long-range mode. As much as I could nerf its short-range direct shot, I will always advocate for smaller AoE over less powerful directs.
Splatlings are arguably simpler; I would argue they don't need counter-balancing. Shot spread barely affects most splatlings and the class as a whole could use an overarching buff of this sort. If need be, a few splatlings could have their firing durations slightly decreased, but I can't think of any that would need it off the top of my head.
Then we have shooters and dualies. I have a brand new idea to balance out these classes, limiting their uptime and paint power without any impact on their fighting ability, when they're played well. Allow me to introduce: Shot rounds.
Shooters and dualies will have to recharge for around half a second after firing a set number of shots, called a round. A shot round can be reset in much the same way shot RNG is reset; by entering swim form, which recovers one shot per frame, or using a dodge roll for dualies to recover all shots. The idea is to limit shooters' and dualies' sustained firepower outside of fights without annihilating their ink efficiency. Statistics are as follows:
Sploosh-o-matic
Shots per round: 20
Reload time: 40 frames
Splattershot Jr.
Shots per round: 20
Reload time: 15 frames
Splash-o-matic
Shots per round: Unlimited
Aerospray
Shots per round: 30
Reload time: 60 frames
Splattershot
Shots per round: 15
Reload time: 30 frames
.52 Gal
Shots per round: 5
Reload time: 20 frames
N-ZAP
Shots per round: 20
Reload time: 30 frames
Splattershot Pro
Shots per round: 15
Reload time: 30 frames
.96 Gal
Shots per round: 5
Reload time: 30 frames
Jet Squelcher
Shots per round: 15
Reload time: 30 frames
Splattershot Nova
Shots per round: Unlimited
Squeezer (Painting Mode)
Shots per round: 15
Reload time: 30 frames
Dapple Dualies
Shots per round: 16
Reload time: 30 frames
Splat Dualies
Shots per round: 20
Reload time: 30 frames
Glooga Dualies
Shots per round: 16 (10 in turret mode)
Reload time: 30 frames
Dualie Squelchers
Shots per round: 20
Reload time: 20 frames
Tetra Dualies
Shots per round: 20
Reload time: 30 frames
Douser Dualies FF
Shots per round: 20
Reload time: 30 frames
That should be all of them. Feel free to suggest alternatives below if you think anything is too harsh, but I remind you in advance that these are all fairly easy to reset and come with the bonus of perfect accuracy. Helpful feedback is always appreciated.
Thank you for reading this post (and hopefully sharing your thoughts). Have a wonderful day.
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