Reworking the Order weapon kits

isaac4

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
725
Pronouns
He/Him
I started working on this thread around a week ago thinking that this would be a very quick process of deleting the less interesting and weaker subs and specials (shout-out to Wave Breaker). After that I could change the kits to make them more interesting as I felt that it didn't make sense that a single player mode like Side Order only had Fizzy and Crab on one weapon while Triple Inkstrike and Ink Mine were on two.
As I started working on it, I ended up learning more about the mode itself and my thoughts on the design of the Order kits changed.
I still believe that most of the kits should have been different (why does Order Stringer have the same kit as vanilla Tri-Stringer) but I've decided against taking away any of the subs and specials to prevent the mode from feeling more repetitive.
To answer the problem I had with some of the kit options being "too weak" or not feeling "impactful enough" to consider keeping for an entire run, I've made some changes that I think ends up helping with that. There's also two Order weapons that I felt that I needed to change for a different reason.
I'll list them all here before showing the Order kits I ended up deciding on.

Sub weapon changes
  • Toxic Mist - jelletons become significantly more slower when traveling through Mist than before, Mist will now passively do small damage to any jelletons traveling through it
Special weapon changes
  • Ink Storm - special charge cooldown is removed
  • Killer Wail 5.1 - special charge cooldown is removed, damage done to jelletons is slightly increased
  • Wave Breaker - special charge cooldown is removed, damage done to jelletons by each wave is significantly increased
Main weapon changes
  • Order Shot - nerfed ink efficiency
  • Octo Shot - nerfed ink efficiency
My reasoning for the main weapon changes is because their ink efficiency without having any support chips equipped is very good despite the fact that every weapon is supposed to start out significantly weaker, forcing the player to decide on which aspect of the weapon they want to improve early on. This makes a run using any of the shooter weapons much easier than it should be which might not be too big of a problem if Octo Shot wasn't also Side Order's "hard mode". Not being able to equip as many chips becomes much less of a problem with Octo Shot being pretty ink efficient on its own.

Last thing I want to mention is that I'll be listing my reasoning for the kits below. I've also taken the time to change the favored chip tones on most of the weapons so I'll add my reasoning for any chip tone changes as well.


Weapon background credit to @/Sirvee_ (Reddit)
081aed2e7ddc029f940021ddb22145fc.jpg


Order Dualies
Even when I first started working on this thread, I was sure that I would keep the same kit for the Order Dualies with the only possible changes coming from the favored chip tones. As the first weapon a player has access to, it makes sense for the Order Dualies to have an easy sub for mobility and a simple special that can reliably kill jelletons around and in front of them.
What really convinced me to keep the same kit though were the mobility chips. The Order Dualies have two weapon-specific mobility chips that give it a dodge roll attack and extra dodge rolls but on top of that, they also improve Reefslider. For some reason, mobility wasn't one of the favored chip tones so I obviously had to change that. I also kept support as the second favored chip tone since it's really helpful for players that are just trying out Side Order for the first time.
It also does well for having multiple dodge rolls that can be used a lot more freely if a player has enough enough support chips equipped.
Order Brella
There's not a lot I have to say for Order Brella.
I actually really like the kit they gave it, especially because the main and kit together play a lot more differently than the Order Dualies.
It gives some nice variety when you're starting out and unlocking new weapons to potentially take into a run. To help with this more passive playstyle, I decided to change the second favored chip tone to support.
Order Shot
Similar to Order Brella, I didn't do much for Order Shot outside of making the ink efficiency worse.
There wasn't any point in changing the kits but I did switch the favored chip tones as I wanted Order Stringer to have range/mobility instead
Order Roller
The only changes made were to the favored chip tones which were previously power/lucky. I do agree with Order Roller needing the power chips to be able to more easily handle jelletons with its poor fire rate and short range but there's also a few mobility chips that are specifically designed to help with rolling speed and knockback. There's also other mobility chips that help make Kraken Royale stronger.
Order Charger
(No changes)

Order Stringer

Changing this kit was one of my main reasons for starting this entire thread. In a mode that's supposed to be distinct from the regular pvp gameplay, giving the Order Stringer the same kit as vanilla Tri-Stringer made no sense to me. There doesn't need to be any restrictions for balancing so why repeat the same sub and special combination?
It also doesn't help that they're on the weaker end of subs and specials in Side Order.
Toxic Mist doesn't feel very impactful for the amount of ink it takes to throw one and its ability to slow down jelletons isn't something that's unique to the sub since you're able to use chips that slow down jelletons with your own ink while also doing passive damage on top of it. That's why I felt that I needed to improve the sub first if I was going to keep it around.
While I did consider changing the entire kit, I decided to keep Mist on Order Stringer since it fit better than most of the other weapons.
I also ended up giving it Crab Tank since I liked the idea of using Mist to slow down any approaching jelletons before popping Crab to either take care of them or another enemy that might be a bigger priority. Stamper already has Crab on its second kit as well so I wanted the special to be on another weapon.
Lastly, I switched the favored chip tones to range/mobility. I would have given it support or power but Order Charger and Blaster already have those and I wanted to keep it distinct by making it the more mobile, long ranged weapon. I think the devs might have had a similar idea but I don't like that they made mobility the main favored chip tone.
Order Stamper
It's a bit funny that the weapon that comes right after Order Stringer which had the kit that I felt most confident in changing is Order Stamper which has my favorite order kit.
I made sure to keep the same sub and special on Order Stamper even if it made the process of making this thread harder than it had to be.
Regardless, the only changes I made were to the favored chip tones which used to be lucky/drone for some reason.
I changed them to power/range to make it easier to build your chips around the explosions and damage from both Fizzy and Crab.
Order Slosher
Despite this being one of the first kits I planned on changing, I didn't actually decide on what it would have until every other kit was finished. I knew Slosher would be easier to work with so I focused on what the other weapons should get first.
That's how I ended up with Killer Wail 5.1 on Order Slosher since none of the other kits had it but Fizzy was more of a personal choice. I knew I wanted it on a second weapon and originally that was going to be Order Stringer but that would have just created the same kit as Order Stamper so I decided to save Fizzy for later.
Once I knew I was going to give Killer Wail to Slosher, I saw the opportunity to reference the old vMachine kit before its special was changed to Booyah Bomb.
The favored chip tones were also determined by the kit change as there are support chips that increase the knockback of explosions and having better mobility would do good with the ability to use Fizzy as a paint trail.
Another personal reason but I do like improving the mobility on Order Slosher whenever I use it for a run so that did play a bit of a factor.
Order Blaster
The Order Blaster kit went through a lot of changes before I ended up figuring out what I wanted for it.
I took out Wave Breaker but then added it back in after making the cooldown and damage adjustments. That didn't stay for long though and I ended up going with Suction/Ultra Stamp for the weapon kit.
Suction Bomb and Ultra Stamp both pair well with power chips and Ultra Stamp specifically helps Order Blaster with its extremely slow dps.
There also wasn't any reason to change the favored chip tones which makes me more confused on why the devs chose to give it Wave Breaker. There's a lot more I could say about why I really dislike Wave Breaker on Order Blaster but that would be getting too off topic.
Order Brush
Unlike the other weapons, my reasons for changing this kit weren't too complicated. I wanted Order Blaster to have Ultra Stamp and I was confident that Order Brush would be able to take advantage of Wave Breaker much better than the weapon it was on before.
I also wanted Sprinkler to be one of the few subs that gets to be on two kits instead of Ink Mine so I gave it to Brush.
There's a certain playstyle I saw from this combination of main, sub, and special with quick mobility and the ability to quickly weaken the jelletons surrounding the player as they move.
To add on top of that, I changed one of the favored chip tones to drone with the idea that Pearl would assist the player as they move around the map avoiding any enemies.
Order Splatling
This kit should have been finished a lot faster but I was having a difficult time deciding whether or not to keep Splash Wall.
I don't like it in Side Order and I'm confident on my belief that Splash Wall is the weakest sub in the entire mode but was that really enough of a reason to get rid of it?
After all, if a player doesn't like it they could just change the sub later on.
Obviously my concern on not making Side Order feel even more stale was what convinced me to keep Splash Wall. If any weapon was going to have it though, it was going to be the Order Splatling so I kept it there.
I also switched the order of the favored tone chips to support/drone so that there would be a higher chance of getting the weapon-specific chips such as Quick Charge and Midfire Charge.
Octo Shot
I wasn't sure on what I wanted for Octo Shot since it's supposed to be biggest challenge of the entire mode.
The idea of purposely giving it a weaker sub and special came to mind but I decided that I still want the kit to feel good to use since it's the last weapon a player gets to unlock. I still ended up giving it a weaker sub though, with Burst Bomb replacing Splat Bomb.
This makes the kit more distinct from Order Shot while also making it a bit more of a challenge to use since Octo Shot doesn't get as much value from having Burst. That's especially true when talking about floors where the objective is to destroy portals.
It also happened to be a nice coincidence that vShot had the same kit in Splatoon 2.
Lastly, I noticed that none of the other weapons had their favored chip tones as lucky so I gave it to Octo Shot which I think is a good change to make the more useful mobility and support chips less likely to appear.
 

OnePotWonder

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
891
Location
Marooner’s Bay
Pronouns
He/Him
Switch Friend Code
SW-2068-8904-6306
You beat me to it; I was actually planning an identical thread to this.

I agree with many of your changes, but there is one glaring issue; each color chip tone is supposed to be favored primarily and secondarily twice each. It does limit palette-building slightly, but it makes sense for the sake of run diversity.
Here would be my take on fixing it, as well as a few kit changes:

Order Dualies; secondary Lucky
Lucky runs with Pearl's palette are quite fun and its kit doesn't mesh super well with Support.

Order Brella; special Crab Tank
Most aspects of Marina's palette are fine, however its secondary tone should be Support, and its special should be the only one that can be classified as heavy machinery, because Marina. Also Brellas deserve a Crab Tank somewhere.

Order Shot; primary Lucky
The flexibility of the Order Shot makes it a perfect candidate for a primary Lucky tone.

Order Roller; no changes
You already fixed its lack of Mobility favoritism.

Order Charger; primary Drone
The main thing that keeps Order Charger as the most effective high score weapon is its favored Support tone; removing it would make the competition between different order weapons a bit more existent. Also, Drone fits it extremely well.

Order Stringer; secondary Drone, special Ink Storm
A stringer should have had this special by now; it's a perfect pair. As much as the weapon could have kept its secondary Mobility, I do think it works far better on a different palette.

Order Splatana; primary Support, secondary Power
I chose Support for Order Splatana half because I needed to give something else primary Support, half because Splatana Stamper is normally a very ink-hungry weapon, and half because knockback splatana would be awesome.

Order Slosher; primary Lucky, secondary Support
This is a bit of a hear me out, the Order Slosher is one of the most flexible main weapons and could work very well with Lucky Chips. Besides, its Support playstyle is nothing but bomb spam, making that secondary seems only fair for the sake of fun.

Order Blaster; special Wave Breaker
Orderbrush; special Ultra Stamp
Ultra Stamp's damage is boosted by Mobility chips, not Power chips. Meanwhile the damage dealt by Wave Breaker can only be buffed with Sound-Wave Damage chips, which are Power tone. I don't see anything wrong with pairing the big AoE special to the big AoE main weapon, but if you want to discuss, I'm more than willing.

Order Splatling; secondary Mobility
Splatlings as a class are known for being the most mobile backlines, and incessantly stacking Run Speed Up. Secondary Mobility would fit the Order Splatling like a glove.

Eight's Palette; no changes
Secondary Lucky is a perfect fit for Eight's palette, I'm glad you thought of it.

That's my two cents. With that, all of the favored chip tones are balanced out again.
Very good thread, I hope you don't mind me tacking on my opinion here.
Good day!
 

isaac4

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
725
Pronouns
He/Him
I agree with many of your changes, but there is one glaring issue; each color chip tone is supposed to be favored primarily and secondarily twice each. It does limit palette-building slightly, but it makes sense for the sake of run diversity.
Here would be my take on fixing it, as well as a few kit changes:
I actually didn't catch that pattern so thank you for telling me.
If I had known then I would have been more selective about the favored chip tones, especially for the more flexible weapons such as Order Slosher and Stamper.

Order Slosher; primary Lucky, secondary Support
This is a bit of a hear me out, the Order Slosher is one of the most flexible main weapons and could work very well with Lucky Chips. Besides, its Support playstyle is nothing but bomb spam, making that secondary seems only fair for the sake of fun.
I agree that its current playstyle with support being its primary favored chip tone pushes for bomb spam.
I should have taken the chance to change that but your suggestion for lucky chips would do well.

Ultra Stamp's damage is boosted by Mobility chips, not Power chips. Meanwhile the damage dealt by Wave Breaker can only be buffed with Sound-Wave Damage chips, which are Power tone. I don't see anything wrong with pairing the big AoE special to the big AoE main weapon, but if you want to discuss, I'm more than willing.
Wave with the adjustments I made to it would be fine on Order Blaster but I just wanted to give it a special that was also boosted by the Splash Damage chip. Unfortunately I didn't have a lot of specials to work with since most of the kits were already decided so I traded Wave for Ultra Stamp.
I wouldn't really mind Wave still being on it though since I did consider putting it back myself but when I was talking about my dislike for the special on Order Blaster my opinions came from how the special actually is in Side Order.
Order Blaster has terrible paint output that requires a lot of chip investment to improve and Wave Breaker having cooldown significantly reduces the amount of specials its going to get which matters more to this weapon with its slow dps and poor ink efficiency. The special itself is also extremely weak even when you're equipped with Sound-Wave Damage chips so the incentive to invest into its damage instead of just changing the special and improving the blast radius of Order Blaster wasn't there.
I do want to repeat that this is only talking about how the actual kit works in Side Order and not the reworked version I've created in this thread which I think would be perfectly fine.
 

QuagSass

Inkling Commander
Joined
Jan 30, 2024
Messages
304
Location
The Chicken pen
Switch Friend Code
SW-4841-6661-0032
Order Splatling; secondary Mobility
Splatlings as a class are known for being the most mobile backlines, and incessantly stacking Run Speed Up. Secondary Mobility would fit the Order Splatling like a glove.

Good day!
Man, I would kill for Support primary/Mobility secondary Order Splatling palette
 

isaac4

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
725
Pronouns
He/Him
Man, I would kill for Support primary/Mobility secondary Order Splatling palette
While I was working on Order Splatling I was actually wondering on whether or not you would want the current kit to stay, lol.
I ended up keeping it of course since I didn't like Splash Wall on any of the other weapons but what do you personally think of Splash Wall in Side Order?
 

Algae

Semi-Pro Squid
Joined
Jun 9, 2024
Messages
97
Pronouns
he/they
Switch Friend Code
SW-0896-1837-7869
So this is @OnePotWonder's chosen arrangement of palettes:

Dualies: Mobility/Lucky, Curling/Reefslider
Brella: Drone/Support, Sprinkler/Crab
Shooter: Lucky/Range, Splat/Zooka
Roller: Power/Mobility, Burst/Kraken
Charger: Drone/Range, Mine/Tristrike
Stringer: Range/Drone, Mist/Rain
Splatana: Support/Power, Fizzy/Crab
Slosher: Lucky/Support, Fizzy/Wail
Blaster: Range/Power, Suction/Wave
Brush: Mobility/Drone, Sprinkler/Stamp
Splatling: Support/Mobility, Wall/Booyah
Octoshot: Power/Lucky, Burst/Splashdown

You beat me to it; I was actually planning an identical thread to this.

I agree with many of your changes, ... It does limit palette-building slightly, but it makes sense for the sake of run diversity.
I actually knew about the equal distribution of colors, and I honestly wasn't pleased by the potentially game-breaking nature of Lucky and Drone chips; it's nice seeing far less of the former in the earlier layout of suggested palettes.

Lastly, I don't think there's much reason for Splash Wall to exist in this mode. Maybe using Suction Bomb for the splatling kit would be fun (if the gamemode capitalizes on the wall suction)? Ink Mine is something for "backline" weapons, but I can't think of anything more creative for a weapon that depends so little on sub weapons.
 
Last edited:

QuagSass

Inkling Commander
Joined
Jan 30, 2024
Messages
304
Location
The Chicken pen
Switch Friend Code
SW-4841-6661-0032
While I was working on Order Splatling I was actually wondering on whether or not you would want the current kit to stay, lol.
I ended up keeping it of course since I didn't like Splash Wall on any of the other weapons but what do you personally think of Splash Wall in Side Order?
Splash Wall in pvp? Peak sub. God I would commit genocide to make it real. Wall/Booyah is the literal dream kit for Heavy.
Splash Wall in Side Order? I'll be real I forgot it existed.

Granted, this isn't Splash Wall's fault necessarily. Splatlings just don't use their sub a whole lot in the first place and it doesn't take a lot to make the Order Splatling completely busted on it's own. I don't think I've ever used the sub while I play with the Order Splatling. Sometimes I even ignore the special, but that's just me being an absolute beast when given a silly little spinny gun.
 

Users who are viewing this thread

Top Bottom