Inkling kirby
Semi-Pro Squid
- Joined
- Feb 22, 2018
- Messages
- 87
I had some ideas I thought would make splatoon 2 better.
Main Weapon Stats (all variants):
If I don't say what I'm changing a stat from and just use relative terms, it's because I don't know or don't think I know. If I thought I knew a current stat and I didn't, I'm sorry. I'll correct it if I get pointed out.
N-zap:
• Damage per bullet: 28 -> 26
• Ink usage: 0.8 -> 0.95 per bullet
Jet Squelcher:
• 15% more drops fall from bullets. (Better painting)
Squeezer:
• Fire Rate (holding down): 7 frames -> 6 frames
• Damage (holding down): 30 -> 24
Rollers in general:
• Can no longer kill in one hit with ink that falls on opponents after reaching maximum range. No more über sloshing.
E-Liter 4k:
• Gets the same range as it had in the first game.
Tenta Brella:
• Firing from squid form takes 20% less time.
• Takes 6 frames (0.1s) less time to open canopy, and it is held open for 6 frames longer before launching.
• Ink usage while holding canopy open: 30% over 0.5 seconds -> 15% over 0.6 seconds and 15% more the moment it is launched. (If you were told it's 40%, they were including the shot it takes to open the brella.)
• Canopy becomes transparent to you and your team after launching.
Splat Brella:
• Canopy becomes transparent to you and your team after launching.
Undercover Brella:
• More durability. (I wouldn't know exactly how much, I don't use it)
Brellas in general:
• Enemy bombs won't explode on brellas, they'll just bounce off, kinda like how the autobomb bounces off of every wall, but this would be all throwable bombs, even suction and burst bombs. Curling bombs would also be deflected as if they had hit a wall.
Special Points Required:
Blaster (default): 170 -> at least 190
Sploosh-o-matic (default): 170 -> 180
Squeezer (the only one rn): 180 -> 170
Sub Weapons:
Splash Wall:
• Same thing I said about brellas.
Special Weapons:
Tenta Missiles:
I got this idea from Gameboy224.
• The circles that appear around you when targeted are now only visible to the team targeted by them.
• No more need for the targeting icon to stay on enemies a few seconds after the missiles are fired, it's replaced by the next buff.
• Upon activation, marks all targeted enemies with a 5 second point sensor. I used tenta missiles in the testing range, and this is about how long (if not exactly how long) that targeting icon stays on enemies right now.
Splashdown:
• 10 frames (0.166 seconds) less invincibly after using splashdown except when using it during a super jump.
Bubble Blower:
• Far Blast Damage: 50 -> 60.
• Enemy bombs that hit a bubble will disappear, but still deal damage to the bubble, just not anything else. Allied bombs stay the same.
Abilities:
Cold Blooded:
• Reduces tracking time from point sensor tracking by up to 90% -> projected to 110% (One main: 27% -> 33%), but all tracking has a minimum of 0.2s to trigger the sound that confirms that you are in fact there.
• Reduces tracking time of thermal ink by up to 60%. (One main: 18%)
• Reduces tracking time of haunt by up to 40%. (One main: 12%)
• Reduces the range that squid beakons can detect you from by up to 90%.
Bomb Defense Up:
• Now reduces damage from all non-main weapons:
• Up to 25% (1 main: 7.5%) less damage from sting ray and ink storm.
• Up to 35% (1 main: 10.5%) less damage from bubbles.
(A pure bomb defense up piece of gear would save you from a double bubble far blast if you use the change I made to bubble blower. If you didn't use that change, you would only need one sub.)
• Up to 50% (1 main: 15%) less damage from sprinkler.
Haunt:
• A ghostly white point sensor will circle you while you are being tracked by thermal ink, sting ray, or another haunt if you are wearing this ability.
AND/OR
• Duration reduced to 18s, but all teammates can see the haunted enemy.
Thermal Ink:
• Indirect hits track players for 4 seconds.
• "Indirect" redefined to include shots that fall on enemy inklings and do less than maximum damage.
Stealth Jump:
• No more range. Just hides your super jump marker up until the last 80 frames (1.333 seconds) of it. Hopefully this fixes the tower control problem without making it utterly useless like it currently is.
Respawn Punisher:
• Your respawn penalty will be the same as the person you splat, but if you splat someone wearing respawn punisher and you are also wearing respawn punisher, they get the old respawn penalty.
Other Things:
• Up is "This way!" Down is "Booyah!" Left should be "Watch Out!" and right should be "Go!"
• Just give us the splat 1 music, Nintendo. Free or unlocked with splatoon amiibos, since those unlock it in the jukebox, I don't care. Also we should be able to just turn music off if we want.
• It'd be cool to have some kind of mechanical inkling in the testing range that would fire at non-inkling objects (including brellas, as that would be the main advantage). You could use the up arrow to turn it on and off and the down arrow to swap the weapon. It could also throw its sub with the left arrow (walking out a few steps to use squid beakon and ink mine), and use its special with the right arrow. The mechanical inkling would be invincible, but its ink armor and baller would not be.
• Another testing range feature, for quality of life, is that if you press plus twice you'll be able to change your gear inside the testing range.
Edit log:
Edit 1
• Clarified what I meant to say with the bubble blower change.
Edit 2
• Added a tenta missiles change that uses point sensors.
• Added a respawn punisher buff.
• Added some ideas for the testing range.
Main Weapon Stats (all variants):
If I don't say what I'm changing a stat from and just use relative terms, it's because I don't know or don't think I know. If I thought I knew a current stat and I didn't, I'm sorry. I'll correct it if I get pointed out.
N-zap:
• Damage per bullet: 28 -> 26
• Ink usage: 0.8 -> 0.95 per bullet
Jet Squelcher:
• 15% more drops fall from bullets. (Better painting)
Squeezer:
• Fire Rate (holding down): 7 frames -> 6 frames
• Damage (holding down): 30 -> 24
Rollers in general:
• Can no longer kill in one hit with ink that falls on opponents after reaching maximum range. No more über sloshing.
E-Liter 4k:
• Gets the same range as it had in the first game.
Tenta Brella:
• Firing from squid form takes 20% less time.
• Takes 6 frames (0.1s) less time to open canopy, and it is held open for 6 frames longer before launching.
• Ink usage while holding canopy open: 30% over 0.5 seconds -> 15% over 0.6 seconds and 15% more the moment it is launched. (If you were told it's 40%, they were including the shot it takes to open the brella.)
• Canopy becomes transparent to you and your team after launching.
Splat Brella:
• Canopy becomes transparent to you and your team after launching.
Undercover Brella:
• More durability. (I wouldn't know exactly how much, I don't use it)
Brellas in general:
• Enemy bombs won't explode on brellas, they'll just bounce off, kinda like how the autobomb bounces off of every wall, but this would be all throwable bombs, even suction and burst bombs. Curling bombs would also be deflected as if they had hit a wall.
Special Points Required:
Blaster (default): 170 -> at least 190
Sploosh-o-matic (default): 170 -> 180
Squeezer (the only one rn): 180 -> 170
Sub Weapons:
Splash Wall:
• Same thing I said about brellas.
Special Weapons:
Tenta Missiles:
I got this idea from Gameboy224.
• The circles that appear around you when targeted are now only visible to the team targeted by them.
• No more need for the targeting icon to stay on enemies a few seconds after the missiles are fired, it's replaced by the next buff.
• Upon activation, marks all targeted enemies with a 5 second point sensor. I used tenta missiles in the testing range, and this is about how long (if not exactly how long) that targeting icon stays on enemies right now.
Splashdown:
• 10 frames (0.166 seconds) less invincibly after using splashdown except when using it during a super jump.
Bubble Blower:
• Far Blast Damage: 50 -> 60.
• Enemy bombs that hit a bubble will disappear, but still deal damage to the bubble, just not anything else. Allied bombs stay the same.
Abilities:
Cold Blooded:
• Reduces tracking time from point sensor tracking by up to 90% -> projected to 110% (One main: 27% -> 33%), but all tracking has a minimum of 0.2s to trigger the sound that confirms that you are in fact there.
All abilities are calculated as either [base stat] * this or [base stat] * (1 - this), cold blooded is the latter:
x = 10*mains + 3*subs
(0.99x - (0.09x)^2) * [stat multiplier]
The stat multiplier for cold blooded is 3/100. The change I'm recommending is to change this number to 2/55, but with a lower limit of 0.2.
Maximum useful amount of cold blooded for point sensors: 41 points or equal to 2 mains and 7 subs (but who would even wear that much of something useful?).
x = 10*mains + 3*subs
(0.99x - (0.09x)^2) * [stat multiplier]
The stat multiplier for cold blooded is 3/100. The change I'm recommending is to change this number to 2/55, but with a lower limit of 0.2.
Maximum useful amount of cold blooded for point sensors: 41 points or equal to 2 mains and 7 subs (but who would even wear that much of something useful?).
• Reduces tracking time of haunt by up to 40%. (One main: 12%)
• Reduces the range that squid beakons can detect you from by up to 90%.
Bomb Defense Up:
• Now reduces damage from all non-main weapons:
• Up to 25% (1 main: 7.5%) less damage from sting ray and ink storm.
• Up to 35% (1 main: 10.5%) less damage from bubbles.
(A pure bomb defense up piece of gear would save you from a double bubble far blast if you use the change I made to bubble blower. If you didn't use that change, you would only need one sub.)
• Up to 50% (1 main: 15%) less damage from sprinkler.
Haunt:
• A ghostly white point sensor will circle you while you are being tracked by thermal ink, sting ray, or another haunt if you are wearing this ability.
AND/OR
• Duration reduced to 18s, but all teammates can see the haunted enemy.
Thermal Ink:
• Indirect hits track players for 4 seconds.
• "Indirect" redefined to include shots that fall on enemy inklings and do less than maximum damage.
Stealth Jump:
• No more range. Just hides your super jump marker up until the last 80 frames (1.333 seconds) of it. Hopefully this fixes the tower control problem without making it utterly useless like it currently is.
Respawn Punisher:
• Your respawn penalty will be the same as the person you splat, but if you splat someone wearing respawn punisher and you are also wearing respawn punisher, they get the old respawn penalty.
Other Things:
• Up is "This way!" Down is "Booyah!" Left should be "Watch Out!" and right should be "Go!"
• Just give us the splat 1 music, Nintendo. Free or unlocked with splatoon amiibos, since those unlock it in the jukebox, I don't care. Also we should be able to just turn music off if we want.
• It'd be cool to have some kind of mechanical inkling in the testing range that would fire at non-inkling objects (including brellas, as that would be the main advantage). You could use the up arrow to turn it on and off and the down arrow to swap the weapon. It could also throw its sub with the left arrow (walking out a few steps to use squid beakon and ink mine), and use its special with the right arrow. The mechanical inkling would be invincible, but its ink armor and baller would not be.
• Another testing range feature, for quality of life, is that if you press plus twice you'll be able to change your gear inside the testing range.
Edit log:
Edit 1
• Clarified what I meant to say with the bubble blower change.
Edit 2
• Added a tenta missiles change that uses point sensors.
• Added a respawn punisher buff.
• Added some ideas for the testing range.
Last edited: