It's a start, it all depends on how those shock waves work and how "greatly" the size of the damage dealing beam is increased... hopefully it's good as it sounds.Maybe now I can start using the Stingray more than twice a game if at all!? Eh I'm not sure if the buffs it got are gonna be enough, you generally don't fire it continuously when tracking moving targets, and having it out longer seems more like a nerf lel. Will be better at forcing people off the Tower for sure though.
Erm it does have fall-off damage, just unlike shooters it's based on how high above your target you are. So now with any height advantage the Tri-Slosher becomes a 3hko at best.Baller finally gets a good buff, along with the majority of the underused specials. Hooray!
Stingray is going to be interesting, but it really depends what this new shockwave property is gonna be. Is it going to do splash damage when the beam comes in contact with ground? I guess we'll find out if it ends up being worthwhile or not when we try it out.
I doubt this nerf is going to hurt Tri that much. It still has no falloff damage and it's attack is still a 2-shot kill, but the range decrease definitely makes it more manageable. It now at least has to score a direct with burst in order to lower that to a 1-shot. It's still going to stay strong.
I don't think the Areospray itself got any buffs, still the same low range, low damage (5hko), and awful accuracy. That low range just isn't as bad anymore with the way maps are designed and how many other weapons got range nerfs. Still I wouldn't call it OP, and I hardly ever see it used, though I almost never play turf war with how long the wait times are. Even so, the gold areo has the same kit as an upcoming weapon I'm really looking forward to since the kit has been buffed. Thus now I want to use the gold areospray as a preview of sorts to that weapon, as little sense as that makes hehe.@Saber I actually linked them to the mini-thumbnails on inkipedia, though I did that for S1 and a few weeks ago they changed the web layout and all those old image paths showed up as broken images here. So I updated it all for new splatoon 2 weapons. And then last week they remodeled again and all the thumbnails are large images, I can't find the minis anymore. So the ones I already picked seem to (for now) still be there, but I can't grab links to new ones. The Goo Tuber one is the size of the ones they have visible now. It coincidentally happens to signify my main main nicely so it worked out until I have to add others ;)
This aint your grandma's aerospray! These things have teeth! I made the same assumption you did until I started seeing hordes of super-deadly aero players. Very often I see aeros having the most kills (well into the double digits) in the lobby. I didn't believe it and didn't get many kills myself when I'd try it (though I was pretty decent with aero in S1, weak as it was.) Sometimes it's lag, I get killed a lot by aeros WAAAY outside the range they should be able to kill, and they have kill speeds that rival the bucket when that happens. But the other day I picked it up again, and approached it differently and then I saw it. The thing is a killing machine! I was getting 12-16 kills with it without breaking a sweat. I was playing it more sploosh-like instead of splattershot like, and I realized it's just like a sploosh but with triple the range. Technically a lot slower ttk, but if you're evasive it doesn't matter. I think too many S1 players keep applying S1 thinking to it. It's more dangerous than before. And it's inking capability gives it much more maneuverability for an evasive player than most weapons except sploosh. Pack it with some inksaver and speed buffs and go to town.....And then there's that unlimited baller..... ;) It's a matter of perspective. If you main Forge they have limited range. If you main sploosh, they have amazing range :p
Yeah, aero's OP this time around. Fixed it's uselessness but created a monster.
Aero can't be thought of as a short range tentatek. It's a long range sploosh. A lot of players seem to have figured that out, and it's quite deadly.
Yeah, I agree that the aero was "buffed" by nerfing everything else (why will nobody talk about what happened to eliter? :( ) but I'm surprised you're not seeing it a lot. True I play a lot of TW because I'm constantly playing with different weapons (and trying to get consistent with chargers again), and TW lobbies are 50% aeros, but I also see them constantly in SZ. And then there's splatfest. I haven't done as much RM recently so I don't know what's going on in there. I've been glued to my Tuber since I discovered I love it as a new main (to replace my massacred eliter....) and I don't do that in RM.Erm it does have fall-off damage, just unlike shooters it's based on how high above your target you are. So now with any height advantage the Tri-Slosher becomes a 3hko at best.
I don't think the Areospray itself got any buffs, still the same low range, low damage (5hko), and awful accuracy. That low range just isn't as bad anymore with the way maps are designed and how many other weapons got range nerfs. Still I wouldn't call it OP, and I hardly ever see it used, though I almost never play turf war with how long the wait times are. Even so, the gold areo has the same kit as an upcoming weapon I'm really looking forward to since the kit has been buffed. Thus now I want to use the gold areospray as a preview of sorts to that weapon, as little sense as that makes hehe.
Splattershot and most shooters for that matter kinda have everything over it. :LYeah, I agree that the aero was "buffed" by nerfing everything else (why will nobody talk about what happened to eliter? :( ) but I'm surprised you're not seeing it a lot. True I play a lot of TW because I'm constantly playing with different weapons (and trying to get consistent with chargers again), and TW lobbies are 50% aeros, but I also see them constantly in SZ. And then there's splatfest. I haven't done as much RM recently so I don't know what's going on in there. I've been glued to my Tuber since I discovered I love it as a new main (to replace my massacred eliter....) and I don't do that in RM.
But seriously even in fast and furious TW rounds, the aeros are almost always the only weps in the double-digit kill range. Which I didn't understand till I gave it another try the other day and realized just how EASY it is to kill with. Seriously, try it and see if you're not joining the "aero is op" crowd. Splattershots have nothing over that thing, even with burst cancelling! I can't remember, you're waiting for H3D, right?
Noo! I just posted that in another thread... you beat me to the punch by 2 minutes...![]()
GLORIOUS. This is EXACTLY what the Sting Ray needed. Slow, hard to control, HUGE FOCUSED DEATH LASER!
It OP now![]()
GLORIOUS. This is EXACTLY what the Sting Ray needed. Slow, hard to control, HUGE FOCUSED DEATH LASER!
I wouldn't cry OP that fast, this only happens after 1.5 seconds of continuous fire. It's basically a slightly different killer wail when used this way.It OP now
True that true that. If they really wanted to make it OP then the Sting Ray would begin dealing damage the moment you start firing. Instead there's a start up lag as the stream has to condense first before dealing damage. This happens every time you fire it.I wouldn't cry OP that fast, this only happens after 1.5 seconds of continuous fire. It's basically a slightly different killer wail when used this way.
Tri-Slosher
- Maximum damage dealt decreased from 62.0 to 52.0
- Range shortened by 9%
They did it. They actually did it. They fixed some of the biggest balancing issue in the game, and it did it in just over a month. Even if this doesn't mean much in the long run, my concerns about balancing have largely been put to rest (for now at least).![]()
GLORIOUS. This is EXACTLY what the Sting Ray needed. Slow, hard to control, HUGE FOCUSED DEATH LASER!
I also used the thumbnails on inkipedia. You might find this helpful.I actually linked them to the mini-thumbnails on inkipedia, though I did that for S1 and a few weeks ago they changed the web layout and all those old image paths showed up as broken images here. So I updated it all for new splatoon 2 weapons. And then last week they remodeled again and all the thumbnails are large images, I can't find the minis anymore.
Hey you found the original weapons page! cool! That's way better than that new format one!1.3.0? Wonder what changes it has-
They did it. They actually did it. They fixed some of the biggest balancing issue in the game, and it did it in just over a month. Even if this doesn't mean much in the long run, my concerns about balancing have largely been put to rest (for now at least).
I also used the thumbnails on inkipedia. You might find this helpful.
I know, I know, on paper it's not great. On paper, the splattershot is way better. Maybe it's the way it all interacts with the tick rate, I don't know. What I do know is I'm continuously massacred by aeros 2-1 vs other weapons....they can get me while I'm up on ledges from far down below like a jet squelcher for unknown reasons. I'm not quite that advanced with aeros. But I do know I can kill like a maniac as good as or better than sloshing machine with the thing, and I I can kill a LOT better with it than a splattershot for some reason. Granted, I've always sucked at splattershot. Don't ask me why. But even with burst cancelling I'm only ok with splattershot. But those numbers just pile up with the gold aero. And I see so many lobbies where if there's no aeros the splattershots get like 12-15 kills, but if there's aeros the splattershots get, like 7 and the aeros are getting 12-15 :) That excludes the crazy imbalanced matches where someone gets >20 kills. I've only ever done that with octobrush in S2. Maybe I could pull it off with aero....maaaaybe sloshing machine. Used to be able to do it with eliters in S1....not so much in S2 :pSplattershot and most shooters for that matter kinda have everything over it. :L
Range, damage, accuracy, arguably better kits in some cases. The only advantage Areospray has is faster turf spread, but most shooters turf well enough so that advantage isn't a significant one. You can still do well with it of course, but it's a hard sell over other weapons. I will be using it, but even if I do great I still couldn't call it OP cause of the aforementioned lack of advantages.
Also Slosher Deco is the weapon I'm referring to. I wasn't sure if we could talk about unreleased weapon kits here or not. A Slosher hit plus Baller run into/indirect explosion damage equals splat so it should be a really great special for it.
Well, it looks like not only is Japan getting its own Splatfest to itself again, rather than reusing the Shifty Station from Flight vs Invisibility, they've got their own variety.
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Certainly not what I expected when checking the news. And it's a huge shame, I would've loved to play on this one.
Also, it's not just me that finds it a little weird that they always preview the Shifty Station layouts as if they were normal multiplayer maps, right?
Or the rapid blaster pro or just... any weapon that's not merely a new kit. I kind of thought the only reason we were getting the SSP kit last week was due to the new special. Nothing against the CSJ, but we have a lot of vanilla kits to get through first, and that's not even counting the one brand new weapon we know is coming (won't call it by name in case of spoilers).And today's weapon is: CSJ?!? Where's Bamboozler? Where's Hydra? Where's more bubble blowers? Where's CEliter to make up for the lackluster vanilla eliter?