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Splatoon 2: Find Out What's Fresh! (General Discussion)

What are you most excited about for Splatoon 2?

  • New Weapons

    Votes: 8 7.9%
  • New Stages

    Votes: 5 5.0%
  • New Specials

    Votes: 3 3.0%
  • New Character Customization Options

    Votes: 16 15.8%
  • New Modes

    Votes: 9 8.9%
  • The Return of Old Stuff (Stages, Weapons, etc.)

    Votes: 5 5.0%
  • EVERYTHING!!!

    Votes: 55 54.5%

  • Total voters
    101
  • Poll closed .

MINKUKEL

Inkling Fleet Admiral
Joined
Aug 11, 2017
Messages
773
Uncharged shots......! That brings up something I noticed when I first tried this weapon. While fragmented, tap shooting has a nice range. I need to test tap shooting to see how well you can kill with it. Admittedly being stuck on the "fully charged shots" idea might have held me back.

I've had quite a few people get away from me after one shot. They see they took damage and the charger laser, then they quickly run and hide. I even had a few moments where a Bamboozler took me by surprise. I saw the damage and the laser, then I quickly hid before he finished me off.
That's the thing, don't give your opponents the change to realize they got hit. Just pretend this is a shooter or a blaster and just shoot, shoot, shoot and never stop shooting. Don't think about your aim, don't even think about whether or not you're charging fully or not. Just go full-out agressive. Don't even think about keeping your distance.

At least, that's how I'm playing, and I'm doing very well with it (if I may say so myself).
 

IHaveAToaster

Pro Squid
Joined
Aug 14, 2017
Messages
138
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Oh that's not fair, you lot get the cool halloween themed Splatfest and we get toilet paper?
I don't know if you played the first game, but if you didn't, all I can say is: Get used to it. Our splatfest tend to suck big time.

I tried the Bambi during our Splatfest and I still hate it, when are going to get some good weapons aka weapons I like.
v1.4.0 is coming on the 11th of October! Time for that weapon balance to drop!
I'm not going to go into detail about the patch until it's released, but I'm very excited from what I've seen.

Especally for the buffs to the Flingza and Splatlings.
 

Saber

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I am the first to admit I can't play Bambi.... I am so used to holding a full charge and the hitmarker sound so I can't that can't really tell when I've hit someone.

This is going to be the hardest for weapon for me to learn, and I could use some tips, and some ability recommendation
 

MINKUKEL

Inkling Fleet Admiral
Joined
Aug 11, 2017
Messages
773
I am the first to admit I can't play Bambi.... I am so used to holding a full charge and the hitmarker sound so I can't that can't really tell when I've hit someone.

This is going to be the hardest for weapon for me to learn, and I could use some tips, and some ability recommendation
Well, I already descibed my playstyle with it, so as for tips, I don't really have any outside of just playing aggressively. Pretend it's a Range Blaster, a Brella, a Nozzlenose or something like that.

Abilities I would personally recommend are Ink Saver Sub and Special Charge Up. Both the Curling Bomb and the Missles are something that really work with this weapon, I feel. Especially the 20 dmg the Curling Bomb does helped me a lot during my time with the weapon so far. And both the sub and special are very non-conditional, IMO. No matter what weapon they're paired with, I whip 'em out constantly.
Also Ink Saver Main, but I personally always play with a healthy amount of that, so I don't even take that into account tbh. But use it with the Bamboozler for sure.
 

ultra777

Full Squid
Joined
Aug 2, 2015
Messages
51
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crazydragon1000
Uncharged shots......! That brings up something I noticed when I first tried this weapon. While fragmented, tap shooting has a nice range. I need to test tap shooting to see how well you can kill with it. Admittedly being stuck on the "fully charged shots" idea might have held me back.

I've had quite a few people get away from me after one shot. They see they took damage and the charger laser, then they quickly run and hide. I even had a few moments where a Bamboozler took me by surprise. I saw the damage and the laser, then I quickly hid before he finished me off.

One cool thing I've noticed about using the Bamboozler is that you start to feel a bond with other Chargers. In each match I had with another Charger, we watched each others' backs. I avenged my fallen E-Liter buddy. The E-Liter buddy picked off someone charging me down. Booyah!'s were to be had. Then me and a Squiffer were standing back-to-back picking off enemies. It was magical. Maybe this is all in my head, but I like to think it's true!
I find using half charge shots with the Bamboozler to be the most effective way for me. It probably is faster to splat than full plus tap shot. It was definitely faster in Splatoon 1 when you can use damage up so that the time to get to 50 damage was shorter while full plus tap did too much extra damage over a 100. Some people stacked up a lot of damage to do 99.9 which is a one shot kill since touching enemy ink immediately does a small amount of damage.

With half charge shots you want to get both charges to be equal to 50 damage so no extra damage and time is wasted. But since you can't get exactly 50 every time, it's better to go over 50 than under 50 so you will still splat in 2 shots. Even if you don't get exactly 50 damage which makes you waste time, you're still not wasting damage. Like if you did 60 damage a teammate might do 40 to kill off of it. When you only do full charges you end up wasting time and damage since your not always releasing the shot at exactly full charge. And missing a half charge shot is not as bad as missing a full charge one. I find it harder to get a full charge plus a tap shot because you end up spamming the tap shot without much aim after you hit them with the full charge. With the half charge shots you end up aiming each shot. Shooting only half charge shots also gives you faster strafing speed than full charge shots since the closer you get to full charge the slower you strafe.

There are times when a full charge shot could be better like if the enemy was already weakened by a teammate, if someone is super jumping, or if you hit them with a Curling Bomb, which actually ends up doing exactly 100 damage. I think a sub of Bomb Defense might stop that from working though. Also doing only tap shots is a terrible strategy.
 
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Ansible

Squid Savior From the Future
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One of the things I'm attempting to learn with the Bamboozler is a sort of "quickdraw" or "firing from the hip" aiming. Basically, the targeting reticle and laser doesn't appear until you press the fire button/hold it down, but the tap shots are so fast you can get off that quick -30hp jab before either readout registers. The trick is being accurate by just eyeballing your aim, letting you soften someone up or securing that followup shot for the splat.

I've been training with it at the target range, but I've yet to figure out a noticeable tell to judge how accurate my aim is. So instead I'm using the force getting a feel for my aim through repetition.

Also, Turf War matchups with @Award and Mayhem were pretty fun this Sunday. Both of us using bamboozler and often on other teams with the occasionally 2v1 or 2v2 bamboozler compositions. I guess Matchmaker was feeling sorry for how few of us there were and tried grouping as many of us as it could. And there were also compositions like this:
share_picture.jpg

LOL WUT
 

Saber

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One of the things I'm attempting to learn with the Bamboozler is a sort of "quickdraw" or "firing from the hip" aiming. Basically, the targeting reticle and laser doesn't appear until you press the fire button/hold it down, but the tap shots are so fast you can get off that quick -30hp jab before either readout registers. The trick is being accurate by just eyeballing your aim, letting you soften someone up or securing that followup shot for the splat.

I've been training with it at the target range, but I've yet to figure out a noticeable tell to judge how accurate my aim is. So instead I'm using the force getting a feel for my aim through repetition.

Also, Turf War matchups with @Award and Mayhem were pretty fun this Sunday. Both of us using bamboozler and often on other teams with the occasionally 2v1 or 2v2 bamboozler compositions. I guess Matchmaker was feeling sorry for how few of us there were and tried grouping as many of us as it could. And there were also compositions like this:
View attachment 5676
LOL WUT

This feels like the set up to a a funny montage....I wish I could join in on this madness, I don't can't since most of my pals are either in streams or don't have Splatoon or a switch yet... so I am stuck doing silly things in solo queue
Also thanks to your guys advice I think I am starting to learn the bambi a little better and I will admit it is kinda fun
 
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Award

Squid Savior From the Future
Joined
Dec 18, 2015
Messages
1,661
Nah I doubt that, the only significant advantage Goo Tuber has is slightly more range, 4.5 lines vs. Bamboozler's 4.2, assuming it's unchanged from the first game. Otherwise Bamboozler turfs faster, kills faster, n moves faster.
For some reason I was thinking bambi's range far exceeded tuber/squiffer. I haven't taken it to the range....I'll have to check that.

I don't think Goo Tuber is going anywhere near meta soon after the patch hits. It still has it's problem of having both a near E-Liter chargeup time and a sub-Splat Charger range, when it really should have just one or the other as a tradeoff for the longer charge hold. Somewhat more worryingly for this weapon's future is the fact that both of it's sets look really bad- it can't throw bombs without dropping charge and it's specials are far better utilized by different weapons.
because we really needed another set with bombs and splashdown/inkjet/armor grumble grumble

It's longer charge time and shorter range is not just bad for slaying purposes, but also for inking purposes, as the longer charge time makes it slower to ink ground. As it is, it's worse at inking than the E-Liter at inking the floor and that's pretty bad.
Personally I'm not at all interested in the second kit for tuber. I think the first one is kind of perfect....it defines its play style. Specifically goading opponents into the splashdown is a key part of how I use it. Suctions are a nice perk for zoning, which is important for mounting an escape or keeping them at range. I haven't checked what the next kit will be but but I can't imagine preferring whatever it is. I don't find it to be bad at inking....BUT it's inking doesn't work will with charged shots....it works best, IMO with ZR spam, treating it like a brush or sloshing machine for its inking. But it actually inks very solid turf pretty fast at a reasonable range that way. I'm almost never the worst inker in TW with it. With the partial charge store thing though it's going to open up new tactics. Dodge and weave with it's mobility to get a double tap instead of an ohko. Like old unscoped eliter in S1 pre-nerf with dmg up. But more mobile.

@J'Wiz
Bamboozler's full charge is -80hp while the uncharged shots have been bumped to -30hp (used to be -20hp). Charged and uncharged travel the same distance with the latter not leaving a continuous ink trail. Also, along with not being able to store a charge, the bamboozler is also unable to pierce multiple targets. Just the one. And after tossing a curling bomb you have enough in the tank for nearly up to 5ish fully charged shots or 13ish uncharged shots.

No matter how you time your charges, you're gonna have to find your rhythm with that double tap. Yet, because chargers now have to account for travel time, getting that 1-2 combo is going take a bit more work, some prediction, and steadier aim than with the normal one-hit chargers.

Its various (lovable) quirks makes it a sort of hybrid charger-shooter, much like how the sloshing machine is a hybrid slosher-blaster. Curious what the upcoming patch will feel like when they give it even more movement speed and just for lulz I'll add even moar run spede to it a silly souped up n-zap charger to amuse myself.
I just can't imagine it with more speed....that's just nuts. Awesome, but nuts. But its also weird. Why would they buff a weapon before they even release the weapon (I.E. the patch notes show the buff for the patch for next week , but the weapon was released after those patch notes, and thus the decision to buff.....kind of weird predicting it needs a buff before releasing it. Not that I'm complaining.


I am the first to admit I can't play Bambi.... I am so used to holding a full charge and the hitmarker sound so I can't that can't really tell when I've hit someone.

This is going to be the hardest for weapon for me to learn, and I could use some tips, and some ability recommendation
For me I don't really have an ability recommendation kit for it. I got used to dmg up in S1, but got used to it not working. I think I used to go sub saver for the splash wall/burst bombs. But in S2, honestly I don't feel much need for kit. I'm keeping it swim speed for now like tuber, but adding ninja to it because why not? it's ink efficient so it doesn't really need saver or recovery. Resist could work for it, but I haven't seen too many times I need it with the curling bomb escape route trick.

This feels like the set up to a a funny montage....I wish I could join in on this madness, I don't can't since most of my pals are either in streams or don't have Splatoon or a switch yet... so I am stuck doing silly things in solo queue
Also thanks to your guys advice I think I am starting to learn the bambi a little better and I will admit it is kinda fun
*shudder* solo queue.....I wake from daily nightmare from that place. I haven't had much motivation to move past B. I just mess around with weapons practice in TW more times than not if not playing leagues. I finally tried yesterday to delve back into solo and remember the sheer misery. 10 losing TC matches in a row. In B (didn't drop below OK line), last time I played B SZ I had a similar thing that took me to B- again. Only to lose back to ok after a string of player DCs, including the final crack to the infuriating one where a player AFK'd on spawn the entire match, finally fully DC'ing toward the end.....and the game counted it and gave me a crack. And the mode changed. I was like "that's it, I'm done with solo"...., and then somehow did B0 to B+ in one sitting, but even that was infuriating with matches I went 23 kills with vanilla blaster and still lost, meanwhile matches I did awful with 5 kills or less and we won... (There's something to the pattern that if I suck we win, if I dominate, we lose :P ) I think I play solo queue about 2 hours every 2.5 weeks before getting infuriated with it and avoiding it again :P There's probably truth to what you guys say that basically "anybody can win to S+ if you play enough hours", given the new scoring. The problem is the gameplay itself is so frustrating, I don't play any hours :P Sure, TW has a DC'd player 80% of the time, but at least I can just mess around with weapons rather than worry about having to win :P

Noone says you can't join in the madness!
 

Dessgeega

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This is gonna be posted elsewhere too, but given how popular this thread is I'll dump the patch notes for 1.4.0 here for convenience! It happens at about 6PM PT tomorrow!
Version 1.4.0
  • Changes to Player Ranks
    • Previously when going down in rank while rank S+1 or higher, players could drop to S+0 all at once. This drop is now limited to a maximum of five ranks levels.
    • In conjunction with the above change, maintaining current rank from S+0 to S+49 will now require the rank meter to stay at least 50% full (was previously 40%).


  • Changes to Salmon Run
    • Fixed an issue causing certain combinations of main and special weapons to not appear, though they had been among the four supplied for that session of Salmon Run.
    • Fixed an issue causing players in life preserver form positioned near the edge of a stage to fall through the stage when super jumping to the starting point or to the Grizzco ship at the end of a wave.
    • Fixed an issue when hunting for a Goldie, causing its size and the location of the Golden Eggs it drops when defeated to appear differently to different players.
    • Fixed an issue allowing a Flyfish’s missle launcher to be destroyed when hit with a bomb just as it closed, although the bomb hadn’t gone inside.
    • Fixed an issue causing players swimming on walls to take damage continuously when attacked by a Chum, Smallfry, or Cohock.
    • Fixed an issue preventing ink from a Slosher from reviving allied players in life preserver form at point-blank range.
    • Fixed an issue that gave both pieces of gear the same randomly assigned gear abilities when receiving the current and previous month’s Limited-Time Bonus gear simultaneously.


  • Changes to Spectator Mode
    • Fixed an issue causing incorrect animations to play when objects other than players, such as Inkrails or Splash Walls were damaged while viewing a particular player’s perspective.
    • The sound effect that plays when taking damage during regular play now also plays when viewing that player’s perspective in spectator mode.


  • Other Changes
    • Fixed issues while creating posts in which 1)lines drawn outside of the frame and then back into the frame failed to properly appear and 2)the “undo” function failed to work properly.
    • Fixed an issue when testing weapons in which coming into contact with one of the targets immediately after performing a vertical swing with a roller failed to deal contact damage.
    • Fixed an issue when testing weapons in which coming into contact with one of the targets continuously with a Brella-type weapon incorrectly only damaged the target once.
    • Fixed an issue occurring when exceeding the number of displayable League Battle results caused recent results to not be displayed instead of the oldest results.
    • Updating to Ver.1.4.0 will disable wireless matchmaking for local multiplayer with players using Ver.1.3.0


  • Changes to Multiplayer
    • Fixed an issue where, under the following conditions, players would only receive the benefit of Ink Resistance Up when stacking it to maximum effect.
      • Moving while shooting a weapon in the Shooter category.
      • Moving while shooting a weapon in the Dualie category.
      • Moving while preparing to throw a bomb or sub weapon.
    • When storing a charged shot with a Charger, swimming into enemy ink and being returned to kid form now allows you to maintain the charge you had stored.
    • Fixed an issue preventing players using a Charger from shooting when pressing ZR again after releasing the button once a stored charged shot had expired.
    • Decreased the knock back distance when coming into contact with a roller that has run out of ink or is in mid-air.
    • Fixed an issue causing the aiming reticule to display outside the center of the screen when moving the camera and using a Roller or Brella-type weapon.
    • Fixed an issue causing Brellas to shoot in an off-center direction when shooting them while moving the camera.
    • Fixed an issue causing a discrepancy in movement speed while trying to shoot a Brella-type weapon with no ink remaining, as opposed to shooting a Brella with ink in the ink tank.
    • Fixed an issue causing Slosher-type weapons to shoot ink from a higher position than they appeared to.
    • Fixed an issue occasionally allowing opposing players standing behind a Splash Wall to be splatted when a bomb hit the edge of the wall.
    • Fixed an issue causing Curling Bombs to lose speed inappropriately when thrown on sloping surfaces.
    • Fixed an issue causing bombs not to ink the floor when exploding at the very edge of a stage.
    • Fixed an issue causing the predicted range of the sub weapon to incorrectly display when readying an Ink Storm special while also equipped with either a Point Sensor or Toxic Mist sub weapon.
    • Fixed an issue causing the inking effect of an Ink Storm special to occur unnaturally when the storm intersected with a roof or other similar object in a stage.
    • Bubbles from the Bubble Blower that burst after the end of a match will no longer ink the stage.
    • Fixed an issue causing movement speed while firing the Bubble Blower to vary depending on which main weapon was equipped.
    • In Rainmaker mode, equipping weapons such as the E-liter 4K and Dynamo Roller will no longer lower movement and swim speed while holding the Rainmaker.
    • Fixed an issue in Rainmaker Mode in which splatting a player holding the Rainmaker while they were jumping caused the Rainmaker to reappear not in its fixed location, but where the player had started their jump.
    • Fixed an issue in The Reef causing Suction Bombs and other objects thrown onto the area around the central bridge to sink inside it.
    • Fixed an issue in Inkblot Art Academy causing players readying a Roller or Brella at specific locations in the stage to fall through it.
    • Fixed an issue in Moray Towers causing players who fell off the stage near its center to fall faster than in other stages.
    • Fixed an issue in Manta Maria allowing players to enter into certain pillars in the stage.
    • Fixed an issue applying to the Drop Roller in which players returning to their starting point after using the Inkjet special were unable to roll when going into squid form just before landing.
Specifications for some of the main weapons have been changed.
Weapon Adjustment
Splash-o-matic
• Increased firing range by roughly 6%.
• Increased the amount of ink splattered by each shot making it easier to ink the ground.
.52 Gal
・Increased firing range by roughly 6% while not changing the range at which each shot deals more than 50 damage.
N-ZAP '85
・Changed to match the faster movement speed and swim speed when not shooting of weapons like the Sploosh-o-matic and Splattershot Jr.
• Increased movement speed while shooting by roughly 5%.
• Made it easier to ink the area around your feet.
Splattershot Pro
Forge Splattershot Pro
・Increased shot speed by roughly 67%, while not changing shot range.
• Decreased weapon sway when shooting on the ground by roughly 10%.
• Decreased weapon sway when shooting right after a jump by roughly 40%.
• Increased movement speed while shooting by roughly 10%.
• Increased radius of ink splatter caused by each shot by roughly 2%.
.96 Gal
・Increased damage of each shot from 52 to 62.
• Decreased weapon sway when shooting on the ground by roughly 8%.
• Decreased weapon sway when shooting right after a jump by roughly 40%.
H-3 Nozzlenose
・Increased shot speed by roughly 25%, while not changing shot range.
• Decreased duration of weapon sway after jumping by 5/60 of a second.
• Decreased time required for weapon sway to end once it begins ending by 15/60 of a second.
• Made it easier to ink the area around your feet.
Clash Blaster
・Increased radius of shot explosion by roughly 14%.
• Increased amount of ink coverage delivered by exploding shots.
Carbon Roller
・When inking ground continuously by holding ZR, player will now reach maximum movement speed one second faster.
• Made it easier to ink the ground in front of you when using a horizontal swing.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 40%.
Splat Roller
Krak-On Splat Roller
Hero Roller Replica
・Increased width of ink path when using ZR to ink the ground continuously and moving at maximum speed by roughly 8%.
• Made it easier to ink the ground in front of you when using a horizontal swing.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 40%.
Dynamo Roller
・Increased width of ink path when using ZR to ink the ground continuously and moving at maximum speed by roughly 13%.
• Slightly increased the width of ink coverage when using a horizontal swing from a location higher than the surrounding area.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 60%.
Flingza Roller
・Increased movement speed when the roller is being swung overhead.
・ Made it easier to ink the ground in front of you when using a horizontal swing.
• Increased range of ink flung by a horizontal swing by roughly 17%.
• Increased range at which maximum damage is dealt by a horizontal swing by 25%.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 40%.
Inkbrush
・Enemy ink will no longer have a negative effect when moving through it while holding ZR to ink the ground continuously.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 40%.
Octobrush
Herobrush Replica
・Increased damage dealt to opposing Ballers when flinging ink by roughly 40%
Classic Squiffer
・Increased damage dealt to opposing Ballers when flinging ink by roughly 30%
Splat Charger
Firefin Splat Charger
Hero Charger Replica
・Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Splatterscope
Firefin Splatterscope
・Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
E-liter 4K
・Increased radius of ink coverage when shots hit a wall by roughly 33%.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
E-liter 4K Scope
・Increased radius of ink coverage when shots hit a wall by roughly 33%.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Bamboozler 14 Mk I
・Increased movement speed while charging by roughly 50%.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Goo Tuber
・Charged shots can now be stored when not at maximum charge.
• Decreased time between releasing a stored charge shot and shooting by 5/60 of a second.
• Increased damage dealt by fully charged shots from 160 to 180.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Mini Splatling
・Increased damage dealt from 28 to 32.
• Increased movement speed while charging by roughly 17%
• Increased movement speed while firing by roughly 14%.
Dapple Dualies
Splat Dualies
Enperry Splat Dualies
Hero Dualie Replicas
・Decreased duration of down time after performing a dodge roll by 8/60 of a second.
Dualie Squelchers
・Increased radius of shot ink coverage by roughly 9%.
• Decreased duration of down time after performing a dodge roll by 8/60 of a second.
• Player now able to move after performing a dodge roll, but before they can perform their next action.
Splat Brella
Hero Brella Replica
・Decreased time required to begin opening the umbrella by 8/60 of a second.
• After beginning to open the umbrella, decreased time required for it to open completely by 10/60 of a second.
• Increased movement speed while the umbrella is open by roughly 38%.
• While keeping the maximum damage of one shot burst at 90, increased the damage delivered by each shot that lands from 15 to 18.
• Decreased damage done to the umbrella by Shooters (excluding Blasters), Splatlings, and Dualies by roughly 30%.
• The umbrella will no longer be destroyed immediately after coming into contact with a Baller.
• Increased damage dealt to opposing Ballers when shooting ink by roughly 30%.
Tenta Brella
・Decreased time required to return to standard movement speed after moving while shooting by 10/60 of a second.
• Increased damage delivered by each shot that lands from 15 to 17.5.
• Increased maximum damage dealt by a shot burst from 120 to 122.5.
• Decreased damage done to the umbrella by Shooters (excluding Blasters), Splatlings, and Dualies by roughly 30%.
• The umbrella will no longer be destroyed immediately after coming into contact with a Baller.
• Increased damage dealt to opposing Ballers when shooting ink by roughly 30%.
Aerospray MG
Aerospray RG
・Decreased radius of point of shot contact by roughly 10%.
• Decreased radius of shot ink coverage by roughly 8%.
• Decreased rate at which shots ink the ground by roughly 13%.
Sloshing Machine
・Decreased radius of ink coverage when the center of a shot hits the ground by roughly 20%

Specifications for some of the special weapons have been changed.
Weapon Adjustment
Tenta Missiles
・Increased damage dealt to opposing Ballers when shooting ink by roughly 50%.
Sting Ray
・Opponents behind stage objects will be revealed when the Sting Ray’s beam is roughly 23% further away from them than it was previously.
• Increased damage dealt to opposing Ballers when shooting ink by roughly 100%.
Inkjet
・Increased damage dealt to opposing Ballers by direct hits or shot splash damage by roughly 100%.
Curling-Bomb Launcher
・Increased distance Curling Bombs travel without being charged by roughly 50%.
Ink Storm
・Increased damage dealt to opposing Ballers by the storm by roughly 150%.
Bubble Blower
・Increased damage dealt to the bubbles by allied players by roughly 20%, making them easier to burst.
• Decreased time to switch back to main weapon after creating three bubbles by 20/60 of a second.
• Increased damage dealt to opposing Ballers by roughly 100%.
Baller
・Increased damage dealt to opposing Ballers by bursting bubbles by roughly 150%.
• Made movement of the Baller easier to hear for surrounding players.
• Decreased the radius of minimum damage (55 damage) dealt by the explosion of the Baller by roughly 14% when Special Power Up isn’t being used.
※ Due to changes in gear ability balancing, this radius will be the same as it was previously when the maximum amount of Special Power Up is being used.

Specifications for some of the gear abilities have been changed.
Gear Ability Adjustment
Ink Saver (Main) ・The following weapons will now gain a noticeable Ink Saver benefit, even when the ability isn’t stacked in multiple slots. Maximizing the amount of Ink Saver gear ability will have the same effect.
- Splattershot Pro
- Forge Splattershot Pro
- Luna Blaster
- H-3 Nozzlenose
- Dynamo Roller
- E-liter 4K
- E-liter 4K Scope
- Tenta Brella
Run Speed Up ・Increased movement speed when using this gear ability and shooting a Splatling by roughly 20%.
Special Power Up ・Increased the size of the targeting icon when using Special Power Up by roughly 67%.
• For Ink Armor, Special Power Up now also decreases the time required to protect players with armor after activation
• For the Inkjet, Special Power Up now also increases the shot explosion radius. In exchange, the additional Inkjet duration afforded by Special Power Up has been decreased by roughly 50%.
• For the Baller, Special Power Up now also increases the radius in which the Baller will deal minimum damage (55) when it explodes. Considered alongside the changes to the Baller itself, when using the maximum amount of Special Power Up, this radius is the same as it was previously.
• For the Ink Storm, an issue was fixed in which using Sub Power Up extended the range this special could be thrown. Instead, Special Power Up now also correctly extends the throw range of the Ink Storm special.
Quick Super Jump ・Even when the ability isn’t stacked in multiple slots, the charge time before performing a super jump will be noticeably reduced.
※Maximizing the amount of Quick Super Jump gear ability will have the same effect.
※Total time from selecting jump destination until landing there remains unchanged..
Sub Power Up ・For Ink Mines, Sub Power Up now also increases the duration of time opponents remain marked.
• For Sprinklers, Sub Power Up increases the duration of time the Sprinkler sprays ink at maximum power by roughly 150%.
• For the Point Sensor, Sub Power Up now also increases the duration of time opponents remain marked.
• For the Squid Beakon, Sub Power Up increases the effect of reducing super jump time by roughly 50%.
Cold-Blooded ・Increased the duration of protection against being marked by 20%.
• Cold-Blooded now also increases the area in which the player is immune to the revealing effects of Thermal Ink, Haunt, and the Sting Ray.
Opening Gambit ・During its active period, Opening Gambit now also grants the effects of the Ink Resistance Up gear ability.
Last-Ditch Effort ・During its active period, the effect of Last-Ditch Effort is now multiplied by 2.4 times the number of times it is equipped as a main gear ability (was previously multiplied by 1.8).
Haunt ・Opponents behind stage objects will be revealed when the Haunt’s effective range is roughly 23% further away from them than it was previously.
Thermal Ink ・Opponents behind stage objects will be revealed when the Thermal Ink’s effective range is roughly 23% further away from them than it was previously.
Respawn Punisher ・Increased the reduction of a defeated opponent’s special gauge when they respawn from 5% to 15%.
• Increased the reduction of the user’s special gauge when respawning from 7.5% to 22.5%.
Drop Roller ・Removed the period of immobility immediately after using Drop Roller.

Points required to fill the special gauge for some weapons have been changed.
Weapon Adjustment
Aerospray MG 170 > 160
Slosher
Hero Slosher Replica 190 > 180
Mini Splatling 190 > 180
Splat Dualies
Hero Dualie Replicas 190 > 180
Enperry Splat Dualies 200 > 180
Splattershot
Hero Shot Replica 180 > 190
.52 Gal 180 > 190
L-3 Nozzlenose 170 > 180
Sloshing Machine 170 > 190
Splat Brella
Hero Brella Replica 160 > 180
 
Last edited:

Flopps

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This is gonna posted elsewhere too, but given how popular this thread is I'll dump the patch notes for 1.4.0 here for convenience! It happens at about 6PM PT tomorrow!
Version 1.4.0
  • Changes to Player Ranks
    • Previously when going down in rank while rank S+1 or higher, players could drop to S+0 all at once. This drop is now limited to a maximum of five ranks levels.
    • In conjunction with the above change, maintaining current rank from S+0 to S+49 will now require the rank meter to stay at least 50% full (was previously 40%).


  • Changes to Salmon Run
    • Fixed an issue causing certain combinations of main and special weapons to not appear, though they had been among the four supplied for that session of Salmon Run.
    • Fixed an issue causing players in life preserver form positioned near the edge of a stage to fall through the stage when super jumping to the starting point or to the Grizzco ship at the end of a wave.
    • Fixed an issue when hunting for a Goldie, causing its size and the location of the Golden Eggs it drops when defeated to appear differently to different players.
    • Fixed an issue allowing a Flyfish’s missle launcher to be destroyed when hit with a bomb just as it closed, although the bomb hadn’t gone inside.
    • Fixed an issue causing players swimming on walls to take damage continuously when attacked by a Chum, Smallfry, or Cohock.
    • Fixed an issue preventing ink from a Slosher from reviving allied players in life preserver form at point-blank range.
    • Fixed an issue that gave both pieces of gear the same randomly assigned gear abilities when receiving the current and previous month’s Limited-Time Bonus gear simultaneously.


  • Changes to Spectator Mode
    • Fixed an issue causing incorrect animations to play when objects other than players, such as Inkrails or Splash Walls were damaged while viewing a particular player’s perspective.
    • The sound effect that plays when taking damage during regular play now also plays when viewing that player’s perspective in spectator mode.


  • Other Changes
    • Fixed issues while creating posts in which 1)lines drawn outside of the frame and then back into the frame failed to properly appear and 2)the “undo” function failed to work properly.
    • Fixed an issue when testing weapons in which coming into contact with one of the targets immediately after performing a vertical swing with a roller failed to deal contact damage.
    • Fixed an issue when testing weapons in which coming into contact with one of the targets continuously with a Brella-type weapon incorrectly only damaged the target once.
    • Fixed an issue occurring when exceeding the number of displayable League Battle results caused recent results to not be displayed instead of the oldest results.
    • Updating to Ver.1.4.0 will disable wireless matchmaking for local multiplayer with players using Ver.1.3.0


  • Changes to Multiplayer
    • Fixed an issue where, under the following conditions, players would only receive the benefit of Ink Resistance Up when stacking it to maximum effect.
      • Moving while shooting a weapon in the Shooter category.
      • Moving while shooting a weapon in the Dualie category.
      • Moving while preparing to throw a bomb or sub weapon.
    • When storing a charged shot with a Charger, swimming into enemy ink and being returned to kid form now allows you to maintain the charge you had stored.
    • Fixed an issue preventing players using a Charger from shooting when pressing ZR again after releasing the button once a stored charged shot had expired.
    • Decreased the knock back distance when coming into contact with a roller that has run out of ink or is in mid-air.
    • Fixed an issue causing the aiming reticule to display outside the center of the screen when moving the camera and using a Roller or Brella-type weapon.
    • Fixed an issue causing Brellas to shoot in an off-center direction when shooting them while moving the camera.
    • Fixed an issue causing a discrepancy in movement speed while trying to shoot a Brella-type weapon with no ink remaining, as opposed to shooting a Brella with ink in the ink tank.
    • Fixed an issue causing Slosher-type weapons to shoot ink from a higher position than they appeared to.
    • Fixed an issue occasionally allowing opposing players standing behind a Splash Wall to be splatted when a bomb hit the edge of the wall.
    • Fixed an issue causing Curling Bombs to lose speed inappropriately when thrown on sloping surfaces.
    • Fixed an issue causing bombs not to ink the floor when exploding at the very edge of a stage.
    • Fixed an issue causing the predicted range of the sub weapon to incorrectly display when readying an Ink Storm special while also equipped with either a Point Sensor or Toxic Mist sub weapon.
    • Fixed an issue causing the inking effect of an Ink Storm special to occur unnaturally when the storm intersected with a roof or other similar object in a stage.
    • Bubbles from the Bubble Blower that burst after the end of a match will no longer ink the stage.
    • Fixed an issue causing movement speed while firing the Bubble Blower to vary depending on which main weapon was equipped.
    • In Rainmaker mode, equipping weapons such as the E-liter 4K and Dynamo Roller will no longer lower movement and swim speed while holding the Rainmaker.
    • Fixed an issue in Rainmaker Mode in which splatting a player holding the Rainmaker while they were jumping caused the Rainmaker to reappear not in its fixed location, but where the player had started their jump.
    • Fixed an issue in The Reef causing Suction Bombs and other objects thrown onto the area around the central bridge to sink inside it.
    • Fixed an issue in Inkblot Art Academy causing players readying a Roller or Brella at specific locations in the stage to fall through it.
    • Fixed an issue in Moray Towers causing players who fell off the stage near its center to fall faster than in other stages.
    • Fixed an issue in Manta Maria allowing players to enter into certain pillars in the stage.
    • Fixed an issue applying to the Drop Roller in which players returning to their starting point after using the Inkjet special were unable to roll when going into squid form just before landing.
Specifications for some of the main weapons have been changed.
Weapon Adjustment
Splash-o-matic
• Increased firing range by roughly 6%.
• Increased the amount of ink splattered by each shot making it easier to ink the ground.
.52 Gal
・Increased firing range by roughly 6% while not changing the range at which each shot deals more than 50 damage.
N-ZAP '85
・Changed to match the faster movement speed and swim speed when not shooting of weapons like the Sploosh-o-matic and Splattershot Jr.
• Increased movement speed while shooting by roughly 5%.
• Made it easier to ink the area around your feet.
Splattershot Pro
Forge Splattershot Pro
・Increased shot speed by roughly 67%, while not changing shot range.
• Decreased weapon sway when shooting on the ground by roughly 10%.
• Decreased weapon sway when shooting right after a jump by roughly 40%.
• Increased movement speed while shooting by roughly 10%.
• Increased radius of ink splatter caused by each shot by roughly 2%.
.96 Gal
・Increased damage of each shot from 52 to 62.
• Decreased weapon sway when shooting on the ground by roughly 8%.
• Decreased weapon sway when shooting right after a jump by roughly 40%.
H-3 Nozzlenose
・Increased shot speed by roughly 25%, while not changing shot range.
• Decreased duration of weapon sway after jumping by 5/60 of a second.
• Decreased time required for weapon sway to end once it begins ending by 15/60 of a second.
• Made it easier to ink the area around your feet.
Clash Blaster
・Increased radius of shot explosion by roughly 14%.
• Increased amount of ink coverage delivered by exploding shots.
Carbon Roller
・When inking ground continuously by holding ZR, player will now reach maximum movement speed one second faster.
• Made it easier to ink the ground in front of you when using a horizontal swing.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 40%.
Splat Roller
Krak-On Splat Roller
Hero Roller Replica
・Increased width of ink path when using ZR to ink the ground continuously and moving at maximum speed by roughly 8%.
• Made it easier to ink the ground in front of you when using a horizontal swing.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 40%.
Dynamo Roller
・Increased width of ink path when using ZR to ink the ground continuously and moving at maximum speed by roughly 13%.
• Slightly increased the width of ink coverage when using a horizontal swing from a location higher than the surrounding area.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 60%.
Flingza Roller
・Increased movement speed when the roller is being swung overhead.
・ Made it easier to ink the ground in front of you when using a horizontal swing.
• Increased range of ink flung by a horizontal swing by roughly 17%.
• Increased range at which maximum damage is dealt by a horizontal swing by 25%.
• Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 40%.
Inkbrush
・Enemy ink will no longer have a negative effect when moving through it while holding ZR to ink the ground continuously.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 40%.
Octobrush
Herobrush Replica
・Increased damage dealt to opposing Ballers when flinging ink by roughly 40%
Classic Squiffer
・Increased damage dealt to opposing Ballers when flinging ink by roughly 30%
Splat Charger
Firefin Splat Charger
Hero Charger Replica
・Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Splatterscope
Firefin Splatterscope
・Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
E-liter 4K
・Increased radius of ink coverage when shots hit a wall by roughly 33%.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
E-liter 4K Scope
・Increased radius of ink coverage when shots hit a wall by roughly 33%.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Bamboozler 14 Mk I
・Increased movement speed while charging by roughly 50%.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Goo Tuber
・Charged shots can now be stored when not at maximum charge.
• Decreased time between releasing a stored charge shot and shooting by 5/60 of a second.
• Increased damage dealt by fully charged shots from 160 to 180.
• Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
Mini Splatling
・Increased damage dealt from 28 to 32.
• Increased movement speed while charging by roughly 17%
• Increased movement speed while firing by roughly 14%.
Dapple Dualies
Splat Dualies
Enperry Splat Dualies
Hero Dualie Replicas
・Decreased duration of down time after performing a dodge roll by 8/60 of a second.
Dualie Squelchers
・Increased radius of shot ink coverage by roughly 9%.
• Decreased duration of down time after performing a dodge roll by 8/60 of a second.
• Player now able to move after performing a dodge roll, but before they can perform their next action.
Splat Brella
Hero Brella Replica
・Decreased time required to begin opening the umbrella by 8/60 of a second.
• After beginning to open the umbrella, decreased time required for it to open completely by 10/60 of a second.
• Increased movement speed while the umbrella is open by roughly 38%.
• While keeping the maximum damage of one shot burst at 90, increased the damage delivered by each shot that lands from 15 to 18.
• Decreased damage done to the umbrella by Shooters (excluding Blasters), Splatlings, and Dualies by roughly 30%.
• The umbrella will no longer be destroyed immediately after coming into contact with a Baller.
• Increased damage dealt to opposing Ballers when shooting ink by roughly 30%.
Tenta Brella
・Decreased time required to return to standard movement speed after moving while shooting by 10/60 of a second.
• Increased damage delivered by each shot that lands from 15 to 17.5.
• Increased maximum damage dealt by a shot burst from 120 to 122.5.
• Decreased damage done to the umbrella by Shooters (excluding Blasters), Splatlings, and Dualies by roughly 30%.
• The umbrella will no longer be destroyed immediately after coming into contact with a Baller.
• Increased damage dealt to opposing Ballers when shooting ink by roughly 30%.
Aerospray MG
Aerospray RG
・Decreased radius of point of shot contact by roughly 10%.
• Decreased radius of shot ink coverage by roughly 8%.
• Decreased rate at which shots ink the ground by roughly 13%.
Sloshing Machine
・Decreased radius of ink coverage when the center of a shot hits the ground by roughly 20%

Specifications for some of the special weapons have been changed.
Weapon Adjustment
Tenta Missiles
・Increased damage dealt to opposing Ballers when shooting ink by roughly 50%.
Sting Ray
・Opponents behind stage objects will be revealed when the Sting Ray’s beam is roughly 23% further away from them than it was previously.
• Increased damage dealt to opposing Ballers when shooting ink by roughly 100%.
Inkjet
・Increased damage dealt to opposing Ballers by direct hits or shot splash damage by roughly 100%.
Curling-Bomb Launcher
・Increased distance Curling Bombs travel without being charged by roughly 50%.
Ink Storm
・Increased damage dealt to opposing Ballers by the storm by roughly 150%.
Bubble Blower
・Increased damage dealt to the bubbles by allied players by roughly 20%, making them easier to burst.
• Decreased time to switch back to main weapon after creating three bubbles by 20/60 of a second.
• Increased damage dealt to opposing Ballers by roughly 100%.
Baller
・Increased damage dealt to opposing Ballers by bursting bubbles by roughly 150%.
• Made movement of the Baller easier to hear for surrounding players.
• Decreased the radius of minimum damage (55 damage) dealt by the explosion of the Baller by roughly 14% when Special Power Up isn’t being used.
※ Due to changes in gear ability balancing, this radius will be the same as it was previously when the maximum amount of Special Power Up is being used.

Specifications for some of the gear abilities have been changed.
Gear Ability Adjustment
Ink Saver (Main) ・The following weapons will now gain a noticeable Ink Saver benefit, even when the ability isn’t stacked in multiple slots. Maximizing the amount of Ink Saver gear ability will have the same effect.
- Splattershot Pro
- Forge Splattershot Pro
- Luna Blaster
- H-3 Nozzlenose
- Dynamo Roller
- E-liter 4K
- E-liter 4K Scope
- Tenta Brella
Run Speed Up ・Increased movement speed when using this gear ability and shooting a Splatling by roughly 20%.
Special Power Up ・Increased the size of the targeting icon when using Special Power Up by roughly 67%.
• For Ink Armor, Special Power Up now also decreases the time required to protect players with armor after activation
• For the Inkjet, Special Power Up now also increases the shot explosion radius. In exchange, the additional Inkjet duration afforded by Special Power Up has been decreased by roughly 50%.
• For the Baller, Special Power Up now also increases the radius in which the Baller will deal minimum damage (55) when it explodes. Considered alongside the changes to the Baller itself, when using the maximum amount of Special Power Up, this radius is the same as it was previously.
• For the Ink Storm, an issue was fixed in which using Sub Power Up extended the range this special could be thrown. Instead, Special Power Up now also correctly extends the throw range of the Ink Storm special.
Quick Super Jump ・Even when the ability isn’t stacked in multiple slots, the charge time before performing a super jump will be noticeably reduced.
※Maximizing the amount of Quick Super Jump gear ability will have the same effect.
※Total time from selecting jump destination until landing there remains unchanged..
Sub Power Up ・For Ink Mines, Sub Power Up now also increases the duration of time opponents remain marked.
• For Sprinklers, Sub Power Up increases the duration of time the Sprinkler sprays ink at maximum power by roughly 150%.
• For the Point Sensor, Sub Power Up now also increases the duration of time opponents remain marked.
• For the Squid Beakon, Sub Power Up increases the effect of reducing super jump time by roughly 50%.
Cold-Blooded ・Increased the duration of protection against being marked by 20%.
• Cold-Blooded now also increases the area in which the player is immune to the revealing effects of Thermal Ink, Haunt, and the Sting Ray.
Opening Gambit ・During its active period, Opening Gambit now also grants the effects of the Ink Resistance Up gear ability.
Last-Ditch Effort ・During its active period, the effect of Last-Ditch Effort is now multiplied by 2.4 times the number of times it is equipped as a main gear ability (was previously multiplied by 1.8).
Haunt ・Opponents behind stage objects will be revealed when the Haunt’s effective range is roughly 23% further away from them than it was previously.
Thermal Ink ・Opponents behind stage objects will be revealed when the Thermal Ink’s effective range is roughly 23% further away from them than it was previously.
Respawn Punisher ・Increased the reduction of a defeated opponent’s special gauge when they respawn from 5% to 15%.
• Increased the reduction of the user’s special gauge when respawning from 7.5% to 22.5%.
Drop Roller ・Removed the period of immobility immediately after using Drop Roller.

Points required to fill the special gauge for some weapons have been changed.
Weapon Adjustment
Aerospray MG 170 > 160
Slosher
Hero Slosher Replica 190 > 180
Mini Splatling 190 > 180
Splat Dualies
Hero Dualie Replicas 190 > 180
Enperry Splat Dualies 200 > 180
Splattershot
Hero Shot Replica 180 > 190
.52 Gal 180 > 190
L-3 Nozzlenose 170 > 180
Sloshing Machine 170 > 190
Splat Brella
Hero Brella Replica 160 > 180
Wait, What? First of all, I thought that the update comes on Wednesday (October 11th), and second of all, can someone find the map glitches that they're going to make?
 

MissingNumbers

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Fixed an issue causing certain combinations of main and special weapons to not appear, though they had been among the four supplied for that session of Salmon Run.
I'm trying to process this one. See, throughout the life of Salmon Run, people noticed that if you start with a certain special weapon, you are guaranteed to not get one of the weapons in the rotation. For the longest time I thought that was intentional, but this is making me doubt that all of a sudden.
 

Award

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Still. Can't. Contain. Tuber. Hype. It's even better than I thought after seeing that hitting enemy ink won't make you lose your stored charge anymore (on all chargers.) Even more than being able to store partial charges, that was something that was a serious problem in tuber's ability to shark and close in for the kill. Removing that limit REALLY improves it's ability to close in from various angles and still be a threat!
 

Flopps

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Wait, What? First of all, I thought that the update comes on Wednesday (October 11th), and second of all, can someone find the map glitches that they're going to make?
NVM, October 11th for UK and such. Glad it's coming out today though!
 

Ansible

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@WiseSquid, oh wow, I just noticed bamboozler doesn't glow like the other chargers. Thanks for that!

*slaps run speed and ink resistance onto bamboozler*

"Gotta bamboozle fast!!"

*gets 1.4 patch for 50% more speed when charging*

"Gotta bamboozle faster!!"
 

Award

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Messages
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@WiseSquid, oh wow, I just noticed bamboozler doesn't glow like the other chargers. Thanks for that!

*slaps run speed and ink resistance onto bamboozler*

"Gotta bamboozle fast!!"

*gets 1.4 patch for 50% more speed when charging*

"Gotta bamboozle faster!!"
Oh, your little wooden stick doesn't even have electronics to glow? That's quaint. My siphon pump glows like a beacon of doom to remind my foes to fee in terror from the deadly force of the primer bulb!

I mean, you know, if I don't trip on enemy ink and lose the charge first. Stuff happens.

Until Friday....mwahahahaha.
 

Ansible

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*catfight noises*

And how long is it gonna take you to charge that swimming nightlight? Oh do tell!

Even uninterrupted will your pump action charger be ready by the time I've finished squid partying circles around you, microwave and a pizza, take a catnap, check the match timer, then take my short time with two fully charged shots? :p
 

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I have been playing H-3 and bambi lately an d I wss reintroduced to the beauty of thermal ink, it is so good on burst weapons since it allows you to quickly follow up from another angle or to simply style on your enemies with some really silly shots.
Especially the H-3 cause beteeen thermal ink, point sensor and tentamissles no one is ever unseen if you play it right

Now I am excited for the Squeezer with thermal ink and semi-auto burst fire... no one will escape the trick shots:cool:
 

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