Darn all you people who actually got to try the patch already! I thought it was coming out on Friday! Reading all you guys playing with it is making me pretty envious. Server was still down for maintenance at the end of the night for me :( Is it quitting time yet?
I was playing with thermal ink yesterday for the first time since July since
@Saber seemed really high on it. Was having a GREAT tuber night pre-patch....but I don't think it had anything to do with the thermal ink. Still seems pretty lame....it doesn't seem like the patch will help it much. All the abilities but mobility, special charge/dmg/ ink saver/recovery and ink resist still seem mostly ignorable.
Hmm, I'll have to try splat brella again, you and ansi seem so high on it now.
I think.....Aerospray, like dynamo (I remember you disagreeing with S1 dynamo so I'm going to say you just don't deal with laggy players nearly as often as some of us do!) has always been lag, not ink. They needed to address aerospray, but I think they addressed it the wrong way. It's ability to ink didn't need to be changed even slightly. It was fine, that was what it did. The issues it had was it charged its specials WAY too fast allowing continuous spam....the special points should have been increased, not the inking reduced, But the bigger problem was it seemed to be the weapon, other than splattershot, most affected by "insta-gib from outside it's firing range". I was killed by aeros more often than any other weapon, not because it's so powerful, but because my opponent was firing at a 45 degree angle away from me from the other side of a cliff and managed to kill me almost instantly. Often. It has a problem with however it measures projectiles from however many it shoots more than most other weapons. Reducing its turfing doesn't fix the real problem at all....it just makes it drop from play, which is sad :( Aerospray is the new eliter/dynamo: Scapegoat of game problems. At times it makes me believe they don't actually understand the data they're reading and thus don't understand actual problems. Much as I hate baller spam, I think they went into overkill on how easy it is to destroy them now. Chargers, blasters, and rollers had issues with them but nothing else did. Still it's a net win on the patch.
Flingza: Hey it wasn't half bad before the patch once I got used to it contrary to popular opinion. Any speed up of the verticals is a huge bonus, and better range/reliability of horizontal is huge. The verticals weren't really weak if you're not trying to kill at long range. Once I stopped trying to play it as a dynamo and played to its strengths, that range issue hasn't bothered me at all. It's become my go-to SZ weapon, replacing sploosh by and large. It would have been nice to receive a tuber-style conversion to god-tier, but I'll take what it has...it's a worthy update for one of my main mains :)
I'm not sure I'm thrilled with the dodge rollbuffs. They were already powerful. They're going to be a SEVERE problem for any weapon requiring accuracy now. Tuber can handle it a little better, but I fear tuber and bambi will become ZR spam games for duelies and the longer chargers will become even more obsolete than they already were.