Yeah, I am seeing so many splattershot pro and aerospray, combine that with a hydra and it is just misery every game, definately gonna be a huge nerf to specials in the next patch, also I feel there should definately be a nerf to special charge up in general, because there are some kits that can abuse it wayy to much and it makes it boreline unfair (like aerospray RG). Only issue is some desperately need it in order to have a chance to ever get special.
So something Prochara said in his analysis stood out to me, the range isn't there for you to be a anchor but moreso to make it easier to follow up as enemies try to escape.
I think that is one of the reasons I am ok with it because I am basically treating it like a squiffer that 2 shots using range to finish picks, and using the strafe speed to just stare down enemies like most do with the H-3
I will admit I do have some frustrations with it though, especially in rainmaker where I hit oneshot then an enemy body blocks the second hit (legit cost me a game yesterday)
I do see tons of potential I really do, but its feels like out of fear of what it could be capable of they sent it in weaker than normal, it takes 9-10 shots to break crab, and bubble shield. Has no pierce property and no stored charge.
Even in spite of all that it is fairly good, but I do feel it need a buff at very least to its object shredding chargers all are known for their ability to take out shields and this charger lacking that makes it harder for a team overall to counter hard engages
Yeah I feeling it more an more so I am just going to say it give ink vac booyah bomb armor, there is a huge delay in vulerablitiy and you can't support any ally within it if a crab tank aims at you for 3 seconds, or a tenta missle is lanuched, and if you try to use it at a slight distance a aero or splash just walks up and disable the protection you were giving you allies and splats you both before you can even fire
It just unfair that this weapon to support is just hard counter by basic weapons let alone ever special in the game
Oh I just realized you been in Salmon Run, yeah team synergy is insanely high in SR I love it, though I do feel it all goes out the window the moment anyone sees a cohozuna pop up lol
It's really painful. Just in TW I had a round with 10 booyah bombs between both teams. That's roughly one every 18 seconds, but, they didn't get evenly spaced so it was like 3 back to back every 49 seconds with another straggling between. I guess the good part is missile spam is gone. The bad part is booyah spam is worse, and half the time there's a missile spam mixed in with them
I honestly am not sure I'm going to touch ranked AT ALL since I can already see what the meta is going to look like and it's not going to favor enjoyable matches and mostly just result in screen rage. I didn't think they could make it worse, but they certainly gave it their all! Allowing the aero to endlessly spam the worst special in the game almost was ok. Allowing it to endlessly spam the best special in the game is a whole other problem. And somehow the "bad at inking" Pro seems to spam it more than aero!
Totally agree on an all around nerf to special charge up. Actually, forget special charge up, I think just overall special charging needs a drastic reduction. Across the board a lot of these weapons charge it so much it's just a second sub rather than a once or twice a game defining power move. It seems like every match it's just waves of specials and lack of minute to minute gameplay. I know it was said before it was reduced from 2, but somehow it's not really helping, if you can get wiped by specials, respawn, get back to mid, just in time to be wiped by specials again.....the special charge balance is all wrong. I'd just like to see special frequency in general heavily reduced so that they really have to be carefully used as game changing plays rather than spamming them throughout the match as another main weapon.
I'm hardly anyone in a position to challenge someone like Prochara....but I actually disagree with some of that opinion. Now, I'm one that uses most chargers as on the ground, pushing weapons more than dedicated perch anchors. Only with hydra and scopes do I stick to perching, and I rarely use them. Weirdly I find I'm more prone to perch with 5H than with stock splacharger. I'm more prone to use eliter as a squiffer than 5H somehow. Not that I don't try rushing down with 5H (and eliter), but personally it works well at the range, especially with the rapid additional shots. Up close, it's too easy to run dry and get in trouble, and it can't really hold a candle to bambi at near-range, so there's no real incentive to use it aggresively. If doing that, bambi's just the better choice, bar none.
Plus, what enemies try to ESCAPE a charger by running away in relatively straight lines (Ok, my anarchy teammates do, but nobody else would!
), any fast weapon would rush TO it to take it out instead of running away. Now the 5H is more dangerous to rush like that than a ohko charger, but it still has a hard time pivoting and taking the shot, like any charger, and can't dynamically reposition anywhere instantly like babmi.
I like the weapon a lot....it's right in my wheelhouse. I'm not sure if I should say it's a forgiving charger that forgives poor accuracy that allows missing since it has 5 shots, or an unforgiving charger where once is not enough so you need to be accurate enough to hit twice. But the speed, damage, etc holds it back. The bambi actually takes down bubblers faster (!!!), and that's just bad. Bambi can do it in 3 or 4 charged shots at the top. 5H can unload a 5 clip and it's still not down. It's a fun weapon. Maybe a good weapon even. But the fact that thermal ink is GOOD on it is telling as to how slow it is to actually kill anything at all. I'm very mixed in my thoughts on it. I like it in general. But IDK. Bambi can just be so good, range aside. They work similarly, but the range and speed makes 5H the better perch weapon, and bambi the better rushdown charger (maybe the only true rushdown charger other than the bomb equipped splacharger.)
it's so bad. Salamander wasn't wrong about it's uses, but it's just so bad because of how many times using it just assures your death because you used a special, and it's too easy to smurf. When I go zergaloosh, that's one key thing is neutralizing all the vacs, just stand in front of them when they activate and they're doomed, and capable of doing nothing. Wasted special. I'm ok if it's vulnerable from the back, or the sides....but a crab tank can unload seconds of raining death and is unstoppable from the front with most weapons, while the inkvac can just be walked up to and shot at point blank.....that's not a good special. Yes, you can strategically use it from special angles from special situations.....but realistically, it may be the game clinching special that right moment in RM/TC, but that's 20% of the time, and the other 80% it's a wasted special that teleports you to spawn.
Big Swig Wide
Partly because of vac, and partly for other reasons, right after I said how much I like the wide roller, I started running into trouble with it. The vertical shots are so useless with any lag at all due to their slow fall rate and thin line. Which makes it so you fling like a madman over and over and over and over yet really accomplish nothing so much of the time. It's so good at pushing the turf line forward but that mostly counts as support for the team to use the new turf and push. I do really like it, but I'm finding if splatting is a must, carbon deco still reigns above it, while wide is definitely better at support. It's unfortunate that it's problem is lag related. I can nail the dummies perfectly over and over....but out in the field, it just misses squids over and over more than is realistic to miss. So I'm kinda back in deco's camp. With the bombs that thing is just so good....unless your problem is turf control, then you're screwed.
Salmon: Seriously teams are so coordinated there. I really think that's what's wrong with anarchy. The good players play salmon. The bad players just grind up the anarchy ranks. "S+" means "I suck too much for Salmon run so I just play this."
Seriously. I bet if they went back to slamon not being available all rotations anarchy would vastly improve. I noticed most of the time the "best" players in anarchy do not have an anarchy rank badges on their tag.....they have salmon run badges.
I actually skipped a rank in Salmon! It was going well in general, and then suddenly I jumped from Profreshunal Part-Timer to Profreshunal +1! Sadly my first match in +1 was with a team of 3 because one DC'd in the chopper, and they still counted it against us when we died in round 1. I never even played it till Friday night and now I'm +1 lol. If only anarchy treated me to such good teams! Someone sent me a friend request after the last winning round too....so good all around!
Cohozuna...lol, yeah, the coordination goes, though I think that's a mix of the game not really explaining WTF is happening at all, so it's learn by failure, plus....it's really hard to stay alive and not get cut off from your team to help them....too much on the screen at once and one sumo fish blocking half the tiny map. We got close once...but not quite. We died by timeout not squad death though! Plus weapon comp isn't the best for cohozuna. We had what, jet, blaster, nova, and brella, lol. The only player with any mobility was the nova, and that thing is so weak it's hard to take down bosses!
I assumed they just added invincibility frames to superjumping. Interesting new information, though...
So having actually played through the new nasty meta last night...
Have to agree the Swig is the new Dynaslow. Trollface intensifies.
Suffered a literal one-shot from an Aerospray that really shouldn't have been possible since I know the ttk on that isn't 1.
Why they gave the Nova the firing range of a Dual Squelcher is anyone's guess.
Still getting pinged/Point Sensored by absolutely nothing from all the way across the map, and nobody's been able to explain why this happens.
Triple Inkstrike acting like S1 Inkstrike and having insane deployment range.
I can deal with the new weapons and their spam when I have the room to maneuver. The anemic maps making that next to impossible nine times out of ten in a two-hour session is entirely the fault of Nintendo. As a support player who doesn't normally go straight to scrimmage, I really don't appreciate this forced funnel-to-mid close-combat flow they have going on in S3. Especially with the rampant player-movement issues.
Which come to think of it, Ink Resistance should be buffed considering as long as you're within three feet of a single fleck of the other team's ink, you can't so much as turn on the spot.
I had two fun lag issues yesterday that made me think of this conversation. One was a player shooting at the ground and standing still, then I shoot them, then suddenly they zip around and instantly kill me. The other was "crushed by splat roller" AFTER I splatted them with a bamboozler. Sorry, you can't roll over someone after you're dead..... Really makes you wonder how often your deaths are completely unfair.
Yep, swig is DEFINITLEY reminiscent of S1 dynamo! Though the thinner lines aren't quite as brutal, but playing it feels like old dynamo. And dynamo feels like.....garbage?
Aero rushdown deaths are very common now. Salamander says it's the worst shooter, and you shouldn't die to them much, but dang those things seem to quickly kill from range all of a sudden. Nova is basically ranged aero, but aero suddenly feels ranged. I'm guessing they're killing from outside their range (on our screen) but not on their.s They can kill from below ledges in moments.
But you hit it on the head with the maps. They're almost all so small. And these weapons are very big. You can try running but most of the time you'll bump up against terrain and not be able to get away.
Also good call for ink resistance buff. I used to always equip it but I find i'm rarely using it in S3...it just seems to do too little. If you're stuck at all, it's as bad as being totally stuck so it doesn't matter much.