OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 936
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
If I had a nickel for every time Nintendo released a new weapon in Splatoon 3 lacking an important feature it was supposed to have, I would have two nickels, which isn't a lot of money but it's weird that it happened twice.
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The first of these two cases is Angle Shooter, the weakest sub weapon in the game. According to this post made by the Splatoon NA Twitter account before the release of Splatoon 3, it says specifically, "If they touch the line, they take damage..."
So, Angle Shooter's trail was originally planned to deal damage. In fact, the sub weapon has a parameter in place specifically for the damage dealt by the trail, according to data mines. So, why doesn't it do that now? My best guess is that they went back on this because a virtually instant activation trail dealing damage that could potentially finish off a weakened player could be seen as annoying.
The main problem with this is that the sub was originally designed around the trail dealing damage, hence the sub's placement on Splattershot Pro and Jet Squelcher; two shooters whose required shots to splat can be decreased by any amount of damage from other weapons. Simply put, Nintendo gutted Angle Shooter before it was even put into the game, hence why it was even worse that it is now when it first released, putting down no paint and dealing 30 damage on a direct hit.
If Angle Shooter did get its trail damage now, it could definitely be annoying, but it would make the sub far better on almost all of the weapons that are stuck with it; the only exception I can think of being Slosher Deco, assuming the trail only deals 20 damage.
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The second of these two cases is Splattershot Nova, the weakest shooter weapon in the game. According to this other post made by the Splatoon NA Twitter account shortly before the release of Chill Season 2022, it says specifically, "you can fire all day long without affecting your aim." This is not the only instance of a trait like this being mentioned.
Splattershot Nova is supposed to have no accuracy falloff. Unlike Angle Shooter, I'm completely certain that the weapon not working as described is not intentional. The Splattershot Nova's initial chance for a shot to fly wide is 10%, and its maximum chance (which it reaches after a meagre five shots) is 25%, which just so happens to be the same number as the default maximum chance to miss for shooters, shared with Splattershot, N-ZAP, .52 Gal, Splattershot Pro, and Jet Squelcher. Nintendo messed up while designing Nova, forgetting to specify its maximum chance to miss being the same as its minimum, and they somehow still haven't noticed.
Before you bother asking, yes, I do believe that Nintendo could allow a mistake as basic as this to slip through. Nintendo has yet to touch Nova's accuracy numbers beyond its angle of spread, and the main weapon is literally never seen in official competitive play. It's entirely possible that they still have yet to notice this mistake, and yet to hear any complaints from the few players who have noticed it.
If Nova did get this parameter fixed, it still wouldn't be strong competitively. Inkjet has, for lack of a better term, fallen off, and Ink Mine isn't exactly a sub weapon in high demand. The vanilla kit with Killer Wail 5.1 has to compete with .52 Gal (and we know it's never winning). What this change would fix is the main weapon, transforming it from a long-range spray shooter into a unique mid-range support shooter, with overall decent but not perfect accuracy that can switch straight from painting to fighting with no consequence; a much needed ability considering its firepower would still be weak. I do hope this fix / buff eventually becomes reality.
===
Thanks for reading this post. Feel free to discuss what you will in the comments. Do you think Angle Shooter should deal damage with its trail, or would a change like reducing its ink cost to 30% of a tank be healthier? I want to know what you think.
Even today, have a wonderful day.
===
The first of these two cases is Angle Shooter, the weakest sub weapon in the game. According to this post made by the Splatoon NA Twitter account before the release of Splatoon 3, it says specifically, "If they touch the line, they take damage..."
So, Angle Shooter's trail was originally planned to deal damage. In fact, the sub weapon has a parameter in place specifically for the damage dealt by the trail, according to data mines. So, why doesn't it do that now? My best guess is that they went back on this because a virtually instant activation trail dealing damage that could potentially finish off a weakened player could be seen as annoying.
The main problem with this is that the sub was originally designed around the trail dealing damage, hence the sub's placement on Splattershot Pro and Jet Squelcher; two shooters whose required shots to splat can be decreased by any amount of damage from other weapons. Simply put, Nintendo gutted Angle Shooter before it was even put into the game, hence why it was even worse that it is now when it first released, putting down no paint and dealing 30 damage on a direct hit.
If Angle Shooter did get its trail damage now, it could definitely be annoying, but it would make the sub far better on almost all of the weapons that are stuck with it; the only exception I can think of being Slosher Deco, assuming the trail only deals 20 damage.
===
The second of these two cases is Splattershot Nova, the weakest shooter weapon in the game. According to this other post made by the Splatoon NA Twitter account shortly before the release of Chill Season 2022, it says specifically, "you can fire all day long without affecting your aim." This is not the only instance of a trait like this being mentioned.
Splattershot Nova is supposed to have no accuracy falloff. Unlike Angle Shooter, I'm completely certain that the weapon not working as described is not intentional. The Splattershot Nova's initial chance for a shot to fly wide is 10%, and its maximum chance (which it reaches after a meagre five shots) is 25%, which just so happens to be the same number as the default maximum chance to miss for shooters, shared with Splattershot, N-ZAP, .52 Gal, Splattershot Pro, and Jet Squelcher. Nintendo messed up while designing Nova, forgetting to specify its maximum chance to miss being the same as its minimum, and they somehow still haven't noticed.
Before you bother asking, yes, I do believe that Nintendo could allow a mistake as basic as this to slip through. Nintendo has yet to touch Nova's accuracy numbers beyond its angle of spread, and the main weapon is literally never seen in official competitive play. It's entirely possible that they still have yet to notice this mistake, and yet to hear any complaints from the few players who have noticed it.
If Nova did get this parameter fixed, it still wouldn't be strong competitively. Inkjet has, for lack of a better term, fallen off, and Ink Mine isn't exactly a sub weapon in high demand. The vanilla kit with Killer Wail 5.1 has to compete with .52 Gal (and we know it's never winning). What this change would fix is the main weapon, transforming it from a long-range spray shooter into a unique mid-range support shooter, with overall decent but not perfect accuracy that can switch straight from painting to fighting with no consequence; a much needed ability considering its firepower would still be weak. I do hope this fix / buff eventually becomes reality.
===
Thanks for reading this post. Feel free to discuss what you will in the comments. Do you think Angle Shooter should deal damage with its trail, or would a change like reducing its ink cost to 30% of a tank be healthier? I want to know what you think.
Even today, have a wonderful day.