OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 633
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
A while back ProChara made a video covering three hypothetical changes to Super Chump, two of which were reworks.
The first idea was a simple damage buff from 70 to 80, alongside a few other changes.
The second idea was to allow chumps to locate nearby players, and also bombs, akin to Bomb Sniffer from Splatoon 1.
The third idea was to turn Super Chump into a recall special, sending the special user in with the chumps.
These are all decent ideas, but I have a better one. A fourth Super Chump change that makes the chumps actually do what they were originally designed to do. Bait enemies into camping their landings, then punish them for it.
Super Chumps will now act like Ink Mines. They will each have a detection radius roughly half the size of an Ink Mine's, and detonate in just over half a second if an enemy enters that radius (or is within the radius when the chump lands). Chumps cannot be destroyed when they explode in this way. The chumps' detection radii are visible to both teams once they land.
This change makes the area the chumps inhabit much more dangerous, as one wrong step could set off one of the chumps.
Additionally, super jumping to a teammate that's near a chump will cause the jump to target the chump. Chumps will hide the landing markers of any players that jump to them, so long as they remain intact; akin to Squid Beakons.
This gives Super Chump more utility in terms of getting the user's team in via super jumps, making it more supportive overall.
Finally, one chump will always land directly at the center of the targeting area. This should go without explanation.
As always, I appreciate any feedback you might have.
Thank you for reading, and have a wonderful day.
The first idea was a simple damage buff from 70 to 80, alongside a few other changes.
The second idea was to allow chumps to locate nearby players, and also bombs, akin to Bomb Sniffer from Splatoon 1.
The third idea was to turn Super Chump into a recall special, sending the special user in with the chumps.
These are all decent ideas, but I have a better one. A fourth Super Chump change that makes the chumps actually do what they were originally designed to do. Bait enemies into camping their landings, then punish them for it.
Super Chumps will now act like Ink Mines. They will each have a detection radius roughly half the size of an Ink Mine's, and detonate in just over half a second if an enemy enters that radius (or is within the radius when the chump lands). Chumps cannot be destroyed when they explode in this way. The chumps' detection radii are visible to both teams once they land.
This change makes the area the chumps inhabit much more dangerous, as one wrong step could set off one of the chumps.
Additionally, super jumping to a teammate that's near a chump will cause the jump to target the chump. Chumps will hide the landing markers of any players that jump to them, so long as they remain intact; akin to Squid Beakons.
This gives Super Chump more utility in terms of getting the user's team in via super jumps, making it more supportive overall.
Finally, one chump will always land directly at the center of the targeting area. This should go without explanation.
As always, I appreciate any feedback you might have.
Thank you for reading, and have a wonderful day.
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