Weapon ideas?

GearWax

Semi-Pro Squid
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Aug 12, 2016
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KoopaTroopaBloop
IDK, post them here.
Here are mine:
HYBRID DUALIES
Hybrid dualies have slightly higher range than the standard. But they lose fire rate and can only perform one roll instead of two. Here's the kicker- Post-roll, you know how the inkling gets into the buckled-down position which (i think) temporarily increases fire rate and accuracy? After rolling THESE would pretty much switch to a blaster and be able to fire one (standard blaster) shot before they have to start moving again.
Possible sub weapons: Splash Wall, Autobomb, Toxic Mist (if that gets buffed, it's pretty awful now.)
Possible special weapons: Splashdown, Inkstorm, Curling Bomb Launcher
So, as a general recap.
Pros: It has tools for coverage AND fighting.
It outranges the other dualies, making it better at playing for distance.
It can do the defensive roll AND launch a powerful blaster shot.
Cons: Not as good at covering turf as other dualies.
Main gun's slow fire rate without a damage buff makes it TERRIBLE at combat. You're pretty much relying on the blaster shot to get splats.
Only being able to perform one roll requires that you make your blast COUNT. If you miss, the endlag will probably get you killed. You could offset this by weakening the opponent with the main gun and then using the indirect blast damage to kill, but that would take time.
 
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GearWax

Semi-Pro Squid
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Aug 12, 2016
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KoopaTroopaBloop
Here's 2 more of my ideas.
KO BLASTER
This blaster is a little different. It does 60 damage no matter how good your aim is. The damage does not decrease on off-hits like it does for every other blaster- but, this also means the direct hit does not one shot. Instead, the direct hit has a small amount of hitstun that lets you combo into an indirect hit for a 2-hit kill. The blast size of this blaster would be small, and it would be ink-hungry, but the long range and high fire rate would make up for that.
Possible sub weapons: Burst Bomb, Point Sensor, Splash Wall
Possible special weapons: Inkjet, Bubble Blower, The Baller
RAIDER
This is basically a support charger that would be my way of making a better bamboozler. This weapon would have poor shot width and poor range for a charger, similar to the Bamboozler. HOWEVER, it would do 99.9 damage on a full charge, meaning it can't zero-death shot enemies on the field, but it could EASILY do that in the midst of combat. To offset the weaknesses, it would have above-average charge time (not quite as fast as Bamboozler though) and above-average shot storage time. ALSO, the aim-assist would be invisible to the enemy team, making it serve EVEN BETTER as a support role.
Possible sub weapons: Squid Beakon, Sprinkler, Splat Bomb
Possible special weapons: Stingray, Inkjet, Auto Bomb Rush
 

Mr. Y

Inkling
Joined
Feb 24, 2018
Messages
1
Something like "Ink Claws" or "Ink Gloves" which look like big, clawed metal gloves with something like a bucket of sorts in their palm.
When "fired" sends a short and narrow wave of ink forward which does around, idk the same damage as the .56 gal maybe? With this weapon ZR would have to be pressed repeatedly at a max speed like the octobrush, but can be held down for around 1 second to extend the range up to around Slosher maybe.
Sub - Either Curling bomb(for engaging targets) or Toxic Mist(to trap enemies)
Special - Ink Armour/ Baller(Both are good for close ranged weapons)
If There where two sets - Toxic Mist/Curling, Ink Armour/ Burst Bombs/Ink Mine, Baller
 

Gameboy224

Inkling Fleet Admiral
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Sep 20, 2015
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Gameboy224
Cause I'm bored, I'mma bump this with some ideas.

Steam Roller
Range: 80*
Base Damage: 150 fling, 125 roll
Handling: 30*
Sub: Splash Wall
Special: Curling Bomb Rush
Special Points: 180p
The weapon has a horizontal flick almost incidental to the Splat Roller but is just a bit faster than a Dynamo Roller flick. The vertical flick is about the same speed as the Dynamo Roller but instead of the typical vertical spread it fires a wave of ink similar to the Octo Samurai's attack. The ink wave is slower than the normal ink flicks but the travel distance of the wave is about 20% longer than a Dynamo flick. Additionally, when rolling it starts at Dynamo speed, but gains momentum up to Splat Roller speed, takes about 4 seconds to get to full speed.

Custom Steam Roller
Sub: Autobomb
Special: Tenta Missiles
Special Points: 180p

Mortar Splatling
Range: 78
Base Damage: 45
Charge Speed: 30
Mobility: 40
Sub: Sprinkler
Special: Splat Bomb Launcher
Special Points: 180p
A mix between the Splatling and Sloshing Machine. Slower charge than Heavy Splatling but faster than Hydra. Fires Sloshing Machine globs.

Neo Mortar Splatling
Sub: Splat Bomb
Special: Ink Armor
Special Points: 190p

Rail Slosher
Range: 70
Base Damage: 40
Handling: 40
Sub: Toxic Mist
Special: Inkjet
Special Points: 180p
The weapon has range roughly equivalent to the Dualie Squelchers and the firing speed is the same as the Sloshing Machine. Unlike the normal Slosher which fans out a bit, the Rail Slosher fires a completely straight line so it requires more accuracy. It also now requires 3 hits to splat.

Foil Rail Slosher
Sub: Splash Wall
Special: Sting Ray
Special Points: 180p

Panzer Dualies
Range: 60
Base Damage: 38 normal, 125 roll
Mobility: 40
Sub: Point Sensor
Special: Baller
Special Points: 200p
The weapon has a slightly slower firing rate than the Glooga Dualies, but the bullets it fires function like smaller Sloshing Machine shots. Dodge rolling will let you fire one Blaster shot and you'll get out of the dodge roll stance soon after.

Panzer Dualies Deco
Sub: Suction Bomb
Special: Ink Storm
Special Points: 170p
 
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Nerdbird

Pro Squid
Joined
Nov 21, 2017
Messages
107
Here’s one I’ve been thinking about recently:

The Para-blaster

In essence a regular blaster with nerfed indirect damage and a shorter range, this thing makes up for it by being able to perform an ink-leap (para is short for paratrooper)
If you jump while holding ZR, the nozzle on the bottom of the weapon will activate, creating an explosion of ink around your inkling (or octoling) and propelling them upwards.
This jump would launch the inkling about half the range of the Splattershot forwards, and the highest point of the trajectory would be about the altitude of the inkjet.
While in the air, the weapon would both shoot faster and gain slightly longer range.

Pros:
• As ink weapons have an arking trajectory, the user would be able to get the upper hand in 1v1s through hight advantage.
• You can drop roll out of the jump after landing (you need to equip the ability to do so though)
• Can surprise foes by launching themselves off of a ledge and across otherwise inpasable areas

Cons:
• Ink hungry
• As mentioned above, shorter range and less indirect damage than a regular blaster.
• Ink-leap requires 1/4 of your ink tank, does next to no damage in initial blast area

Sub weapon (for vanilla)
Point sensor
Special weapon
Tenta Missiles

Neo Para-blaster
Sub weapon
Splat bomb
Special weapon
Splashdown

What do you think?

[Edit: been thinking some more and decided to add some Sheldon dialogue for both of them.]

Para-blaster:

You’re now ready to wield the Para-blaster!
Inspired by the inkjet pilots my Grandpapy fought alongside in the great turf war, this thing pays homage to the daring dogfights and brash bombing runs the pilots undertook.
Press Jump (B) while shooting to launch yourself into the air and get the drop on your foes!
You can help on reconnaissance missions using your point sensors, before buffing up your squadron with the ink armour.
This weapon is built for those who want some serious air-time!
Tally Ho!

Neo Para-blaster:

You’re ready to wield the Neo Para-blaster!
Built on the same framework as the original, this remake is fitted with a new, stylish sticker to accompany your kill markers!
Launch an arial bombing mission with the splat bomb, then obliterate your target with the splashdown!
This weapon was built in mind for people who want total ground supremacy!
 
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Windstar

Pro Squid
Joined
Dec 16, 2017
Messages
143
I know these aren’t technically weapon ideas, but screw it:

Special Charity: The special you lose when splatted is distributed evenly to teammates.

Spongy Skin: Adds an extra 50 HP to your health pool, however in exchange you won't be able to regenerate HP at all. HP will only be fully restored upon respawning. Shirts only.

Hidden Special: Completes a trinity with Ninja Squid and Stealth Jump. It hides when you get your special both by hiding the fire and glint you’d normally get, and it also hides the rainbow icon on the top from the enemy team, but as you’d expect, it slows down your special charge rate. Hats only.

Ghost Shark - Gain anti-detection effects for 30 seconds after respawning (Temporary Ninja Squid + Stealth Jump + Hidden Special + 1 main of Cold-Blooded). Shoes only.

Ability Cleanse: Any person tagged with your ink loses the effects of their sub abilities for a short time. Can help when they have an ink-demanding or slow weapon.

Thot's Triumph: It grants you a 200% Fire-Rate Boost as well as a 50% decrease in Main Weapon Ink Consumption, but the trade-off is a 70% decrease in total Health, double the time it takes to Respawn and inability to drink alcohol until you turn 21. Octoling Gear only.

Mercantile Materialism: At the end of a match, the Sub Abilities of your Hat, Shirt and Shoes gets automatically re-rolled for free, but the trade-off is losing 6 Super Sea Snails if you lose the match (in case you do not have any, your Money gets deducted by 60000 per lose, and in the event you do not have money, your save data gets erased). Shoes only.
Copy and pasted from another thread.
 

Gameboy224

Inkling Fleet Admiral
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Sep 20, 2015
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Gameboy224
Here’s one I’ve been thinking about recently:

The Para-blaster

In essence a regular blaster with nerfed indirect damage and a shorter range, this thing makes up for it by being able to perform an ink-leap (para is short for paratrooper)
If you jump while holding ZR, the nozzle on the bottom of the weapon will activate, creating an explosion of ink around your inkling (or octoling) and propelling them upwards.
This jump would launch the inkling about half the range of the Splattershot forwards, and the highest point of the trajectory would be about the altitude of the inkjet.
While in the air, the weapon would both shoot faster and gain slightly longer range.

Pros:
• As ink weapons have an arking trajectory, the user would be able to get the upper hand in 1v1s through hight advantage.
• You can drop roll out of the jump after landing (you need to equip the ability to do so though)
• Can surprise foes by launching themselves off of a ledge and across otherwise inpasable areas

Cons:
• Ink hungry
• As mentioned above, shorter range and less indirect damage than a regular blaster.
• Ink-leap requires 1/4 of your ink tank, does next to no damage in initial blast area

Sub weapon (for vanilla)
Point sensor
Special weapon
Tenta Missiles

Neo Para-blaster
Sub weapon
Splat bomb
Special weapon
Splashdown
A neat idea but I don't think it would be wise to give weapons what is essentially a double jump. Lot of maps have areas designed to be inaccessible by the opposing team, it would be unfair for a specific weapon to allow access to the area. Even the Inkjet forces you back to where you activated it when its over.

But the thing giving you a forwards boost is a neat idea that could work. Sort of like giving a single air dodge roll.
 

Enperry

Inkling Fleet Admiral
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Mar 8, 2018
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ssjplt
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SW-0405-1788-8108
This is what people call "Weapon Faking"
 

Nutmeat

Pro Squid
Joined
Feb 27, 2018
Messages
118
How about 2-level specials. The first would be similar/identical to what's in the game now, but you could keep building special meter to eventually reach a second special level, which would be a lot more powerful.
 

Gameboy224

Inkling Fleet Admiral
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Sep 20, 2015
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549
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Gameboy224
More boredom!

Rejuvenating Mist
Type: Sub
Ink Consumption: 75%
Rejuvenating mist is placed like a Breakon or Ink Mine (The object placed is like the Toxic Mist generators in Octo Canyon). Once placed, it will create a cloud of mist of your color similar to the Toxic Mist sub (The field will be much more translucent so it won't impair your team's, nor your enemies' vision) While Toxic Mist debuff enemies, Rejuvenating Mist will constantly refill your ink while standing in it (The ink recovery speed is equal to it you were always in Squid mode, being in squid mode will not accelerate it further). Additional, damage recovery is sped up by 30% inside the mist, both time it takes to begin healing and amount healed.
The mist will last a base 15 seconds, but could be destroyed.

Ink Pillar
Type: Sub
Ink Consumption: 60%
Has a throwing arch similar to the Sprinkler, this sub can only activate when it lands on a ground surface, similar to Autobomb. It takes a few frames to activate but it will create a pillar of your team's ink much like the Calimari Bombs during the final boss. This sub has an infinite duration acting as an obstacle for the opposing team. The pillar will be obstructed by roofs, but not grates. They can be destroyed, but only if attacked at the base machine, which makes it so if you put it below a ledge, it makes it inconvenient to take it out.
There is a 5 second buffer time before another an be thrown, but once a second pillar is thrown, the previous one will slow down and break, roughly within the same time it takes for the new one to fully activate.
 

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