Sorcerer
Senior Squid
- Joined
- Jan 30, 2024
- Messages
- 63
- NNID
- JiveSoulBro
This has been my primary cause and belief since the days of Splatoon 2; and with Splatoon 3 still undergoing development, I've been seeing patterns regarding Subweapon and Special distribution amongst weapon kits.
Basically, you don't main a weapon kit, you main the whole *** weapon. You pick the kit according to the game mode currently active. This entails every weapon is meant for competitive play, even the humble Aerospray. This means every kit has a use, even the vanilla Carbon Roller. I've been writing Anarchy guides (link in my signature) where I state which kit should be brought to which game mode and why. These guides don't get a lot of traction and my overall theory absolutely has not been accepted. It fact it's been widely mocked and derided but I keep writing because there are things you notice once you go down that rabbit hole.
Once you believe each kit applies to two modes out of four, mathematically you realize there are only 6 possible combinations present. Mapping for every weapon, I discovered that every primary kit sharing a same special has a different combination of game modes in which they excel. This follows for every secondary kit sharing a same special. For subweapons, the combinations of preferred game modes do not repeat themselves more than twice for every weapon kit sharing the same sub. And whenever a new special has come out, the two sets to come out with it have mirroring combinations.
I can make some lowkey predictions with the following theory. Of the four upcoming datamined weapons, they will not have Tacticooler or Ink Vac in the primary slot, because we have 6 primary weapon kits with these specials already. I can eliminate the probability of certain future weapon kits; for example I can process by elimination that Heavy Edit Splatling was designed for Rainmaker and Clam Blitz because every other combinations for primary weapons with Tacticooler has been taken. I can therefore eliminate Suction Bomb, Torpedo, Splash Wall and Point Sensor from the list of possible subweapons that would be given to the alternate kit because the Splat Zones-Tower Control combinations have been used twice there already.
I've shared this theory on Reddit and Gamefaqs and never found anyone willing to agree, which is a tragedy all if its own. Basically, the lack of people trying out "weak kits" prevents a theory that looks good when seen at a small scale, to be accepted at large scale. Thanks for reading.
Basically, you don't main a weapon kit, you main the whole *** weapon. You pick the kit according to the game mode currently active. This entails every weapon is meant for competitive play, even the humble Aerospray. This means every kit has a use, even the vanilla Carbon Roller. I've been writing Anarchy guides (link in my signature) where I state which kit should be brought to which game mode and why. These guides don't get a lot of traction and my overall theory absolutely has not been accepted. It fact it's been widely mocked and derided but I keep writing because there are things you notice once you go down that rabbit hole.
Once you believe each kit applies to two modes out of four, mathematically you realize there are only 6 possible combinations present. Mapping for every weapon, I discovered that every primary kit sharing a same special has a different combination of game modes in which they excel. This follows for every secondary kit sharing a same special. For subweapons, the combinations of preferred game modes do not repeat themselves more than twice for every weapon kit sharing the same sub. And whenever a new special has come out, the two sets to come out with it have mirroring combinations.
I can make some lowkey predictions with the following theory. Of the four upcoming datamined weapons, they will not have Tacticooler or Ink Vac in the primary slot, because we have 6 primary weapon kits with these specials already. I can eliminate the probability of certain future weapon kits; for example I can process by elimination that Heavy Edit Splatling was designed for Rainmaker and Clam Blitz because every other combinations for primary weapons with Tacticooler has been taken. I can therefore eliminate Suction Bomb, Torpedo, Splash Wall and Point Sensor from the list of possible subweapons that would be given to the alternate kit because the Splat Zones-Tower Control combinations have been used twice there already.
I've shared this theory on Reddit and Gamefaqs and never found anyone willing to agree, which is a tragedy all if its own. Basically, the lack of people trying out "weak kits" prevents a theory that looks good when seen at a small scale, to be accepted at large scale. Thanks for reading.