well I was going to leave this thread alone but after seeing this ****
to the first ever Splatoon Weapon Viability thread.
First off, thanks for stepping on my toes. Really respectful.
(not to mention the ridiculous amount of deferential capitalisation, which is just hilarious)
that's just not happening
so here goes
first, your criteria are awful. take the krak-on and the forge pro as two examples. the krak-on is only good at one thing and is an utter liability in every other area. meanwhile, the forge pro is excellent in everything except ink coverage, doesn't care at all about the defence up meta, shreds splash walls, and has no weaknesses aside from its lack of a grenade. by the criteria you have posted, krak-on would be C+ at best, and forge would be A+ at worst.
and yet, the krak-on is such a reliable and effective way to block pushes into your territory that it has a place in more team comps than the forge. the forge's job can be covered by plenty of other weapons that are slightly more specialised, and only really has team comp synergy with the regular 52 gal. as a result, the forge is actually a very niche weapon, while the krak-on is ubiquitous. if your tier list is supposed to give people an idea of how important it is to learn a weapon, then forge is the one that should be in the bottom tiers and krak-on should be up there with cjs, 3k, and dynamo.
second, you do not have a clear goal here. you say you want to provide a way for people to understand the importance of each weapon in "the metagame", but you later specify ranked. why? who cares about the ranked meta? the ranked meta is hasn't changed in months (when the chargers all switched over to elitre, with an audible
clunk), and it will never change because it is a vicious cycle of people using weapons because they're popular. if you want to make a tier list on the ranked meta, you don't need community discussion, you just say "52 96deco ttek 3k rollers blasters" and you're done.
so let's just put ranked aside, then, and look at tournaments. here's where we get into the more fundamental flaws with a unified list like this: tournament team comps are all about economics, in the end. you have 4 team slots, and you need to get as much utility from them as possible. as such, ostensibly very strong shooters (such as the forge, as previously mentioned) will always be competing with some of the best weapons in the game for a position on a team. if you run a 96 deco, you can't run a forge without running too low on turf coverage and grenades. if you run an elitre, you can't run a squiffer or bamboozler because you'll never be able to push an objective. if you run a dynamo, you can drop the 3k for a splatterscope or c3k, and then run some cheese composition with a bunch of long range stuff. all of these weapons I've mentioned are, or have the potential to be (in the case of the squiffer & bamboozler) some of the best weapons in the game, but they aren't seen because
you can't run them in standard team comps through no fault of the weapon itself.
finally, "baby steps"? making the entire list at once is "baby steps"? the only reasonable tier lists to make at this point would be those directed at each individual gametype. "here are the best weapons on kelp dome rainmaker", sort of thing.
these are baby steps, where we examine weapons in a fixed context so that we can better understand why and when certain aspects of a weapon are preferable. making the entire list at once, from the top down, is the worst possible way of approaching this task, fundamentally flawed as it already is to make a united tier list less than a year after the game's release. it's like asking a top player for "tips on how to improve". you will never get a good answer with such a broad question.
I'm not against the idea of discussing this sort of thing, but we can do without the grandstanding and grandiosity for what is ultimately random guy's attempt at a tier list part eight hundred and seventy-three