isn't it depressing?I WANT to love the squiffer, but it still comes down to: What can squiffer do that splat charger/splatterscope can't do better? A faster ohko I suppose, but it's not THAT much faster, the mobility isn't much better, and you don't have the ability to play close and far at the same time. I keep trying squiffer and ending up back on splatterscope which seems far more versatile and not much worse at the same range with some dmg up.
It really could. The squiffer should have more range than the bamboozler.isn't it depressing?
squiffer could use:
more range, more inking, larger hitbox up close or shorter TTK uncharged, shorter charge time, quieter shots (seriously the squiffer is one of the most distinctive chargers despite needing the most stealth).
i don't agree with the squiffer having more range than the bamboozler (i think it kinda needs the range tbh if it's gonna be a 2HKO), but i definitely think that neither one should lose or be in risky area with shooters that aren't the squelchers.It really could. The squiffer should have more range than the bamboozler.
I think dmgup really broke the squiffer. The point of the squiffer was the be a short range, fast charging charger, that has to get into the fray but can quickly do ohko. dmgup stacks on the longer range chargers give them essentially the same ability in the same range, making squiffer less versatile and redundant save for the specials. I play the splatterscope like a squiffer, and used to play eliter that way. But I get the option to pick off from range too. And splat bombs >>>>>> any other sub. :p Given that there's really so little reason to use a squiffer instead other than the slightly better mobility.Yeah, and I think the suction bomb rush is really good too, but I can't really pressure with them unless they're in a corner because otherwise the opponent can get away and just go in the direction of the suction bomb because it doesn't explode that fast. Also, I still don't know what to think of the squiffers. Can someone help explain tp me why you would use them over the bamboozler or the Splatcharger?
No, it was nerfed because it was broken when combined with the horrendous netcode. As both a dynamo hater and a dynamo player, I still feel it needed the nerfing, not because it was an easy weapon to play, but because it was a difficult weapon to avoid, for all the wrong reasons. It's been nerfed so it's really handicapped which sucks for playing dynamo, but it was a way of sort of but not quite removing it from the game because it really needed to be - it was too dominant because it was too broken (@Hitzel disagreement in 5...4...3..2... ;) )What they really need to do is bring back the Dynamo from the dead. That thing has been nerfed more than any other weapon mostly because of salt.
Honestly they just need to lower the ink consumption on rapid blasters if they lower the cost of seekers .52 deco and carbon roller will become overused and the rapid blaster will still not be as useful as it should beSeekers just need to cost less ink. One rapid Blaster shot after seeker makes no sense.
Don't most people use the vanilla versions of the Carbon and .52 anyway?Honestly they just need to lower the ink consumption on rapid blasters if they lower the cost of seekers .52 deco and carbon roller will become overused and the rapid blaster will still not be as useful as it should be
For carbon, generally yes, though I've taken a liking to the deco, and have certainly seen a lot of them out there. Making use of seeker trails opens up a lot of possibilities for movement and ambushing for a carbon that the typically excellent burst bombs don't have. But it can't play as openly aggressive. It's more of a sniper roller that way.Don't most people use the vanilla versions of the Carbon and .52 anyway?
The Dynamo isn't dead though... o_O You can hardly find a match in S/S+ without seeing at least on Dynamo.... Especially if it's Splat Zones. Dynamos really come out to play during the Splat Zone rotation. xD I'm not sure I'd call myself a Dynamo main but I am fond of using it during Splat Zones. Even so, I completely agree with most of the nerfs. The Dynamo was previously a very broken weapon that needed balancing. The Dynamo has gotten harder to use but that's only because it requires skill now. Before, you could swing the thing and hope for a kill... And you'd probably get one. Now, players have to actually think about what we're doing, where we're aiming, and how we're moving. Most of the nerfs aren't even noticeable either. I mean... I've hardly noticed any difference in the Dynamo from the "18% decrease" in the 2.9.0 patch. x) A lot of it is just about relearning a weapon when it becomes more balanced. ^.^What they really need to do is bring back the Dynamo from the dead. That thing has been nerfed more than any other weapon mostly because of salt.
Perfect symmetry since imperfect shots previously randomly killed for no reason. Maybe it balances out the lag kills :P (Again, not just from the receiving end, but also from the giving end I've had numerous "how the heck did I get that kill? I shouldn't have!" kills with dynamos.)All the Dynamo nerf did was add more RNG to its damage and make it so a perfect shot can randomly not kill for no reason.
Giving people with imperfect aim occasional leeway is okay (most weapons in this game do), but having perfect aim not result in what it's supposed to do is not okay in any shooter. That was the one big problem with the old 96 - making it so one of the most used weapons in the game will just randomly not do damage harms the game big time. It was just a straight up bad balance change.Perfect symmetry since imperfect shots previously randomly killed for no reason. Maybe it balances out the lag kills :p (Again, not just from the receiving end, but also from the giving end I've had numerous "how the heck did I get that kill? I shouldn't have!" kills with dynamos.)
Completely off topic: But someone pointed me to the "batman" video...hysterical. I was so hoping someone would ask "did you ask for that?" to hear the "I didn't ask for this" response :p It's a perfectly suitable Adam Jensen :p
If Seekers were to cost less ink, the only weapon to get buffed that doesn't need it is Tempered. All of the other seeker weapons need that buff.Honestly they just need to lower the ink consumption on rapid blasters if they lower the cost of seekers .52 deco and carbon roller will become overused and the rapid blaster will still not be as useful as it should be
Well with the way the predictive movement system works (or rather, doesn't) in this game pretty much every weapon except the hitscan chargers suffers from perfect aim resulting in not getting the hit. They definitely didn't think competitive play through. Or at lest competitive play outside Japan's perfect internet. The predictive system gives a wonderful impression there's no such thing as lag and the game always plays smooth, but it will never work with accuracy, ever. I'd rather everyone freeze in place where they REALLY are when they're lagging. That's where their hitbox is anyway.Giving people with imperfect aim occasional leeway is okay (most weapons in this game do), but having perfect aim not result in what it's supposed to do is not okay in any shooter. That was the one big problem with the old 96 - making it so one of the most used weapons in the game will just randomly not do damage harms the game big time. It was just a straight up bad balance change.
LOL, I believe it. It was a masterful edit job that seals the deal :)Yo real talk that video has more views than my twitch channel. Pretty much every time I stream someone's like "oh crap it's batman!" lol
Leading your shots means player movement must be consistent with where they actually are. I mean Splatoon has an odd predictive movement system in the netcode. It tries to predict where a player will be in the absence of movement data. Instead of characters freezing when their updates are not received, the system goes into AI mode running the bot around the screen for other players based on the assumption of where they'll go, so it always plays VISUALLY smooth. What happens is half the time you're playing a single player AI character while it's waiting for player data for a given opponent. Then when it receives their update it corrects for it. Thus shooting at, or leading, you may still be shooting at air because they were REALLY somewhere else. That's for all weapons except the chargers that do hitscan, and you see some pretty crazy predictions where you find out from the kill tag that where you shot them was FAR from where they really were.Predicting your opponent's movement and aiming where they will be (leading your shots) is a fundamental skill in shooters. When you need to lead shots, perfect aim implies that you're also leading your shot properly. Outside of chargers, nothing in this game is hitscan.
I don't understand the argument saying that because bad network conditions can cause inconsistency, we may as well just make the game more inconsistent. The goal of balancing is to make the game better, not worse.