Silverzapper
Inkling
- Joined
- Jan 23, 2016
- Messages
- 5
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- Silverzapper
Chargers make me want to kill myself.
The E-Liters did get a nerf so that they would be less effective unless they are to be charged all the way, granted that if the person is good enough they will always be fully charged before shooting and safe in any situation they are in. Meanwhile, the Blasters you need to get a direct hit on the opponent to be a one hit kill and if you don't it's a 2 shot. While I do agree that it's hard not to die from either of these you just gotta learn how to avoid these and just hope for the best.I can't even deal, ever, with Luna Blasters. The Neo set made them worse. I also second the E-Liter gripes. The thing needs a damage / range nerf desperately. Ironic that total nerf devastation was dealt to the rollers in the initial big patch, yet most blasters and chargers remain over-ranged and overpowered.
Yeah, that's true. It just really frustrates me that partial blaster hits still deal massive damage (almost always requiring you to flee or be splatted), as where partial/uncentered roller splashes now do basically chip damage and leave ample opportunity for standing your ground to punish. I might just be a salty roller user, but personally I think blasters should've been dealt a similar nerf (if they aren't a direct hit, they should never OHKO or inflict huge damage).The E-Liters did get a nerf so that they would be less effective unless they are to be charged all the way, granted that if the person is good enough they will always be fully charged before shooting and safe in any situation they are in. Meanwhile, the Blasters you need to get a direct hit on the opponent to be a one hit kill and if you don't it's a 2 shot. While I do agree that it's hard not to die from either of these you just gotta learn how to avoid these and just hope for the best.
What makes me salty is .52 and .96 Gal, but really only because I still need to practice some tactics against them.
I was never around before the nerf on the splat rollers so I don't feel the pain. With that being said, I only can comprehend the saltiness through theory. Blasters should be nerfed to a degree, because I feel that the whole point of them is to have steady close-range aim to get a krill or be krilled (haha, get the pun? Yeah, never again). As for the Chargers, it's basically the same thing except Long Range. I feel that Chargers should be set up so that if you don't charge it all the way then it wouldn't shoot all the way. Maybe that is just me though.Yeah, that's true. It just really frustrates me that partial blaster hits still deal massive damage (almost always requiring you to flee or be splatted), as where partial/uncentered roller splashes now do basically chip damage and leave ample opportunity for standing your ground to punish. I might just be a salty roller user, but personally I think blasters should've been dealt a similar nerf (if they aren't a direct hit, they should never OHKO or inflict huge damage).
As for the chargers, virtually every charger I come across runs Attack Up, which does allow for 1HKOs off partially charged shots (and obnoxiously fast Burst Bomb kills). That's what gets to me most about them.
I totally agree with the Gal class comments. Their huge damage combined with their Splash Wall protection....ridiculously obnoxious to counter. They seem to be less effective on stages with smaller amounts of flat surfaces though.
They were nerfed pretty severely (forced roller users to reboot their strategy, particularly Dynamo), though I can't deny rollers were initially overpowered and didn't require much aim or precision. My gripe is that blasters honestly still don't, even after the nerf lol.I was never around before the nerf on the splat rollers so I don't feel the pain. With that being said, I only can comprehend the saltiness through theory. Blasters should be nerfed to a degree, because I feel that the whole point of them is to have steady close-range aim to get a krill or be krilled (haha, get the pun? Yeah, never again). As for the Chargers, it's basically the same thing except Long Range. I feel that Chargers should be set up so that if you don't charge it all the way then it wouldn't shoot all the way. Maybe that is just me though.
Yes, I think you're spot on. You should usually rush down a blaster to min-range them so it is much harder to kill you. And it IS unintuitive. I always start running away before the second burst comes, but what I really want to do is close in. Hard to get away from that mindset though.I actually do not think Blasters - not Luna Blasters, Custom Range Blasters, or any other blaster - are OP. I think a big problem is that fighting them is counter-intuitive, and so when a lot of players think they're doing the right thing they are actually playing right into the Blaster's hands and so you can start to feel like "Jeez, I did everything right and I still died!"
As you said, I think the issue is the huge burst radius makes it difficult to anticipate where the safest area to close in would be. Ultimately the partial burst splatter does WAY too much damage to make it safe to approach if you're already hit. In the initial videos demonstrating the difference after the nerf, you can visually see that uncentered roller splash hits now only do minimal splatter damage, as where a partial blaster hit shows the target completely covered in ink (i.e., a single drop more touches them and they're done). I think the change I'm suggesting would be fairly minimal and very simple, partial blaster hits just flat out need to inflict less damage. If that's not an option the shots need to fire more slowly. Given the slow-as-molasses Dynamo fling (which now does little damage on its sides), I think it's a very fair suggestion.I actually do not think Blasters - not Luna Blasters, Custom Range Blasters, or any other blaster - are OP. I think a big problem is that fighting them is counter-intuitive, and so when a lot of players think they're doing the right thing they are actually playing right into the Blaster's hands and so you can start to feel like "Jeez, I did everything right and I still died!"
Blasters don't require a ton of aim only at a specific range. It's easy to think that Luna Blasters have pitiful range and you should be able to zone them out easily, but the bursts of their rounds is actually quite large. If you really want to mess them up, you want to get in at point-blank range and circle-strafe or something. It is MUCH more difficult for blasters to hit people up close to them, since they need to connect with the pellet and not the burst. If your weapon has much longer range (Splattershot Pro, CJS, .96 gal, etc.) then zoning them out is great, yes, but a lot of weapon with less range are actually playing into the Luna Blaster's hands by trying to outrange them. Obviously this isn't full proof as they can still hit you with a direct, but with how fast the Luna Blaster can fire often your choice is to either remain at burst range or get up close. Getting up close is the better option every time.
Blasters are very good at pressuring the tower, yes, but with the exception of the Rapid Blaster Pro (which doesn't pressure the tower as well as the standard blasters anyway) it's pretty easy to keep them away. Luna Blasters do apply stupid amounts of pressure, yes, but their range is pretty bad and your team should be able to keep them away.
That's my spiel on Blasters haha. The weapon that makes me saltiest is the Splattershot Jr. It charges Bubbler SO FAST. It seems like it always has it ready! I played against a guy last night with two Special Charge Up mains and 5 subs. It was a nightmare!
Double-bubbler teams are also a pain in the butt. So much frustration.
Well, now I understand. If a Luna Blaster is close enough to hit you as a Dynamo you are probably dead. My advice then would be to try and bait them into a situation that's advantageous for you. I'm sure you need no one to tell you that the Dynamo punishes bad approaches hard haha. With all of those weapons, since they don't kill that fast I would try circling around to the opposing player's left to get behind them before you spring your attack. Being up-close and at an unfavorable angle will make it very hard for them to hit you before dying. Nonetheless, you're right in saying they have hard match-ups against Lunas. Best of luck!That being said, I will give your suggestion a try. It is some of the best advice I've heard against blasters. I'm a Gold Dynamo main & nowadays go for the Octobrush Nouveau or Tri-Slosher in Tower Control, all of which struggle in terms of approaching a Luna Blaster.