CreeperFishStix
Inkling
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- Feb 28, 2017
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- DJFS317
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Before you come charging at me with your Splatterscopes, let me explain myself.
On to the actual topic of this thread: chargers. Specifically, the fact that they are still a good weapon class. Saying that chargers are bad is like saying the Rapid Blaster Pro isn't broken, it's just not true! I have developed 3 main reasons why I believe that my above statement is true:
First, despite the fact that damage up was removed from the game, which allowed players to one-shot enemies without fully charging a shot, the unscoped versions of these weapons got a special buff: charge hold. For those of you who don't know, charge hold is when you fully charge a shot, except for Goo Tuber, in which you can hold a partially charged shot, if you continue holding down the button and dive into your ink, when you come back up, you will still have your shot. Each weapon has a certain amount of time before your shot gets taken away from charge-holding. This is important for one of my later points, but I'll cross that bridge when I get to it.
Second, the chargers kits in Splatoon 2 are still good, some even better than their Splatoon counterparts. For example, and this is a very situational example, the E-Liter (Litre if you live in PAL regions) 4K compared to the E-Liter 3K. The 3K had Burst Bomb sub and Echolocator special, which made it an offensive power house. The 4K, however, deals with it's weapon's problems better with Ink Mine sub and Ink Storm special. The E-Liter has a problem with being flanked, even the 3K had trouble with up-close encounters, which the new Ink Mine deals with perfectly. When it gets activated by an enemy, they get located and receive a small amount of damage, as well as having the possibility of getting stuck in your ink, at least temporarily. The user can then turn around, and get that beautiful partial charge kill they missed from the first game. The Ink Storm has a similar effect, only over a larger area. It makes enemies scatter near the objective or out of hiding when one gets dropped, allowing you to snipe them while they attempt to get away.
Third, chargers can do something no other weapon can do at long range: they can take out enemies in a relatively short time with no sign of them being there, especially with the charge hold. They can charge up a shot, and either peak around or above an object, or charge hold from behind an object, and get the kill on an enemy who has no time to react. Let me compare this to another long-ranged weapon, the Jet Squelcher. It has the longest range of any shooter, but in return has a slow rate of fire and low damage shots. If you started firing directly at an enemy, they would probably take the first two shots, but would then escape by swimming away or behind an object. Put the charger in, and most well-seasoned players will experience minimal difficulty getting the kill on their unsuspecting target.
So, what are your thoughts? Are you still a salty charger main who plays chargers in Splatoon (the original) to cope with the "difficulty" of dropping damage up and scope, or have you been enlightened by my wise words?
I have been playing Splatoon (the original) since August 2016, which I will admit isn't a long time, but it was long enough to reach S 44. I have also been playing Splatoon 2 since launch (July 21st, 2017) and have reached S+ in all modes. Long story short, I know how stuff works in this relatively new franchise.On to the actual topic of this thread: chargers. Specifically, the fact that they are still a good weapon class. Saying that chargers are bad is like saying the Rapid Blaster Pro isn't broken, it's just not true! I have developed 3 main reasons why I believe that my above statement is true:
First, despite the fact that damage up was removed from the game, which allowed players to one-shot enemies without fully charging a shot, the unscoped versions of these weapons got a special buff: charge hold. For those of you who don't know, charge hold is when you fully charge a shot, except for Goo Tuber, in which you can hold a partially charged shot, if you continue holding down the button and dive into your ink, when you come back up, you will still have your shot. Each weapon has a certain amount of time before your shot gets taken away from charge-holding. This is important for one of my later points, but I'll cross that bridge when I get to it.
Second, the chargers kits in Splatoon 2 are still good, some even better than their Splatoon counterparts. For example, and this is a very situational example, the E-Liter (Litre if you live in PAL regions) 4K compared to the E-Liter 3K. The 3K had Burst Bomb sub and Echolocator special, which made it an offensive power house. The 4K, however, deals with it's weapon's problems better with Ink Mine sub and Ink Storm special. The E-Liter has a problem with being flanked, even the 3K had trouble with up-close encounters, which the new Ink Mine deals with perfectly. When it gets activated by an enemy, they get located and receive a small amount of damage, as well as having the possibility of getting stuck in your ink, at least temporarily. The user can then turn around, and get that beautiful partial charge kill they missed from the first game. The Ink Storm has a similar effect, only over a larger area. It makes enemies scatter near the objective or out of hiding when one gets dropped, allowing you to snipe them while they attempt to get away.
Third, chargers can do something no other weapon can do at long range: they can take out enemies in a relatively short time with no sign of them being there, especially with the charge hold. They can charge up a shot, and either peak around or above an object, or charge hold from behind an object, and get the kill on an enemy who has no time to react. Let me compare this to another long-ranged weapon, the Jet Squelcher. It has the longest range of any shooter, but in return has a slow rate of fire and low damage shots. If you started firing directly at an enemy, they would probably take the first two shots, but would then escape by swimming away or behind an object. Put the charger in, and most well-seasoned players will experience minimal difficulty getting the kill on their unsuspecting target.
So, what are your thoughts? Are you still a salty charger main who plays chargers in Splatoon (the original) to cope with the "difficulty" of dropping damage up and scope, or have you been enlightened by my wise words?
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