3 straight losses. The last two by 2 and 1 point. The last because I couldn't get one pick when we needed it. I don't deserve to live any more. If losing by this margin isn't a sign from God that I need to end myself, that I'll always be a worthless loser, then I don't know what is.
I'm fairly certain that they aren't going to change any of the kits on weapons already released. Probably all of the Kensa Set 2 will have at least one or the other of the new sub/specials, and there's still the alt kits for the Ballpoint, Nautilus, Explosher, and Bloblobber, so a few of them will contain new stuff too. We know from datamines that several weapons had kits altered before release, but that's never happened after and I don't see that changing.Now that it's October, I hope they announce the rest of the Kensa weapons this week! Since the next patch will include weapons with Fizzy Bomb and Booyah Bomb, I hope that they don't restrict the new weapons to new kits, since they are introduced quite late so I hope a few older kits are revamped to use the new sub or special. Maybe for example, Splash-o-Matic could use a Fizzy Bomb over Toxic Mist.
Also, if they do a balance patch, I also hope that they do something about Tenta Missiles since competitive players have argued about the uselessness of those weapons (even though I personally love it), and by "something", I mean give it more advantages.
Thank you for reading.
At the same time, there hasn't been a new Sub or Special Weapon introduced after most of the weapons have been developed before, so I don't think it's impossible for certain kits to be changed. The Bubble Blower technically wasn't in the first batch of weapons, but it existed as part of the then-future weapons so it's not a late-inclusion in the same way the Fizzy Bomb or Booyah Bomb are. Unless the developers have planned for there to have an abundance of weapons to use the new Sub or Special, I can see a select few changing their kits, probably two at most.I'm fairly certain that they aren't going to change any of the kits on weapons already released. Probably all of the Kensa Set 2 will have at least one or the other of the new sub/specials, and there's still the alt kits for the Ballpoint, Nautilus, Explosher, and Bloblobber, so a few of them will contain new stuff too. We know from datamines that several weapons had kits altered before release, but that's never happened after and I don't see that changing.
Oh my god this new music is incredible! The band is called Diss-Pair and includes the bassist from Squid Squad. The first song Seasick might be my favorite normal battle music yet, I love how it takes Metalopod to the next level
- The Kensa Sloshing Machine and Luna are a tragedy, with neither sub or special helping either weapons strengths. The Sloshing Machine finally got a decent bomb, but splashdown isn't a good special for it since you're not fighting super close with that weapon like a splattershot or blaster. It might be able to reliably combo off splashdowns, so that's always an option.
The Splatoon twitter uploaded a video of the new stage and weapons in action:
Don't know if I agree with this, at least regarding the special. The Sloshing Machine should definitely be played at range, but like most in the weapon class, it has TTK trouble when opponents do manage to get close or ambush them. Dualies in particular can be a difficult matchup. It's not a Jet Squelcher or anything, so it's going to see some close quarters encounters that it might not like. This is, at the very least, a "go away" button for a weapon that wants to keep its distance. Seems like it was designed to be a more well-rounded generalist option for the Sloshing Machine class.
I hate how special-focused the game is and how it's trying to lean even further that way.
I don't know how anyone can feel good about going into a world where Splashdowns are more readily spammable than they already are. Hell I don't know why people would want any special to be that easily spammable. A little bit of special charge means that an inkbrush is more likely than not to have a Splashdown on hand literally every time you encounter them. If you're good at countering Splashdowns then great for you, you can punish them a bunch. If you're not good at countering, then you're probably just fucked. Neither scenario actually makes that matchup fun or interesting though. This is an incredibly poorly thought-through solution to Splashdown falling out of use in the high level meta. All it does is make the low and middle-grounds that much more annoying to play in.
I hate how special-focused the game is and how it's trying to lean even further that way.
The bolded is partially making my point for me, though. If Splashdown kits are rarely being picked because people have become better at countering it, then....letting people just do even more Splashdowns doesn't actually do anything to address that. It means that people have to be even more consistent with it I guess because the one time you mess it up could lead to a big push, but then we're just pushing the game even further into the realm of the QR zombie meta where players are encouraged to just keep pounding away with less penalty for failure, until the one time it works and you actually break through.Are you sure about that? If anything this game rewards coordinated special pushes a lot more than the first game. It was a lot easier to rambo it out with specials like inkzooka, kraken and bubbler. Maybe you can get away with spamming splashdowns in solo queue, but in competitive play against people who know how to deny splashdowns: you'll almost never see Splashdown weapons picked. Used unless it's maps with awkward terrain like Backbelly Skatepark and Moray Towers tbh
I don't disagree that the inkbrush as a weapon is fairly weak and needs a buff. But this doesn't really do that. You say the brush is the weakest close combat weapon....it still is. Blasters can still one-shot you, dualies are still faster and can escape easily. Spamming more splashdowns doesn't affect that at all. It doesn't make the inkbrush itself better. It just further emphasizes the Tentakook style of play that I've already seen tons of inkbrush players employ. Run away, hurl bombs at anyone who gets close, build special, and then move in with the splatbomb > splashdown > splatbomb combo.Please, brushes are the weakest of the close combat weapons. Blasters can one shot you, dualies are faster and can escape easily, rollers can one-shot you, etc. Mostly everyone can escape brushes, especially in certain stages.
Brushes needed a buff desperately. Maybe now they can actually be viable and appear on the ranks of the most used weapons.
I mean their meter incurs less of a penalty which is a buff. The animation thing with the baller is just a tangential gripe.uh, no it didn't, shooting down splashdowns is the same as it's always been
In 30 minutes.Anyone know when the servers will be back up? I couldn't find any info.
Fizzy bombs are already better than curling bombs. They can't kill anything, but they use up less ink and travel faster than curlings. Now that I've seen it in action, I think it's gonna help the Luna Blaster a ton and be quite useful for the Sloshing Machine
Nah you get super armor that lets you tank a few hits. You can still die really fast if you throw it out solo and get shot at by an entire team.