I forgot mine. In S1 you couldn't sub strafe, had 1, it was slow, ink hungry, couldn't be manually detonated. And had a tiny 1 shot. It was just such a horrible sub I forgot about it.
The only weapon Sprinkler had any sort of use on in 2 was the Kensa Charger/Scope, as you can use the Sprinkler to ink terrain when a charger isn't normally good at that
@@LanieMae It was straight up BROKEN on Tower control in splat 1! On multiple occasions, I would swim into the enemy controlled tower, lay a min, then run, and they would die almost every single time😂 I got multiple quad kills like that! Ultimately, making the ink mine do less damage, but giving it point sensor abilities, is definitely a more balanced option!
I always hoped for a splashdown rework. Maybe instead of jumping up and landing in the same spot you could jump to your flying spawn block thing, which would then launch you at a specific point on the map where you would crash down. So basically you would BECOME an inkstrike Side note: why are people acting like they’re going to remove dualies, when the glooga dualies are literally shown in the 2nd trailer
Now that it's actually out, it would be pretty hard to make it not overpowered or underpowered Make the launch time will be really slow. Or a circle on where your gonna be launched will kinda work like splatzones, and the other team had to ink it. And if they fully ink it, you will still land, but the special's effects would be minimized. (Similar too that dolphin thing from salmon run) And make the jumping back to spawn would be slower, so you couldn't use it as a panic button
8:23 i agree we do need more info. Seeing every single splatuber go into a 10-15 minute discussion for a 5 second clip is crazy. Cmon nintendo, give us stuff at the feburary direct. Btw i got the freeze-frame first try after seeing it pop up once. Nice little detail chara.
i can think of five ability reworks actually. quick respawn was reworked to change how it activates so that it was less potent and overwhelming. ink resistance was changed to a sub and no longer became a shoe exclusive ability, also becoming less potent too. in splatoon 1, haunt would point sensor the opponent and also give run speed, damage up, and defense up to the haunt user as long as the player was still marked, now it just applies thermal ink. last ditch effort, while not a full rework, became substantially better because it can now activate in ranked mode when the enemies have 50 or less objective left. stealth jump no longer has any increased jump duration, but can be seen if you're close enough.
I was rewatching this cuz it popped up in my recommended and I just noticed, they changed Eeltail Alley. In the trailer there's no wall on the side platforms and the spawn area seems WAY more open. Also, the sides are way more open, it looks like you could have had some crazy flank routes, it almost seems like the stage we have in game is a beta version of the trailer stage.
Ocotbrushes two shot you either have to be be touching or around sploosh distance away. Or run 3 mains and 6 subs. It feels way more rewarding. I hope Rapid pro gets bigger a range buff but a clash blaster damage, in terms of hitboxes, but rapid blaster fire rate to make it more unique from regular rapid
Octobrush actually did the most damage at about bristles' length in 1, not at point blank. Hitting with the handle was a sourspot that could even 4-shot sometimes. Rapid Pro is perfectly fine right now, name aside. Blasters' uniqueness is largely in their range bracket, aside from Range-Rapid and Blaster-Clash none of them overlap. Rapid is more of a midliner, while Rapid Pro is a full-on backliner.
Hot take: I wish they never reworked Dual Squelcher. I really liked it as a weapon in S1 because it was a mid range shooter that didn't feel as clunky as a Splattershot Pro or a 96. Sure, it had no value for competitive play because other mid range weapons did most stuff better than it, but I don't think there's anything wrong with that. With how Splatoon soloQ is designed (i.e. you can't switch weapons mid-game, you don't get to decide what's on your team at the start of a match) I think it's good to have multiple weapons that fit the exact same role so that you have better odds of finding that class of weapon in matchmaking. A lack of weapon options can also drive some players away: I personally don't play any mid to long range shooters anymore because they're all slower than the Dual Squelcher and the only one I'm interested in is actively trying to break my finger. This is not to say that I don't think the Dualie Squelchers should exist, they're one of the best designed weapons in the game. I just wish that they didn't have to get rid of my favorite shooter in the process :(
dualie squelchers are way too good, i’ll give this theyre fun as hell especially with their mobility. but kits aside i never saw a reason why you would pick regular dualies over dualie squelchers in a ranked mode.
Oddly enough, I had the opposite experience. The Dual Squelcher was one of my favorites in S1, and I liked the dualies in S2, so seeing it come back AS dualies was really awesome for me. Sorry it didn’t work out as well for you :
For a Gootuber related rework, I'd like to see a sub class of chargers using the weapon's principle of partial charges being splat capable. These would be marksman rifles, a weapon pool we don't quite have yet in the splatoon universe. These tactical rifles will have a charging ring just like chargers, but how long you fill the ring up varies by the amount of shots you actually get. So basically, one individual charger shot is separated into a bunch of shots you get that make up a kill by indirects and directs, and you'd have to hit around 60% of your shots on a full charge to splat, so players only need to charge a little over 50% if they want a splat, or charge and fill their circle higher to leave room for error in missed shots. This also takes the concept of Gootubers' whole "holding a charge" gimmick since you will hold the firing button down all the way until letting go to shoot the amount of charge you had filled, which will allow players to swim in their ink until those shots are fired. One thing to make this stand out even more from chargers is by making tap shots actually really useful. Tap firing would be just as accurate as charged shots, but are essentially indirects for damage output, (while charged shots are more lethal directs) but players can shoot for twice as long when tap firing as they can when charging. So, say a traditional middleweight Marksman rifle can shoot up to 12 times when fully charged, tap firing instead grants the player 24 shots.
@@olimar_09 Thanks! Yeah, that's a good way to look at it. Although, the firing is more controlled than a Splatling, at the pace of the player's own inputs, rather than holding to charge and letting go for auto fire. Like how marksman and tactical rifles are in COD with FN-Fal and Grewhr, single shot DMR's, which in the context of this game, can be charged up for a set amount of lethal direct shots, or tap shot even more freely for indirects.
In my opinion, damage overlapping in brushes shouldn't be back, it was a remnant of pre-patch rollers when their damage also overlapped, it was inevitable for it to happen to the brushes too. Even if it wasn't as broken for the brushes, I still don't agree it should be back, but I respect your choice, mainly cause you've played octobrush since Splat 1
@@ProChara What about just making it to where brushes can now walk forward a bit when swinging? I know this is kinda a trait that makes them standout among other weapons, as well as a weakness that helps other weapons fight it, but this is something clearly there to consider moving forward. (I know a lot of people want swords, but if Nintendo wanted to save time and resources, they could just add walking to brushes so people could stack run speed like hydra and move like an elegant swordsman lol) Another option is integrating what rollers have in horizontal and vertical flicks, so giving brushes more swinging options in attacks that are a little distinct from one another. One could paint more and walk while firing, while the other is standstill like it is now but has a trait of some sort to make up for it? I know bows will probably have horizontal and vertical firing modes too to simulate bow and arrow and crossbow firing, so this gimmick might be a little overdone if added to brushes as well. Idk... It is for sure a tough one for brushes, they don't have much going for them already that can be improved, or things to make them any better without just completely changing the weapon entirely, even though this is the point of emphasis in your video lol.
@@ProChara Speaking of swords, I just had a thought, what if there was a brush whose swing changed with each swipe? Maybe changing angle? Aaaand I just realized this isn't a great idea. (I know this is a bit of a niche reference, but if you know Martha's side special from smash?)
Maybe your opinion but Brushes def need something that makes it way better, either more damage or something else. Dont get me wrong i love brushes and playing with them but brushes did so bad that nintendo didnt even make a 3 variant of it😭and thats just sad. If they wont make a 3 variant in sploon 3 than im gonna be mad asf, and they must make them better just like in splat 1, brushes are cool and way to underrated.
I didn’t know bow moved that fast. Did you speed the game up or will it actually move that fast? If so that’s insane imagine moving that fast with ink resistance and run speed.
Honestly what I hope they do for sprinkler is make it more like those industrial grass sprinklers in the ground at resorts. It still do it’s usual thing but when an opponent got close enough it would switch to a jet like turret (I guess, I’m not sure how to describe it properly) and act as an area denial sub weapon that would focus on keeping opponents away via damage instead of debuffs which would be something that (at least to my knowledge) hasn’t been seen in a splatoon sub weapon that isn’t a lethal bomb.
Nice video! What about map reworks though? There are some I simply have forgotten about but then again there were some maps so notorious for being bad that they were basically unplayable.
Well, personally, I always viewed the Sprinkler for what it was...a quick way to build meter for Special Weapons, and to a lesser extent, a decoy for opponents while you moved on to other areas of the map. Now granted, Splatoon 2's scaling down of its ink output does make it all but useless as a diversionary tactic now, since you have to keep tossing out Sprinklers every five seconds to maintain its optimum coverage. But, in my eyes, it still does its job as a solid meter-builder. Probably why they only ever put it next Special weapons that are primarily used for quick escapes (like the Baller) or to lay down defensive cover for your teammates (via Ink Armor, Ink Storm or Bomb Launchers), just so players wouldn't be launching 10-20 salvos of Tenta Missiles in a match. In fact, Nintendo only once ever put it next to a REALLY offensive Special Weapon in the Booyah Bomb. And that's only because they balanced it out by making it the kit for the Kensa Dynamo Roller (Dynamo Rollers, of course, being big and slow and using up just buckets of ink, which doesn't make them the most compatible with a lot of Sub Weapons anyway). Bottom line, even though it might see more value in Turf War than in Ranked games, the Sprinkler does fill a certain niche. At least, that's just MY thinking on it.
Good video! I think I have a cool idea for a significant sprinkler change for Splat 3. You know how sprinkler has 2 “nozzles”? Well what if when you quickly tap the sub-button, you toss a sprinkler with only one nozzle? Then, you could have up to two separate single-nozzle sprinklers on the field. These will have the same hp as the dual-nozzle, so you can still use them as mini-shields. I think it’s fair to also give them zero-whiting frames. However, when you hold the button for a second, you’ll instead throw out the normal dual-nozzle sprinkler. If you have any single-nozzle sprinklers, they will disappear in the same way as throwing out a second sprinkler normally. Throwing out a single-nozzle will also break a dual-nozzle. I think this is a cool change, because it doesn’t really give the sub a huge buff - more like giving it more versatility/fluidity and adding to the “chaos” theme of the game.
This gives me a fun idea, what if they combined the Sprinkler with an Auto-bomb, meaning it fires at any opponents nearby but spreads normally when nobody is around. They could even call it an Auto-Spinkler.
Hear me out. What if we gave goo-tuber the ability to hold a charge. Not just store a charge but we able to hold like six or seven charges. Say if it fills up a full charge you can press the left trigger that’s currently unused and store the charge. I feel that would make it a very good weapon. And when you had all the charges it would basically be like using the grizzco charger
That would be very broken and would need tuning, but really cool idea. I believe that we will be getting the squid roll/surge to bind to L or the Left Stick Press, so L might be used up. One way you could do it is submerge and then let go of ZR. Either way the idea looks really cool as long as they dont give it a half charge kill
The dual squelcher always makes me feel nostalgic. It was pretty much my entry to the shooter class after having mained chargers nearly the entire duration I played S1. There really wasn't anything particularly good about the weapon, but it was one of the safest, easiest-to-use picks among the S1 selection. (Which is to say, yeah it was a pretty boring weapon and the jump to dualie was for the best.)
I really love goo and really think it could be a really fun weapon in 3 with great flanking or sneaky play but in it's current state it really just feels like a sidegrade or more accurately downgrade to Squiffer That said I feel theres a couple ways other than turning it into a bow, firstly combining Squiffer and goo into one weapon since they're so similar (which is an idea I think you came up with actually). But more originally we've already seen that chargers seem to now have a sort of very bright muzzle flash instead of a laser, goo tuber is already a pretty sneaky weapon so maybe giving it significantly reduced brightness and infinite charge hold to sort of keep it its own thing. Sorry if this is hard to read but figured I would just fling out an idea I had
To replace sprinkler, there could be a turret where you place down, and it has a laser in the direction you’re facing. If an opponent passes through the laser, it starts to shoot at them. The laser could also be replaced with a cone that shows the “vision” range of the sub
If you're gonna rework Goo Tuber you need to consider giving it special "goo" ink instead of wasting time trying to make it's base stats, kit, or movement stand out. "Goo" ink could be difficult to remove and slow down enemies who step in it more than normal ink... The Goo would blend into normal ink after a few seconds meaning this weapon could really focus on controlling opponents movement and have a specialty that works really well to set up combos.
I don't agree with reworking gootuber, it's my main and would like It to stay as a charger. I think that gootubers ability to keep its charge in the ink longer is a pretty good deal.
I think the Gootuber should get to shots at full charge. It should be able to save the second shot kinda like how the Naut can hold down ZR while shooting to start charging again
@@olimar_09 idk - it already has eliter charge time with squiffer range, and can kill with a partial charge even just requiring it to fully charge in order to store it seems fair enough it's a cool idea I kinda like it
so for super jump the main problem is camping. And while you can do a splashdown with the right weapon(or if in splat3 you can do it with every weapon), it won't really help you much. so what I'm thinking is if you can choose a small circle of land that will show up on the ground as a indicator someone is super jumping there and then choose where in that circle you're going super jump. that way you can still tell they're super jumping and get ready while also making camping much harder.
Yall remember the ink mine? in splat 1 it was just so good, 1 hit and you were ded, especially on tower control it was op, but in splat 2 you have to get hit 3 or 4 times before you die💀 i mean yes we can put more in the ground wich gives better option but still its way to weak imo.
ive always wanted aerospray to be reworked into its own weapon class as a spray paint can class it just seems odd to me that the games never had any equivalent to lasers which are common weapons in many other games
goo tuber in splat3 is good for what it is, it can kill without full charge and can hold any amount of charge letting the user play pretty aggressively, and it has torpedo and and missiles. also the splat1 octobrush pretty much got replaced by splatanas
The sprinkler change concept I'll always stand by that it was healthy to help curb its one note gameplay loop requiring multiple deploys per life instead of throw and forget the same way every time. The actual severity of said change however is more at fault of the devs not stepping back enough to the looming overall problem with paint and special spam that cascaded late in the game's life and blaming only select sources
I think the new killer wail will be a bit like one of the move in the sans bossfight, shots one at a time and you need to move to avoid getting hit. I think it will be a 3 shot
IF, if missiles return* I'm curious how they'd be reworked. I honestly have no idea where to even start outside of making them require higher p for special... *I know we have seen missiles, but what we know of S2's early development, the jet marker that was seemingly a placeholder in the 2nd trailer, and that they haven't had a post from SRL acknowledging their existence, I feel gives reason to believe they still may not return
I'm one of those who wasted so much time! Lol But for real, we need some news about the Splatoon 3. I remember my self when the trailer for the OLED dropped. Those few seconds of Splatoon it was enough to make my week
That’s the thing though…. Octobrush was only good in that way, because of damage up. Without that you’d have to basically rely on the kit more than the main weapon. Dualie squelchers was a big rework with a much more fluid main compared to its predecessor. Octobrush has no changes as a main weapon from the 1st and 2nd game. It’s in the same was as Splattershot pro being better in splatoon 2 because of damage up. You can’t entirely rely on abilities to make a weapon good. Even gloogas are good without main saver, because if you bide your time, you could still make it out as a slayer weapon despite the high ink consumption.
Goob actually does have the fastest strafe speed of all chargers already, it's nominally the same as Squiffer but since it doesn't charge fully most of the time it stays in the upper part of the gradient and can run kinda fast. Unfortunately it's still too slow at base, you need heavy RSU investment to make it actually outstrafe things, but it's so much better of a weapon with that investment. I'd just set its gradient to go from 0.8 to ~0.5 instead of 0.72-0.3 it has now, no need to go for a full bow rework, just make it a precision Mini. The rest of the stats are already good enough (unless it doesn't get MPU Damage Up, in which case put its tapshots at 46 damage too). Dual Squelcher was kind of a jack of all trades 3-liner in 1, a niche that's distinctly empty in 2. All the 3-liners we have now are flawed in some way, be it inefficiency, lack of consistency, or clunky mechanics, there isn't a simple gimmick-less 3-liner shooter around anymore, and that's a shame. I think old DS would fit right in with the right kits and with the buffed strafe Squelchies got, even without removing Squelchies themselves since DS would have precision, efficiency and shooter mobility over the separated brother. I also don't feel like Squelchies deserve the kind of mobility they got in the first place. It belongs on something aggressive, it has no place on something that's characterized by having low damage and long range since that only leads to degeneracy where all they do is run away. I would actually scrap the entire thing in 3 if I had a say. Dualie Squelchers are way too overtuned on a conceptual level and needed overwhelming nerfs to just be made somewhat balanced in 2. Glue them back together and introduce something entirely new with the same rolls, with more firepower and 2 lines of range at most, as another high-skill sidegrade to Splat Dualies to complement Tetras. Or make Dapples slide, it would even fit with them having brushes instead of nozzles.
eh hard disagree. Dualie squelcher really only got overbuffed via MPU damage up, which if removed would leave them perfectly fine, most weapons in 2 are undertuned so it's not really squelcher being too strong but other stuff being too weak. On top of that the mobility for a midrange is cool, good squelcher players use it for more aggressive plays as defensive squelcher has a low special output and no poking sub, so it's just straight up a shit playstyle. Both in JP and west top squelcher plays play more aggressively which is a cool thing for midrange weapons. If it was low points for special/high ink efficiency like it used to that could be a problem, but it isn't anymore.
I really don’t want sprinkler to return. It being a bomb and being able to infinitely through it if it gets broken doesn’t really work for it because then they have to balance it in weird ways.
curling and seeker are different subs. Curling is much faster in a straight path made for movement. While seeker is expensive slow and made to follow opponents. It's hard to remember but seeker has a lot of differences in function. Curling is a movement tool or chargeable cqc bomb.
I forgot mine. In S1 you couldn't sub strafe, had 1, it was slow, ink hungry, couldn't be manually detonated. And had a tiny 1 shot. It was just such a horrible sub I forgot about it.
The only weapon Sprinkler had any sort of use on in 2 was the Kensa Charger/Scope, as you can use the Sprinkler to ink terrain when a charger isn't normally good at that
Say that to my ink mine triple kill in the first game
@@LanieMae
It was straight up BROKEN on Tower control in splat 1! On multiple occasions, I would swim into the enemy controlled tower, lay a min, then run, and they would die almost every single time😂 I got multiple quad kills like that! Ultimately, making the ink mine do less damage, but giving it point sensor abilities, is definitely a more balanced option!
And the dynamo roller in 2 & 3
I always hoped for a splashdown rework. Maybe instead of jumping up and landing in the same spot you could jump to your flying spawn block thing, which would then launch you at a specific point on the map where you would crash down. So basically you would BECOME an inkstrike
Side note: why are people acting like they’re going to remove dualies, when the glooga dualies are literally shown in the 2nd trailer
People acted like that before. If they still are they probably didn't see.
Now that it's actually out, it would be pretty hard to make it not overpowered or underpowered
Make the launch time will be really slow. Or a circle on where your gonna be launched will kinda work like splatzones, and the other team had to ink it. And if they fully ink it, you will still land, but the special's effects would be minimized. (Similar too that dolphin thing from salmon run)
And make the jumping back to spawn would be slower, so you couldn't use it as a panic button
I guess we have reef slider
8:23 "Lol imagine pausing and reading this entire post you just wasted so much time." That part cracked me up.
8:23 i agree we do need more info. Seeing every single splatuber go into a 10-15 minute discussion for a 5 second clip is crazy. Cmon nintendo, give us stuff at the feburary direct.
Btw i got the freeze-frame first try after seeing it pop up once. Nice little detail chara.
Looking back at this video, dual squelcher is basically just a flat out a better version of splattershot nova
Your videos are like coffee. I don't need it but I do
i can think of five ability reworks actually. quick respawn was reworked to change how it activates so that it was less potent and overwhelming. ink resistance was changed to a sub and no longer became a shoe exclusive ability, also becoming less potent too. in splatoon 1, haunt would point sensor the opponent and also give run speed, damage up, and defense up to the haunt user as long as the player was still marked, now it just applies thermal ink. last ditch effort, while not a full rework, became substantially better because it can now activate in ranked mode when the enemies have 50 or less objective left. stealth jump no longer has any increased jump duration, but can be seen if you're close enough.
yea, my standards are a bit higher for gear so I don't super count these, but you totally can
Haunt also gives the effects of respawn punisher.
@@ProChara would you consider the combination of Coldblooded and bomb defense up a rework
I was rewatching this cuz it popped up in my recommended and I just noticed, they changed Eeltail Alley. In the trailer there's no wall on the side platforms and the spawn area seems WAY more open. Also, the sides are way more open, it looks like you could have had some crazy flank routes, it almost seems like the stage we have in game is a beta version of the trailer stage.
I noticed that too! I really think it was a missed opportunity to shrink down the stage
We all know that the best special would be sprinkler launcher
Underrated comment
Good, but not as good as beacon launcher
I Unironically wanted that 💀
Throw out 8 sprinklers, and they’d stay around for 4 seconds on full blast before disappearing.
The reworks for 3 are definitely looking good so far, I hope they are as good as were hoping.
I'm really interested to see how killer wail 5.1 will work
yea true, I think it will more be a unique thing then OG wail but we don't knoe enough for sure
@@ProChara maybe it will be like tenta missles where you lock onto someone and then fire lots of little killer wail beams?
@@magic3734 yea I hope not
@@magic3734 or have the same enlag as the original Killer Wail but with smaller but multiple of them?
to be honest the killer wail 5.1 removed what made the killer wail the killer wail, instead its just lock on stingrays now
Ocotbrushes two shot you either have to be be touching or around sploosh distance away. Or run 3 mains and 6 subs. It feels way more rewarding. I hope Rapid pro gets bigger a range buff but a clash blaster damage, in terms of hitboxes, but rapid blaster fire rate to make it more unique from regular rapid
Octobrush actually did the most damage at about bristles' length in 1, not at point blank. Hitting with the handle was a sourspot that could even 4-shot sometimes.
Rapid Pro is perfectly fine right now, name aside. Blasters' uniqueness is largely in their range bracket, aside from Range-Rapid and Blaster-Clash none of them overlap. Rapid is more of a midliner, while Rapid Pro is a full-on backliner.
@@TheLaXandro agree, I think if anything rapid being light class but pro is the only separation they need, and a bit of a new look like with range/reg
Hot take: I wish they never reworked Dual Squelcher.
I really liked it as a weapon in S1 because it was a mid range shooter that didn't feel as clunky as a Splattershot Pro or a 96. Sure, it had no value for competitive play because other mid range weapons did most stuff better than it, but I don't think there's anything wrong with that. With how Splatoon soloQ is designed (i.e. you can't switch weapons mid-game, you don't get to decide what's on your team at the start of a match) I think it's good to have multiple weapons that fit the exact same role so that you have better odds of finding that class of weapon in matchmaking.
A lack of weapon options can also drive some players away: I personally don't play any mid to long range shooters anymore because they're all slower than the Dual Squelcher and the only one I'm interested in is actively trying to break my finger.
This is not to say that I don't think the Dualie Squelchers should exist, they're one of the best designed weapons in the game. I just wish that they didn't have to get rid of my favorite shooter in the process :(
Imagine Splatoon 3 mixing the two versions. *Dual wielding dual squelchers*
dualie squelchers are way too good, i’ll give this theyre fun as hell especially with their mobility. but kits aside i never saw a reason why you would pick regular dualies over dualie squelchers in a ranked mode.
Oddly enough, I had the opposite experience. The Dual Squelcher was one of my favorites in S1, and I liked the dualies in S2, so seeing it come back AS dualies was really awesome for me.
Sorry it didn’t work out as well for you :
Great video, your channel always talks about interesting topics that I would never think about otherwise
I am seriously hoping that 3 will have the best weapon balance it would make splatoon 3 super healthy for tournaments and casual play as well
For a Gootuber related rework, I'd like to see a sub class of chargers using the weapon's principle of partial charges being splat capable. These would be marksman rifles, a weapon pool we don't quite have yet in the splatoon universe. These tactical rifles will have a charging ring just like chargers, but how long you fill the ring up varies by the amount of shots you actually get. So basically, one individual charger shot is separated into a bunch of shots you get that make up a kill by indirects and directs, and you'd have to hit around 60% of your shots on a full charge to splat, so players only need to charge a little over 50% if they want a splat, or charge and fill their circle higher to leave room for error in missed shots. This also takes the concept of Gootubers' whole "holding a charge" gimmick since you will hold the firing button down all the way until letting go to shoot the amount of charge you had filled, which will allow players to swim in their ink until those shots are fired. One thing to make this stand out even more from chargers is by making tap shots actually really useful. Tap firing would be just as accurate as charged shots, but are essentially indirects for damage output, (while charged shots are more lethal directs) but players can shoot for twice as long when tap firing as they can when charging. So, say a traditional middleweight Marksman rifle can shoot up to 12 times when fully charged, tap firing instead grants the player 24 shots.
So like a mix between a charger and splatling? That sounds really cool!
@@olimar_09 Thanks! Yeah, that's a good way to look at it. Although, the firing is more controlled than a Splatling, at the pace of the player's own inputs, rather than holding to charge and letting go for auto fire. Like how marksman and tactical rifles are in COD with FN-Fal and Grewhr, single shot DMR's, which in the context of this game, can be charged up for a set amount of lethal direct shots, or tap shot even more freely for indirects.
In my opinion, damage overlapping in brushes shouldn't be back, it was a remnant of pre-patch rollers when their damage also overlapped, it was inevitable for it to happen to the brushes too. Even if it wasn't as broken for the brushes, I still don't agree it should be back, but I respect your choice, mainly cause you've played octobrush since Splat 1
yea I can understand that change to a degree, I just hope octobrush gets something to stand out regardless
@@ProChara What about just making it to where brushes can now walk forward a bit when swinging? I know this is kinda a trait that makes them standout among other weapons, as well as a weakness that helps other weapons fight it, but this is something clearly there to consider moving forward. (I know a lot of people want swords, but if Nintendo wanted to save time and resources, they could just add walking to brushes so people could stack run speed like hydra and move like an elegant swordsman lol) Another option is integrating what rollers have in horizontal and vertical flicks, so giving brushes more swinging options in attacks that are a little distinct from one another. One could paint more and walk while firing, while the other is standstill like it is now but has a trait of some sort to make up for it? I know bows will probably have horizontal and vertical firing modes too to simulate bow and arrow and crossbow firing, so this gimmick might be a little overdone if added to brushes as well. Idk... It is for sure a tough one for brushes, they don't have much going for them already that can be improved, or things to make them any better without just completely changing the weapon entirely, even though this is the point of emphasis in your video lol.
@@8joshzilla it already kinda can/uses jump swings so I don't think itd be super special
@@ProChara Speaking of swords, I just had a thought, what if there was a brush whose swing changed with each swipe? Maybe changing angle? Aaaand I just realized this isn't a great idea. (I know this is a bit of a niche reference, but if you know Martha's side special from smash?)
Maybe your opinion but Brushes def need something that makes it way better, either more damage or something else. Dont get me wrong i love brushes and playing with them but brushes did so bad that nintendo didnt even make a 3 variant of it😭and thats just sad. If they wont make a 3 variant in sploon 3 than im gonna be mad asf, and they must make them better just like in splat 1, brushes are cool and way to underrated.
I didn’t know bow moved that fast. Did you speed the game up or will it actually move that fast? If so that’s insane imagine moving that fast with ink resistance and run speed.
its that fast in the OLED trailer
I know what I am doing when splatoon 3 comes out. Run speed ink resistance bow. Time to break the game
Congratulations On 19K SUBS!!!! 🎉🎉🎉🎊🎊🎊🎊🥳🥳🥳😋😋😋
I prefer the term hurtbox when talking about melee weapons or weapons that have a large area where they do damage.
Honestly what I hope they do for sprinkler is make it more like those industrial grass sprinklers in the ground at resorts. It still do it’s usual thing but when an opponent got close enough it would switch to a jet like turret (I guess, I’m not sure how to describe it properly) and act as an area denial sub weapon that would focus on keeping opponents away via damage instead of debuffs which would be something that (at least to my knowledge) hasn’t been seen in a splatoon sub weapon that isn’t a lethal bomb.
Nice video! What about map reworks though? There are some I simply have forgotten about but then again there were some maps so notorious for being bad that they were basically unplayable.
I could prolly do a whole video on those, maybe someday but I like them as a whole
Well, personally, I always viewed the Sprinkler for what it was...a quick way to build meter for Special Weapons, and to a lesser extent, a decoy for opponents while you moved on to other areas of the map. Now granted, Splatoon 2's scaling down of its ink output does make it all but useless as a diversionary tactic now, since you have to keep tossing out Sprinklers every five seconds to maintain its optimum coverage. But, in my eyes, it still does its job as a solid meter-builder. Probably why they only ever put it next Special weapons that are primarily used for quick escapes (like the Baller) or to lay down defensive cover for your teammates (via Ink Armor, Ink Storm or Bomb Launchers), just so players wouldn't be launching 10-20 salvos of Tenta Missiles in a match. In fact, Nintendo only once ever put it next to a REALLY offensive Special Weapon in the Booyah Bomb. And that's only because they balanced it out by making it the kit for the Kensa Dynamo Roller (Dynamo Rollers, of course, being big and slow and using up just buckets of ink, which doesn't make them the most compatible with a lot of Sub Weapons anyway).
Bottom line, even though it might see more value in Turf War than in Ranked games, the Sprinkler does fill a certain niche. At least, that's just MY thinking on it.
Good video! I think I have a cool idea for a significant sprinkler change for Splat 3.
You know how sprinkler has 2 “nozzles”? Well what if when you quickly tap the sub-button, you toss a sprinkler with only one nozzle? Then, you could have up to two separate single-nozzle sprinklers on the field. These will have the same hp as the dual-nozzle, so you can still use them as mini-shields. I think it’s fair to also give them zero-whiting frames.
However, when you hold the button for a second, you’ll instead throw out the normal dual-nozzle sprinkler. If you have any single-nozzle sprinklers, they will disappear in the same way as throwing out a second sprinkler normally. Throwing out a single-nozzle will also break a dual-nozzle.
I think this is a cool change, because it doesn’t really give the sub a huge buff - more like giving it more versatility/fluidity and adding to the “chaos” theme of the game.
8:23 time is relative so it can’t be wasted it can only be spent
8:22 same I have watched that trailer so many times
That hurt lol
This gives me a fun idea, what if they combined the Sprinkler with an Auto-bomb, meaning it fires at any opponents nearby but spreads normally when nobody is around. They could even call it an Auto-Spinkler.
Or maybe a sprinkler bomb were after it get to stage 3 it explodes
Mixing special weapons would be really cool
Hear me out. What if we gave goo-tuber the ability to hold a charge. Not just store a charge but we able to hold like six or seven charges. Say if it fills up a full charge you can press the left trigger that’s currently unused and store the charge. I feel that would make it a very good weapon. And when you had all the charges it would basically be like using the grizzco charger
That would be very broken and would need tuning, but really cool idea. I believe that we will be getting the squid roll/surge to bind to L or the Left Stick Press, so L might be used up. One way you could do it is submerge and then let go of ZR. Either way the idea looks really cool as long as they dont give it a half charge kill
@@WyGuy49 Yeah that’s fair
6:19 wait there's a third mode?
crazy how octobrush and dualie squelchers both got a rework and also happen to be my favorite weapons lmao
Point sensor + tetra missiles + longe range fast moving weapon = I am going to find you whether you like it or not
The dual squelcher always makes me feel nostalgic. It was pretty much my entry to the shooter class after having mained chargers nearly the entire duration I played S1. There really wasn't anything particularly good about the weapon, but it was one of the safest, easiest-to-use picks among the S1 selection. (Which is to say, yeah it was a pretty boring weapon and the jump to dualie was for the best.)
The dual squelcher deserves more fans
love the Calamity music omg.
I really love goo and really think it could be a really fun weapon in 3 with great flanking or sneaky play but in it's current state it really just feels like a sidegrade or more accurately downgrade to Squiffer
That said I feel theres a couple ways other than turning it into a bow, firstly combining Squiffer and goo into one weapon since they're so similar (which is an idea I think you came up with actually). But more originally we've already seen that chargers seem to now have a sort of very bright muzzle flash instead of a laser, goo tuber is already a pretty sneaky weapon so maybe giving it significantly reduced brightness and infinite charge hold to sort of keep it its own thing. Sorry if this is hard to read but figured I would just fling out an idea I had
To replace sprinkler, there could be a turret where you place down, and it has a laser in the direction you’re facing. If an opponent passes through the laser, it starts to shoot at them. The laser could also be replaced with a cone that shows the “vision” range of the sub
If you're gonna rework Goo Tuber you need to consider giving it special "goo" ink instead of wasting time trying to make it's base stats, kit, or movement stand out.
"Goo" ink could be difficult to remove and slow down enemies who step in it more than normal ink... The Goo would blend into normal ink after a few seconds meaning this weapon could really focus on controlling opponents movement and have a specialty that works really well to set up combos.
Nice, cold front from Calamity extra. Good choice
Sheldon tripped and accidentally snapped a dual squelcher in half.. and suddenly it all made sense
I don't agree with reworking gootuber, it's my main and would like It to stay as a charger. I think that gootubers ability to keep its charge in the ink longer is a pretty good deal.
i like it
8:22
LMFAOOOOOOOOOOO
I think the Gootuber should get to shots at full charge. It should be able to save the second shot kinda like how the Naut can hold down ZR while shooting to start charging again
That would actually be pretty neat. You'd almost definitely have to increase the charge time though.
@@olimar_09 idk - it already has eliter charge time with squiffer range, and can kill with a partial charge
even just requiring it to fully charge in order to store it seems fair enough
it's a cool idea I kinda like it
As a dualie main when I first used the dualie squelchers I was like "WHAT IS THIS RANGE MY DUDEEE"
so for super jump the main problem is camping. And while you can do a splashdown with the right weapon(or if in splat3 you can do it with every weapon), it won't really help you much. so what I'm thinking is if you can choose a small circle of land that will show up on the ground as a indicator someone is super jumping there and then choose where in that circle you're going super jump. that way you can still tell they're super jumping and get ready while also making camping much harder.
Yall remember the ink mine? in splat 1 it was just so good, 1 hit and you were ded, especially on tower control it was op, but in splat 2 you have to get hit 3 or 4 times before you die💀 i mean yes we can put more in the ground wich gives better option but still its way to weak imo.
ive always wanted aerospray to be reworked into its own weapon class as a spray paint can class it just seems odd to me that the games never had any equivalent to lasers which are common weapons in many other games
What do you mean by lazers? What about charger's pointer?
@@sherbertshortkake6649 lazers as in like meis gun from ow for example
also charger lazer wouldnt count bc it doesnt deal damage continuously
@@mello_450 I get it now, thanks
Yeah, a laser or a flamethrower type weapon that deal damage over time in a certain area would be a cool addition to the game.
goo tuber in splat3 is good for what it is, it can kill without full charge and can hold any amount of charge letting the user play pretty aggressively, and it has torpedo and and missiles. also the splat1 octobrush pretty much got replaced by splatanas
8:23
Chara: Lol imagine pausing and reading this entire post you just wasted so much time
Me: Wow , Just got Rick rolled without realizing it
The sprinkler change concept I'll always stand by that it was healthy to help curb its one note gameplay loop requiring multiple deploys per life instead of throw and forget the same way every time. The actual severity of said change however is more at fault of the devs not stepping back enough to the looming overall problem with paint and special spam that cascaded late in the game's life and blaming only select sources
I think the new killer wail will be a bit like one of the move in the sans bossfight, shots one at a time and you need to move to avoid getting hit. I think it will be a 3 shot
I'm surprised I didn't see it like that.
"before Summer please Nintendo"
ok let's not get crazy here
4:59 Where is that footage from? Maybe I'm just having a brainfart but I don't recognize it.
OLED trailer (zoomed in)
IF, if missiles return* I'm curious how they'd be reworked. I honestly have no idea where to even start outside of making them require higher p for special...
*I know we have seen missiles, but what we know of S2's early development, the jet marker that was seemingly a placeholder in the 2nd trailer, and that they haven't had a post from SRL acknowledging their existence, I feel gives reason to believe they still may not return
The reworks look good for splatoon 3 I hope they keep up the REwork
Do charge holds for chargers and vertical flicks for rollers count as reworks as well, considering they weren’t in the first game?
nah just new mechanics, it doesn't change how the weapon plays realy.
8:23
“Lol imagine pausing and reading this entire post you just wasted so much time.”
Well alright then.
What’s the song used in the end? Also good vid
If sprinkler does get reverted back to how it was is splat1, would that increase special output on sprinkler weapons?
a bit but not as much as peak s2 sprinkler, you would more want it to be setup for a long time over key areas.
Huh, I never knew that sprinkler had 3 different modes...
Question: Do you have a schedule for when you upload your videos?
2:45 jokes on you i main both brush AND tri 😈😈😈😈
I'm one of those who wasted so much time! Lol
But for real, we need some news about the Splatoon 3. I remember my self when the trailer for the OLED dropped. Those few seconds of Splatoon it was enough to make my week
Yo chara when splatoon 3 comes out do you think that the range blaster has a reduction of 30% because with no ink saver main it does 9 shots
That’s the thing though…. Octobrush was only good in that way, because of damage up.
Without that you’d have to basically rely on the kit more than the main weapon. Dualie squelchers was a big rework with a much more fluid main compared to its predecessor. Octobrush has no changes as a main weapon from the 1st and 2nd game.
It’s in the same was as Splattershot pro being better in splatoon 2 because of damage up. You can’t entirely rely on abilities to make a weapon good. Even gloogas are good without main saver, because if you bide your time, you could still make it out as a slayer weapon despite the high ink consumption.
Wheres my Australian gang at 3 am yeah👌
Britain at 4pm
@@magic3734 for me it's 3:40 am
Noe it's 5:00 am
Australia time
Goob actually does have the fastest strafe speed of all chargers already, it's nominally the same as Squiffer but since it doesn't charge fully most of the time it stays in the upper part of the gradient and can run kinda fast. Unfortunately it's still too slow at base, you need heavy RSU investment to make it actually outstrafe things, but it's so much better of a weapon with that investment. I'd just set its gradient to go from 0.8 to ~0.5 instead of 0.72-0.3 it has now, no need to go for a full bow rework, just make it a precision Mini. The rest of the stats are already good enough (unless it doesn't get MPU Damage Up, in which case put its tapshots at 46 damage too).
Dual Squelcher was kind of a jack of all trades 3-liner in 1, a niche that's distinctly empty in 2. All the 3-liners we have now are flawed in some way, be it inefficiency, lack of consistency, or clunky mechanics, there isn't a simple gimmick-less 3-liner shooter around anymore, and that's a shame. I think old DS would fit right in with the right kits and with the buffed strafe Squelchies got, even without removing Squelchies themselves since DS would have precision, efficiency and shooter mobility over the separated brother.
I also don't feel like Squelchies deserve the kind of mobility they got in the first place. It belongs on something aggressive, it has no place on something that's characterized by having low damage and long range since that only leads to degeneracy where all they do is run away. I would actually scrap the entire thing in 3 if I had a say. Dualie Squelchers are way too overtuned on a conceptual level and needed overwhelming nerfs to just be made somewhat balanced in 2. Glue them back together and introduce something entirely new with the same rolls, with more firepower and 2 lines of range at most, as another high-skill sidegrade to Splat Dualies to complement Tetras. Or make Dapples slide, it would even fit with them having brushes instead of nozzles.
eh hard disagree. Dualie squelcher really only got overbuffed via MPU damage up, which if removed would leave them perfectly fine, most weapons in 2 are undertuned so it's not really squelcher being too strong but other stuff being too weak. On top of that the mobility for a midrange is cool, good squelcher players use it for more aggressive plays as defensive squelcher has a low special output and no poking sub, so it's just straight up a shit playstyle. Both in JP and west top squelcher plays play more aggressively which is a cool thing for midrange weapons. If it was low points for special/high ink efficiency like it used to that could be a problem, but it isn't anymore.
I wanna see the Goo Tuber become the Crossgoo
Didn’t ink resistance technically get reworked to work with the stacking or is that more of a minor change?
stacking but its the same effect
im kinda hoping they remove object shredder next game and the trade off is we get no more objects as subs
bomb launcher also no longer provided infinite ink on your main weapon
Doesn't Ink Mine count as a reworked sub?
Also, it looks like Bubbler and Killer Wail are being reworked in Splatoon 3.
ah yea true I forgot mine.
the new bubbler/wail are basically new specials they don't act like the old ones at all
I really don’t want sprinkler to return. It being a bomb and being able to infinitely through it if it gets broken doesn’t really work for it because then they have to balance it in weird ways.
Less than moth till premiere and I still can't preorder this game via voucher.
I felt like I HAD to stop at that frame because I thought that it would be good. Anyways yeah come out with another trailer, nintendo.
Can people not see that the crab is just baller 2.0 ?
7:10 Ugh, yeah, I hated how my bombs didn't have more duration in S2, unlike in S1. 3.8/12 Bad game
Cant wait to play meta weapons in Splatoon 3 and then have them nerfed out of existence
nintendo its almost february please announce a direct already
I miss kraken octobrush
octobrush seems good in s1 because i feel like it was badly programmed
That Goo Tuber wish really did age well 😅
Sprinkler needed to be on a short rail. Back and forth. Added output. I never liked it though. WATER YOUR LAWN!! 🤪
they should not bring back sprinkler to spltn3 & if they do they have to revert it back to how it was in spltn1
Sheesh
Chara, its dumb to worry about the 3 shots. You only had 5± shots in splat 1 and only around 2/3 where worth it
The gootuber wouldn’t get a triple shot if it were a stringer. The triple shot only comes from the tri stringer not from the stringers in general.
Seeker,
Now a days Auto bomb and curling bomb
Split into 2 bombs
8:23 ah yes, a testifre!
What I noticed from the stringer is that in the 10 second clip, it had a charge hold 🥲
also triple inkstrike
The rework I'm most excited for is their fucking servers I'm tired of having a DC every third match
You really had to go and waste my time with that message huh
I do agree tho
Im a simple man i see chara video I click
Super idol de shurun domainee de tien dai djoh dejoujen se paipa le o to to me belie shin shin le ausoue
@Ravetastic. Bruh
you sound like KonekoKittten
damn i wasted my time reading
Bro forgot about the seeker rework
curling and seeker are different subs. Curling is much faster in a straight path made for movement. While seeker is expensive slow and made to follow opponents. It's hard to remember but seeker has a lot of differences in function. Curling is a movement tool or chargeable cqc bomb.
A rework for ProChara's 1 frame text: at least one free line at the top and bottom, to make this line easy to read. 😏