I think finally tweaking the "base moveset" in stronger ways can make Tacticooler less necessary. Many stats have stayed the same or similar since Splatoon 1. Make Super Jumps faster even without Quick Super Jump (what would be 1 or 2 subs right now should be the default speed) Special Depletion could be more variable depending on how long you've been alive. Actually, in general, I think integrating some abilities into the normal stats would be great for casuals. Ink Resistance Up is a great example. My casual friend loves dualies, doesn't care about abilities, and is having a worse experience because he didn't equip one sub of Ink resistance. Make 10 frames (or 5) the default.
To add to that, I honestly think stealth jump should be universal no matter what you are wearing (so that way you can get one of the best abilities without having to use more gear)
@Oney105 Stealth Jump was in my mind too, but I was unsure if it was too extreme or not; however, with so many people using it right now I can say it's not annoying at the very least.
They should make the CB basket move every time you score (depending on the amount of points you score) the more you score, the closest the basket will be to the enemy spawn for them to defend it
0:37 see, the problem with that is then there’s folks like me who consider this mode to be their favorite by far and often don’t have folks to play with on demand, meaning they would just be unable to play ever. At least in my experience, clams is the most enjoyable, stable and predictable of the modes-probably since it requires the most actively be done for a team to score, something which zones for example fully lacks (the other two modes also require the attacking team to be on objective to score points, tho it’s not as big of a team investment). I can understand it struggling being a mode dependent on teamwork in a gaming environment where that is not conventionally possible (and even so it can still be carried by one person on occasion-something much harder to do in zones), but to eradicate it from solo would not be the answer imo. Elimination of content isn’t something that can be done flippantly without consequence-there’s always folks who like what I hate (I still miss squidbeats for example, and tableturf was not a reasonable replacement imo lol). Even when I jokingly say zones should be abolished in S4, or at the least propose heavy reworks such as checkpoints, I understand a lot of folks appreciate the mode (for reasons unfathomable to me but still lol) and they most likely won’t happen. Besides, if the complaint is that it is too team-dependent in solo… I seldom play coordinated with folks and I enjoy it all just fine lol.
Heavy disagree about removing clams in favour of a new mode tbh. Not saying it doesn't have issues or can't be frustrating, but we need more complex modes that offer more than just "move/stand in objective" and clams is really the only one that offers that so far. I fear removing clams would set a precedent that the devs assume we players can't handle complex gamemodes which would make them more likely to keep things simplistic and boring, not just in gamemodes but in other aspects of the game as well
i wouldn’t mind seeing a main channel video or even second channel ramble talking about ways to improve the game WITHOUT cooler. personally i’ve been thinking about it for a while and i can’t come up with any good solutions outside of “let every weapon pick cooler but only per team” and just have that as a mechanic
some other options - gear ability with similar effects to cooler (maybe has an activation condition?) - make losing team have some cooler effects - have a cooler randomly appear somewhere in mid that either team can pick up from (encourages moving away from objective as a bonus)
Honestly I feel like if Zones, the most boring of the four modes, is still the best out of all of them, then that should really speak to the quality of the competitive modes at the moment.
Clam blitz is still fun casually, but I get what you mean with it being too complex. It would definitely help to separate the clams from the football in some way, so gathering clams is different from making a football. Make clam spawns tiny to drop one or two, then make a target in mid that if shot enough will open the enemy basket. Just an idea, I’m sure that would break a lot in the process but it’s a way to rework it. (And commit it to being a real competitive mode)
i hope splatoon 4 has mode specific maps. So instead theres a Clamblitz only map and a Zones only Map etc. so they can focus on desigining the stage around the mode. Rather then trying to fit the mode into the stage.
the thing about turbine is that it's super unbalanced, weapon wise. Any weapon with somewhat low object damage is almost entirely out of the question, unless they don't plan on playing the objective whatsoever
Cooler SHOULD come back but it should be more interesting to use as a cooler player cause as it stands cooler botting is really boring but I would be fun with a crutch special if the special was fun to use
They should add more ranked modes Take Overwatch modes for example: pushing a payload One team defends, other attacks Or another mode not seen competitively is capture the flag Nintendo could easily add capture the flag as a competitive mode like it is so easy to add
I dislike e liter a lot. Yes there are counters and I know how to fight it optimally but its SUCH a fundamentally flawed weapon. Most of that is to do with the maps but look at it this way, decent uptime, extremely long range paint. Extremely long range ONE shot that most of the time you cant even see coming, free mobility with the charge hold if using unscoped, and extra long range with scope. The playstyle is as simple as perching up on some random highground and controlling literally the entire game. ANOTHER thing is the kits. While not amazing, they just encourage e liter to abuse arguably its biggest problem, its range, It can sit even farther up sometimes when it has kraken and just.. run away for free ALONG with simply being able to jump to a beacon it set up????? On the other kit it has ink mines which just tells them to run away and a wave breaker to do that too???? Also if you think things like mobility and ink efficiency are a major problem, what about ink saver, lde, swim speed, sub power up for beacons, charge up for kraken??? E liter is NOT a major gear dependent weapon like things like the brellas and some of the dualies. And im not just making things up either, I used to actually main e liter so I know what its like to play it and to fight it. Both scenarios Im not having not having fun, playing it just feels stupid easy, and fighting it just feels like you cant play the game. Some people may disagree about some of the things I mentioned and in no way am I saying this weapon is really good, Im saying this weapon is extremely, badly designed, and should NOT come back into s4 without a rework or balancing out its stats in some way.
The only feasible way you could balance it without ruining its identity (which in itself is unhealthy but you pretty much HAVE to have a sniper in a shooter game) is decreasing its range, decreasing its damage (for parries), and maybe increase the charge time. If you did all of these the weapon would be pretty bad so some compensation buffs could be increasing OBJECT damage such as rm shield, partial shotting sprinklers and beacons, and honestly giving it healthy kits. If I had to come up with 3, I would choose burst bomb chumps, dart crab, and sprinkler wave breaker. Dart, sprinkler, and wave breaker obviously with some buffs.
I'd say axe rainmaker instead of clams for both comp and casual, it's just a worse version of tower and is such a flawed payload mode. It requires adding extremely volatile paths into the deepest parts of spawn, you are hard stuck committing to objective and the only way to drop it is to die, it makes stalling actually viable, it has insane weapon pick disparity because you need the fastest things available that also damage bubble, and spamming explosions is not fun to play against or use yourself. Tower lets you hop off at any time to pause, clams lets you move in any path while letting you ditch the objective you are holding, and zones lets you be in places that arent zone.
@@Shado_Chimera as the guy who brought that up, I would be very interested in that cuz I’ve never even heard of that before. I mean, it makes sense given that lots of other “random” things in the game (chunk seeds, shell out rolls, etc) are not random either, but it’s still weird to me that such a fundamental aspect of the mode requires such extensive, seemingly unknown knowledge to master. IMO clams should all spawn in known, easily predictable locations, such as like from a dispenser or something, instead of just (seemingly) wherever. There could be a few of these locations, but they shouldn’t just appear as they do imo.
In the kits department, I do feel like they've kinda been backing themselves into a corner by continuing to release new weapons and new specials and only ever removing ONE weapon thus far. Every new weapon is two more kits they're promising to make in every subsequent game. I agree that if we want more kits per weapon and per special/sub, they've gotta cut down the roster drastically. I feel like that should be a regular thing for every third game, to prevent another S3 situation from happening later. I do wonder, What would they cut down on first? Do you think they'd go for the more eccentric weapons like S-BLAST or Hedit, or the simpler ones like Mini or Luna? There's arguments to be made for both, one preserves weapon diversity while the other preserves approachability.
Thinking about it, I could also see a hybrid approach where they keep the approachable weapons for the more beginner-friendly/self-explanatory weapon classes, and the more unique weapons for the less approachable ones. You get rid of things like S-BLAST, Goo Tuber, and [insert unique Shooter here], but you keep things like Explosher, Dualie Squelchers, and Recycled Brella (note: my choice of weapon classes might be completely off, i accept that). That could strike a good balance between keeping the game approachable and allowing skill expression by advanced players. If they're gonna have to remove things anyway, may as well try to keep the experience as engaging as possible for everyone.
my favorite competitive splatoon youtuber: Reefslider
found you.....
@funnightmare59 what's up Hugh !
His splash tag is “currently obsessed with shark” lol
I think finally tweaking the "base moveset" in stronger ways can make Tacticooler less necessary. Many stats have stayed the same or similar since Splatoon 1.
Make Super Jumps faster even without Quick Super Jump (what would be 1 or 2 subs right now should be the default speed)
Special Depletion could be more variable depending on how long you've been alive.
Actually, in general, I think integrating some abilities into the normal stats would be great for casuals. Ink Resistance Up is a great example. My casual friend loves dualies, doesn't care about abilities, and is having a worse experience because he didn't equip one sub of Ink resistance. Make 10 frames (or 5) the default.
To add to that,
I honestly think stealth jump should be universal no matter what you are wearing (so that way you can get one of the best abilities without having to use more gear)
@Oney105 Stealth Jump was in my mind too, but I was unsure if it was too extreme or not; however, with so many people using it right now I can say it's not annoying at the very least.
“They aren’t nerfing cooler weapons” tri-n crying in the corner getting 2 coolers a game
They should make the CB basket move every time you score (depending on the amount of points you score) the more you score, the closest the basket will be to the enemy spawn for them to defend it
0:37 see, the problem with that is then there’s folks like me who consider this mode to be their favorite by far and often don’t have folks to play with on demand, meaning they would just be unable to play ever. At least in my experience, clams is the most enjoyable, stable and predictable of the modes-probably since it requires the most actively be done for a team to score, something which zones for example fully lacks (the other two modes also require the attacking team to be on objective to score points, tho it’s not as big of a team investment).
I can understand it struggling being a mode dependent on teamwork in a gaming environment where that is not conventionally possible (and even so it can still be carried by one person on occasion-something much harder to do in zones), but to eradicate it from solo would not be the answer imo. Elimination of content isn’t something that can be done flippantly without consequence-there’s always folks who like what I hate (I still miss squidbeats for example, and tableturf was not a reasonable replacement imo lol). Even when I jokingly say zones should be abolished in S4, or at the least propose heavy reworks such as checkpoints, I understand a lot of folks appreciate the mode (for reasons unfathomable to me but still lol) and they most likely won’t happen. Besides, if the complaint is that it is too team-dependent in solo… I seldom play coordinated with folks and I enjoy it all just fine lol.
Heavy disagree about removing clams in favour of a new mode tbh. Not saying it doesn't have issues or can't be frustrating, but we need more complex modes that offer more than just "move/stand in objective" and clams is really the only one that offers that so far. I fear removing clams would set a precedent that the devs assume we players can't handle complex gamemodes which would make them more likely to keep things simplistic and boring, not just in gamemodes but in other aspects of the game as well
Yeah at this point if clams weren’t in the next game it’s automatically the worst one in the series to me lol.
they should make tower more fun by putting a slow firing cohok cannon on it. that way the tower rider has a reason to stay on it.
Interesting. Although they may consider it to be too close to rm at that point…
@@MKJBlewis imo tower is already "rainmaker but worse"
i wouldn’t mind seeing a main channel video or even second channel ramble talking about ways to improve the game WITHOUT cooler. personally i’ve been thinking about it for a while and i can’t come up with any good solutions outside of “let every weapon pick cooler but only per team” and just have that as a mechanic
Honestly a cool idea you could also just save any kit with a bad special that way.
some other options
- gear ability with similar effects to cooler (maybe has an activation condition?)
- make losing team have some cooler effects
- have a cooler randomly appear somewhere in mid that either team can pick up from (encourages moving away from objective as a bonus)
@@ProCharayeah no there’s a lot of issues with it, forgot to mention that in my original comment 😅. would love to hear your thoughts though
@@unconcernedsalad2 sorry I meant honestly a cool idea idk why I wrote not I think thats a good solution
Honestly I feel like if Zones, the most boring of the four modes, is still the best out of all of them, then that should really speak to the quality of the competitive modes at the moment.
Clam blitz is still fun casually, but I get what you mean with it being too complex. It would definitely help to separate the clams from the football in some way, so gathering clams is different from making a football. Make clam spawns tiny to drop one or two, then make a target in mid that if shot enough will open the enemy basket. Just an idea, I’m sure that would break a lot in the process but it’s a way to rework it. (And commit it to being a real competitive mode)
i hope splatoon 4 has mode specific maps. So instead theres a Clamblitz only map and a Zones only Map etc. so they can focus on desigining the stage around the mode. Rather then trying to fit the mode into the stage.
TC probably has the worst map modes and I think the passive special charge is snowbally and BS
I have an idea to make the rainmaker (the weapon) more fun
Make the weapon like pencil (charge and shoot multiple shots)
Clam Blitz nation it's time to RISE UP
I think TC would be better if instead of being on the tower, you can be around the tower
They should bring some of the objectives from Side Order, like Escort The Turbine, and make them into Ranked modes.
the thing about turbine is that it's super unbalanced, weapon wise. Any weapon with somewhat low object damage is almost entirely out of the question, unless they don't plan on playing the objective whatsoever
@@joltstorm64 You have a point
1:45 that's ironic
20:40 Glooga W.
Cooler SHOULD come back but it should be more interesting to use as a cooler player cause as it stands cooler botting is really boring but I would be fun with a crutch special if the special was fun to use
@CATLOAFMAN cooler is a special that I appreciate existing when someone on my team uses it but that I hate using myself lol.
They should add more ranked modes
Take Overwatch modes for example: pushing a payload
One team defends, other attacks
Or another mode not seen competitively is capture the flag
Nintendo could easily add capture the flag as a competitive mode like it is so easy to add
We have those, it's called tower control and rainmaker
I dislike e liter a lot. Yes there are counters and I know how to fight it optimally but its SUCH a fundamentally flawed weapon. Most of that is to do with the maps but look at it this way, decent uptime, extremely long range paint. Extremely long range ONE shot that most of the time you cant even see coming, free mobility with the charge hold if using unscoped, and extra long range with scope. The playstyle is as simple as perching up on some random highground and controlling literally the entire game. ANOTHER thing is the kits. While not amazing, they just encourage e liter to abuse arguably its biggest problem, its range, It can sit even farther up sometimes when it has kraken and just.. run away for free ALONG with simply being able to jump to a beacon it set up????? On the other kit it has ink mines which just tells them to run away and a wave breaker to do that too???? Also if you think things like mobility and ink efficiency are a major problem, what about ink saver, lde, swim speed, sub power up for beacons, charge up for kraken??? E liter is NOT a major gear dependent weapon like things like the brellas and some of the dualies. And im not just making things up either, I used to actually main e liter so I know what its like to play it and to fight it. Both scenarios Im not having not having fun, playing it just feels stupid easy, and fighting it just feels like you cant play the game. Some people may disagree about some of the things I mentioned and in no way am I saying this weapon is really good, Im saying this weapon is extremely, badly designed, and should NOT come back into s4 without a rework or balancing out its stats in some way.
The only feasible way you could balance it without ruining its identity (which in itself is unhealthy but you pretty much HAVE to have a sniper in a shooter game) is decreasing its range, decreasing its damage (for parries), and maybe increase the charge time. If you did all of these the weapon would be pretty bad so some compensation buffs could be increasing OBJECT damage such as rm shield, partial shotting sprinklers and beacons, and honestly giving it healthy kits. If I had to come up with 3, I would choose burst bomb chumps, dart crab, and sprinkler wave breaker. Dart, sprinkler, and wave breaker obviously with some buffs.
The key is to not give e liter any type of movement options for specials which is why im so against it getting zipcaster
I'd say axe rainmaker instead of clams for both comp and casual, it's just a worse version of tower and is such a flawed payload mode.
It requires adding extremely volatile paths into the deepest parts of spawn, you are hard stuck committing to objective and the only way to drop it is to die, it makes stalling actually viable, it has insane weapon pick disparity because you need the fastest things available that also damage bubble, and spamming explosions is not fun to play against or use yourself. Tower lets you hop off at any time to pause, clams lets you move in any path while letting you ditch the objective you are holding, and zones lets you be in places that arent zone.
Wait clams can be manipulated? Is there no video about how it works?
@@Shado_Chimera as the guy who brought that up, I would be very interested in that cuz I’ve never even heard of that before. I mean, it makes sense given that lots of other “random” things in the game (chunk seeds, shell out rolls, etc) are not random either, but it’s still weird to me that such a fundamental aspect of the mode requires such extensive, seemingly unknown knowledge to master.
IMO clams should all spawn in known, easily predictable locations, such as like from a dispenser or something, instead of just (seemingly) wherever. There could be a few of these locations, but they shouldn’t just appear as they do imo.
@@MKJBlewisua-cam.com/video/xgA3yEkOSBI/v-deo.htmlsi=G2QFLR_OmoRbsMC_ here for yal
In the kits department, I do feel like they've kinda been backing themselves into a corner by continuing to release new weapons and new specials and only ever removing ONE weapon thus far. Every new weapon is two more kits they're promising to make in every subsequent game. I agree that if we want more kits per weapon and per special/sub, they've gotta cut down the roster drastically. I feel like that should be a regular thing for every third game, to prevent another S3 situation from happening later. I do wonder, What would they cut down on first? Do you think they'd go for the more eccentric weapons like S-BLAST or Hedit, or the simpler ones like Mini or Luna? There's arguments to be made for both, one preserves weapon diversity while the other preserves approachability.
Thinking about it, I could also see a hybrid approach where they keep the approachable weapons for the more beginner-friendly/self-explanatory weapon classes, and the more unique weapons for the less approachable ones. You get rid of things like S-BLAST, Goo Tuber, and [insert unique Shooter here], but you keep things like Explosher, Dualie Squelchers, and Recycled Brella (note: my choice of weapon classes might be completely off, i accept that). That could strike a good balance between keeping the game approachable and allowing skill expression by advanced players. If they're gonna have to remove things anyway, may as well try to keep the experience as engaging as possible for everyone.
Definitely just prefer zones since it's the easiest imo. Rainmaker is good, but it's really just Tower without the tower.
Pandora box effect i hate it
i dislike the orange zap as the players are soo uninteractive, they dont engage anyone at all
Is this a reupload??
9:30 there’s 4 inking girls 😅
Why am I so early?