Reworking Splatoon 3's WORST sub. (Reworking Splatoon Ep|1 )

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Skittles The jerboa

Skittles The jerboa

Күн бұрын

This video turned out to be a lot shorter than I had originally planned so going forwards I will most likely rework 2 sub weapons at the same time.
I personally would love to see this in the game but I highly doubt Nintendo would make such a drastic change but o well I can dream :(
Music used in video:
The Heaven Sent Abomination by DM DOKURO
Corrosion by Roverdrive X (Outro track)
Downpour by Heart Plus Up!
#splatoon #splatoon3 #rework

Пікірлер: 40
@Fanican
@Fanican 28 күн бұрын
The reason why the reticle of the Line Marker is so much lower than the main weapon reticle is because of its range. It is directly tied to how far the trail will go. If we double its range, then the reticle will be *farther* down, and on the flip side if we try to move it up to where the main weapon is, then it will be shorter range. Think how a charger/splatling's reticle works. As it charges, the charging reticle moves up to its grayed out one. Its gaining range while charging.
@tacenda3250
@tacenda3250 28 күн бұрын
That's doesnt make sense. It's range is the same regardless of where it aims
@vanilla8956
@vanilla8956 27 күн бұрын
​@@tacenda3250Think about this in 3D space and it will make sense to you. The reticle is a 2D estimation of the effective range of a 3D projectile
@TimShundo
@TimShundo 29 күн бұрын
I’m a jet squelcher main despite the pain this causes me. That’s said I’m the best dart user in the whole world and I’d say: I wouldn’t change its weird off-center shooting. It’s been really rewarding to master the off angle for perfect shots. In return, I’d keep its ink efficiency the same. They’re so afraid of making this sub OP for no reason. I love your ideas for increasing damage for ricochets. I’d say it hasn’t been until now, all this time since launch, that I’ve really started getting good at hitting people from ricocheted shots (on purpose) every time it feels so satisfying cuz it feels like I’m calculating crazy mathematics on the fly to get the angle just right and hit the person hiding behind a block in front of me. Lastly, I’d say 20 dmg from the tripwire is a LOT. I’d be fine with 10.
@TimShundo
@TimShundo 29 күн бұрын
It’s such a satisfying and well designed sub! But like you said: just not useful at all.
@tacenda3250
@tacenda3250 Ай бұрын
Honestly, I just want them to double the size of the marker itself so hitting directs is more reasonable
@ro_3mpire0_o65
@ro_3mpire0_o65 28 күн бұрын
I think they should make marker linger untill another one is thrown so it might a better location tool and denying entry without cost
@antifever5336
@antifever5336 28 күн бұрын
Yeah that’s the only buffet it needs. Every time someone says anything beyond this for a buff it ends up sounding like a long range over powered burst bomb with the ability to locate
@tacenda3250
@tacenda3250 28 күн бұрын
@@ro_3mpire0_o65 That sound really obnoxious. It should stay there semi-perminantly. People would find ways to cheese it so they use the bounce to completely cover the zone
@ro_3mpire0_o65
@ro_3mpire0_o65 28 күн бұрын
@@tacenda3250 I meant semi permeable sorry if I didn't word it better I just meant they can't go through it without getting marked also paint cheese would be wild but still
@MaylestEsteli
@MaylestEsteli 25 күн бұрын
*triple
@ShadowSkyX
@ShadowSkyX 29 күн бұрын
Reminder that the angle shooter has the longest range in splatoon 3. Yes, even further than the eliter scope. The latter can't even hit the test bot in the lobby (its about 2 character models shy) while the angle shooter can still hit the wall behind the bot. The sub is largely paired with short range weapons with one or two exceptions. This enables you to pretty safely tag or hit from a distance well beyond your main weapon's range. Unfortunate side note is that angle shooter and zip caster don't play together. If you pop zip caster, no angle shooter for you until the special's done. A shame too, it would've been a sick combo and fairly cheap sub to boot. If closer range hurt more, maybe 75 or 80, it would definitely make the sub more dangerous but that's about it. The reticle is about the other thing they could safely change, make it bigger when a target is hittable, especially if they're further away.
@gladd8869
@gladd8869 24 күн бұрын
It’s still kinda wild you just became a Splatoon tuber so recently and just are doing a good job at it.
@nekiguess8304
@nekiguess8304 2 күн бұрын
I think it would be cool if you also increased it’s range, but only after it hits a wall. So you can throw it at a further away wall, and when it hits the range increases to reach another. A lot of maps are really open, so it might be difficult to get that bonus damage while still keeping the enemy in range of the marker, so you can use further away walls to help with that so long as you can get that initial bounce.
@a9entb1u
@a9entb1u 28 күн бұрын
Hello angle shooter main here, I love the ideas my dude, I really like the bouncing causing more dmg, for me I would like it to pierce through players so it can hit more that own person, or causing the hit to give the person a 2 second ink drain
@koiyune
@koiyune 18 күн бұрын
0:45 in pretty sure that, in the english version of splatoon 2, it was called line marker, also, good job france for the great name of "Dardo resaltador, or Highlighter Dart"
@kristopherhayes1957
@kristopherhayes1957 18 күн бұрын
My idea was that if you hit a direct with the line marker you'd get the original disruptor effect. It would be an immediate top teir after that.
@egreaterthan753
@egreaterthan753 27 күн бұрын
ive always thought it would be cool if the tripwire lasted much longer or even infinitely/until death, making it like a long range ink mine and useful to gather info
@squiddler7731
@squiddler7731 28 күн бұрын
I like the idea of rewarding ricochets, but at the same time I think the reward being damage is inherently problematic. Playing against it it's annoying because it'll feel like you just get sniped out of nowhere for something out of your hands, and even for the user it could be frustrating because it messes with your combos if you can't track how many bounces you got (something made even harder by the ground not counting). An idea I had was to have a direct hit apply essentially a disrupter effect on a direct hit instead, briefly slowing down the target. Not only would this give it a niche only shared with toxic mist, this would also allow you to reward ricochets in a way that's much more healthy I feel. You could have it disrupt for only 1-2 seconds as a baseline, and then for each bounce that adds one more seconds to the debuff, including bouncing it off of the ground.
@Kay-ql2wl
@Kay-ql2wl 28 күн бұрын
I am excited for this whole series, but especially the maps! I personally love to redesign maps and design custom ones in my own time and love seeing other's creations!
@Ender_Spy
@Ender_Spy 28 күн бұрын
I think a cool idea could be ricochets home in on a player but deal less damage while directs deal more damage and mark for longer
@AceOfEmber
@AceOfEmber 28 күн бұрын
A idea I had for a angle shooter rework is instead of firing in a straight line It would fire in an ark, creating a explosion when it impacts the ground, the explosion would do a minimum of 25 damage and a max of 35 with a indirect hit, on a direct hit it would do 60 damage. To balance this the range would be significantly lower, it wouldn’t have the point sensor effect, it would no longer bounce off walls, and the ink cost would be increased by a tiny bit
@tacenda3250
@tacenda3250 28 күн бұрын
Burst Bomb?
@AceOfEmber
@AceOfEmber 28 күн бұрын
@@tacenda3250 Congratulations!!!!! You found the joke!!!!!!!!!!!!!!
@tacenda3250
@tacenda3250 28 күн бұрын
@@AceOfEmber yay! What do I win?
@newtrog.367
@newtrog.367 2 күн бұрын
What if line marker did a small amount of splash damage when it hits a surface? Probably like 20 damage and the hitbox would be around the size of the ink blot that line marker creates when it hits a surface.
@Kookie_TV
@Kookie_TV 28 күн бұрын
Here's an idea for a splashdown rework, soaring splashdown, it's like regular splashdown but instead of doing it on the spot, you can leap to an area within about an Eliters range of yourself. It will be a good rework since it still covers ground (the advantage of reefslider), and still gives you air time to dodge bombs (triple splashdown advantage), so this way you can combine two low tier specials into a mid-high tier special.
@me_when8845
@me_when8845 28 күн бұрын
I don’t care about all of the angle shooter haters, it’s my favorite sub after Torpedo and Beakon for the sole fact that it’s so unique. I honestly love it on Slosher deco SO much. It’s so much easier to hit angle shooter directs on this weapon than any other weapon with this sub for some reason. The paint it gives when you use it below your feet is super underrated. (Double it’s paint radius against pretty please Nintendo) Also I’m tired of burst bomb being a top tier sub weapon. How about we buff angle shooter so it OUTCLASSES burst bomb /hj -60 damage direct -150% paint radius increase UNDER the player you hit with the maker (it already paints a bit but we will be increasing it) -100% velocity buff -300% better damage to OBJECTS (makes it have the same DPS as bombs) -1 second increase in line’s duration on the stage -10% range buff -Line has 60 HP -200% paint increases when striking a surface Nerf: -Angle shooter can now be SHOT AT. Similar to a torpedo. -The line itself IS NOW AN OBJECT -Enemy team can still swim through the line -Shooting the line will cause it to disappear faster -40% to 45% of ink tank -Increased the amount of white ink frames after throwing an angle shooter -Cannot have more than 1 angle shooter out at a time (same as torpedo) - Ink saver sub will be 50% less effective Due to this change, angle shooter can be used as a SHIELD the enemy team when shooter at you will have to focus on shooting the line or shooting you Sub power up will now stack better AND WILL INCREASE TRACKING TIME SUBSTANTIALLY - Base is 5 seconds but can be increase up to 7 or 8 seconds with just a few AP - The curve of Sub Power up has been buffed meaning you can run less This keeps angles shooters UNIQUE identity. I would RATHER not buff the line to do damage, this can make it very unfun for the other team. The biggest things I wanted was to BUFF it’s strengths and KEEP it’s worst attributes the same. High risk high reward
@sewoh100
@sewoh100 28 күн бұрын
Line Marker being hard to hit is a skill issue. Each main weapon has it's own crosshair placement, so changing line marker so it lines up with every single main weapon that has it makes no sense. you'd have to relearn the muscle memory of line marker for every single line marker weapon. Just throw LM at the ground, there no good reason to follow up a RBP shot with another LM shot if your opponent is above you because they can just back up.
@TopsyTurvy686
@TopsyTurvy686 29 күн бұрын
Would love to see a Super Chump rework in the future
@tacenda3250
@tacenda3250 28 күн бұрын
They just need larger explosions
@-xxdodoxx66-37
@-xxdodoxx66-37 28 күн бұрын
Ayo, terraria calamity music🤩
@cactupatate7593
@cactupatate7593 29 күн бұрын
I like the buffs given to the tripwire part of the sub. Increasing the marked time for hitting a direct is also nice. I do think tho the inline to the crossaur is a bit unnecessary. It has to do with the fact that splatoon 3 is a third person shooter and that means that the camera is not at the same place than the player and so pretty much everything in the game is a little offset but we really see it cause it has a lot of range. Anyway it might drive people off a bit but you will start getting use to it. I really like the attempt to make the ricochet more rewarding but I don't think it has to do with damage increase. There are a lot of place in maps where you can hit single even double ricochet pretty reliably (around corners especially) and other areas with walls close together which means you can do a lot more than 3 ricochets. Damage increase might be ok if it is small something like +10 each time capping at 60 seels all right to me. Hitting a +3 rocochet shot might result from skill or randomness but it'll feel really unfair to get picked from miles away by something you could predict at all even if it doesn't happen a lot (much much worse than zooka). What I would consider being more fun with ricochet is giving it a bit more range (not counting hitting the ground of course). Something like +10% base extra range capping at 200% (double the initial range). Might be fun just to chase someone really far using walls to help you
@chunkymonkey7983
@chunkymonkey7983 29 күн бұрын
I always wanted it to do more damage with each bounce
@ShadowHawk180
@ShadowHawk180 17 күн бұрын
Put the S1 disrupter effect (but shorter) on directs 🗣️
@Oshascotty6340
@Oshascotty6340 29 күн бұрын
I feel like having the ricochet increase damage and mark duration is a cool idea but I feel like it should cap at 70 as being able to do over 100 makes it so that you can die to something you have no counterplay against which is bad (Trizooka says Hi)
@stevendillon4010
@stevendillon4010 29 күн бұрын
Hello everybody my name is markiplier
@vanilla8956
@vanilla8956 27 күн бұрын
lol imagine taking an unreliable special and giving it an even more unreliable gimmick instakill that will happen exclusively on accident instead of just making it more reliable to hit. Sorry but I wouldn't prefer this honestly. Also it's an impossibility of 3D space to make it line up with every crosshair. It's the nature of a third person shooter that projectile crosshairs are varied estimates
@prestonandtom9337
@prestonandtom9337 27 күн бұрын
Make it peirce through people.
@IhaveacutoutofJohnCenainmyroom
@IhaveacutoutofJohnCenainmyroom 29 күн бұрын
20 damage for the tripline is not all that balanced, 10-15 seems like a better range Other than that, these are some pretty good reworks! Keep up the good work man!
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