I don’t know if you’re still doing the thing with the weapons, but Big Swig Roller?
Out of all the post-launch Main Weapons I am sad to say was probably my biggest disappointment. I just don't think "good at painting, weak at everything else" is a very healthy design space for the game in the long run (not that you didn't know that, with all my griping about Aerospray over the last year or so) and mediocre kits have meant that Big Swig just never found a very interesting niche, at least to me. If we get third kits then this is one of the first weapons I think should get one, and it should be something like Fizzy/Crab so it actually gets to feel powerful every once in a while.
Sea-Me-Nots / Aloha Shirt / Red FishFry Sandals
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the main echo cast and their splatoon mains. GO!
Oh fun, alright! I'll also put an explanation for my reasoning at the end. Really enjoyed thinking about this. This will be Splatoon 3 focused by the way, as it is the most recent game.
Chase Hunter - Octobrush (Suction Bomb/Zipcaster)
Leo Alvarez - Dread Wringer (Suction Bomb/Reefslider)
Jenna Begay - .52 Gal Deco (Curling Bomb/Splattercolor Screen)
Carl Hendricks - Splatana Stamper Nouveau (Toxic Mist/Crab Tank)
TJ Hess - Big Swig Roller Express (Angle Shooter/Ink Storm)
Flynn Moore - Custom E-Liter 4K Scope (Squid Beakon/Kraken Royale)
Bonus! Syndey Bronson - Custom Blaster (Point Sensor/Triple Splashdown)
Explanation time, spoilers will be mentioned.
Chase: Chunter mains Octobrush. The weapon cannot take fights head on due to having shorter range than many other weapons and thus has to rely on off-angles to get kills and take space or by poking with bombs from a distance. Chase rarely if ever wins a fight he's in one-on-one, having to rely on a distraction from people around him to get any sort of advantage. He also tends to avoid confrontation all together, usually running when faced with a danger like Duke or Brian. This works very well with Brushes as they are highly mobile when brushing along the ground which they use to escape situations that they would get splatted in otherwise. Chase is also referred to as having stubby legs that makes running not his strong-suit and that works with Octobrush specifically as it it slower in both its flicks and brushing when compared to the Inkbrush (though it is still faster than the Painbrush but I don't think Chase is that slow so it still works). Octobrushes tend to shark in ink, swimming around and popping up when an opportunity presents itself. So an octobrush user is often in swim form a noticeable portion of a match, which works great with Chotter who is an avid swimmer! Zipcaster may be the odd one out when it comes to this weapon being Chase's main but I do think it plays into all of the aforementioned traits with how Octobrush tends to use the special.
Leo: I might need to defend myself on this one but here me out. Leo is headstrong and very straightforward in how he does things right? He's intelligent but stubborn, rarely considering alternative options which can backfire on him. That is the Reefslider special. It is straightforward; Rush forward on an inflatable shark and explode. But because of that, it can be predicable and ends up getting countered a lot. Beyond that, Leo really does care for his friends and wants to be their protector. Originally I thought that a Big Bubbler weapon could be pretty good for that, but I think that Reefslider fits Leo better but also a main weapon like Dread Wringer also can cover that aspect. Dread Wringer paints an insane amount, which means that the team has a lot of ink to swim through, hide in, recover health, escape through, etc. It also is AMAZING at comboing with weapons like the Range Blaster or Snipewriter so it ends up working a lot with other weapons. Sharing the sub weapon of suction bomb with Octobrush can be representative of his relationship with Chase and how he sticks to the image of Echo, Chase, and the past.
Jenna: .52 Gal Deco and Jenna okay. I had a few ideas for Jenna, initially thinking of her maining a dualie of some kind but I just couldn't figure out which one would work best. Jenna is practical, self-reliant, and resourceful while also having a playful streak about her. She loves pulling pranks and joking around with her friends while still being generally supportive and helpful towards them even if she can come off as harsh at times. Also being a fox, she is rather mobile and fast on her feet. It's that last part that originally made me think of giving her a dualie, but I couldn't find one that I thought matched all of her traits. That's when I decided to approach it from a different angle. I started from her independence and worked from there. I started thinking of weapons that were very self-reliant, able to hold their own in fights, can paint well for themselves, etc. Then I started thinking about weapons that can be a bit playful and sneaky while keeping their mobility. And after a lot of consideration I landed on the .52 Gal Deco. The main weapon, .52 Gal, is a mid-range shooter that is pretty much the definition of a self-reliant and resourceful weapon. It is a very consistent two-shot weapon with a pretty solid fire rate, making it very reliable in fights while minimizing the amount of time it takes to kill so it can splat the opponent before it can get splatted. It can be a bit ink-hungry so the user needs to be resourceful and aware of their surroundings and their own resources to fully utilize the weapon's strengths. Curling bomb as a sub weapon gives this otherwise okay-mobility weapon much better movement, which the user can use to get around the map quickly and distract opponents. This weapon ends up playing rather fast paced and sneaky by using its range, kill-time, and curling bomb to move around the map to take positions that the enemy team might not be expecting. And then the special of Splattercolor Screen works as a smoke-screen of sorts, concealing your team from the enemy sight. That plus curling bomb allows for a bunch of mind games on where the .52 Gal Deco user could be at any given time, especially if they're running Ninja Squid.
Carl: This one was a bit more difficult to figure out than the first three but I think the Splatana Stamper Nouveau is a good fit for him. Carl is more laid-back and chill, so I didn't think a weapon that is very fast-paced, aggressive, and "high energy" would work for him. He also dislikes being the center of attention so in my mind that pushed me towards weapons that work well as an anchor in a team comp rather than a slayer or skirmisher or something. Carl also has a stockier build and for a time worked out, which made me think of Crab Tank. This narrowed my thoughts down to Splatana Stamper Nouveau and the Heavy Edit Splatling Nouveau. Both are strong, slower, sturdier weapons that play at the range that Crab Tank favors. I went with Splatana Stamper Nouveau over Heavy Edit Nouveau because Heavy Edit as a main weapon is much more fast and mobile and really likes fighting. Stamper Nouveau — unlike the vanilla Stamper — isn't as much as a fighter. It can still fight pretty well, it is a Splatana Stamper after all, but it plays more to support it's team by painting for Crab Tank to apply distance pressure and comboing with other weapons by using it's 70dmg charge slash or the aforementioned Crab Tank. Nouveau as a weapon brand also tends to make weapons based around art supplies, and Carl is an artist.
TJ: Okay TJ and Big Swig Express. TJ as a character is very altruistic and kind. He loves and supports his friends and I figured that a more supportive weapon would work very well with that. The Big Swig roller as a main weapon is focused on putting down paint for your team to swim through, heal, etc. And with Ink Storm also expanding upon that I thought that the Big Swig Express fits TJ's caring personality pretty well. It also is a weapon that doesn't fight much due to it's low damage, which I again think fits with TJ's personality. He tends to avoid conflict and often gets very uncomfortable when pressured by Flynn or anyone else. TJ is also very athletic, and the Big Swig is a faster weapon in terms of its flicks and movement.
Flynn: One I think is pretty self-explanatory. Flynn is proficient with a rifle and the charger class of weapons fill the archetype of sniper-rifles in the Splatoon games. I chose the Custom E-Liter 4K Scope specifically as a callback to Flynn's role in Jenna's route where he takes a position far back to aim his rifle on Heather at the dam. Kraken Royale is a transformation special that transforms the user into a large invincible kraken, in which the user can swim around and perform melee attacks to fight before turning back about ~7 seconds later. For Custom E-Liter, this allows it to protect itself up close. The main gun is very long range and has a very slow charge time. It is meant to take vantage points and snipe from a distance and thus it can't fight when rushed down. Kraken helps cover that weakness. Flynn does throw some punches a few times in the vn, though he doesn't always win these fights. I thought that this dynamic between E-Liter and Kraken represents that pretty well. Also spoiler. Flynn transforms into the Socket Man, a seemingly immortal entity that can rush down and kill things kind of like how Kraken functions.
Sydney: I think this one is also pretty self-explanatory, right? Sydney was rambunctious, loves to wrestle, was a big fan of things like ninjas and treasure hunts. Custom Blaster is a short range blaster that plays to its aggression and being able to get up to an opponent and hopefully hit its one-shot direct before the opponent can fire back. Point Sensor marks any enemy that enters its aoe, so the Custom Blaster player will know where that enemy is while the enemy won't know where the Custom Blaster player is. This allows the user to get up flank and get up close to either direct or use Triple Splashdown, which I mean looks like this.
The user rises into the air and summons two massive fists, smashing into the ground and creating three large explosions.
Custom Blaster has a very aggressive, fast-paced, up-close playstyle that rewards both rushing down your opponent and being creative in ways that you approach to compensate for your short range. It also is a weapon that favors gear with Quick Respawn, cause it ends up dying a lot.
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