To fix pencil is difficult because if you nerfed the paint output by more than they did it just gets dropped by everyone, nerf cooler and cooler loses its whole gimmick, so essentially its a hard weapon to balance without just making it terrible, but there is also definitely bias
@@johndelanie3649 Genuinely I do feel like there is some favouritism amongst backlines, given how splatlings got hit easily significantly harder between S1 and S2 than chargers (which aside from E-Liter got 100% only buffed by charge hold mobility and kits)
@@kingky9600 I respect backlines because I have actually played them and it is a hard and thankless job, but chargers still kinda annoy me so I do get the stance and I used to be there
@@grzKABBAGE You mean like how they nerfed BP and then everyone dropped that? Any weapon that's top tier and gets nerfed will get dropped, that's how pro players work, doesn't mean we should just avoid nerfing things
@@ProChara its all good chara, we understand! and tbh i prefer the explanation/comp history/voiceover videos over the raw gameplay so this works for me!
@@sonicrunn3r895Would be more fun if i didnt actually have 33% wr, thats why i only play viable kits or kits that i can be actually be good at. 🗿 As a Roller main life is painful, yeah VRoller doeshre decentrely well for SoloQ but itsh nearly not enough, i miss S1 kits-deshreings 😭.
e.g. swig, blaster, undercover, dapples, wellstring, flux, explo, dread, recycled, etc. ig nintendo just cant be arsed to think about kits for more than 3 seconds
It is genuinely kind of funny how at the beginning of S2, the heavy Splatling had a lot of promise during crab tank meta as a viable backline option. Wave breaker was a nice way of disrupting crab tank and with hagglefish zones being so popular, heavy just seemed like a nice alternative pick. Then with inkjet meta (arguably peak S3), ballpoint made the game more fun. Edit being a nice alternative to pencil during pencil meta also made comp building fun. Naut & Mini have cool dedicated players. And hydra...I'd rather not say. Nintendo usually leaves this class in such a poor position. Damn, I have it easy as a slosher player.
@@GUSplatoon Splatlings and Sloshers are so funny because despite being semi-counterparts as to their origins in Splatoon, they could not have a more different balancing history
As a splatlings main, its sad seeing this splatlings still average. This vid greatly explain the problem that splatlings have right and how to fix these problems of some of the splatlings plus giving some great third kits. Great vid overall
I've been a hydra main for years now and playing against chargers is always so painful. I like your idea of giving it a small charge hold in exchange for a reduced firing time. This would help it get closer to chargers while also helping it with bombs/specials going off every 2 seconds.
@@johndelanie3649 Yeah but Shooters get directly countered by Splatlings, therefor they'll never be good enough for competitive since Nintendo will never buff them in fear of giving their favorite child of a class an actual weakness. (I'm exaggerating for the sake of the joke, but I do heavily dislike how Nintendo has handled balancing in this game)
Avoiding the chargers like the plague is u asking for em to become strong option and that u not wanting to play em is just a excuse despite shooters are literally everywhere making em obviously much much unhealthy than chargers
@@Typi yeah fr, all the shooyer counters get shafted. Brellas are in the same boat, the only good brella right now is tent and like, I like tent, but I like the other brellas more and it sucks that such cool weapons don't see use. It sucks even more because splat brella is so good for meta diversity. Currently the only blasters that see use are range and long rapid, but because of matchups we could see way more v blaster or s blast if splat brella was in the meta.
I think he means the slot of mid range weapon, aka the “go in and kill” weapons, as competitive is mostly comprised of long range pressure and some paint, short range shooter with paint, and two “go in and kill” weapons
As a Hydra one trick I personally agree on the charge hold, it'd be great to be able to swim a little bit to make repositioning easier since Hydra plays more like a charger then say heavy or ballpoint
@@KNGDDDEYeah, tbh Hydra would benefit more from higher Run-Speed and shorter charge than a charge hold, a charge hold would just almost completely negate its weakness tbh.
As someone who wishes mini splatling was good, I think there’s more they could do with it. 1. Make it lightweight 2. Less Jump spread 3. Full jump while charging 4. normal charge speed mid-air like squiffer and reef-lux As for a kit, I would like Fizzy Bomb and Tristrikes (probably a different special so it doest spam though)
Another problem with splatlings is that most stages aren't very friendly towards them with their best positions having ledges that are too tall for them to jump over while charging. This means that, unless you're using Nautilus, you have to cancel your charge, climb up, then recharge which just wastes time. A simple way to fix this is to replace current ledges with either shorter ones or ramps to walk on. Speaking of stage changes, another good way to help splatlings counter chargers is to make favorable long-range positions closer to each other. For example, a charger perch that's within the Heavy Splatling's range that's surrounded by un-inkable turf with no easy way for the charger to retreat while the splatling spot has inkable turf and a block that they can cover behind; kind of like a more extreme version of that right-side area on Mincemeat Metalworks.
The stage designs really are some of the biggest issues in 3, honestly making backline favored maps that STILL manage to be bad for some backliners is almost impressive
As a charger main, I agree that splatlings should get some buffs to counter chargers. Maybe more range, better kit tools, or even something like giving them a charge hold would be pretty cool.
Well it depends. I wouldnt give splatlings a longer charge hold than nautilus, and it still has its air accuracy and recharge gimmick. Maybe Naut could get a new little gimmick to buff it up a lil if this change happens.
@@edgebrandolini4021 I'd argue that a long charge hold could make it remain unique, like gootuber feels unique despite holding charge not being a gootuber exclusive mechanic
I don’t think giving them extra range or a charge hold is the solution, mostly because it would disproportionally affect the rest of the game. Honestly, they just need to give splatlings better kits. I think there’s a weapon class splat would benefit from having only a sub weapon that plays to their combat abilities, and a special that’s fully dedicated to fighting their weaknesses. Rather than some weapons that get kits exclusively to match strengths or to fight weaknesses. Kits like Carbon deco, where the burst plays to its close range fighting strengths and the special allows it to fight at long range. Generally, this applies to pretty much every weapon class in the game, but I think splatlings specifically need this a lot more with how common their weaknesses are and how much the map design empowers their already hard counters
@@anightshadeguyman5089Maps, the maps are 1 of the primary reasons if not the worst offender of why Splatlings arent viable, all of the angles theyre best at are also angles easily snipable by a charger, if they werent exclusively forced to play by those angles they would be viable, surprised that Chara didnt incrludre that in the video. 🤷♂️ But oh well.
I personally feel like every issue facing splatlings vs chargers as a matchup can be traced back to when they decided chargers universally can get a charge hold to negate their former bad mobility while having a shot ready with no drawbacks, and Splatlings received…mobility nerfs to compensate???
Which is even more wierd considering that splatlings need to be visible to be effective. I see your long-range defense line, and I raise you a delete rifle... Gee, I wonder why chargers are such a problem for splatlings.
Chargers getting to hold charge is such a dumb idea, it makes sense on squiffer, but it should have been a trait of the weapon and not the class like with naut and reef
@@johndelanie3649 Unironic new theory that charge holds were originally Goo Tuber's entire gimmick but it got pasted onto the whole class and they were like “uhhhhhh now what?” with it, and they had no chance to think about it cause the game needed to be ready for the first 6 months of the Switch lol
my personal solution to the splatling problem is to exchange the general range of Splatlings with Chargers, since the Charger's instakill would make such exchanges a lot more fair, while the shot spread of splatlings means the killtime at the edge of a splatling's range is inconsistent, dare i say low, so a charger attempting to shoot a splatling risks the charger being killed in return (basically make Splatling the longest range weapons on the field with Chargers coming in second. On average, of course)
Heavy splatting will always be my favorite and though I’d definitely like to see more improvements, I also love how it’s kind of an underdog weapon almost with it being like the best worst class.
I used to main hydra until a couple months ago and jonestly i just hope hydra has a great kit, like beacons and inkjet that can make it stronger. i currently use custom dualie squelchers cuz they are fun
Imagine if Sheldon at the end interrupts the score count for grand fest talkin’ about how due to all the data he took during the fest that he was gonna release new weapons, and all of the store owners/ spyke/ Murch/ DJ Octavio/ Mr. Grizz/ and the TV broadcasters all released their main weapon with a special kit. That’s be neat-o. A DJ Octavio custom heavy splatting could go crazy
Gotta 100% agree on all the points mentioned especially with ballpoint it's pretty sad to know that the main things bp struggle with inkjet also has problems and a movement buff for either inkjet and or the main weapon would help the weapon an incredible amount
WOOOO SPLATLING VIDEO as a Splatling main the lack of content or dedicated player to it its painful, will say more after I finish video, but for now Im gonna say that I love Heavy Edit, Nautilus and Ballpoint, if not for Splatlings I would either main Sloshers or Blasters, more leaning to Sloshers. Edit: Ok finished video, so I agree with the points, now I will add my 5 cents I agree with chargers counter most, but I dont know how devs would or could ever change that, problem is that most chargers oneshot on hit, splatlings can never compete with that. For me biggest insult and problem is charge hold, charger can just charge, change postions and quickly oneshot you out of the cover or fall back while still being able to defend itself. In splatling you are screwed, only Nautilus can hold its charge which combined with its ability to charge between makes it fun, you can move around while still being able to do stuff. I dont think all splatlings should have charge hold cuz in my opinion it would make them too oppresive against some other weapons tho for Hydra its definitely needed. I can see an option to remove charge hold for some chargers I think community as a whole would welcome that, especially E liter. Just how many times I have been shot by eliter that just popped out of the ink on the other side of the map I cant count. With chargers because of that and their one shot capability you dont alert enemies with your presence. Meanwhile Splatling is big sitting hey Im here sign. I know I will sound crazy now, but I do think Ballpoint should have more range than chargers except for E liter. There is no other way around it.
I hope you come across my comment. But you're right, unless slower splats be granted king range nothing will ever make the mstchup feel fair. In this grandfest my hydra got paired against another hydra and splat charge. My team only had access to the main drop point that game. It went how it sounds.
i think having more splatlings see competitive use over chargers would be SO MUCH MORE HEALTHIER than chargers, id rather a world where edit is stronger than pencil
Heavy has been my main for 5 years but in splatoon 3 I didn't find the fun in playing it anymore. The range doesn't feel right, the lag made it tough to deal with things. So now I look for a new main.
Splatlings are so much fun... Until you play against a charger and then they are all about waiting for the right moment to take out the charger and the you get 5 seconds of the regular splatlings fun.
My favorite class! Heavy splatling my beloved I know that sprinkler/wave is an objectively bad comp kit, but damn, I think it's perfect for the weapon. I love the "set and forget it" playstyle that lets you focus on shooting and I also just love wave breaker in general.
I started maining splatlings after seeing Jaymoji play Naut and deciding that would be fun. Once I saw Edit, I started playing Hydra to prepare for the long charge, and once it came out, just kept playing Hydra, cuz I found it fun. Now I’m maining Edit for my recently formed team. I have long loved splatlings and even with all of their problems, decided to main them.
For Mini i'd like to say that I think torpedo + Super chumps would be an incredible combo for it as all of those parts go incredibly well together for mini. Chumps does a lot to help mini with the paint it outputs, the combo numbers it has, and the utility it has for it as body blocks it can run around with very well considering its high mobility. Not only that, but chumps and torp go incredibly well together with comboing and distraction utility with torp giving you another thing to be mindful of while going after mini with chumps.
@@KNGDDDE Chumps are actually quite good right now in zones actually. Plus again, all the parts actually work incredibly well with mini. Making them insta explode for 20 damage just doesn't do the same benefits whatsoever.
I want Mini Splatlings to get the same charge buff Squiffer has, with the same charge speed on or off the ground. I don't care if it's too good or doesn't improve the weapon's viability at all. Now that Edit has mini's mobility and Nautilus is the more aggressive splatling. if the only perk of playing mini is its quick charge time, then might as well make its charge time while jumping fast too.
Hydra could literally be the worst weapon in the game and I would still play it, very little in this game makes me feel as powerful as melting my opponents with splatoons very own Kaiju
All Splatoon Games metas are flawed if Splatlings aren’t substantially meta, I don’t make the rules, the Russian mercenary does If you have any complaints about my statements, kindly take it to Misha, the great overlord of all of gatlings guns
They have some pluses too. They do well against some weapon classes like splatanas, I’ve been playing splatanas since the start of Splatoon 3 and they do well against them. And they shred as well too on top of that.
My personal splatling copium: if we assume the next game is going to have a "past" focus, I wonder if it's going to have the story put spotlight on Cuttlefish and Octavio. Since Side Order taught us that Octavio is a splatling main, we could get an old-timey hand-cranked splatling to match Craig's bamboozler. That'd be nice
As a splatling main (mostly ballpoint), I really think that a good change that could be done to all splatlings is to make their strafe speed better, since the game has become a lot faster I think splatlings should too and this will mean they will depend less on run speed.
At the start of the game, I 4 starred every charger (5 star both scopes and pencil). I now have over 800 wins with v edit and 4 starred many other splatlings. I can confidently say that not only are splatlings healthier for the game, but they are also SOOOO much more fun to play. Nerf chargers, fix the maps and GIVE SPLATLINGS KITS
Chargers are fine, it's the map design favoring them that's the issue, god I need to make a sign so I can tap it everytime I hear "Chargers are unhealthy for splatoon"
@@johndelanie3649 I think that they all need a slight range reduce since they can simply one shot you from across the match - if you are a sploosh for example, you physically cannot get near a good liter player
Silly team comp idea: heavy splatling, recycled mk ii, tri slosher noveau, and neo machine (could sub out either of the sloshers for zap or shot if theres not enough paint). The whole concept would be to have the heavy do its thing, and every other weapon will try their hardest to shut down any chargers. I've been playing recycled mk ii a bit in comp and while it's a flawed weapon, one thing it does really well is keeping chargers from playing the game. Zooka is also pretty good against chargers, and tri slosher/machines ledge poking would help.
It's a pity, I started as primarily a blaster player, but recently discovered I actually like Splatlings, particularly the Edit (thankfully with good kits) but also the Hydra of all weapons, and yet even then I've noticed that counter to chargers to a point that every time I manage to kill one, it feels monumental. Was playing Hydra during the Grand Fest and had a match against a Splat Charger that just...... the only times I killed it was when it beefed its shot.
It's a real shame too, I enjoy the splatlings a great deal, both visually and from the heavy machine gun style they support. Just something fun about the fantasy of being the big guy in the back with a big gun or tanking from the front heavy style.
as a hydra splatling main, i think any changes to how extreme it is would be a detriment not to balance, but to weapon fantasy. It should be feast or famine, but as it stands it simply famines much more often. I think a charge hold and kit adjustments are what it needs, because as it stands the kits it's been given don't really facilitate it's strengths or cover its weaknesses.
Personally, I’d love to get a Splatling rework across the board. (note, I’m a casual player but main Splatlings, so balance-wise Idk how this’d work) first, Rev times are the same to get fully revved. However, by pressing “R”, you begin firing while revved, continuously until you let go. Once you do, let’s say Movement and Ink Recovery are halved, unless you fully De-rev or go into Squid Form. Thing is, to De-Rev, you can’t start revving again for at least half the standard charge time to force you to make hard choices. In addition, if you go Squid Form to cancel it, you’re stuck in it for the remainder of that time.
I think the charge storing idea for hydra is a good idea, but I think that it should be balanced by bringing you down to a half charge when popping back out of your charge hold so you use more on defense than offense
As a Nautilus main, I can definitely say my biggest enemies are chargers. Especially considering the garbage map layouts with little cover to protect yourself. Hell, if an E-Liter is on the enemy team, even APPROACHING mid is basically a death sentence, because Naut is almost always visible, between firing in kid form and swimming with charge hold.
if third kits were to happen, id REALLY want to see how a 3rd Nautilus Kit would be. Because as much as i like the 2 kits we got, I fully believe in a Kit that can sort of balance Competitive Play and Fun Play. My Dream kit would absolutely be Something Like Fizzy/Booyah, A realisitic Kit would probably be something like Curling/Inkjet or Toxic Mist/Inkjet or any of the combination could work
@@KNGDDDEhydra is goated for splatfests. it cuts through aerosprays and if you time your special right you can survive all the booyah bombs that eventually get thrown at you
I can't believe chargers have 2 kits with ink wall while Heavy gets none despite that being present in Splatoon 2 (Heavy deco)... Having to wait for a 3rd kit to potentially get one is so painful. It wouldn't be so bad if the current kits had any kind of long range displacement / pressure.
Speaking as someone who loves the gold Naut (it was a weapon I wasn't expecting to love, but I truly love)... yeah, Splatlings are in a tough spot. I messed around with Zimi and the second Ballpoint, but didn't really think much of either of them. I think the second Ballpoint's kit is good... it just needs to be on something else.
A good way to help hydra i think would be to make its charge rings more like other splatlings, instead of the first ring taking 80% of the charge time make it take 66.7% of the time. This way its less necessary to fully charge bc hydra will gain range and firing duration faster. So instead of the rings being 120 and 30 frames, make it 100 and 50
here my take as a backline player myself CHARGERS NEED A RANGE NERF i don’t care how much 5-10% would be ideal(i meant splat,pen,e-liter) because HOLY HELL every game i play while using one of these 3 i BULLY THE HELL out of thoes splatling players and i just fell bad
I will continue to beat my drum that the Hydra (A THREE SHOT MINIMUM WEAPON) should not be outranged by A SPLAT CHARGER!!! The Ballpoint has almost as much range as the Hydra, which is fine, but in my Anarchy Series and low level comp experience, chargers invalidated Ballpoint/Hydra so much that I started playing Charcoal Decavitator as my secondary when it came out. Also I've been a Ballpoint main since Splatoon 3's Testfire.
I disagree with you on the Hydra. It may be big and slow but the long firing time and range at full charge is already what it needs. It doesn't need a buff to its charge time or a nerf to its firing time. As someone who plays it a ton I think it's a fair trade to have a slower charge time but exceptionally long firing duration. My alternative proposal to yours would just be to revert some of the nerfs to its paint from way back in Splatoon 2
I had an idea for Mini Splatling Splatlings are the only ''charging'' type of class that can't charge mid-air, so I thought Hey, give Mini Splatling a mid-air charge. Why not. i understand the mid-air accuracy problem, but i think that could be cool oh and also give it that and give it a Zipcaster kit why not (Rip 3rd kiiiiiiiiiiiiiits)
Ah, yes... Splatlings. They are absolutely not the weapons that destroy me in every game I play. I am a GOOD player that DOESN'T get killed by Splatlings each and every time I engage with them. Yeah.
As a Splatling Player, I agree that splatlings are in a tough spot rn, the only good one being Heavy Edit. Ballpoint is easily the one got hit hard the most, the accuracy nerf & the inkjet shot radius nerf. They didn't even give Squid Beakon to a splatling which would've been perfect on Ballpoint Nouveau
I think mini has huge potential as a frontline slayer, but its kits just aren't there. Its range is on par with 52, so that plus it's crazy movement means it can theoretically win most fights against most short range shooters with proper spacing. What it really needs is a special that clears space quickly and allows it to keep the main weapon (personally I'd give it triple splashdown), and a sub that can reliably chip midlines that outrange it (burst obviously being the best, but since it has that already I'd give it torp).
@@KNGDDDE I've long held the opinion that vimi is just objectively the better kit over zimi, the burst bomb alone does so much for it that it honestly makes up for the lack of a real special when both kits are sort of aiming in the slayer direction. All it needs is a meaningful stamp buff for it to become a high tier. Zimi is a reference kit that just fails to emulate the kit it's referencing---mist kills nearly every kit it's on, and bubble is just not the supportive special the devs seem to want it to be.
@@asheevee_ i think bubbler is really solid, but man i HATE toxic mist. only reason im using zinc rn is for the bubbler and because the color palette looks cooler than normal mini splatling.
@asheevee_ The real killer is always mist because mist suggs. Mist also only suggs because the devs want it too. It seems like they go out of their way to sterilize gameplay, but what for? But I'd work with Mist if it didn't have a bubble. Bubble simply does nothing for zimi because zimi isn't gonna hold anything for long by itself... EXCEPT THAT'S EXACTLY WHAT YOU HAVE TO DO since this weapon is matched with backlines and blasters... Which then just makes you wonder what role this weapon is supposed to play since it's matched AGAINST its counters... Zimi is a black hole of disappointment.
I just want to go back to the time when you will say, watch out, there's a splatling! And like a class main, this times werenyou can only use edit are pretty sad
I think it's time for Nintendo to consider custom kits for Splatoon 4, when they release it for their next console, though I'm not sure how burst bomb wouldn't be broken with some main weapons, ahem (Rapid).
Full of crazy ideas, i am. But id prefer splatlings to all get a lot more kill power. I think theyre overall too slow, whether thats movements, charge speed, and kill times. So id suggest to buff those elements. Run speed: is a no brainer. While charging or caught off guard, nost splatlings are sitting ducks. Id suggest 5-10% more vase run speed to mutigate a but if that disadvantage state. Charge speed: considering that eliter deletes someone ever 2 seconds, its wierd how no one will admit the charge times are mainly the problem. Id chang the mechanic completely to where youre fire time will simply be double however long ur charge hold was. This would make splatlings overall more smooth and better able to play with a team. Lastly, they're kill power. I think the damage values are fine as is. But id increas the shot velocity on med range splats abd above. Often the biggest hindrance to securing a pick or helping on a fight, is how poorly the shots lag my reticle. Id increase the projectile speeds atleast 30%. Id advise this on mini splat as well if they dont stop matching it as a backline. Tldr; id buff the base run speed, and make your fire time always double your charge hold. Lastly, id increase the shot velocity on splatlings.
The fact Ballpoint got kneecapped so quickly but pencil STILL reigns supreme is so ridiculous, you can really tell what weapons the devs favor
To fix pencil is difficult because if you nerfed the paint output by more than they did it just gets dropped by everyone, nerf cooler and cooler loses its whole gimmick, so essentially its a hard weapon to balance without just making it terrible, but there is also definitely bias
@@johndelanie3649 Genuinely I do feel like there is some favouritism amongst backlines, given how splatlings got hit easily significantly harder between S1 and S2 than chargers (which aside from E-Liter got 100% only buffed by charge hold mobility and kits)
@@sonicrunn3r895Honestly I hate backliners so I am glad Splatlings are where they are but Chargers are even worse
@@kingky9600 I respect backlines because I have actually played them and it is a hard and thankless job, but chargers still kinda annoy me so I do get the stance and I used to be there
@@grzKABBAGE You mean like how they nerfed BP and then everyone dropped that? Any weapon that's top tier and gets nerfed will get dropped, that's how pro players work, doesn't mean we should just avoid nerfing things
Grand Fest❌️
S P L A T L I N G S✅️
Editing takes time I am attempting to have it by thursday
@@ProChara its all good chara, we understand!
and tbh i prefer the explanation/comp history/voiceover videos over the raw gameplay so this works for me!
@@ProChara Dont worry its just a joke! Considering the good quality of the videos you and your team make its perfectly fine that they take long
It's agonizing to have all of your favorite weapons receive god-awful kits that gut their viability.
@@Bonemiser At least they're fun…
@@sonicrunn3r895Would be more fun if i didnt actually have 33% wr, thats why i only play viable kits or kits that i can be actually be good at. 🗿
As a Roller main life is painful, yeah VRoller doeshre decentrely well for SoloQ but itsh nearly not enough, i miss S1 kits-deshreings 😭.
e.g. swig, blaster, undercover, dapples, wellstring, flux, explo, dread, recycled, etc.
ig nintendo just cant be arsed to think about kits for more than 3 seconds
@@SimoneBellomonte Sometimes it doesn’t have to be about the wins…playing Vunder and doing stupid things is very fun regardless of a win or loss…
@@SimoneBellomontewhy do you type like you have braces
It is genuinely kind of funny how at the beginning of S2, the heavy Splatling had a lot of promise during crab tank meta as a viable backline option. Wave breaker was a nice way of disrupting crab tank and with hagglefish zones being so popular, heavy just seemed like a nice alternative pick. Then with inkjet meta (arguably peak S3), ballpoint made the game more fun. Edit being a nice alternative to pencil during pencil meta also made comp building fun. Naut & Mini have cool dedicated players. And hydra...I'd rather not say.
Nintendo usually leaves this class in such a poor position. Damn, I have it easy as a slosher player.
s2 crab tank meta was a crazy time
@@glugging S2 Missiles vs Launch Crab Tank
@@GUSplatoon Splatlings and Sloshers are so funny because despite being semi-counterparts as to their origins in Splatoon, they could not have a more different balancing history
@@isuckatnames6033 missles still win i fear Lol
@@isuckatnames6033Missiles are far worse.
At least Crab wasnt spammable.
Splatlings are by far my favourite weapon class in the game, especially Hydra and Edit. I've played them since the game came out
Hydra with booyah bomb is still one of my favorite kits in the entire series 👌
@@Sqwivig hell yeah, that was my main for the first year, then I moved to vEdit
Remember when edit was just added, people were saying that splatlings were the best class for a while? Good times...
As a splatlings main, its sad seeing this splatlings still average. This vid greatly explain the problem that splatlings have right and how to fix these problems of some of the splatlings plus giving some great third kits. Great vid overall
I've been a hydra main for years now and playing against chargers is always so painful. I like your idea of giving it a small charge hold in exchange for a reduced firing time. This would help it get closer to chargers while also helping it with bombs/specials going off every 2 seconds.
Splatlings are so deserving of being good they're so fun and much healthier than chargers
They're healthier than shooters honestly, chargers aren't unhealthy, Splat 3 just has bad map designs that heavily favor them
@@johndelanie3649 Yeah but Shooters get directly countered by Splatlings, therefor they'll never be good enough for competitive since Nintendo will never buff them in fear of giving their favorite child of a class an actual weakness. (I'm exaggerating for the sake of the joke, but I do heavily dislike how Nintendo has handled balancing in this game)
Avoiding the chargers like the plague is u asking for em to become strong option and that u not wanting to play em is just a excuse despite shooters are literally everywhere making em obviously much much unhealthy than chargers
@@Typi yeah fr, all the shooyer counters get shafted. Brellas are in the same boat, the only good brella right now is tent and like, I like tent, but I like the other brellas more and it sucks that such cool weapons don't see use. It sucks even more because splat brella is so good for meta diversity. Currently the only blasters that see use are range and long rapid, but because of matchups we could see way more v blaster or s blast if splat brella was in the meta.
Would you call hydra Health when there where no chargers in the game image that
as a Splatling main,, i really hate playing Peek a boo with charger while i should be helping my team instead
Facts
1:22 that stamp kill was savage
1:46 “However, this fits much better on mid range weapons. If you play roller for instance”
I think he means the slot of mid range weapon, aka the “go in and kill” weapons, as competitive is mostly comprised of long range pressure and some paint, short range shooter with paint, and two “go in and kill” weapons
@@JuanniThat makesh a ton whole lot more of shrense lol.
As a Hydra one trick I personally agree on the charge hold, it'd be great to be able to swim a little bit to make repositioning easier since Hydra plays more like a charger then say heavy or ballpoint
I'd rather have faster run and charge speeds. I put on max run speed and my team literally steam rolls if they're decent and cover me between charges.
Pfp (Profile Picture) and / or Banner Sauce (Source [Artist])? 🗿
@@KNGDDDEYeah, tbh Hydra would benefit more from higher Run-Speed and shorter charge than a charge hold, a charge hold would just almost completely negate its weakness tbh.
2:51 no backline chargers = peak fun
As someone who wishes mini splatling was good, I think there’s more they could do with it.
1. Make it lightweight
2. Less Jump spread
3. Full jump while charging
4. normal charge speed mid-air like squiffer and reef-lux
As for a kit, I would like Fizzy Bomb and Tristrikes (probably a different special so it doest spam though)
lets go, my fav class
Me too vro, me too.
Same here
Another problem with splatlings is that most stages aren't very friendly towards them with their best positions having ledges that are too tall for them to jump over while charging. This means that, unless you're using Nautilus, you have to cancel your charge, climb up, then recharge which just wastes time. A simple way to fix this is to replace current ledges with either shorter ones or ramps to walk on. Speaking of stage changes, another good way to help splatlings counter chargers is to make favorable long-range positions closer to each other. For example, a charger perch that's within the Heavy Splatling's range that's surrounded by un-inkable turf with no easy way for the charger to retreat while the splatling spot has inkable turf and a block that they can cover behind; kind of like a more extreme version of that right-side area on Mincemeat Metalworks.
The stage designs really are some of the biggest issues in 3, honestly making backline favored maps that STILL manage to be bad for some backliners is almost impressive
This.
This x1000
my ideal weapon composition!
E-liter 4k scope(funni range)
E-liter 4k scope(funni range)
E-liter 4k scope(funni range)
E-liter 4k scope(funni range)
I can see the issues with splatlings but I will always love my Nautilus
Real
I love how loyal us naut mains are. Nothing will ever take away our love
@@phil37b14 REAL!!! I love my nautty
@@spectria.limina I switched to edit I'm so sorry (still play naut just nowhere near as much as I did in two)
I will forever be loyal to the Nautilus
As a charger main, I agree that splatlings should get some buffs to counter chargers.
Maybe more range, better kit tools, or even something like giving them a charge hold would be pretty cool.
@@edgebrandolini4021 Giving splatings a charge hold would kinda get rid of naut's while gimmick
Well it depends. I wouldnt give splatlings a longer charge hold than nautilus, and it still has its air accuracy and recharge gimmick. Maybe Naut could get a new little gimmick to buff it up a lil if this change happens.
@@edgebrandolini4021 I'd argue that a long charge hold could make it remain unique, like gootuber feels unique despite holding charge not being a gootuber exclusive mechanic
I don’t think giving them extra range or a charge hold is the solution, mostly because it would disproportionally affect the rest of the game. Honestly, they just need to give splatlings better kits. I think there’s a weapon class splat would benefit from having only a sub weapon that plays to their combat abilities, and a special that’s fully dedicated to fighting their weaknesses. Rather than some weapons that get kits exclusively to match strengths or to fight weaknesses.
Kits like Carbon deco, where the burst plays to its close range fighting strengths and the special allows it to fight at long range. Generally, this applies to pretty much every weapon class in the game, but I think splatlings specifically need this a lot more with how common their weaknesses are and how much the map design empowers their already hard counters
@@anightshadeguyman5089Maps, the maps are 1 of the primary reasons if not the worst offender of why Splatlings arent viable, all of the angles theyre best at are also angles easily snipable by a charger, if they werent exclusively forced to play by those angles they would be viable, surprised that Chara didnt incrludre that in the video. 🤷♂️
But oh well.
I personally feel like every issue facing splatlings vs chargers as a matchup can be traced back to when they decided chargers universally can get a charge hold to negate their former bad mobility while having a shot ready with no drawbacks, and Splatlings received…mobility nerfs to compensate???
Which is even more wierd considering that splatlings need to be visible to be effective.
I see your long-range defense line, and I raise you a delete rifle...
Gee, I wonder why chargers are such a problem for splatlings.
Chargers getting to hold charge is such a dumb idea, it makes sense on squiffer, but it should have been a trait of the weapon and not the class like with naut and reef
@@johndelanie3649 Unironic new theory that charge holds were originally Goo Tuber's entire gimmick but it got pasted onto the whole class and they were like “uhhhhhh now what?” with it, and they had no chance to think about it cause the game needed to be ready for the first 6 months of the Switch lol
Dont forget the maps.
@@johndelanie3649Reef?
Oh the arrows lol.
The sniper based weapon counters the minigun based weapon you say?
*tf2 intensifies*
(except the minigun weapon at least has SOME viability in splatoon ;-;)
and snipers are way better balanced in splatoon
my personal solution to the splatling problem is to exchange the general range of Splatlings with Chargers, since the Charger's instakill would make such exchanges a lot more fair, while the shot spread of splatlings means the killtime at the edge of a splatling's range is inconsistent, dare i say low, so a charger attempting to shoot a splatling risks the charger being killed in return
(basically make Splatling the longest range weapons on the field with Chargers coming in second. On average, of course)
Heavy splatting will always be my favorite and though I’d definitely like to see more improvements, I also love how it’s kind of an underdog weapon almost with it being like the best worst class.
I used to main hydra until a couple months ago and jonestly i just hope hydra has a great kit, like beacons and inkjet that can make it stronger.
i currently use custom dualie squelchers cuz they are fun
Imagine if Sheldon at the end interrupts the score count for grand fest talkin’ about how due to all the data he took during the fest that he was gonna release new weapons, and all of the store owners/ spyke/ Murch/ DJ Octavio/ Mr. Grizz/ and the TV broadcasters all released their main weapon with a special kit. That’s be neat-o. A DJ Octavio custom heavy splatting could go crazy
please give me the dj octavio heavy splatling oh my god. and give it splash wall please i'm begging you
I am -hoping- coping so hard for third kits, if they did well on third kits it could make so many weapons newly viable
Crazy splatoon 4 concept: each weapon gets a bomb and support tool for R and L respectively.
Hydra splatling mentioned!!! 🎉🎉🎉
Rain on a splatling is so smart with the new buffs omg
Can't believe we haven't seen that yet
Gotta 100% agree on all the points mentioned especially with ballpoint it's pretty sad to know that the main things bp struggle with inkjet also has problems and a movement buff for either inkjet and or the main weapon would help the weapon an incredible amount
WOOOO SPLATLING VIDEO
as a Splatling main the lack of content or dedicated player to it its painful, will say more after I finish video, but for now Im gonna say that I love Heavy Edit, Nautilus and Ballpoint, if not for Splatlings I would either main Sloshers or Blasters, more leaning to Sloshers.
Edit: Ok finished video, so
I agree with the points, now I will add my 5 cents
I agree with chargers counter most, but I dont know how devs would or could ever change that, problem is that most chargers oneshot on hit, splatlings can never compete with that. For me biggest insult and problem is charge hold, charger can just charge, change postions and quickly oneshot you out of the cover or fall back while still being able to defend itself. In splatling you are screwed, only Nautilus can hold its charge which combined with its ability to charge between makes it fun, you can move around while still being able to do stuff. I dont think all splatlings should have charge hold cuz in my opinion it would make them too oppresive against some other weapons tho for Hydra its definitely needed. I can see an option to remove charge hold for some chargers I think community as a whole would welcome that, especially E liter. Just how many times I have been shot by eliter that just popped out of the ink on the other side of the map I cant count. With chargers because of that and their one shot capability you dont alert enemies with your presence. Meanwhile Splatling is big sitting hey Im here sign. I know I will sound crazy now, but I do think Ballpoint should have more range than chargers except for E liter. There is no other way around it.
I hope you come across my comment. But you're right, unless slower splats be granted king range nothing will ever make the mstchup feel fair.
In this grandfest my hydra got paired against another hydra and splat charge.
My team only had access to the main drop point that game. It went how it sounds.
4:03
God damn it Chara, why did you have to hit me with the splatter color screen
i think having more splatlings see competitive use over chargers would be SO MUCH MORE HEALTHIER than chargers, id rather a world where edit is stronger than pencil
Heavy has been my main for 5 years but in splatoon 3 I didn't find the fun in playing it anymore. The range doesn't feel right, the lag made it tough to deal with things.
So now I look for a new main.
Splatlings are so much fun... Until you play against a charger and then they are all about waiting for the right moment to take out the charger and the you get 5 seconds of the regular splatlings fun.
My favorite class! Heavy splatling my beloved
I know that sprinkler/wave is an objectively bad comp kit, but damn, I think it's perfect for the weapon. I love the "set and forget it" playstyle that lets you focus on shooting and I also just love wave breaker in general.
You can thank the magic pencil for the downfall of splatlings.
I use to control the field with the mini splatling.
I started maining splatlings after seeing Jaymoji play Naut and deciding that would be fun. Once I saw Edit, I started playing Hydra to prepare for the long charge, and once it came out, just kept playing Hydra, cuz I found it fun. Now I’m maining Edit for my recently formed team. I have long loved splatlings and even with all of their problems, decided to main them.
For Mini i'd like to say that I think torpedo + Super chumps would be an incredible combo for it as all of those parts go incredibly well together for mini. Chumps does a lot to help mini with the paint it outputs, the combo numbers it has, and the utility it has for it as body blocks it can run around with very well considering its high mobility. Not only that, but chumps and torp go incredibly well together with comboing and distraction utility with torp giving you another thing to be mindful of while going after mini with chumps.
No. Just no. Chumps are pretty bad, I'd rather them just explode instantly and do 20 dmg.
@@KNGDDDE Chumps are actually quite good right now in zones actually. Plus again, all the parts actually work incredibly well with mini. Making them insta explode for 20 damage just doesn't do the same benefits whatsoever.
I want Mini Splatlings to get the same charge buff Squiffer has, with the same charge speed on or off the ground. I don't care if it's too good or doesn't improve the weapon's viability at all. Now that Edit has mini's mobility and Nautilus is the more aggressive splatling. if the only perk of playing mini is its quick charge time, then might as well make its charge time while jumping fast too.
4:11 This is why I think Ballpoint should get a third kit with Squid Beakons and Tenta-Missiles.
I was a Heavy Remix main back in S1. I will forever have love for Splatlings, even now as a Stringer main, for being my first.
Hydra could literally be the worst weapon in the game and I would still play it, very little in this game makes me feel as powerful as melting my opponents with splatoons very own Kaiju
I really bad for that one guy that commented on every vid until Brellas got buffed. He’ll have to continue the series into Splatoon 4 💀
didn't they technically get buffed a bit ago
I still hate splatlings
They have so much range and it’s so annoying I hate them.
All Splatoon Games metas are flawed if Splatlings aren’t substantially meta,
I don’t make the rules, the Russian mercenary does
If you have any complaints about my statements, kindly take it to Misha, the great overlord of all of gatlings guns
They have some pluses too. They do well against some weapon classes like splatanas, I’ve been playing splatanas since the start of Splatoon 3 and they do well against them. And they shred as well too on top of that.
I FINALLY GOT HERE EARLY, THIS IS A GOOD CONCEPT
Nautilus and Heavy Edit are so fun to play!
mini splatling normal kit with burst and stamp is one of the most fun weapons in the game fight me
That splatling video was the first video I watched before getting into Splatoon.
My personal splatling copium: if we assume the next game is going to have a "past" focus, I wonder if it's going to have the story put spotlight on Cuttlefish and Octavio. Since Side Order taught us that Octavio is a splatling main, we could get an old-timey hand-cranked splatling to match Craig's bamboozler. That'd be nice
As a splatling main (mostly ballpoint), I really think that a good change that could be done to all splatlings is to make their strafe speed better, since the game has become a lot faster I think splatlings should too and this will mean they will depend less on run speed.
At the start of the game, I 4 starred every charger (5 star both scopes and pencil). I now have over 800 wins with v edit and 4 starred many other splatlings. I can confidently say that not only are splatlings healthier for the game, but they are also SOOOO much more fun to play. Nerf chargers, fix the maps and GIVE SPLATLINGS KITS
Chargers are fine, it's the map design favoring them that's the issue, god I need to make a sign so I can tap it everytime I hear "Chargers are unhealthy for splatoon"
@@johndelanie3649 I think that they all need a slight range reduce since they can simply one shot you from across the match - if you are a sploosh for example, you physically cannot get near a good liter player
Silly team comp idea: heavy splatling, recycled mk ii, tri slosher noveau, and neo machine (could sub out either of the sloshers for zap or shot if theres not enough paint). The whole concept would be to have the heavy do its thing, and every other weapon will try their hardest to shut down any chargers. I've been playing recycled mk ii a bit in comp and while it's a flawed weapon, one thing it does really well is keeping chargers from playing the game. Zooka is also pretty good against chargers, and tri slosher/machines ledge poking would help.
It's a pity, I started as primarily a blaster player, but recently discovered I actually like Splatlings, particularly the Edit (thankfully with good kits) but also the Hydra of all weapons, and yet even then I've noticed that counter to chargers to a point that every time I manage to kill one, it feels monumental. Was playing Hydra during the Grand Fest and had a match against a Splat Charger that just...... the only times I killed it was when it beefed its shot.
It's a real shame too, I enjoy the splatlings a great deal, both visually and from the heavy machine gun style they support. Just something fun about the fantasy of being the big guy in the back with a big gun or tanking from the front heavy style.
as a hydra splatling main, i think any changes to how extreme it is would be a detriment not to balance, but to weapon fantasy. It should be feast or famine, but as it stands it simply famines much more often. I think a charge hold and kit adjustments are what it needs, because as it stands the kits it's been given don't really facilitate it's strengths or cover its weaknesses.
Personally, I’d love to get a Splatling rework across the board. (note, I’m a casual player but main Splatlings, so balance-wise Idk how this’d work)
first, Rev times are the same to get fully revved. However, by pressing “R”, you begin firing while revved, continuously until you let go. Once you do, let’s say Movement and Ink Recovery are halved, unless you fully De-rev or go into Squid Form. Thing is, to De-Rev, you can’t start revving again for at least half the standard charge time to force you to make hard choices. In addition, if you go Squid Form to cancel it, you’re stuck in it for the remainder of that time.
I think the charge storing idea for hydra is a good idea, but I think that it should be balanced by bringing you down to a half charge when popping back out of your charge hold so you use more on defense than offense
As a Nautilus main, I can definitely say my biggest enemies are chargers. Especially considering the garbage map layouts with little cover to protect yourself.
Hell, if an E-Liter is on the enemy team, even APPROACHING mid is basically a death sentence, because Naut is almost always visible, between firing in kid form and swimming with charge hold.
I love hydra
Here's how to fix splatlings, remove all counters from the game.
i love ballpoint and nautilus but i just can't play them competitively anymore because every team has a pencil and/or rb now
if third kits were to happen, id REALLY want to see how a 3rd Nautilus Kit would be. Because as much as i like the 2 kits we got, I fully believe in a Kit that can sort of balance Competitive Play and Fun Play.
My Dream kit would absolutely be Something Like Fizzy/Booyah, A realisitic Kit would probably be something like Curling/Inkjet or Toxic Mist/Inkjet or any of the combination could work
Atleast mini splatling may get some use in splatfest for its ink coverage :')
Hydra bullies too
@@KNGDDDEhydra is goated for splatfests. it cuts through aerosprays and if you time your special right you can survive all the booyah bombs that eventually get thrown at you
@laampards I like the splatterscreen kit more tbh. I kinda here the star wars theme behind it 💀😭😭
I can't believe chargers have 2 kits with ink wall while Heavy gets none despite that being present in Splatoon 2 (Heavy deco)... Having to wait for a 3rd kit to potentially get one is so painful. It wouldn't be so bad if the current kits had any kind of long range displacement / pressure.
Speaking as someone who loves the gold Naut (it was a weapon I wasn't expecting to love, but I truly love)... yeah, Splatlings are in a tough spot. I messed around with Zimi and the second Ballpoint, but didn't really think much of either of them. I think the second Ballpoint's kit is good... it just needs to be on something else.
Street fighter 6 music jumpscare
i love being a onetrick on a weapon that flat out ignores everything and screws around for half the game to win (inkbrush)
A good way to help hydra i think would be to make its charge rings more like other splatlings, instead of the first ring taking 80% of the charge time make it take 66.7% of the time. This way its less necessary to fully charge bc hydra will gain range and firing duration faster.
So instead of the rings being 120 and 30 frames, make it 100 and 50
not my sweet baby children :[
oh my goodness it’s so badguy
I love mini splatling ❤
here my take as a backline player myself CHARGERS NEED A RANGE NERF i don’t care how much 5-10% would be ideal(i meant splat,pen,e-liter) because HOLY HELL every game i play while using one of these 3 i BULLY THE HELL out of thoes splatling players and i just fell bad
Thank you Pencil
Maybe one day Ballpoint will get its beakon back 😔
I will continue to beat my drum that the Hydra (A THREE SHOT MINIMUM WEAPON) should not be outranged by A SPLAT CHARGER!!! The Ballpoint has almost as much range as the Hydra, which is fine, but in my Anarchy Series and low level comp experience, chargers invalidated Ballpoint/Hydra so much that I started playing Charcoal Decavitator as my secondary when it came out.
Also I've been a Ballpoint main since Splatoon 3's Testfire.
Gurl was this recorded before the grand fest😭🙏
Man, as a Heavy main, I feel all of this.
splatlings are so fun and i will always main mini, stamp needs a buff, its been doodoo for too long
I was devastated when I saw mini got ultrastamp
The Hydra analysis is dead on.
the fact that edit has mini’s mobility makes me think they should make mini even faster
I disagree with you on the Hydra. It may be big and slow but the long firing time and range at full charge is already what it needs. It doesn't need a buff to its charge time or a nerf to its firing time. As someone who plays it a ton I think it's a fair trade to have a slower charge time but exceptionally long firing duration. My alternative proposal to yours would just be to revert some of the nerfs to its paint from way back in Splatoon 2
Cough cough and some run speed cough cough
I had an idea for Mini Splatling
Splatlings are the only ''charging'' type of class that can't charge mid-air, so I thought Hey, give Mini Splatling a mid-air charge.
Why not.
i understand the mid-air accuracy problem, but i think that could be cool
oh and also give it that and give it a Zipcaster kit why not
(Rip 3rd kiiiiiiiiiiiiiits)
Ah, yes... Splatlings. They are absolutely not the weapons that destroy me in every game I play. I am a GOOD player that DOESN'T get killed by Splatlings each and every time I engage with them.
Yeah.
Man I should've sent some BP clips in that thing still pops off in the right hands 😩
As a Splatling Player, I agree that splatlings are in a tough spot rn, the only good one being Heavy Edit. Ballpoint is easily the one got hit hard the most, the accuracy nerf & the inkjet shot radius nerf. They didn't even give Squid Beakon to a splatling which would've been perfect on Ballpoint Nouveau
Its really sad bc splatlings are my favorite weapon class. Hydra and Hedit especially
The current Heavy kits are just so, boring. I used to main the weapon but dropped it in favor of Edit when it was released.
I think mini has huge potential as a frontline slayer, but its kits just aren't there. Its range is on par with 52, so that plus it's crazy movement means it can theoretically win most fights against most short range shooters with proper spacing. What it really needs is a special that clears space quickly and allows it to keep the main weapon (personally I'd give it triple splashdown), and a sub that can reliably chip midlines that outrange it (burst obviously being the best, but since it has that already I'd give it torp).
Sounds like an ultrastamp buff to me
@@KNGDDDE I've long held the opinion that vimi is just objectively the better kit over zimi, the burst bomb alone does so much for it that it honestly makes up for the lack of a real special when both kits are sort of aiming in the slayer direction. All it needs is a meaningful stamp buff for it to become a high tier.
Zimi is a reference kit that just fails to emulate the kit it's referencing---mist kills nearly every kit it's on, and bubble is just not the supportive special the devs seem to want it to be.
@@asheevee_ i think bubbler is really solid, but man i HATE toxic mist. only reason im using zinc rn is for the bubbler and because the color palette looks cooler than normal mini splatling.
@asheevee_ The real killer is always mist because mist suggs.
Mist also only suggs because the devs want it too. It seems like they go out of their way to sterilize gameplay, but what for?
But I'd work with Mist if it didn't have a bubble. Bubble simply does nothing for zimi because zimi isn't gonna hold anything for long by itself...
EXCEPT THAT'S EXACTLY WHAT YOU HAVE TO DO since this weapon is matched with backlines and blasters...
Which then just makes you wonder what role this weapon is supposed to play since it's matched AGAINST its counters...
Zimi is a black hole of disappointment.
It’s ok splatlings, you’ll always be top tier in my heart 🧡💛🩷
I just want to go back to the time when you will say, watch out, there's a splatling! And like a class main, this times werenyou can only use edit are pretty sad
I think it's time for Nintendo to consider custom kits for Splatoon 4, when they release it for their next console, though I'm not sure how burst bomb wouldn't be broken with some main weapons, ahem (Rapid).
Just give pencil vac and chargers can fall back into obscurity outside of 3 specialists.
Full of crazy ideas, i am.
But id prefer splatlings to all get a lot more kill power. I think theyre overall too slow, whether thats movements, charge speed, and kill times. So id suggest to buff those elements.
Run speed: is a no brainer. While charging or caught off guard, nost splatlings are sitting ducks. Id suggest 5-10% more vase run speed to mutigate a but if that disadvantage state.
Charge speed: considering that eliter deletes someone ever 2 seconds, its wierd how no one will admit the charge times are mainly the problem. Id chang the mechanic completely to where youre fire time will simply be double however long ur charge hold was. This would make splatlings overall more smooth and better able to play with a team.
Lastly, they're kill power. I think the damage values are fine as is. But id increas the shot velocity on med range splats abd above. Often the biggest hindrance to securing a pick or helping on a fight, is how poorly the shots lag my reticle. Id increase the projectile speeds atleast 30%. Id advise this on mini splat as well if they dont stop matching it as a backline.
Tldr; id buff the base run speed, and make your fire time always double your charge hold. Lastly, id increase the shot velocity on splatlings.
I'm surprised you didn't use cexplo as an example of kits covering main weapon blindspots
I completely forgot KOG was a brand...