There is some humor in that everyone thought Tacticooler would be broken during the Splatfest World Premiere, everyone realized it wasn’t as great as first thought, and now it’s come full circle as one of the best specials in the game.
Tacticooler is so interesting because it could be so easy to just make mpu a special, but they decided to put the time and effort to making it as fair as possible
I would argue that it would be much more difficult to make mpu a special. How would that work? Seems pretty easy to just give every weapon a bunch of already existing abilities
@@SALTYTOAD00 and for most (keyword: most) Splatlings, it increased the amount of 'bullets' per voley/per charge edit: added one word to make explanation less ambiguous.
A huge, HUGE problem with the special that you didn't talk about is the way it impacts solo queue. Games where one team randomly gets a cooler and the other team does not are absolutely unfair and happen all the time.
I do agree with you, however I don’t think it’s simply a matter of one team has cooler, one doesn’t. The team with cooler needs specials that can affect the game for its impact to actually be felt. I’ve played tri nouveau in ranked a few times, and when my team has specials like wave breaker, bubble, and slider, against a comp with specials like Zooka, crab, and booyah bomb my team loses hard.
Very minor thing; but showing off Intensify Action's jump RNG modification on Nautilus of all things was rather amusing; since one of Naut's lesser known quirks is that it's got a "stabiliser" that makes it's jump RNG very small in the first place; which is mostly important for jumping out of swim form with charge. Good video as always. :D
I wish there were more weapons like this; main weapons close to the originals they're based on, just tweaked and given a couple small but unique attributes. Naut has very high shot velocity, charge storage, and like you said; very little air rng. I'd say an equivalent for chargers is Goo Tuber, because a lesser known fact about it is that it can kill with a partial charge. More weapons like this would be really neat
I want them to combine Tac and Ink Storm for the next game, where you get Tac buffs as long as you’re in the Storm and they disappear shortly after leaving it. Maybe the storm needs to be wider or the buffs stronger, but I think confining the buffs to a smaller area might make it feel better for skill expression. Call it Boon-soon lol
Thats not a high bar to clear lmao, but i do agree with u, and if they fixed the Specials Savers amounts imho it could be even more healthier for the game, having a Special that only rewards specific playstyles isnt inherently that flawed, the problem is when the Specials itself is so overtuned that it practically makes these and those playstyles kindszh ofsz “mandatory”. Its definitely not as bad as Tri-Zooka, but its still a problem.
Fun fact: if you have a full splashdown and you get a drink, you can super-jump splashdown. ( I did this once, went to a beakon, killed 3 and took the last on out manualy)
tacticooler as a concept is so nice i just hate how QR weapons like tetras have since fallen off because of cooler, i really wish there were more fun skirmisher qr weapons back in the meta bc tetras were so fun and nice to see
I agree with Chara that mostly it's that tetras have suboptimal kits. Before everyone ran tacticooler, my team was running it for my tetras, and it was a blast to enable me to be completely feral. Tetras are definitely much weaker now because of the necessity of 1 cooler per team in competitive meta, so you absolutely have a point. It's been much harder for me on tetras and has forced me to pick up other weapons (...vShot...). If reefslider was better, maintaining your special on tetras would matter more. Because it's not, me doing a trade on someone who is cooler'd and that we both retain our specials--while mine is generally the worst special--is just kinda a loss in a fight for me 😢
I don't get the argument that tetras have bad kits. They are the same kits it had in S2; reef slider in place of splashdown and zip caster instead of bomb launcher. Would dark tetras be better with splashdown? Maybe? If the weapon couldn't function in the last game, what makes the kits bad now?
@@yurareigiryu agreed with unconcerned. They were bad then, too. The kits are honestly not that different from what they were in Splatoon 2. I think the devs are trying to balance the very good main weapon with subpar specials, but it's mostly meant that in the current meta, tetras are losing the one thing they had over others: speed and stalling ability. I personally want a reefslider rework of its rework. Its buffs turned it into a Zones cheese weapon with enough special power up, but that doesn't synergize with tetra playstyle. If the special painted less but let you reposition more safely, it'd be way better
I feel like cooler also makes soloq just a little bit unfair. Going up against a team that has a cooler without a cooler of your own is painful, but that’s more of a matchmaking issue than a cooler issue.
I feel like cooler has the one same problem as s2 armour: you have to run it regardless of what you wanna do, the only major thing that changed is that the special is better designed in multiple aspects. Also I think that Vpencil is splatoon 3’s s2 Vjet but with cooler
Yeah but Cooler leaves much more roomszh foreszhkrtrerdzszh buffszh / nerfszh / andzszh / orekrtrerdzszh reworkszh, you can pretty much changeshz almost anything about the Special, while Inkszh Armorszh on the other endszh,… you cant really change that much many attributes about it, IMHO, so if they just changed Cooler to have WAY less Specials Saverkrtrerdzszh amountszh, it would honestly be ash a way betterkrtrerdzszh than as a shpecialzszhkrtrerdzszh, imho.
The thing that annoys me is just the overwhelming personal advantage it gives people compared to previous specials. Take ink armor: At its weakest it makes you shiny for a few seconds. At its strongest it counters one shots completely and forces the other team to rethink an engagement while allowing the user some but not full freedom of the next engagement, dying is still a penelty. Then theres cooler: At its weakest it completely invalidates the other teams splats for a duration. If not instantly splatted it also allows the user to move around faster for a bit. At its strongest it drugs up an entire team with overwhelming buffs to run over the other team while still completely invalidating any splat the other team somehow manages to get.
Yeah but Cooler doesnt automatically guarantee a splat for your team, while Ink Armor was a huge advantage, oh and also its just a bit too much overtuned, like Chara said, a small nerf to its Specials Saversh amount would do great to make it even more healthier for the game, while Ink Armor was basically completely flawed in concept, leaveining next to no room for improvement on execution, and at least, everyoneszh bodies can takeszh on Coolersh-boostredzszh inkszhlingzszh, thats not much very truerkrtrdzszherdzszh for inkszh Armorszh lolkertrdzszh, so makingszh this comparison, is a bit too much unfairszhkrtrerdzszh, IMHO.
@@SimoneBellomonte ok aside from not being able to read the second half of that, a nerf to special saver would change my argument of ">completely< invalidating the other teams splats". As it is now however, this is my unchanged stance on the special.
To me, cooler's bigest problem is pencil because while N-Zap can play more aggressively if needed, pencil being so strong of an anchor and paint weapon is not good/healthy for the game. Another problem has to do with the special saver effect. Cooler having it is not the biggest problem, I would rather say that the lack of loss of special after using part of Trizooka for exemple is a big problem because it makes it a spamable low risk/high reward special when you are getting cornered. I think that we should keep cooler in the game because of the things that it creates (faster gameplay, more fights, ...) but nerf it, some specials and some weapons that have it so that it feels fairer
But i agree, but imho the nerf thats needed the most is just a bit of the Shpecialszh Savershzkrtrerdzszhszh effectrdzszh, cuz otherwise the Shrpescialszh is in a very good and healthy shportrkrtrerdzszh rnzszh lolkrtrerdzszh.
Regarding the ending, I think the answer usually is, yes we do want to see that video idea you have. Unless the video is "What splatoon character do i simp for?", the video will be interesting and working thinking about lol
I like how tacticooler makes weapons be able to fight more, but not how it erases mistakes when dying edit: Basically 100% special saver is op, it needs to either get reduced to like 75/80 or not have a spec saver at all. A special that removes all need of gamesense and allows you to run in is kinda not fun. Cooler should heighten your ability to fight, not take away the downsides of losing a fight
Another element that makes the tcticooler less fun to play is that as the special is valuable, it's important to play safe because a pick on the tacticooler guy is easily more valuable than another which leads to less flexibility for the player.
Also a Destiny 2 player here. Tacticooler is the Well-Lock of Splatoon. If you're doing any endgame activity, you have a Warlock running Well. I think it's safe to say high tier buffs will almost invariably wind up being required in any high-end game when introduced.
@@SimoneBellomonte it was a comparison. Both serve similar rallying functions in their respective ways. I personally mostly just thought it funny, but also in high end play, buffs like both almost invariably become the meta.
Tacticooler I think is a balanced special overall that has made the meta not too bad. The only things that I see that make it not the most balanced special is pencil as well as trizooka being the main causes to it. If they decide to reduce the special saver effect a bit, it will still be a usable special and still extremely good. To me it’s wayyyy more balanced as a support special compared to Armor, and that’s what I like about it. 👍
I think to improve the other modes and make its downsides more severe, and making it no longer required while still keeping it very powerful and heavily incentivized in competitive, I’d do the following: 1) Reduce Special Saver from 100->75%. Everyone agrees on this, no need to elaborate. 2) When all the drinks have been grabbed, the cooler automatically breaks without ending the special cooldown. This means that you have the dilemma of either grabbing a drink for yourself or not to spread out more and not destroy your invincible cover. You also can’t break it through this method or through crushing it with the tower or something to end the cooldown early. Essentially, you either have to wait till the cooler breaks or until 10 seconds have passed like Missiles or Chumps, whichever is longer. 3) Make it where the Quick Respawn effect doesn’t apply to those carrying Power Clams or those having just thrown one, so that you still get most of the buffs but don’t get to just blindly rush in and toss a Power Clam without any respawn time. Regular clam holders are still fine since they can’t break the barrier. 4) All Tacticooler effects are removed when picking up the Rainmaker, and you cannot grab a drink while holding it. One, how you gonna drink a can if you’re also holding a giant gun as unwieldy as a tuba? Two, this means that while their teammates can get supercharged to defend them, the Rainmaker carrier themselves are still fully punished for a bad push. 5) Add more Tacticooler weapons with 3rd kits. Specifically, give it to Undercover Brella, Blaster (with low PFS), Painbrush, and other weapons that need an X-Factor type special that makes them stand out and benefits them more than other options (Blaster with IA, Painbrush with the movement, Undercover with the QR and just having a good special, etc.) 6) To compensate for these heavy nerfs, and to make it even cooler, make it also give 12 AP of Sub Resistance Up. It should be something low so you aren’t surviving absurd numbers, but being able to free up your gear to have a less constant but more affordable denier of bomb combos would be fun. Overall, make it have to be used, well, more tactically, but give it to more weapons for better diversity and make it stronger when used well. Also, nerf Pencil’s range by about 7% and buff the weaker Cooler weapons, it’s got a chokehold on the backline/support roles and the Tacticooler role.
@@SimoneBellomonte I’ll be fine, you can give it something like better ink efficiency to compensate but it’ll still be high tier, just not overly restrictive on competitive
This is probably an hot take but I actually hate cooler meta, I don’t mind the Intensify action and the speed buff but I hate that a player can respawn in 0.1 seconds with the whole special charged which I think is pretty stupid. I think that this cancels the value of getting a kill. Personally I think that boosts even more the frontline weapons which are already really good, and that shouldn’t be any better But overall is not the worst meta that we have, (I preferred ballpoint meta)
Well, if they nerfed and made a very simple nerf such as Shpecialkrtrerdzszh Savershzdzszkrtrerdzszh amountrerdzszh, it would basically fix almosht all of those problems, lol.
I took up N-Zap because I was very fond of it back in S2. It happened to have Tacticooler on it, and I rolled with it. It ended up appealing to me; the playstyle of supporting and buffing the more aggressive members, yet not afraid to get my own hands dirty.
I think tacticooler should get its special saver nerfed to not save the full special and also should have its qr nerfed down to just a normal qr, because i think the fact that it is just a better special saver and the fact that you get the qr past getting kills is kinda stupid
I’m **so** glad you mentioned the balance of stealth and location subs/specials. It’s made sharking much less common and I remember explaining to a friend why so many things have point sensor in this game is due to that
In a casual anarchy environment I’ve always found Cooler to be a pretty big source of frustration. You can’t coordinate team compositions in Anarchy or X battles, so there’s no way to guarantee your team will have a cooler besides playing the cooler weapon yourself, and doing *that* always runs the risk of getting into a game with two or more cooler weapons, leaving you with a lot of redundancy. Even outside of coordinated play, when one team has a cooler and the other doesn’t, you can *absolutely* feel the difference, the team without the cooler is at a very noticeable disadvantage overall. In a competitive setting I think it’s good for the game but myself, as someone who doesn’t attend tournaments, the impact tacticooler meta has had on my play has been largely negative. It never feels good getting a match and seeing your team has an N-Zap, a Snipewriter, and a Heavy Edit at the same time, especially when it pans over to the enemy team and they have a triple Zooka composition. Ultimately, this is the matchmaking’s fault moreso than Tacticooler’s directly, and weapon composition can be a pain in rando-Q in general (See: Golden Aerospray player with 3 pures of special charge up) but the sheer impact tacticooler has on a match really makes it feel way more drastic and frustrating.
Yeah, Splatoon could really use some kind of RoleQ / Draft system likeszherkrtrdzszhsz Leaguesh andzszh / oreszh Dotas, imho,. Oh and alsoerkrtrdzszh:;, Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
@@SimoneBellomonte Profile picture is the art used for all generic Shrine Maiden units in Fire Emblem Fates. I just like her and think she's neat. Oh, and please drop the weird homestuck troll typing gimmick with the keysmashing it makes it very hard to read.
Hot take: Its impossible for developers to control the meta/ results of balance changes or dlc’s, as removing or changing the shape of a single part of the construct we call Splatoon 3 8:46 could possibly make it rumble or even fall apart. It might be possible to predict where the greater parts of the construct such as „pacing of fights“ will fall. However, smaller parts near the top of the construct such as „the viability of H3-nozzlenose“ could get flung into another dimension as their spot depends on the position of all the other building blocks below
please rephrase but i think i agree snipewriter for example went from bottom-tier garbage to absolutely broken top-tier overnight just cause of cascades of weapon viability alone. it took months after getting some fair buffs to be noticed. wiper did the opposite. it was one of the 3 most used weapons for a patch and then fell off the face of the meta the moment cooler came in.
The reduced fun factor I can agree with. Heavy Edit is the main weapon I play but I don’t really like using Cooler because there’s no cool factor and it doesn’t let me be aggressive which is why I like Splatlings, letting go of the charge and watching your enemies melt is really satisfying
I love the aggressive playmaking that gets enabled by Cooler spam. Like everyone else, I dislike the fact that you're at an insane disadvantage if you don't have one on your team, especially outside of Zones. But this can certainly be alleviated by fixing maps and tuning the other specials higher.
100%, also its more of a matchmaking issue, rather than a Cooler-specific issue, IMHO then, lmao, like bruh imagine getting an Eliter vs Bamboozler on Brinewater, lol, even with Cooler u wouldnt have much of a chance 💀, if Splatoon had some sort of RoleQ / draft system in place, im sure that the effectrdzszh ofszerdzszkrtrdzszh Coolerkrtrdzszh on SoloQ wouldnt even be as halfszherkrtrdzszh ash badzszh, lol.
Honestly, i think Cooler is good for the game, but i would personally give it two nerfs. First, id make it so that you can destroy the stand, and it has 500 hp. That way you can potentially deny the other team from grabbing it if theyre far away. Also, id reduce the special saver from 100% to 80%. So you still respawn with most of your special charged, but you at least have to paint a little bit to get it again, increasing the downtime slightly.
If we look more into the comparison between ink armor / tacticooler vs ninja squid, one thing I love about tacticooler is that it doesn't FORCE you to take it. In S2, the extreme prevalence of ink armor, a global special, made stealthy playstyles unexpectedly dangerous because you never knew when one of your teammates might blow your cover. Sharking players who were on other, faster weapons like shooters could simply adapt to the new situation while boosted the protection of ink armor, but slower weapons like rollers would fairly frequently be fucked over and either be killed or forced to abandon a great position not due to anything that the enemy did but because of your ALLIES' specials. In S3, cooler is not only proximity-based, but even requires you to be standing to collect a drink, meaning that even if you're sharking within cooler range, it won't surprise you and reveal your position. The result is that you as an ambush weapon can weigh your options against the current battle situation and DECIDE whether you want to accept the soda buffs or continue playing with your playstyle, and the cooler lasts long enough that you have some time to do both. That adds a really cool dynamic to the gameplay compared to ink armor's "OH FUCK UM ABORT ABORT ABORT!!" although many players probably wouldn't ever notice this because rollers are a very undertuned weapon class in both S2 and S3.
i always hated that it is inderstructible guy can overextend, panic, plop it down and die, later his teammates push in for it without any penalty or anything lmao, even if they die the instant respawn negates this
It just proves that meta comes back full circle. Yall remember the very start of splatoon 3 when cooler was meta? Yeah, and it was fun. So in my opinion yes, it is good as long as theres not just one cooler option. UPD: As reply section corrected me, no, tacticooler wasn't meta, but it had talks about being broken. You still get my original point tho
I don't recall. I remember talk of tacticooler having potential, but the meta began to center around object specials like crab and Booyah. Ninja Squid was stronger as well which cooler gave away and Respawn Punisher canceled the effects of Quick Respawn. It wasn't until the buffs that cooler was used to combat Ink jet.
it wasnt meta until after inkjet meta. it was DISCUSSED to be POTENTIALLY broken in the lead-up to the game but, after the testfire and especially after the first week of the full release, that talk died in favor of crab and booyah
What if you became the cooler stand instead of placing it? This has the benefit of it being mobile but also means the stand now only has 100 HP and it also tells the enemy team exactly where one of your players is for the entire duration of the stand. In a meta without zooka being able to nuke you from across the map and behind cover I think that could really work~ I also agree with Chara that the 100% special saver is a problem. It should definitely give you some special saver but not your entire special In return I think buffing the amount of run and swim speed it gives you would be really cool, making that the primary reason to pick the drink up instead of the special saver Ooh tacticooler not being a special though could be even better. Support specials are really fun but a special thats mandatory on nearly every viable team? ehhh
I remember one of the biggest problems with the maps being choke points and from what it sounds like, tactical cooler is a free chance to try and push through, maybe if you couldn’t also freely use specials from the special saver it could be an attempt to punch through your opponents defence at these points
Cooler is the equivalent of taking all sorts of abilities, jacking them up to the extreme and then putting all onto one special. It will be hard to unwrap Cooler into anything else that could serve as an alternative without making it overpower anything else.
Another positive aspect that you didn’t mention is that Cooler really helps certain weapons have more gear freedom. You don't have as much of a need to run intensify on blasters or Swim Speed/QR on frontlines, for example
When I play backline, I love getting cooler. Not only does the respawn time help on flatter maps like Barnacle and Dime or more aggressive maps, but its boost to movement really helps E-Liter and Scopes, who, while range is great, needs to be able to maneuver fast enough to time that kill
I think maybe lower the duration of the Stand of Tacta Cooler to 12 seconds and the effects of the special to 14 to 16 seconds, but all in all I think we should leave Cooler as it is.
without watching the video yet Its bad that a single special is this overwhelming and Respawn Punisher should affect it again as I think that's the change that allowed cooler to be this dominant
Great video! Personally I don't feel bubble's duration is too long, I like having longer duration placeables, but I think it would be better with better maps.
If they bring back Cooler or a similar thing in S4, I want to explore the idea of making a team special of some sort instead of a player special. Something every team just gets every so often during a game. Idk how it would work exactly, but it would solve at least some of the issues: no forcing one player to have a specific special, letting your support have an interesting and impactful special instead of a boring one, and since both teams would have one it would be balanced in solo queue.
I've been listening to a bunch of Castlevania music lately (despite never having played one) and I think really that music in this video of all places is a sign
I'd like to add that while it's decently healthy for competitive, it's a lot worse in soloq. Because you don't choose your team comp, there's times where the other team just wins bc they have cooler. Like imo, if you put two evenly matched teams against eachother, but one has cooler and the other doesn't, the team with cooler just wins. It's really frustrating knowing you're losing because the other team has cooler and you don't. I just wish cooler was tuned in a way where it isn't required to run, especially in soloq
But besides, that basically applies to any meta, its hardly a Coolerszhkrtrdrzszherdzszh-only relevantszh issue, like, when 1 team has a backline and if u have none, then lol, or any meta-defining weapon, the matchmaking is just too horrible for that, i wouldnt blame the Cooler at all, minus and for the obviously deserved nerfs it should get to the Shpecialdzszkrtrdrrerrdrrtrrrtrrrtrrrdrzszh effretrdczszh andsz amounts and maybe the QR too.
a solution i have is turning cooler into a special shoe ability that when you use your special you create an aoe around that lingers for a bit anyone inside it gets the cooler buff the reason for the shoe slot is that alot of time its taken by things like stealth jump etc making it a bit harder to use & also since its tied to the special pop weapons with better special output might be better fit for it then for example an RB but allowing any weapon to become the "cooler" weapon & also allowing more free comp building
Funny thing I played a 10x Splatfest game where 3 people on the team, including myself, used N-Zap 85. I believe the other weapon was another shooter. The other team was a mix of types iirc. We basically shut them out because 3 Coolers is insane.
I've been maining and one-tricking the original vanilla Dynamo Roller quite literally since Splatoon 1's 2nd day of release. This video has given me a chance to vent, so I'm going to take it lol. Long story short, before Splatoon 3's release, I was hoping that Dynamo would get Wave Breaker to mirror its Splat 1 kit. I knew for a fact that Nintendo would either give it Wave Breaker to bring it back to its original Splat 1 vision, or give it Tacticooler to continue its slight redirection that it was subjected to in Splat 2 (at least, I perceived it as a redirection). I am still disappointed that it doesn't have Wave Breaker, but after a few months with Tacticooler, and as it's noted in the video, Tactcooler does enable the Dynamo to be much more aggressive, similar to how it was in Splat 1. Despite this, I can't for the life of me shake the strong feeling and perception I have that Splat 3 has been the hardest game for the vanilla Dynamo out of all the games by far. To me, it's not even close. I know that at some point, the #1 ranked player for Clam Blitz in Splat 3 used the vanilla Dynamo, but even after seeing this I just can't believe that the Dynamo is on even footing with the majority of the other weapons. That probably sounds incredibly stupid in a community of pros, and I am no stranger to said community myself, but I wouldn't call myself someone who intimately understands battle dynamics and flow like Chara does. I definitely have a skill issue, I won't deny that, but after trying everything in the book this is the conclusion I've come to about the current state of the vanilla Dynamo. If I were to change one thing to specifically help out the Dynamo and Gold Dynamo, it would be to give 1-shot kills for point-blank-zero-distance-on-your-ass horizontal flicks, regardless of what part hit the opponent. Quite literally every other roller can do 2+ horizontal flicks to get a kill at point-blank range in the time a Dynamo gets off one horizontal flick, but you're telling me, Nintendo, that after winding up a swing for 333 years and smacking a w00my (or v33mo) at point-blank range it doesn't splat them instantly because I hit them with the slightly-outside-but-still-somewhat-interior part of the roller? Rediculous. Dynamo is the heaviest and slowest for a reason - for its immense power. Give it it's power at point-blank-no-distance-whatsoever range. The literal iron-clad roller isn't the same as any of the lighter rollers, so I would like Nintendo to stop treating it like it is. So much for being brief, I guess. For those to whom it's relevant, I am a sub-2000 X player in Splat 3 and was a very high S+ in Splat 2. I can't recall my Splat 1 rank. Not a master by any stretch, but no novice either. I'm curious to hear what you think about what I'm experiencing. If you also main the vanilla or Gold Dynamo, what has been your experience? Edit: To bring this back around, yes, using the Tacticooler has terrible game feel. Even compared to the Echolocator from Splat 1, using a Tacticooler feel-wise feels like I don't have a special at all.
I think an interesting way to rework tacticooler is if, rather than throwing a cooler on the ground, the cooler pops onto your back and you have to throw the drinks to your allies.
I agree with two points that the Cooler could have a smaller time and that there should be at least one kit from each class. But then I was thinking, what if in Splatoon 4 they take the specific effects of the cooler and put it as an item in the kits with specific effects (and not all) for each weapon? Like the kits would be Weapon, Sub Weapon, Special and Drink. To be able to use the drink there would be a bar that needs to be filled initially and if it dies you need to fill it again
I’d love to see a video of how you’d rework Cooler, Chara. 5:14 I feel like letting you choose your special weapon would be a good change to the kit system, and would solve this problem. You’d still have set main and sub weapon pairings in the kits, but you’d be able to pick whatever special weapon you want
It's a fun, net positive, special for the game, but just needs to be toned back in terms of special saver and respawn times. less special saved would mean less special spam, and 1 sec increase to respawn time would somewhat allow the team who won the team fight to gain some ground before the 2nd wave comes in
My biggest gripe with cooler is that it doesnt punish players for dying at all because it tells players “its okay to rush in and die” its a way of teaching new players to judt rush in and die alot snd not take into consideration other aspects of the game at that time like objective or positioning
I think the idea of making a tacticooler-eqsue mechanic, but not a special would be interesting - I would say to consider stuff like Overwatch though, which is currently suffering a bit because they gave a lot of ult-level abilities to regular cooldown abilities, and it created this bad balance where there's tons of super powerful abilities that are just slapped on clunky, long cooldowns
I personally say it should set the special saver part of it at a max of 75% of 100% (base non-cooler is 50% of whatever amount you have, Respawn Punisher, SpSv and Haunt excluded). That way, if you have less than 75% of your charge, you still have all you built up prior to death, but if you have more than 75%, it's now set at 75% of your max charge, similar to how the Vita-Saw works in Team Fortress 2. That, or have the SpSv part of Cooler be affected by Respawn Punisher and Haunt, with each effect reducing the max amount saved by 25%, which means that either one effect maxes it to the previously stated 75% of max, but two effects (You wearing a RP while being killed by either a RP or while under the effect of Haunt) would reduce it to a max of 50% of 100%. That would ballance out RP-wearing kamikaze Inkfish.
While I agree with or at least see the argument for most of your points, I disagree with your point of Cooler’s viability making other weapons good entirely as a positive. Don’t get me wrong, the more weapon diversity, the better. However, a special that is essential in comp enabling weapons to the degree it does, as you said yourself, a crutch. Some of those weapons that wouldn’t be viable if Cooler wasn’t good. Now this isn’t to say other specials don’t do that too, but the difference between them & Cooler is that Cooler gives buffs that could be applied to the main weapons themselves. I’d much rather said weapons work from balance changes made to the weapons themselves rather than relying on the temporary buffs that allow them to be seen in comp. Does this mean I dislike Cooler? No. This coming from someone who’s often the Cooler guy in comp. However, the buffs it provides should be bonuses, not requirements for some weapons to function. I really hope that come Splatoon 4, regardless of if Cooler comes back or not, the necessity of crutches like Cooler are made mere options through having a good quality & quality of well designed maps & kits so the finely tuned core mechanics of the game can shine as bright as possible.
This is just an objectively good take lol, but alas, like Chara said, i think that this is a necessary evil given how crap these maps are lol, but in the meanwhile, a small andzszh / orekrteerdzszh moderately substantial nerfszh to its Shpecialzszhkrtrerdzszh Savershz amountszh, could be beneficial to let it and makeszh it sreemszh likeszh its enabling some weapons and compszh, intro the poolsh of viability, rather than what it is now where each comp has to be centered around 1.
To be honest, I think it's about time Splatoon retired the "Supportive buff that affects the entire team" design for a special. The designs of these specials have most of the time ended up becoming unhealthy crutches that teams heavily rely on, which negatively impacts the game more often than not. While tacticooler is a much healthier special than ink armor (and bubbler to some extent) ever was, it still has multiple issues it shares with it. Other than that, I feel like the design of a team-wide support buff has run its course, and is much less interesting now to use or fight. I feel like we should get more specials like ink vac that take the user out while being able to affect the rest of the team, or if we were to do another special that buffs other players, that it should be limited to two instead.
shoutout to cookie for the castlevania music usage my only qualms with cooler are from the special saver tbh, should be toned back or maybe even replaced with sub defense because screw bomb spam lol also the weakness of forcing teammates to clump into one area to grab the drinks is heavily mitigated when the map design forces people into one area anyway (and then there was that grab range buff they gave it too)
Ik it may be a late question to ask, but it’s been on my mind and I haven’t found any videos going into depth of it, but what does “special up” do to each special exactly? Like what you said at 7:07 it brings up the duration, but what does it do to the other specials??
There's a looot of specials so I can't type every effect but for most specials it just increases duration and for explosion based specials it increases the explosion radius You can check the Splatoon wiki for more specific details
@@LinenMinun ah lol, I could tell that it’ll take a long time and a lot of research to go into EVERY detail from 1 special, but in simple terms works too lol.
I would love to see a vid reworking cooler into a different mechanic. I think it's pretty clear cooler is doing some awesome things for the meta, and most of its downsides simply come from the fact that it's... a special. If the next game had something that incentivised fights and aggression and fast-paced gameplay the way cooler does without actually being a special, that would make for a really solid base to build other new mechanics off of imo
i think in the next splatoon game, some tacticooler buffs like QR, Special Saver, and QSJ should apply passively to the team in Danger!, like how Tenacity scales based on player count. this means Cooler wouldn’t be a special-give other buffs to Ink Storm (enemy players get struck by lightning once they take 70 dmg because it’s a STORM, plus more ink efficiency for standing in it) and Waves (getting hit with your own wave gives you some Intensify, run/swim speed, stackable up to 3) this’d help diversify the support specials, making more weapons viable while also getting rid of the restriction that each comp NEEDS a Cooler-because the gained QR and SS is natively added to the losing team so you don’t get steamrolled as often it’s be hard to tune but i think it would be very very healthy!
They should give the stand hp, akin to wave breaker. Like this and a short duration, you have to balance getting cooler off or maximizing the effect by applying lip combat
Yeah but that doesnt mean that things cant be further improved upon, its probably (and definitely) not a priority, not with the maps being the way they are lol but nerfing its Special Saverszhkrtrerdzszh amount also doesnt even takesh as that much longerkrtrdzszherdzszh to do, + it would still be prettyilyierkrtrdrrdzszh and damndzszh gooderkrtrdzszh, imho.
My main gripe with the special is there quite literally is no counter play to it once it’s out (outside of maybe killing people prior to them grabbing a drink, but like they’re probably gonna grab a drink before they die anyways). I’d maybe like it if the cooler itself could be destroyed and as punishment everyone on the team loses their buffs instantly. It makes it so knowing where to throw the cooler isn’t just a complete no brainer for the user 90% of the time, and requires much more thought and team play to reap the rewards of the special.
As someone whose starting to learn to use Tac in turf with dapple I can honestly say it's a pretty fun special, letting me get away with frankly stupid moves somehow. XD
i think i have an idea to remove taticooler as a special but not as a mechanic: comeback-mechanic in anarcy modes zone and clams below 50points? checkpoint reached on rainmaker? tower on its way to the last checkpoint? and there are more than 3min remaining? the losing team gets a tacticooler on spawn. just as the special, they only get the buff once. and it only happens once, meaning that if one team gets the tacticooler, the other team wont get one when they are losing.
I do feel like the tacticooler fixes a lot of the problems I have with the game mechanically that isn't just the maps. I think ink is too strong and its clunky/janky when you get stuck in enemy ink. I have died cuz the game wouldnt let me attach to walls purely because I have half of one foot in the enemies ink. And you would think ink resistence would help, but it doesnt cuz you still get the jankiness. And I do think tacticooler fixes the jankiness a lot more than just running ink resistence.
The end where you mentioned reworking cooler into something else that isn't a special gave me a silly idea. Take Splatoon 1's toxic mist (or distruptor? Whatever it's called) but completely flip it backwards. You throw it at your teammate and it speeds them up a bit for a little while
Tacticooler is interesting. I find it a really fun and I’d say be extremely healthy if it was a little less necessary. Maybe Ink Storm as a potential substitute regroup tool might be interesting if slower comps ever become considered
I feel like if every kit had two specials to pick between, a support and an aggressive special tacticooler would be one of the smartest specials in the game, bc it would just be even more accessible that way
As a Tetra User i hate and love cooler at the same time. The good thing is i dont have to run full QR the whole time but otherwise the Trades that i make are useless sometimes.
I believe there is a difference between cooler being good for the game (which it is) and there being an overrealiance on the special. This is very noticeable in solo series or open where fighting a team with one or two coolers while your team doesn't have any puts you at a clear disadvantage right from the get go, because no matter how many times you kill the other team, they're gonna respawn immediately with all their specials ready. Imo, all cooler needs to become 'balanced', since I think it can be a SUPER HEALTHY special for the game, is reduce the hitbox for grabbing a drink to how it was at the start of the game, adding a 10-15% special depletion everytime you die and shortening its duration to 10-15 seconds. (Plus giving cooler more kits, though that is kinda impossible right now...)
There is some humor in that everyone thought Tacticooler would be broken during the Splatfest World Premiere, everyone realized it wasn’t as great as first thought, and now it’s come full circle as one of the best specials in the game.
Because E-Liter with Respawn Punisher completely invalidated it, but thankfully that's no more.
Ink vac was the other way
@ObiAlmighty i though since the beginning that i would be bad for the wrong reasons tho
It’s not that it wasn’t as great as first thought, it’s that Splash and Crab meta was just that dominating
@@clappytriofan2098It also needed buffs w/ respawn punisher negating it and its duration kinda sucking even with special power up
Tacticooler is so interesting because it could be so easy to just make mpu a special, but they decided to put the time and effort to making it as fair as possible
MPU as a Special would completely break this game. Imagine the new Bamboozler with the ability to one-shot. Thank God Nintendo didn't do that.
I would argue that it would be much more difficult to make mpu a special. How would that work? Seems pretty easy to just give every weapon a bunch of already existing abilities
@@nickg5341 True. MPU varied significantly between weapons. For some, it buffed damage. For others, it decreased jump RNG.
@@SALTYTOAD00 and for most (keyword: most) Splatlings, it increased the amount of 'bullets' per voley/per charge
edit: added one word to make explanation less ambiguous.
@@SALTYTOAD00 well, that's not MPU as a special breaking the game, that's just MPU damage up itself breaking the game.
A huge, HUGE problem with the special that you didn't talk about is the way it impacts solo queue. Games where one team randomly gets a cooler and the other team does not are absolutely unfair and happen all the time.
Agreed.
I do agree with you, however I don’t think it’s simply a matter of one team has cooler, one doesn’t. The team with cooler needs specials that can affect the game for its impact to actually be felt. I’ve played tri nouveau in ranked a few times, and when my team has specials like wave breaker, bubble, and slider, against a comp with specials like Zooka, crab, and booyah bomb my team loses hard.
Not even just in Solo, but Duoing in Open as well
SoloQers: “First time?” 🗿
0:55 "if it had one"
tetra's kits demoted to non-existent
they werent demoted, they just never existed. slider sucks. sprinkler sucks. theres no point.
@@FreakishBoo Me with 5 star Sblast 92 that has Reefslider and Sprinkler 👀😎
@@JustinBumpusBarnett pretty based playing a weapon without a sub or special. mad respect to you.
Tetras have to pick between having a sub or having a special.
@@ChargedBonsai98 real
Very minor thing; but showing off Intensify Action's jump RNG modification on Nautilus of all things was rather amusing; since one of Naut's lesser known quirks is that it's got a "stabiliser" that makes it's jump RNG very small in the first place; which is mostly important for jumping out of swim form with charge.
Good video as always. :D
Slight correction: nautilus doesn't have jump rng at all
@@ambiguousparadox no it does, just very slight. 3.3 degrees of shot deviation on ground and 3.6 in air
I wish there were more weapons like this; main weapons close to the originals they're based on, just tweaked and given a couple small but unique attributes. Naut has very high shot velocity, charge storage, and like you said; very little air rng. I'd say an equivalent for chargers is Goo Tuber, because a lesser known fact about it is that it can kill with a partial charge. More weapons like this would be really neat
@@lilynikos oh ok nvm lol. Thanks for the correction
@@lilynikos the funny thing is I mained this weapon for a few months, so I should definitely know that lol
I want them to combine Tac and Ink Storm for the next game, where you get Tac buffs as long as you’re in the Storm and they disappear shortly after leaving it. Maybe the storm needs to be wider or the buffs stronger, but I think confining the buffs to a smaller area might make it feel better for skill expression. Call it Boon-soon lol
That is genuinely SUCH a good idea honestly
I like that it's passively very strong, i like that it doesn't actively kill me from across the map.
Thats not a high bar to clear lmao, but i do agree with u, and if they fixed the Specials Savers amounts imho it could be even more healthier for the game, having a Special that only rewards specific playstyles isnt inherently that flawed, the problem is when the Specials itself is so overtuned that it practically makes these and those playstyles kindszh ofsz “mandatory”.
Its definitely not as bad as Tri-Zooka, but its still a problem.
Oh and also, Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
@@SimoneBellomonte Himiko from Fate/Grand Order
Fun fact: if you have a full splashdown and you get a drink, you can super-jump splashdown.
( I did this once, went to a beakon, killed 3 and took the last on out manualy)
yeah i'm trying this
I’m pretty sure you can do this without a drink
@@NakedWyvernswon't be as quick
Lol
tacticooler as a concept is so nice i just hate how QR weapons like tetras have since fallen off because of cooler, i really wish there were more fun skirmisher qr weapons back in the meta bc tetras were so fun and nice to see
I agree with Chara that mostly it's that tetras have suboptimal kits. Before everyone ran tacticooler, my team was running it for my tetras, and it was a blast to enable me to be completely feral. Tetras are definitely much weaker now because of the necessity of 1 cooler per team in competitive meta, so you absolutely have a point. It's been much harder for me on tetras and has forced me to pick up other weapons (...vShot...). If reefslider was better, maintaining your special on tetras would matter more. Because it's not, me doing a trade on someone who is cooler'd and that we both retain our specials--while mine is generally the worst special--is just kinda a loss in a fight for me 😢
As a semi retired tetra main, completely agree
I don't get the argument that tetras have bad kits. They are the same kits it had in S2; reef slider in place of splashdown and zip caster instead of bomb launcher. Would dark tetras be better with splashdown? Maybe? If the weapon couldn't function in the last game, what makes the kits bad now?
@@yurareigiryuthe kits were also bad in splatoon 2
@@yurareigiryu agreed with unconcerned. They were bad then, too. The kits are honestly not that different from what they were in Splatoon 2. I think the devs are trying to balance the very good main weapon with subpar specials, but it's mostly meant that in the current meta, tetras are losing the one thing they had over others: speed and stalling ability. I personally want a reefslider rework of its rework. Its buffs turned it into a Zones cheese weapon with enough special power up, but that doesn't synergize with tetra playstyle. If the special painted less but let you reposition more safely, it'd be way better
my friend just vommited in a car im in and ur voice brings comfort. thank you so much.
Lol
0:20, I find it so funny that the tail have three arrows two. I love that detail
I feel like cooler also makes soloq just a little bit unfair. Going up against a team that has a cooler without a cooler of your own is painful, but that’s more of a matchmaking issue than a cooler issue.
Yeah mmaking in this game is horrible lol, if the Special wereszh more balanced, it wouldnt be that much of an issuerkrtrerdzszh, IMHO.
I feel like cooler has the one same problem as s2 armour: you have to run it regardless of what you wanna do, the only major thing that changed is that the special is better designed in multiple aspects. Also I think that Vpencil is splatoon 3’s s2 Vjet but with cooler
Yeah but Cooler leaves much more roomszh foreszhkrtrerdzszh buffszh / nerfszh / andzszh / orekrtrerdzszh reworkszh, you can pretty much changeshz almost anything about the Special, while Inkszh Armorszh on the other endszh,… you cant really change that much many attributes about it, IMHO, so if they just changed Cooler to have WAY less Specials Saverkrtrerdzszh amountszh, it would honestly be ash a way betterkrtrerdzszh than as a shpecialzszhkrtrerdzszh, imho.
The thing that annoys me is just the overwhelming personal advantage it gives people compared to previous specials.
Take ink armor:
At its weakest it makes you shiny for a few seconds.
At its strongest it counters one shots completely and forces the other team to rethink an engagement while allowing the user some but not full freedom of the next engagement, dying is still a penelty.
Then theres cooler:
At its weakest it completely invalidates the other teams splats for a duration. If not instantly splatted it also allows the user to move around faster for a bit.
At its strongest it drugs up an entire team with overwhelming buffs to run over the other team while still completely invalidating any splat the other team somehow manages to get.
now that is very true! but this (the meta we're in) is more fun then ink armor so... sorry for the lack of likes
Yeah but Cooler doesnt automatically guarantee a splat for your team, while Ink Armor was a huge advantage, oh and also its just a bit too much overtuned, like Chara said, a small nerf to its Specials Saversh amount would do great to make it even more healthier for the game, while Ink Armor was basically completely flawed in concept, leaveining next to no room for improvement on execution, and at least, everyoneszh bodies can takeszh on Coolersh-boostredzszh inkszhlingzszh, thats not much very truerkrtrdzszherdzszh for inkszh Armorszh lolkertrdzszh, so makingszh this comparison, is a bit too much unfairszhkrtrerdzszh, IMHO.
@@SimoneBellomonte ok aside from not being able to read the second half of that, a nerf to special saver would change my argument of ">completely< invalidating the other teams splats". As it is now however, this is my unchanged stance on the special.
@@SimoneBellomonte Why is your comment is full of "zh"?
@@Master_Fortune ocd :(
To me, cooler's bigest problem is pencil because while N-Zap can play more aggressively if needed, pencil being so strong of an anchor and paint weapon is not good/healthy for the game.
Another problem has to do with the special saver effect. Cooler having it is not the biggest problem, I would rather say that the lack of loss of special after using part of Trizooka for exemple is a big problem because it makes it a spamable low risk/high reward special when you are getting cornered.
I think that we should keep cooler in the game because of the things that it creates (faster gameplay, more fights, ...) but nerf it, some specials and some weapons that have it so that it feels fairer
But i agree, but imho the nerf thats needed the most is just a bit of the Shpecialszh Savershzkrtrerdzszhszh effectrdzszh, cuz otherwise the Shrpescialszh is in a very good and healthy shportrkrtrerdzszh rnzszh lolkrtrerdzszh.
Regarding the ending, I think the answer usually is, yes we do want to see that video idea you have. Unless the video is "What splatoon character do i simp for?", the video will be interesting and working thinking about lol
Id still watch, even if its only talking about Marina lol. 🗿
I like how tacticooler makes weapons be able to fight more, but not how it erases mistakes when dying
edit: Basically 100% special saver is op, it needs to either get reduced to like 75/80 or not have a spec saver at all. A special that removes all need of gamesense and allows you to run in is kinda not fun. Cooler should heighten your ability to fight, not take away the downsides of losing a fight
If Cooler could be destroyed. It would actually require thought on where to toss it. Instead of just tossing it anywhere on the map
The other good aspect of Tacticooler:
SODA!!!!!!!
Another element that makes the tcticooler less fun to play is that as the special is valuable, it's important to play safe because a pick on the tacticooler guy is easily more valuable than another which leads to less flexibility for the player.
personally id find it humorous if they allowed opponents to drink from the cooler too
I love the detail in the angel and demon graphic that the demon color has the boost arrows as its tail
This and another special are eerily similar to some special ideas I thought of for Splatoon 2. It's a cool idea though.
Also a Destiny 2 player here. Tacticooler is the Well-Lock of Splatoon.
If you're doing any endgame activity, you have a Warlock running Well.
I think it's safe to say high tier buffs will almost invariably wind up being required in any high-end game when introduced.
I dont get how thats any relevant, lol sorry but.
@@SimoneBellomonte it was a comparison.
Both serve similar rallying functions in their respective ways.
I personally mostly just thought it funny, but also in high end play, buffs like both almost invariably become the meta.
Tacticooler I think is a balanced special overall that has made the meta not too bad. The only things that I see that make it not the most balanced special is pencil as well as trizooka being the main causes to it. If they decide to reduce the special saver effect a bit, it will still be a usable special and still extremely good. To me it’s wayyyy more balanced as a support special compared to Armor, and that’s what I like about it. 👍
I think to improve the other modes and make its downsides more severe, and making it no longer required while still keeping it very powerful and heavily incentivized in competitive, I’d do the following:
1) Reduce Special Saver from 100->75%. Everyone agrees on this, no need to elaborate.
2) When all the drinks have been grabbed, the cooler automatically breaks without ending the special cooldown. This means that you have the dilemma of either grabbing a drink for yourself or not to spread out more and not destroy your invincible cover. You also can’t break it through this method or through crushing it with the tower or something to end the cooldown early. Essentially, you either have to wait till the cooler breaks or until 10 seconds have passed like Missiles or Chumps, whichever is longer.
3) Make it where the Quick Respawn effect doesn’t apply to those carrying Power Clams or those having just thrown one, so that you still get most of the buffs but don’t get to just blindly rush in and toss a Power Clam without any respawn time. Regular clam holders are still fine since they can’t break the barrier.
4) All Tacticooler effects are removed when picking up the Rainmaker, and you cannot grab a drink while holding it. One, how you gonna drink a can if you’re also holding a giant gun as unwieldy as a tuba? Two, this means that while their teammates can get supercharged to defend them, the Rainmaker carrier themselves are still fully punished for a bad push.
5) Add more Tacticooler weapons with 3rd kits. Specifically, give it to Undercover Brella, Blaster (with low PFS), Painbrush, and other weapons that need an X-Factor type special that makes them stand out and benefits them more than other options (Blaster with IA, Painbrush with the movement, Undercover with the QR and just having a good special, etc.)
6) To compensate for these heavy nerfs, and to make it even cooler, make it also give 12 AP of Sub Resistance Up. It should be something low so you aren’t surviving absurd numbers, but being able to free up your gear to have a less constant but more affordable denier of bomb combos would be fun.
Overall, make it have to be used, well, more tactically, but give it to more weapons for better diversity and make it stronger when used well. Also, nerf Pencil’s range by about 7% and buff the weaker Cooler weapons, it’s got a chokehold on the backline/support roles and the Tacticooler role.
Yeah alright, thats pretty cool and all, but dont just go and kill Pencil like that lol.
@@SimoneBellomonte I’ll be fine, you can give it something like better ink efficiency to compensate but it’ll still be high tier, just not overly restrictive on competitive
This is probably an hot take but I actually hate cooler meta, I don’t mind the Intensify action and the speed buff but I hate that a player can respawn in 0.1 seconds with the whole special charged which I think is pretty stupid. I think that this cancels the value of getting a kill. Personally I think that boosts even more the frontline weapons which are already really good, and that shouldn’t be any better
But overall is not the worst meta that we have, (I preferred ballpoint meta)
Well, if they nerfed and made a very simple nerf such as Shpecialkrtrerdzszh Savershzdzszkrtrerdzszh amountrerdzszh, it would basically fix almosht all of those problems, lol.
I took up N-Zap because I was very fond of it back in S2. It happened to have Tacticooler on it, and I rolled with it. It ended up appealing to me; the playstyle of supporting and buffing the more aggressive members, yet not afraid to get my own hands dirty.
I think tacticooler should get its special saver nerfed to not save the full special and also should have its qr nerfed down to just a normal qr, because i think the fact that it is just a better special saver and the fact that you get the qr past getting kills is kinda stupid
I’m **so** glad you mentioned the balance of stealth and location subs/specials. It’s made sharking much less common and I remember explaining to a friend why so many things have point sensor in this game is due to that
I love how when perfect accuracy is talked about, they show nautilus, which already has perfect accuracy lol
In a casual anarchy environment I’ve always found Cooler to be a pretty big source of frustration. You can’t coordinate team compositions in Anarchy or X battles, so there’s no way to guarantee your team will have a cooler besides playing the cooler weapon yourself, and doing *that* always runs the risk of getting into a game with two or more cooler weapons, leaving you with a lot of redundancy.
Even outside of coordinated play, when one team has a cooler and the other doesn’t, you can *absolutely* feel the difference, the team without the cooler is at a very noticeable disadvantage overall.
In a competitive setting I think it’s good for the game but myself, as someone who doesn’t attend tournaments, the impact tacticooler meta has had on my play has been largely negative. It never feels good getting a match and seeing your team has an N-Zap, a Snipewriter, and a Heavy Edit at the same time, especially when it pans over to the enemy team and they have a triple Zooka composition.
Ultimately, this is the matchmaking’s fault moreso than Tacticooler’s directly, and weapon composition can be a pain in rando-Q in general (See: Golden Aerospray player with 3 pures of special charge up) but the sheer impact tacticooler has on a match really makes it feel way more drastic and frustrating.
Yeah, Splatoon could really use some kind of RoleQ / Draft system likeszherkrtrdzszhsz Leaguesh andzszh / oreszh Dotas, imho,.
Oh and alsoerkrtrdzszh:;, Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
@@SimoneBellomonte Profile picture is the art used for all generic Shrine Maiden units in Fire Emblem Fates. I just like her and think she's neat.
Oh, and please drop the weird homestuck troll typing gimmick with the keysmashing it makes it very hard to read.
OMG the editing in this video is so good 🚨🚨🚨
Hot take: Its impossible for developers to control the meta/ results of balance changes or dlc’s, as removing or changing the shape of a single part of the construct we call Splatoon 3 8:46 could possibly make it rumble or even fall apart.
It might be possible to predict where the greater parts of the construct such as „pacing of fights“ will fall. However, smaller parts near the top of the construct such as „the viability of H3-nozzlenose“ could get flung into another dimension as their spot depends on the position of all the other building blocks below
please rephrase but i think i agree
snipewriter for example went from bottom-tier garbage to absolutely broken top-tier overnight just cause of cascades of weapon viability alone. it took months after getting some fair buffs to be noticed.
wiper did the opposite. it was one of the 3 most used weapons for a patch and then fell off the face of the meta the moment cooler came in.
@@NorthSudan ye, basically theres a crazy amount of factors that make up a meta and almost all of them somehow have an effect on each other
Aight, just got out of a summer camp, time to binge all the professional chair videos that released while I was gone
I remember all the X rank players were debating if tacticooler would be too OP or become meta, and I guess they were right
The reduced fun factor I can agree with. Heavy Edit is the main weapon I play but I don’t really like using Cooler because there’s no cool factor and it doesn’t let me be aggressive which is why I like Splatlings, letting go of the charge and watching your enemies melt is really satisfying
I love the aggressive playmaking that gets enabled by Cooler spam. Like everyone else, I dislike the fact that you're at an insane disadvantage if you don't have one on your team, especially outside of Zones. But this can certainly be alleviated by fixing maps and tuning the other specials higher.
100%, also its more of a matchmaking issue, rather than a Cooler-specific issue, IMHO then, lmao, like bruh imagine getting an Eliter vs Bamboozler on Brinewater, lol, even with Cooler u wouldnt have much of a chance 💀, if Splatoon had some sort of RoleQ / draft system in place, im sure that the effectrdzszh ofszerdzszkrtrdzszh Coolerkrtrdzszh on SoloQ wouldnt even be as halfszherkrtrdzszh ash badzszh, lol.
Honestly, i think Cooler is good for the game, but i would personally give it two nerfs.
First, id make it so that you can destroy the stand, and it has 500 hp. That way you can potentially deny the other team from grabbing it if theyre far away.
Also, id reduce the special saver from 100% to 80%. So you still respawn with most of your special charged, but you at least have to paint a little bit to get it again, increasing the downtime slightly.
If we look more into the comparison between ink armor / tacticooler vs ninja squid, one thing I love about tacticooler is that it doesn't FORCE you to take it.
In S2, the extreme prevalence of ink armor, a global special, made stealthy playstyles unexpectedly dangerous because you never knew when one of your teammates might blow your cover. Sharking players who were on other, faster weapons like shooters could simply adapt to the new situation while boosted the protection of ink armor, but slower weapons like rollers would fairly frequently be fucked over and either be killed or forced to abandon a great position not due to anything that the enemy did but because of your ALLIES' specials.
In S3, cooler is not only proximity-based, but even requires you to be standing to collect a drink, meaning that even if you're sharking within cooler range, it won't surprise you and reveal your position. The result is that you as an ambush weapon can weigh your options against the current battle situation and DECIDE whether you want to accept the soda buffs or continue playing with your playstyle, and the cooler lasts long enough that you have some time to do both.
That adds a really cool dynamic to the gameplay compared to ink armor's "OH FUCK UM ABORT ABORT ABORT!!" although many players probably wouldn't ever notice this because rollers are a very undertuned weapon class in both S2 and S3.
as a blaster player i love being able to not need 3 mains ia
i always hated that it is inderstructible
guy can overextend, panic, plop it down and die, later his teammates push in for it without any penalty or anything lmao, even if they die the instant respawn negates this
1:03 hey idk if the editor knows this but nautilus already has no jump rng, the rest of the splatlings do tho iirc :-)
That caught me off guard 😭
It just proves that meta comes back full circle. Yall remember the very start of splatoon 3 when cooler was meta? Yeah, and it was fun. So in my opinion yes, it is good as long as theres not just one cooler option.
UPD: As reply section corrected me, no, tacticooler wasn't meta, but it had talks about being broken. You still get my original point tho
I don't recall. I remember talk of tacticooler having potential, but the meta began to center around object specials like crab and Booyah. Ninja Squid was stronger as well which cooler gave away and Respawn Punisher canceled the effects of Quick Respawn. It wasn't until the buffs that cooler was used to combat Ink jet.
it wasnt meta until after inkjet meta. it was DISCUSSED to be POTENTIALLY broken in the lead-up to the game but, after the testfire and especially after the first week of the full release, that talk died in favor of crab and booyah
I get both of your points, and yeah, what you both said is probably how I should've wrote it.
Didnt cooler start being meta when RP got nerfed specifically against Cooler?
What if you became the cooler stand instead of placing it? This has the benefit of it being mobile but also means the stand now only has 100 HP and it also tells the enemy team exactly where one of your players is for the entire duration of the stand. In a meta without zooka being able to nuke you from across the map and behind cover I think that could really work~
I also agree with Chara that the 100% special saver is a problem. It should definitely give you some special saver but not your entire special
In return I think buffing the amount of run and swim speed it gives you would be really cool, making that the primary reason to pick the drink up instead of the special saver
Ooh tacticooler not being a special though could be even better. Support specials are really fun but a special thats mandatory on nearly every viable team? ehhh
Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
I remember one of the biggest problems with the maps being choke points and from what it sounds like, tactical cooler is a free chance to try and push through, maybe if you couldn’t also freely use specials from the special saver it could be an attempt to punch through your opponents defence at these points
Cooler is the equivalent of taking all sorts of abilities, jacking them up to the extreme and then putting all onto one special. It will be hard to unwrap Cooler into anything else that could serve as an alternative without making it overpower anything else.
The sound of Tom Scott Dying to that Zooka at 4:12 fucking *sent* me
First we had the great turf war, and now we get the great cooler crisis
Another positive aspect that you didn’t mention is that Cooler really helps certain weapons have more gear freedom. You don't have as much of a need to run intensify on blasters or Swim Speed/QR on frontlines, for example
When I play backline, I love getting cooler.
Not only does the respawn time help on flatter maps like Barnacle and Dime or more aggressive maps, but its boost to movement really helps E-Liter and Scopes, who, while range is great, needs to be able to maneuver fast enough to time that kill
I think maybe lower the duration of the Stand of Tacta Cooler to 12 seconds and the effects of the special to 14 to 16 seconds, but all in all I think we should leave Cooler as it is.
Honestly I do want edit and Pencil to get paint tone downs and 210p cooler and Zap and Tri get 200p
without watching the video yet
Its bad that a single special is this overwhelming and Respawn Punisher should affect it again as I think that's the change that allowed cooler to be this dominant
Great video! Personally I don't feel bubble's duration is too long, I like having longer duration placeables, but I think it would be better with better maps.
If they bring back Cooler or a similar thing in S4, I want to explore the idea of making a team special of some sort instead of a player special. Something every team just gets every so often during a game. Idk how it would work exactly, but it would solve at least some of the issues: no forcing one player to have a specific special, letting your support have an interesting and impactful special instead of a boring one, and since both teams would have one it would be balanced in solo queue.
I've been listening to a bunch of Castlevania music lately (despite never having played one) and I think really that music in this video of all places is a sign
I'd like to add that while it's decently healthy for competitive, it's a lot worse in soloq. Because you don't choose your team comp, there's times where the other team just wins bc they have cooler. Like imo, if you put two evenly matched teams against eachother, but one has cooler and the other doesn't, the team with cooler just wins. It's really frustrating knowing you're losing because the other team has cooler and you don't.
I just wish cooler was tuned in a way where it isn't required to run, especially in soloq
If Splatoon had Draft / RoleQ, it wouldnt even be as that bad, imho.
But besides, that basically applies to any meta, its hardly a Coolerszhkrtrdrzszherdzszh-only relevantszh issue, like, when 1 team has a backline and if u have none, then lol, or any meta-defining weapon, the matchmaking is just too horrible for that, i wouldnt blame the Cooler at all, minus and for the obviously deserved nerfs it should get to the Shpecialdzszkrtrdrrerrdrrtrrrtrrrtrrrdrzszh effretrdczszh andsz amounts and maybe the QR too.
a solution i have is turning cooler into a special shoe ability that when you use your special you create an aoe around that lingers for a bit anyone inside it gets the cooler buff
the reason for the shoe slot is that alot of time its taken by things like stealth jump etc making it a bit harder to use & also since its tied to the special pop weapons with better special output might be better fit for it then for example an RB but allowing any weapon to become the "cooler" weapon & also allowing more free comp building
Funny thing I played a 10x Splatfest game where 3 people on the team, including myself, used N-Zap 85. I believe the other weapon was another shooter. The other team was a mix of types iirc. We basically shut them out because 3 Coolers is insane.
I've been maining and one-tricking the original vanilla Dynamo Roller quite literally since Splatoon 1's 2nd day of release. This video has given me a chance to vent, so I'm going to take it lol.
Long story short, before Splatoon 3's release, I was hoping that Dynamo would get Wave Breaker to mirror its Splat 1 kit. I knew for a fact that Nintendo would either give it Wave Breaker to bring it back to its original Splat 1 vision, or give it Tacticooler to continue its slight redirection that it was subjected to in Splat 2 (at least, I perceived it as a redirection).
I am still disappointed that it doesn't have Wave Breaker, but after a few months with Tacticooler, and as it's noted in the video, Tactcooler does enable the Dynamo to be much more aggressive, similar to how it was in Splat 1. Despite this, I can't for the life of me shake the strong feeling and perception I have that Splat 3 has been the hardest game for the vanilla Dynamo out of all the games by far. To me, it's not even close. I know that at some point, the #1 ranked player for Clam Blitz in Splat 3 used the vanilla Dynamo, but even after seeing this I just can't believe that the Dynamo is on even footing with the majority of the other weapons. That probably sounds incredibly stupid in a community of pros, and I am no stranger to said community myself, but I wouldn't call myself someone who intimately understands battle dynamics and flow like Chara does. I definitely have a skill issue, I won't deny that, but after trying everything in the book this is the conclusion I've come to about the current state of the vanilla Dynamo.
If I were to change one thing to specifically help out the Dynamo and Gold Dynamo, it would be to give 1-shot kills for point-blank-zero-distance-on-your-ass horizontal flicks, regardless of what part hit the opponent. Quite literally every other roller can do 2+ horizontal flicks to get a kill at point-blank range in the time a Dynamo gets off one horizontal flick, but you're telling me, Nintendo, that after winding up a swing for 333 years and smacking a w00my (or v33mo) at point-blank range it doesn't splat them instantly because I hit them with the slightly-outside-but-still-somewhat-interior part of the roller? Rediculous. Dynamo is the heaviest and slowest for a reason - for its immense power. Give it it's power at point-blank-no-distance-whatsoever range. The literal iron-clad roller isn't the same as any of the lighter rollers, so I would like Nintendo to stop treating it like it is.
So much for being brief, I guess.
For those to whom it's relevant, I am a sub-2000 X player in Splat 3 and was a very high S+ in Splat 2. I can't recall my Splat 1 rank. Not a master by any stretch, but no novice either.
I'm curious to hear what you think about what I'm experiencing. If you also main the vanilla or Gold Dynamo, what has been your experience?
Edit: To bring this back around, yes, using the Tacticooler has terrible game feel. Even compared to the Echolocator from Splat 1, using a Tacticooler feel-wise feels like I don't have a special at all.
It’s unfair if one of the teams has a beacon weapon and a cooler weapon in the other team doesn’t I’ve noticed that’s most likely loose on
I think an interesting way to rework tacticooler is if, rather than throwing a cooler on the ground, the cooler pops onto your back and you have to throw the drinks to your allies.
I agree with two points that the Cooler could have a smaller time and that there should be at least one kit from each class.
But then I was thinking, what if in Splatoon 4 they take the specific effects of the cooler and put it as an item in the kits with specific effects (and not all) for each weapon? Like the kits would be Weapon, Sub Weapon, Special and Drink. To be able to use the drink there would be a bar that needs to be filled initially and if it dies you need to fill it again
Cooler guiding the entire team to one location would be a lot more impactful if the map design didn't do that already.
I’d love to see a video of how you’d rework Cooler, Chara.
5:14 I feel like letting you choose your special weapon would be a good change to the kit system, and would solve this problem. You’d still have set main and sub weapon pairings in the kits, but you’d be able to pick whatever special weapon you want
Yes but subs also need to be buffed in order to become viable options then, otherwise nobody would pick the Sprinkler kit then would lol.
It's a fun, net positive, special for the game, but just needs to be toned back in terms of special saver and respawn times. less special saved would mean less special spam, and 1 sec increase to respawn time would somewhat allow the team who won the team fight to gain some ground before the 2nd wave comes in
My biggest gripe with cooler is that it doesnt punish players for dying at all because it tells players “its okay to rush in and die” its a way of teaching new players to judt rush in and die alot snd not take into consideration other aspects of the game at that time like objective or positioning
I never dislike cooler. The issue is that people take that and allow special spam like Tri Zooka to happen.
I think the idea of making a tacticooler-eqsue mechanic, but not a special would be interesting - I would say to consider stuff like Overwatch though, which is currently suffering a bit because they gave a lot of ult-level abilities to regular cooldown abilities, and it created this bad balance where there's tons of super powerful abilities that are just slapped on clunky, long cooldowns
I personally say it should set the special saver part of it at a max of 75% of 100% (base non-cooler is 50% of whatever amount you have, Respawn Punisher, SpSv and Haunt excluded). That way, if you have less than 75% of your charge, you still have all you built up prior to death, but if you have more than 75%, it's now set at 75% of your max charge, similar to how the Vita-Saw works in Team Fortress 2.
That, or have the SpSv part of Cooler be affected by Respawn Punisher and Haunt, with each effect reducing the max amount saved by 25%, which means that either one effect maxes it to the previously stated 75% of max, but two effects (You wearing a RP while being killed by either a RP or while under the effect of Haunt) would reduce it to a max of 50% of 100%.
That would ballance out RP-wearing kamikaze Inkfish.
While I agree with or at least see the argument for most of your points, I disagree with your point of Cooler’s viability making other weapons good entirely as a positive. Don’t get me wrong, the more weapon diversity, the better. However, a special that is essential in comp enabling weapons to the degree it does, as you said yourself, a crutch. Some of those weapons that wouldn’t be viable if Cooler wasn’t good. Now this isn’t to say other specials don’t do that too, but the difference between them & Cooler is that Cooler gives buffs that could be applied to the main weapons themselves. I’d much rather said weapons work from balance changes made to the weapons themselves rather than relying on the temporary buffs that allow them to be seen in comp. Does this mean I dislike Cooler? No. This coming from someone who’s often the Cooler guy in comp. However, the buffs it provides should be bonuses, not requirements for some weapons to function. I really hope that come Splatoon 4, regardless of if Cooler comes back or not, the necessity of crutches like Cooler are made mere options through having a good quality & quality of well designed maps & kits so the finely tuned core mechanics of the game can shine as bright as possible.
This is just an objectively good take lol, but alas, like Chara said, i think that this is a necessary evil given how crap these maps are lol, but in the meanwhile, a small andzszh / orekrteerdzszh moderately substantial nerfszh to its Shpecialzszhkrtrerdzszh Savershz amountszh, could be beneficial to let it and makeszh it sreemszh likeszh its enabling some weapons and compszh, intro the poolsh of viability, rather than what it is now where each comp has to be centered around 1.
To be honest, I think it's about time Splatoon retired the "Supportive buff that affects the entire team" design for a special. The designs of these specials have most of the time ended up becoming unhealthy crutches that teams heavily rely on, which negatively impacts the game more often than not. While tacticooler is a much healthier special than ink armor (and bubbler to some extent) ever was, it still has multiple issues it shares with it.
Other than that, I feel like the design of a team-wide support buff has run its course, and is much less interesting now to use or fight. I feel like we should get more specials like ink vac that take the user out while being able to affect the rest of the team, or if we were to do another special that buffs other players, that it should be limited to two instead.
0:56 DID ANYONE HEAR THE HUH 😭😭💀
I think tacticooler as a mechanic in the game would be epic. Maybe it could be called: Squid Burst or something like it
shoutout to cookie for the castlevania music usage
my only qualms with cooler are from the special saver tbh, should be toned back or maybe even replaced with sub defense because screw bomb spam lol
also the weakness of forcing teammates to clump into one area to grab the drinks is heavily mitigated when the map design forces people into one area anyway (and then there was that grab range buff they gave it too)
I agree, the weakness is hardly any relevant.
Ik it may be a late question to ask, but it’s been on my mind and I haven’t found any videos going into depth of it, but what does “special up” do to each special exactly? Like what you said at 7:07 it brings up the duration, but what does it do to the other specials??
There's a looot of specials so I can't type every effect but
for most specials it just increases duration and for explosion based specials it increases the explosion radius
You can check the Splatoon wiki for more specific details
@@LinenMinun ah lol, I could tell that it’ll take a long time and a lot of research to go into EVERY detail from 1 special, but in simple terms works too lol.
Cooler is not the problem, cooler is fine its simply that zooka is making it mandatory
1:02 demonstrating intensify action buff, and shows nautilus rip
(it has no jump RNG)
I would love to see a vid reworking cooler into a different mechanic. I think it's pretty clear cooler is doing some awesome things for the meta, and most of its downsides simply come from the fact that it's... a special. If the next game had something that incentivised fights and aggression and fast-paced gameplay the way cooler does without actually being a special, that would make for a really solid base to build other new mechanics off of imo
I’m a Dapple main so this just helped me
i think in the next splatoon game, some tacticooler buffs like QR, Special Saver, and QSJ should apply passively to the team in Danger!, like how Tenacity scales based on player count.
this means Cooler wouldn’t be a special-give other buffs to Ink Storm (enemy players get struck by lightning once they take 70 dmg because it’s a STORM, plus more ink efficiency for standing in it) and Waves (getting hit with your own wave gives you some Intensify, run/swim speed, stackable up to 3)
this’d help diversify the support specials, making more weapons viable while also getting rid of the restriction that each comp NEEDS a Cooler-because the gained QR and SS is natively added to the losing team so you don’t get steamrolled as often
it’s be hard to tune but i think it would be very very healthy!
That was a top-tier XKCD adaptation
Combine Tacticooler and angle shooter. Shoot your allies with buffs, but it's got a jank hitbox. /joking
The bamboozler is good for the meta
They should give the stand hp, akin to wave breaker. Like this and a short duration, you have to balance getting cooler off or maximizing the effect by applying lip combat
I mean it has given us one of the best metas ever soooooo
Yeah but that doesnt mean that things cant be further improved upon, its probably (and definitely) not a priority, not with the maps being the way they are lol but nerfing its Special Saverszhkrtrerdzszh amount also doesnt even takesh as that much longerkrtrdzszherdzszh to do, + it would still be prettyilyierkrtrdrrdzszh and damndzszh gooderkrtrdzszh, imho.
My main gripe with the special is there quite literally is no counter play to it once it’s out (outside of maybe killing people prior to them grabbing a drink, but like they’re probably gonna grab a drink before they die anyways).
I’d maybe like it if the cooler itself could be destroyed and as punishment everyone on the team loses their buffs instantly. It makes it so knowing where to throw the cooler isn’t just a complete no brainer for the user 90% of the time, and requires much more thought and team play to reap the rewards of the special.
As someone whose starting to learn to use Tac in turf with dapple I can honestly say it's a pretty fun special, letting me get away with frankly stupid moves somehow. XD
i think i have an idea to remove taticooler as a special but not as a mechanic:
comeback-mechanic in anarcy modes
zone and clams below 50points? checkpoint reached on rainmaker? tower on its way to the last checkpoint? and there are more than 3min remaining?
the losing team gets a tacticooler on spawn. just as the special, they only get the buff once.
and it only happens once, meaning that if one team gets the tacticooler, the other team wont get one when they are losing.
What if there was a reworked tacticooler that’s a cannon that you fire to your teammates for them to get the buff
I’m hungry, trizooka isn’t enough
I do feel like the tacticooler fixes a lot of the problems I have with the game mechanically that isn't just the maps.
I think ink is too strong and its clunky/janky when you get stuck in enemy ink. I have died cuz the game wouldnt let me attach to walls purely because I have half of one foot in the enemies ink.
And you would think ink resistence would help, but it doesnt cuz you still get the jankiness.
And I do think tacticooler fixes the jankiness a lot more than just running ink resistence.
The end where you mentioned reworking cooler into something else that isn't a special gave me a silly idea. Take Splatoon 1's toxic mist (or distruptor? Whatever it's called) but completely flip it backwards. You throw it at your teammate and it speeds them up a bit for a little while
It's a fine Special. The main nerf is needs is make it so you don't keep your Special when you die.
Tacticooler is interesting. I find it a really fun and I’d say be extremely healthy if it was a little less necessary.
Maybe Ink Storm as a potential substitute regroup tool might be interesting if slower comps ever become considered
I feel like if every kit had two specials to pick between, a support and an aggressive special tacticooler would be one of the smartest specials in the game, bc it would just be even more accessible that way
As a Tetra User i hate and love cooler at the same time. The good thing is i dont have to run full QR the whole time but otherwise the Trades that i make are useless sometimes.
I believe there is a difference between cooler being good for the game (which it is) and there being an overrealiance on the special. This is very noticeable in solo series or open where fighting a team with one or two coolers while your team doesn't have any puts you at a clear disadvantage right from the get go, because no matter how many times you kill the other team, they're gonna respawn immediately with all their specials ready. Imo, all cooler needs to become 'balanced', since I think it can be a SUPER HEALTHY special for the game, is reduce the hitbox for grabbing a drink to how it was at the start of the game, adding a 10-15% special depletion everytime you die and shortening its duration to 10-15 seconds. (Plus giving cooler more kits, though that is kinda impossible right now...)
I don't like having one special be obligatory, but at least the Tacticooler dictator is a fun one.