While the new weapons may not be astronomically great, I think the devs prioritized fun when designing them, but it is interesting to learn how good they are from a competitive standpoint :)
@Chara7821 Nova is a good support weapon imo, its made for you to get tap damage by other teammates. Plus, I think Killer Wail works well with it. It's not the best weapon but not the worst either.
Nice vid, I'd like a guide for what gear is best for every weapon, because i want to use range blaster and I run 2 main intensify action and 1 main ink saver (main)
aw dude im loving the wide roller, horizontal flick is so good at zoning its ridiculous, its amazing at support imo ive done all my X rank matches with it and have effectively stalled and gotta several kills with it and with so many aggressive weapons in this game its nice to have more options to keep them at bay
I love love looove the pencil, the day of the update I got really good at it, it may be a bit weak but it’s extra fun which makes me somehow play better?? Anyway, kinda bummed it has sprinkler but it has unexpectedly saved me a couple of times by being a kind of meat shield. Anyway I just hope we get a different kit with a bomb lol
I like the Splattershot Nova A LOT although my initial impression is that's probably sad. On the contrary, I had high hopes for Big Swig Roller and now I just laugh at it. Splattershot Nova is the best support (slightly skirmisher?) weapon I've ever used. It feels like I can be everywhere. Throwing the sensor help my attacker teammate a ton, and I can do that a lot. Whenever there's someone escaped, I can make the final shot as long as I am in effective range. Big Swig Roller... Well I thought I can do the wiggle movement as in Splatoon 2 but no, I get bumped too far. I think rollers were heavily nerfed in 3, as I previously main in them. And yeah Big Swig is a purely inking weapon and does nothing else.
I've been saying this in other places, but in retrospect I'm glad big Swig's horizontal doesn't one shot, because it would mean it's main weapon outclasses carbon in every way, and it not one shotting makes it play way differently than every other roller
Given that rolling isn't the primary way people get kills with rollers anyway, since the whole point of the big swig is to be an effective roller, I still think the roll should one shot if you roll over someone. It probably wouldn't even be used all that much albeit situationally.
@@gregvs.theworld451 I completely agree. It's entire selling point in the trailers was its roll, and I was kind of excited for a roller that focused on, well, the roll. But when I saw that it didn't one shot, it was really disappointing. It could've been so cool, a massive roller rushing towards you at high speeds, ready to splat you, but with the way nintendo handled it, you just bounce off them and probably get splatted.
@@ijustwantedtocomment8319 If they really wanted to give it a dumb kit, I could see one shot rolls with point sensor. Not sure if that'd be dumb good or dumb bad, but theoretically I could see a skill ceiling where new players hit a wall where more experienced players gun then them down for mindlessly point sensoring and running in a straight line directly at them, but players who learn to main a point sensor big swig with a one shot roll would learn how to carefully position to shark roll kills and become something between a support who can distract the enemy team and a real menace kill fiend sharking roll kills.
For Big Swig, I actually love it but for a weird reason. It’s really stressful trying to get kills with it, but I love that feeling, it makes it very enjoyable for me
Big swig is SUPER fun, and the wall/vac kit is not as terrible as chara made it out to be. Still pretty bad, but it somehow kinda works and is really fun
I like the direction of making new weapons a lot more technical, making more interesting comps with how you follow up with each weapons strengths since they don't have much kill potential by themselves
Yeah, they can't really take fights by themselves but they excel at assisting the rest of the team. A lot of people saying they're bad are probably basing it on the low kill power and weird subs, but these are designed with team play in mind, so while they can't really take 1v1s, Nova's chip damage can make it easier for Tetras to take a 2v1 and Point sensor can make it easier for backliners to spot flanks. Big Swig can lay down tons of paint for more maneuverability and use Ink Vac to protect teammates. PP charger can load multiple charges ahead of time so it doesn't need to rely on tap shots in a pinch and can take out multiple targets in rapid succession, and its sprinkler helps it get Tacticooler quickly to encourage a push. They're all really interesting new takes on weapon classes and roles, and I hope they continue that kind of philosophy in any upcoming new weapons.
One thing I’ve learned from Squid School that I want to remind people of here is this: Liking a weapon gives you a strategical advantage. Playing a weapon that you like allows you to learn its weaknesses and play around them in ways the enemy team might not expect. For example, the “use sprinkler as a meat shield” tip for .96 gal. Sometimes I’ll just swim around and go for a kill with Splat Brella because that’s not what the enemy team expects. Try out new weapons. If you find one you like and you want to play it, go for it!
Definitely! Me and my sister are similar skill levels but I tend to do a lot better because i know what weapons fit my style and are fun! She tends to stress about stuff and won’t try new weapons
@@4Monadonis2 I may have worded this wrong. We have similar skill levels in other games but she struggles in this specifically because she doesn’t have fun with her weapon. She’s convinced it’s the best she can do and often doesn’t play cause she thinks she’s bad when she’s really just bored
It feels like they were so scared of making these just be better versions of other weapons, that they went in the opposite direction and had them be a bit weak
That's good imo. If they give them decent buffs in the next patch then i think its a good idea to put in weapons that start off somewhat weak and can be adjusted as the meta moves along
The splatana stamper is so good,. Could score a kill with 1 fast charge + 1 flick. or 1 shot charge close range. 1 charge + bomb kill. Amazingly long range with fast charge,. Only downside i see is the underwhelming special zip caster,
I've always enjoyed being a healer in games, as I don't have to worry about being the one to get kills (ironic, since I now enjoy being a slayer in Splatoon). Big Swig feels like the closest to being a 'healer' as you can get in this game, providing plenty of inked ground for your teammates to swim in and providing walls to possibly protect them along with yourself. Not to mention Ink Vac to even better protect everyone.
i think one thing people overlook is the fact that gaining turf gives you a really good advantage. the more turf, the more movement opportunities, the more ways you can splat opponents. so i think the big swig is supposed to be used to gain as much turf as you can for your teammates, so pushing in is easier.
The problem is that other weapons are not all that much worse at sheer inking on average, but are leaps better at actually being able to fight back and defend themselves on top of it. It feels like you're not supposed to do anything but ink, which is what the reeflux was all about.
The Splattershot Nova captured my heart on day one and so far is still going strong. I've been having a much better time with the game ever since I picked it up, and plan to main it for quite a long time to come :)
Big Swig feels like the devs asked themselves how they could make a roller that can defend little timmy from absentmindedly rolling into combat zones Every Single Match
I think one reason why a lot of people are not very fond of Nova is that it being so support locked gives it less agency in a teamfight than most weapons in solo q, where you can't always rely on your teammates, and it makes a lot of people feel a bit helpless with it
I do see some very very valid points here about all of these and for 90% of them, I agree! The one thing I will add about the Big Swig is it seems like more of a turf war/rookie style of weapon. Like if you were just diving into the game and wanted a roller, that’s the one for you! Otherwise I think every point is absolutely true and overall these weapons are actually pretty fun! They’re some refreshing additions to the game and while they might not be perfect, they still are cool to use!!!
Even from a competitive standpoint, it is still good. It's better ranger and combo potential it has make for a pretty unique weapon. You can't really label a weapon only for rookie and another only for pro players because in the end if you really like a weapon you can make it work and play around it's weaknesses.
I think Nova would make a great support option on a chip-damage based team. Also for solo que, it is very good at pointing out players who may be flanking or out of position. (I found myself doing this a lot in day 1 turf wars while experimenting with the weapon, and my teammates were actually following up on enemies that I couldn't finish off myself.) Honestly makes me think that it's a good candidate for a shot caller on a team to use.
Given how much Zone cheese Swig has, I wouldn't mind sacrificing a bit of paint output for a bit more damage. I want it to be pretty good with chip damage comps. Hopefully, that's not a monkey's paw wish.
My first experience with the big swig was me slowly realizing it’s awful damage in salmon run. The game mode where damage and range are very important stats.
I like that the new weapons aren’t broken. It’s gotten to the point where I see them and get a bit annoyed because I am still getting used to counter play, but I can consistently counter them when I give it just a bit of thought. And their kits don’t make me want to die. Overall, I think they are very healthy additions to the game.
I feel like Splatoon 3 is in this weird spot of wanting some more technical or kit dependent weapons, but also having Splattershot and Sloshing Machine that are just always good.
I appreciate your very positive outlook towards these weapons and understanding the game in general. You balance it very well with very needed critiques like the map design. I think that more than the other two games, I can see why the developers are making the decisions they are, even if they don’t necessarily work the best in a competitive context. It is very refreshing compared to the toxicity concerning game balance that I see in both Splatoon and other communities.
To me, Big Swig is basically the Aerospray of Rollers. The way it's designed made a lot more sense when I started thinking about it like that, and I have to admit I was a bit disappointed that it wasn't a more aggressive design, but hey, not everything has to be for me, and the other Rollers haven't gone anywhere.
That’s what I’ve been saying to people who just flat out trash on it and call Nintendo stupid for not making it an aggro type roller. “At least the aerospray can kill” yeah so can this, you just don’t know how to use Big swig plain and simple My thoughts are, any weapon can be good if you know how to play it. Devs won’t intentionally make a weapon ass. I’ve seen lots of people play the big swig effectively, proving it’s a good weapon. “Yeah but rollers aren’t meant for support!!” Boo hoo, it’s nice seeing new classes added onto weapons that never had a specific class before. But still sad they didn’t add tacticooler for it, it would just fit it’s soda theme lmao but ink vac is still good for it
All of the new weapons are interesting in design and I feel like Nintendo is focusing on the fun aspect of the game rather than the balance aspect which is what a video games first priority is but the comp player inside me does have the complaint that these weapons are support weapons that people, most of the time, aren't playing support at the moment.
big swig is so disappointing to me as a roller main, i really really hope they buff its damage and give it a good kit in the future. it doesn’t need to be the best but it needs something more.
I'm wondering if the specific seasons will bring new weapons of set styles - probably unlikely but the three new Support Weapon Kits in the Chill season (not aggressive) is kind of funny
Nova is my favorite shooter because I always wanted a replacement for Dual Squelcher from S1 Though it’s still really weak (it’s basically the dual squelcher but nerfed to oblivion) and unless it becomes more of a fighter with a damage buff and a RNG buff, with some buffs to its sub and special, it’s gonna be weak forever I really hope Nintendo takes a serious look at this weapon like they did for Swig and Pencil
I really wish they buff the nova because I love the weapon and I can see that it has potential. I'm literally maining it right now. I think it just needs Buffs in terms of damage and accuracy
As soon as I saw the nova I knew I wanted to main it. I thought that the idea of a mid point between shot and pro range would be very interesting to play and I was interested to see what Nintendo would do with it. Admittedly, the kit and play style was wildly different than what i expected, but after learning the play style, the weapon is very fun and I look forward to it’s future kits.
I think everyone is being too quick to dismiss Big Swig just because it doesn't one-shot. It's obviously not meant to be played like any other roller by sharking under ledges or going for picks. It is a fully supportive weapon, and shouldn't try and kill - its flicks (especially horizontal) can surround enemies with ink, limiting their movement options, and the wall can be used as help for another team member. It's a weapon designed as a sort of 'backup,' behind the team but close behind.
Glad you've come around a bunch on understanding big swig! NA meta is too slayer/kill focused, tends to ignore the power of keeping enemies useless with poke/control trading, especially considering it can exceed or combine with death timers. Support in NA meta is far, far too simplified in understanding and isn't appreciated nearly enough. Default dapples is my fave example, people keep trying to play them as deep dive slayers, when the beakon and tacticooler really make it best played as a support/shark that can dive around corners and kill in ways popular sharks cannot
I feel like the big swig is just a fun weapon, opting for a supportive zoner rather than a shark. I feel like it would work well with the chip damage of wavebreaker and fizzy bomb
Nova worked for me surprisingly well in Salmon today, and I didn't _dislike_ it in PVP when I tried it yesterday but I was a bit... Iffy on what I was meant to be doing with it when I tried it in turf. I'm hardly competitive but from a more casual perspective of the weapon it felt undertuned rather than bad, even if I did wind up yelling "What is this _for_" a couple of times. (Though I did settle into almost what you said by the end, though I think it could use a couple of minor buffs for those things, not to fix all the things I wish it was better at, just... one or two of them - Make the paint a bit less splodgy, make it a bit longer range, make it barely a four shot - even just 25 damage - rather than a five shot, reduce the spread a little)
It's funny looking back on this. Splattershot nova has its role, but honestly outside of some memes with opening gambit is just very olay with meh dps and location. Snipewriter still needs a bit of a guiding hand to lead it to see more use. And of all things with a laundry list of buffs and consistency, the big swig is the one that has the potential to become kinda scary when it gets an actual kit that isn't super defensive zones cheese while still being one of the best painting weapons in the game.
I was a big support main in S2 (played many armor weapons) and never played super aggressively, so Nova fit me pretty much perfectly. I think it has such a different mindset compared to most shooters that people were quick to dismiss it as bad
Nova has about Dualie Squelchers range, about Dualie Squelchers paint, 1 shot more to kill, wonky accuracy, and no dodge rolls. Pretty much the only thing the main weapon has over Dualie Squelchers is much better ink efficiency, but I feel like that many tradeoffs for better ink efficiency absolutely isn't worth it. I know Nova is supposed to play as a support, and DS is supposed to be more of a skirmisher, but DS is a very versatile weapon and can absolutely play as a support, plus I think it's kit is vastly more useful as a support too compared to Nova. Splat Bombs and Wavevbreaker apply more pressure than Point Sensor and Killer Wail do. Yes Nova can use Wail for aggressive capabilities, but Dualie Squelchers already has those aggressive capabilities by default from the 4 shot and dodge rolls, plus it combos with it's special too cranking aggressive potential up to 11. So even if you somehow convinced me Nova was a good weapon on it's own (which it isn't), you still couldn't convince me it isn't just a worse version of another weapon which is *very good and has a better kit.* Pretty much the only thing Nova has over DS more location (Though DS still has location cuz Wavevbreaker), which is kinda useful against NS comps but not enough to justify Nova over Dualie Squelchers.
I'm just a weirdo who mainly plays turf war, but personally, I went into this update expecting to like the big swig A LOT more than I actually did. I figured that as someone who likes rollers and mainly plays turf war, a roller all about turfing would be right up my alley even if it struggled more in a skirmish. But I just can't deal with its kit. I just don't know what I'm doing with splash wall on a roller and just end up never using it since it takes so much ink. And, although I acknowledge that ink vac is good, I personally suck at using it. Snipewriter, on the other hand, has become BY FAR my favorite charger to play. I'm a player who really likes splatlings and stringers but has never been able to get the hang of chargers whenever I've tried, and snipewriter's multiple shots in exchange for multiple hits to kill makes its play style a lot more splatling-esque IMO and therefore much more my style. I don't even mind the sprinkler since I'm a weirdo who likes sprinkler even though it's not good. But, in the end, what turns me off from the snipewriter compared to other weapon classes is how ink-hungry it is and how unhelpful partial charges are.
I've got an actual idea for an Undercover Brella rework, so basically increase the firing speed by 30-60%, and increase the range by around 5-15% for buffs, and for nerfs increase the Ink consumption by 10-20% and decrease the damage by the scraping shots down to 10 damage at least and 35 damage at most. These are the buffs and nerfs that I believe are necessary to balance this weapons new gimmick, in the final pieces of excess damage from anything that is above the weapon's shield health, it creates an explosion that deals 5-20 damage flat to both the opponent and the user, though it should do either more or less damage to the user than the opponent, you decide and takes 75% of that excess damage as knockback. This gives the Undercover Brella the ability to basically Rocket Jump as much as it pushes the opponent away. This adds an interesting level of strategy for Undercover Brellas, they need to be the one's backing themselves up into a corner that they could jump up to from the explosion while also pushing the opponents off the edge with the explosion, or one can commit to the other, and would make bombs as much of a counter to Brellas by keeping them from getting to the middle if someone just runs into the middle with their brella outstretched and then gets a bomb to their Brella and gets sent back to spawn without a shield. Though conversely, if someone sees a bomb just lying around, instead of being frightened by it they instead may get encouraged to surf that damage up like a walled off high ground. I'm imagining the elevated grounds in the Ruined finished Bridge Area, a Suction bomb is placed a little from the walled off area towards the right or left, depending on which side your on though let's just say right, and the opposing team is coming. Now because of the existence of this gimmick the Undercover can bounce off of the bomb and reach higher ground! Conversely, if someone were to paint the middle and get a bomb to the Undercover Brella's shield, they can get sent backwards towards spawn, which could help to take them away from combat for a while. Also, you may wonder why I didn't want to raise it's power, and that's cause I don't want it to encroach on the more heavier Brellas' niche, and anyway a faster firing rate would help to maintain its speedy playstyle's momentum. More range allows it to chase down opponents, and more ink Consumption would force players to not fire as often, conserving ink and keeping the canopy closed so that they play smarter with the new gimmick. The ranges I give are for you to decide where you think is most balanced for this reworked version of the Undercover Brella. Anyway, what do you think?
I am personally loving the Splattershot Nova. I feel like Point Sensor is an underestimated sub weapon. Saying that VC denies all of the weapon’s usefulness is kind of a dumb argument since saying where an enemy’s general location is is different from marking their EXACT location for your teammates to see as visual information, which is understood much more efficiently than information transmitted vocally.
I love the pencil, I don't hate the nova but it DOES not feel good to play, and I don't have the big roller yet but it looks mad fun! Edit: ok the Roller is just a goofy cheese weapon, I wanna play it even more now! And what you're saying about the nova actually makes a lot of sense, i gotta play it again.
Honestly the Nova is literally what I built the my gear with in mind on my Aerospray RG (I think thats what it is called, its the Golden One) and loved using, this hella makes me want to finally get Splatoon 3!
Big swig will be really good for defending in tricolor. Lots of paint is something you really need and the close range vertical flick OHKO may be hard to land normally but when someone's vying for the ultra signal it'll work really well
I know the Big Swig objectively isn't great but dang if I'm not having a ton of fun with it. The only other roller in the series I've had genuine fun with is the Gold Dynamo, every other is just not fun imo. But Big Swig is so much fun. I'm more of a Turf player and it's great in that, but playing support with it feels incredible. Splash Wall and the jump flicks feel really fun, especially when you're with teammates, and the Ink Vac is great for teammates as well. I love it, new favorite weapon, I feel like I've been killing with it.
I really, really like the concept of the big swig, and it's honestly not too bad right now, but I wish it would one-shot when rolling over. It's a weapon built to roll wide and roll for long periods of time, so why shouldn't its roll be able to actually splat without bouncing off?
My problem with the Nova is that it just feels like a worse Dual Squelcher. Like if you take a Dual Squelcher and slap some ink saver main on it, I can't think of a single thing the Nova does better than it. It has the same fire rate, range, and ink ability. Worse RNG, spread, and damage, and the only thing that's better is the ink efficiency (104 shots per tank vs Dual's 83). It's basically forced into a support role whereas with the Dual Squelcher, you could play support or slayer similar to Pro depending on what gear you ran. Say what you will about how competitively viable it was, but there's nothing in Splat 2 or 3 that plays quite like slayer Dual Squelcher did. How comfortable a player is with a weapon imo is a pretty big factor in how well they perform, and for me the Dual Squelcher was my perfect shooter. Now that the Nova is in the game with stats extremely close to the Dual, that dashes all my hopes of them bringing it back. All I can hope for now is that they'll buff Nova to where it's possible to slay with it (or add some kind of duct-tape option to play dualies as shooters lol).
They should just do away with how respawn punisher completely negates tacticooler's quick respawn. There is no justification for having an ability (that's always active) be such a hard counter to a special that you have to spend time building up to activate. (And if I'm being completely honest, I think respawn punisher should just be deleted from the game because it's not a fun ability IMO).
I feel like the Big Swig Roller shouldn't be slept on, and I don't fully agree with the idea that it needs to be tweaked too much. I know you did mention Support in this video, but I feel like the only purpose of it being spamming on Splat Zones is really underselling the potential of this weapon AND its kit. When it comes to a comparison to Carbon Roller, I like it better in that I don't have to vertical flick in order to hit enemies. It feels like a Carbon that has much more room for error in its horizontal flick, and that's something I like a lot, especially with its ink efficiency. Sure it's weak, but as long as you're not running at an enemy by yourself, you SHOULD have backup, hence it being a support weapon. The other thing is forcing enemies into a situation they don't want to be in. This weapon paints the floor SO much, and you can use that to your advantage and to your enemy's dismay. Whether that's so you can deal more damage or your teammates can is up to you, but painting the floor below an enemy with the Big Swig is so easy, and it makes it REALLY simple to just... lock an enemy in place. As long as you aren't getting shot (which you can make sure of by using your Splash Wall) you've essentially trapped your enemy if they don't have proper ink resistance, or a teammate to help them swim out. The other thing is that I feel like the Special and Sub of this weapon are less for you, and more for your team. This weapon is a very team-oriented weapon, so it entirely depends on whether or not your teams weapons synchronize well with it in my opinion. Sometimes throwing a Splash Wall for a teammate can help them out a lot, and you can throw them DECENTLY far. Attacking the goal in Clam Blitz is a great example, as if you don't have your Ink Vac (or just used it) it can make a good getaway option, or a good assist for teammates who are still trying to score. Splat Zones is where this weapon might "excel" based on what you described, but I feel like it might be good for other modes as well. Of course, I don't play really high level Anarchy Battles and competitive like you do, so maybe my view from a lower level has lead me to see more potential where there might be none to someone else. I'm also someone who plays Dynamo Roller a lot, so maybe Big Swig has grown on me due to its supportive role (in something other than Tacticooler) and how you can poke enemies a lot easier with how much ink you can throw so fast. Anyway, sorry for the wall of text, but I just wanted to share. I was a little disappointed by this weapon's kit too at first, but I feel like it has a great niche that suits my playstyle.
The moment I get a burst bombs on a Dualie is the day I'd play splatoon non stop. But for the new weapons I love the new carbon roller and new splattershot pro much better kits than the original ones. As for the newer weapons I haven't tried them yet besides the pencil and I got to say I'm not loving the kit but the weapon is pretty cool though I need to get better at it.
I really love the playstyle of the nova, it's so poor at taking close-up 1v1 fights that it actually helps me learn to control space better so I don't get flanked and can use its range
I love the big swig. It's absolutely atrocious for any form of combat, but the fact that it was so obviously intentional here more than any other "bad" weapon just feels so bold to me. I mean it's made out of a bendy straw, I feel like even the 40 damage it does is being generous.
Swig looks so cool too. The reason I ended up being the self-proclaimed "Roller guy" is because Kroller was adaptable, Big Swig seems as if it can't even be chip damage as originally theorised, because it's like *the only Roller with a dog water Vertical Swing hitbox.* HUHHH!?!?!? What Roller has a SKINNY HITBOX? A buff that I'd be recommending as someone who is obsessed with Rollers is to widen the Vertical Swing hitbox, I can't hit anything with it. I chose a Roller because I wanted a BREAK from aiming so hard! Then maybe it can support more. Also, buff the minimum damage of the Horizontal Swing to 35, like the Regular Roller, it's a 3 shot then. Maybe make the RNG a little better than Dynamo's on the Horizontal Swing, as Dynamo 2 shots most of the time but Big Swig ideally needs to 3 shot. Any more ideas would be cool and I'll probably shut them down or write 7 paragraphs on why I agree with you
Not sure if this works in practice, but given that the vertical swing kills at very close range, I wonder if ninja squid to close range veryicle swing would be a, maybe not viable, but useable enough meme build for big swig. Throw in some swim speed up and focus on getting in and smacking.
I really love the hyper-specialization of big swig, I think it's gonna be really interesting to see if it manages to shake up specific mode metas. currently the same weapons seem to be consistent across all modes, so adding kits that upset specific modes could be exciting
I know it's probably not "good" for this mode, but for splatfests the big swig will probably be my main because monke brain like when I paint lots on turf war.
@@Cool-Vest I dunno, I played some big swig turf war and if the other team in good at killing or walling you, then the theoretical paint output is nullified a bit, or a cheeky player can just follow behind a big swig and cover their paint trail. That said, I did win a few matches irritating the enemy team by making them chase me as I inked in circles between their base and mid as they covered my trails and tried to land a kill, meanwhile my team was left to cover the rest of the map unbothered.
Honestly, I'm really glad this game isn't just taking the route of... we all know it... POWER CREEP They could've just sat up here and put the greatest weapons in the entire series in the game right now, but they went out there and made something weird, and I'm glad! I fully expect Big Swig buffs, and I much prefer "something undertuned that gets buffed over time" to "oh god this breaks the game and we live under totalitarian rule until the nerfs come".
If there's one thing I'll say about the Big Swig Roller, it's the fact that it takes: - everything i love about the dynamo roller (a.k.a the only "-∞ to speed stat, +∞ to murder stat" weapon i don't hate using) - a fascimile of my main 3 gear abilities (ink recovery, ink saver sub, ink saver main) - my playstyle's and their weaknesses when I use my current 2 favorite main Weapons (rushing and stalling with Splattershot Jr; strategizing and consistent turfing with Undercover Brella) - a kit that doesn't make me second guess myself for five hours about whether or not I should actually buy it (looking at you Bloblobber. And Undercover Brella too, unfortunately) And packs it into an amazing, borderline perfect, by all means what i can absolutely say for sure is my all time- *_3RD,_* FAVORITE WEAPON. Yeah no despite all I've said so far, maybe due to the fact i still haven't got to use it as much as the others yet, i only get like a niche kinda fun from using it.
The nova just kinda feels like all the splattershots combined and I feel like that's kinda what they were going for Range of a pro Painting power of a normal splattershot And damage like a jr
I like how Nova is a support weapon, but in a very different way to Jr or Zap. Most supports currently in the game are hybrids, and the support mostly comes from their special. Meanwhile, Nova is all about exposing the enemy with Point Sensor, then weakening them from afar for a slayer teammate to finish off. Even its special, Killer Wail, uses its global range and tracking ability to chip enemies down to help the frontliners. Ultimately I don't know how much play it'll see at higher levels, but I love having a weapon meant specifically for support, not just a frontliner with paint and a supportive special.
I actually really love Nova's design. It's a lot healthier than people saying "oh, it should be a longer range Splash because 5 hit kill is bad" This weapon is effectively a scout. You have an anti-HP special that can shred even the tankiest of specials and you have constant detection methods meaning it's harder to flank against it and even harder to fight if you're a weapon who relies on ninja squid. But, I will say 6~10 AP of Intensify goes a long way.
Big swig aged well since the 2X object damage buff, damage buff to both vertical and horizontal attacks, and getting a semi better kit in the sizzle season. Also I just laughed when you called it “Zone Cheese”!
I've been playing the hell out of Nova since it the season started and I agree people aren't giving it enough credit. With all the ninja squid going on currently, that extra location information had turned the tide of battle many times. It feels particularly good for defending in splat zones. It really shines there
"Pencil Players" I love this term for SnipeWriter players. When I get back into Splatoon 3, I think I'll try sampling the SnipeWriter. It looks like a lot of fun, though I don't think I'll be good at it since I'm not very good at aiming and the shots are quite narrow.
I like the big swig. It has this guardian support role. Throw a wall for a team mate paint around to help your teams mobility like crazy and ink vac push with a teammate. The ink vac is so good if you have a teammate that understands to stay within your vacuum. It basically makes them unkillable almost always ensuring a great push and easy kills. I just wish solo que players actually knew that... Basically i treat the weapon as a paint spam that helps keep teammates alive with paint and shield capabilities.
I stay close to my slayer to paint around for them so they can move easy without worry of ground ink damage. Also the wide ink increases my presence making opponents agro to me as i look like an easy kill just for my slayer to be close at all times to back me up, and ink vac to keep them alive to fight for me. Well this would be great in a perfect world... Had a game once like this in solo so it's proof it can work. I'm excited for when comps use this since it seems like such good synergy. Thanks for reading :)
It makes me so happy to see so many pro players liking the Nova, I’m not a shooter player (I main Tri-Slosher), but I tried it out and fell in love with it almost immediately. It sucks to see so many players dismiss it as being trash simply because it isn’t a slayer. It’s a support weapon, and a damn good one!
What if for april 1st they make all the weapons hit scan, instead of having travel time. Or give rollers gloval range or wide kill zone. It would absolutely awful, but that kinda the point of april 1st.
I started playing the splatter nova when the season started and at first i hated it because i was playing it like a splattershot. I now play it as a support weapon with LDE and sub saver and thermal ink to really maximize the potential of supporting my team and sensoring everyone its really fun!
IMO the nova needs a buff as a weapon, not as a kit There's so many bad traits that the weapon has but they only need to buff 1 of them and that's it Make it paint better by not making huge gaps of ink in your line of fire and thats it Or make it a 4 shot (not a 3 shot) and thats it Or make its rng slightly better or its range, people complain about a lot of stuff about the weapon and expect a lot of buffs, I mean, the weapon its ok, it judt needs a little push and it can be more than ok And yes, i agree the support kit it has is good, doesnt matter what people say, it is good. As said in the video, there's a lot of ninja squid and having a support that works as a huge and constant echo locator is sooo good