Putting Jump RNG on Range/Normal is like giving the Aerospray the Fire Rate of the 96. They had only one job and they messed it up in the worst way possible
Its really not comparable at all unless you like bunnyhopping babies who are allergic to the ground they stand on when fighting you. If you do like not having fun then ill say that I do and am completely opposed to the idea of enabling bunnyhoppers by actively removing what keeps them from doing so effectively.
@@SilverMK dawg splatoon 3s out already💀 And I like their solution to Jump Spread right now. What are you doing trying to start arguments from 4 months ago on a video that as of right now only documents the past of a weapon💀. You cant be serious bro.
The good news is it's appearing in the very first Splatoon 3 trailer with that hot af squid surge kill. The bad news is it's being called as Thicc Blaster now.
Actually, Range Blaster had its base jump deviation *reduced* from 1. It was 10 degrees deviation in 1 and was always there. You can even see it in the clips you showed. Wiki has it wrong there: they did give the Range Blaster one buff! ...And it's useless! See, the time it takes jump deviation to go back to 0 went from 60 frames to 70, and the odds of jump deviation being triggered fully went from 40% to 50%. Basically, in 1 you could start your shot at the peak of your jump and not really have deviation. But in 2 you have to wait until you're pretty close to the ground and you're left vulnerable if you do that. So those 10 extra frames are the real killer nerf here.
Yea someone else told me, with the translation + me never feeling it in splat 1 that makes sense, they just changed the RNG to activate at worse times where Splat 1 was avoidable
I used the Grim Range Blaster and can confirm it is a lot of fun, but it can struggle at times dealing with objects but it's still capable at dealing with them if played right.
Major S1 to S2 nerfs can be summarised through comparing the way Range Blaster and E-liter were treated. E-liter's nerfs were practically made canon with the 'upgrade' from 3K to 4K, and it was given a couple of things to compensate for its losses and had small QOL buffs over time which eventually helped it to form a niche. It seems like they cared a bit about how they rebalanced it here. Range Blaster, however, didn't get any compensation nor positive patch changes over the last 3 and a half years... and it had no design changes or anything, giving the impression that they really didn't care much about this thing. Sure, it got a 3rd variant, but it was a copy-pasted design from the first game. The S3 redesign at least is a sign they've thought about the weapon more. Hopefully it is a good sign.
While we're watching this video, something is happening at Nintendo HQ with the weapon balance team discussing Splatoon 3. Team Leader: So guys, the Dualie Squelchers were, like, the best weapon in the last game. We need to fix it. Ideas? Dev 1: Why not we decrease the range down to the level just a little above the tetras? Team Leader: Great Idea! What else? Dev 2: Decrease the fire rate down, and make it even more ink efficient? Team Leader: Great! Anything more? Dev 3: Maybe lower the accuracy to make it comparable to a Splattershot Jr. Team Leader: Those are some great ideas, but we need to do something about those dodge rolls. Dev 4: I have the perfect idea! Why not we decrease the travel distance, as well as inkrease the ink consumption after a dodge ro- WAIT! WHY NOT WE ADD LAG SO PLAYERS CAN NO LONGER USE THE JUMPTECH!!!! Team Leader: YES! YES! One more suggest. MAKE THE WEAPON HEAVYWEIGHT!! YES!!!!! 2022, when Splatoon 3 launches. Player 1: Do you remember that time when Dualie Squelchers were the best weapons in the game? Player 2: Stop lying! Anyone who has ever used that "weapon" must be TRASH!! Like, they've had hundreds of hours in the game yet they are still in C- LOL
Honestly, the thing I'm taking away from this video is that Splatoon 1 went on a meta of "if everything's overpowered, then nothing is" while Splatoon 2 tries to moderate everything more.
Y'all wanna know something funny? CUSTOM Range Blaster got a buff in its points for special in 5.2 from 180p to 170p. BUT, this is the same patch that nerfed bubble blower's bubble sizes. So they effectively buffed the points for special, only to still nerf one of the only things it could've maybe had going for it. Good fucking job Nintendo 🗿
I do have to say, thanks for explaining the jump RNG, I don't know a lot of specific weapon changes and I really want to get to know the game better. I have also been enjoying your content since I found you
Wow that’s a whole lot that the SPLATOON devs messed up when it comes to the range blaster, but there’s hope for splatoon 3. Based off what I saw in the trailer the devs have made these 3 changes to the RB: 1. Slightly longer range 2. Ever slightly smaller burst radius, with increase in damage to the outer shell of the burst radius. 3. No or very little RNG. I only got into SPLATOON thru splatoon 2 and as a RB main, I had no Idea how much of a handicap I had when compared to the first game lol.
I think its range is ok, the jump RNG is the main thing but I would like a bit more ink efficiency and damage for consistency. I hope you get to try Splatoon 1 range someday, its a great feeling weapon in that game
@@ProChara getting rid of jump spread just enables skilless bunnyhoppers to pick up their 2 shotting splash damage weapon. If it had no jump spread the community fall lose half its players from that alone. I do think range needs buffs though.
@@KSCK993 Bunyhopping isn't really skilless, and idk man If shooters get to move at light speed we add a class with mobility options, reduce the endlag of a ton of other weapons I think range being able to jump slightly to the side is fair. At this point its make everything be able to somewhat move or make less things move. Nerfing movement would suck and with mobility options its clear were getting the latter. If Squid roll/surge has no RNG though then maybe itd be ok with LESS jump spread, at the very least indirects should be reliable. Thats my take atm
@@ProChara bunnyhopping very much is since you throw away aim positioning and movement to mash a button and be annoying. I do think it could be a little more mobile though. Allowing you to cancel it before it starts decreasing endlag by a SMALL amount and slightly increasing your moving speed when shooting seems like itd be fine. Just jumping all the time SHOULD be punished however and jump spread is a VERY good balance decision even if its kind of a neccesary evil. Also less jump spread is like burning half of a broken bridge in that it doesnt exactly solve the problem or provide a solution. Thats my take anyway.
@@KSCK993 you dont move much with it and RB is still stuck in endlag from small jumps which is why its usually larger ones. But still thats jus part of movement to me. Its still predictable and punishable like a normal jump.
That salmon run buff still doesn't stop range blaster from being one of the worst weapons in salmon run. Nearly every single quality that makes for a bad salmon run weapon can be found with the range blaster.
I mean there are other reasons as well: - Specials were more fun to use even if a bit broken at times - Rank was better back then because losing was more consequential compared to splatoon 2's ranking system where your gauge stays the same after losing. - Octavio's boss fight was better in the original than in the sequel. - Amiibo allowed you to access special challenges and see squid sister's plaza performances unlike in the sequel where you can only take pics. - You can play minigames in between matches. The sequels audio cue buttons is a night and day downgrade. - You can back up your save file in the original. - *The online is still free* And the list goes on.
FYI Range Blaster is total garbage in Salmon Run. Didn't even know it got a buff, and it certainly doesn't show. Seems all the issues in regular play carried into SR: Fire rate's too slow for crowds, damage isn't high enough to compensate when dealing with bosses, ink efficiency is poor, and very easy to get stuck. Any rotation with Range Blaster is one I wanna avoid. =/
I asked Brian about it before the video but yea it doesn't seem great, he seemed to think it was still ok due to the blast radius but definetly not good either way.
You seem to say that the weapon didn't have any jump rng in Splatoon 1, but there was a lot too ! The weapon could miss by an angle of 10 degrees, making it completely miss even with an indirect, though it happened less frequently than in Splatoon 2. I checked in this video if it happened, and you can see that when you jump the reticle goes larger, and jump rng happened at 2:26. I remember it being very frustrating, so as a range player I basically stayed grounded every time I needed a direct from far away. I didn't play much of Splatoon 2, but from your footage it seems that the angle was reduced to 8 degrees (which is uhh still a buff albeit tiny), but the shot has a greater chance of being off-center, which is reaaally bad. I'm hoping that the weapon will be treated better in Splatoon 3. Especially I want a special that helps with its survivability, I loved having a Kraken and would love having a similar special in the third game
Its not RNG, the weapon had 0 degrees in data, the reticle just didnt stay the same in Splatoon 1, h-3 has the same look. Its a weird thing but the reticle expanded even on 0 RNG weapons in Splat 1. The offical patch notes list it as well as a change from 0 -> 8 degrees. Its confusing cause splat 1 UI is bad but it didn't have actual jump RNG. I aimed too far up in that clip if you slow it down.
@@ProChara Well, I guess I'll have to back up my claim a bit more. I might agree that it is hard to tell from your clip, but I've found another one where jump rng is well shown : czcams.com/video/brZ7u9RlgKw/video.html (Range Blaster at around 0:30) The reticle was a bit janky, but still directly related to the 'DegJumpRandom' stat, which is at 10 (degrees) for Range Blaster and 6 for H-3. I'm using this website (web.archive.org/web/20160511201403/vm.whatasha.me/splatoon/files/wep_values/NormalShotExplosionLong.txt) to get the data, which is also where the wiki took its data from if I'm not mistaken. H-3 was also inaccurate when jumping in Splatoon 1, and it stayed until the 2.3.0 patch in Splatoon 2. What's important however is the 'DegJumpBias' variable which states the probability of a shot being off-center. It is at 0.40 for Range Blaster in Splatoon 1, and 0.50 in Splatoon 2, hence the feeling of it being less accurate. I gues that '0->8' statement is either a mistake (0 degree being the grounded accuracy, not while jumping) or a typo (0 instead of 10) ? Either way, someone has to change the wiki, because it is very wrong.
@@Gelcoluir_ huh so its a technical thing then, I will say from my time in Splat 1 I never really noticed the RNG being very prevalent where Splat 2 is always noticeable but hopefully the wording is improved
whoaaa! so one of my favorite weapons was BETTER?!?! i friggin luv range blasters... well blasters in general save for clash and luna but ur tellin' me my beloved range blaster was actually better?! damn i have lots of fun with my blasters especially the grim range one. it has that " je ne sais quoi" i do have to check my map and reposition quite a bit and assess situations b4 going in but i love it's kill power and safety and i'm lucky as hell at getting direct hits with it i swear, positioning is key with this weapon. hope i get to experience something near the s1 range blaster in s3 as i got to know the game thx to s2 basically didn't get to play s1. can't wait for s3 btw
Range Blaster was one of my favorite weapons in Splatoon 1. I still try to play it sometimes but it doesn't feel as good, ink recovery is too slow, damage is too weak and the jump RNG is too much. If I was able to choose buffs for it, I'd put direct damage at 150 so if you get a direct on someone with ink armor, you still do as much damage as an indirect if they don't have armor. And I'd buff minimum indirect damage to 55 so they can't recover enough health between indirects. I would reduce/remove jump RNG and I would make ink recovery faster (maybe not as fast as what it had at the beginning but still faster than now). For special points, maximum 180 because the weapon doesn't paint much.
Removing jump spread would make you a very bad balance decision-maker or whatever its called. Jump spread keeps bunnyhoppers from 2 shotting you while mashing the jump button like they main a squiffer.
As a Custom Range Blaster player, not having splat bombs and having awkwardly hold the curling bomb before using bubble blower had led to so many rounds of being out classed by a squeezer or forge user
@@triggerhappy4199 honestly I think using mpu isn't really worth it on range blaster let alone crb because of how much more spu, lde and qr is needed imo
I remember finally picking up range blaster (My Splatoon 1 main) and realizing it was nerfed hugely, my disappointment was huge lol. I still play it occasionally.
I kinda like using grim range blaster and after listening what other versions (basic and custom) had[got nerfed], i got scared a bit. But it's good to use, like chargers - shoot where enemies will go. I hope in splatoon 3 there won't be *"jump accuracy"*, so it will be more comfortable to use(like most of the players in first game) 🙃
I remember reading somewhere in the first years of splatoon 1 that using VRB was good at teaching you how to aim since it doesn't have a bomb to empower your AOE damage. You had to rely on directs more to survive, so you had to learn to aim to be good with it.
I was once a range blaster main and i kinda dropped it because of the jump rng. at first i thought my aim was too bad but then i heard of the terrible jump rng. i used to love range blaster but these changes ruined it for me. i still play it sometimes for fun but in important battles i just won‘t touch it ever again
Honestly the stealth jump and quick respawn nerf might have been enough. Its a hard weapon so I dont mind it being stronger. And if it was still too strong just a nerf it in a later update.
Nintendo: If a weapon is the best at the end of a splatoon game, nerf it so it is a really bad weapon Also nintendo: If a weapon is the worst, try buffing random stats and hope it works
Actually… the normal blaster as well also got some nerfs. But specials seem more easier to get with them. Like, the normal blaster would take %10 of the ink tank per shot, and if they didn’t change the range blasters stats, would make it seem like the normal blaster is pointless, and that you should just use range blaster anyway. Maybe if the ink consumption per shot in the normal blaster was 9%, while being 10% on the range like it was before, that would be better. But who knows
I’ve never really seen the nerfs. But man vrange is one of my favorite kits in this game. I love the idea of using suction and the range of it. But god. I can never see myself use it outside of just messing around. ;-;
This comment was made before Range Blaster had its Custom kit added. I am really happy with how Range has been handled thus far in Splatoon 3. It seriously is cool how without buffs to the weapon between S2 launch and barely any in S3 (paint buff at explosion lul) and a shit vanilla kit, it has thrived as much as it did. It's so amazing to see how meta can work like that and pull a weapon out of the gutter to somewhere respectable to those who love it. I wish the best for Range Blaster players in their luck with the second kit. I don't care if it'll be annoying to fight against, y'all deserve a chance.
I think the saddest thing is that, for me at least, its one of the only two blasters I find really fun to play. That, and CURRENT Luna blaster. Its just too inconsistant to be used reliably, even with Grim's kit. I really hope they dont choose to do this to some of the better weapons in 2, like Bamboo, Pro, and CDS. I may hate CDS with a passion, but no weapon deserves this : (
I’m interested to see whether weapons like the range blaster will thrive in Splat 3 meta, maybe they’ll find some way to keep the game being more coordination based but also allow more aggressive less painting weapons to do a bit more than what they do now
Thanks Nintendo, what about the Meeting when they discussed Online Play :/ But I play the Wapon still, only on Tower Controle tough :( amazing but Sad vid about Splatoon 2, Let's hope for the Best in Splatoon 3 👍
Nintendo overkilled this weapon greater than any of my Xenoblade 2 chain attacks. Jokes aside, it's like hanging a man for breathing. Also, the problem with RNG is that it turns the game into freakin Mario kart (or Party). Imagine having the concepts of skill and consistency thrown out the window and have results come down to strategy and luck instead. Nintendo has had a poor track record with esports especially with the recent free melee and free splatoon incidents. Turning Splatoon into Mario kart could be the final nail in the coffin for competitive gaming in the world of Nintendo.
If you want to consistently shoot stuff then stay on the ground and stop jumping like a rabbit. In this game your a squid. As for indirect damage however... you may have a point.
I main range blaster and it's one of my favorite weapon is the game it's also kinda sad to see all of those nerf that it had that really hurt range blaster , hopefully in splatoon 3 they can make the weapon better
Then stop jumping all the dang time. Shoot them while your not being an annoying bunnyhopper (assuming you are although I hope your not) and just shoot them. Jump spread is only as crazy as your jump frequency.
@@ProChara Basically, don’t be aggressive if you want to reap the benefits, got it :thumbsup: My pure Quick Respawn lab coat how I treasured you. How foolish I was
Could you consider doing content focused on new and returning players for splatoon 3? I never played splatoon 2 but I was pretty high level in the first game so it would be great to hear about the new weapons and modes that splatoon 2 brought.
man. i never played splatoon 1 but even in splat2 this weapon is one of the most fun to use, even with how bad it is. i cant imagine how much fun it was before all the nerfs
The weapon is pretty fine, it has a lot of potential that I see some use in Ranked. Especially in Tower Control where you have a lot of spacing that you can do with it. The big reduction to recovery was mainly for sting rays being too strong. People are just looking of what it used to be like how people look up to how Dynamo was in splat 1 or how ballpoint was at release.
Well the difference id dynamo and ballpoint still are good enough to win big tourneys and have, range doesn't even come close. Easiest weapon to counterpick in the game and can't do much in team fights. Solo it can function due to the low coordination only but there still isn't that many people playing it. It's just not a fair comparison when Dynamo got buffed a lot and both Dynamo and BP are good. Players im refering to are Riu (jp 3000, won tourneys with it after nerfs) and Rusu, also 3000, who is on Pixio, formerly the best team in Japan, and won tourneys with it
I think the worst part is that pretty much *every* weapon got nerfed into Spl2. Take a look at tri slosher. Tri was broken and people were running 2-3 of them in a team, but if you plugged in start-of-the-game tri to this patch it would be high tier, wouldnt even be broken. Tri has received a million buffs since it was nerfed at the start of the game, it would be a bit worse plugged into this meta, all it would have is extra range, more spammable burst bombs, and slightly better armor invincibility frames. So tri took over the start of Spl2 as if it was a weapon more broken than Ballpoint or Tent were, when in reality it was only decent and it was just cuz every other weapon was shit at the start of the game. What I'm trying to say is that almost every weapon in this game has been buffed a considerable amount to become very good, except for a few that never really got buffs like octobrush. But range blaster is just the most disappointing. Nit only did it not get a single buff, it got *worse* as the game continued. You can buff half of the weapons in the game a considerable amount, but can't even work to at least change 1 small thing on range blaster? Its terribly sad
Nah pre patch tri would still be broken, its buffs were much better designed, having tri outrange ttek easily wouldve been a bad direction for the game rather then rn where the weapon is faster but needs to be closer. Yea some things got overnerfed too hard but tri is an example of properly changing the weapon, a short range weapon shouldnt get a ton of range for no reason
Well, I could make the arguement that if everybody is too scared to play range in bracket, we aren't sure of its potential...but that's kind of a nitpicky thought. Tbh I don't think that the jump RNG killed the weapon on it's own. For the most part the range is strongest when you're in your own ink color anyway - where theres not as much need to jump around. You won't be able to go for insane jump shot clips with jump RNG, but it's still a great crossfire weapon grounded. The nerf to its ink tank hurts it more IMO, because you cant provide crossfire or revenge kill without ink. Great video and I really hope to see more range featured on this channel in the future!
If you NEED to jump while shooting then you dont need to jump while shooting and your just a bunnyhopper. But I advise you to watch your position with this weapon.
Not that I think this is the case with jump RNG but I'd argue that in some VERY specific situations making something less consistent isn't a bad idea. I can't really think about an example in Splatoon so I'll go with Pokemon instead- When it comes to the 110-120 BP / 80-85% accuracy moves it makes more sense to decrease their accuracy than their BP because the people that choose Fire Blast over Flamethrower are already willing to sacrifice consistency.
Its hard to compare those 2 because of very diffrent games but regardless jump RNG wasn't a good awnser yea, I'm more ok with the ink efficiency then anything else since it reduces uptime/makes it more gear heavy
Eh idk about that comparison, Bayo had a lack of weaknesses in 4 where Range had some even in Splat 1. Jigs Melee -> 4 is a lot more accurate to me anyway
Im extremely bias against a lot of blasters, as I always felt they were way to consistent and safe on certain maps compared to other weapons where even 1 or 2 points of fall off made them kill slower. Plus I always felt like the combo of indirect burst bombs hits and main weapon hit was way too strong. Tho this might just be PTSD from the Damage up Days. But you still convinced me they went a bit overboard. I blame ink armor the most tho.
Blasters can be annoying because they by nature focus on killing and pressure as a tradeoff for special output and paint which is harder to notice the downsides Ink armor hurts a lot
@@Galactc9283 Clash is ok some map modes, luna and custom blaster dont really have any use but luna can maybe work someplaces, range not really, kensa rapid and rapid pro deco are good. Thats the only good blaster in this game
Splatoon 3 Happened, followup: czcams.com/video/1gRTr7RpxdU/video.html
"grEat iDeA fRoM JiM. I HaTe thAt GuY."
Putting Jump RNG on Range/Normal is like giving the Aerospray the Fire Rate of the 96.
They had only one job and they messed it up in the worst way possible
This has got to be the most true and annoying comment ever.
Its really not comparable at all unless you like bunnyhopping babies who are allergic to the ground they stand on when fighting you. If you do like not having fun then ill say that I do and am completely opposed to the idea of enabling bunnyhoppers by actively removing what keeps them from doing so effectively.
@@KSCK993 sounds like someone's mad
@@SilverMK dawg splatoon 3s out already💀
And I like their solution to Jump Spread right now.
What are you doing trying to start arguments from 4 months ago on a video that as of right now only documents the past of a weapon💀.
You cant be serious bro.
The good news is it's appearing in the very first Splatoon 3 trailer with that hot af squid surge kill.
The bad news is it's being called as Thicc Blaster now.
Fuck no, it's a total win-win
Lol nah Thicc Blaster is funny 😆
Lol nah Thicc Blaster is funny 😆
visual upgrade = worth it
Total win win
Actually, Range Blaster had its base jump deviation *reduced* from 1. It was 10 degrees deviation in 1 and was always there. You can even see it in the clips you showed. Wiki has it wrong there: they did give the Range Blaster one buff! ...And it's useless!
See, the time it takes jump deviation to go back to 0 went from 60 frames to 70, and the odds of jump deviation being triggered fully went from 40% to 50%.
Basically, in 1 you could start your shot at the peak of your jump and not really have deviation. But in 2 you have to wait until you're pretty close to the ground and you're left vulnerable if you do that. So those 10 extra frames are the real killer nerf here.
Yea someone else told me, with the translation + me never feeling it in splat 1 that makes sense, they just changed the RNG to activate at worse times where Splat 1 was avoidable
@@ProChara nooo the cool fact overrided the funny comment
LMAO the comedy skit genuinely made me burst into tears you’re a funny dude no cap
They really wanted to give dualie squelchers all the attention smh
I used the Grim Range Blaster and can confirm it is a lot of fun, but it can struggle at times dealing with objects but it's still capable at dealing with them if played right.
i play custom range and i agree its fun but range got absolutely gutted in 2
Man, the still image on the comedy kit made it even better. Keep it up, nothing but gold
Major S1 to S2 nerfs can be summarised through comparing the way Range Blaster and E-liter were treated.
E-liter's nerfs were practically made canon with the 'upgrade' from 3K to 4K, and it was given a couple of things to compensate for its losses and had small QOL buffs over time which eventually helped it to form a niche. It seems like they cared a bit about how they rebalanced it here.
Range Blaster, however, didn't get any compensation nor positive patch changes over the last 3 and a half years... and it had no design changes or anything, giving the impression that they really didn't care much about this thing. Sure, it got a 3rd variant, but it was a copy-pasted design from the first game.
The S3 redesign at least is a sign they've thought about the weapon more. Hopefully it is a good sign.
While we're watching this video, something is happening at Nintendo HQ with the weapon balance team discussing Splatoon 3.
Team Leader: So guys, the Dualie Squelchers were, like, the best weapon in the last game. We need to fix it. Ideas?
Dev 1: Why not we decrease the range down to the level just a little above the tetras?
Team Leader: Great Idea! What else?
Dev 2: Decrease the fire rate down, and make it even more ink efficient?
Team Leader: Great! Anything more?
Dev 3: Maybe lower the accuracy to make it comparable to a Splattershot Jr.
Team Leader: Those are some great ideas, but we need to do something about those dodge rolls.
Dev 4: I have the perfect idea! Why not we decrease the travel distance, as well as inkrease the ink consumption after a dodge ro- WAIT! WHY NOT WE ADD LAG SO PLAYERS CAN NO LONGER USE THE JUMPTECH!!!!
Team Leader: YES! YES! One more suggest. MAKE THE WEAPON HEAVYWEIGHT!! YES!!!!!
2022, when Splatoon 3 launches.
Player 1: Do you remember that time when Dualie Squelchers were the best weapons in the game?
Player 2: Stop lying! Anyone who has ever used that "weapon" must be TRASH!! Like, they've had hundreds of hours in the game yet they are still in C- LOL
My guy is a fortune teller or something lol
Dev 5: Oh and also maybe perhaps make it so that MPU no longer increases damage anymore.
@@VGF80 Team Leader: Perfect!
Version 1.2
MPU on Dualie Squelchers no longer grant increased damage, but instead a slight boost of range
MPU shouldnt boost damage for any weapon in the first place. As a tetra main I really see no point.
@@VGF80 mpu has been deleted
Honestly, the thing I'm taking away from this video is that Splatoon 1 went on a meta of "if everything's overpowered, then nothing is" while Splatoon 2 tries to moderate everything more.
Yeah pretty much
Y'all wanna know something funny?
CUSTOM Range Blaster got a buff in its points for special in 5.2 from 180p to 170p. BUT, this is the same patch that nerfed bubble blower's bubble sizes. So they effectively buffed the points for special, only to still nerf one of the only things it could've maybe had going for it. Good fucking job Nintendo 🗿
I do have to say, thanks for explaining the jump RNG, I don't know a lot of specific weapon changes and I really want to get to know the game better. I have also been enjoying your content since I found you
glad to hear that
Wow that’s a whole lot that the SPLATOON devs messed up when it comes to the range blaster, but there’s hope for splatoon 3. Based off what I saw in the trailer the devs have made these 3 changes to the RB:
1. Slightly longer range
2. Ever slightly smaller burst radius, with increase in damage to the outer shell of the burst radius.
3. No or very little RNG.
I only got into SPLATOON thru splatoon 2 and as a RB main, I had no Idea how much of a handicap I had when compared to the first game lol.
I think its range is ok, the jump RNG is the main thing but I would like a bit more ink efficiency and damage for consistency. I hope you get to try Splatoon 1 range someday, its a great feeling weapon in that game
@@ProChara getting rid of jump spread just enables skilless bunnyhoppers to pick up their 2 shotting splash damage weapon. If it had no jump spread the community fall lose half its players from that alone. I do think range needs buffs though.
@@KSCK993 Bunyhopping isn't really skilless, and idk man If shooters get to move at light speed we add a class with mobility options, reduce the endlag of a ton of other weapons I think range being able to jump slightly to the side is fair. At this point its make everything be able to somewhat move or make less things move. Nerfing movement would suck and with mobility options its clear were getting the latter. If Squid roll/surge has no RNG though then maybe itd be ok with LESS jump spread, at the very least indirects should be reliable. Thats my take atm
@@ProChara bunnyhopping very much is since you throw away aim positioning and movement to mash a button and be annoying. I do think it could be a little more mobile though. Allowing you to cancel it before it starts decreasing endlag by a SMALL amount and slightly increasing your moving speed when shooting seems like itd be fine. Just jumping all the time SHOULD be punished however and jump spread is a VERY good balance decision even if its kind of a neccesary evil. Also less jump spread is like burning half of a broken bridge in that it doesnt exactly solve the problem or provide a solution.
Thats my take anyway.
@@KSCK993 you dont move much with it and RB is still stuck in endlag from small jumps which is why its usually larger ones. But still thats jus part of movement to me. Its still predictable and punishable like a normal jump.
man, i was a dedicated krak-on roller and ranged blaster main in splatoon 1.
rest in peace, ranged blaster
I honestly really hope they fix it in splat3, it seems really cool and i wanna try it out
That salmon run buff still doesn't stop range blaster from being one of the worst weapons in salmon run. Nearly every single quality that makes for a bad salmon run weapon can be found with the range blaster.
13 minutes of chara explaining why some people still play splatoon 1
I mean there are other reasons as well:
- Specials were more fun to use even if a bit broken at times
- Rank was better back then because losing was more consequential compared to splatoon 2's ranking system where your gauge stays the same after losing.
- Octavio's boss fight was better in the original than in the sequel.
- Amiibo allowed you to access special challenges and see squid sister's plaza performances unlike in the sequel where you can only take pics.
- You can play minigames in between matches. The sequels audio cue buttons is a night and day downgrade.
- You can back up your save file in the original.
- *The online is still free*
And the list goes on.
@@VGF80 Omg 😱 Ik all these things I have played splatoon 1 and actually I still have access to it
But it’s good to see someone talk about splatoon 1
FYI Range Blaster is total garbage in Salmon Run. Didn't even know it got a buff, and it certainly doesn't show. Seems all the issues in regular play carried into SR: Fire rate's too slow for crowds, damage isn't high enough to compensate when dealing with bosses, ink efficiency is poor, and very easy to get stuck. Any rotation with Range Blaster is one I wanna avoid. =/
I asked Brian about it before the video but yea it doesn't seem great, he seemed to think it was still ok due to the blast radius but definetly not good either way.
This is probably my favorite video of yours
That comedic skit was gold
I still use the range blaster too this day, and am hype for the new blaster thing in the Splatoon 3 trailer
same
You seem to say that the weapon didn't have any jump rng in Splatoon 1, but there was a lot too ! The weapon could miss by an angle of 10 degrees, making it completely miss even with an indirect, though it happened less frequently than in Splatoon 2. I checked in this video if it happened, and you can see that when you jump the reticle goes larger, and jump rng happened at 2:26. I remember it being very frustrating, so as a range player I basically stayed grounded every time I needed a direct from far away. I didn't play much of Splatoon 2, but from your footage it seems that the angle was reduced to 8 degrees (which is uhh still a buff albeit tiny), but the shot has a greater chance of being off-center, which is reaaally bad.
I'm hoping that the weapon will be treated better in Splatoon 3. Especially I want a special that helps with its survivability, I loved having a Kraken and would love having a similar special in the third game
Its not RNG, the weapon had 0 degrees in data, the reticle just didnt stay the same in Splatoon 1, h-3 has the same look. Its a weird thing but the reticle expanded even on 0 RNG weapons in Splat 1.
The offical patch notes list it as well as a change from 0 -> 8 degrees.
Its confusing cause splat 1 UI is bad but it didn't have actual jump RNG. I aimed too far up in that clip if you slow it down.
@@ProChara Well, I guess I'll have to back up my claim a bit more. I might agree that it is hard to tell from your clip, but I've found another one where jump rng is well shown :
czcams.com/video/brZ7u9RlgKw/video.html
(Range Blaster at around 0:30)
The reticle was a bit janky, but still directly related to the 'DegJumpRandom' stat, which is at 10 (degrees) for Range Blaster and 6 for H-3. I'm using this website (web.archive.org/web/20160511201403/vm.whatasha.me/splatoon/files/wep_values/NormalShotExplosionLong.txt) to get the data, which is also where the wiki took its data from if I'm not mistaken. H-3 was also inaccurate when jumping in Splatoon 1, and it stayed until the 2.3.0 patch in Splatoon 2. What's important however is the 'DegJumpBias' variable which states the probability of a shot being off-center. It is at 0.40 for Range Blaster in Splatoon 1, and 0.50 in Splatoon 2, hence the feeling of it being less accurate.
I gues that '0->8' statement is either a mistake (0 degree being the grounded accuracy, not while jumping) or a typo (0 instead of 10) ? Either way, someone has to change the wiki, because it is very wrong.
@@Gelcoluir_ huh so its a technical thing then, I will say from my time in Splat 1 I never really noticed the RNG being very prevalent where Splat 2 is always noticeable but hopefully the wording is improved
Dont jump and you wont get jump spread. Stay on the ground and let the enemy have fun too.
whoaaa! so one of my favorite weapons was BETTER?!?! i friggin luv range blasters... well blasters in general save for clash and luna but ur tellin' me my beloved range blaster was actually better?! damn i have lots of fun with my blasters especially the grim range one. it has that " je ne sais quoi" i do have to check my map and reposition quite a bit and assess situations b4 going in but i love it's kill power and safety and i'm lucky as hell at getting direct hits with it i swear, positioning is key with this weapon. hope i get to experience something near the s1 range blaster in s3 as i got to know the game thx to s2 basically didn't get to play s1. can't wait for s3 btw
Range Blaster was one of my favorite weapons in Splatoon 1. I still try to play it sometimes but it doesn't feel as good, ink recovery is too slow, damage is too weak and the jump RNG is too much.
If I was able to choose buffs for it, I'd put direct damage at 150 so if you get a direct on someone with ink armor, you still do as much damage as an indirect if they don't have armor. And I'd buff minimum indirect damage to 55 so they can't recover enough health between indirects. I would reduce/remove jump RNG and I would make ink recovery faster (maybe not as fast as what it had at the beginning but still faster than now). For special points, maximum 180 because the weapon doesn't paint much.
Removing jump spread would make you a very bad balance decision-maker or whatever its called. Jump spread keeps bunnyhoppers from 2 shotting you while mashing the jump button like they main a squiffer.
That Nintendo meeting is actually toxic.
Now we have splatoon 3 with intensify action fully nullifying jump rng along with less armor specials
Time to have fun again?
range blaster has so much potential but nintendo did it dirty, its honestly such a fun weapon to play
As a Custom Range Blaster player, not having splat bombs and having awkwardly hold the curling bomb before using bubble blower had led to so many rounds of being out classed by a squeezer or forge user
ayoo hey fellow custom main but i got really good with customs kit swim speed + mpu was really good
@@triggerhappy4199 honestly I think using mpu isn't really worth it on range blaster let alone crb because of how much more spu, lde and qr is needed imo
@@GlacialSiren484 pretty much like using mpu as a bandaid fix for the already broken weapon doesnt help
I remember finally picking up range blaster (My Splatoon 1 main) and realizing it was nerfed hugely, my disappointment was huge lol. I still play it occasionally.
I kinda like using grim range blaster and after listening what other versions (basic and custom) had[got nerfed], i got scared a bit. But it's good to use, like chargers - shoot where enemies will go. I hope in splatoon 3 there won't be *"jump accuracy"*, so it will be more comfortable to use(like most of the players in first game) 🙃
I remember reading somewhere in the first years of splatoon 1 that using VRB was good at teaching you how to aim since it doesn't have a bomb to empower your AOE damage. You had to rely on directs more to survive, so you had to learn to aim to be good with it.
the " yO HoW AbOuT wE mAkE ALL oF ThEm ? " was hilarious , plz continue those things plz
squid surge had no jump rng for the range blaster, that got me excited
Jump spread is a good thing. If youve played the game for more than a day youve met a bunnyhopper so I dont need to explain why.
YES
I was once a range blaster main and i kinda dropped it because of the jump rng. at first i thought my aim was too bad but then i heard of the terrible jump rng. i used to love range blaster but these changes ruined it for me. i still play it sometimes for fun but in important battles i just won‘t touch it ever again
The E-liters are another set of weapons that they hit from every angle making the 4K worse than the 3K in any way they could.
More Chara skits please
Honestly the stealth jump and quick respawn nerf might have been enough. Its a hard weapon so I dont mind it being stronger. And if it was still too strong just a nerf it in a later update.
The only nerf it may have needed was the jump spread
Nintendo: If a weapon is the best at the end of a splatoon game, nerf it so it is a really bad weapon
Also nintendo: If a weapon is the worst, try buffing random stats and hope it works
AGAIN THIS VIDEO MADE MY DAY MUCH BETTER AND MADE ME LAUGH SO HARD. THANK YOU FOR IT.
Actually… the normal blaster as well also got some nerfs. But specials seem more easier to get with them.
Like, the normal blaster would take %10 of the ink tank per shot, and if they didn’t change the range blasters stats, would make it seem like the normal blaster is pointless, and that you should just use range blaster anyway.
Maybe if the ink consumption per shot in the normal blaster was 9%, while being 10% on the range like it was before, that would be better. But who knows
very informative vid!! i didn't play splatoon 1 so i didn't know much about it. this was interesting and nice!!!! : D
Grim range blaster 😳
Yes
I’ve never really seen the nerfs. But man vrange is one of my favorite kits in this game. I love the idea of using suction and the range of it. But god. I can never see myself use it outside of just messing around. ;-;
Edit: never seen the nerfs until now
This comment was made before Range Blaster had its Custom kit added. I am really happy with how Range has been handled thus far in Splatoon 3. It seriously is cool how without buffs to the weapon between S2 launch and barely any in S3 (paint buff at explosion lul) and a shit vanilla kit, it has thrived as much as it did. It's so amazing to see how meta can work like that and pull a weapon out of the gutter to somewhere respectable to those who love it. I wish the best for Range Blaster players in their luck with the second kit. I don't care if it'll be annoying to fight against, y'all deserve a chance.
I think the saddest thing is that, for me at least, its one of the only two blasters I find really fun to play. That, and CURRENT Luna blaster. Its just too inconsistant to be used reliably, even with Grim's kit.
I really hope they dont choose to do this to some of the better weapons in 2, like Bamboo, Pro, and CDS. I may hate CDS with a passion, but no weapon deserves this : (
facts
I’m interested to see whether weapons like the range blaster will thrive in Splat 3 meta, maybe they’ll find some way to keep the game being more coordination based but also allow more aggressive less painting weapons to do a bit more than what they do now
Thanks Nintendo, what about the Meeting when they discussed Online Play :/
But I play the Wapon still, only on Tower Controle tough :(
amazing but Sad vid about Splatoon 2,
Let's hope for the Best in Splatoon 3 👍
Nintendo overkilled this weapon greater than any of my Xenoblade 2 chain attacks.
Jokes aside, it's like hanging a man for breathing.
Also, the problem with RNG is that it turns the game into freakin Mario kart (or Party). Imagine having the concepts of skill and consistency thrown out the window and have results come down to strategy and luck instead.
Nintendo has had a poor track record with esports especially with the recent free melee and free splatoon incidents. Turning Splatoon into Mario kart could be the final nail in the coffin for competitive gaming in the world of Nintendo.
Now, of course Nintendo isn't going to RNG the crap out of splatoon 3's gameplay. But I just felt like mentioning it
If you want to consistently shoot stuff then stay on the ground and stop jumping like a rabbit. In this game your a squid. As for indirect damage however... you may have a point.
I main range blaster and it's one of my favorite weapon is the game it's also kinda sad to see all of those nerf that it had that really hurt range blaster , hopefully in splatoon 3 they can make the weapon better
2:22 oh come on COME ON
I am never good with blaster, but all these nerfs makes me think that I should lose hope of ever being good with it.
i've tried picking up range so many times this game, but the range made it paaaaiiiiiin
Man l wish they reduced the ink concumption by 19 percent because this uses 9 shots without ink saver main
Man, I wish it did get a single buff. I do enjoy playing it, but the jump rng is just so brutal to me.
Then stop jumping all the dang time. Shoot them while your not being an annoying bunnyhopper (assuming you are although I hope your not) and just shoot them. Jump spread is only as crazy as your jump frequency.
Um excuse you that salmon run buff was GAME CHANGING 😡😡
i remember back when i mained range bblaster.
Thank you Chara. I'm happy.
Wait, Quick Respawn doesn’t activate on getting splatted?!?! WHY DID NOBODY TELL ME THIS
MY LIFE IS A LIE
Only in Splat 1
@@ProChara Hnnnnng how does it work then please tell me oh ever-wise sensei
@@momsaccount4033 Its complicated but Splat 2 only activates if a kill/assist didnt happen beforehand
@@ProChara Basically, don’t be aggressive if you want to reap the benefits, got it :thumbsup:
My pure Quick Respawn lab coat how I treasured you. How foolish I was
qr is kinda usless in 2
Could you consider doing content focused on new and returning players for splatoon 3? I never played splatoon 2 but I was pretty high level in the first game so it would be great to hear about the new weapons and modes that splatoon 2 brought.
Yes I will do a lot of that when sp3 comes closer to launch
@@ProChara lets goooo
@@ProChara btw do you have a playlist that you use for your background music? I like collecting dmca proof for playlists.
I mained this weapon on splatoon 1, now I keep using it but it's not the same :(
And think about how range blaster was still good before the jr buff
Despite all the nerfs
I don't think it was, people just forgot about armor for one patch
i like range blaster but it sometimes does tiny chip damage when i need it to slap. same for rapid. sometimes i here the direct sound but doesnt kill.
Rapid plaster doesn’t kill with directs, right?
At least it doesn't get as much hate as clash blaster
This is the first time I’ve seen someone talking about the niche blaster meta. Huh.
theres not many blaster players left
Nintendo destroying range before giving it a great 3rd kit
“You know, that was a very polite way to spit on that grave”-Scott Wozniak
JUMP RNG IS RANDOM, RANDOM IS LIKE GAMBLING, SPLATOON IS GAMBLING. Hehe he ha
what the hell is the chat at the beginning lol
long story dw
I wonder what the stats of the new blaster are gonna be..
12:03 oof this concluding line hurts so much because it's true 😭
man. i never played splatoon 1 but even in splat2 this weapon is one of the most fun to use, even with how bad it is. i cant imagine how much fun it was before all the nerfs
llets go sulphurous sea
Ahh yes a reminder to the horrifying meta of the spatoon one days ahh the memories
"how about we do all of them?"
The weapon is pretty fine, it has a lot of potential that I see some use in Ranked. Especially in Tower Control where you have a lot of spacing that you can do with it. The big reduction to recovery was mainly for sting rays being too strong. People are just looking of what it used to be like how people look up to how Dynamo was in splat 1 or how ballpoint was at release.
Well the difference id dynamo and ballpoint still are good enough to win big tourneys and have, range doesn't even come close. Easiest weapon to counterpick in the game and can't do much in team fights.
Solo it can function due to the low coordination only but there still isn't that many people playing it.
It's just not a fair comparison when Dynamo got buffed a lot and both Dynamo and BP are good.
Players im refering to are Riu (jp 3000, won tourneys with it after nerfs) and Rusu, also 3000, who is on Pixio, formerly the best team in Japan, and won tourneys with it
I think the worst part is that pretty much *every* weapon got nerfed into Spl2. Take a look at tri slosher. Tri was broken and people were running 2-3 of them in a team, but if you plugged in start-of-the-game tri to this patch it would be high tier, wouldnt even be broken. Tri has received a million buffs since it was nerfed at the start of the game, it would be a bit worse plugged into this meta, all it would have is extra range, more spammable burst bombs, and slightly better armor invincibility frames. So tri took over the start of Spl2 as if it was a weapon more broken than Ballpoint or Tent were, when in reality it was only decent and it was just cuz every other weapon was shit at the start of the game. What I'm trying to say is that almost every weapon in this game has been buffed a considerable amount to become very good, except for a few that never really got buffs like octobrush. But range blaster is just the most disappointing. Nit only did it not get a single buff, it got *worse* as the game continued. You can buff half of the weapons in the game a considerable amount, but can't even work to at least change 1 small thing on range blaster? Its terribly sad
Nah pre patch tri would still be broken, its buffs were much better designed, having tri outrange ttek easily wouldve been a bad direction for the game rather then rn where the weapon is faster but needs to be closer.
Yea some things got overnerfed too hard but tri is an example of properly changing the weapon, a short range weapon shouldnt get a ton of range for no reason
Reminds me of the Dynamo so over nerf for no reason
Blaster is only good on like three maps and tower control😔
Calamity Mod music? Common Chara music choice W
Well, I could make the arguement that if everybody is too scared to play range in bracket, we aren't sure of its potential...but that's kind of a nitpicky thought.
Tbh I don't think that the jump RNG killed the weapon on it's own. For the most part the range is strongest when you're in your own ink color anyway - where theres not as much need to jump around. You won't be able to go for insane jump shot clips with jump RNG, but it's still a great crossfire weapon grounded. The nerf to its ink tank hurts it more IMO, because you cant provide crossfire or revenge kill without ink.
Great video and I really hope to see more range featured on this channel in the future!
If you NEED to jump while shooting then you dont need to jump while shooting and your just a bunnyhopper. But I advise you to watch your position with this weapon.
Gotta hand it to you, you almost made me feel bad about the weapon.
My favorite thing in video games: RNG
Range Blaster be like: "Oh RNGesus, why have you forsaken me?"
People cry about jiggs when dedede got nerfed 3 times despite already being terrible to begin with
Didn't know about dedede but
damn
@@ProChara they nerfed his airspeed when it was already the worst in the game lol
Calamity music
Not that I think this is the case with jump RNG but I'd argue that in some VERY specific situations making something less consistent isn't a bad idea. I can't really think about an example in Splatoon so I'll go with Pokemon instead- When it comes to the 110-120 BP / 80-85% accuracy moves it makes more sense to decrease their accuracy than their BP because the people that choose Fire Blast over Flamethrower are already willing to sacrifice consistency.
Its hard to compare those 2 because of very diffrent games but regardless jump RNG wasn't a good awnser yea, I'm more ok with the ink efficiency then anything else since it reduces uptime/makes it more gear heavy
@@ProChara Jump spread is needed to stop bunnyhopping.
Completely different genres
poor blaster. until I die to it.
They nerfed them heavy because of the Luna Blaster, right? It was obnoxiously abusive.
Justice for Jim
Idk how bad it is in three cause I suck at looking into and judging that kinda thing but I’ve started consistently using it and I really like it
(Range) Blaster is the Bayonetta of Splatoon.
Eh idk about that comparison, Bayo had a lack of weaknesses in 4 where Range had some even in Splat 1. Jigs Melee -> 4 is a lot more accurate to me anyway
@@ProChara
Splat 1 Range Blaster = Powerful
-> Ultra Nerfed in Splat 2.
Smash 4 Bayonetta = Powerful
-> Ultra Nerfed in Ultimate.
Nintendo doesn't know handle a Top Tier 😂.
@@zetatetraedre7732 frrr
Yes
The skit was obviously fake because Regi would never let those nerfs touch range blaster
Im extremely bias against a lot of blasters, as I always felt they were way to consistent and safe on certain maps compared to other weapons where even 1 or 2 points of fall off made them kill slower. Plus I always felt like the combo of indirect burst bombs hits and main weapon hit was way too strong. Tho this might just be PTSD from the Damage up Days.
But you still convinced me they went a bit overboard. I blame ink armor the most tho.
Blasters can be annoying because they by nature focus on killing and pressure as a tradeoff for special output and paint which is harder to notice the downsides
Ink armor hurts a lot
GRIM UWU????
Poor Jim
If I was GOOD, I could probably bust range out in a tournament.
In splat 2
I’m so happy that blasters aren’t the meta anymore. What a shitty, boring weapon class that ruins splatoon 1’s good maps.
Zombie Luna is still haunting 😭
Did they fix the problems in splat 3?
Fast reply just good timing of me checking comments.
No Armor
Squid roll/surge help movement
intensify reduces jump rng
Yeah its good now
@@ProChara nice
Can you still use the range blaster in comp
11:25
Oops I meant to talk about all the blasters not just range
@@Galactc9283 Clash is ok some map modes, luna and custom blaster dont really have any use but luna can maybe work someplaces, range not really, kensa rapid and rapid pro deco are good. Thats the only good blaster in this game