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Special Weapons
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This page is dedicated to outlining the new special weapon ideas I have for Splatoon 4, as well as a handful of returning specials from Splatoon 3
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New Special Weapons
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* Might try making some art for these eventually but for now you're gonna have to use your imagination
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New Special #1: Ink Thunderstorm
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Role: Displacement/team support
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- How I imagine this special working is as a cross between an Ink Storm, and a Wave Breaker
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- Activating the special causes you to hold a device in your hands similar to the existing Ink Storm. Throwing the device causes a cloud to form as well. Throwing it will take a little longer than Ink Storm but not by much.
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- However, instead of a moving cloud, it stays in place, and fires off bolts of ink lightning that hit the ground.
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- The bolts themselves will do some damage (maybe 40 per bolt), but every bolt that hits the ground will also cause a shockwave to travel along the ground, similar to Wave Breaker.
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- Standing within the radius of the Ink Thunderstorm will cause the bolts to target you. If there is nobody in the radius, they will just strike randomly.
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- These waves will do 30 damage each since they will come out in relatively quick succession, and they don't locate anymore.
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- By combining the attributes of these two specials, I think it's possible to create something new that is both stronger/more impactful, and has an increased cool factor.
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- Additionally, to help prevent cheese in Tower Control, if the tower is within the radius of the special, all bolts will instead ground to the tower's pole, similar to a lightning rod.
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- This will prevent the bolts with connecting with players. However, in return, it will strengthen the resulting waves, making them bigger, faster, and stronger in return.
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Returning Special Weapons
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- Overall, I want most of the new specials in Splatoon 4 to be either be wholly original ideas or heavily modified versions of old specials, so there aren't many that I want to come back from Splatoon 3 verbatim.
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- However, I do want to bring back what I consider to be the best of Splatoon 3's original ideas for this concept. So here are the specials I think should make the cut, and any changes I want to make to them.
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* All returning special icons originate from Splatoon 3 and were pulled from Inkipedia for this project.
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Crab Tank
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Role: Long-range aggressive special
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- The Crab Tank is one of the two returning specials that I don't think needs any modifications between games. It's in pretty much the perfect spot balance-wise currently.
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- It's a cool special visually, and it's quite fun to use, it's effectively an anchor weapon in your back pocket.
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- However, due to the quantity and nature of Splatoon 3's weapon kit system, it barely got a chance to shine on anymore than a small handful of weapons.
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- Overall, I think it has a lot of potential to shine on other weapons that would otherwise go unexplored, so I'm bringing it back.
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Zipcaster
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Role: Melee recall special
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- The Zipcaster is also a special that I don't think needs any modifications from Splatoon 3, but I would like to see return in Splatoon 4.
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- The special was put on more weapons than the Crab Tank, but I think that there is plenty of untapped potential with other weapons.
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- Therefore, I'm making the decision to bring it back one more time for this concept.
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Super Chump
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Role: Displacement/team support special
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- Super Chump is my favorite of the post-launch Splatoon 3 specials due to its unique concept.
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- However, it started out really weak, and it never got quite enough buffs to feel super impactful.
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- So, I want to make the following changes to give it a little more help:
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> Landing to detonation time decreased from 3.5 to 3 seconds
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> Slightly shrunk the total area where the chumps can land (to make them better shields and displace a specific area better)
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Splattercolor Screen
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Role: Displacement
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- Definitely my most controversial pick for a returning special, but I also think this is a cool concept that could be expanded upon.
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- Additionally, it's also the special with the most amount of changes I want to make to help it feel more impactful in Splatoon 4.
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Here's what I would do:
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> First of all, fix any remaining audio and visual issues with the special, this should have never been a problem to begin with.
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> Damage increased from 40 to 60 (so even squid rolling through it will leave you susceptible to an important combo number of 30)
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> Mark any enemies that are within a certain distance of the screen with the same effect as Thermal Ink (will go away if they leave that distance)
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> Allow any teammates within that same distance to see through the screen
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> Change the cooldown before charging another screen from 6 seconds to match the full length of the screen's time on the field + 2 seconds to reduce spammability
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- These changes would make the screen more threatening to enemy players while giving your team unique tactical advantages that no other special can provide.
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