![]() Also if you are ambushing and you miss, (as you noted) you may be able to crush them right after the whiffed horizontal swing if you keep holding the trigger. All rollers do not ink under their feet during a horizontal swing, so it can be a useful way to cover an area under your feet in splatzones. I play dynamo, so my roll is a bit less useful than other rollers, however it's roll is still useful in a variety of situations. You can not hear them or see them creating ink lanes to swim in. You do not know they are coming if they are not coming from the front. Naturally brushes are an extension of rollers and the roll on brushes is half of the frustration of playing against them. Rolling - for stealthing / stealth flank killing In my opinion rollers can be generally (very generally) be broken down into these things: Rollers are not great painters, so if you are trying to be a top painter with a roller good luck. The silence of the roller allows for great flanking, especially when you are in ranked and everyone is playing the objective. The splatlings are generally the 2nd most stealthy weapon class because they are too far away to hear and have no laser. I can see you coming around corners and coming up inclines before you see me. I can see a shooter's ink like 2 lines of distance away before I see the actual player because the ink shoots infront as oppose to behind the player. When a shooter is coming I hear the paint, when a bucket is coming I hear the paint, when a sniper is aiming I can see the laser. The Rolling is good for laying down ink while not being heard.īeing heard is such a big deal that the baller special was nerfed a while ago because it was too quiet. And if brushes do lose their niche after that- just make them even faster, so Inkbrush doesn't face competition from Curling Bomb anymore. That will instantly rectify most of the problems outlined, besides maybe splatting, and give rollers a reason to actually do what their name suggests.īrushes wouldn't lose their niche with faster rollers either- rollers need time to get up to speed, and can't make sharp corners without switching back to first gear. So, what can be done about that? The most obvious, and likely the only good, solution would be greatly increasing rolling efficiency and second gear speed. It's so useless that even some mechanics that are designed specifically to gimp weapons are more useful- like blasters hitting walls having halved splash damage, which can still be used to confirm a splat after Rapid direct. Most lists with stats and framedata don't even bother listing anything concerning rollers' rolling, I had to test some things myself. There is a reason Dualies roll more than rollers do, and why "Squished by !" message is almost as rare as "Splatted by Sprinkler!". Meanwhile, the classic ink-swim-ink-swim routine that is applicable to every weapon lets you recover inbetween, so even with Dynamo which doesn't break even, you still have half a tank by the end of these ten seconds, and can engage the enemy. You get ten seconds of rolling and that's it, you are completely dry. It doesn't even have efficiency going for it. ![]() ![]() It inks poorly- not only it is way too vulnerable as it puts you at the forefront of danger, all four rollers' net coverage when rolling is comparable to that of blasters- and lower than that of just flicking the roller. Not that verts are any good themselves- there is a reason Splat Roller with its Curling Bomb is so much more common than all others. It doesn't provide good mobility options- all rollers are better off using verts even for long-term mobility, and rolling in combat is outright suicidal. ![]() Extremely situational, in most cases you are better off attempting another swing (or accepting death). It is poor at splatling, at best it can be used as a last-ditch trump card in close combat if you somehow manage to miss with a roller. It really has no purpose right now, on any of the rollers. ![]()
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