Splatoon 2 - Aug 16 17 B (feat. Blaster)

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Splatoon 2
Game:
Splatoon 2 (2017)
Duration: 16:47
429 views
7


I'm still going through the basics, so up next is the Blaster. I already covered the Rapid Blaster in the Aug 7 17 B video, but here's the one that all of the other blasters in this game are based on. A subclass of automatics, hold down the trigger button to fire large gobs of ink into the air that explode after traveling a certain distance. The plain old Blaster is great at splatting as a direct hit will splat any Inklings, and two are needed for indirect hits. Problem is that the Blaster's not that good at much else. It's not that long of a range, its fire rate is pitiful, and it consumes your tank like someone stranded on a desert. That last one is what gives me problems, as this was nerfed from Splatoon 1, with each shot taking 8% prior and 10% now. (That means, from a full tank, you used to be able to fire 12 blasts, but now you can only fire 10. Doesn't sound like much, but you do refill a LOT over the course of a match.)

I only had Ink Saver (Main) as a sub-ability, but even just one main Ink Saver (Main) will allow you to shoot one more blast from a full tank before running out. One main and one sub will restore the Blaster back to 12.

The sub-weapon attached to the vanilla Blaster is the Toxic Mist, and the special weapon is the Splashdown. Together, this means the Blaster has no long range options aside from a Super Jump Splashdown, requiring the Blaster user to fight from close-range. Because the Blaster has a slow fire rate, enemies hiding in ink can create big problems if you guess their hiding places wrong, because they can pop up and splat you between shots. The Toxic Mist helps that aspect, as any enemies traveling through it can then be spotted and travel at a slower speed. That being said, opponents will react to Toxic Mist clouds by swimming around them, but then again, that could also cut paths off. Certainly, they're quite useful in bottlenecks, which incidentally is where the Blaster is best at splatting opponents. The Splashdown, like any other weapon that uses it, is a great deterrent for opponents attempting to flank you or if you're outnumbered and surrounded. The Blaster cannot deal with multiple opponents at once, especially if they're rapidly closing in on the user. The Blaster DOES a least have the range to use the Splashdown as a way to aggressively seize control of the immediate area and take away options for the opponents to go should they not get caught in the explosion.

Due to the Blaster's poor inking capacity and its ability to damage Inklings hiding around corners, this weapon, like all other blasters, is much better suited to Ranked than Turf War. In particular, they shine in Tower Control, because that ability to hit around corners means opponents are not safe standing behind the little stick on the tower opposite from you. Blasters are the only main weapons able to damage Inklings in that formation. But because opponents stick closely together in Rainmaker and Splat Zones, Blasters can inflict damage on multiple enemies simultaneously decently well, which is always good for your team. (We'll be seeing Splat Zones in this one.)

Match #3
Musselforge Fitness
Turf War
Blaster
Color Scheme: Radioactive Watermelon 2
Song: "Inkoming!" by Wet Floor
Hey look, Musselforge Fitness has a pool down below, one that the Inklings can't use! Except for the Inklings in Mario Kart 8 Deluxe, at least. I didn't splat much, but it seems that what few splats I made really mattered. But t was Julien's wizardry with the Splat Roller that helped us the most.

Match #4
Humpback Pump Track
Turf War
Blaster
Color Scheme: Desert Wildflowers
Song: "Inkoming!" by Wet Floor
Seems my job in Turf War using the Blaster has become dealing with opponents who sneak around through the sides to get to us, as my teammates seem to love jumping into the middle as quickly as possible.

Match #5
Moray Towers
Splat Zones
Blaster
Color Scheme: Alien Slime
Song: "Endolphin Surge" by Wet Floor
As you might recall, the Splat Zones in Moray Towers have been moved closer to the center in Splatoon 2, and due to that, it's actually easier for a team to take them both. I like this formation much more, as the Splatoon 1 Moray Tower's Splat Zones were so far apart from each other that every match soon became a stalemate with one team possessing one and the other possessing the other at best. But what's notable about this one is the presense of grandmas on the other team, who's also using the vanilla Blaster. Seems they got the same idea as me. Or rather, I'm just going through the basic weapons so I have a frame of reference to the advanced ones later.

Match #6
Starfish Mainstage
Splat Zones
Blaster
Color Scheme: Joker 2
Song: "Undertow" by Wet Floor
These are both purple-and-green color schemes, but trust me, they're different. The purple in Alien Slime has more red in it whereas this is closer to a far indigo, and this green is slightly bluer and richer. The scheme I call "Joker 2" is much more vivid.







Tags:
splatoon 2
nintendo
switch
turf war
inkling
inkopolis
judd
judd jr
blaster
splat zones
musselforge fitness
splashdown
humpback pump track
moray towers
starfish mainstage



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