Tacticooler Took Over Splatoon 3... Is That Good?

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Publicado 2024-05-19
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Tacticooler may be one of the few specials people don't seem to complain about much despite taking over the game, so is it something we should want to keep around or not?

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Timestamps:
0:00 Intro
0:29 + Helps weapons' viability
1:11 + Nerfs sharking
2:21 + Encourages fighting and interaction
2:56 + Forces everyone into one area
3:43 + Mitigates high-power specials
4:26 + Frontline diversity
4:55 - Limits compositions
5:35 - Hurts modes other than Zones
6:08 - Full special saver
6:33 - Limited counterplay
6:59 - Duration
7:43 - Feels less fun/impactful to use
8:05 - Forces similar playstyles
8:34 Final thoughts
9:33 Outro

Todos los comentarios (21)
  • @SneakTheOcto
    There is some humor in that everyone thought Tacticooler would be broken during the Splatfest World Premiere, everyone realized it wasn’t as great as first thought, and now it’s come full circle as one of the best specials in the game.
  • A huge, HUGE problem with the special that you didn't talk about is the way it impacts solo queue. Games where one team randomly gets a cooler and the other team does not are absolutely unfair and happen all the time.
  • @Metacred
    Tacticooler is so interesting because it could be so easy to just make mpu a special, but they decided to put the time and effort to making it as fair as possible
  • @Quargos
    Very minor thing; but showing off Intensify Action's jump RNG modification on Nautilus of all things was rather amusing; since one of Naut's lesser known quirks is that it's got a "stabiliser" that makes it's jump RNG very small in the first place; which is mostly important for jumping out of swim form with charge. Good video as always. :D
  • @nickg5341
    I want them to combine Tac and Ink Storm for the next game, where you get Tac buffs as long as you’re in the Storm and they disappear shortly after leaving it. Maybe the storm needs to be wider or the buffs stronger, but I think confining the buffs to a smaller area might make it feel better for skill expression. Call it Boon-soon lol
  • @heyo9309
    I like that it's passively very strong, i like that it doesn't actively kill me from across the map.
  • @dvg7093
    Fun fact: if you have a full splashdown and you get a drink, you can super-jump splashdown. ( I did this once, went to a beakon, killed 3 and took the last on out manualy)
  • @vybeyy
    tacticooler as a concept is so nice i just hate how QR weapons like tetras have since fallen off because of cooler, i really wish there were more fun skirmisher qr weapons back in the meta bc tetras were so fun and nice to see
  • @vavaawesome27
    my friend just vommited in a car im in and ur voice brings comfort. thank you so much.
  • @jackclancy5529
    0:20, I find it so funny that the tail have three arrows two. I love that detail
  • @user-qm1ly4gb8k
    I feel like cooler has the one same problem as s2 armour: you have to run it regardless of what you wanna do, the only major thing that changed is that the special is better designed in multiple aspects. Also I think that Vpencil is splatoon 3’s s2 Vjet but with cooler
  • @harmless9336
    The thing that annoys me is just the overwhelming personal advantage it gives people compared to previous specials. Take ink armor: At its weakest it makes you shiny for a few seconds. At its strongest it counters one shots completely and forces the other team to rethink an engagement while allowing the user some but not full freedom of the next engagement, dying is still a penelty. Then theres cooler: At its weakest it completely invalidates the other teams splats for a duration. If not instantly splatted it also allows the user to move around faster for a bit. At its strongest it drugs up an entire team with overwhelming buffs to run over the other team while still completely invalidating any splat the other team somehow manages to get.
  • @ElectrumGamer
    I feel like cooler also makes soloq just a little bit unfair. Going up against a team that has a cooler without a cooler of your own is painful, but that’s more of a matchmaking issue than a cooler issue.
  • @sssamui286
    personally id find it humorous if they allowed opponents to drink from the cooler too
  • @Mia279_
    To me, cooler's bigest problem is pencil because while N-Zap can play more aggressively if needed, pencil being so strong of an anchor and paint weapon is not good/healthy for the game. Another problem has to do with the special saver effect. Cooler having it is not the biggest problem, I would rather say that the lack of loss of special after using part of Trizooka for exemple is a big problem because it makes it a spamable low risk/high reward special when you are getting cornered. I think that we should keep cooler in the game because of the things that it creates (faster gameplay, more fights, ...) but nerf it, some specials and some weapons that have it so that it feels fairer
  • @thebetterjay6125
    I like how tacticooler makes weapons be able to fight more, but not how it erases mistakes when dying edit: Basically 100% special saver is op, it needs to either get reduced to like 75/80 or not have a spec saver at all. A special that removes all need of gamesense and allows you to run in is kinda not fun. Cooler should heighten your ability to fight, not take away the downsides of losing a fight
  • @jsCP94
    Regarding the ending, I think the answer usually is, yes we do want to see that video idea you have. Unless the video is "What splatoon character do i simp for?", the video will be interesting and working thinking about lol
  • @G00dra292
    Tacticooler I think is a balanced special overall that has made the meta not too bad. The only things that I see that make it not the most balanced special is pencil as well as trizooka being the main causes to it. If they decide to reduce the special saver effect a bit, it will still be a usable special and still extremely good. To me it’s wayyyy more balanced as a support special compared to Armor, and that’s what I like about it. 👍
  • @MinoriGaming
    In a casual anarchy environment I’ve always found Cooler to be a pretty big source of frustration. You can’t coordinate team compositions in Anarchy or X battles, so there’s no way to guarantee your team will have a cooler besides playing the cooler weapon yourself, and doing that always runs the risk of getting into a game with two or more cooler weapons, leaving you with a lot of redundancy. Even outside of coordinated play, when one team has a cooler and the other doesn’t, you can absolutely feel the difference, the team without the cooler is at a very noticeable disadvantage overall. In a competitive setting I think it’s good for the game but myself, as someone who doesn’t attend tournaments, the impact tacticooler meta has had on my play has been largely negative. It never feels good getting a match and seeing your team has an N-Zap, a Snipewriter, and a Heavy Edit at the same time, especially when it pans over to the enemy team and they have a triple Zooka composition. Ultimately, this is the matchmaking’s fault moreso than Tacticooler’s directly, and weapon composition can be a pain in rando-Q in general (See: Golden Aerospray player with 3 pures of special charge up) but the sheer impact tacticooler has on a match really makes it feel way more drastic and frustrating.