Competitive:Tacticooler: Difference between revisions
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===Use=== | ===Use=== | ||
If deployed properly, the Tacticooler can | If deployed properly, the Tacticooler can enhance a team's [[Community Glossary#Lockout|lockout]] or push, help it break through the opponents' lockout, or counter the opponents' push:<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/><ref>[https://www.youtube.com/watch?v=tFZI3jWhNys {{YT}} "A (rough) Guide to Tacticooler Placement"] by Puma</ref> | ||
* Because both the cooler itself (up to 15 seconds) and the drinks' effects (at least 17 seconds since Version {{Ver|S3|4.0.0}}) last a limited amount of time, it is recommended to deploy your Tacticooler just before engaging the opposing team if at least two team members (including yourself) can collect a drink. | * Because both the cooler itself (up to 15 seconds) and the drinks' effects (at least 17 seconds since Version {{Ver|S3|4.0.0}}) last a limited amount of time, it is recommended to deploy your Tacticooler just before engaging the opposing team if at least two team members (including yourself) can collect a drink. | ||
* Place the Tacticooler in a safe, easily accessible location:<ref>[https://www.youtube.com/shorts/5DXCyDf8oTw {{YT}} "Where Not to Put Your Tacticooler"] by Squid School</ref> | * Place the Tacticooler in a safe, easily accessible location:<ref>[https://www.youtube.com/shorts/5DXCyDf8oTw {{YT}} "Where Not to Put Your Tacticooler"] by Squid School</ref> |
Revision as of 00:37, 15 March 2024
Unofficial!
This article discusses content that is not part of the official Splatoon series but is part of the community or competitive gaming space.
- For information about the Tacticooler, see Tacticooler.
Tacticooler
Base duration | up to 15 seconds (cooler) 17 seconds (effects) |
Strengths | Gives ability boosts, allows players to respawn fast, nullifies effects of Respawn Punisher and Haunt[1][2] |
Weaknesses | Reveals position while hiding in ink, requires team to group up in one location to receive effects, does not aid the team as well during retakes |
The Tacticooler is a supportive special weapon in Splatoon 3.
Splatoon 3
Use
If deployed properly, the Tacticooler can enhance a team's lockout or push, help it break through the opponents' lockout, or counter the opponents' push:[2][3]
- Because both the cooler itself (up to 15 seconds) and the drinks' effects (at least 17 seconds since Version 4.0.0) last a limited amount of time, it is recommended to deploy your Tacticooler just before engaging the opposing team if at least two team members (including yourself) can collect a drink.
- Place the Tacticooler in a safe, easily accessible location:[4]
- If placed too far into opposing turf or in an area open to attack, anyone who attempts to collect a drink risks getting splatted and not fully benefitting from its effects.
- However, placing it too far back will require players who want a drink to give up map control and, to locate it, turn their backs to the opposing team, which is very dangerous.
- In general, the most optimal Tacticooler location is either around the area your team is staging a lockout or along the objective's path through which your team is pushing.
- Since Version 3.1.0, the longer maximum distance from which a player can collect a drink (including through stage obstacles) makes Tacticooler placement more flexible.[1]
- The cooler will remain on the stage for up to 15 seconds–7.5 seconds if placed on the Tower–and can only be destroyed if it is thrown out-of-bounds or a stage object (such as the Tower) collides into it. Opposing attacks cannot damage it.
- Destroying the cooler in this manner will clear the 10 second cooldown time for your special gauge. Thus, it could be beneficial to place the Tacticooler on the Tower path, quickly collect your drinks, and (after the Tower destroys the cooler) quickly farm another Tacticooler to extend a Tower push.
- The cooler can be used as a temporary shield against opposing fire. However, its presence might invite opponents to fire sub or special weapons at its location.
- A player under the effects of Tacticooler who is out in the open (i.e., not hidden behind stage obstacles) will be visible to their opponents, even when submerged. Keep this in mind if you have teammates who are sharking so as not to accidently expose their location to your opponents.
- Skirmishers and slayers who collect Tacticooler are free to play more aggressively:[5]
- 29 AP of both Run Speed Up and Swim Speed Up and 57 AP of Ink Resistance Up increase their mobility, enabling them to pursue their targets more quickly.
- 57 AP of Intensify Action greatly reduces–sometimes negates–the shot spread of many shooters, blasters, and Dualies while jumping.
- Against opponents without Tacticooler buffs, 57 AP of Quick Respawn and Special Saver make trading beneficial and feeding less punishing.
- Anchors and supports also have much to gain from the enhanced abilities:
- Both Run Speed Up and Swim Speed Up allow them to more quickly strafe around opposing fire and pursue targets.
- 57 AP of Quick Super Jump ability helps them nearly instantly escape from bad situations or advance forward much faster.
- Special Saver gives supports the freedom to be more aggressive with no penalty to their special gauge progress.
Synergy
The Tacticooler can be a good special for continuing pushes in the event of wiping the opposing team, but is a poor special for retaking control or defending during Tower Control, Rainmaker, or Clam Blitz, as it does not provide paint or damage. Having more than one Tacticooler on a team composition can be a detriment due to these reasons.
Countermeasures
References
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