TripledYou
Member
Viscous Splatter is intended to bounce and explode after each bounce, but there are some surfaces across the game where this is simply not the case or is inconsistent from the standard. Here is what I would define as a "standard" bounce:
View attachment StandardBounce.mp4
This is pretty bouncy but seems pretty normal. However, there are several locations in the game that bounce completely differently, and the one thing that links them all is their texture / surface type.
This surface type, which is found in the Sinners Sacrifice rooms to the right of blue, has a much more "limp" bounce than the standard bounce. It is limp enough to the point where it seems that the speed of the bounce hits zero, and splatter gets stuck on the ground.

And a video example:
View attachment LimpBounce.mp4
This is not the only texture / surface type that produces these much limper bounces. There is this wooden floor texture that is found in many "Juke spots" across the map. This floor type also produces a much more "limp" bounce.


And a video demonstration of a few of these "Juke Spots" having the limp bounce, as well as demonstrating that it appears to happen only in these juke spots that have this specific texture / surface:
View attachment JukeSpot.mp4
These limper bounces are not a MASSIVE deal though. They are annoying because sometimes you miss out on a bounce, but they are not located in super combat heavy areas of the map. It would be a shame if there was a combat heavy part of the map that produced these bounces, but in such a way that it does not bounce what so ever.
Oh wait. Yellow Lane.
There is this cobblestone path texture / surface that is used all over some parts of the map, namely in the main middle area of Yellow Lane, the Hidden King side of Blue Lane's lower area, Mid-Boss pit, and the Subway tunnels.
This is the texture / surface in question:

This is how Splatter reacts to being thrown at this surface, and the many areas where this surface can be found that are VERY important:
View attachment CobblestoneSplatter.mp4
This bug alone makes laning on Yellow Lane an uphill battle, as your splatters do not function properly when used on the primary combat area of the lane. Blue is also a hot spot for combat, and so is the Mid-boss room. The Subway tunnels can be argued, but the fact that it covers the ENTIRETY of them means that any fights located in them could lead to your Splatter not working correctly.
These inconsistent bounces apply to many other areas of the game that I likely haven't tested or just have not shown, such as the shooting range part of the Hideout. The main floor of that room causes splatter to bounce more "limply" than normal. There is also this T3 camp with its own floor texture / surface that causes the more "limp" bounces as well:

There are also some textures / surfaces (or materials?) where splatter bounces, but does not actually truly BOUNCE. What do I mean by that? Well, when Splatter bounces, it is meant to explode. These surfaces do not have splatter explode. Viscous' own cube is one, but that one is very rare to run in to. A MUCH more common one is Kelvin Ice path, shown below:
View attachment IcePathBounce.mp4
Finally, there are corners. If splatter bounces off of a surface then hits another surface very shortly after, it may do another fake bounce, like it does with Kelvin's Ice Path. This is incredibly annoying because it can happen extremely commonly just by hitting too close to a corner with splatter, as shown below:
View attachment CornerBounce.mp4
Overall, all of these bugs make Viscous a more degenerate gambler than even wraith is. He gambles on if splatter will even work correctly. This is not even the tip of the iceberg when it comes to Viscous jank, but this is certainly some of the more prevalent Splatter related jank. If there is anything important I missed, let me know in the comments to this post. I sincerely hope all of this gets ironed out to make splatter a very fun ability to use and master, because as is, these inconsistencies make trying to do meaningful trick shots with the ability a nightmare.
View attachment StandardBounce.mp4
This is pretty bouncy but seems pretty normal. However, there are several locations in the game that bounce completely differently, and the one thing that links them all is their texture / surface type.
This surface type, which is found in the Sinners Sacrifice rooms to the right of blue, has a much more "limp" bounce than the standard bounce. It is limp enough to the point where it seems that the speed of the bounce hits zero, and splatter gets stuck on the ground.

And a video example:
View attachment LimpBounce.mp4
This is not the only texture / surface type that produces these much limper bounces. There is this wooden floor texture that is found in many "Juke spots" across the map. This floor type also produces a much more "limp" bounce.


And a video demonstration of a few of these "Juke Spots" having the limp bounce, as well as demonstrating that it appears to happen only in these juke spots that have this specific texture / surface:
View attachment JukeSpot.mp4
These limper bounces are not a MASSIVE deal though. They are annoying because sometimes you miss out on a bounce, but they are not located in super combat heavy areas of the map. It would be a shame if there was a combat heavy part of the map that produced these bounces, but in such a way that it does not bounce what so ever.
Oh wait. Yellow Lane.
There is this cobblestone path texture / surface that is used all over some parts of the map, namely in the main middle area of Yellow Lane, the Hidden King side of Blue Lane's lower area, Mid-Boss pit, and the Subway tunnels.
This is the texture / surface in question:

This is how Splatter reacts to being thrown at this surface, and the many areas where this surface can be found that are VERY important:
View attachment CobblestoneSplatter.mp4
This bug alone makes laning on Yellow Lane an uphill battle, as your splatters do not function properly when used on the primary combat area of the lane. Blue is also a hot spot for combat, and so is the Mid-boss room. The Subway tunnels can be argued, but the fact that it covers the ENTIRETY of them means that any fights located in them could lead to your Splatter not working correctly.
These inconsistent bounces apply to many other areas of the game that I likely haven't tested or just have not shown, such as the shooting range part of the Hideout. The main floor of that room causes splatter to bounce more "limply" than normal. There is also this T3 camp with its own floor texture / surface that causes the more "limp" bounces as well:

There are also some textures / surfaces (or materials?) where splatter bounces, but does not actually truly BOUNCE. What do I mean by that? Well, when Splatter bounces, it is meant to explode. These surfaces do not have splatter explode. Viscous' own cube is one, but that one is very rare to run in to. A MUCH more common one is Kelvin Ice path, shown below:
View attachment IcePathBounce.mp4
Finally, there are corners. If splatter bounces off of a surface then hits another surface very shortly after, it may do another fake bounce, like it does with Kelvin's Ice Path. This is incredibly annoying because it can happen extremely commonly just by hitting too close to a corner with splatter, as shown below:
View attachment CornerBounce.mp4
Overall, all of these bugs make Viscous a more degenerate gambler than even wraith is. He gambles on if splatter will even work correctly. This is not even the tip of the iceberg when it comes to Viscous jank, but this is certainly some of the more prevalent Splatter related jank. If there is anything important I missed, let me know in the comments to this post. I sincerely hope all of this gets ironed out to make splatter a very fun ability to use and master, because as is, these inconsistencies make trying to do meaningful trick shots with the ability a nightmare.
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