@jariw: But what if we don't want to be rewarded, what if we just want to have fun and play the game?
If you don't want to play by the rules of the base game, you have to wait for the August update, which has also been known since the Splatoon Direct. But your idea of adding some kind of AI enemies to Recon is great!
I got 4 connection errors in a row and now I'm back to a b+ FUDGE SAKE!
I hate losing points due to connection errors in ranked mode. It doesn't rally bother me too much anymore in turf war now that I'm level 20, but going from B- 10 to C+ 70 when the match is well in hand was not a pleasant experience.
Someday we'll find it
The rainbow connection
The lovers, the dreamers and me
I'm doing a Highspeed Amiibo Challenge video series! This is a fun video series I decided to do, I hope the community enjoys it. Please feel free to share it around, you know that one person who would love to watch this!
[link removed]
@Diravix advertise in your signature, thanks. --Jazzer
Im not sure why arent all the stages open at once, this 2 stages at a time feels like a random idea
Its cool in the way that makes all people to play every map but you can do with a rotation also
It has been explained multiple times by the developers, including in the Splatoon Direct. Splatoon rewards the players who optimize their loadout based on the map rotation (and mode).
We have the developer POV which is technically an explanation but it's only their side of it. Personally I side with the argument that says: as long as you don't know which stage you are going into (between a choice of two or more) the random element exists, and overrules the design sentiment. The ideals of the thing are commendable, whether they create an impact in the overall strategic picture seems unlikely. Meaning the best weapons will be used regardless, until buffs or nerfs are introduced.
Im not sure why arent all the stages open at once, this 2 stages at a time feels like a random idea
Its cool in the way that makes all people to play every map but you can do with a rotation also
It has been explained multiple times by the developers, including in the Splatoon Direct. Splatoon rewards the players who optimize their loadout based on the map rotation (and mode).
We have the developer POV which is technically an explanation but it's only their side of it. Personally I side with the argument that says: as long as you don't know which stage you are going into (between a choice of two or more) the random element exists, and overrules the design sentiment. The ideals of the thing are commendable, whether they create an impact in the overall strategic picture seems unlikely. Meaning the best weapons will be used regardless, until buffs or nerfs are introduced.
That's also one of my issues with the rotations as well. While it sounds good on paper, the rotations are made redundant when the same overall weapons are the same effectively on each map. Weapons like the Aerospray (because it's the most commonly cited one) will be good no matter what map as long as they are used in the right mode.
I think a really cool thing they could have done was place side effects on each map, that affects a specific weapon type when used on that map. That would introduce more actual knowledge and skill than normal map rotations.
Im not sure why arent all the stages open at once, this 2 stages at a time feels like a random idea
Its cool in the way that makes all people to play every map but you can do with a rotation also
It has been explained multiple times by the developers, including in the Splatoon Direct. Splatoon rewards the players who optimize their loadout based on the map rotation (and mode).
We have the developer POV which is technically an explanation but it's only their side of it. Personally I side with the argument that says: as long as you don't know which stage you are going into (between a choice of two or more) the random element exists, and overrules the design sentiment. The ideals of the thing are commendable, whether they create an impact in the overall strategic picture seems unlikely. Meaning the best weapons will be used regardless, until buffs or nerfs are introduced.
That's also one of my issues with the rotations as well. While it sounds good on paper, the rotations are made redundant when the same overall weapons are overall the same effectively on each map. Weapons like the Aerospray (because it's the most commonly cited one) will be good no matter what map as long as they are used in the right mode.
I think a really cool thing they could have done was place side effects on each map, that affects a specific weapon type when used on that map. That would introduce more actual knowledge and skill than normal map rotations.
I actually think different weapons are more effective on different maps. But I also think the Aerospray is good in most situations which makes people just stick with the 1 weapon. I think if people would experiment more with the weapons we would see unique strategies but I think a competitive scene would need to start in order to see that. Once Private Matches are a thing, I bet the game will change a lot.
People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...
3DS Friend Code: 2621-2786-9784 | Nintendo Network ID: DefHalan
Im not sure why arent all the stages open at once, this 2 stages at a time feels like a random idea
Its cool in the way that makes all people to play every map but you can do with a rotation also
It has been explained multiple times by the developers, including in the Splatoon Direct. Splatoon rewards the players who optimize their loadout based on the map rotation (and mode).
We have the developer POV which is technically an explanation but it's only their side of it. Personally I side with the argument that says: as long as you don't know which stage you are going into (between a choice of two or more) the random element exists, and overrules the design sentiment. The ideals of the thing are commendable, whether they create an impact in the overall strategic picture seems unlikely. Meaning the best weapons will be used regardless, until buffs or nerfs are introduced.
Apparently, that's the reason why there isn't more than 2 maps in each rotation (since 3 would result too much towards the good average gear).
But I also think the Aerospray is good in most situations which makes people just stick with the 1 weapon. I think if people would experiment more with the weapons we would see unique strategies but I think a competitive scene would need to start in order to see that. Once Private Matches are a thing, I bet the game will change a lot.
IMO, there are already private matches happening, and lots of discussions about gear and weapons. GAF/Squidboard/etc friendlist matches becomes pretty much private after a few rounds. There are many Splatoon sub groups out there.
But I also think the Aerospray is good in most situations which makes people just stick with the 1 weapon. I think if people would experiment more with the weapons we would see unique strategies but I think a competitive scene would need to start in order to see that. Once Private Matches are a thing, I bet the game will change a lot.
IMO, there are already private matches happening, and lots of discussions about gear and weapons. GAF/Squidboard/etc friendlist matches becomes pretty much private after a few rounds. There are many Splatoon sub groups out there.
Yea, but you can't really do a competitive scene that way.
People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...
3DS Friend Code: 2621-2786-9784 | Nintendo Network ID: DefHalan
The best teams I've been on have a nice mix of weapons and everyone knows their role. I'm an aerosprayer, so I know I've got to engage and splat a lot of enemies while laying down ink in-between. Snipers need to snipe and rollers need to coat and put down good super jump points. Helps if one of the rollers or snipers generally stays out of the fray so they stay alive and can serve as jumping points too. My two cents . . . .
@bluedogrulez: Yes, I cannot agree more, knowing your roll according to your weapon choice is so important. When I'm playing with a splatroller, I'm not afraid to get into the fray, but I also understand that it is my responsibility to ink any areas my teammates skip while they're busy playing defense at the chokepoint.
Similarly, if I'm playing any Splattershot, I'm primarily going head-to-head with foes in key points in the map, and in those small stages, making sure no one sneaks up on our charger if we have one. I also know I have the flexibility to pop over to one of my teammates if they need help. If my Splattershot is short-ranged, I know that I can spread ink almost as fast as a roller, and if my Splattershot is long-ranged and close to the fray, it's my responsibility to keep firing at almost all times, because my short-ranged teammates can really use the extra inking to gain the upper hand in fights.
As for chargers, I'm terrible with them, so don't ask for my advice
I still find it pretty pointless to try to be a good team in Turf War. The 300 points you gain for winning can easily be made up by just running around inking more rather than holding the chokepoint and simply playing your role, especially if you are a charger and don't ink much anyway.
So splatfest starts tonight in NA...don't know if I'm gonna be bothering with it this time around, still got 21 snails and upgrades all the things that I usually use.
So splatfest starts tonight in NA...don't know if I'm gonna be bothering with it this time around, still got 21 snails and upgrades all the things that I usually use.
It's midnight Thursday to midnight Friday? I thought it was midnight Friday to midnight Saturday?
Edit - oh wait, if you're in the UK then it is Friday, nevermind.
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