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Topic: Splatoon 2

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-Green-

For you charger mains out there who want to use the hold charge more here's a cool video demonstrating a possible technique for it

[Edited by -Green-]

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Luna_110

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Haruki_NLI

@Spanjard @Luna_110 Danke. I look forward to some good matches!

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Maxz

@-Green- Oh man, that's terrifying. The Pro Snipers of old were scary, but at least they were somewhat predictable in their lack of mobility and need to charge. Now they seem almost as mobile as anything else, and with no real need to worry about charging. Combined with the existing range and OHKO power, and you've got a whole new world of scariness.

I suppose they're limited by the amount of ink they can swim in, so this can be tamed by trying to stop large expanses of uninterrupted enemy ink to accumulate (the Rain Cloud might be good for this), but still...

I wonder if Nintendo will nerf it by making the charge disappear after a certain number of 'dives' into your ink, similar to how the Duelies can only perform two rolls in quick succession.

Kinda makes me glad I haven't hit S yet though. Got to A in Splat Zones today (hooray!) but I'm not sure how easy it'll be to get much higher.

Also, kinda unrelated, but can anyone think of any examples of games that employ multi-managing various tasks simultaneously? I guess Overcooked is a good one, as you've got all these things cooking that you need to keep track of to make sure none of them burn, but I'm sure there are loads of others.

I'm trying to think of the best way to... think of Splatoon in general. I've noticed that whenever I think "do this" or "play like this", my playstyle becomes very one-dimensional and predictable, and our team often loses. But when I'm fresh and 'in the zone', I'm bouncing between a million different tasks and never focusing too single-mindedly on just one. Sometimes I'm helping teammates make kills; sometimes I'm working alone; sometimes I'm contributing to the main objective; sometimes I'm inking turf to stop the enemy encroaching, sometimes to keep them pinned in their base, sometimes to build my my Special Meter; sometimes I'm lying low for a stealth splat etc. Usually I'm bouncing between all of them. It's like keeping a load of different plates spinning at the same time.

So I think 'multi-management' is probably the best way to think of it - which is strange for a shooter - and I'm trying to think of some examples that focus on this a bit more explicitly.

[Edited by Maxz]

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meleebrawler

@Maxz I've been doing that "dive to move charge" trick since the splatfest premiere. It's not as easy as it looks since most chargers have to surface in 2 seconds or they lose the charge (which can make you a different kind of predictable if someone is stalking you), and of course being stymied by enemy ink. When things are going well for your team and territory, though, it is indeed a strong tool.

The Goo Tuber is a lot more flexible performing this with it's long hold time, making it a great "stealth sniper" so to speak, but pays for this with a long charge time. You'd better be good at landing those first shots, because odds are you won't get a second chance.

And yes, Splatoon is a game that lets you contribute to your team in many different ways, even when there's a focused objective. Spending time to ink a path in Rainmaker, for example, can allow the eventual holder to make a blitz after claiming it from the opposition battered from fighting for it, or assault the defenders from an unexpected angle. The battlefields are ever-changing with turf, and so should your tactics. Playing with beakons, in particular, helps open up that kind of mindset.

[Edited by meleebrawler]

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Nicolai

Did anyone else add NL to their name? If not, I might change it back.

Maxz wrote:

Also, kinda unrelated, but can anyone think of any examples of games that employ multi-managing various tasks simultaneously? I guess Overcooked is a good one, as you've got all these things cooking that you need to keep track of to make sure none of them burn, but I'm sure there are loads of others.

Any RTS, especially the survival kind. Plants vs Zombies and Pikmin immediately came to mind when you asked that.

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IceClimbers

When I die, I want my Splatoon 2 teammates to lower my coffin so they can let me down one more time.

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Nicolai

Some of you guys mentioned how you can control the cursor pixel by pixel in the Miiverse thing, so I made this!
Untitled
It took a little longer than I should have spent on it, though >.>

[Edited by Nicolai]

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Haruki_NLI

@Nicolai I did

Finally hit A- Rainmaker. The Reef feels a bit leveraged to whoever gets it first as you are easily pinned.

[Edited by Haruki_NLI]

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Maxz

@Nicolai Wow. I assume you haven't slept since you learnt about the pixel input trick. That must've taken ages.

And yeah, PvsZ is a good example, as are the others. None of them are quite as multi-faceted at Splatoon though, despite being a shooter. It's amazing.

On another topic, does anyone know exactly how the rank skipping mechanic works? I just got boosted from B to A- in Rainmaker (whose name no longer makes sense considering the weapon is now basically a grenade launcher) despite having a single crack in my rank meter. But when I finished B rank in Tower Control without any cracks, it boosted me to bog standard B+. So I don't really understand how it calculates things.

[Edited by Maxz]

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TheXReturns

@Nicolai I think I can help you there, rerolls unlock the second you get super sea snails. That's either from a Splatfest, or from Judd after reaching level 30, and select levels after that (I'm not there yet, so I'm not sure on the levels). Currently it's Snail only, or so I've read.

I think I'll prolly use mine on increasing gear slots, as currently stripping gear IS available for money, and can act as a soft reroll, and could even work out better with favourable gear and sean's drinks.

I'm prolly gonna stick with Stealth Jump, as whilst I feel the nerf, I find I get splatted far less after landing. I understand the benefits of the jump roller, but personally, I just think it encourages people to spread ink all around a landing spot, so they're stuck like a squid in ink even if they roll.

Currently I'm RM>TC>SZ Rank wise, which is exactly as I thought it would be. I'll prolly end up at S/A/B for the three, unless I can somehow drastically improve at SZ.

EDIT: @Maxz I don't get it either. Finished with one crack each time, same W/L ratios (virtually), got a skip to C+ in RM, a skip to B- in TC, and no skip in SZ.

This game hates me at SZ...

[Edited by TheXReturns]

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yokokazuo

@Nicolai that's really nice!
I doubt I could ever do that
Or at least I'd give up before I got far

yokokazuo

Nicolai

@TheXReturns I skipped over C to C+ in TC myself. The weird thing is, even after I went to the lobby several times, I kept getting matched up with C- players.

And I heard something about rerolls coming at level 20, but I guess it was wrong. Hmm, the only question is, which will happen first, the Splatfest, or level 30?

@Maxz I wasn't keeping track, but it was sometime between when I woke up at noon (don't normally sleep in, but I have the day off today) and when I left at 4 for lunch. I also showered and played matches in that time, so I'm guessing it took around 2.5 hours. I'm now currently doing something productive

@yokokazuo Thanks!

[Edited by Nicolai]

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JaxonH

The single player campaign is vastly improved over the original imo. I remember getting bored pretty quickly in the first, but in Splatoon 2 the single player is crackin! I can't stop playing it! Really well hidden scrolls and fish, with just the right amount of challenge to obtain them. I'm really impressed. And the scrolls are super cool and interesting. And I love "Agent 2" dialog throughout.

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Maxz

Man, I wish slot increases came a bit earlier than level 30. There's a lot of basic gear I'd like to stick with, but I inevitably end up clad in a stack of gaudy mismatched three-star guff because that's where the stats lie.

I think I've just about managed to marry style and substance with my latest kit though, even if it's a more military style than I'd normally go for.

Some of the new clothes are really cool though. The Toni Kensa stuff is some of the only three-star that isn't bulky or overdesigned. In fact, it's pretentiously underdesigned, which tingles my vacuous aesthetic senses no end. And the Annaki stuff brings a bit more punk to the look. And Splatoon's always been a teensy bit punk.

And yes, I am basically treating this game like it's Style Boutique: Fashion Forward. If I can't be an obnoxiously trendy fashion fop in real life, then I'm sure as hell going to live out my hipster fantasies in the cutesy squid game.

Anyway, getting back onto gameplay, I pulled my TC rank up to A-, meaning I have some sort of an A rank across the board! I feel like such a grown up squid-kid! Maybe I have reached Squidulthood! Or maybe that's S Rank, I don't know. Anyway, it's been fun, although I imagine my Win/Lose ratio is going to take a bit of a nosedive. And I'm still only about half way through the story, as much as I enjoying it. Which is probably a good thing. I don't want to ink the game dry too early...

[Edited by Maxz]

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MegaMari0

First splatfest not including the pre release, is ketchup vs mayo..neat

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meleebrawler

@Maxz Well, we just have to be patient. At least now we can more or less safely dedicate our snails for expansions instead of rerolls.

...I'm noticing some main abilities are proving rather difficult to find, though. I've yet to see anything with Ninja Squid on it.

@JaxonH Yeah, I don't really get the complaints over the new scrolls not being as backstory-rich/historical as the first game. I mean... what much else is there to say about the Great Turf War? They only go far back to talk about Salmonids, the new race of the game. Speaking of, they're actually pretty interesting when you look closer, being presented as something of a warrior tribe with a passion for battle and are the only species so far to survive in water (is that what they're trailing/firing at you in Salmon Run?). Knowing these facts, it'd be neat if Splatoon 3 had a Salmonid character inspired to join Inkling society a la Marina, perhaps as a weapon merchant (along with the obligatory addition of Salmonings ).

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Nicolai

I just learned that Run Speed does not affect how fast you can use your roller. I just did some tests in Sheldon's testing ground using the common Splat Roller, timing myself across the 11 meters of the area with the stationary dummies, first with no Run Speed Up and then with 2 Run Speed Up (none on the sub abilities):

The Splat-Rolling Run Speed Experiment wrote:

11m - - - - - - - No upgrade - - 2 upgrades
Splat Rolling: 7 sec - - - - - - - 7 sec
Just Walking: 9 sec - - - - - - - 7 sec

I don't remember how it was in the first game, but either way, I had this misconception for a while now.

[Edited by Nicolai]

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yokokazuo

@Nicolai yeah, it was a common misconception, but Run speed never actually affected brush/roller run speed.

yokokazuo

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