@-Green- I never really used sloshers, but most weapons are the same aside from different subs and specials. Even chargers haven't actually changed outside of the charge holding, so they can still be used the same way. It's all very familiar, although the more balance-oriented approach to stage and special weapon design definitely makes a difference.
@-Green- Sorry, I got ninja'd by your previous post. I had to defend my main weapon.
I suppose out of all of them, the Ink armor can be the most annoying. But its annoyingness level is still far lower than most specials from Splatoon on the Wii U.
@Zyrac There are a few that underwent major changes. I only bring this up because I'm using the Dynamo right now, and it handles like a completely different weapon, even apart from the verticle slosh. Correct me if I'm wrong, but didn't the firing rate of many blasters take a hit as well? The Squelcher also has a higher attack power, I believe. I remember it taking more than 4.
@Nicolai That's true about the inclusion of weapons that don't require all that much skill at aiming. I wish more games had a wider variety of weapons.
How viable would you say the Splattershot Jr is in the various Ranked modes? I pretty much dismissed it right off the bat, assuming it was just a lame starting weapon and nothing more, but I've seen some people use it and get a lot of kills with it.
@KirbyTheVampire I also use that vaiably, at least in the B range. It's mostly because it's almost a carbon copy of the tri, outputing the same ink trails with the same efficiency, with the same wide hitbox that's harder to give the slip. You're mostly trading lobbing for a "steady" stream of ink. They even had the same subs and specials in Splatoon 1, but the sequel has now graced the tri with burst bombs. So if I want that good old-fashioned splat bomb, I go with the Splattershot Jr.
A good NZap beats it almost any time, though.
@Zyrac, I noticed that too. I can't wait for a solid comprehensive wiki.
Well, it finally happened. My first perfect roll, on a Splatfest Tee.
I don't know whether to scrub it or keep it.
Scrub it, maybe not immediately, but certainly before the end of the Splatfest. Murch does it super cheap (2000) for that specific shirt, so I suppose another benefit of Splatfests now is gathering lots of fragments by repeatedly leveling up the shirt and scrubbing it for next to nothing. It's not like you'll get to keep the shirt...
Well, it finally happened. My first perfect roll, on a Splatfest Tee.
I don't know whether to scrub it or keep it.
Scrub it, maybe not immediately, but certainly before the end of the Splatfest. Murch does it super cheap (2000) for that specific shirt, so I suppose another benefit of Splatfests now is gathering lots of fragments by repeatedly leveling up the shirt and scrubbing it for next to nothing. It's not like you'll get to keep the shirt...
I know, I just thought it might be funny to wear it proudly during the Splatfest, cuz of how much of a joke it is. I don't want it to take away from my scrubbing though.
I wish they didn't make it a SquidForce shirt. I don't particularly care for ink resistance. I'm personally looking for ink savers/recovery and swim speed, and to a lesser extent, special charge ups.
How interesting: Quick Respawn only takes effect if you didn't splat anyone. So you can't use it as an excuse to trade 1 on 1 more often.
@Nicolai ...That's one case where the description makes it rather clear what the ability does. It is now rather useless for anyone who knows what they're doing, especially since according to some sources it takes at least TWO splats without splatting anyone else in turn before it kicks in.
Looking at the Dynamo loadout, it is definitely a hardcore defense set. You fling massive walls of ink to keep enemies at bay, while planting mines to watch your back, before firing your Stingray from a comfortable position. Something else I noticed in the test range is how deadly it is against opponents on ledges; whether you sneak close enough to lateral swing them or chuck vertical from a fair distance, if they don't move they will likely be splatted.
@KirbyTheVampire junior does have ink armour which is pretty good, I think at the very least it is decent.
I believe it is a little on the weak side and has short range, but has a fast fire rate.
I can't quite say what I think of it overall though since I've hardly used it and I've mainly only touched chargers for the most part so far
@yokokazuo Yeah, it doesn't really strike me as all that useful compared to some other weapons. I do like the armor special, but the Tri-slosher has that as well, and I do better with that weapon than any other, so I don't imagine I'll be switching to the Junior. Sounds like it's more viable than I originally thought, though.
@Nintendoer Nice, very lucky. I'm currently working on getting a lot of chunks for my perfect setup. As I found out, you'll need 60 pieces of chunks for a full set on one gear.
@Maxz I've been playing at 0 for motion and -1.5 for stick. My biggest issue with motion controls is in close quarters shooting; I tend to constantly over-correct right and left movement and get a kind of manic side to side spam. @Nicolai Won't the shirt disappear post splatfest? Maybe I'm wrong , I still haven't quite figured out the whole ability system
@Nintendoer Is it still something like 3%? Cuz in the old Splatoon for a clothing to get an ability of its brand was like 3/10, and then cube it to get 2.7/100.
@NightMoon, Wait, I thought it was 10 chunks per slot? I have some gear I'm saving that has two of the same with the third blank, and I assumed I would only need 10 chunks to complete that gear.
Forums
Topic: Splatoon 2
Posts 1,581 to 1,600 of 4,997
Please login or sign up to reply to this topic