Awe man, apparently you can only keep one kind of Grizzco gear at a time! I wish they would have told me that >(
I like using them for scrubbing ability chunks, since they grant all abilities equally and already have 3 sub ability slots, but I just got one with bomb defense and 2 bomb defense subs. I was gonna hold onto it to have a complete bomb-defense hard hat, but when I tried to get myself another one, it erased my first!
So do Sloshers just not have an increase in spread/rng when jumping like basically all other weapons, or is that just a Tri-Slosher thing? Also, it's interesting how the Tri-Slosher basically always does 62 damage except when sloshing from higher ground. I feel like that may be a bug, considering drop-off occurs with every other weapon.
@-Green- The constant damage was like that in the first Splatoon. It's kinda nice; as a consummate rule, as long as I'm level with my opponent, I get the splat as long as I get'm twice. And as melee brawler said, essential to the slosher's ability of lobbing over walls.
The tri should have an extended range from jumping, though. I'm quite certain that's true.
Flyfish need to have more ways to kill them, beyond wasting a Special or two bombs. They're too much of an investment to kill.
As for the Sloshers, it seems that they do not suffer from Drop Off or the Jump nerf. I guess that gives it a unique quirk, but I'm not sure I like it. At least with how the weapons currently are.
@Nicolai I don't think the Tri-Slosher get an increase in range when jumping. If it does, it must be incredibly small since I can't seem to notice it.
@-Green- Testing it in the testing area now, and we're kinda both right. There is an increase in range, but it is miniscule. I managed to set myself in a sweetspot distance from a dummy, so that when I stand still, I cannot hit it, but if I jump, I can occasionally grace it.
@BLP_Software I mean... one person CAN just barely destroy a Flyfish in a single volley if they're quick about it and have a full tank... but if literally anything is between you and it you can forget about it.
@shani I know. And some will say it encourages using the same weapon over and over, which I don't like one bit. I think the game should encourage using a variety of load-outs!
I tried Splatoon 2 in handheld mode and it just doesn't feel right. There isn't the precision and accuracy that the pro controller has so when away from the TV, I'll need to have a different Switch game at the ready. BotW seems the best option for that different game as I'd imagine DLC Pack 2 releases in 2-3 months.
@Nicolai Actually, I think this exactly encourages you to use different weapons. Because if you're not good with a certain weapon (or don't have a matching set of gear), it doesn't ruin your general freshness. It only lowers your freshness for that weapon. Which also adds an incentive for completionists: Turn up the freshness for all your weapons!
@Grumblevolcano Couldn't agree more. It just doesn't feel right after getting used to the Pro Controller.
My GOTY? Legend Of Zelda: Splat of the child. Ah no, I meant LoZ: Breath of the SPLATOOOON!
@Honelith How? You're always making progress to earning prizes no matter how you're doing. All losing does is make the process take longer. And if you're losing that much (and badly... only first round losses and disconnects severely hamper your rank), the difficulty will just lower to the point where you can start winning more easily. I find that losses in Profreshional are seldom attributed to poor play, but rather bad luck with the random factors (excessive flyfishes, glowflies on the first round...).
Playing the E-liter here is a humbling experience if you come off of it from the first game. No burst bombs or damage ups to serve as crutches for being caught up close. Just mines to give advance warning, and to help give pursuers the slip when running away. It NEEDS proper support to perform well... but with caution and proper special building skills like Tenacity you can make it rain almost constantly.
@Grumblevolcano I've very comfortably played plenty of single player levels in portable while snuggled up in bed, and was actually surprised by how well the whole things worked. But competitive multiplayer? Not really feeling it. The margin for error is just too tight to really permit anything but the Pro Controller on the big screen.
So yeah, I'd say portable/Joy-Con mode functions perfectly well for leisurely navigating the Hero Modd, and while it obviously works the identically in competitive online multiplayer, the necessity for precision is everything when split-second reactions and pin-point accuracy are often the difference between splatting and being splatted.
So I don't want to call the Joy-Cons 'bad' or 'good'. It's pretty obvious why they can't replicate the Pro Controller, but they're also a million miles better than the 3DS slide-pad-stick-thing, so represent some progress in analogue sticks on Nintendo portable. They do their job. But when the stakes are high, it helps to have something that can do the job better; enter the Pro Controller!
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