Just reached 15 freshness with the Splattershot Pro in Turf War. Not the easiest thing in the world, since it takes away 1.5 points for each loss once you're into double digits. Lose at 14.0 and suddenly you need to win three more times.
I think Humpback Pump Track is my favourite Turf War stage, because it can wind up looking like this:
@-Green- My biggest problem and same with the first game is they need a 3 stage rotation. 2 is not enough and I get stuck often on the same stage over and over again.
John 8:7 He that is without sin among you, let him first cast a stone.
MERG said:
If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.
I'm not sure how many people have seen this, but Nintendo Life are recruiting two readers alongside two members of staff (including Mr. Olney) to enter the Splatoon 2 UK Chanpionship Grand Finals at EGX. I'd really like to go, or at least try at entering, but I'm currently without a teammate...
Are there any other UK players who'd be up for forming a duo and playing some League Battles on the 30th? I'm not sure how high the probability is of winning the position, but it'd be so cool if we could pull it off. Travel expenses and tickets to EGX are paid, so providing you're free and willing at the end of September, there shouldn't be many reasons not to try.
I expect that most spam heavy weapons like the Tri-Slosher and Octobrush will be adjusted in future patches. The devs have consistently adjusted weapons that tend to spam indiscriminately with little limitations.
After some thought, if I could make any balance changes at the moment I would say the following:
>Ink Jet and Ink Armor should have some form of nerf. The former provides far too much pressure and the latter is just too 'easy'.
>Fix the Splashdown AoE indicator. It's misleading.
>Stingray needs some form of buff. As it is, it's a Special that I almost never use. At least they should add a shooting reticle.
>Sloshers need to have some adjustment to prevent them from simply spamming jump and flinging.
>They should fix the wonky RNG in this game. The usage of RNG to calculate fall-off is lazy and imo is bad for an apparently competitive game.
These are just general things, and I could very well be wrong, but from the amount of time I've played and observed this is what I see as areas to fix right now.
I don't think Ink Jet and Ink Armor need nerfs. The Ink Jet is rather easy to take out if the user has little stage awareness and you manage to sneak up to him or his landing spot. Ink Armor, just let it run out or it breaks rather easily. I can count way too many occassions where I managed to splat an enemy despite ink armor. Don't know how much the Tri-Slosher and Brushes may need nerfs since these are pretty much my mains and I don't see anything broken with them. Especially the Tri-Slosher can be out-ranged by most weapons as I get to feel quite a lot. People simply underestimate their weapon's range I feel like and thus, don't go backwards to create more space between me and them.
But yeah, the Stingray is absolutely useless and can be evaded far too easily, even if you hit someone once or twice. I don't get killed by it too often either. Overall, I believe to remember the devs saying that Specials are now designed to be stronger when used in the right situations but weaker if used wrong. So we may just use the stingray wrong or something.
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The Ink Jet has it's weaknesses but I think it more than makes up for it with just how much pressure it applies. It can easily wipe out players and in higher level play is spammed out the wazoo because of it. I also don't like how easily it maneuvers around.
Ink Armor is just better than most other specials and is basically essential. It has like no downsides at all and can lead to huge momentum shifts just by being a thing. I prefer it when Specials carry weight, but not so much that they easily win entire battles. It's common to see people simply chain Ink Armors and continuously rush in. It's not ridiculous, but unlike most other Specials it requires little dedication to it, beyond the frames where you activate it.
I don't think the Tri-Slosher or Octobrusher are broken, but I do feel they're a bit too cheap. The Tri-Sloshers range is actually not bad, and is close to that of the Splattershots. Its kit is also amazing, and carries a huge spread that will two shot which gives it too big of a margin of error. This is also the case for the Octobrush. They're not broken weapons and have they're obvious weaknesses but they're just too spam heavy in general. The Octobrush not as much of course.
Hm I'm still not sure about the tri sloshers personally. I haven't found a significant weakness to them because of their range and insane amount of ink at the same time.
Usually when I think something like this is out of balance in a nintendo game, my first assumption is that I'm missing something major. I just think I haven't found their weakness yet in terms of play style.
@erv Yeah, I agree - I often seem to struggle against players using Sloshers, but I can't say for sure whether that's down to me or the game! I can't say that I'd rebalance anything in the game at this stage really (I've only had the game a week!) ..but I would perhaps make a subtle change to the layout of The Reef (or how the Tower acts in Tower Control on this stage) - when the Tower is slightly left or right of its default position under the bridge, you can easily find yourself accidentally swimming beneath the Tower, which can be rather annoying (especially if you get kinda stuck) and it makes the camera go a bit weird too, which is kinda ugly - they could either flatten out the area under the bridge, or just have it so that the Tower always extends all the way to the floor, regardless of whether the floor is at an angle or not
First of all, I can't be the only one that thinks showing the news with every level rotation is annoying. Ain't nobody got time for that! Implement press + to skip or something like that.
Also when there's a level rotation you sometimes end up on the Inkopolis plaza instead of the lobby. Also unnecessary.
Also yes, more stages
What really grinds my gears are the disconnection penalties. Don't get me wrong, players that leave their team for any reason beside their connection failing them should be punished. But what about the teams left behind with one or two inkling short? There's absolutely zero compensation! At least have their fresness remain on their current level. This may sound unusual, but I would actually like to see smaller teams getting back up from an intelligent CPU. Nintendo is actually good at making CPU that play similar to actual players so perhaps it's not that crazy?
I second what @NaviAndMii said. There are multiple cases where you find yourself unable to climb the tower from behind, then the camera messes up and you get splatted. Also after the final checkpoint in Moray towers the tower goes up and it's impossible to reach, you have to be on it or you won't be able to defend it at all.
IMO they should worry about balancing weapons later, and first focus on bigger issues like mentioned above.
Hm, no one's going to mention the new content announced today? Well, I'm happy that there's a new stage coming out, as the existing ones were getting a bit boring. I don't play Salmon Run much, but a new stage will definitely draw my attention to it. I don't know why they re-announced the Bubble Blower after showing it in the Spla2n Direct, but it looks like a cool special. They also basically confirmed the Forge Splattershot Pro will be the weapon that comes out next week, so that's interesting. I do hope that a weapon comes out this week as well, because waiting for the weapon of the week is so fun.
@Sir_Anthony Showing the news with each start up of the game is extremely annoying, but I don't think it shows up when the rotation changes while you're playing. For me, at least, it just loads for a bit and puts me back in the lobby.
So what do with think of the new content? I like the looks of Manta Maria mainly because I like the long skinny maps like Port Mackerel. I would have like to see more of the map though, but I guess I will soon enough.
Lost Outpost looks to be a more difficult map for salmon run. I can see a lot of people down ranking once this map is out, what tomorrow? Salmon run is one of my favorite modes, the terror involved with it is exciting.
The Bubble Blower, as of right now, looks to be the most underwhelming special if you don't have a teammate by you or if you don't flank the opponent and surprise them with it. The bubbles seem so easy to pop by the opposite team, though it makes sense. I'll try it out though, I semi like the splattershot pro.
@Nintendoer Yeah, really excited about the new stage in particular! Overall, I've been really impressed with the ones we already have - if Manta Maria is on that sort of level, I'm sure to love it!
The new Special seems interesting - looks pretty powerful, provided you are able to burst the bubbles yourself...so a nice balance of risk/reward I think
Just on a side note - I thought I'd share a couple of interesting screenshots with you all!
First up, the closest match in history...?!
We lost by.....1p?!?!?! - I demand a recount!!!
Then this...
luis, bruh - you scored...1p?!?!?!
... **face palm!**
@NapalmPsalm Given the details we have in advance about Salmon Run rotation, it looks like Lost Outpost won't be available online until at least Friday, although it'll be playable locally before then.
I wonder what sub the Forge has. I'll certainly try it in any case, since the Pro is one of my favourite weapons. As for the Bubble Blower, just remember that if the opponents are shooting at bubbles, they're not shooting at you...
@NaviAndMii Dang, that beats my 2p loss in the prerelease Splatfest. Actually, supposedly if there's an exact tie the game just gives an extra point to a random team, so you may have gotten unlucky there!
@Zyrac Oh no! Haha! Ah well! I love it when you get super-close, evenly matched battles like that one -
intensity right down to the final second! ...far more enjoyable than a 70%+ mis-match - even if I did end up on the losing side! (..just!)
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