@GoldenGamer88@NinjaAceTrainer Yeah, I'd like that I've genuinely enjoyed all of the Shifty Station maps that I've played so far, but the 'cannon' layout has probably been my favourite - it'd certainly get my vote!
@emaan Yeah, I thought that as well! I loved the general layout! ..having the spawns at the top of huge slopes was very cool, the arrangement of the slopes was great, the towers were well positioned - I loved how the elevated central section would usually turn in to a major conflict zone and that the 'side trenches' allowed you to flank that area, offering some tactical flexibility - and the cannons just finished the stage off beautifully! ..just awesome!
@NaviAndMii The cannon layout has to be my favourite aswell. If they keep adding elements from the single player, then I hope that they add ride rails or boost pads. Can you imagine rocketing around a stage on either of those? I think that it would be a lot of fun. The only other thing that they could use would be rollonium, but that would be seriously broken.
Just your everday ninja, who may also be an ace trainer.
Given the fleeting existence of Shifty Station layouts, I think it's good for them to take the opportunity to be as dumb and gimmicky as possible. I mean, I wouldn't want that cannon layout as a regular stage, but it was fun to have for a day, you know? If these do get brought back in some form once Splatfests are done, I think they should be kept relatively rare so as not to wear out their welcome.
@Caldorosso-E If Love had been defeated I think all notions such as 'sharing' would have gone with it. You'd probably just have pocketed all the slain Romantics' money, and then perhaps... turned on each other. I guess we'll never know!
Luna Blaster Neo tomorrow with Ink Mines and Suction Bomb Launcher. Any takers? I haven't seen many Lunas around, but maybe this set will be useful for Splat Zones... Maybe?
Hm, that's a very situational offensive weapon. You'll need Ninja Squid, Sub Power Up, Sub Saver, and even Special Charge Up. The idea is to be a hunter for tagged Squids from Ink Mines. Might work with good map knowledge.
'The shortest route was a detour. It was a detour that was our shortest path.'
Tell me your favorite plant.
~~youtu.be/r0HnIr6jYWU~~
Aah man... I said to myself, "I'm going to try and get to S+10 in the three original modes, then move onto some other games I need to finish".
Well, today I made it to S+10 in Rainmaker (the last mode), and now the game I want to play most in the world is... still Splatoon! Aah! The game won't release me from its clutches!
@NinjaAceTrainer Oh man, they're both weapons I have very little experience with! I've been a Splat Pro player for a while, and recently branched into N-Zap territory for Rainmaker. I'd like to learn to snipe through!
What in particular draws you to the Nozzlenose? It's pretty rare to see them in Ranked!
If terms of general tips, I've found watching a few really good players has opened my eyes to certain patterns of movement and positioning that I probably wouldn't have picked up on through standard play. It might not be exactly what you're looking for, but here's an example of a top UK player putting the H-3 through its paces:
Some of the stuff just comes down to reflexes, accuracy, and general experience with the game, but I feel there's still a lot that can be immediately taken away and applied just by watching play at that level. After all, it's not like Splatoon has any obtuse combos or anything like that; it's all just running, shooting, and swimming bIt certainly helped me at least!
The other thing that's helped me is keeping an eye on team numbers, and adjusting your play accordingly. If you've just wiped the entire team, chances are it's a perfect moment to push the objective and maybe pressure the opponents' base. Conversely, if you're the only person alive against a full opposing, trying to push the objective directly will probably fail and make you look conspicuous (and probably die). So getting a feel for the general ebb and flow of the match can really help you capitalise when the wind is with you and minimise losses when you're on the back foot.
I guess a similar logic applies in terms of knowing what weapons you match up best against against what other weapons at what distances; knowing which battles to fight, and which to flee from; and knowing how to use your subs, specials, and teammates' positioning to try and cut down an opponent's options.
Sorry if any or all of this sounds completely obvious; I'm basically regurgitating the 'list of things I at some point realised and subsequently got better for understanding', so it might all seem like common sense to most people. But it helped me, so it's probably the most honest advice I can offer. Even if it's got nothing to do with the Nozzlenoses.
@Maxz Thank you. I knew the general tips. I like the Nozzlenose because of its quick, almost assassin-like playstyle. It can win almost any bout at mid-short range easily, especially if you ambush them. Naturally Ninja Squid is invaluable. It’s turfing ability is quite good too, but I find it better suited to surprise attacks. And the fact that it is laser-precise in its aim (unless you jump while shooting) makes my good aim and experience as a sniper useful. Thank you for the guide, but the L-3 and H-3 play quite differently. I think that they stand for “Light-3 Shot” and “Heavy-3 Shot” respectively.
@Maxz Also, if you want to get into sniping, here are some tips:
Don’t just stay at one point for the entire game, your enemies will learn where you are, and how to avoid/splat you. And if there are no enemies in sight, you may aswell move to a place where you can shoot them.
Focus on getting splats, not inking turf. Chargers can actually be pretty good for inking turf, but the ability to snipe enemies from a distance is more useful than their turf power, except possibly in the last moments of a game. In terms of ranked, don’t ‘seek out’ or prioritise the objective, except in the final moments. Taking some pressure off of your team is helpful in its own right.
Everyone can see where you are aiming. That ‘aim pointer’ is one of the most annoying things about using chargers, any player worth their salt can see this and react with a dodge. Try to charge your shot while facing away, then aim at the enemy when you can kill them on sight. This isn’t easy to do with scopes, however.
Don’t shoot randomly, make sure to aim and lock on to your opponent before your opponent before shooting. Because a missed shot is more obvious than than aim laser. This is easier to do without scopes, but still possible with.
If there’s an enemy hiding behind a wall, flush them out. Aim higher than the wall, and with shot to both sides and a shot above them, they’ll either be immobilised or if they realise, they’ll jump out for you to shoot them.
Spamming ZR in a pinch. Unless you’re using an E-Liter or Goo Tuber, you can generally charge up a shot before someone kills you. With the standard chargers (all 5 of them) you can charge up a shot before a standard roller does a vertical swing, essentially making them easy targets for those with good reflexes. They can all charge up before most things, so panic button (heheh) mashing is not a good thing.
That’s all of them. In general, those with better reflexes and aim will be better, but really anyone can be good with chargers with practice. I hope that these help you to start sniping!
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