There are a few mistranslations apparently. A major one being that the Stingray does not actually shoot through the Spawn Barrier, but instead forces you out of Spawn if you use it. Which is one of the big nerfs wanted for Stingray.
Seems a grab-bag of weapons is arriving along with the update:
These are:
*Neo Splash-o-matic with Burst Bombs and Suction Bomb Launcher (Edit: Previously said Curling Bombs but apparently that was a mistranslation by someone)
*Foil Squeezer with Splat Bombs and Bubble Blower
*New Squiffer with Autobombs and Baller
*Glooga Dualies Deco with Splash Wall and Baller
...And speaking of Splash Wall, I sure am going to enjoy the buffs they gave it. Feeling a little bit sorry for all the Ninja Squid users, though. The Opening Gambit buff is interesting, too... wonder if that will see more use now. Either way, it's a nice idea.
Splat Roller got mangled.
Edit: I'm disappointed that a couple weapons that really needed buffs really didn't get much. The Undercover Brella, E-Liter, Luna and Carbon got mostly ignored despite them being among the worst in the game. Like the biggest thing that most got was that they could sub strafe now.
Happy second birthday to me! I'm liking some of the buffs to things I usually use. Bamboozler, glooga dualies, inkbrush, and squeezer. Looks like they fixed ink mines so you can sub pivot like you can with all the other subs. Splash wall needed the buff, lets see if they went overboard. Interesting change to curling bomb, but I like it.
The buff to opening gambit is pretty cool. I'll be pairing that with respawn punisher and using any weapon with curling bombs. MWAHAHAHAHA!
Man, the buff to drop roller is great too! I'll be making a set for that with quick super jump so I can just jump around all match XD I guess this is by they made the change to comeback.
Good news for Carbon Roller lovers. Recent data mining shows that the Carbon variant has Burst Bombs and Auto Bomb Rush, meaning that if it keeps that kit it can be viable. Hopefully, it does, as the Carbon does absurdly well with Burst bombs and its current kit is mediocre.
Rank X is certainly an eye opener. For all it likes to rub your ego, it's rather... humbling. There are god-league players just about everywhere and it's all slightly terrifying. Despite the little introductory speech telling you that "You're good. Like, seriously good", there's probably no better way to make yourself feel like an absolutely noob than joining X's hallowed ranks.
It's oddly refreshing though, being somewhere near the bottom of the pile again. Kind reminds me of going from Primary to Secondary school. The big kids go back to being the littl'uns again.
I imagine it'll be a good learning experience too. Nothing like getting your ass kicked to reassess how you position your, err, ass.
So I am a filthy casual. How does Splatoon 2 decide which of the 2 maps you play? On the surface it seems like it should be a 50/50 chance each time. But it never seems to work out that way in practice and I often end up playing the same one 3 or 4 times in a row, if not more.
Also, is there a separate hidden ranking system in Turf War? Because it strikes me as really odd that despite being a level 25 I am almost never paired with a majority of players who are also in the 20s. I know level is just a measure of how much you have played the game, and not skill - that is for rank in ranked mode - but like, when I join a match and the next lowest level play is 37, and after him is 46 and the rest are 50-87, I feel out of place. Then I somehow end up with the best score on a team of people double and triple my level... And I am not good at this game, leaving me very confused...
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@Missile The number goes from 0-9. When you rank up, the number goes up. Rank down, the number goes down. If you rank down at S+0 you go to S. If you rank up at S+9 you go to rank X. As far as I know, all S+ players are matched together, regardless of number. Hope this helps.
Just your everday ninja, who may also be an ace trainer.
Tbh, I think they should adjust some of the Specials in this game. Stingray, Splashdown and maybe Tenta Missles could do with some notable changes.
Maybe something like making the Stingray fire similar to the Killer Wail, but in spurts with directs from the laser shot dealing 100 and side hits dealing 50, 40 or something like that.
Splashdown should have its AoE shortened but grant full immunity when used, so it's essentially a fairer but more consistent panic button. As is, the recent change makes it the worst Special. Maybe you could press a button while in air to rise further in the air, lose immunity, but hit with a huger AoE.
Tenta Missles are just overshadowed generally by all other specials. Maybe make it so you can press a button while the missles are active so you discard one of the launchers and use the remaining one as a rpg launcher of sorts. You lose access to the see through walls perk but can launch a certain amount of globs of ink. Obviously not to the extent and speed of the inkzooka. I'm not sure if this would be OP though, so they'd likely need to think of something.
@-Green- What happened to Splashdown? I read through the patch notes again and the only thing that I saw relating to Splashdown was the internet connection bug fix.
EDIT: Also, how were Curling Bombs nerfed? In my mind they were buffed.
@NinjaAceTrainer That basically nerfed it, since it means that it's even easier to splat the user. Making it even worse of a panic button. It was a good change, but it also made the Special less viable as skilled player and/or blaster users can somewhat consistently splat splashdowners.
Edit: They nerfed the curling bombs original explosion and its normal ink coverage.Meaning it loses it easy ability to apply pressure and while you can cook it, you'll likely get splatted before you can pull it off in battle.
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