Aah, skill-matched Turf Wars are SO HARD, at least on the European Splatfest maps (Mahi-Mahi, Saltspray Rid, and Moray Towers)! In all the non-ranked games (which has been every Turf War so far), it's just been a case of "spray the map sensibly while splatting the people who aren't as good, quite a lot", but that's not nearly as easy when everyone's similar in skill. Which means tactics come into play, but in Turf War the objective is so open-ended it's hard to know exactly what tactics are ideal, and they vary drastically with each map.
For example, on Moray Towers, if a roller manages to break into the enemy's side of the map in the last 20 seconds, they can effectively win the game if not noticed. So the obvious tactic there is, "be properly attentive of your side of the map and shoot down any threats", but that might be a completely different tactic to Saltspray, where it's helpful to control the top part of the map, but you can still lose the game if you're overly obsessive about it. And then Mahi Mahi is another kettle of squid all together - though that's probably the map I find it easiest to get my head around, despite the water level mechanic. I think more linear courses like Arowana and Walleye might be easier to tackle.
Anyway, I managed to get up to Queen, and ended up 35 "Splatfest Power" points higher than I began (at 1435), but damn was it stressful. It's funny that I used to think of Turf War as the relaxing easy mode. Give me structure and an easily measurable objective! All the subtlety of Turf Wars is more than I can deal with! Aaah!
Aw no! I can't believe I missed the king rank by merely 2 points! I was on such a good run and had almost half an hour to get the needed points, it looked like a sure thing with my winning streak. But then I lost all of my last games and couldn't start another one before the news came in...
They should really make the Splatfest duration longer.
That said, the Splatfest power system seems to work, my opponents were a lot tougher than during previous Splatfests, so obviously the ranks translate well into Splatfest power.
I assume the Splatfest power shown right before the start of the match is your teams average Splatfest power? But I don't understand what the multiplier next to it is supposed to mean.
@Megapokepaul: That's pretty unlikely, because each brand has a 5x higher probability for a specific abilitiy, however that specific ability (or the corresponding brand) is never paired with the main ability of that item.
But it happens, I also have a hat with main inksavermain and 2x sub inksavermain.
@DreamyViridi: Yeah, it was my feeling that Turf Wars simply doesn't transition as well to competitive play. Or maybe it was just because I was out of practice with that mode that I found it uncomfortable.
I think Nintendo has got the system right though. I generally don't feel too frustrated losing in one of the Ranked, as I usually understand the reason why our team didn't win that round, and I take that into the next battle. However, Turf Wars has just go so many variables in play that it can be hard to know what you did wrong, and the results can be completely flipped in the last 20-30 seconds.
How did everyone else find "Ranked Turf Wars" as a concept? Would you like to see it as an option in the main Ranked Mode, or are you glad it's just confined to Splatfests?
@Maxz: I think Ranked Turf Wars require more communication as a team. I guess it wouldn't work well with the current system. Still, it was nice to see how different it plays when you're paired with players of the same skill level.
However, Turf Wars has just go so many variables in play that it can be hard to know what you did wrong, and the results can be completely flipped in the last 20-30 seconds.
I disagree on that, it all comes down to only one variable: which team inks the map the quickest and can contain the enemy to ensure victory. Otherwise the losing team often wins in the last 20-30 seconds.
It all comes down to who dies less and who uses their time more effectively (as in: turf inked divided by seconds). But if you're the team that got off to the better start and your team doesn't die too often, it's a sure win.
Ok, these are a few more variables than one, but it's still pretty simple in comparison with the three main modes.
That said, the new system is fine, but with tougher enemies it would be really better to have two days to play. I didn't encounter any clueless noobs but skilled snipers etc. Although it wasn't too hard really, I even got up in my splatfest rank faster than before.
But instead of ranked TW I'd rather have the three main modes in Splatfests. TW is still the inferior mode to me.
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