@Blue_Blur@Pikminfan22 I can attest to the Damage ups increasing the sweet spot for maximum damage. For a vanilla roller, two subs to one main's worth of Damage Up is advisable, just for when you get in CQC, as it extends your ohk hitbox by a fair bit, and boosts falloff damage for swings.
Ok. So, Quick Respawn is your best friend. Being a roller isn't as glamourous as being a sniper. We generally act as bait, and do a lot of trade for trade. I use one main's worth, to bring te wait time down by a second. I average that as a good 10 seconds per match saved.
Another essential is Coldblooded. Rollers really cannot afford to remain tagged for long, else you get killed pretty quickly. Damage up is high on the list as well, as this increases damage per swing, and increases the hitbox of the ohko. I use one main's worth. In terms of shoes, Swim Speed or Run speed subs are essential, as Krakon and Rockenburg have many shoes with varying mains. I find that Rollers tend to favour three abilities for shoes- The universal Ink Resistance Up, the more offensive Vanilla favouring Stealth Jump, and the more defensive, Krak-on favouring Bomb-Sniffer. The Krakon lacks range, hence the protection against the majority of ranged attacks, whereas the vanilla lacks beacons, hence safe jumping with stealth jump.
Swim up is also very vital, especially with the krake. Again, 1 main's worth. The last sub's worth is yours. Defence Up, Ink Saver Main, Ink Recovery Up, Run and SwSweed up, or Last Ditch Effort are some ideas. I'm a little tired whilst writing that, so I hope it's legible.
@TingLz Should ask Blur about that I think But I think you wanna focus on gear like: damage up (maybe, I think), Ink Saver (Main and/or Sub), Ink Recovery, Swim Speed, Bomb Range Up, and maybe Special Charge Up or any of the other Special abilities... But Blur would be more knowledgeable than me lol
You sound very sure
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@TingLz Should ask Blur about that I think But I think you wanna focus on gear like: damage up (maybe, I think), Ink Saver (Main and/or Sub), Ink Recovery, Swim Speed, Bomb Range Up, and maybe Special Charge Up or any of the other Special abilities... But Blur would be more knowledgeable than me lol
@TingLz Should ask Blur about that I think But I think you wanna focus on gear like: damage up (maybe, I think), Ink Saver (Main and/or Sub), Ink Recovery, Swim Speed, Bomb Range Up, and maybe Special Charge Up or any of the other Special abilities... But Blur would be more knowledgeable than me lol
This advice is Blur approved.
The other slosher user on this site approves as well. I usually stock up on Swim Speed and Ink Saver.
@Pikminfan22@Blue_Blur@Nicolai I also agree with the Slosher abilities. I'd give a lesser weighting to Special abilities though, as Sloshers aren't one of those weapons that's main draw is the special.
Also, Pikminfan22, I'll be interested to see your setup. There's not much on designing setups for Rollers post the Roller Nerf patch, as the community seems to be fixated on E-liters and Gals still.
And thirdly, I now have all gear in the game, I believe (I may be a shirt short, I haven't checked yet), so if anyone wants anything, just ask. I can't promise any subs, but I bet Spyke will do a roaring trade over this year. XD
@PikminFan22: Lol, yeah, don't worry, I love banter. This game is balanced really well, so any weapon choice is viable. That's why I typically use about half of the games' variety of weapons. The Dynamo is like when I play Donkey Kong in Smash: he may be a little inconsistent with his kills, but his reach and general mayhem-causing is enough sometimes.
@TheXReturns: Lol, I guess that's true. I haven't tried any nozzlenoses, nor have I used the aerosprays since the first summer. The aerospray, in my opinion, is an all-around short-ranged weapon. But you're better off committing to the Splattershot Jr/tri-slosher for ink-spreading, the N-zap for power, or the splattershot/Gals for better range.
Whatever the deal is, I usually decide to try a weapon whenever someone continually bests me with one online, so that's probably why I haven't even tried to use either of them recently.
@Nicolai The AerosprayRG (The gold one) is a nice all around weapon. Faster at killing than a Splattershot Jr, with a better Sub, imo. I use it in Turf and Splatfests. I actually used it in the Tourney yesterday, and it's become one of my secondaries.
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