My general Splat Zone tips (may or may not apply to Turf War as well):
My number one tip is STAYING ALIVE. You are more useful to your team alive than dead. If you're being pushed back, do a tactical retreat. Get pursuers off your back, or even pick them off as they try to hunt you down.
If at all possible, help keep your team mates alive. They are more useful to you alive than dead.
Support team mates that are using their specials. Inkstrikers are particularly vulnerable, although they can usually send off their inkstrike before getting splatted. Bazookaers need support too, as potential firepower is lost if the opponents manage to take him out.
Always hide behind a wall / corner when using your inkstrike, don't use it out in the open. The extra 3 seconds it takes to swim to a safe spot is worth it when it keeps you alive.
Do your best to kill enemy inkstrikers before they launch their inkstrike.
Do your best to kill enemy bazookaers. This can be difficult, but it is worth sacrificing yourself if it means saving the rest of the team.
Don't be afraid of bomb rushers (maybe Splat bombs). If you charge at them, they generally keep throwing bombs instead of shooting at you, leaving them totally open. The bombs will most likely land behind you and you have a free shot at the bomb rusher.
In the same vein, protect an allied bomb rusher.
Killer Wail is the most useless special, pick a different one if you can. Echolocator is the #1 special.
If you own the zone and can push the enemy back, don't get overly cocky and try to paint their half of the map - stay reasonably close to the splat zone, because that's where you are needed. You have a decent foothold and can more easily pick off enemies that are coming your way than the other way around.
If your team is leading in a double-zone map and there is not much time left (1 minute left is probably a good time), unless you are dominating the match, forget about controlling both zones and just focus on defending your own zone (the one closest to your base). Get your team mates with you with a "To me!"
Always "Nice" your team mates for saving your butt, getting nice kills (like taking out that sniper), or recapturing the zone. Keeps the morale up!
Just some things I personally find very useful/helpful in ranked battles. Anyone else got more good tips?
I can agree with all of those in general, though some of it depends on what weapon you're using (basically, what role you should be assuming).
Killer Wail works well if you're playing against C's, but get up to B's and A's, and most players are skilled enough to know how to get out of the way without much consequence, all with no ink coverage whatsoever. Echolocater is indeed awesome.
On the concept of advancing when you own the splatzone, the important thing is to make sure all teammates are carefully covering all pathways to the splatzone. If you're leaving anywhere covered in their ink, you're leaving them easy access to the splatzone undefended. You should only be up to their spawn point if your team has basically covered the whole map.
Always hide before using your inkstrike. No use having to use two players (expecting one to cover you) if you can just duck for cover in 2 seconds. Teaming up for cover with the other specials is a good idea, though.
So rock or pop people? I choose pop. I've started tracking my stats tonight, even making a spreadsheet. I fair much better on port mackeral than urchin underpass.
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A common topic I've heard discussed is whether or not we should be allowed to customers a weapon's sub and special. What do you guys think would happen if they actually allowed people to choose their subs and supers, and do you think they should let us customize them?
I personally think it's a bad idea (since set sub and supers are for balancing the weapon), but others think it would be better to allow us to choose them instead of them being pre-set.
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A common topic I've heard discussed is whether or not we should be allowed to customers a weapon's sub and special. What do you guys think would happen if they actually allowed people to choose their subs and supers, and do you think they should let us customize them?
I personally think it's a bad idea (since set sub and supers are for balancing the weapon), but others think it would be better to allow us to choose them instead of them being pre-set.
You already get a choice between two special combinations. I say no, because some specials are definitely better than others, and a certain few might be overused.
I don't know why they decided to make Bluefin Depot a one zone map. it would be so dynamic as a two zone map, and one Kraken can get the entire zone!
True, but I like how they add those ramps inbetween the two choke points. It's a great place for long-ranged Splattershots and snipers. If their team has that whole other chokepoint covered, then it's almost impossible for short-ranged Splattershots and Rollers to get them in a timely manner. So, in certain cases, taking that other chokepoint can still be beneficial.
What's your dream special weapon? Mine's Self-Destruct. This is obviously self-explanatory; With the press of the right stick, you'll destroy any opposition of the sort within a wide radius. You'll be dead, but sacrificing yourself at the very end can do wonders, right?
What's your dream special weapon? Mine's Self-Destruct. This is obviously self-explanatory; With the press of the right stick, you'll destroy any opposition of the sort within a wide radius. You'll be dead, but sacrificing yourself at the very end can do wonders, right?
For it to be worth it, it would have to cover a pretty wide area. I mean, the Kraken is just as sudden, and comes without a price. It would have to be about the same area as an ink strike, maybe with a similar amount of delay until the launching, but with less warning. Any more ink than the ink strike, and it would be such an unfair thing to do 3 seconds before the timer, lol (EDIT: Sorry, you already covered that thought).
What's your dream special weapon? Mine's Self-Destruct. This is obviously self-explanatory; With the press of the right stick, you'll destroy any opposition of the sort within a wide radius. You'll be dead, but sacrificing yourself at the very end can do wonders, right?
For it to be worth it, it would have to cover a pretty wide area. I mean, the Kraken is just as sudden, and comes without a price. It would have to be about the same area as an ink strike, maybe with a similar amount of delay until the launching, but with less warning. Any more ink than the ink strike, and it would be such an unfair thing to do 3 seconds before the timer, lol (EDIT: Sorry, you already covered that thought).
It should cover a wide radius; otherwise, it might be a bit useless. And I don't want it to come without warning - I want it to be sudden... just imagine the shock on the player's face! In all seriousness though, I think a Self Destruct special will be waaay more effective if it doesn't come without warning.
Self destruct just wouldn't work for splat zones. Plus I think it just would be hated by a while lot of people. It requires no skill to use and could turn a splat zone in seconds.
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MERG said:
If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.
What's your dream special weapon? Mine's Self-Destruct. This is obviously self-explanatory; With the press of the right stick, you'll destroy any opposition of the sort within a wide radius. You'll be dead, but sacrificing yourself at the very end can do wonders, right?
For it to be worth it, it would have to cover a pretty wide area. I mean, the Kraken is just as sudden, and comes without a price. It would have to be about the same area as an ink strike, maybe with a similar amount of delay until the launching, but with less warning. Any more ink than the ink strike, and it would be such an unfair thing to do 3 seconds before the timer, lol (EDIT: Sorry, you already covered that thought).
It should cover a wide radius; otherwise, it might be a bit useless. And I don't want it to come without warning - I want it to be sudden... just imagine the shock on the player's face! In all seriousness though, I think a Self Destruct special will be waaay more effective if it doesn't come without warning.
I think we're getting our negatives mixed up here; you mean to say: "And I do want it to come without warning,.. would be way more effective if it doesn't come with any warning."
You know how, for inkstrikes, there's a small amount of time in which the player can technically be taken out before he launches the ink strike, but it's so quick that their opponents aren't likely to catch what's going on in time? I think that small amount of time would make it more of a "gotcha" move, and not something that seems unfair, like everyone thinks the Kraken is. It would still be a huge surprise, but slightly moresatisfying
I had plenty of words for that final boss during my dozen or so failed attempts to beat him, none of them printable here. Needed a good nights sleep - and maxing out my gun fire rate - to get the job done next day.
Someday we'll find it
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That doesn't look like it would be a fun level. Too many small walk ways and hardly any open areas.
I don't think it's supposed to be "fun", I think it's for rainmaker, when only the hardiest ranked players will play.
I'm slowly beginning to realize a lot of thought went into this game's make-up. Whenever I find something I don't like I try to figure out the reason it's in there.
Sub weapons not being changeable, forcing us to try out new things (though I think we've all reached that conclusion on this one.)
I think I'm going w/ .52 gal w/ the seeker and inkstrike, though the areas may decide, but I need to get better at more weapons.
Level cap at 20. I think they did this to push the new players into ranked. If the level cap was 30 or 40 or 50 there would be more incentive for the good players to keep playing turf wars. Having reached 20 myself now playing turf war seems pointless. Except when practicing new weapons.
1 thing this game really needs is an octoling inhabited AI training level like kelp dome. I spent all last night trying to find a new weapon to use while playing turf wars - areospray is boring me - and my team was losing a lot more than I would care to admit, in part b/c I just can't use most weapons effectively. Had I been using areospry we probably would have won a couple of those close 43%-44% matches. I'm not trying it in ranked though, I'm a B- and 0 points. So my apologies to anybody on my team last night who lost while I got 400 points in the warehouse. I know we can test the weapons - I always do - but those test dummies don't move or shoot back, we need AI practice.
My working theory for why we don't is that they did that to make it fairer for people not as good playing against me while I practice, rather than me running over those low level players, but I feel it isn't fair for people on my side, just the other team.
Looking forward to the ever evolving summer of Spaltoon to see how things stay fresh.
Someday we'll find it
The rainbow connection
The lovers, the dreamers and me
That doesn't look like it would be a fun level. Too many small walk ways and hardly any open areas.
I don't think it's supposed to be "fun", I think it's for rainmaker, when only the hardiest ranked players will play.
I'm slowly beginning to realize a lot of thought went into this game's make-up. Whenever I find something I don't like I try to figure out the reason it's in there.
Sub weapons not being changeable, forcing us to try out new things (though I think we've all reached that conclusion on this one.)
I think I'm going w/ .52 gal w/ the seeker and inkstrike, though the areas may decide, but I need to get better at more weapons.
Level cap at 20. I think they did this to push the new players into ranked. If the level cap was 30 or 40 or 50 there would be more incentive for the good players to keep playing turf wars. Having reached 20 myself now playing turf war seems pointless. Except when practicing new weapons.
1 thing this game really needs is an octoling inhabited AI training level like kelp dome. I spent all last night trying to find a new weapon to use while playing turf wars - areospray is boring me - and my team was losing a lot more than I would care to admit, in part b/c I just can't use most weapons effectively. Had I been using areospry we probably would have won a couple of those close 43%-44% matches. I'm not trying it in ranked though, I'm a B- and 0 points. So my apologies to anybody on my team last night who lost while I got 400 points in the warehouse. I know we can test the weapons - I always do - but those test dummies don't move or shoot back, we need AI practice.
My working theory for why we don't is that they did that to make it fairer for people not as good playing against me while I practice, rather than me running over those low level players, but I feel it isn't fair for people on my side, just the other team.
Looking forward to the ever evolving summer of Spaltoon to see how things stay fresh.
That's my only choice for weapons. Love the sub and special as well. It can go toe to toe with the Areospray fairly well and if you keep your distance will always win. The problem is the Areospray just puts out so much ink that in Turf Wars it's unmatched. Almost all the really big scores are from it. I managed to get 1500 points from a .52 deco but I would imagine that's about all it could do as I didn't die and had almost 4 inkstrike out of it.
Lastly you should be in ranked if you want to level up as you can get anywhere from 2 to 5 times the experience points. I do think they will raise the level cap with the big update. I can't see them leaving everyone at 20 because it really doesn't take that long to get there. I would welcome level 50 and don't care if it takes me 3 months to get there.
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