@Spoony_Tech: My very long - you know me - original post while I was waiting for the train was funny, then I hit post reply and it disappeared. Then the train was coming so that was a quick place holder.
Someday we'll find it
The rainbow connection
The lovers, the dreamers and me
@Spoony_Tech: Have you noticed all the new butt ugly emoticons don't show up in the emails, very disorienting. I still refuse to use them, if you see any posts from me just assume it ends w/ a /s
Someday we'll find it
The rainbow connection
The lovers, the dreamers and me
@ELI-ASH: It really depends on which stat. I see a lot of people with 3 attack boosts and they give very poor returns, so wasting three slots on it seems kinda crazy to me is all.
Ya, damage/defense up are suppose to be very weak and for any decent effect you would need pretty much every slot to have the same ability, I had like for or five before and it didn't do much, better if you stacked something else that's useful like ink savers.
It depends on the weapon. I've seen several people use the attack buffs on weapons like the Tentatek Splattershot and those buffs can really make a difference.
The attack boost ability is actually the only one easy to check, just put on the gears and go in the training sections, those numbers don't lie.
I did it long ago and if I remember well the boost is ridiculusy low when you get to the third attack panel, not really worthy, but I did check before the update to be fair.
FWIW, this is what the Prima guide for Splatoon says about sub abilities vs. main abilities: "However, main abilities are three times as potent as sub abilities. So when choosing gear, focus on its main ability—the sub abilities are just a nice bonus. Both main and sub abilities work together, applying a variety of benefits to your character."
There was a homemade video analyzing the abilities not long after Splatoon's release (probably available in this thread about 1,000 pages back or something) that said that there's a limit on how much each ability will power up. After a certain point, additional abilities of the same kind will have no effect at all.
Played for almost 4 hours yesterday afternoon. Started 5-16 playing w/ my A- rank against A+ and S. Dropped to B+ and went 11-4 playing against B and B+. Think I know where I belong. That was all on Moray Towers were I probably went 2-14 and 14-6 in Kelp Dome. I really wonder how bad I'll be in Bluefin Depot?
3 mode rotation is really going to annoy me as I have no desire to play splat zone anymore, I could just play turf war if I wanted. Tower control should still be ok, but it's probably going to seem SO SLOW riding on that tower.
Oh, and I'm OK w/ the matchmaking stuff in here, if any body's taking a vote or anything. If we get enough posts maybe we'll get starred.
What's the outlook for Super Mario Maker eating into our install base?
Someday we'll find it
The rainbow connection
The lovers, the dreamers and me
I played 7 tower control games earlier. I lost all 5 games in Camp Triggerfish, but won both in the Skatepark. They were all enjoyable good games. I'm still surprised to be in B+ rank after losing quite a lot recently.
What's the outlook for Super Mario Maker eating into our install base?
We'll likely lose a lot of people during the initial hype when it's released, though hopefully it might pick up again afterwards. I'm going to try and do both Mario Maker and playing Splatoon with people here.
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