@Spoony_Tech: Thanks for playing,that was tough going.At least we got a couple of wins in Rain Maker.When my ranking takes a big hit like that it's usually on Splat Zones.
I haven't had a disconnect ever since using a LAN adapter but I swear there are moments when I'm hitting people on the opposing team and they aren't taking damage. I guess it's due to lag.
I gotta say, in regards to the new E-liter 3K, it's a real pain having to deal with a sniper that has an invincibility special. It used to be where, if you snuck up on a sniper and he didn't see you before you started shooting, his only chance was to escape or swing around and get you with a charge shot at the last second. Now, everytime I sneak up on them, I get a face full of Kraken.
Of course, if you're using a short-ranged splattershot, you have a chance of repelling him and getting him anyway. Though I've had better success in the past using long-ranged splattershots like the Squelchers and getting them from a distance, but when they have a Kraken? Forget it. It's way too easy for them to use as soon as I start shooting, then they hide or cause trouble. They always have their special up by the time you find them. The squelcher used to be my anti-sniper weapon, but maybe not anymore.
@Nicolai: I find Snipers annoying with burst bombs, too. They're ready for any combat up close or far away. I love the Tri-Slosher, which has short range, so it's hard to get a long enough opening to splat them. But YES, Kraken's are the most annoying!
I've always wondered why so few weapons have the point sensor as their sub weapon. I don't get it; I think weapons should either have echolocator as the special, or have the disruptor if the weapon is intended to harm opponents without killing them. The disruptor is automatically better than the point sensor, since it slows down opponents and shows their location if you're close to them. The point sensor is a very useless sub in my opinion; the disruptor is actually worth using, though.
@DiscoGentleman: Sneaking up on a charger makes me feel like I'm doing good for this game. Long ranged weapons that kill in one hit are bad for a game like Splatoon.
@DiscoGentleman: I think it's bad because Splatoon is a game about movement, and long ranged weapons (chargers, dynamo rollers, etc) encourage camping.
@DiscoGentleman: I think it's bad because Splatoon is a game about movement, and long ranged weapons (chargers, dynamo rollers, etc) encourage camping.
I've never had any real issues with chargers. On most maps I just paint the charger's target zone (out of reach) and swim past the area. Dynamo roller camping can be tricker on a few maps, though.
@Nicolai: agreed. Though, I think there's a sniper with a bubbler. Was it the other elite 3k? Can't remember.
As it turns out, the other custom E-liter 3K without the scope has the same specials; I guess the only difference is that, since the scope is a new weapon, everyone is using it.
@DiscoGentleman: I think it's bad because Splatoon is a game about movement, and long ranged weapons (chargers, dynamo rollers, etc) encourage camping.
I don't think the addition of long-ranged weapons changes anything about the necessity of movement. In every mode, the most useful place on the board for you is constantly changing. In Rainmaker, it's where the Rainmaker is. In Turf war, it's whereever your team hasn't inked. Less so in Splatzones, unless you're going to attempt to push ahead and lock the enemy at their spawnpoint. Even if you're in a situation where it would be wise to wall off the enemy team at a choke point, just about any weapon can do that, and it usually takes the whole team to do it anyway.
@jariw: It's usually not an issue if you're fast enough, but sometimes it just feels like there's no way you can stop a good charger player because the only way to approach them is to leave yourself vulnerable to weapons that can one-shot you.
@Nicolai: If you get splatted by a charger when you're trying to hold off the other team, then they have a significant advantage because they have less players to deal with until you make it back. It's not about chargers being so good at the primary objective of each mode in the game, it's that a good charger makes it so much harder for the other team because they have to beat the other team while finding a way around players that can one-shot them from parts of the map they're not even close to. Splatting is so important in Splatoon because it buys time, so long range weapons naturally have a big advantage. I say that chargers/dynamo rollers are bad because they force others to play the game in a specific way in order to counter them.
@Storytime7: I generally agree with that, but it doesn't discourage movement. In most cases, chargers and other long ranged weapons have to move too. They have to pay attention to the flow of battle and figure out the best place to be at any given time. But I do kinda agree that chargers have an advantage, especially if their own team has already laid a lot of ink.
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