I've been launching from the spawn point less and less these days, at least not anywhere near the enemy. Even though I always have my stealth jump shoes, I seem to always jump into trouble. Unfortunately, it takes forever to seem all the way to the fray, so if I'm lucky enough, an ally will be swimming his way there, and I can begin my jump before he gets anywhere near enemy ink.
Yeah I also learned my lesson, but it also depends on the map and the situation. If the map is relatively short, I tend to swim to the action (it took me long enough to learn that ^^). But if a sniper in my team proves reliable in that he doesn't die often, I'll always jump to him/her. Or sometimes you can see that your teammate or a beacon is placed on the wings, in a pretty secure position with everything covered in your team's ink.
But superjumping is always a risk.
I've tried Ninja Jump a few times, but the jumping time takes too long for me... (It's what got me splatter the last time I tried to escape from enemies)
You could compensate that with quick superjump (if you max out on it, you can even still jump faster than usual), but honestly, according to the charts in several wikis, it doesn't offer a great benefit, so I stay with my Ink Resistance shoes.
I would play, but I'm playing the Closed Beta of the Crew: Wild Run right now. That game was really a lot of fun last winter and the Extension looks very promising so far! See you guys on Splatfest (those from Europe, at least)! ^^
@Nicolai: Yeah, you pretty much know you're gonna lose... if they gave the tri-squad an computer Octoling or inkling partner, it would at least help a little. The octoling or inkling wouldn't do much, be tri-squads need all the help they can get!
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Topic: Splatoon - OT
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