@TheXReturns oh, I see. But I don't think ninja squid works on walls, does it?
Ninja Squid does not work on walls. I thought it worked on walls until I discovered it doesn't during my first turf war with ninja squid... didn't do that well! XD
@Blue_Blur Back to the drawing board... I will find the perfect way to ambush people and splat them with a roller.
I've decided not to take up a new weapon, I'm just gonna roll with it, because Rollers are where my strength lies.
No pun intended.
But, honestly, if you play rollers as a trade for trade weapon, splatting a few, then getting splatted yourself, and relying on your teammates to carry on, they aren't that bad. I'm averaging about 10 kills for 7 splats, which isn't bad.
But, seriously, why does Ninja Squid not work on walls? Nintendo dropped the ball there...(I'm gonna have to get a decent setup with Ninja Squid or Stealth Jump at some point, cause it'd really help with ambushing, but they're both far too slow, even with jump and swim speedups...)
I notice you've mostly all got Stealth Jump movesets, which is why I was asking about Ink Resistance Up. They both seem like such good abilities...
@TheXReturns: To be honest, I used to use ink resistance up, both after I stopped using it, I really didn't notice a difference without it. I found it easier to ink below your Inkling's feet real quick, and that gets rid of the entire problem. And the likelihood of you surviving while in enemy ink when someone is shooting you is very low anyway. I would either have stealth jump or a different ability altogether like swim speed up or something.
I usually try to get abilities that match my special. Since I mostly use the Tri-Slosher, I have special charge up, so I can use my Bubbler when I need to. I have ink recovery up, since Sloshers run out of ink easily, and ink saver main, for the same reason; it uses a lot of ink, fast!
Ink Resistance Up definitely has its benefits. For me, it's useful for whenever I'm retreating and get caught end up in enemy ink; don't have time to ink my feet when I'm running. Also, with it; you take very noticeably small damage from standing in enemy ink as opposed to instantly being dragged down to 1HP where anything can splat you. That bit helps when I'm practicing with Chargers, where I'd rather focus my shot (if the distance is good enough).
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@TheXReturns oh, I see. But I don't think ninja squid works on walls, does it?
Ninja Squid does not work on walls. I thought it worked on walls until I discovered it doesn't during my first turf war with ninja squid... didn't do that well! XD
@TheXReturns, yeah, I remember when you made the mistake of hiding in a wall during private battle, I was the one who splatted you, and I could see your movement very clearly on the wall. It was actually remarkably noticeable.
@Nicolai Gah. Foiled again.
I'll just learn to auto Ninja Squid, (If you travel at the right speed, you don't make ripples anyway) and stick with the Krak-On for safe jumps.
Dunno what to use as a main ability on the hats. Atm, I use Fake Contacts (Special-Up, Sub of Quick Respawn, always nice for a frequent visitor to the underworld), or Squid Stich Hat (Opening Gambit, Sub of Quick Respawn again), but a Swim speed up might be nice instead...
(I'm gonna have to get a decent setup with Ninja Squid or Stealth Jump at some point, cause it'd really help with ambushing, but they're both far too slow, even with jump and swim speedups...)
Take a look at this video. It shows side-by-side comparison for Quick Superjump and Stealth Jump with or without Quick Superjump. At the end, there is also a summary: without any of those items, the Superjump takes 4.10 seconds, with main Stealth Jump it's 4.94 seconds, but with main Stealth Jump and 2x main Quick Superjump it's 4.12. Of course instead of two main Quick Superjump, one could also do with one main and three subs or even 6x sub Quick Superjump. The same applies for Ninja Squid and swim speed up.
@TheXReturns: To be honest, I used to use ink resistance up, both after I stopped using it, I really didn't notice a difference without it. I found it easier to ink below your Inkling's feet real quick, and that gets rid of the entire problem. And the likelihood of you surviving while in enemy ink when someone is shooting you is very low anyway. I would either have stealth jump or a different ability altogether like swim speed up or something.
Well, the effect of Ink Resistance was reduced in an update, I didn't even realise it until I looked into previous changes when after I read the changelog for the recent update. What you wrote is mostly true, but sometimes it still saved my ass when I was already covered in enemy ink, but managed to rescue myself at the last possible moment. It's not an ability that's useful all the time, but rather in distinct situations.
Ink Resistance Up definitely has its benefits. For me, it's useful for whenever I'm retreating and get caught end up in enemy ink; don't have time to ink my feet when I'm running. Also, with it; you take very noticeably small damage from standing in enemy ink as opposed to instantly being dragged down to 1HP where anything can splat you. That bit helps when I'm practicing with Chargers, where I'd rather focus my shot (if the distance is good enough).
@DiscoGentleman: How about one of the Splatlings? I find it easier to play with them than with the other chargers. The squelchers and the Splattershot Pro would be non-charging alternatives.
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Trying to practice with a charger. I'm pretty terrible at it. Any tips?
Edit: nvm. I gave it two matches, then gave up. Just like the last time I tried to play with a charger.
I get so dejected because everyone's so good, so there's no learning curve for it.
Well I can't really use some weapons like rollers or most shooters haha.
What charger specifically are you using? I started with chargers the moment I could use the splatcharger. I then switched to the splatterscope and the kelp version since I preferred the sub and special. After using it for awhile I went to the 3K and then the scope once it was available.
The splatcharger have a fairly good charging time and still have decent range so I think it is a good place to start (squiffer has too short of range for my liking. Once you get used to that, I would go for the scoped version if you want the slightly extra range over less vision area and a longer charge time or for the 3K which has an even longer range, but also a much longer charge time.
Also for hitting targets, they will usually try to dodge away if they see your laser on them so one technique that usually works, but can take some time getting used to is kind of aiming close to them and then just snapping quickly onto them and firing. They won't know what hit them
Tips for using Chargers? Don't start with the E-Liters just because they have a long range. Try using the Kelp Splatterscope with Burst Bombs first. Try to be accurate with shooting your targets before moving to something that takes a long time to charge aka E-Liters. The purpose of the Burst Bomb is to defend yourself from enemies that get too close, so make sure you make good use of the bombs.
That said, I still want to get better with my E-Liter 3K skills. I just wished the freakin' thing charged faster...
@DiscoGentleman: Go to Turf Wars and use the Bamboozler Mk I, it's actually pretty easy to use and its only downside is the inability to splat enemies in one shot, wich is not that important in that mode anyway. I think that can help.
Tips for using Chargers? Don't start with the E-Liters just because they have a long range. Try using the Kelp Splatterscope with Burst Bombs first. Try to be accurate with shooting your targets before moving to something that takes a long time to charge aka E-Liters. The purpose of the Burst Bomb is to defend yourself from enemies that get too close, so make sure you make good use of the bombs.
That said, I still want to get better with my E-Liter 3K skills. I just wished the freakin' thing charged faster...
Kelp doesn't have burst bombs, it comes with a sprinkler. The regular version has splash bombs though.
After I used the 3K awhile I got used to the charge time so it doesn't feel as slow anymore haha. (I suppose it doesn't necessarily help at all though)
But with strength boosts then it helps since I won't need a full charge to defeat anyone anymore. The nerf hurt it a bit, but with a few strength boosts it can still kill at a 3/4 charge.
But yeah, I definitely recommend one of the splatchargers to start with before choosing to go scoped or to the 3K.
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