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Splatoon 2 |OT2| From Smallfry to FlyFish in 5 Easy Steps!

MGrant

Member
Okay, bucket discussion time. The question I wanted to look at was "Is the Tri-Slosher really better than the regular Slosher?" but perhaps a more appropriate question would be "Why is the Tri-Slosher obviously so much better than the regular Slosher?" This time, we'll look at the stats first. For the ranges and bullet measurements, I'm using the dashed lines in the test garage for reference.

Slosher
Kill Range: 3 lines
Bullet width: 0.4 lines
Average TTK: 0.92 seconds

Tri-Slosher
Kill Range: 2.5 lines (middle), 1.75 lines (sides)
Bullet width: 0.4 lines (middle), 0.4 lines (sides)
Average TTK: 0.8 seconds

Some people might see these stats and say, "What's the big deal? the Tri-Slosh gives up range for slightly faster TTK and fire rate. Not obviously better." But let's look at the inking patterns:

Code:
[img]https://abload.de/img/splatbucketlwsrr.png[/img]

Every 0.5 seconds, the Slosher puts out a straight, solid line of ink that travels 3.4-ish lines from the point of origin, with a big splatter at the end. Every 0.4 seconds, the Tri-Slosher puts out a straight, solid line of ink that travels 2.8-ish lines from the point of origin, with a big splatter at the end, plus two drips of paint on either side that land up to 2 lines away. The total paint coverage by both shots is approximately the same, but the Tri-slosher inks wider and 20% faster.

How about the splatting potential for each, though?

Code:
[img]https://abload.de/img/splatbucketrangedhsgx.png[/img]

So, both buckets essentially shoot a fat bullet (about as wide as 40% of the distance between dashed lines) down the center. Neither bucket has any damage fall-off, so it's a two-hit kill for both buckets even at max range.

The Tri-Slosher shoots the same fat bullet as the Slosher, except it shoots 3 of them, with the side bullets skewed about 15 degrees off-center on either side. Both the middle and side bullets are still two-shot kills. It kills faster than the OG Slosher due to fire rate.

There also exist a few weird dead-zones that may cause your side bullets to miss:

1. If your target is between 0.5 and 0.75 lines away (the red area), and you fire upward, above the horizon, they may avoid your side bullets if your middle bullet doesn't hit.

2. If your opponent is between 0.75 and 0.9-1.0 lines away (the yellow area), and you fire straight ahead, parallel with the ground, your side shots may miss if your middle shot is off target. (Both scenarios 1 and 2 here can be avoided by simply aiming lower).

3. If your target is inside the 0.5-line range, and you somehow miss with the middle bullet, your side bullets will miss, too.

4. At max side-bullet range (1.75 lines away), there exists a tiny dead-zone (exaggerated here for clarity) between the middle bullet and the side bullets at between 10 and 15 degrees off the center axis on either side. If your opponent is within these dead zones, your shot will miss entirely. This is extremely rare, as it relies on your opponent being perfectly at max side-range within a five-degree opening.

These negligible weaknesses aside, the Tri-Slosher is obviously better than the regular Slosher at just about everything. It's better for ink coverage, better for splatting, and better for flanking. It has Ink Armor as its special which is valuable for any team, and burst bombs to make splatting even easier.

The only reasons to pick the regular Slosher, in my opinion, are:

1. You really like Suction-Bombs and Tenta-Missiles.
2. You despise frantic inking, flanking, or pushing and would rather hang back and defend your team's flanks or your teammates.
3. You want to maybe, sometimes, outrange a Splattershot or N-Zap user, if you're lucky.
4. You miss the Bamboozler and want something that kind of plays similarly.

Thanks for reading. If you enjoyed this analysis, you can check out some more from this thread here:

Next time, we'll look at brushes and decide which one is more like a happy little tree, and which one is more like a "happy accident."
 

Pikma

Banned
Peléo;246466432 said:
After 1 week, what's Gaf's opinion on the umbrella weapon? Both from a competitive and a from a "fun" perspective ?
It's fun and also viable as a competitive weapon. It's a really well balanced weapon and the umbrella can be a game changer for you or your team in the right conditions
 

Cartho

Member
God as much as I adore this game, playing ranked properly has made me see some of its major flaws.

1) Matchmaking is total ass.
If you've got 3 C+ ranked people, 1 C rank and 4 C-, where the C+ people are also all at least 10 levels higher than the C-s to boot (indicating considerably more time spent on the game), why the hell does it put all 3 C+ and the C on one team and all 4 C- on the other?

2) Lack of weapon switching means some matches are lost before they even start.
When you're playing tower control and you've got 3 aerospray users in one team and the other team has a balanced mix of charger, splattershot pro, dualies and Tri slosher you almost know it's going to be rough before the game has started.

The Aerospray is so good in turf war that people get to level 10/11, try to play ranked with it and just aren't good enough at killing.

3) Lack of public voice chat
Turf war is fine for casual play. However Salmon Run and ranked modes require team work. They require coordinated pushes, knowing your role and knowing the tricks for certain maps and game modes. Lacking public voice chat damages these modes. Salmon Run gets so ridiculous later on that it needs good teamwork. Rainmaker also requires coordination. These modes would be so much more fun if you could at least explain to your team what you wanted to do.

So many times I've played Rainmaker, inked a lovely lane for the persn on my team with the RM to use and they've just ignored it and jumped about firing it at nothing in particular. I would have loved to patiently explain that they should get in squid mode and follow the lane I'd laid. This is impossible in public games.

Some may say "oh just play with friends" but I would argue that this is not the point. A game needs to be fun to play in all modes even without a premade group. At the moment it's far too easy to end up in a crap group and damage your ranking, in ranked and SR, simply because the rest of your team didn't know what to do and you couldn't even try to formulate a plan with them.
 

Jintor

Member
i dunno man in my experience ranked lets you find equilibrium pretty quickly

then again i've been playing since splat 1 so maybe i'm just xp'd enough

i get by pretty well considering i can't aim for shit
 

Cartho

Member
If the ranked mode signup said tower control why did you go in with an Aerospray?

I don't. Hideous amounts do.

Lack of coordination makes losing and deranking hideously frustrating.

Despite that, I'm loving ranked. I like how each kill feels so much more important. Tentatek Splattershot <3

Starfish main stage though. Dunno why but my winrate there compared to other maps is sooo low.
 

Pikma

Banned
God as much as I adore this game, playing ranked properly has made me see some of its major flaws.

1) Matchmaking is total ass.
If you've got 3 C+ ranked people, 1 C rank and 4 C-, where the C+ people are also all at least 10 levels higher than the C-s to boot (indicating considerably more time spent on the game), why the hell does it put all 3 C+ and the C on one team and all 4 C- on the other?

2) Lack of weapon switching means some matches are lost before they even start.
When you're playing tower control and you've got 3 aerospray users in one team and the other team has a balanced mix of charger, splattershot pro, dualies and Tri slosher you almost know it's going to be rough before the game has started.

The Aerospray is so good in turf war that people get to level 10/11, try to play ranked with it and just aren't good enough at killing.

3) Lack of public voice chat
Turf war is fine for casual play. However Salmon Run and ranked modes require team work. They require coordinated pushes, knowing your role and knowing the tricks for certain maps and game modes. Lacking public voice chat damages these modes. Salmon Run gets so ridiculous later on that it needs good teamwork. Rainmaker also requires coordination. These modes would be so much more fun if you could at least explain to your team what you wanted to do.

So many times I've played Rainmaker, inked a lovely lane for the persn on my team with the RM to use and they've just ignored it and jumped about firing it at nothing in particular. I would have loved to patiently explain that they should get in squid mode and follow the lane I'd laid. This is impossible in public games.

Some may say "oh just play with friends" but I would argue that this is not the point. A game needs to be fun to play in all modes even without a premade group. At the moment it's far too easy to end up in a crap group and damage your ranking, in ranked and SR, simply because the rest of your team didn't know what to do and you couldn't even try to formulate a plan with them.
Matchmaking can be weird sometimes but level doesn't nor should have anything to do with how it works since it's far from an ideal way of measuring skill.

I find that thing about the repeated loadouts weird but maybe it's because it's on the lower ranks and people tend to go with the same-ish/safe-ish weapons everyone uses, the more you progress the more variety in weapons you'll see. This actually used to be a huge problem in Splatoon 1 because the matchmaking didn't give a shit about loadouts for the most part but Splatoon 2 addressed this, now when there are 2 sloshers, 2 chrgers or 2 brushes in the same room they'll get separated into different teams in 8 or 9 out of every 10 matches (in my experience)

And the voice chat, it is not needed at all, it is required in high level team vs team play of course, but when playing solo? I don't think so. Actually playing high level solo with it would be pretty fucked up considering the huge amount of japanese/asian players the game has, for example, it would create nothing but unnecessary advantages and disadvantages.
 

Dyle

Member
Peléo;246466432 said:
After 1 week, what's Gaf's opinion on the umbrella weapon? Both from a competitive and a from a "fun" perspective ?

Might be my favorite weapon in the game. I wasn't super impressed with it in single player, but using in multiplayer is a whole different experience. It's really exciting to see the many different ways a Brella user can deal with a situation and teammates seem to be getting good at recognizing when I'm using it as a shield and giving me a hand. The combination of reliable painting ability, solid ttk, and shielding make it a jack of all trades weapon. The only bummer is the sprinkler as the sub, so hopefully one of the variants will improve on that, a brella with burst bombs would be excellent.
 

audio_delay

Neo Member
And the voice chat, it is not needed at all, it is required in high level team vs team play of course, but when playing solo? I don't think so. Actually playing high level solo play with it would be pretty fucked up considering the huge amount of japanese/asian players the game has, for example, it would create nothing but unnecessary advantages and disadvantages.

Plus some people will become frustrated and start being bitchy, if they are o a losing streak
 
Dynamo roller is so pitiful to use. Man this was godly in S1.

Unfortunately the only rollers worth using right now and that are somewhat serviceable in turf war is the carbon and splat. Hopefully they make some adjustments to the others to make them at least playable soon enough.
 
I really liked that slosher vs slosher analysis!

I wish the dualies did more damage. I realize now that other weapons are more powerful and spray similarly. I don't think the strafe roll ability is worth it.
 

Soul Lab

Member
Just reached S+ in Splat Zones and Tower Control. pretty happy about that.
Sitting at A in Rainmaker because this mode is my Sniper testground lol
 

MGrant

Member
I wish the dualies did more damage. I realize now that other weapons are more powerful and spray similarly. I don't think the strafe roll ability is worth it.

I kind of agree and disagree. I can often march into enemy territory with dualies and take down enemy shooters head-to-head thanks to the dodge roll. On the other hand, the Octobrush and Tri-Slosher don't care if you dodge roll, and will simply delete you on sight. They seem like pretty hard dualie counters, and they're everywhere. The Dapple Dualies are pretty powerful if you want a stronger dualie, but unlock pretty late.
 

69wpm

Member
How are you supposed to win with people like this on your team?

image.php
 

DrArchon

Member
Slosher v. Tri-Slosher analysis

God, this really puts into perspective how pretty much worthless the Slosher is in comparison to the Tri-Slosher, even ignoring the kit. Why shouldn't you give up that tiny amount of range to kill faster, spread more ink, and have to aim less?

It's a shame because visually at least I much prefer the look of the Slosher over the Tri.
 

JonnyKong

Member
Last night on Salmon Run I went from being near the top of Overachiever to apprentice again.


Never been so embarrassed about anything in my life.
 
Not a good run I'm having here. I'm trying different weapons so I'm expecting more loses than usual, but I lost 7 in a row, won 1, then lost another 7 in a row. And in spite of using unfamiliar weapons I've been consistently the top player on my team.
 
D

Deleted member 125677

Unconfirmed Member
30+ hours, barely touched SP and not even started on ranked yet haha

I do have a buuuuuuuuunch of 3star gears leveled up and a whole lot of chunks! Waiting for those sweet Sea Snails to come with the next fest.

grinding gear/chunks >>>>> ranking up
 

audio_delay

Neo Member
30+ hours, barely touched SP and not even started on ranked yet haha

I do have a buuuuuuuuunch of 3star gears leveled up and a whole lot of chunks! Waiting for those sweet Sea Snails to come with the next fest.

grinding gear/chunks >>>>> ranking up

But you get more grinding points from ranking, that is if you win the match, iirc
 
30+ hours, barely touched SP and not even started on ranked yet haha

I do have a buuuuuuuuunch of 3star gears leveled up and a whole lot of chunks! Waiting for those sweet Sea Snails to come with the next fest.

grinding gear/chunks >>>>> ranking up
I just wish it wasn't so expensive to scrub gear.
 

Ricky 7

Member
Tri-slosher needs to be a 3 hit kill from a distance. It's stupid that it makes the regular slosher useless. Tri-slosher and Octobrush are the best weapons right now I think.
 

Doorman

Member
We don't have the shirts yet because they don't dole those out until 1 week prior to the Splatfest. I find it weird that they revealed the theme this soon when it was said somewhere that the event wouldn't take place until the first weekend in September, which is still two weeks away. We won't be able to vote or get access to the splatfest tee until a week from today.

Meanwhile, Squiffer is a lot of fun, and it seems like this benefits from the new charge hold more than any other charger in the game. Its quickness blows the utility of the Goo Tuber completely out of the water.
Now if only I could aim...[/i]
 

ChrisD

Member
MGrant, I just want to say that all these analysis posts have been awesome.

Those Bucket stats are insane to look at. I may be misremembering, but I'm fairly certain Tri was nowhere near that close to Slosher's range in 1. Remember having to get on people to kill, whereas Slosher was a good pressuring tool. What a crazy set of buffs.
 

Cartho

Member
Last night on Salmon Run I went from being near the top of Overachiever to apprentice again.


Never been so embarrassed about anything in my life.

This is kind of the point I was trying to convey. The game is stupid amounts of fun but stuff like the ranking system in SR ends up being wildly frustrating as you can go on a huge losing streak through no fault of your own. I'm not sure whether it's because SR is too hard or because of the weapon set rotation system but something just feels off.
 

javadoze

Member
I've just got out of C- rank in Rainmaker.



Holy crap.


I will splat the next squid on my team that grabs the rainmaker and runs to our base. I swear.
 

JonnyKong

Member
This is kind of the point I was trying to convey. The game is stupid amounts of fun but stuff like the ranking system in SR ends up being wildly frustrating as you can go on a huge losing streak through no fault of your own. I'm not sure whether it's because SR is too hard or because of the weapon set rotation system but something just feels off.

I don't honestly know what was going on last night, but every game seemed really difficult. I wouldn't say I'm a terrible player either, and the weapons weren't the worst last night, I just don't know. Even working with friends and communicating on Discord didn't help matters.
 

phanphare

Banned
it took me since launch to get the 10 chunks i want for the first slot
and now i need 20 more chunks for the second slot

assMtAS.gif

yeah it seems like rerolling with sub biases might be the best way to get good gear still but if you're picky about your fashion the chunks are there but you've got to fucking grind for that privilege
 

DrArchon

Member
Hold up, I didn't know it would cost 30 chunks to fill up that last slot if I got two matching abilities in the first two slots naturally. That's bullshit! I thought that was just if you spent chunks on all of the slots.

Fucking hell Nintendo, what does it take to get good gear in this game?
 

Biske

Member
Hold up, I didn't know it would cost 30 chunks to fill up that last slot if I got two matching abilities in the first two slots naturally. That's bullshit! I thought that was just if you spent chunks on all of the slots.

Fucking hell Nintendo, what does it take to get good gear in this game?

Gear really isn't that important though. It's fun to mess around with, but eh. Good play and strategy wins out every time.
 
Was thinking when will Nintendo balance all the weapons again.

(Check Splatoon 1 update history)

(.96Gal deco was nerfed 2.5 monthes after its release)
 

DrArchon

Member
Gear really isn't that important though. It's fun to mess around with, but eh. Good play and strategy wins out every time.

Yeah, but I spent all this time rerolling this one shirt to get two Ink Resistance perks on it so I could finally have a perfect piece of gear, and then this happens.

Feels like I was tricked.
 

ChrisD

Member
Gear really isn't that important though. It's fun to mess around with, but eh. Good play and strategy wins out every time.

Try a Splattershot Pro without Ink Saver Main for a first-hand look at how important Gear can be

You don't need "perfect" sets, but Gear can take a gun from feeling horrible, into something pretty great.
 

phanphare

Banned
Nah. I've always done fine even in the S ranks, lazily picking gear I like. Stressing over having perfect gear is needless.

stressing over having perfect gear, maybe, but gear is a very important part of this game and will help you leverage the strengths and weaknesses of whatever kits you use

Try a Splattershot Pro without Ink Saver Main for a first-hand look at how important Gear can be

You don't need "perfect" sets, but Gear can take a gun from feeling horrible, into something pretty great.

exactly
 

Biske

Member
stressing over having perfect gear, maybe, but gear is a very important part of this game and will help you leverage the strengths and weaknesses of whatever kits you use

Sure. But its the main abilities that matter most. It's really not worth your time going nutso eve the subs.

Even then, just play ranked a lot and soon you have boat loads of cash, so much you can't even spend it.
 
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