Every weapon equippable in the game is a preset kit of main weapon, sub weapon, and special. Every main weapon has at least one variant with a different sub/special combo as well.
In addition, your headgear, shirt, and shoes all have abilities tied to them that will change certain stats (movement speed, ink efficiency, etc.) and that's used to customize your particular playstyle.
Where are these Splatoon 2 pics at?
This makes really good sense. Had no idea customs would change stats as well, that's nice!
So Slosher's kit is suction bomb/tentamissiles and Splatling is sprinkler/stingray. Quite a change for the Slosher while the Splatling resembles the Remix version from the first game.
Well? Got any favorites yet? Some of these seem stronger than others to me, but none that I feel immediately in love with.
Interesting changes. Still gonna miss the splat bomb with the splattershot pro.The twitter also confirms that the initial 4 weapons changed again for the E3 build:
Splattershot: Burst Bomb/Splashdown
Roller: Curling Bomb/Splashdown
Charger: Splash Bomb/Stingray, still the same as before
Dualies: Burst Bomb/Tentamissiles
Yeah I hope they change it back to giving Splattershot tentamissiles
edit: Dammit doorman
Well? Got any favorites yet?
So, let's recap what we have now for the E3 build:
the Splash Wall and Beakon are back but not on any kit we know of yet.
I assume the next round will be announced during E3!Wish we were getting another global test fire during E3 for this.
I assume the next round will be announced during E3!
I'm hoping we get random modes like during the Arms Test Punch since I want to play Rainmaker.hopefully with Starfish Mainstage and Humpback Pump Track as the maps
Best part of this video is them explaining how a charger isn't king of Moray, unlike what many like to claim.there was a new Splat Chat uploaded. it's pretty much a bunch of nothing but they did confirm that recon mode is back so you can check out the available maps in the rotation.
the only little tidbit was they showed some differences in The Reef map for different modes
https://www.youtube.com/watch?v=Ah2qUkwgafI
Best part of this video is them explaining how a charger isn't king of Moray, unlike what many like to claim.
These are most interesting to me. The original disruptor was only paired with bubbler, echolocator, and killer wail. No inkzooka, kraken, or even inkstrike.Blaster - Toxic Mist (Mistruptor!) - Splashdown
Splash-o-Matic - Toxic Mist - Inkjet
Hopefully recon maps aren't locked to rotation and you can spend unlimited time for optimal testingthere was a new Splat Chat uploaded. it's pretty much a bunch of nothing but they did confirm that recon mode is back so you can check out the available maps in the rotation.
the only little tidbit was they showed some differences in The Reef map for different modes
https://www.youtube.com/watch?v=Ah2qUkwgafI
Hopefully recon maps aren't locked to rotation and you can spend unlimited time for optimal testing
As someone who missed out on the first Splatoon due to not having a Wii U, but very interested in this sequel, would it behoove me to watch some Splatoon 1 story videos before the release of this game?
They just wanted to show off a set of 3 bombs 4 specials and 4 default weapons for that demoman, I really liked the tenta missiles with the splattershot
Yeah. :/Hopefully, but I wouldn't count on it.
The quick respawn got a nerf. Interesting. I never realized it was OP in the first game anyway.
I apologize, Splatoon devs, for doubting you when most of the changes made over time to the base game were done quite creatively and intelligently. I like a lot of what they're doing with some of the new and changed abilities and makes each one feel more generally useful instead of being situational. With no more bubbler or kraken, special duration would have been especially useless, so now we have Special Boost (or whatever its localized name will be) instead to provide a more relevant benefit based on whatever kit you're using. Likewise, Sub Boost does away with the old bomb range up and gives us an ability that also works with mines and other non-bomb subs. I do wonder, though...what can they possibly use sub boost on to benefit beakons? It can't just be ink usage, since those perks still exist separately. Quick respawn now can go back to falling in with its original intent: a tool for less-skilled players to use to keep them engaged in playing the game, while preventing it being abused by tougher, more aggressive players.
They also showed off Sub Defense (formerly a bonus perk added to bomb sniffer) and some sort of marking time perk, though I don't know if it reduces the time you're marked yourself (a la cold-blooded), increases the time enemies are marked, or both. Between this and the change to ink resistance, I'm starting to wonder if gear-specific main-only abilities are even going to be returning?
Addendum: Turns out the official tumblr updated earlier than I thought they would, and they confirmed that the marking ability is Cold-Blooded. Still, it's a different icon than it was in the first game with the addition of the timer, so my guess is it was made stackable like ink resistance was.
This is all as exciting as new weapons to me, because I think a lot of these ability changes open the build possibilities up more. I'm not sold yet on how much people might use bomb defense or QSJ, but there are fewer abilities now that feel straight-up useless on kits compared to what we have now.
I'll be rolling a "death from above" QSJ + Special Boost build on vanilla roller/blaster.I'm not sold yet on how much people might use bomb defense or QSJ, but there are fewer abilities now that feel straight-up useless on kits compared to what we have now.
The game now tracks and marks you for getting assists, and not simply whoever has the final hit on an enemy. So if you were to, say, hit someone with a blaster AoE shot and then someone else finished the job, you still get some recognition for it (also useful to have a better indication that the opponent was defeated if they snuck away from you after being engaged).
The end-of-round scoreboard will now show what seems to be your total for splats and assists (akin to how "eliminations" are focused on in Overwatch rather than final-hit kills) and the number of specials you use in the match, which seems more fair for weapon kits that aren't as well-suited for direct combat to still get some feedback. Additionally, there's apparently a button you can press to flip it back to the old-style k/d scoreboard if you still want to see how many times you were splatted.
as someone from europe, I hate how late the tournament starts ;_;..
but I love the inklblot art academy.