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Splatoon |OT| Squidstyler

Capra

Member
Powerful or not, I get so salty when someone wearing a full set of three slot gear kills me. Mostly when said three slots are three damage ups, three ink tank ups, and then some extra ink charge when in squid mixed with more ink tank up.

This is IV breeding in Pokemon all over again.

Kind of, but with diminishing returns on stacking abilities I'm not so sure those people are better off than those with 12 separate abilities. I think certain abilities may stack more effectively than others, but dedicating entire pieces of gear to a single ability seems like a terrible idea.
 

Azure J

Member
Saying that kills don't help your team because you aren't inking surface is the same as saying that defending your goal in football (soccer) doesn't help your team because you aren't making goals.

Pretty much. I get what the intent of saying that is, namely you shouldn't pass up inking turf for the sake of remaining stationary for quick kills but there's definitely some strong benefits to isolating key threats and keeping them from acting during matches.
 

Chase17

Member
Does anyone know what the number below the time remaining number means in splat zones? Sorry if it's a bit confusing to know what I'm talking about.
 

Violet_0

Banned
is there really no way to change the main abilities of gear? So I have to decide whether I want something that looks cool or something that has the right stats? What a fucking awful design decision
 
http://www.gamefaqs.com/boards/805617-splatoon/71914894/822446103 said:
Someone tested strength... And basiclly, it made no diffrence in almost all situtions to the number of shots to kill a full health player.

Diminishing returns were at 75% of the previous ones strength.

And subs were somewhere around 1/3 of the boost of a main.

Course, if these stats apply to things other then strength it is a lot harder to determine.
Sadly I can't find the original post but interesting nonetheless (especially as my speculation of swim speed up was 50% of previous strength). The only thing I can add is I did notice the training dummies with shield icons (implying defence up ability) still die to one fully charged shot implying strength up is a waste on a charger or the training dummies are slightly inaccurate.
 

Kid Ska

I Was There! Official L Receiver 2/12/2016
Does anyone know what the number below the time remaining number means in splat zones? Sorry if it's a bit confusing to know what I'm talking about.
It's kind of an overtime. If you've been capping for a while and the other team takes it back, you earn overtime for how long you were capping it.
 

Dr. Buni

Member
I have a feeling that they will make the Rotation Times lower and rotate modes, so by the end of the year, I suspect:

- 14 Maps.
- Rotations occur every 2 hours, giving 3 new maps.
- Splatzones, Tower Control and Rainmaker will alternate on Ranked aswell.
- 4v4 Matches will be unranked, maybe the gamemodes will alternate.
- Custom is Custom.


I believe this will happen because when you go other Ranked Mode, it tells you the Ruleset. Also, the guy in the US Direct says "Once people have masters the maps and rulesets of Turf War and Ranked Battle", making Ranked Battle be the other gamemodes and Turf War be the only Non-Ranked.
Hmm I can already see people complaining it it works this way (rotating modes). I don't mind it (well, maybe I will mind it if the other modes suck).
 

Azure J

Member
I can't wait until the Paintbrush gets added, I have a Ninja loadout all set up for quick and easy melee kills.

I am seriously loving everything about stealth builds in this game. It just feels so damn right covering large areas of space and having people guess where you're approaching from. I really love this game.
 

ChrisD

Member
Does anyone know what the number below the time remaining number means in splat zones? Sorry if it's a bit confusing to know what I'm talking about.
It's a countdown before your actual countdown can count down. Penalty for losing control and a chance for the enemies to come back.
 

MouldyK

Member
Does anyone know what the number below the time remaining number means in splat zones? Sorry if it's a bit confusing to know what I'm talking about.

Splatoon Wiki:

However if one team has held it for a while, but the other team captures it, the team that used to hold it will get a few more seconds added to their countdown timer. This penalty depends on how low your countdown timer is. For instance if you only had 13 seconds left to hold the zone, but the other team captured the zone, 60 seconds will be added to your timer meaning you will have to hold it again for 60 seconds to make your real timer go down. This game also has overtime.


Hmm I can already see people complaining it it works this way (rotating modes). I don't mind it (well, maybe I will mind it if the other modes suck).

Oh, same! I mean, while writing it, I was thinking "Would I enjoy it like this?", but everything I can read up on it
(ie: Nothing)
suggests it will be like this.
 

Razmos

Member
Yay, rank C+ :3

Never thought i'd move up from C- honestly, but i'm doing much better than I thought I would. Pretty consistently the best kill/death ratio on the team.
 

Xeteh

Member
Just read something about a Spyke + Judd glitch (maybe it's not even a glitch) on reddit: Basically you need to win a few matches be on fire (+9) so Judd gives you 1.400 coins. Before you talk to him, pay Spyke for a equipment slot. Then go talk to Judd. He gives you 1.400 coins but also restores the 30k you paid Spyke before.

Can somebody test it? I'll try it later.

Source

For those asking what the Spyke glitch is.
 
I am seriously loving everything about stealth builds in this game. It just feels so damn right covering large areas of space and having people guess where you're approaching from. I really love this game.
Yea ranked battles on walleye warehouse are pretty intense. My strategy is making sure there is enough ink laid down that I can stealthily get opponents from the back or side. I noticed players don't use squid mode nearly as often and when they see a player they just start shooting.
 

Piercator

Banned
I just play a few hours in the recent released Splat Zones or Ranked Mode and it was very annoying. I mean, how in the hell do I get positive rank without a stable team (and a good one) if isn't by luck and luck only?

The first time I read the critics against the absence of in chat mode I was like "man, with all the respect in the world: if some kids listen all the gore and insane stuffs that I yell with all my anger they will end in a nuthouse with a few meds. Really."

But after the new game mode I started to think about in chat game as an imperative feature (or at least optional). Even if you are with some friends you will end in Skype now.
If is not, at least design a different factorization of scores. You can give a minimum of points/gold or a really low amount of ranked points to losers in order to not frustrate players. Believe me, when you fell that 85% of the outcomes depend on luck and telepathic coordination, it's quite desperating.
Nintendo really need to figure out how to improve the independence or team work in order to provide real opportunities for a good performance in the field of Ranked Mode.

Thoughts?
 
Sadly I can't find the original post but interesting nonetheless (especially as my speculation of swim speed up was 50% of previous strength). The only thing I can add is I did notice the training dummies with shield icons (implying defence up ability) still die to one fully charged shot implying strength up is a waste on a charger or the training dummies are slightly inaccurate.

I think strength is not for chargers or rollers to take into consideration, as those things kill in one shot anything that is not a boss tentacle on singleplayer mode, its more for people who go fight to fight with different kind of splatters.
 
OK so this game is my favourite online shooter since Halo 2. It's that good. There's so much potential yet to be realized as well. It's only going to get better.
 

Tathanen

Get Inside Her!
So hey tell me THIS. There are two basic types of perks, right. You've got ones that improve your ability to some percentage, maybe give you a little more defense, save a little bit of ink, etc. But then you've got ones that are a binary toggle, something like "you're invisible in ink now."

The former type, they stack, but there are diminishing returns. Maybe your primary one does 50% but then the sub does another 10% or something I dunno. And if you have the ability as a sub instead of primary, it's inherently weaker.

But the latter type, the binary type, is there any negative to having them as a sub-perk? Like ninja squid for example. If you have it as a sub-perk instead of a primary, is it still just a binary toggle?

If that's the case, any build should strive to have primary that are the percentage-improvement types, and then secondaries that are binary, yeah?
 

Zemm

Member
This game has the most baffling game design decisions I've ever seen. It has such a good foundation then gets shit on by forcing you to play with 200-300 latency, only being able to play two maps every 4 hours, random attributes on gear, and so on.
 

WALKMAN04

Member
So somehow I got splatted by a splashwall, it was already placed and I was shooting at it than bam "you were splatted by splashwall", how
 

DaBoss

Member
Tried out the Zapper, it is pretty interesting. I think it works better for kills than the Jr., but it doesn't cover territory as well as the Jr.

Also tried out the Dual Squelcher and man, it is a huge improvement over the normal Jet Squelcher to me.
 

Violet_0

Banned
I really don't understand the extra timer for Splatzones works. So one team controls the zone at the start of the game and get down to something like 35 pts, then the other teams conquers the zone and the first team has to wait 60 seconds while the second team can conquer it again and again without time penalty? I already lost several game this way
---
ot: why the hell doesn't the Wii U have a Ethernet port, Nintendo? You want me to buy an adapter to plug in a LAN cable, seriously
 

ViviOggi

Member
dominating the enemy team so hard that they start ignoring the zone and 3 man rush me multiple times in a row - failing to do so - yet my team is still unable to take over the splat zone for a SINGLE SECOND

i actually ranked down, fucking unreal. i need a break
 
Most fun I've had in an online shooter since Halo 3. I agree, it's that good.


For sure! I can't even remember a game that I kill the controller battery every time I play it. I'm going to have to buy an extra long charging cord for the gamepad lol

Waiting for the work day to pass is torture because all I want to do is play this game!
 

105.Will

Member
So how's everyone feeling about Splat Zone, and ranked in general? Played a little bit of splat zone last night and it seemed like the charge shot just dominated.
 

DaBoss

Member
Oh yea, GGs to everyone I played with.

People should use the D-Pad commands to indicate where they died. That's what I usually do, but sometimes I just use it when I'm gonna super jump just as a thanks lol.
dominating the enemy team so hard that they start ignoring the zone and 3 man rush me multiple times in a row - failing to do so - yet my team is still unable to take over the splat zone for a SINGLE SECOND

i actually ranked down, fucking unreal. i need a break
Something similar happened to me, I was just dumbfounded. I was storming the base to distract them and managed to kill 3 people and was hoping my team mates would capture the zones, but they didn't. All 3 of them were alive too, so they could have done ,
 
dominating the enemy team so hard that they start ignoring the zone and 3 man rush me multiple times in a row - failing to do so - yet my team is still unable to take over the splat zone for a SINGLE SECOND

i actually ranked down, fucking unreal. i need a break

I was flipping through some Twitch player channels last evening so I could watch how others approached situations. I found quite a few who were extremely bad at assessing what to do and how to support their team. It was as if they were playing in a vacuum.

It's fascinating to me really.
 

OCD Guy

Member
Seems the call of duty mentality types are starting to filter through, I'm starting to see a trend of people just focused on kills. In one match a guy on my team was camping high up just going for kills, he finished bottom but I imagine he was pleased with his k/d ratio lol.
 

KooopaKid

Banned
So hey tell me THIS. There are two basic types of perks, right. You've got ones that improve your ability to some percentage, maybe give you a little more defense, save a little bit of ink, etc. But then you've got ones that are a binary toggle, something like "you're invisible in ink now."

The former type, they stack, but there are diminishing returns. Maybe your primary one does 50% but then the sub does another 10% or something I dunno. And if you have the ability as a sub instead of primary, it's inherently weaker.

But the latter type, the binary type, is there any negative to having them as a sub-perk? Like ninja squid for example. If you have it as a sub-perk instead of a primary, is it still just a binary toggle?

If that's the case, any build should strive to have primary that are the percentage-improvement types, and then secondaries that are binary, yeah?

That would make sense but I don't know lol
 

Capra

Member
I wonder whether the inkbrush is going to be a roller subtype, or whether it's going to be its own thing with its own subtypes. It seems just different enough to me to become another main weapon - faster, greater attack range, but less ink coverage than the roller. That would also explain why they're saving it for later - they don't want to overwhelm an influx of new players with too many main weapons at once.

Also I just really want to see an inkbrush that's a fountain pen with pathetic inking ability but incredible speed and melee attack power. So basically you'd just run around hiding and slash-splatting people like some kind of squid ninja.
 

thefro

Member
So hey tell me THIS. There are two basic types of perks, right. You've got ones that improve your ability to some percentage, maybe give you a little more defense, save a little bit of ink, etc. But then you've got ones that are a binary toggle, something like "you're invisible in ink now."

The former type, they stack, but there are diminishing returns. Maybe your primary one does 50% but then the sub does another 10% or something I dunno. And if you have the ability as a sub instead of primary, it's inherently weaker.

But the latter type, the binary type, is there any negative to having them as a sub-perk? Like ninja squid for example. If you have it as a sub-perk instead of a primary, is it still just a binary toggle?

If that's the case, any build should strive to have primary that are the percentage-improvement types, and then secondaries that are binary, yeah?

I believe stuff like the Ninja Squid will never appear as a secondary perk. There's a list on Squidboards somewhere.
 
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