|
Post by JP4464 on Jul 4, 2014 4:32:00 GMT
To those of you who played Splatoon at E3 this year, how exactly did the kill/splat aspect work? As in, how many shots did it take to kill an opponent?
|
|
|
Post by Platypudding on Jul 5, 2014 23:02:32 GMT
I'm not even sure if it's an exact number of shots or if it's a certain amount of ink to be honest. All we really know is that it's FAST, it doesn't take long to splat someone at all. I'm thinking somewhere between 3 and 5 shots? Maybe we should look into it further.
|
|
|
Post by TheSplature on Jul 6, 2014 2:03:36 GMT
Killing someone just comes down to landing a few good shots. It seemed like ~3 shots to me, and I couldn't tell a difference between body and head shots.
|
|
|
Post by MoonMonkey on Jul 8, 2014 19:50:58 GMT
In an interview the devs said that you do more damage to foes when they are standing on your color ink, but if they are standing in their own color ink and you kill them they explode a bigger radius of your ink. Or something along that
|
|
|
Post by TheSplature on Aug 5, 2014 1:51:53 GMT
I'm not sure if you do more damage if they are in your ink, but they are definitely slower, which is super important, too.
|
|
Xeiros
Inkling Admiral
Posts: 253
|
Post by Xeiros on Jan 18, 2015 19:09:49 GMT
It's simple.
If you're in your own ink you move normally and can slim quickly as a squid.
If you're in your opponent's ink you move as if in tar and take damage over time.
There is no damage/defense modifier with the ink itself. You do the same amount of damage regardless of what color ink you're currently standing in if you're standing in any at all. The points you gain are directly proportional to how much of your own team's color you contributed when you splattered them which basically means splattering someone when they're standing on your color ink is nowhere near as useful as doing it when they're in their own since doing the latter will replace some of their ink with yours.
Since the main focus at least of Turf War is to cover the most ground (not walls or other objects) with your team's color ink, you have to think about how if the need arises you're going to splatter the other team so it benefits the spread of your color the most. Simply splattering them as quickly as possible may well wind up wasting your time in the long run since you could have spent it tagging or reclaiming more ground. It's somewhat clever in a way. The splatters that are easiest to get which is to say inklings caught disadvantaged in your team's color ink offer the least coverage benefit when splatted.
|
|
jc
Senior Squid
Posts: 66
|
Post by jc on Jan 20, 2015 5:11:00 GMT
It's simple. If you're in your own ink you move normally and can slim quickly as a squid. If you're in your opponent's ink you move as if in tar and take damage over time. There is no damage/defense modifier with the ink itself. You do the same amount of damage regardless of what color ink you're currently standing in if you're standing in any at all. The points you gain are directly proportional to how much of your own team's color you contributed when you splattered them which basically means splattering someone when they're standing on your color ink is nowhere near as useful as doing it when they're in their own since doing the latter will replace some of their ink with yours. Since the main focus at least of Turf War is to cover the most ground (not walls or other objects) with your team's color ink, you have to think about how if the need arises you're going to splatter the other team so it benefits the spread of your color the most. Simply splattering them as quickly as possible may well wind up wasting your time in the long run since you could have spent it tagging or reclaiming more ground. It's somewhat clever in a way. The splatters that are easiest to get which is to say inklings caught disadvantaged in your team's color ink offer the least coverage benefit when splatted. keep in mind that killing them also will set them back a bit while they respawn and superjump, so the time you lose killing them could be made back up. additionally, killing them while in your zone will offer less points, but leaving them alive means they can very easily convert territory to their colour. switching control rather than taking neutral areas produces a bigger swing, so determining shoot or ignore does seem like it'll be a very interesting interaction
|
|
Xeiros
Inkling Admiral
Posts: 253
|
Post by Xeiros on Jan 20, 2015 12:26:09 GMT
It's about convenience. Splattering should not even remotely be your focus. Going out of your way to seek out and splatter other players will kill your ink score potential. The factor both victory and money earned depend on. It should always come second to that and only when you've got no better option. Turf War is the only mode I can speculate on as it is. In that mode, splatters are next to worthless.
|
|
|
Post by TheSplature on Feb 14, 2015 23:11:26 GMT
It's about convenience. Splattering should not even remotely be your focus. Going out of your way to seek out and splatter other players will kill your ink score potential. The factor both victory and money earned depend on. It should always come second to that and only when you've got no better option. Turf War is the only mode I can speculate on as it is. In that mode, splatters are next to worthless. Certainly going just for kills isn't optimal, but to say that splatters are innately worthless in Turf Mode entirely is vehemently false.
|
|
|
Post by TheSpeedyMouse on Mar 8, 2015 23:21:56 GMT
Splats explosions give you points as they explode and cover ground, making it always worth it if your near an enemy. It's even more worth it when they are in their own ink, though it is harder as they don't take as much damage (The developers have said this). Plus splattering inklings makes them have to wait a bit before they re-spawn and super jump, and those five seconds do count towards the end of a round.
|
|