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Post by Captain Norris on Mar 30, 2015 2:50:32 GMT
You know, East Coast, West-Coast, and Midwest crew would be cool for tournaments. Like Smash Bros, we could have like three teams or more from each area work to add up wins/points in some tournament.
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Post by inyo on Mar 30, 2015 3:43:26 GMT
I may be mistaken, but I'm pretty certain Nintendo is not going to allow Premade vs. PUG to happen period. So it's safe to assume you'll only be able to get matched with or challenge/be challenged by other Premade teams when it comes to ranked matches. Well assuming of course these theoretical custom premade team matches are even part of the main ranked circuit. It may well turn out to be similar to their MK approach and instead have it's own separate room based point system. Guess we'll see. Either way, that's another reason not to underestimate the other team. They'll most likely also have put the same amount of thought into the composition, communication, and overall strategies for their team same as yours will have. Everything from general experience to individual player skill being more or less equal, what then is the deciding factor? Is it the team that's played together longer and thus is able to better adapt to small changes in the flow of the game as a unit? Is it the smaller situational decisions players have to make on a case by case basis? Is it about consistently beating your man when faced with a direct confrontation so to speak? Perhaps they all matter in their own ways. Sometimes even a seemingly insignificant decision like where a Roller user should place their sticky ink grenade (I can't recall its name) or the best time to use one's super weapon can make a world of difference. The kinds of choices made outside a predetermined strategy or job system. That's again, why flexibility is so important. Any plans you make before the match very likely can and will go wrong. It's how well your team deals with difficult situations that will in part determine its chances for success. I agree with this, for the most part, at least for Turf War. Having a bit of a gameplan going in is going to help ("I have a roller, I'm going to stay away from firefights"), but things seem to change so fast, you have to think two or three seconds ahead in stead of two or three minutes. You gotta keep looking at that map to see where you can change something in your favour, and then you gotta do it again in the blink of an eye. This is why the Super Squid Jump is so important: see a teammate near an area without any ink? Jump to 'em and get splatterin'. Splatoon is, I think, the only shooter ever where firing your weapon non-stop is the best thing to do most of the time. Mo' ink, mo' money. Also, this isn't directed at anybody in particular, but try to keep the discussions civil and refrain from heated rhetoric or being insulting. After all, we are talking about a video game where squid kids shoot colourful ink out of Super Soakers, not politics or which was the last good season of The Simpsons* *Season 8
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skyblue
Inkling Commander
Ink! (ノ◕ヮ◕)ノ*:・゚✧
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Post by skyblue on Mar 30, 2015 3:48:44 GMT
I agree with this, for the most part, at least for Turf War. Having a bit of a gameplan going in is going to help ("I have a roller, I'm going to stay away from firefights"), but things seem to change so fast, you have to think two or three seconds ahead in stead of two or three minutes. You gotta keep looking at that map to see where you can change something in your favour, and then you gotta do it again in the blink of an eye. This is why the Super Squid Jump is so important: see a teammate near an area without any ink? Jump to 'em and get splatterin'. Splatoon is, I think, the only shooter ever where firing your weapon non-stop is the best thing to do most of the time. Mo' ink, mo' money. Also, this isn't directed at anybody in particular, but try to keep the discussions civil and refrain from heated rhetoric or being insulting. After all, we are talking about a video game where squid kids shoot colourful ink out of Super Soakers, not politics or which was the last good season of The Simpsons* *Season 8Your gonna hate me but I don't watch the simpsons. /shot I think that's one of the reasons I'll love splatoon so much, things can change in the blink of an eye, but not in the infuriating way that mk8 does it. And you can see on the map what the situation is like and what needs to be done to try and change it in your favor. i thought I was being civil
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FunkyLobster
Inkling Cadet
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Post by FunkyLobster on Mar 30, 2015 4:03:25 GMT
i think the .52 gal is going to be pretty frequent in splat zones since it has larger splats, and kills in 2 shots instead of 3. if any organized competitive teams pop up for splat zones, i'd imagine they'd have a dedicated splat roller user as well since it covers so much ink (but they're nearly defenseless using it outside of immediate close range) if any weapon wouldn't see much use in the mode, i'd have to guess it's the splat charger (sniper) since it doesn't specialize in ink coverage and you can't commit to capturing the zone with it since you have to charge it before it can make a big splat (meaning it will have lower coverage and a much longer time to kill.) that's not to say it can't be effective, it's just that with only 4 players, teams have to make the most out of their loadouts and the splat charger is really niche
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skyblue
Inkling Commander
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Post by skyblue on Mar 30, 2015 4:07:39 GMT
i think the .52 gal is going to be pretty frequent in splat zones since it has larger splats, and kills in 2 shots instead of 3. if any organized competitive teams pop up for splat zones, i'd imagine they'd have a dedicated splat roller user as well since it covers so much ink (but they're nearly defenseless using it outside of immediate close range) if any weapon wouldn't see much use in the mode, i'd have to guess it's the splat charger (sniper) since it doesn't specialize in ink coverage and you can't commit to capturing the zone with it since you have to charge it before it can make a big splat (meaning it will have lower coverage and a much longer time to kill.) that's not to say it can't be effective, it's just that with only 4 players, teams have to make the most out of their loadouts and the splat charger is really niche you make some good points, but the splat charger excels in taking out enemy players, and splat zone seems to give them a lot of high up places to snipe from. Since you don't have to be in the zone to paint it, splat chargers will have a great advantage because they can focus on enemy players, while their team focuses on inking up the zone. And if the enemy team doesn't have a fellow splat charger/sniper than they'd have to manually get to you to kill you. Idk, that's just what iv'e gotten from what i've seen of the mode. :3 Edit: I meant to add in that I also see the .52 gal being a fan favorite in splat zones. But then there may be a variant we don't know about that outshines even it.
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FunkyLobster
Inkling Cadet
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Post by FunkyLobster on Mar 30, 2015 4:58:53 GMT
i think the .52 gal is going to be pretty frequent in splat zones since it has larger splats, and kills in 2 shots instead of 3. if any organized competitive teams pop up for splat zones, i'd imagine they'd have a dedicated splat roller user as well since it covers so much ink (but they're nearly defenseless using it outside of immediate close range) if any weapon wouldn't see much use in the mode, i'd have to guess it's the splat charger (sniper) since it doesn't specialize in ink coverage and you can't commit to capturing the zone with it since you have to charge it before it can make a big splat (meaning it will have lower coverage and a much longer time to kill.) that's not to say it can't be effective, it's just that with only 4 players, teams have to make the most out of their loadouts and the splat charger is really niche you make some good points, but the splat charger excels in taking out enemy players, and splat zone seems to give them a lot of high up places to snipe from. Since you don't have to be in the zone to paint it, splat chargers will have a great advantage because they can focus on enemy players, while their team focuses on inking up the zone. And if the enemy team doesn't have a fellow splat charger/sniper than they'd have to manually get to you to kill you. Idk, that's just what iv'e gotten from what i've seen of the mode. :3 Edit: I meant to add in that I also see the .52 gal being a fan favorite in splat zones. But then there may be a variant we don't know about that outshines even it. that's absolutely true, not having to commit to a close range engagement is a strong point of the splat charger, it's just that with only 4 players for each time i think highly competitive groups would want to stick to weapons that are more versatile than it since capturing the zone would turn into 3v4 (assuming that only one player's using the splat charger)
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skyblue
Inkling Commander
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Post by skyblue on Mar 30, 2015 5:13:06 GMT
that's absolutely true, not having to commit to a close range engagement is a strong point of the splat charger, it's just that with only 4 players for each time i think highly competitive groups would want to stick to weapons that are more versatile than it since capturing the zone would turn into 3v4 (assuming that only one player's using the splat charger) true, I think it'll mostly come down to how well the teams play. I think it also helps that the area is not very large, and the splat charger covers a pretty good straight line. oh and as for the 3v4 part. the splat charger person will be sniping other players, so not only will it help your team claim the zone faster/easier, but when you kill an enemy they explode and cover a good amount of area with your color of ink. But this is all talking if the splat charger gets into a good position. a good competitive team could probably give the splat charger a tough time.
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Xeiros
Inkling Admiral
Posts: 253
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Post by Xeiros on Mar 30, 2015 5:23:51 GMT
It's easy to forget these weapons come in sets of three when theorycrafting tactics for them. Only by taking advantage of and utilizing all three of the tools you are given in a weapon set can you bring out its full potential. I don't think I could bring myself to practice with a main weapon if I didn't enjoy and feel comfortable using the other two weapons it came with as well. If I say lacked the ability or motivation to use them well or at all, I'd feel as if I were putting that weapon set to waste and holding my team back as a result.
You shouldn't think of these weapons as just the Splat Charger or just the Splat Roller. The other two weapons in each set are just as important in their own ways. Did you notice that in pretty much all the recent footage of the Splat Roller in action, they rarely if ever used its sub weapon? It's a type of proximity ink bomb that can stick to walls and other objects. It takes a solid understanding of a map's layout along with a bit of ingenuity to use well, but just imagine how much more effective a team player a Splat Roller user could be if they were able to take full advantage of it.
Perks factor in heavily as well. It'll take experimentation and a bit of forethought to help ensure you bring with you clothing that works well with your weapon set. Let's say you want to increase your speed using mobility enhancing perks for example. We know there are perks that increase your movement speed in human form and squid form respectively. The human speed increase perk is far more beneficial when used with weapons like the shot-based run and gun oriented weapons or the Rollers/Brushes given they can actually take advantage of the boost it offers. Chargers on the other hand cannot move and shoot at the same time so in their case the squid speed boosting perk is much more enticing.
As for the Splat Charger based weapons I'd argue they can act as the premier team support tool. A smart Charger player doesn't simply pick some obvious sniping point, hide in some ink in order to pop out, fire, and dive back down again. Doing that is just asking to get nuked. Not to mention it severely limits ones ability to actively assist their team. Keeping in mind, again, that due to the convenient overhead view of the map any and all potentially good sniping spots covered in ink a charger user might be hiding in/using can easily be spotted with nothing more than a quick glance downward at their Gamepad's screen.
No, instead you must keep moving. Continuously repositioning yourself to both lend support where needed and to keep the enemy team guessing where you'll blast them from next is vital. You could back up retreating teammates when they're being pressured through the use of well placed ink paths for them to swim though. Don't sit still. Act as both a constant disruptive force as well as a supportive one. Use your ink trails, the Super Jump, and the speed of the squid form to its fullest to tear across the map. Attack at range from all sides, heights, and angles. Act as the backbone that serves as the foundation by which your team's shot-based gun, roller, and brush user might succeed.
You know how certain special weapon's like the Killer Wail and Ink Strike leave the user totally immobile and almost completely helpless while it's being fired for a good few seconds? The former from behind and the sides to a degree and the latter from well pretty much everywhere. Charger weapons are best able to take advantage of this brief period of vulnerability. Keep the pressure on. It's obvious users of these weapons are either going to have to line up a clear shot or just plain launch it from a safe place. Notice how there's now a visual cue when an inkling's special is ready? That comes in rather handy. Make them pay for using them whenever the opportunity presents itself.
The weapons in Splatoon are designed in such a way that where one is vulnerable and weak in a certain scenario another is capable and strong. it's not about how individually potent a given set is, but what it can offer to the overall potential success of the team. That is to say they're meant to rely on each other. They're team oriented tools first and foremost and should be thought of as such. Those prior examples were a little too common sense you say? Sure, but every bit helps. Splatoon at its core isn't meant to be an overly complicated game. A lot of this does indeed go without saying. It's part of what makes it so appealing to me from a mechanical standpoint. Things work they way you'd expect them to. It just makes sense.
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Post by JP4464 on Mar 30, 2015 12:00:23 GMT
It's easy to forget these weapons come in sets of three when theorycrafting tactics for them. Only by taking advantage of and utilizing all three of the tools you are given in a weapon set can you bring out its full potential. I don't think I could bring myself to practice with a main weapon if I didn't enjoy and feel comfortable using the other two weapons it came with as well. If I say lacked the ability or motivation to use them well or at all, I'd feel as if I were putting that weapon set to waste and holding my team back as a result. You shouldn't think of these weapons as just the Splat Charger or just the Splat Roller. The other two weapons in each set are just as important in their own ways. Did you notice that in pretty much all the recent footage of the Splat Roller in action, they rarely if ever used its sub weapon? It's a type of proximity ink bomb that can stick to walls and other objects. It takes a solid understanding of a map's layout along with a bit of ingenuity to use well, but just imagine how much more effective a team player a Splat Roller user could be if they were able to take full advantage of it. Perks factor in heavily as well. It'll take experimentation and a bit of forethought to help ensure you bring with you clothing that works well with your weapon set. Let's say you want to increase your speed using mobility enhancing perks for example. We know there are perks that increase your movement speed in human form and squid form respectively. The human speed increase perk is far more beneficial when used with weapons like the shot-based run and gun oriented weapons or the Rollers/Brushes given they can actually take advantage of the boost it offers. Chargers on the other hand cannot move and shoot at the same time so in their case the squid speed boosting perk is much more enticing. As for the Splat Charger based weapons I'd argue they can act as the premier team support tool. A smart Charger player doesn't simply pick some obvious sniping point, hide in some ink in order to pop out, fire, and dive back down again. Doing that is just asking to get nuked. Not to mention it severely limits ones ability to actively assist their team. Keeping in mind, again, that due to the convenient overhead view of the map any and all potentially good sniping spots covered in ink a charger user might be hiding in/using can easily be spotted with nothing more than a quick glance downward at their Gamepad's screen. No, instead you must keep moving. Continuously repositioning yourself to both lend support where needed and to keep the enemy team guessing where you'll blast them from next is vital. You could back up retreating teammates when they're being pressured through the use of well placed ink paths for them to swim though. Don't sit still. Act as both a constant disruptive force as well as a supportive one. Use your ink trails, the Super Jump, and the speed of the squid form to its fullest to tear across the map. Attack at range from all sides, heights, and angles. Act as the backbone that serves as the foundation by which your team's shot-based gun, roller, and brush user might succeed. You know how certain special weapon's like the Killer Wail and Ink Strike leave the user totally immobile and almost completely helpless while it's being fired for a good few seconds? The former from behind and the sides to a degree and the latter from well pretty much everywhere. Charger weapons are best able to take advantage of this brief period of vulnerability. Keep the pressure on. It's obvious users of these weapons are either going to have to line up a clear shot or just plain launch it from a safe place. Notice how there's now a visual cue when an inkling's special is ready? That comes in rather handy. Make them pay for using them whenever the opportunity presents itself. The weapons in Splatoon are designed in such a way that where one is vulnerable and weak in a certain scenario another is capable and strong. it's not about how individually potent a given set is, but what it can offer to the overall potential success of the team. That is to say they're meant to rely on each other. They're team oriented tools first and foremost and should be thought of as such. Those prior examples were a little too common sense you say? Sure, but every bit helps. Splatoon at its core isn't meant to be an overly complicated game. A lot of this does indeed go without saying. It's part of what makes it so appealing to me from a mechanical standpoint. Things work they way you'd expect them to. It just makes sense. Solid points. In my splat charger guide, I talk about how it's crucial to utilize the sub and special weapons to make up for the splat charger's lack of close range effectiveness. In the most recent build of the game, the sub for the splat charger is the Splat Bomb, while the special is Bomb Rush, which allows the player to throw Multiple bombs for a limited time. High -level players are definitely going to be supporting their teams by creating ink trails, splattering enemies, and being aware of the map's geometry and layout to effectively trap or bait opponents with their bombs.
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Astral
Inkster Jr.
Ayy lmao
Posts: 27
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Post by Astral on Mar 30, 2015 19:11:38 GMT
Maybe they will give us the option to view teammates loadouts before battle, after all, having 4 people all using the roller could be a bit awkward
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Post by JP4464 on Mar 30, 2015 20:32:38 GMT
Maybe they will give us the option to view teammates loadouts before battle, after all, having 4 people all using the roller could be a bit awkward Not only that, but four people all playing Splat Roller would put them at a major disadvantage, since every other weapon out-ranges them. It might also depend on the type of game mode, but it's definitely beneficial to have a solid mix of weapons on a team, in order to support each other during firefights or team pushes towards the objective(s).
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Astral
Inkster Jr.
Ayy lmao
Posts: 27
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Post by Astral on Mar 30, 2015 20:35:14 GMT
Maybe they will give us the option to view teammates loadouts before battle, after all, having 4 people all using the roller could be a bit awkward Not only that, but four people all playing Splat Charger would put them at a major disadvantage, since every other weapon out-ranges them. It might also depend on the type of game mode, but it's definitely beneficial to have a solid mix of weapons on a team, in order to support each other during firefights or team pushes towards the objective(s). A wide variety of weapons on a team would probably be a plus, Nintendo may have also realized this themselves and maybe the weapons just turn out to be completely balanced. Having one team use the same weapon still wont help as much though
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Post by Captain Norris on Mar 30, 2015 21:24:30 GMT
Four paint rollers would get absolutely nothing accomplished in Splat Zones. It would be too easy for the enemy team.
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nfan10039
Full Squid
Building ink weapons
Posts: 49
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Post by nfan10039 on Mar 31, 2015 1:13:52 GMT
Teams and tournaments could be quite fun. I'm from Canada though so a local team is probably out of the question. I'm hoping that clans/teams are fairly easy to set up so strategy becomes easier.
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Post by inyo on Mar 31, 2015 2:42:57 GMT
Teams and tournaments could be quite fun. I'm from Canada though so a local team is probably out of the question. I'm hoping that clans/teams are fairly easy to set up so strategy becomes easier. I am also Canadian and can attest to the fact that only seven people live there, and very far apart, in fact.
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